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Talislanta Codex Magicus

Talislanta Codex Magicus

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0% found this document useful (0 votes)
2K views169 pages

Talislanta Codex Magicus

Talislanta Codex Magicus

Uploaded by

Jand
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Talislanta

Codex Magicus

MORRIGAN PRESS INC.


TALISLANTA
FANTASY ROLE PLAYING GAME

Codex Magicus
DESIGN TEAM
CREATIVE DIRECTOR LAYOUT & GRAPHIC DESIGN
K. Scott Agnew K. Scott Agnew

WRITING & GAME DESIGN PAGE BORDER


Aaron Dembski-Bowden, Mark Christian St. Pierre
“Tipop” Williams, K. Scott Agnew,
John Snead, Colin Chapman, Max ART DIRECTOR
Hattuer, Stephan Michael Sechi K. Scott Agnew

COVER ART
EDITORS Mark ‘Tipop” Williams
Alison Ménard
Max Hattuer ILLUSTRATORS
K. Scott Agnew Adam Black, PD Breeding-Black, Rich
Emond, Ron Spencer, Anson Maddocks,
Mark Tedin, Richard Wallace,
Mark “Tipop” Williams

The Talislanta game and fantasy world are the creations of


Stephan Michael Sechi. Talislanta is a trademark of SMS,
and is used by Morrigan Press Inc. under license. All rights
reserved. Codex Magicus is ©2006 by Morrigan Press Inc.
and Stephan Michael Sechi .
Second Printing October 2006 (electronic).

MORRIGAN PRESS INC.


46 Weldon Street
Moncton, New Brunswick E1C 5V8 Canada
On the Web: [Link]
Email: talislanta@[Link]

2
CHAPTER ONE

HISTORY OF THE
TALISLANTAN AGES

The Archaeus that we walk now is the sum of all that To the modern scholar, the Forgotten Age is broken into
has come before. In chronicling these lost ages and seven lesser periods, each beginning and ending with
the forgotten empires of antiquity, we delve deeply into great societal shifts on the face of Talislanta. These ages
what scars Talislanta bears today. are known as the Time Before Time, the Primal Age, the
- Hotan’s History of the World Archaen Ascension, the Age of the Heavens, the Age
of Decline, the Great Disaster, and the Time of Chaos.
The Forgotten Age is a series of periods that, overall, spans Naturally, the people of the era did not speak of living in
many thousands of years. From the Time Before Time (even these times, but the appellations serve modern historians
predating the discovery of the orb that brought magic to well enough. After the Forgotten Age came the New
the men of Talislanta) through the world-wracking horror Age, which was initially focused – albeit briefly – on the
of the Great Disaster, and down through the centuries Phaedran Era.
until the founding of the Phaedran Empire. During this
long-ago age, the world’s first—and greatest—magicians
rose to prominence. Beginning as simple tribal folk, these
primitives would eventually master the arcane might
THE TIME
necessary to allow them unrivalled dominance of the world
itself. Exploration, colonization, discovery, invention…
these were the words that summed up the people we know
BEFORE TIME
as the Archaens. The only remnants, such as they are, of this prehistoric
era are found today in the inhospitable region of Khazad
Reliable evidence and surviving records of this ancient era in north-western Talislanta. Travellers to the region can
are rare, and accordingly, their value cannot be overstated find stone pillars and grave markers dotting the landscape
for many scholars. To attain factual knowledge of the long- at irregular intervals; evidence of the long-departed race
past age is the life’s work of many worthy chroniclers and known as the Thane, who were—according to carvings on
adventurers alike. Several events in history have destroyed the gravestones—a tall breed of humanoids. It is not known
any true hope of reacquiring the ancient lore, most notably exactly when the Thane came to the region, for the Time
the burning of the Library of Badijan and the Great Disaster Before Time stretches back to the world’s very creation. It
itself. For those who seek the secrets of the past, fragmented would seem that the Thane were either the lone example
accounts of savants and scholars make up the majority of of the region’s inhabitants in ancient times, or simply the
what has survived to the modern age, and now serve as the only ones who left their mark for future races to witness.
primary sources of lore. As a result, all dates mentioned in Whatever the truth of the race, they lived and died in the
the following text are estimates based upon interpretations Forgotten Age, lasting many centuries without establishing
of the ancient Archaen calendar.\ any real contact with the rest of the world as it developed.
Perhaps they had grown used to being alone.

3
Khazad bears markings of the Thane even today, in the of an entire people mummified and buried within their
form of the ancient city now referred to as Necron, and ancient capital. What treasures of a long-forgotten age
the scattered “warning stones” that dot the landscape here could adventurers come across if they located an entrance
and there. These pillars seem to mark places where great down into Necron?
battles or events took place in the Time Before Time,
though exactly what the Thane were trying to relate with What few records of the Thane survive speak of a race
these faded etchings is lost to the past. Some evidence that dealt with demons and had a vested interest in dark
of demonic figures remains on a few of these pillars, but arcane arts, so what relics and ancient wonders would such
nothing is conclusive. What is known for certain is that the a people produce? Do these dark wonders still lie in the
Thane were occultists with a great deal of interest in the depths under the desert? And of course, what of the tales
lower planes, and they assembled a minor fleet of black- that speak of the city’s inhabitants living on as spectral
hulled sailing vessels that plied the waters near the north undead, or mummified in the hope of one day awakening
and west coasts of Khazad. Standing stones littering the once more?
beaches of Morbid Isle attest to some presence on the small
island to the north as well, but most of the lore pertaining to THE STANDING STONES
the Thane comes from Archaen writings dating thousands The grave markers and standing stones of the long-forgotten
of years after the Time Before Time, and nothing can be Thane are notoriously faded and difficult to decipher. For
considered certain. adventurers traveling to the desolate land of Khazad, any
but the most cerebral characters are going to find little of
ECHOES OF THE PAST interest in the etchings that do remain. Grave-robbers are
likely to find mummified corpses interred at these sites,
CITY OF THE DEAD perhaps buried with trinkets and items that have somehow
Necron is a sprawling city with alien architecture and a survived thousands of years without corruption. Perhaps
past shattered by both the passing of time and the Great all there is to be found is the dust of ancient bones.
Disaster. The legends of this city —located somewhere in
north Khazad and buried under the sands of the region—tell However, what if the markings of some of these stones can

4
reaches. Skeptical scholars attribute these noises to
the rushing of the wind through the many twists,
The Black Savants caves and hollows in the mountain’s body, while
It is a rare historian that dedicates many years of his life those with a more preternatural explanation point to
to wandering the desolate realm of Khazad in the search an ancient Phaedran legend involving an archimage
for knowledge, but some of the most learned adventurer- binding a powerful Shaitan somewhere within the
scholars that make the journey believe they have chanced mountain.
upon a potential link between the ancient Thane and the
occult order of Neferatus; the Black Savants. Perhaps neither of these explanations is true. Littered
around the foothills of the crags surrounding the
Of course, the island of Neferatus is barred to all outsiders, Wailing Mountain
Mountain—and at the base of the gigantic
and few people even know the Black Savants exist, let spire itself —are several Thane standing stone
alone have the years of knowledge behind them to make markers. Whether a scholar might still be able to
the connection. The link is tenuous at best, formed from decipher the faces of these stones is debatable, but
sightings of black-hulled ships sailing the seas around it seems the Thane also had reasons to avoid (or
Khazad, etchings and carvings upon the pillars that draw attention to) the Wailing Mountain, even in
resemble what rare and priceless lore has been acquired the centuries before the story of the bound demon
about the Black Savants, and a general assumption that the was first told.
two races are purported to be similar in appearance; i.e.
tall, exceptionally gaunt humanoids.

Some of the ancient lore points to the Thane colonizing


THE PRIMAL AGE
the region of Talislanta now called Khazad and creating In the Time Before Time, an otherworldly vessel of
Necron in order to survive a coming apocalypse (thought alien origin fell to the world and crashed into the
to be no less than the Great Disaster itself). If this is true, untouched wilderness of western Talislanta. It lay
it would certainly explain why the Black Savants – a there for an unknowable amount of time, perhaps
magical order unknown to most Talislantans – has a vested centuries, perhaps millennia, before it was finally
interest in the entombed city. It stands to reason that even chanced upon by the primitive barbarian tribes of
now the dark spellcasters are seeking artifacts of their lost the era. A group of these tribal hunters entered the
imperial glory…or perhaps working on a way to restore wreckage of this gigantic icon from the sky, and
their mummified brethren to life. within its strange walls they discovered the single
most important item in Talislantan lore: an orb of
unknown material. This crystaline sphere contained
the secrets and capacity to teach an alien knowledge
be deciphered? It is all too easy to imagine that the stone to those that possessed the orb.
pillars tell of ancient battles or the locations of hidden
settlements, but could it be possible that others form a That knowledge—never before seen in the world—was
“map” of sorts to locate the lost city of Necron? Or what magic.
if the carvings have endured throughout the millennia and
still tell of an ancient ritual once used to summon and The tribal people declared the makers of the crashed “icon”
bind a powerful demonic entity from the lower planes? It to be gods, and the orb to be a gift from these sky-dwelling
is wholly possible that some of these pillars were left as deities. With primitive abandon, the tribes established stone
markers for traditional locations for ritual summonings, menhir circles and dolmen structures of religious reverence
and scraps of history show the Thane in a very dark and to what history now calls the Forgotten Gods. And so magic
unwholesome light. and religion began in Talislanta, though they were—as
things of this era— performed, revered and harnessed in
little more than a primal state.
WAILING MOUNTAIN
In south Khazad, a colossal mountain range is dominated
Years, perhaps centuries, passed. For reasons modern
by the twisting, spiral crag called Wailing Mountain. This
scholars can only guess at, the growing tribe moved their
edifice of grey basalt is named for the ululating moans
nomadic clans south and left what few primitive hamlets
and deep cries which seem to emanate from its uppermost

5
they had established to found a settlement in what is now By the end of the first millennium after the discovery of the
south-western Aaman. This settlement would eventually alien vessel and the orb, the early Archaens had conquered
rise to become the enigmatic city of Arcanopolis, the City of and laid claim to lands as far east as the Wilderlands,
Secrets. In this age, it was merely a walled fortified village and established a second settlement one day destined
by the banks of the Axis River, most likely established for greatness, the walled city of Phandril, in what is the
where the hunting was plentiful, the fishing was prosperous, modern-day city-state of Hadj. And here, for a time, the
and founded in the spirit of keeping other tribes away from dreams of expansion and development died. To the east
the precious orb. These simple tribal folk were the ancestors were no more barbaric Sub-Men tribes, but a new race
of the Archaens, the mightiest magicians ever to walk the entirely. And the creatures known as the Drakken did not
face of Talislanta, and known to history as the Keepers of sit idle when the Archaen warriors came.
the Secret Lore.

In the Primal Age, the magic practised by the tribe was ECHOES OF THE PAST
probably an animistic clash of shamanism, nature-based THE STONE CIRCLES
witchcraft and idol worship. With their newfound faith in In what is now known as Werewood, in the west of
the Forgotten Gods and the slowly unlocking power of the Talislanta, travelers can find dozens of dolmens, menhirs
orb to fuel their rituals, the tribe began to expand into new and haphazardly-placed stone circles. These are the ancient
lands. At first this proceeded much as could be expected, monuments that the early Archaen tribespeople erected to
involving little more than savage and small-scale battles honor the Forgotten Gods, once used in primitive rituals
between barbarian tribes. The soon-to-be Archaens, with and whatever rites of shamanic reverence the primitive
the hubris of many truly faithful and more-developed tribes performed.
cultures, referred to the other tribes as the “Sub-Men”.

6
Carved idols, primitive tools and fallen dolmens have
been exhumed in southern Werewood, though what The Orb
few adventurers risk the perils of the deeper forests Presumably lost to the ages and the savagery of the Drakken,
have reported a significant increase in stones that the Archaen Orb – even in fragments – remains the most
still stand. In a region of the Werewood known as valuable artifact on the face of Talislanta. Somehow, by a
Witchwood, the dolmens are rumored to be used by process now lost to the world, the Archaen Orb contained
the Dhuna witchfolk and are referred to among their the secrets of magic and was the direct source of the Archaen
culture as “witch gates”. Codex and the Nine Books of Knowledge.

THE ALIEN SHIP A relic-hunter that came across a shard of the Orb, let alone
Perhaps the most important piece of evidence in all the whole and undamaged object, could march into the
Talislantan history is, sadly, still undiscovered by Lyceum Arcanum and name his price. Consequently, the
any since the ancient Archaens. The alien vessel that dangers surrounding the treasure-seekers would be high. The
the tribes first came across is now popularly believed adventurers carrying the artifact would be in possession of the
to be of extra-dimensional origin; the Sindarans most valuable item in the world, and it is obvious that other
particularly seek to prove that the vessel was of factions would attempt to “relieve them of their burden” by
Neurian make, perhaps no small part because they are
of Neurian descent themselves. Few other scholars
are as fervent in their pursuit of the lost vessel as if the Archaen Orb was pulled from the hull of the vessel
a Sindaran loremaster. Before the current theory, many by primitive barbarians, what other wonders might an
scholars and casual students of history alike were content enlightened scholar hope to find?
to believe the ship was from a world beyond Archaeus.

Any characters that chance across some of the remains THE RUINS OF ARCANOPOLIS
of this wondrous artifact have literally stumbled into the As rare as any lore on the Forgotten Age can be, several
discovery of—not just a lifetime—but several lifetimes. historical texts agree on one aspect of the City of Secrets’
Pieces of alien metal, unknown items with unfathomable eventual fate; it was razed by the Drakken, who apparently
function, unnatural gemstones or materials that may boasted that they didn’t leave a single stone standing atop
have served a purpose for the vessel…the possibilities another. It was destined to rise as a vast settlement, but
are endless. However, when it comes to examining these at the fall of the city in the Second Millennium only a
treasures or selling them on, the explorers will have a few centuries after its’ founding, the precious green stone
hard time. Few scholars have the wherewithal, in-depth used in its construction was apparently carted away by the
knowledge and access to ancient tomes to accurately conquering Drakken to be used elsewhere. This theory
gauge whether some unknown item really is part of the remains little more than the conjecture of historians, but
alien vessel. Those that do have the facility to evaluate it goes some way to explaining why the ruins of such a
the explorers’ claims (most likely a dedicated Sindaran sprawling city have never been found.
historian) might be tempted to do anything at all in order to
preserve the find for themselves, even if it means the initialWherever the true resting places of this ruined city might be,
finders must be killed in order to silence them. After all, the Archaen Orb lays there still—or, at least, its shattered
remains. Other artifacts at the site are likely to be
evidences of the rare green stone used in the city’s
Fragments of the Vessel construction, dolmens, idols and stone altars used by
Pieces of the crashed ship are easily identifiable by the the ancient Archaens in their primitive shamanistic
unusual rainbow-colored highlights they emanate. To worship, and stone tablets perhaps still showing the
date, few fragments of the wreckage have been found. The writing of the ancient people when they were at the
largest discovery was uncovered in south-western Urag and apex of their power before the Great Disaster.
now resides within the crystal city of Cymril. The Lyceum
Arcanum has famously offered vast rewards in the past for Anyone prowling around the long-lost ruins can
authentic wreckage from the alien vessel, with sums of money also expect to find magic items based on practices of
reaching 10,000 lumens for the largest pieces. witchcraft and animism, or discarded weapons and
armor of the reptilian Drakken invaders.

7
THE FALLEN CITY OF PHANDRIL
Standing for two thousand years before its eventual Relics of the Phandre
abandonment and destruction by the Sub-Men tribes The Glass Sarcophagi of Phandril’s nobles are exceptionally
in the Third Millennium, Phandril was the second of valuable, though the exact value depends on the period of
the Archaen settlements that would eventually rise to origin that the coffin dates from. Primal Age sarcophagi are
greatness from a humble founding in the Primal Age. usually from the emerald, jade, ruby and amethyst “periods”,
In fact, if the legends are correct, it put Arcanopolis and are valued at approximately 6,000 gold lumens to
in shadow; Phandril prospered and grew, while the collectors of antiquities. From the age of the Archaen
City of Secrets lasted a mere few hundred years in Ascension, the periods of carnelian, amber, turquoise,
comparison. topaz and opal are worth 4,000 lumens. Sarcophagi from
the Age of Heavens are rarer, but worth less because of
During its long history, Phandril underwent numerous their relatively recent construction. These are made from
restorations and reconstructions to suit the styles, tourmaline, sapphire, aquamarine, onyx or crystal, and are
fashions and architectural aesthetics of successive valued at around 2,000 gold lumens.
eras. To gaze upon the city in its infancy was to look
upon sandstone polished to beauty by elemental Clearly, grave-robbing in modern day Hadjistan can be a
magics. To set eyes upon Phandril at the height of lucrative trade.
its ascension was to witness an entire city of towers
and sky-docks plated with precious metals, so that
the entire settlement glittered and shone under the
light of suns and moons.

It was apparently a varied and cosmopolitan city, and a


home for those who wished to learn and prosper through the
acquisition of knowledge. Accordingly, it became renowned
THE ARCHAEN
for its magicians and enchanters, for almost every magical
innovation the Archaens developed was said to come from
the Phandre, including the first windships that moored in
ASCENSION
the beauteous sky-docks of the city’s towers.
THE FIRST WAR
The only structures to survive the city’s eventual destruction Though historians name the Second Millennium as the
were the colossal mausoleum towers that served as mass Archaen Ascension, it was not a clear and unopposed rise to
tombs for the Archaen dead. The Sub-Men marauders clung dominance. For the first centuries of the era, the developing
to superstitions of curses and haunting if they defiled the Archaens waged war against the reptilian Drakken, though
tombs of the Phandre, evidently believing that misfortune the weaker humans met with little initial success against
and chaos would fall upon the spirits of their own ancestors. the numerous and physically powerful lizard-creatures. The
Later ages saw the coming of more “civilized” races to the First War reached its climactic apex with the Archaen assault
region that lacked both the morality and superstition to upon the Drakken citadel of Golarin. The Watchstone (a
keep them from grave-robbing. The tombs that had stood mountain spire which had unhindered views of the entire
untouched for centuries were plundered in the New Age plains region around Golarin) was a traditional sentry point
when the Phaedrans sold them to the Hadjin for a massive for the Drakken. It was here that the reptilian sentinels
(and private) sum. Many of these towering mausoleums can spotted the oncoming horde of Archaen soldiers: enough
be found in the present day, though some have toppled to men to raze the city if it stood without reinforcement.
the ground or lean at odd angles due to erosion or structural
damage from the Great Disaster. Around either the tomb- But the Drakken did call for reinforcements—dragon-
towers or the city remnants, explorers and adventurers can riders raced to the fortress-city of Kharakhan and the
expect to find, whole or shattered Phandre glass sarcophagi, Archaens were viciously crushed in the pincer movement
wondrous magical items and even children’s toys from the of two reptilian armies. The First War was over, ending in
height of the city’s greatness, or parts that once comprised brutal and bitter defeat as the Drakken poured across the
an ancient windship. land in pursuit of the routed Archaens. The final indignity

8
was the destruction of Arcanopolis and wiping all known
traces of the City of Secrets from the face of Talislanta. THE LAST
The survivors of the First War fled to Phandril with what
precious knowledge and possessions they could carry. DRAGON WAR
The Orb was forever lost, perhaps even destroyed, though After an indeterminate number of years had passed, the
the refugees of Arcanopolis carried with them the lore of united Archaen and Sub-Men armies marched against the
the alien artifact, transcribed in a tome known now as the Drakken. This time the wizards of Phandril were prepared,
Archaen Codex. and wracked the spire of the Watchstone with terrible
storms to shroud the views of the sentinels stationed there
In Phandril, city of magicians and invention, the Archaen and prevent dragon-riders from relaying messages to other
people remained behind towering walls and healed the outposts. With the advantage of surprise and concealed
wounds of the First War. Over the following decades numbers, the invading humanoids stormed the city of
the humans refined their magical arts further and forged Golarin, slaughtering defenders and innocents alike. The
a lasting alliance with the Sub-Men tribes based upon a Drakken that sought to flee to Kharakhan were hunted down
mutual hatred of the Drakken. The alliance was apparently and killed by Sub-Men beast-riders that swarmed around
an uneasy one and took a great deal of time to forge, but the region after the initial assault.
the end result was the offering of the Archaens’ eternal
friendship and the rights to the fertile lands of the plains Within days of Golarin’s fall, Kharakhan suffered a similar
surrounding Phandril. In return, the Sub-Men would raise fate. What few Drakken remained fled the land, apparently
armies of their own and join with the Archaens in the assault by virtue of a land bridge that no longer exists, which once
upon the Drakken nation. connected the mainland to an unknown and uncharted
southern continent.
And so began the second war; the Last Dragon War.

9
Numenia and Torquar. The Numenians were idolaters
who revered the god Ikon, placing a great deal of
Drakken Relics belief in the power and holiness of enchanted objects.
The oversized weapons and armor of the Drakken warriors The Torquarans were black magicians who employed
are of little use to humanoids, and the Drakken’s lack of ritual invocation to consort with extra-dimensional
magic means that their relics are of no value to arcanologists. entities, summoning “visitors” to provide them with
However, as curios, these relics can bring up to a thousand knowledge and power. Each regarded the other as
gold lumens depending on their condition. The large six-inch heretical faiths, with the Numenians regarding the
coins of beaten silver that served the reptilians as currency can Torquarans as deluded fools simpering after the lore
warrant as much as a hundred lumens from some collectors, of aliens and demons, while the Torquarans considered
especially if their condition hasn’t marred the dragon imprint their enemies as blinded in their strict worship of
pressed into both sides. Though the great glyphstones that common objects as divine.
once stood as tall as towers are now broken and strewn across
the Kharakhan wastes, fragments that still sport the strange
indentations of Drakken writing are valuable to many scholars THE DARK BIRTH
– provided that the discoverer is able to physically bring the At some point toward the end of the first thousand
piece to the buyer, of course. Lastly, curious “war medals” years of Archaen rule, a powerful occultist who was a
have also been found; seven-pointed stars carved from 100 member of the royal family of Torquar bore the child
carat firegems that seemed to have been attached to great of a shaitan named Zahur. The child of this union was
chains and worn around the necks of the giant Drakken. These a horned, demonic creature and suffered the loathing
are valued at the carat weight of the firegem itself. of all who saw it. History names the creature Drax,
though no known records tell whether this was the
In a matter of weeks, the Last Dragon War was finished, creature’s true name or an embellishment of scholars.
and the humanoid races were rulers of Talislanta. What is citied clearly in several surviving records is that
before it reached adolescence, Drax murdered its mother,
took control of her castle and surrounding lands, and
THE ASCENSION elevated itself to the exalted status of monarch. Taking the
Peace grew between the Archaens and the Sub-Men tribes title Necromancer King of Torquar, Drax studied black
for centuries. Though the barbarians remained primitive and and foul arts at the feet of its father Zahur, mastering the
advanced little over the years, the Archaens pioneered new monstrous ability to create creatures merged from the
arcane arts such as wizardry, enchantment and alchemy, all bodies of several other beings. Many of the dark-hearted
the while spreading their burgeoning civilization across the cultists that made up the ruling theocracy of Torquar saw
face of the continent. Explorers became colonists, colonists great promise in their new monarch’s prowess, and aided
founded settlements, and settlements expanded to become the Necromancer King in creating a vast army of magical
the vast cities of the newly-established Four Nations, as hybrids. The soldiers of this army were the twisted and
well as Torquar, Jalaad, Ashann, Numenia, Osmar, Kasran maddened results of a magic never seen before in Talislanta;
and Xambria which existed as independent city-states. made from the merged flesh and minds of captured Sub-
This was the true beginning of the Archaen Age, when Men, wild beasts and lesser demonic entities, these ravening
rapid advances in both invention and magic raised the hordes were turned loose upon the city-states that shared
humanoid races of Talislanta out of their primal and savage borders with Torquar.
past. The Archaen Empire was born, and magical learning
became open to anyone who displayed the talent, desire But darker tidings were on the horizon. Phandril remained
or dedication necessary to learn the new arts that emerged aloof from the coming storm, refusing to share its
from the arcane colleges. Enspelled and enchanted items of innovations and arcanology. It was in this era that the first
magical and alchemical construction were commonplace; windships were designed and saw use in the skies over
such was the glory of the growing Empire. Talislanta. It was also the era where the Archaen Ascension
took another violent turn.
Gradually the belief in the Forgotten Gods began to wane,
and cults centered around the worship of a single divine
entity began to flourish. The most powerful of these cults
WAR OF THE FOUR NATIONS
Disputes over territorial boundaries between the rulers
were the Numenians and the Torquarans, whose followers
of the Four Nations festered and turned into skirmishes.
would come to rule the rival religious city-states of

10
Following the initial bloodshed, the monarchs of the into conflict and emerged utterly devastated only a few
region soon declared open war against each other. Evenly- short months later. Though the War of the Four Nations
matched as they were, the city-states plunged headlong would irrevocably change the face of Talislanta, it was a
brief conflict for all its savagery. In the aftermath, hybrid
raiders from Torquar picked the ruined cities clean of all
remaining worth, and wiped the land clean of sentient life.
There remain to this day, fragments in certain tales told to
children and references in historical prose that tell of how
Drax delighted in the slaughter.

THE EMPIRE
FALTERS
The Torquarans violated the ancient treaty with the Sub-
Men, reclaiming the many thousands of acres of fertile
plainsland once granted to the tribes. The Sub-Men, enraged
at the betrayal, declared war against all the descendents of
the early Archaens.

In the years that followed, Drax was replaced by its


apprentice Narishna. Conflicting tales tell of the devil-
prince fleeing to another plane of existence after it angered
the shaitan hierarchy, simply passing away of age, and in
some stories, even being assassinated by Narishna herself
who sought the power of the throne. Whatever the truth
of the matter, the apprentice’s reign was never destined to
be a long one. Narishna instigated a pogrom of genocide
against all non-Torquaran sentient creatures, claiming
them to be inferior species who must be denied the right to
evolve further. The Torquaran kingdom became ruthlessly
obsessed with genetic purity, killing thousands of the
pacifistic Xambrians and the Sub-Men who waged war
against the treachery of Drax’s nation.

The Numenians sat idle for perhaps a decade or more


before finally taking action against the genocidal armies of
Torquar. The ruler of the city-state, archimage Solimorrion
I, eventually condemned the actions of Narishna’s troops
and vowed to bring the Necromancer Queen down.
Torquaran necromancers cast a murrain upon the entire
region of Numenia, poisoning crops and threatening to
starve the people to prevent a more costly war. Solimorrion
met with his council one last time, and went to war himself,
challenging Narishna personally in magical combat, to
prevent any more death and destruction tainting the land.

He succeeded, triumphing in a duel of arcane might that


must surely rank as one of the mightiest unleashes of energy
in history, and at great personal cost. Narishna died that
day, but Solimorrion was never seen again.

11
And still, through all this, Phandril remained independent were Koraq the sorcerer, his wife; the sorceress Sylan, the
and untouched. In fact, it continued to expand, develop and wizard Rodinn, the magician Arkon, the illusionist Cascal,
advance. Around this time, the great arcanologist Koraq the savant Xanadas and an enchantress whose name remains
pioneered the magical path of sorcery, which he shared with lost within the pages of history.
all those who showed an interest in his work. Meanwhile,
the continent slipped into chaos and disorder, threatening to The Archaen Cabal decreed that the city-states would be
halt the Archaen Ascension altogether. Numenia, bereft of abandoned and ceded to the Sub-Men, in formal recognition
its arcane ruler, eventually fell to the rampaging Sub-Men. of the ancient contract between the two peoples, and as
Torquaran society fell apart once the black magicians of additional recompense for the depravity of the Torquaran
the necromancer cult disbanded. Bitter infighting and the nation. The council also decreed that the Age of the Heavens
death-dealing Xambrian wizard-hunters spelled the end had begun, and that the Archaens would no longer dwell
for that particular order. The final doom for the nation of upon the ground, but live in the sky itself.
Torquar came when the hybrid armies—now uncontrolled
and leaderless—joined forces with the marauding Sub-Men
and sacked the city of Torquar itself. ECHOES OF THE PAST
Though Phandril had remained outside any conflict, it GOLARIN, THE DRAKKEN CAPITAL
played host now to the remaining rulers of the Archaen Golarin was the greatest of the Drakken cities. Before its
city-states as they convened a vital meeting. No longer razing by the Archaens and Sub-Men, it was an immense
did the rogue actions of the Torquaran nation threaten cyclopean structure constructed from giant blocks of black
minor instability; now the Archaen Empire itself stood porphyry, quarried in the Onyx Mountains and carried to
on the precipice of annihilation. Seven master magicians the site by dragons. Though the reptilian creatures that
were elected to serve as the new governing body of the populated the city were utterly bereft of magic, the Drakken
Empire, known to history as the Archaen Cabal. These were not dull-witted beings and if records are true, they were

12
city walls, silver coins stamped with the serpentine
The Saurud symbols of Drakken currency, discarded iron
Travelers in the Kharakhan Wastes, where much of the weapons made to fit inhuman hands, and even the
Drakken civilization was once centered before its usurpation, Tomb of the Great Dragon Orrix, whose mummified
have been known to come across small-numbered nomadic remains are (in some historical conjectures) said to
bands of giant reptilian creatures picking through the ruins lie “beneath the ruins of a dragon-man city.”
of fallen settlements or simply eking out an existence on
the barren plains. For those few that have witnessed these THE FORTRESS-CITY
demi-giants and have a deep knowledge of history, it is all
too tempting to insist that these Saurud, whether they are OF KHARAKHAN
progenitors of the Sauran or not, are clearly the last remaining According to an unnamed Archaen savant that pried
descendants of the Drakken. into the history of the Drakken, Kharakhan was
reputed to be an eyesore for any creature that gazed
But are they? Few scholars and even fewer adventurer- upon its walls. Serving the reptilians as a fortress
explorers have the insightful grasp of historical evidence to first and a training ground second, the citadel was
make the connection, and among those that do, opinion is designed for military purposes and without any
understandably divided. There exists precious little indication thought for aesthetics. Constructed from durable
of the Drakken’s true biology, but what evidence has survived red-veined rock most likely carted over many leagues
the ages is conflicting and comes from the pens of different from the Volcanic Hills, Kharakhan was spread out
savants, philosophers and scholars. Few agree exactly on any across what is now known as the Kharakhan Wastes
one factor, from the height of these creatures to the number in a “permanent army camp” layout. Large training
of limbs they possess, and in one instance, whether they are halls and armories were ringed by barracks and
hot or cold-blooded. These Saurud might indeed by the last storage buildings, which were in turn surrounded by
vestiges of the ancient Drakken, or they could be no more earthworks, trenches, low walls and the makeshift
than an echo of the once-great race, descended from their buildings erected when overpopulation became an
bloodlines but bearing little similarity to the apparently keen- issue. In addition to being unsightly in the extreme,
minded and gigantic lizard-men. it seems that Kharakhan covered a vast span of
territory, with each individual cluster of buildings
taking up several acres alone. The exact number of
skilled architects. The stone walls of Golarin apparently these clusters remains unknown, as little evidence
stood over a hundred feet in height and were sloped and of their existence remains beyond scattered and eroded
strengthened to repel any siege engine warfare. walls that have only managed to last as long as they have
due to the rich red iron ore deposits in the veined stone.
The Drakken culture that the Archaens expunged at its Colossal statues of rearing, roaring dragons still mark the
height was a thriving and innovative caste society. The gathering places of the vast settlement, though the years
reptilians had developed the ability to work iron into have not been kind and the icons are eroded in some cases,
weapons and tools, were students of primitive astronomy, missing limbs in others, and in more than one instance,
and used a complex written language comprised of completely reduced to large piles of rubble. Fragments of
many thousands of symbols. Drakken script was three- lore scavenged from the ruins of Drakken settlements seem
dimensional; different meanings were indicated by the to suggest that these statue were more than mere icons or
varying depths at which the symbols were carved into stone decoration, but were supposed to be honored entities that
or impressed upon metal. would somehow defend the reptilian creatures from attack.
Clearly, if the stories are true, then the stone dragons failed
It is not known for certain exactly where Golarin once stood, in their duty, though how such a feat would be possible for
though some surviving histories claim that one (perhaps a society completely bereft of magic is a mystery to all.
even all) of the Four Nations city-states was founded upon
the ruins. The Watchstone still stands to this day, though Perhaps half of the central citadel still stands in the modern
the colossal mountain is mentioned in conflicting tales as age, though it is a barren and lifeless domed structure that
“close to Golarin” and “within a days’ dragon-flight,” which is structurally unsound due to earthquakes and erosion.
makes the exact location of the fallen Drakken capital a What is noteworthy about the central dome complex is that
vague mystery. Any explorers who do manage to find the the underground catacombs are mostly untouched by the
ruins might chance upon the remains of the black porphyry

13
ravages of time and the coming of other civilizations.
This immense subterranean system of caverns and The Nine Books of Knowledge
tunnels once served as both storage for additional Once these books graced the personal library of a now-
supplies and a vast training ground for Drakken forgotten ruler of the Four Nations. The Nine Books contained
warriors. Though it was looted by the Archaens and a complete transcription of the arcane secrets stored within the
Sub-Men when their armies overran the reptilians, it great orb from which the Archaen Codex was also derived. The
is likely that many relics, curios and items of historical Codex appears in various places through history, as learned
interest remain there, under the earth, waiting for a men and women seek to protect it from war and disaster and
daring explorer to brave the tunnels that have no doubt carry it to different places of safety. The Nine Books, despite
become infested with all manner of subterranean their import and value being above even the Codex, were
wildlife and—if the stories are true—the spirits of sealed in an underground vault and subsequently lost during
long-dead reptilian beings. the War of the Four Nations.

THE FOUR NATIONS These priceless artifacts have never been recovered, despite
After the fall of Golarin and the rise of the Archaen numerous attempts by such interested parties as the Aamanian
Empire, the city-states of the Four Nations were Orthodoxists, the Rajans, and the Cymrillians, to name just a
founded upon the ruined site of the sprawling Drakken few. The Lyceum Arcanum has offered a reward of 500,000
capital. According to some tales, the foundation gold lumens for the recovery of these ancient texts, and quarter
stones of all four cities were raised from the rubble of of a million lumens for the ninth book alone, which is believed
Golarin, and the first centuries of construction saw the to have contained the lost chapter on sorcery that was never
Archaens using the wreckage of the Drakken city as recorded (or somehow deleted) within the Archaen Codex.
raw materials. It seems that for some reason now lost
to the ages, the four cities were located on the cardinal were all descended directly from the same bloodline. Other
points of the Golarin ruins. Along with the principal reason tablets tell of the fortified palaces of the rulers, with each
for this placement, history has also confused the exact boasting underground vaults protected against thieves by
locations of each settlement, so it is unknown which of the magic and supernatural guardians. If this is true and not a
four cities was located in the north, south, east and west. mere child’s fable of the glory of kings, then it stands to
Golarin itself spanned hundreds of miles in every direction. reason that these vaults remain under the earth and stone
With a city that size, it is easy to see how smaller Archaen in the New Age. Phaedran explorers have mounted many
settlements could so easily rise from the ruins. expeditions to the various regions, but have found no trace
of any way to gain entrance to these hidden subterranean
Some of the reused lback porphyry walls still stand in the chambers.
modern age, though they are now nothing more than a
hollow reminder of ancient wars and Torquaran treachery. Relic hunters brave enough to venture into the Beastmen
Whatever damage the War of the Four Nations inflicted infested region can return home laden with treasure if they
upon the settlements, the hybrid armies of the Necromancer explore the ruins of the Four Nations. Even if the tablets
King were certain to pick the bones clean. Ironically, though are incorrect about the wondrous artifacts they speak of,
much of the lore originating from the Four Nations is the ruins are still home to a great deal of discarded utensils
forever lost to scholars, the sizeable ruins still offer up some and tools of both mundane and magical craft. Valuable
of the secrets of the past. The marauding armies of Drax’s ancient lore can be found in the form of preserved scrolls
hybrid creatures were meticulous in their slaughter and the or stone tablets. For those adventurer-scholars with an eye
plundering of money, weapons and material valuables, but for the greatest treasures, according to the Phaedran who
they ignored more scholarly treasures when they looted the possessed the original tablet, the vaults are said to contain
war-torn cities. never-before-seen artifacts such as the “blade of the First
King, the “gilded tomb of Irkhan”, the “elixirs of life and
The Phaedrans explored the cities in the early part of the true healing” the Nine Books of Knowledge, and a host of
New Age, and claimed to discover a surprising number other unspecified and lesser treasures.
of stone tablets and surviving scrolls that reveal both the
mundane and magical lore of the cities. These relics tell of
a monarchial system of hereditary succession within the
Four Nations, and it is hinted that the four ruling families

14
TORQUAR
Even the passing of millennia is not enough to Cursed Relics of Torquar
completely remove the evil of Torquar from the Cursed items have a curious way of seeming all too useful
face of the world. South of the Kharakhan Wastes, and valuable at first, though their true nature is soon
the ruins of this malignant and chaotic city-state revealed once they have been taken. The arcane hierarchy
stand as silent monument to the most sinister and of this most foul of cities were known to dabble in all
depraved nation in Talislantan history. Modern-day manner of black magical practices, from necromancy to
Rajans claim to be descended from the Torquarans, demonology and diabolism. The written works and ritual
though scholars are divided over the veracity of tools employed in their dark rites often contained terrifying
the claim. Some insist that it is more likely that the curses, imprecations and maledictions, many of which were
ancient diabolists created the Rajan’s ancestors as a used to coerce summoned creatures into service or bring
slave caste. suffering to the enemies of Torquaran. Some of the books
that still exist today are dangerous to even look at, while the
The Torquaran reputation for indulging in all manner ritual implements are hazardous to touch, and so items from
of diabolism, necromancy and demonology is well- this city-state will have an understandably limited market
founded in the annals of history. If accounts are true, – though those who care to own such items will usually pay
then the city of black magicians and devilry even handsomely (and discreetly) for them.
looked the part, restructured and reshaped from
its original founding by Drax in order to appeal to energy and transmuting it into types of Essence usable by
whatever twisted aesthetics appealed to the dark whims of the magicians of the empire, evidence has come to light that
the Necromancer Kings. Walls of red-veined black basalt the Torquarans had extractors dedicated to siphoning pain,
ringed the city, barbed with spikes and ivory horns atop fear, and grief and turning it into usable magical energy. This
the battlements and parapets. Scholars point to the walls method, coupled with the abundant evidence of sacrificial
that remain and the spaces where great iron portcullises rites to please Zahur and other shaitan, could explain the
would have stood, and speculate that just as much of method by which the victims of the Necromancer Kings
Torquaran’s defenses seem to be based on keeping its were trapped within “soulstones” and offered as gifts to
inhabitants inside as they are designed to keep invaders devils. Black magicians in the New Age would pay untold
out. Many smaller sections of the city were walled off into sums for access to items such as these, which would serve
isolated compounds, no doubt to keep slaves or prisoners as princely gifts to shaitans of any era.
from escaping.

Little of Torquar still stands beyond a series of crumbling


JALAAD
A paradox among the former bastions of the Archaen
black-stone towers, defaced, blackened statues and
Empire, the city of Jalaad has not completely fallen into
irregularly positioned walls. Occultists and relic-hunters
disuse. Located near the Zaran Mountains, the domed
have had millennia to pick the bones of the city in the
ruins of Jalaad were once the center for scholarly activity
search for forbidden lore, and in many cases the treasures
in the Empire; housing the greatest number of colleges,
discovered would have better remained forgotten. What
universities, libraries and scholar-guilds of any Archaen
artifacts remain in the ruins of Torquar frequently possess
city. Constructed of uniform white marble and inlaid with
lingering curses or dark enchantments. Beside the treasures
blue jade and lapis lazuli, the squat buildings have seen
within the surface wreckage, there exist a great many
generations of tomb-raiders, explorers, archaeologists
subterranean tombs, prisons and vaults, where significant
and even Za bandit groups camping out in their cavernous
items might be found. In addition to any mundane tools at
halls. Beyond shards of rare blue jade or mundane items
the site, region-specific items that can still be found by keen
left behind by the Archaens and Sub-Men, there is little to
explorers are ritual tools and weapons (sacrificial daggers,
be scavenged any more.
chalices, etc.) torture devices such as spiked manacles
or racks, and preserved tablets and tomes dealing with
What is certainly worthy of note is the Library of Jalaad,
demonic subjects and the shaitan hierarchy.
also known as the Dome of Scrolls, which is a cavernous
hall with a breathtaking stained-glass ceiling depicting
A disturbing remnant of the past comes in the form of the
scenes of great Archaen innovations such as the architecture
Essence extractors of the city. While Archaen extractors
of other cities and the faces of great magicians of the
were magical devices of incredible capability, siphoning

15
Forgotten Age. This entire building is protected by
powerful ward enchantments and remains almost
completely intact. The Dome of Scrolls is inhabited
Blue Iron of Osmar
The Osmarin weaponsmiths of the Archaen Ascension were
and guarded by a large group of Callidians, descended
unsurpassed in their craft, and were renowned for both
from a cabal of cryptomancers. These enigmatic
their fine suits of enchanted battle armor and the distinctive
beings have endeavored to protect the trove of lore
runeswords with blades of blue iron. Even now, the spell-
stored in the Library of Jalaad, and any who wish to
enhanced blades of these weapons are considered superior
walk the aisles of the Dome of Scrolls must obtain
to the finest Zandir swords, and sell for 2-5 times the price
their permission first. These sentinels take a very grim
of comparable enchanted weapons. Most of these Archaen
view of those who attempt any vandalism or theft
Runeswords resemble longswords, and the blue blades
upon the site, and are ever-wary of the presence of
are inscribed with runes of magical significance. They are
necrophages, who come here to gnaw upon the bones
enchanted to cause additional damage up to +5, and were also
of the dead housed in ancient mausoleums outside
imbued with as many as three spells, each of which could be
the city limits.
used once per day. The level and type of these spells is said
to have varied with the designs of individual creators, and
OSMAR some of them were so jealously guarded that powerful ward
Osmar represents perhaps the richest pickings of the spells were placed on the weapons to prevent theft.
fallen Archaen city-states. The five towers that made
up its distinctive skyline still stand in the present Battle armor was similarly rune-engraved and enchanted up
day, though they are now home to tribes of Beastmen to +5, with each component custom-built to fit the owner and
who claim the region to the east of the Dead River additionally enhanced with protection against elements or
as their territory. Explorers and treasure-hunters that magical attack. Intact suits sell for 2-5 times the market price
are capable of overcoming the beastmen are likely to for equivalent enchanted battle armor, though even helms or
find a horde of artifacts and ancient relics from the breastplates retain a great amount of value.
Archaen Ascension. Unlike many other settlements,
the Sub-Men did not take control of Osmar when the
Archaens took residence in their sky cities. Some historians ASHANN
cite a long-forgotten curse upon the city for this lack of Perhaps the most visually unusual of the Archaen city-
habitation, while others point to the city’s history as a states was the settlement of Ashann, situated in what is
haven for artificers and enchanters, who engineered some now the Wilderlands of Zaran not far north of the nation
kind of spell to seal away the treasures that could not be of Raj. In the speech of the locals, it is simply referred to
carried into the sky. as “the Old City.” Before the Great Disaster, Ashann was
a curiously-constructed settlement of deep-blue basalt,
Overrun by beastmen, Osmar today is a crumbling shell of formed in the shape of seven concentric rings that spanned
its former glory. The mystically-aligned walls, once laid in a diameter of just over two miles. The walls were over a
the shape of a pentacle to enhance some unknown magical hundred feet thick, housing stores, libraries, homes, storage
process within the city, have mostly fallen to ruin. Whereas buildings – and in the top layer of each ring– aeries and
the city was once the primary source of magical weapons, observatories by which the ancient Archaens monitored
armor and enchanted goods for the ruling Phandre caste of the play of the stars in the night sky. Of all the imperial
Phandril (and indeed, all of the Empire), it is now a beast- settlements, Ashann was most noted for its astromancers,
populated domain where savages stalk the ruins in search for it was founded on a site of augural importance, and the
of glorious treasures in order to gain dominance over each unique ringed shape of the city was designed with certain
other. The curiously well-equipped beastmen often carry (now unknown) astral significances and divining rituals
outdated and clearly antique weapons or exquisitely-made in mind.
armor of times past, and Osmar remains a treasure trove
for those seeking blades of distinctive Osmaran blue iron, Today, Ashann is the home to wild animals that hunt in the
enchanted wands or staves, and magical tools and toys that ruins of the ravaged circles, for the rings of the city were
would have been commonplace in the homes of the city’s reduced to rubble in many places by the Great Disaster.
long-dead residents. Portions of the rings still stand, and it may be possible to
ascertain the exact significance of the once-great structure
by calculating where the buildings once stood. The city is

16
also home to the so-called “Wanderers of Ashann” —tall,
shrouded figures that pick among the ruins, seemingly
XAMBRIA
In several ancient texts and various historical sources, the
searching for something within the walls of the fallen rings.
city of Xambria is referred to with awe and admiration as
Conflicting scholarly assumptions have also speculated
the “Jewel of the Empire”. It was a city renowned for its
that the Wanderers were once citizens of Ashann, and
great beauty and attitudes towards culture, with colleges
ghost through the ruins in a grim vigil over the remains of
of musicians, artists and scholars flourishing behind the
long-dead ancestors.
white marble walls of every building. Lush city parks
spilled out into the tree-lined, white-paved boulevards,
NUMENIA and large, multi-layered hanging gardens served as the
The “city of faith” was built into the side of the southernmost centerpieces and meeting areas for each district. Of all the
peak of the Maruk Mountains, overlooking what was once a lost Archaen cities, Xambria remains the one most often
vast rich and fertile plain. In the era of the Archaen Empire, seen in artistic interpretations that have managed to survive
the Numenians were a people of religious devotion and to the present day.
theology, and the temples, cathedrals and monasteries
of their city were renowned across the world for their The Xambrian people were notoriously pacifistic, and
ornate beauty. The high priests of Numenia were likewise had little defense when the city was sacked by the hybrid
renowned for their ability to call upon the Divine in order creations of Torquar. Their magical aptitude was mostly
to work miracles of wondrous power, though it is likely limited to mysticism, which they appear to have learned
that the passing of time has exaggerated many of these from contact with the reclusive Ariane, if the few remaining
holy magics far beyond their original effect. The most records are correct. Upon the city’s defeat, thousands of
catalogued example of Numenian faith was apparently Xambrian prisoners where marched across the plains to
the construct called Ikon. This being of worked metal and be sacrificed in the fire pits of Malnagar, in honor of the
precious stones was shaped in the image of the Numenian shaitan Zahur. As the Xambrian people tottered on the brink
god; Ikon himself, and was described in surviving accounts of extinction, the forces of Torquar attempted to deliver the
as “watching over the city of faith” and “able to speak in any final blow by returning to Xambria, methodically tearing
sentient tongue”. Other abilities are ascribed to the “giant the city down into rubble, and poisoning the surrounding
idol” though it becomes increasingly unclear which have land with magical diseases and by salting the soil so that
a basis in fact and which are embellishments. nothing could grow in the region again.

Numenia was damned to decline when the war with Torquar


turned malicious and foul magic became involved. The
KASRAAN
The city-state of Kasraan was a mercantile hub for the
surrounding lands were poisoned by the mages of the
Archaen Empire, despite its far western location near what
Necromancer King, and though Torquar was eventually
is now called the city of Danuvia. Kasraan was a wealthy
defeated when the archmage Solimorrion killed Narishna,
and prosperous settlement, and the related tales speak of
Numenia was overrun by the Sub-Men soon after in their
“streets paved with gold” and “towers of jade that reached
uprising against the Empire. During the Great Disaster, the
the sky”. While it would be an exaggeration to suggest that
city suffered wracking earthquakes and was buried by the
every resident family was involved in trade and business,
leveling of the surrounding mountains. The smashed ruins
it is commonly accepted among research scholars that
of Numenia are thought to exist today under the city-state
Kasraan was home to a disproportionate number of courier
of Maruk, though this is primarily down to the supposed
ancestral ties claimed by the Marukan people and their
“Numenian forebears.”

Should any explorer chance upon the crushed remnants of


the once-beautiful city, breathtaking marble icons, prayer
wheels, temple artifacts and the tombs of Numenian Priest-
Kings await rediscovery. Most valuable of all would be the
construct of Ikon, assuming that the idol has survived intact
for all these centuries.

17
Kasiran Iron Dragons
These armored conveyances were used extensively during THE AGE OF THE
the latter Archaen Ascension to protect trade goods against
marauding Sub-Men tribes and wild beasts. The largest
known example measured over a hundred feet in length and
HEAVENS
two dozen feet in height. They were powered by enchanted The Third Millennium of recorded history began with
crystals which apparently required constant replenishment, the announcement given by the Archaen Cabal in
which would explain why these hulks powered down the city of Phandril. In this meeting, new laws were
forever when the Sub-Men rebellion broke out. codified and passed, with the understanding that no
spellcaster would violate these ethical guidelines
A few of these giant artifacts might still lie buried under without severe punishment. Most crucial amongst
the rubble of the old cities, but the only complete example these new rules was the First Law; prohibiting direct
rests in repose within the vaults of the Lyceum Arcanum. conflict between magicians. The Code of Order is
A Kasiran Iron Dragon in good working order would no listed in various sources as a list of either 13 or 33
doubt be coveted by scholars and collectors alike, and could laws that would govern the behaviour of the mightiest
bring as much as 100,000 gold lumens. spellcasters, preventing the vast spread of corruptive
influence that infected Torquar and went on to drive
guilds, trading cartels and merchant alliances. It seems clear the Sub-Men into revolt. Directly related to the malice
that a popular profession in Kasraan was providing escort of the Necromancer Kings was the Sixth Law; a decree
and transport services between Archaen city-states, and that the Spell of Summoning was now heavily regulated
surviving tablets name the leaders of many organizations and elaborate safeguards must be set in place with Cabal-
as “merchant princes”. ordained witnesses and advisors present for any contact
with demonic entities.
Initially, trade would have been conveyed in traditional
caravans. By the end of the Archaen Ascension and the With the decree that the cities upon the ground were to
uprising of the Sub-Men, these wagons were replaced by be abandoned, a tumultuous century began with barely
gigantic armored vehicles forged and built in the shape of suppressed hostilities between the Sub-Men and Archaens
metallic land dragons in an attempt to fight off barbarian as the former waited three generations for the latter to leave
attacks. the settlements as promised. Within days of the meeting of
the Cabal, construction began on the first sky city; Aeon. By
The catacombs under the palatial estates of the so-called the end of the first hundred years of the Third Millennium,
merchant princes of Kasraan are allegedly filled with the old cities were abandoned and the Archaen people rose
treasures beyond compare, though it remains to be seen above the war-ravaged land of Talislanta. Scattered pockets
if any of these vaults still exist underneath the ruined of dissidents, rebels, exiles and outcasts remained on the
wreckage of the surface city. Kasraan lore also states that ground, to eke out an existence as best they could; deprived
the rulers were mummified and entombed within their of the luxuries and magical gifts of those who now dwelled
money vaults though the reasoning is unclear. Postulations in the sky. The Age of Heavens had begun in earnest, no
range from simple greed and superstitious belief that the longer a declaration but a reality.
wealth would transfer to the next life, to the possibility of a
powerful curse allowing the dead merchant princes to rise Though historians have been known to chronicle this
and destroy any who sought to plunder their resting places. period of the Empire as the Golden Age, it is clear from the
These vaults are purported to be sealed by complicated surviving writings of the Archaens that the people of the era
mechanisms requiring no small amount of luck, skill and referred to their time as the Age of the Heavens. Naming
the right combination of magical “key” items in order to aside, the period marked a vast surge in intellectualism,
gain entrance. discovery and magical innovation. New forms of magic
were created and older arcane arts refined almost to
On the surface, Kasraan is a ruined city with nothing perfection. New sky-cities were created at great speed,
to offer. Underneath, perhaps a thousand fortunes lay aided by the unrivalled sorcerous powers that the mages
untouched. of the Empire now commanded. Further advances came
with each generation. The savant Hotan began to ponder

18
and unravel the metaphysical geography of
the Omniverse, while the illusionist Cascal
explored the boundaries of perception and
reality. Explorers and brave windship captains
ventured across the seas to visit uncharted
continents beyond Talislanta, returning with
holds laden with unknown gems, exotic beasts
and magical herbs and news of other sentient
life on Archaeus.

Chief among the other intelligent beings was


the contact the Archaens had with the Neurians;
an extra-dimensional race whose ship had
crashed on the continent of Simbar. These
aliens had no knowledge of magic, but were
masters of a strange metaphysical discipline
called technomancy, which was unknown to
the Archaens. They dwelled in Aurantium,
a fabulous city where every building was
plated with pure gold, and they were skilled
in the making of complex mechanisms such
as automatons. The Archaen-Neurian alliance
grew quickly, and the two peoples began
to explore the possibilities offered by inter-
dimensional travel.

The Archaens discovered other continents;


Celadon and Altarus among them, and
established colonies there to further the glory nature. Even the power crystals that kept the cities aloft
of the world-spanning Empire. The floating citadel of are barely mentioned in the tomes salvaged from the era,
Imperion was created purely for the purpose of studying and any information on these “enchanted engines” would
the life forms indigenous to Celadon, while the settlements bring a tidy price if offered to the right scholars.
of Randun and Kharistan were founded upon the surface
of Altarus in order to run “war games” between the two
cities. Many Archaens grew to love the thrill of watching
AEON
Aeon, the first city, was created using thaumaturgical
the inhabitants of the two cities warring against one another,
processes; essence accumulators siphoned the very energy
and their pleasure was magnified by the endless supply of
of the aether of Archaeus and refined it for use as a raw
troops in the form of neomorphs; artificial creatures bred
material in the city’s creation. Magic on this scale is
in the thaumaturgic laboratories of the sky-cities and the
unprecedented in the New Age, and Aeon itself apparently
two Altarian settlements.
dissolved during the Great Disaster; the city was reduced
to its base elements and simply disintegrated, killing the
hundreds of thousands of people that lived there. Scholars
THE CITIES IN THE SKY have postulated that items of non-thaumaturgic creation
The exact number of Archaen sky-cities is unknown, might yet be discovered at the site where the city succumbed
because of the difficulty of accurately dating records from to the Great Disaster, though even that location is unknown.
the era and the fates of the individual cities after the Great If it is ever confirmed, it is likely that any remaining items
Disaster. They are covered briefly here because (for all their would be in the form of mundane tools, enchanted rune-
historical significance) there is precious little evidence of weapons or memory-crystals, which contain the memories
their existences in Talislanta today. Lore regarding the and dreams of the Archaens and were often given as gifts
individual architecture and creations of the cities is rare, between friends and lovers.
confusing to modern scholars, and often conflicting in

19
LOCUS
Locus was originally the meeting place of the Orbs of Arcanalysis
Archaen Cabal, though records state that a city of These devices were created by the Phandre of Pompados
great decadence and vice spread around the central during the Age of the Heavens and sold throughout the
dome. The city itself was severed from the world in sky-cities. The typical orb resembled a two-inch diameter
the Great Disaster and was hurled into the aether by sphere of transparent crystal and was employed in the
the forces involved in the cataclysm. manner of a lens. Used in conjunction with the skill
Arcanalysis, the orbs were effective in determining the
type, level, duration and probable effect of any form of
POMPADOS spell or enchantment. Orbs of Arcanalysis functioned
Pompados was under the dominion of the vain and with regard to visible or invisible spell manifestations,
proud Phandre; the once-rulers of the great city of enchanted artifacts, symbols or any other form of magic.
Phandril. Built to be the twin city of Aeon, Pompados The time required to complete an analysis is ten rounds,
also dissolved in the Great Disaster, shedding all with the effective range limited to one foot.
items of non-thaumaturgical make to the Red Desert
below. Records tell of many citizens escaping the
gradual dissolution, fleeing to windships and making FARNIR
abrupt landings in Mog, Jhangara and even the Thaecian Farnir remains in legends today because of its curious
Isles. The Dracartans are believed to have recovered some exports and eventual fate. It was apparently a city with
of the most precious lore of the city, and possess primitive many magicians guilds dedicated to the search for eternal
copies of Essence Accumulators, though many tablets of life and beauty, though according to salvaged lore, the
arcane lore and the Archaen Codex itself have long since buildings themselves were often plain and unadorned.
been sealed away in the vaults of the Lyceum Arcanum. Many of the elixirs that granted the Archaens longevity
and good health were developed and refined here, as were
ELANDE the mystic enhancements that altered the bodies of the
Elande was apparently a city of modest proportion, designed residents and sculpted them into people of great beauty.
to serve as a retreat for spellcasters and scholars who wished Famir itself was supposed to have plunged into a cloud of
to immerse themselves in the pursuit of arcane arts. It was freezing vapor when the Great Disaster struck, and scholars
either ruled by a group called the One Hundred, or for speculate the entire city and its residents (and, of course,
ritual reasons, only a hundred magicians were allowed their alchemical laboratories…) remain either trapped in
within the city at any time. Historical records conflict on magical stasis or frozen in solid ice many miles under the
the matter. Anyone coming across the ruins of Elande would surface of the frozen land of Narandu.
discover a horde of magical lore and artifacts written and
fashioned by the greatest scholars of the Archaen Empire. EYRITHRIA
Some texts from the other cities refer to the “Archaeus Eyrithria is often referred to by remaining lore as the “city
Project” taking place here, where the magicians attempted of folly”. Apparently the Archaen Cabal – or one of the
to preserve specimens of every single race in magical stasis subsequent incarnations of this august gathering – ordered
for exhaustive study. When Elande began to lose altitude in the construction of a great sky-fortress which would be
the Great Disaster, much of the learned citizenry was forced populated by trained war-mages and soldiers who would
to abandon their great works and flee by windship. Certain serve as protectors of the Empire…despite the fact that the
tales and stories point to the Baratus massacring many of Archaen people held no ground-based territory to speak of
the fleeing scholars, though this is unfounded by evidence and had no enemies capable of assaulting the sky-cities. On
and remains a legend. What seems much more likely is the continent of Altarus, where the city is believed to have
some kind of tie between the survivors of Elande and the dissolved in the Great Disaster, there no doubt exists a vast
floating citadel of Cabal Magicus on the isle of Phantas. horde of ancient rune-bearing weapons that fell from the
The sky-city itself is supposed to have eventually drifted sky, gigantic battle dragons of iron and stone, and perhaps
down to crash onto Alcedon, the flying island. even the descendants of the many neomorphic soldiers that
served on the city.

20
laboratory for the creation of new types of hybrid plants
SHALIHAN and creatures through the process of biomancy.
Of Shalihan there remains no trace at all. This city was the
home of the illusionist and philosopher Cascal, though it
Apparently due to mismanagement and incompetence at
was more renowned in the era of the Empire for its decadent
the highest levels, the operation proved disastrous even
pleasure domes where skilled illusion-weavers could make
in the earliest stages. Specimens of a deadly biomantic
any clients’ dreams come true – for an exorbitant fee.
hybrid known as manraks escaped from the facility and
Shalihan was constructed of so much artifice and illusion
destabilized the local ecology beyond repair with their
that it is believed the entire city vanished out of existence
predation and breeding. Foolish knee-jerk reactions
when the Great Disaster wracked the world.
then caused the creation of the crysalids, another hybrid
designed to combat and control the outbreak of manraks.
ECHOES OF THE PAST Unsurprisingly, minimal research resulted in chaos among
the local regions, and both species ran amok, rendering
RANDUN & KHARISTAN countless other species extinct in a matter of years. Later
Established on the continent of Altarus, these two neomorph failed experiments produced similar “remedies” which had
colonies were nothing more than capital cities for the similar effects on the environment.
“war games” conducted by the Erythrians. Populated by
neomorph soldiers and commanders, each citadel was a When the Great Disaster wracked the world, Imperion’s
fortress bristling with weapons and war engines. Between levitationals failed and drifted downward, crashing into
the two cities, above a blood-soaked swathe of land, the the land its scientists had long ruined. The survivors of the
Archaens conducted their tactical games and contests impact were soon slaughtered by the predatory insectoid
between generals as the neomorph races slaughtered manraks that they had unleashed upon the surface years
each other on the plains below. When the Great Disaster ago. Tales tell that some managed to adapt to a life in the
wracked the world, the Erythrians were destroyed and the harsh area, though this is extremely unlikely.
artificially-created beings of Randun and Kharistan were
left masterless. Scavengers seeking to pick Imperion’s bones could chance
across any number of relics that have lain untouched for
The ruins of both citadels stand today, though they are millennia; biomantic texts, laboratory apparatus, specimens
far from their former impregnable glory. The ruins are frozen in stasis, enchanted and mundane luxury items – all
now effectively deserted, though strange shadows and could still exist, hidden under centuries of plant growth as
shapes can be seen flitting about the ruins when explorers the land tries to erase all trace of the meddling Archaen
investigate the fallen cities. Various magicians and scholars scientists.
postulate that the twin citadels emanate virulent, poisoning
magics; a legacy from the toxic weaponry used so many
centuries ago. AURANTIUM
This city is notable because it was not an Archaen sky-city
Among the wreckage of this somewhat saddening culture or colony, but the capital of an alien race that lived on the
are the massive rusted hulks of Erythrian war engines such continent of Simbar. These Neurians, castaways from a
as iron scorpions, siege golems, battle dragons and others. distant dimension, had crash-landed on Simbar long before
Curiously-shaped discarded weapons from long-dead its discovery by the Archaen explorer Nauticus. When he
neomorph armies exist in abundance, as do items such as reached the distant continent to the north of Talislanta, he
containers of enchanted liquids to be used as weapons of beheld a fabulous city where each building was literally
war, and alchemical toxins and gases. plated with solid gold.

The Neurians were an advanced race of dual-encephalons,


IMPERION and they possessed knowledge of a form of metaphysics
A modest-sized floating citadel, Imperion was located completely unknown to the Archaens, which they called
above the continent of Celadon. It was a research colony technomancy. Using this knowledge, the Neurians had
established by the Archaens of Pompados with two main perfected the art of metallurgy, constructing wondrous
factors in mind: it would serve as the principal source of automatons and other elaborate metallic apparatus capable
rare herbs, plant produce and exotic animals to sell to the of feats that the Archaens could only achieve with magic. In
people of the empire, and it would serve as a comprehensive turn, the Neurians found magic incomprehensible, though

21
Parthenians, named after the island on which they
settled after Simbar sank beneath the waves.
Neurian Automatons
These mechanisms were constructed in a variety of forms, Of the fleeing Neurian vessels, only the following
each with a specific purpose. The most common were is known. One of the ships is said to have passed
humanoid in shape, which the Neurians used as servitors. into an interdimensional nexus and disappeared
These automatons were used to record data or perform tasks into the Continuum. The other apparently suffered
deemed too menial, difficult or dangerous for living beings. some kind of malfunction and crashed somewhere
Less commonly, automatons were built to resemble other on Talislanta – most likely in the Northern Sea (now
creatures such as steeds, though it was the Archaens who the Lost Sea).
were most fond of curiosities and prestigious items of this
sort. A functioning Neurian automaton might be valued at The sunken city of Aurantium is believed to
up to 70,000 gold lumens, depending on its capabilities. still contain Neurian technomantic apparatuses,
automatons and incredibly vast quantities of gold
and silver. The Neurian ship that allegedly crashed
they had developed a mental discipline that allowed them on Talislanta has never been found, but it is thought
to harness the faculties of their twin brains. to contain a variety technomantic and magical artifacts,
enchanted crystals and items of unknown purpose.
In the name of exploration, the Neurians had constructed
submersible vessels crewed by hundreds of humanoid
automatons, which they sent forth to probe the surrounding
waters for signs of intelligent life and other land masses.
THE AGE OF
These submersibles had not reached Talislanta far to the
south, primarily because an intelligent aquatic species DECLINE
known as Hydrans frequently preyed upon them.
Just as the Age of the Heavens was triggered by a meeting
of the Archaen Cabal, so to was the following millennium,
Over the course of the Neurian-Archaen alliance, which
named by historians as the Age of Decline. Sometime in the
came about after Nauticus’ voyage and the resulting exodus
centuries after the establishment of the sky-cities, hundreds
of many scientists to dwell within Aurantium, the two
of representatives converged upon the Cabal’s meeting in
cultures shared many of their secrets. The Archaen end
Locus and demanded that the Code of Order be amended
of the deal was kept by the continuous shipping of gold
and rectified. The proposed amendments were all in favor
to be used in the expansion and upkeep of Aurantium, by
of granting more freedom and imposing fewer restrictions
the sharing of windship arcanology, and the pledge to help
upon those who wished to experiment with the arcane arts.
the Neurians construct a vessel capable of interdimensional
The art of the era that deals with this dramatic event shows
travel in order that the aliens might find a way to return
hundreds of robed representatives shouting and pointing at
to their home. This latter project languished for centuries,
the seven mages of the Cabal, who are seated and appear
mostly in part to Archaen greed and the desire to learn all
both serene and saddened in equal measure. No matter
they could before the aliens ever left this plane. Eventually,
the truth of the artists’ impressions, what occurred in this
two prototype vessels were completed.
meeting shook the Empire from its course of prosperity
and innovation, and led the way down the path to eventual
When the Neurians predicted the Great Disaster through
decadence and ruin. The representatives of the sky-cities
technomantic analysis, they knew the time to flee the
announced that the rulers of each settlement had voted
coming chaos was upon them. Though the Archaens, blind
together in order to limit the Archaen Cabal’s authority.
to the warnings, remained within Aurantium as it sank
No longer would the Code of Conduct stifle their creative
below the waves, the interdimensional vessels departed
outlets.
in time to escape the end of the Skyborne Empire and the
pains of the world. The Archaens that managed to flee
Some legends state that the Archaen Cabal, unmatched in
the sinking city of Aurantium likely did so in rafts and
their power, wisdom and experience, resigned their posts in
seaworthy vessels. The descendents of these survivors are
disgust. Others state the unified representatives exiled the
known today as Oceanians. Several Neurian automaton
Cabal by force, though this seems unlikely and any such
vessels also escaped, and they are known today as the
stories are probably the result of a misguided chronicler.

22
The new Archaen Cabal was elected from the ranks of the range from the Neurians demanding tribute to appease
representatives, and they soon fell into petty infighting and them from invading, right through to the possibility that the
selfish pursuit of magic with various levels of disregard unrivalled unleashing of magic in the era had destabilized
for the safety of the realm. Over the following thousand the dimensional fabric that separated the Archaen reality
years, gates were once again opened to other realms without from other, alternate realities. Some legends also cite that
restriction, magicians bred neomorph slave-creatures for the Neurians were exiled from Archaen lands after this
their own amusements, and the culture of learning and fateful meeting, though the veracity of these tales can never
advancement became one of corruption. It was not a rapid be tested. The Neurians left the sky-city and returned to
change, but it was a definite one. When the members of Aurantium.
the first Archaen Cabal spoke out against the worst of the
magical horrors being unleashed, they were shouted down A few short years later, the world ended.
by the new authority figures, disgraced through scandal,
and in one instance, assassinated.

At some point close to the middle of the Fourth Millennium,


THE GREAT
an Archaen windship was caught in a raging storm and
forced to land on the southern coast of Talislanta. Here a DISASTER
sea-faring race of Sub-Men known as the Baratus captured Perhaps the Thane knew what was coming; it might
the stricken ship and forced the crew to teach them the ways explain why an entire city is hidden under the earth and
of running such a vessel. Over the next few decades, the its inhabitants seemingly put into ritual repose. It certainly
Baratus became the bane of the Archaen skies, amassing a lends credence to the possibility that these beings believed
fleet of captured and jury-rigged windships, and frequently they would be safe from the cataclysm and revived one
crippling trade between the cities for seasons at a time. day. Perhaps the Neurians also knew; for such prescience
would explain the meeting with the Archaen Cabal and
In the following centuries, the decadent practices of Farnir, the construction of the Neurian Arks, which are referenced
Shalihan and Erythria bloomed like cancers in the heart often in the remaining lore of their people as their last hope
of the Empire. Armies of thaumaturgically-born slave- of escaping “before the end”. Perhaps many others knew
soldiers butchered one another for the amusements of and made efforts to save themselves as best they could in
Archaen generals, while the wealthiest of the sky-city folk the final years of Archaen dominance. It stands to reason
turned to massive degrees of cosmetic enhancement, or that if they were successful then their descendents live
hallucinogenic herbs and illusory indulgences that became today, carrying on their ancient bloodlines in the new era
more real and more satisfying than real life. The Archaen and remaining unaware of their true heritage.
people ceased to grow and innovate, and now began to The Archaens did not know what was coming, despite their
stagnate. New inventions and arcane developments were near-infinite power over the world. This lack of knowledge
purely in the fields of giving pleasure; satisfying ever more was a failing from ignorance, pride and selfishness, and
demanding nobility who sought to prolong their lives and they paid for their stubborn vanity when the Great Disaster
their beauty. struck and wiped the Empire from the face of Talislanta.
The magical cities either dissolved, exploded, crashed or
THE LAST WARNING were hurled into space by the wrench of magical force
storming across Archaeus. Whatever the exact reason
Toward the close of over a thousand years of what historians
now call the Age of Decline, a contingent of Neurians came for the Great Disaster, it did not just topple the Archaen
to the sky-city of Locus and petitioned the Archaen Cabal people from their pedestal of dominance: it destroyed them
for a meeting. What was disclosed at this strange council utterly. What few survived the dissolution and destruction
remains unknown and will likely never be uncovered. of the sky-cities were easy prey for the barbaric races and
Historians and scholars have pieced together their own ferocious predators of the ground.
ideas, but the lore of the era (and the following years) is
understandably fragmented at best and non-existent at Scholars have pinpointed most of history’s most momentous
worst. It seems safe to assume that the Neurians issued a occurrences to this moment; the red sun split in two, burning
warning about the possibility of a cataclysm devastating and boiling planets as the twin suns settled into gravitational
Archaeus. Theories as to the exact nature of the event balance once more. Seven new moons appeared in the
night sky. Continents were jarred from their tectonic plates,

23
with Simbar plunging beneath the cold ocean waves for all
time, while the land of Alcedon was torn from the world
and cast into the atmosphere in orbit around Archaeus.
THE TIME OF
Magical unleashings raged across the face of Talislanta,
breaking mountains to dust and forming new crags where CHAOS
the plates of the land smashed together again. The North With the Great Disaster laying waste to the world, the fall
Sea drained away, leaving an arid crater that is known today of the Archaen Empire and the extinguishing of the light
as the Lost Sea. Climactic changes swept across the world of magical learning, the people of Talislanta regressed and
as raw energy bled out of the world from invisible wounds, formed primal, barbaric societies. It was an era of ignorance,
which also created many mutations and aberrations among violence and superstition. The remnants of the Sub-Men
living beings. tribes battled constantly, warring for food, territory, and
sometimes merely out of hatred. The neomorphs and
No matter the cause, no matter the reason – the world as it Archaens that had survived the destruction of the Empire
was had been destroyed. And as sentient beings emerged were frequently the targets of the Sub-Men hunting parties,
from the wreckage of the world, having survived the and these conflicts sapped their numbers further.
destruction of civilization itself, the dark age of Talislanta
began. After an unknowable time of bloodshed and violence, a
war-leader rose from the ranks of the Sub-Men, calling
himself the Tirshata. Quite how this mysterious warrior
managed to unite the tribes is unknown, but under his
influence the Sub-Men banded together and drove the last
remaining Archaens deep into the region now known as
Werewood. In this age of turmoil and slaughter, and with

24
no sky-cities or windship fleets overhead, the Sub-men had of disaster arose a new time of lore and learning. Lost
finally conquered all of Talislanta. But their relative glory secrets were rediscovered and forgotten stories were retold.
was short-lived. The dark age of Talislanta was truly fading in the light of
enlightenment, and as the generations passed, the Phaedran
When the Tirshata (whom historians name as female or controlled the powers that the Archaens themselves had
male depending on the source) vanished without a trace, once mastered. The Phaedrans prospered and expanded.
the Sub-Men scattered once more and took to battling one Soon, with the extension of their dominion over what is
another. Far to the west, a nomadic band of primitives who now known as the Western Lands, the Phaedran Empire
unknowingly shared bloodline-descent from the Phandre, was officially recognized.
located skeletal remains of a crashed windship. Within the
rotting hulk lay many treasures of the sky-city Pompados. With the development of so many faiths and religious
One of the artifacts was the Archaen Codex itself. paths, strife soon took hold of segments of the Empire.
The rival Orthodoxist and Paradoxist cults rose and gained
Just as the Archaen primitives had chanced across the prominence, though their close balance in popularity
crashed alien vessel and claimed the secrets of magic from effectively prevented either from claiming outright sway
its bones, these barbarians took the lore of magic with over the Phaedran people. A power vacuum in the monarchy,
them and started the cycle anew. The ancient Archaens had coupled with the warring religious cults prompted a group
constructed Arcanopolis to house their greatest secrets, and of experienced wizards to step in and halt the conflict
their actions had commenced the first age of civilization before it could further destabilize the Empire and erupt
upon Talislanta. Within time, these new primitives would into civil war. The Phaedran Council of Elders (as was the
do the same, founding Phaedra and ushering in a new era magician cabal’s public name) restored order by placing
of enlightened thought. History came full circle, and the a moderate upon the imperial throne to hold the rank of
Age of Chaos slowly gave way to the Early New Age, also Wizard King. They chose Kabros, once an apprentice of
called the Phaedran Age. the famous Mogendrake and now regarded as a magician of
great ability and versatility in the art of diplomacy. Kabros
was not a foolish man; he saw the Phaedran Empire was on
THE the verge of collapse and warned the Council of Elders that
though he would endeavor to save the imperial state, he was
confident in the eventual end of the Phaedran rise.
PHAEDRAN AGE He was all too correct. Twenty years later, religious
Historians cannot predict the exact year when the New Age uprisings and riots gripped the capital of the Empire, and
of Talislanta began, but there is an irresistible symmetry Kabros resigned with a stirring speech given to the Council.
to the tale all the same. Most current thought places He informed them that the end was coming; coming soon,
the beginning of the New Age at the founding of the and that they were all advised to flee before the ruling caste
Phaedran city-state, ushering in a new era of civilization, – still referred to as the Phandre – were brought down as
enlightenment and rediscovery of the forgotten lore. scapegoats. It is believed that Kabros left that very day,
heading for the Thaecian Isles. He was never seen again.
It is one of history’s great ironies. Phandril had fallen
millennia ago, yet destiny’s turning wheel had presented the Foolishly, the Council of Elders ignored their ruler’s
primitive descendents of the city’s once-great ruling caste, warning and attempted to rule the empire in his stead, by
the Phandre, with the chance to rise with a new civilization. appearing in public disguised as the departed Wizard King.
From this clash of fate was born the city of Phaedra at the This ruse lasted only a decade, before the Orthodoxists
beginning of the New Age. seized the opportunity amongst all the confusion and
assumed control of the government. Dissenters, agitators
The Phaedrans revived the study of the arcane arts, though and opposing recruiters were rounded up and imprisoned
sexist practices within the new order excluded women from in the penal colony of Gao-Din. The Paradoxists responded
many positions of magical authority (and in some cases, by literally attacking the district of Badijan, and in resulting
from learning the art entirely). The Phaedrans codified laws, chaos the Library of Badijan was burned to the ground.
established systems of government, set up the notions of In this moment in history, in one dark day of religious
free speech and organized religion…and from the ashes conflict, most of the lore of the Phaedran magicians was

25
lost forever. And so began the Cult Wars, a series of bloody Cymrillians opened a sealed vault in the cavernous
coups and skirmishes that would last four hundred years basement complex under the Lyceum Arcanum. There they
and serve as the death knell for the once-great Phaedran discovered the Archaen Codex, which had been hidden
Empire. History, already seen as having a sense of irony, there centuries ago by one of the Phandre, who had become
had repeated itself once more. the first Wizard King of Cymril. With the rediscovery of
the book, fate’s wheel spun once again, and the new Age
A group of Phandre magicians fled to the east at the of Discovery continues to the present day.
beginning of this epic conflict. With them they carried the
Archaen Codex to safety, for there was no greater treasure
on the face of Talislanta. Another, shorter, dark age began.
Magic was once again reduced to little more than the most
rudimentary spells and incantations.

Approximately six hundred years after the founding


of Phaedra (calculated as 603 by modern historians)

26
CHAPTER TWO

MAGICIANS OF THE
FORGOTTEN AGE

Berlappin’s Collected Notes and Biographies on every other race. It is a sad fact that these last magicians are
the Shapers (both Major and Minor) of Talislantan the ones remembered above all others, be it in cautionary
History. children’s tales, legends that become popular myths, or
simply whispered curses that have flowed down through
Throughout the rise and fall of the Archaen Empire, the generations.
many powerful individuals worked to shape the continent
of Talislanta. Some acted from altruism and a desire The list that follows is by no means exhaustive, but it
to maintain a balance with the world. Others sought to singles out the major influences over the course of the
establish the primacy and dominance of the Empire, Forgotten Age, and describes – to the best of my current
seeking nothing more than to immerse the Archaens into knowledge – the effects these beings had upon history and
an eternal Golden Age of enlightenment. Still others acted the powers that they brought to bear as they shaped the
from more selfish motives, be it a bid for personal power destiny of Talislanta.
or the urge to rule over all Talislanta after the slaughter of
A NOTE ON GAME MECHANICS
This chapter introduces many of the spells, items
Ancient Lore and magical texts used by the ancient magicians of
These men, women, and artificial beings once walked the Talislanta.
world. Though time, war and cataclysm have devastated
Talislanta in the years since their deaths, echoes of their All the spells in this chapter have been categorized
lives exist in the world we know today. according to the fields of magic under which they
fall, including forgotten fields such as sorcery and
To the right buyers, the right scholars or simply the right biomancy. The degree of difficulty is in addition
opportunists, evidence of these people’s existences is to spell level and other modifiers, and includes
immeasurably valuable and undeniably useful. Entire story modifiers for the use of Sorcery meta-magic skills
arcs can be based around the chance discovery of just one
ancient artifact and the measures one must take to prevent Also note that in many cases, Orders are listed with
the item’s theft or destruction, or the trials necessary to learn Modes which they can not normally use, such as
how to harness its power. In short – these items, tomes and Wizardry and the Summon Mode. This is intentional,
ancient artifacts are out there for your characters to find and as much lore has been lost through the centuries.
use in your own adventures. Just be sure to expect a certain
degree of outside interest if your party is carrying around In game terms, magical tomes are rated according
a true shard of the Forgotten Age… to the following format:

27
Difficulty: The degree of difficulty entailed to master of life, Archimandius predicted the coming of the Great
the text in question. Unless stated otherwise, it takes Disaster and led thousands of his followers to a place of
no less than seven weeks to master any of the lost safety. Again, conflicting lore confuses the exact location,
books of magic. citing “a world in the sky” and “above the mountains” in
a great deal of poetical prose. Evidence seems to point to
Experience: The experience point value gained from Castle Sanctum on Alcedon, and it would be likely that the
reading this book. This award is in addition to any descendents of the original refugees revere Archimandius
bonuses to abilities that may be derived from mastery as some kind of ancient saviour. Perhaps he even lives there
of the text. still? Whatever the case, anyone coming across relics or lore
of Archimandius’ life will be carrying no less than actual
Value: The estimated monetary value of the book if it evidence of a man who was a messiah to many folk. The
were sold in Cymril. Factors that affect a book’s worth value of such evidence cannot be overstated.
can include its age, condition, edition, usefulness and
avowed scarcity.
ARKON
First of the Seven
ARCHIMANDIUS
Saviour of the Landborne Arkon was originally a member of the One Hundred; the
resident rulers (or entire population, depending on which
Archimandius holds a place in history for his skill as a seer records you believe) of the sky-city Elande. History paints
of the future and as a man with a strong sense of right and him as an unstable man; a creative genius bordering on
wrong. When the Archaen Empire took flight in the Age mania. In the records of his fellows he is described as being
of the Heavens, Archimandius was evidently disgusted at addicted to no less than six alchemical narcotics of his own
the abandonment of the neomorphs and hybrids left on invention, though Arkon’s own surviving works reveal very
the ground below. He petitioned the Archaen Cabal with little of such indulgences.
the motion that these creatures, artificially-constructed as
they were, deserved the chance to rise to greatness with Arkon was one of the seven magicians chosen to rule and
the Archaens. He demanded that the people of the Empire safeguard the Skyborne Empire from within the original
– especially his fellow magicians – take responsibility for
the lives they had created and the races they had brought
to the world below.

His requests were refused, for as wise as the Archaen Cabal


was, their jurisdiction was over the sky-cities and the laws
of the Skyborne Empire. Mistakes and successes of the past
equally had no right to be part of the new order. Disgusted
with the council’s decision and the attitudes of his magician
brethren, Archimadius returned the ground and walked
among the neomorphs and hybrids.
Here history becomes entangled between fact and fiction.
Archimandius either ruled over several tribes as a kindly
and just leader, or took no responsibility at all and spent
many years refining his visions of a coming destruction.
Ancient accounts found in the library at Cymril have
lent evidence to both possibilities, and state that he was
revered by the common folk of the era. Even now, the
Sarista gypsies talk of his courage and wisdom, and some
nobles and warriors who admire his honorable ways
have been known to wear Archimandius’ image in the
form of rings or necklaces made in his likeness. What
is known for certain is that eventually, after centuries

28
Archaen Cabal. The works of Koraq the Sorcerer speak following alchemical powders could be made to appear
highly of Arkon’s talents in debate and reasoning, naming within the box:
him as one of the few beings that could comprehend the Euphorica, a synthesis of pure pleasure. Side effects
basic principles of Koraq’s Theories of Magic and Anti- include impaired reflexes (-1 DEX) and lowered
Magic. Indeed, it seems even Arkon’s peers recognised that inhibitions (-1 WIL).
the man was a genius whose intellect was such that only the Arkon’s panacea, a powerful stimulant that increases
most advanced, untested (and naturally, often dangerous) strength and endurance (+1 STR and CON) for one
experiments or concepts could maintain his interest. Arkon hour; side effects include nervousness (-1 DEX) and
was not a man who labored at the mundane, or even the irritability (-1 INT).
“mere” brilliant. His arena was in innovations and arcane Tantalus, a powerful aphrodisiac.
conceptualization on a level perhaps only Koraq himself Prismatica, a potent hallucinogen that yields wildly
could understand and relate to. Enviable genius even in the colorful visions.
vaunted “golden age” and serious addiction issues meant Meta-morphius, a depressant; in large doses, a
that Arkon had few real friends. Perhaps this is true of soporific that enables the user to sleep off the effects
most visionaries. of other drugs.

The great sorcerer Koraq goes on to speak of Arkon’s Arkon’s Pharmacopaeus can be used seven times in any
legendary successful magic innovations…and spell- 24-hour period. It is valued at 30,000 gold lumens.
craftings that backfired with arcane splendor. One particular
event stands out from the more “mundane” explosions, Arkon’s Ring: This ring of intertwined silver filaments
when the unpredictable Cabal-member accidentally is enchanted with a 10th-level version of the spell Arkon’s
transmuted his friend Koraq’s entire floating laboratory Impermeable Web. The spell is activated by touching the
– and Arkon’s own body – into shimmering crystal. Koraq ring.
explains that this resulted in “a lifelong ban from stepping
foot on my property again, though Arkon seemed thrilled Arkon’s Wand: This slender wand is made from seven
at what he called the ‘beautiful damage’ to his body. I am narrow bands of silver twisted in a tight spiral around a
given to understand it increased his popularity among the center rod of blue crystal and imbued with a 10th-level
local noblewomen.” version of the spell Arkon’s Twister. The wand emits a
powerful vortex of magical forces that can be used to
In addition to being an avid bibliophile who keenly entrap a single Man-sized subject within a whirlwind of
collected thaumaturgical works from a great many scholars, arcane force. The speed at which the victim is made to
various sources credit Arkon with the creation of several spin can be controlled by the caster as explained in the
dozen original spells that still exist in some form today, spell description.
and some of the most powerful enchanted artifacts ever to
see use on the face of Talislanta. Clearly, despite whatever MAGICAL TEXTS
faults he may have possessed, Arkon was a man of near- Arkon’s Logbooks: Approximately a dozen of these
unrivalled mental ability and power. Much of his work logbooks are said to exist, each originally bound in
was lost in the Great Disaster, but what remains should be pebbly grey exomorph hide and stamped with a stylised
handled with care; the ancient magician had little regard bronze lightning bolt – Arkon’s personal sigil. The
for his personal safety and experimented with dangerous logbooks describe in detail many of Arkon’s more unusual
concepts. Any of his enchanted items would be worth a and dangerous experiments, several of which employ
fortune, though few would be likely to sell such an artifact potentially lethal procedures. The most notable of these is
if they could harness its powers. Arkon’s formula for enchanting a magic wand in just 48
hours. At least three of these books contain appendices with
ARTIFACTS Arkon’s personal spells detailed within.
Arkon’s Pharmacopaeus: This artifact dedicated to Difficulty: -8 to -14
indulgence was an enchanted device that served as Experience: 1-2 each.
Arkon’s personal “stash” of alchemical wares. The device Value: 2,000 gold lumens for originals, 400 for
resembled an ornate silver snuffbox decorated with fine copies.
scrollwork and raised symbology. By pressing the symbols
in a certain sequence, a one-dram quantity of any of the

29
a wand, sword, or other pointed object in hand marks one
ANCIENT SPELLS end and utters Arkon’s divination mantra. Then, speaking
Surveillance aloud the name of the subject, the caster tosses the object
This spell was created by either Koraq or Arkon; accounts in the air. When it lands on the ground, the object will
differ as to which of the two first perfected this enchantment. indicate the direction in which the subject can be found. It
It allows the caster to employ any crystal ball, mirror or is well to note that the enchantment is not an indicator of
other reflective surface as a magical scrying device. When distance, however.
cast, the enchantment allows the magician to view any Magical Field: Wizardry (reveal)
single individual, creature or area up to 10 x 10 x10 feet, Difficulty: -9 (tractus)
and allows the caster to see what is transpiring in the area Range: Unlimited.
being studied. The caster must have firsthand knowledge Duration: Instantaneous.
of the intended subject for the spell to be effective. The Magic Resistance: None, though magics that negate
range is unlimited but the spell has no interdimensional the effects of scrying devices can be used to counter
capability. this spell.
Magical Field: Wizardry (reveal)
Difficulty: -9 (tractus)
Arkon’s Twister
This spell allows the caster to entrap a foe in a powerful
Range: Unlimited
vortex of magical forces. It is cast by speaking Arkon’s
Duration: 1 minute (-1 to difficulty per extra minute)
words of command and gesturing at the intended target with
Magic Resistance: None, though magics that negate
a circular motion. The speed at which the victim is made to
the effects of scrying devices can be used to counter
spin can be controlled by the caster as follows:
this spell.
Intensity One is sufficient to cause extreme vertigo and
Arkon’s Impermeable Web relieve the victim of handheld objects and items secured in
This spell creates an impassable mesh of interconnecting pockets, pouches, and so on.
lines of force that may be used to entrap enemies or as a Intensity Two is sufficient to hurtle the victim ten feet
barrier against hostile creatures or interlopers. The shape per level in any direction; inflicting corresponding damage
or form of the web is up to the caster to determine, with upon impact with any solid surface.
the maximum area of mesh created by the spell limited to Intensity Three creates an arcane vortex of such
10 x 10 feet per caster level. Note that a web, once cast, velocity and force that it will propel the victim through
cannot be moved or altered, and can only be rendered null the dimensional fabric and into another plane of existence
by means of an appropriate counterspell. To cast the spell, of the caster’s choice.
the magician must recite Arkon’s words of warding while Magical Field: Wizardry (move)
tracing in the air the general shape to which the web is Difficulty: -10 (qualitas)
supposed to conform. Range: 10 feet per level
Magical Field: Wizardry (ward) Duration: 5 rounds (-1 to difficulty per extra round)
Difficulty: -16 (qualitas + tractus) Magic Resistance: Roll versus DEX to dodge the
Range: 10 feet per spell level vortex. The caster may attempt to entrap the victim
Duration: 11 minute (-1 to difficulty per extra minute) once per round, until the vortex expires or is dispelled;
Magic Resistance: None. Escape from an Impermeable this requires the caster to concentrate on the vortex,
Web is possible only by individuals or entities however.
who possess intradimensional capabilities. Even
incorporeal entities cannot penetrate a magical barrier
of this sort.
CASCAL
Second of the Seven
Arkon’s Seeker
This spell allows the caster to locate any single living Another of the founding members of the Archaen Cabal,
individual, creature, or being, provided the caster knows Cascal was an illusionist of unparalleled ability and the
the specified target’s name. The spell’s range is unlimited, author of numerous spells and texts on the arcane arts.
though the enchantment has no intradimensional capabilities Indeed, his Codex Magicus still sees wide use by magicians
and may be nullified by magics that are designed to counter of the New Age. His greatest achievement was the founding
spells of detection. To activate the spell, the caster takes and rule of the sky-city Shalihan, the wondrous city where
illusions and reality were one and the same. Surviving lore

30
is sketchy on whether he was assisted by his “consort”; (it light. Spells or other visual attack forms are reflected back
is unknown exactly when she was created) a female after- upon the attacker.
image of the magician himself, called Miraja. Duration: 10 rounds.
Magic Resistance: None. Note that Cascal’s Protective
Most illusionists could not expect a great deal of attention Aura cannot be used in conjunction with any other
or respect from their co-workers, for it was sometimes protective shield or aura. In appearance, this aura
seen as a more frivolous and wasteful path of study than resembles other magical auras, though with a definite
the other magical paths. Some texts written by masters of sense of power in the flickering light.
other arcane learning even deride the art as nothing more Cloak of Shadows: This cloak of black spangalor was
than a way to acquire material wealth and indulge in vices. imbued with a 10th-level version of the spell Cascal’s
However, Cascal provides history’s exception to this rule, Shadow Dimension. When activated by a whispered
for he enjoyed prosperity and popularity above most of word of command, the cloak envelops the wearer in an
the Empire’s magicians, and it was not solely because of extradimensional space that resembles an area of darkness
his position within the Archaen Cabal. In fact, his works or shadow. The wearer may step into this space and look
and texts were lauded by the literati of the Empire, being unseen upon the surrounding area, or hide one or more
especially well-received in the cities of Pompados and objects within the extradimensional space, as desired.
Aeon. His theories on reality and perception gained many The area can be entered or exited at will for the length of
adherents, while spectators and clients alike marvelled at its duration. Individuals or objects that remain within the
his illusions. However, it seems apparent that such acclaim area after the spell’s duration has lapsed will be trapped in
had an adverse affect upon Cascal, for his later years saw this area of “non-space” until they can be retrieved or can
a significant decline in the quality and popularity of his escape by magical means.
written works. Duration: 100 rounds.
Magic Resistance: The Cloak of Shadows radiates an
Cascal’s final work (which proved to be his undoing aura of enchantment, and may be differentiated from
among his peers) was titled The Voice of the World. It was ordinary shadow by the fact that it is not dispersed by
a collection of prophecies attributed to deceased magicians light. Magical illumination will negate the magical
who allegedly contacted Cascal from beyond the grave. properties of the Cloak of Shadows, causing its
After its publication, the illusionist was cast out of polite contents to be revealed.
society as a writer of bad fiction who had finally begun to
believe his own ephemeral creations over reality. He spent Cascal’s Prism: This one-inch crystal polyhedron is
the rest of his life in Shalihan, surrounding himself in what enchanted with a 10th-level version of the spell Cascal’s
was allegedly the most elaborate and wondrous palace of Transfixation. The spell functions automatically when
illusion ever conceived. the the prism is removed from its rune-inscribed leather
pouch.
ARTIFACTS Range: 100 feet
The Three Mirrors: These three enchanted mirrors were Duration: Indefinite; transfixation lasts for three hours
among Cascal’s most inspired creations. The first mirror, after subjects stop gazing into the prism.
Reflections of Belief, allegedly showed the viewer as he Magic Resistance: Roll versus PER at a penalty of
perceived himself. The second mirror, called Reflections -10 in order to resist the disorientating effects of the
of Impression, was rumored to show the viewer as he was spell.
perceived by another individual that he named. The third
mirror’s exact properties are unknown in the New Age, MAGICAL TEXTS
though the name Reflections of Truth, is still spoken of Prismatization: A two-volume masterwork on the theory
among certain scholars. and nature of illusions that solidified Cascal as the true
master of his chosen craft. Volume 1 contains the spells
Cloak of Reflection: This elegant silk cloak was invested Transfixation, Reflective Aura, Shadow Dimension and
with a 10th –level version of the spell Cascal’s Reflective Numenous Veil, and a host of notes and explanations
Aura. When activated by a word of command, the cloak detailing the art of subterfuge through illusion and methods
envelops its wearer in a flickering, shimmering aura of of hiding sensory information from the five senses. Volume
light that confers protection against spells of illusion, 2 is a more slender tome, containing the spells Rainbow
hallucination, visual attack forms, and radiated or prismatic Bridge and Illusory Arcana, as well as the great magician’s

31
secret procedure for the creation of enchanted prisms. The Difficulty: -1-12; each chapter increases in degree of
latter volume covers in detail a variety of visual effects used difficulty by one
to enhance the depth and clarity of illusory images. Experience: 2 per chapter; see text for restrictions
Difficulty: -10 Value: 100-1,000 gold lumens, depending on which
Experience: 2 each edition of the book is being appraised; there are ten
Value: 10,000+ gold lumens. known editions. The long-lost original copy, if found,
would not sell for less than 100,000 gold lumens.
Virtual Illusions: Completed at the beginning of his
meteoric rise to fame and fortune (and then responsible ANCIENT SPELLS
for a great deal more of his wealth, critical acclaim and
popularity) Cascal’s treatise on the subject of virtual Cascal’s Illusionary Arcana
illusions is regarded as the authoritative book on the This spell allows the magician to cast an illusory
subject, unsurpassed even by Miraja’s Limitations of Virtual version of any spell he or she knows or has seen at least once
Illusions. Most notably, the book’s artwork is in the form of before. The concept, as envisioned by Cascal, is unique in
three-dimensional virtual holograms that project upwards that it allows the magician to create the appearance that he
from the pages. Though Cascal shared the contents of the or she is casting a real spell rather than an illusion. Thus,
book with several of his peers, he still remained in the grip the magician can cast an illusory Spell of Elemental Fire,
of paranoia regarding the book’s theft. The writings upon Arkon’s Impermeable Web, Rainbow Bridge, or whatever.
the pages are written in ciphers, but not of the mundane Should the victims fails to resist the enchantment, they
pen and ink variety. Instead, the script is illusory in nature, will believe that the illusory spell is real. If the spell being
and if the book is opened without first speaking a secret mimicked is one that would, if real, cause damage to the
word of command, the contents of the pages simply vanish victims, those who fail to resist the illusion will believe that
before the reader’s eyes. Practitioners of wizardry able they have suffered harm. Victims who have been “killed”
to master the text gain proficiency in the spell Cascal’s by Illusory Arcana can indeed die of heart failure caused by
Virtual Illusion. shock. Note that a roll versus CON is allowed to determine
Difficulty: -10 if the subject can survive a “fatal” attack.
Experience: 3 The level of spell effect is determined by the level
Value: 100,000 gold lumens at which Cascal’s Illusory Arcana is cast. To activate the
spell, the caster performs the motions of the spell being
Magique: It is commonly believed by those in the know mimicked, but utters the syllables of Cascal’s Illusory
that Magique is a reflection of Cascal’s mental instability in Arcana. The illusory quality of the enchantment is such that
his later years, when the excesses of his life had taken their it will appear to observers that the real spell is being cast.
toll and he was left alone and friendless in Shalihan. The Magical Field: Wizardry (illusion)
book mirrors Virtual Illusions in appearance, down to the Difficulty: -5 (qualitas)
fine gold leaf upon the cover, though no magic to date has Range: Per mimicked spell
managed to reveal any writing on the blank pages. To ardent Duration: Per mimicked spell
collectors, the book might fetch a tidy price as a curiosity, Magic resistance: Roll verses PER as per a common
though it remains unknown if the book is worthless or spell of illusion. Note that reflective spells or mirrors
ciphered with a skill too advanced to decode. can be used to turn the illusory effects of the spell
back on the caster. Also note that intended victims of
Codex Magicus: This is a reference text of general utility, an illusory version of a spell of illusion receive two
widely regarded as one of the best and most thorough magic resistance rolls.
volumes on magic ever produced. The text covers the
basic principles for apprentices, initiates, and adepts up Cascal’s Numinous Veil
to level twelve, with each successive chapter covering This spell allows the caster to render unintelligible any form
more complex materials and concepts. The usual method of writings, inscriptions or symbols. Only the caster will be
for studying this book is to master one chapter per level able to decipher writings disguised by this illusory effect,
of ability; advanced students of the occult sciences may the duration of which is indefinite. The spell will affect
attempt to master two chapters per level. It is not possible approximately one square foot or one page of writings per
for magicians to gain experience points by mastering level. To activate the enchantment, the caster waves a hand,
chapters that are rated at a lower level than their current wand, or staff over the designated writings while reciting
level of ability.
32
Cascal’s cogent phrases. protective shield or aura. In appearance, Cascal’s
Magical Field: Cryptomancy (illusion) magical aura resembles other magical auras.
Difficulty: -15 (tempus)
Range: 1 foot. Cascal’s Shadow Dimension
Duration: Indefinite, or until dispelled. This spell enables the caster to create an extradimensional
Magic Resistance: Roll versus PER as per a common space within the confines of any area of darkness or shadow.
spell of illusion; success means that the individual will The caster may step into this space and look out unseen
notice that the affected writings have been tampered upon the surrounding area, or hide one or more objects
with. The Numinious Veil must be dispelled before the within the extradimensional space, as desired. In either
affected writings can be read, however. case, the size of the area of shadow must be large enough
to act as a doorway for the caster or designated objects;
the extradimensional space itself is limitless in area. To
Cascal’s Rainbow Bridge activate the spell, the caster waves a hand over the area of
This spell allows the caster to refract light through any shadow to be used in the enchantment and utters Cascal’s
enchanted prism, producing a multicolored bridge of incantation. The Shadow Dimension may then be entered
solidified light particles. The bridge requires no means of or employed as desired.
support per se, but must span an area between two relatively A Shadow Dimension may be entered or exited at will
solid things; a Rainbow Bridge cannot simply terminate in for the length of its duration. . Individuals or objects that
midair. The Rainbow Bridge can be up to 10 feet wide, and remain within the area after the spell’s duration has lapsed
may extend up to the range limit of the spell. To activate will be trapped in this area of “non-space” until they can be
the spell, the caster must have an enchanted prism on hand. retrieved or can escape by magical means. Individuals or
Placing the prism at the point from which the bridge is to objects left in a Shadow Dimension tend to drift towards the
extend, the caster speaks Cascal’s incantation, causing the Void, and may not be found in the same place where they
Rainbow Bridge to emanate from the prism. were left. If desired, the caster may designate any single
Magical Field: Wizardry (illusion) creature or being as the recipient of the spell.
Difficulty: -13 (qualitas + tempus) Magical Field: Cryptomancy
Range: 50 feet per level _1 per extra 10 feet) Difficulty: -10 (qialitas)
Duration: 5 minutes (-1 per extra minute) Range: 10 feet (qualitas)
Magic Resistance: None. A counterspell or a spell of Duration: 1 minute (-1 per extra minute)
darkness will disperse the bridge. A Rainbow Bridge Magic Resistance: None. A Shadow Dimension
is otherwise impervious to damage, though it can be radiates an aura of enchantment, and may be
distorted by reflective spells or mirrors. differentiated from ordinary shadow in that it is not
dispersed by light. A Spell of Radiance will cause
Cascal’s Reflective Aura a Shadow Dimension to dissolve, revealing its
This spell allows the caster or designated recipient to contents.
be enveloped in a shimmering aura of light that confers
protection against spells of illusion, hallucinations, visual Cascal’s Transfixation
attack forms and radiant or prismatic light. Spells or other This spell allows the caster to produce a burst of
visual attack forms are reflected back upon the attacker. kaleidoscopic colors. The stabbing beams of light produced
Note that a Reflective Aura protects only against spells by this enchantment impinge upon the ocular nerves of the
or attacks directed at the beneficiary of the enchantment; intended victim, causing confusion and disorientation. In
the aura does not allow the beneficiary to detect illusions. essence, the victim is rendered dazed and unable to think
Illusory creatures or objects comprised of magical light or take action until the spell’s effects wear off. To activate
cannot penetrate a Reflective Aura, though light from the spell, the caster holds forth any sort of crystal prism,
normal sources can. To activate the spell, the caster executes gemstone or other reflective article. The caster then speaks
a secret sign and speaks Cascal’s incantation. Cascal’s dazzling word of power, causing a brilliant burst
Magical Field: Wizardry 9ward) of colors to fly forth from the object in hand and strike the
Difficulty: -5 9qualitas) intended victim.
Range: Tocuh Magical Field: Wizardry (influence)
Duration: 1 minute (-1 per extra minute) Difficulty: -5 (qualitas)
Magic Resistance: None. Note that Cascal’s Reflective Range: 10 feet (-1 per extra 10 feet)
Aura cannot be used in conjunction with any other Duration: 1 round (-1 per extra round

33
Magic Resistance: PER Roll - 1/2 the spell level. success, the subject will be totally convinced that the
Note that creatures or beings that are blind or do not virtual illusion is real, and will continue to believe this
possess optical organs cannot be affected by Cascal’s until the illusion is dispelled.
Transfixation. Conversely, creatures or beings who Reverse: Used to dispel a virtual illusion.
possess night vision or are sensitive to light suffer a
-4 penalty to resist this spell.
DRAX
Cascal’s Virtual Illusion The First Necromancer King
This spell enables the caster to create a virtual illusion,
an imaginary image that in all important respects appears The being that rose to become the first Necromancer King
to be real. Virtual illusions differ from common spells of ancient Torquaran was no mere mortal, if legends are
of illusion in that they profoundly affect the viewer’s to be believed. Drax was reputedly sired by the rebel
perception of reality. Virtual objects or structures feel Shaitan Zahur; an entity exiled and reviled by the rest
solid to the touch; virtual illusions of creatures or persons of the devilish hierarchy. From his dark father’s unholy
are capable of interaction with real individuals, and can teachings, Drax laid the foundations and formed the basic
be touched, fought or embraced. Yet while viewers may principles for all black magic as we know it. If this was his
believe they are climbing a virtual set of stairs, they are single achievement, Drax would still be deserving of his
actually walking in place. When reclining on a virtual place in history, but there was so much more to come over
illusion of a cushioned divan, a character may actually be the course of the Necromancer King’s reign.
lying on the floor. If attacked by illusory enemies, victims
experience pain, though their wounds are not real; if Torquaran expanded aggressively, with armies of
“killed” they lose consciousness and remain in a comatose neomorphs and hybrids that stormed across the face of
state until the virtual illusion of death is dispelled. the world, subjugating no less than half of Talislanta and
A Virtual Illusion spell can be used to create up to 10 threatening to annihilate all who opposed it. Some histories
x 10 x 10 feet of illusory objects, materials or creatures seem to paint Drax as the half-Archaen son of Zahur,
per level; for example, a first-level spell could be used to while the works of some of the more obscure cults of the
create 10-12 humanoid figures of average size, a small Forgotten Age paint the Necromancer King as the avatar
furnished room, a palanquin with bearers, and so forth. or “living icon” of the rebel shaitan. These latter accounts
Player characters who intend to employ this spell must also point to a prophecy that Drax would one day return
describe the particulars of the virtual illusion in detail to to Talislanta, though not in the same form as his previous
the gamemaster before rolling to determine the results. incarnation.
A result of partial success will yield a common spell of
illusion, devoid of virtual properties, though with the Conflicting records aside, it seems it was only through
extended duration. the intervention of the principal member of the shaitan
The caster must have first-hand knowledge of anything hierarchy, Diabolus, that Drax’s reign was finally brought
he or she wishes to portray as a virtual illusion, or the results to an end. Rather than lose in the inevitable battle against
will be unconvincing; in game terms, apply a +1-10 bonus Diabolus the Lord of Devils, Zahur transported himself and
to magic resistance rolls at the gamemaster’s discretion. his progeny to some far-off dimension. Perhaps they rule
The power of this spell is otherwise limited only by the there now? Now that is a sickening thought, to say the very
caster’s imagination, and should not be underestimated. least. Certainly his name remains a curse word throuout the
The sky-city of Shalihan and all its inhabitants are said to ages, employed in the most foul and obscene imprecations.
have been created solely of virtual illusions, the only real Drax’s writings are considered wholly, utterly cursed.
element of the city being the large floating disk that served
as its foundation. What lore of the black magician remains in the New
Magical Field: Wizardry (illusion) Age are among the most dire and accursed works ever to
Difficulty: -30 (qualitas + tempus) grace a page: mind-rending incantations, blasphemous
Range: 10x10x10 per spell level maledictions, unholy symbols inked in loving script…each
Duration: Indefinite, or until dispelled. book spells out magic of such incredible dark power that
Magic Resistance: Roll versus PER at a penalty of to comprehend them invites insanity, and for lesser minds,
-10, but only after making physical contact with the perhaps death. The spells he wrought upon the world were
virtual illusion. If the result is anything less than full so tuned to Drax’s own twisted mind that no other could

34
MAGICAL TEXTS
The Lost Works: In the long
history of Talislanta, no written
works have ever been regarded with
such trepidation as the writings of
Drax. Each of the nine volumes
was ritually bound in the flayed
skin of his own relatives, in a bid
to both remove them from the
path of succession and increase
the diabolic power of the rites that
cursed the books. The contents of
the books have long been debated,
though they are believed to contain
specific information on the subject
of blood sacrifices, black magic
rituals and similarly grisly means
of obtaining the services of shaitans
and other extradimensional entities.
It is known that Drax preferred such
methods to priestly observation,
which he referred to as “base
subservience”. In the only know
extract from the Lost Works, Drax
is quoted as writing, “The sacrifice
of living beings is an efficient means
of obtaining literal diabolical power.
Souls can be obtained at no great
expense, and serve as the greatest
inducement to the denizens of the
lower planes. For they hunger too,
though not as we do, and they must
be fed.”
Difficulty: -6
Experience: 3 points per volume
each takes 3 months to master
grasp the unholy precepts within them. After his exile, Value: 25,000 gold lumens
even his apprentice Narishna found no use for Drax’s
writings. After breaking the wards around his ex-master’s The Maleficium: This tome radiates a tangible aura of
chambers, Narishna fled from the sanctum, ordering that magic, and is considered one of the most dangerous black
Drax’s works should be sealed in molten iron and cast into magical texts in existence. Individuals who so much as
the depths of the sea. touch a copy of this book must roll versus WIL to resist the
desire to open it and peer within. The dark secrets contained
Who can speculate on what kind of ill-luck or foul events within the Maleficium are sufficient to twist the mind of the
would befall anyone knowingly or unknowingly in beholder; roll versus magic rating at a penalty of -13, or
possession of the Necromancer King’s works? I shudder the viewer is incapacitated by terrifying hallucinations that
to think, and I recoil from the notion that the North Sea, persist until counterspelled. Black magicians who are able
now the Lost Sea, is the resting place for these works and to comprehend this blasphemous text without suffering such
that they could be brought into use one more. consequences may gain a considerable degree of occult
knowledge, though perhaps at the expense of their mortal
souls; the book serves as the cult manifesto of those who

35
revere Drax as a dark demigod. New Age is done so because she either warded it weakly,
Difficulty: -13 or simply did not care if it was discovered. Her true secrets
Experience: 20 remain just so; truly secret.
Value: 150,000 gold lumens, but only to those who
are foolish enough to deal in cursed merchandise of With the dissolution of the Archaen Cabal, the Enchantress
this sort. retired to her personal floating pavilion above Eros Isle.
If stories are true, she entertained – and eventually turned
away – hundreds of suitors who met with her disapproval. A
THE ENCHANTRESS story with a nameless author, The Heart of the Enchantress,
Third of the Seven has come down through the years and speaks of the
woman’s great vanity. After a thousand suitors had been
The Enchantress is referred to in some texts in a disparaging cast aside, a hooded figure presented the Enchantress with
light, for the vanity of her “nameless” title. Historical a “magic mirror” that would reveal her true love. After the
records also indicate that she was perhaps the most beautiful gift was delivered and the hooded man left, the Enchantress
woman of the Age of the Heavens and the Age of Decline, was shocked to gaze upon her own visage in the mirror’s
and her public appearances generated the kind of interest polished surface. The mirror was smashed and its shards
usually enjoyed by true-blooded monarchs. Her personal thrown into the ocean below, though the hooded figure was
works, what few survive, speak of a desire to remain aloof never seen again. Some tales seem to suggest it was Cascal,
from the Archaen Cabal and the populace of the Empire who the Enchantress famously rejected as a suitor, though
in an attempt to appear more than an object of desire. She others point to the prankish devilry of the magician Zanillo,
also cites that her title was not a simple vanity to keep men ever-jealous that he was passed over for appointment to
from knowing her name, but a deserved reference; there the Archaen Cabal.
truly was no greater magician when it came to the art of
enchanting.
ETZEL
While in the service of the Archaen Cabal, the Enchantress The Precocious Master
was known to collate huge folios of her listed spells,
which she would ward with the most powerful of her own When she was only fourteen, Etzel was described by the
incantations. Such was the potency of her magic that even great Koraq as “a genius, though at the maturity level of
today, thousands of years after her death, the wards she a three-year-old.” She was the youngest of all Archaen
placed remain unbroken and the works remain unfound. master magicians, though her genius is less surprising
Any relic or text from her hands that is now studied in the considering her parentage and upbringing. Daughter of
the sorceress Sylan, (and though her father’s identity was
apparently never confirmed, speculation that it was another
Cabal-member ran rife) Etzel was raised with a clear
understanding of the Archaen Cabal’s works, interacting
with each magician as she grew to adulthood and acquiring
knowledge from them all with precocious fervor.

Surprisingly, considering the prodigy’s clear genius


and advantageous upbringing, accounts of her magical
achievements are rare in the extreme. She was rumored
to have kept a journal, though what is contained within
its pages – or whether it even exists today – is unknown.
No original spells are attributed to her, and no treatises on
magic or reality bear her name.

What has filtered down the centuries are reports of her


temper tantrums that often took the form of malicious
spells cast at her superiors and servants. Her first instructor
is said to have spent a year sealed in a glass jar after being

36
continues to elude him, and he finished one of his folios
with the words “Barring the end of Archaeus, should the
world itself die, I see no prospect for the completion of this
endeavor.” One can surely sympathize with such words.

It is believed by some that the savant Xanadas, the wizard


Absinthe, and the renowned Thystrum were all incarnations
of Hotan. The modern-day chroniclers of Xanadas refuse to
lend any credence to that supposition, though they insist that
Hotan lives to this day. Stubborn New Age literati aside, if
Hotan did still walk the face of Talislanta, he’d find himself
even further from completing his masterwork. The spread
of civilization is a glorious ballet of enlightenment, but
chronicling it is an increasingly difficult feat.

MAGICAL TEXTS
The Ariane Chronicles: This work was penned after Hotan
dwelt for many years within the maze city of Altan, home
of the Ariane mystics. During this time, he was allowed to
study the great obelisk within which stores the cumulative
memories and experiences of the Ariane people. This book
transformed into a crystal moth, and one of her neomorph contains transcriptions from the obelisk imbued within
palace servants was banished to the lower planes for some pages fashioned from thin sheets of violet stone. The
insignificant mistake. Following a series of these distressing contents can be “read” simply by running a finger across
incidents, Sylan consigned her daughter to an enchanted the surface of the stone. Individuals who study this text for
palace on the astral plane, where she could wreak no further a minimum of fourteen days receive a +1 bonus on the skills
havoc while in fits of pique. Planar scholars have made it a Talislanta History and Metaphysical Doctrines (mysticism),
point to suggest that Etzel might live there still. plus the experience points indicated.
Difficulty: -7
HOTAN Experience: 3
Value: 75,000 gold lumens
The Great Savant
The Book of Mysteries: In this famous work Hotan
Regarded as the greatest savant of his age, perhaps the
first put forth his concepts of the meaning of life and the
most fastidious known to date, Hotan walked the world in
cosmos explaining his theories on reincarnation and the
search of one thing: knowledge. He was a man that wanted
“vital spirit”. The Ariane Elders are said to have admired
to know, and often merely reading about something in
this book. Though the story that their people first learned
the works of others simply didn’t satisfy him. More than
the arts of transcendency from this work has been proven
this, he wanted to know about things that still remained
false. Ariane editions of the book are traditionally imbued
undiscovered, mysteries that were unsolved and places that
within polished orbs of blue stone known as tamar. Standard
were unexplored. His voracious appetite for knowledge
versions of the text are available in several different
led him to visit with the Sub-Men tribe known as the
languages. Individuals who master this book gain a bonus
Ariane. From these beings Hotan claimed that he came to
of +1 with regard to the skill Metaphysical Doctrines.
understand the mystical arts of transcendency, and was able
Difficulty: -1-20; the book contains twenty chapters,
to reincarnate into the same bodily form at will.
each increasing in level of difficulty.
Experience: 1 per chapter, with a minimum of one
The man who wanted to know everything was now, for all
week to master each.
intents and purposes, immortal.
Value: Tamar have no monetary value among the
He spent the better part of his many incarnations travelling,
Ariane, each of whom is given his or her own personal
accumulating lore and compiling a comprehensive history
stone at birth. Archaen transcriptions of the text
of Talislanta civilization. Obviously, completion of this goal

37
commonly sell for upwards of 20,000 gold lumens and spied on the simulacrum Viridian by posing as an obsidian
are now very rare. Hotan’s original text was lost ages moth, and deduced the means by which he magically
ago, and is valued at over 50,000 gold lumens. influenced plants. From the race of whisps, she stole an
astounding number of beguiling cantrips, glamours and
History of the World: This is an incredible series of 148 enchantments.
brass-bound volumes each covering a different period of
Talislanta history. The first 121 volumes have never been When her trespass was finally discovered by Viridian, he
found, and are regarded as valuable collector’s items should spared her life and, amusingly enough, Ilse was transformed
they ever be uncovered. The known texts are considered into a purple thornrose. Viridian thought, quite rightly, that
useful by historians, scholars and savants, though Hotan’s the heart-rending beauty of the violet-blood petals, offset by
long-winded accounts of the renowned individuals of the the lethally poisonous thorns on the stems, matched Ilse’s
day occasionally grate on the nerves. Characters gain a +1 duplicity all too well.
bonus to the skill Talislanta History per volume studied.
Difficulty: -5-9, with the lost volumes believed most Whatever relics can be recovered today from Ilse’s hoard
complex. are unsurprisingly nothing more than the stolen items of
Experience: 2 per volume. other magicians.
Value: 100-400 gold lumens apiece for known
volumes, ten times this for lost volumes. MAGICAL TEXTS
Ilse’s Lost Folios: The folios of the treacherous Ilse,
Theosophy: A comparative study of religions and cults containing dozens of purloined spells and alchemical
across the span of time, this book is an invaluable general formulae, are avidly sought by collectors of magical
reference for mystics, savants, and theologians. Specific paraphernalia. Though the originals are probably lost
information on the beliefs and customs of numerous forever, copies of excerpts from Ilse’s notebooks are known
Talislantan cults and sects can be found within this heavy, to exist. Each will generally contain a single cogent spell
silver-bound tome. Individuals who master this text gain or formula, though some few may yield an additional
a +1 bonus with respect to the skills Arcane Lore and surprise or two in the form of an ancient master’s lore now
Metaphysical Doctrines. lost to the world. Forgeries, typically quite worthless, are
Difficulty: -7 unfortunately more common than authentic copies.
Experience: 5 Difficulty: -4-8
Value: 25,000 gold lumens for first edition copies; all Experience: 1-2 each
others are valued at 1,800 gold lumens. Value: 200-1,200 gold lumens

ILSE ANCIENT SPELLS


The Stealer of Spells
Six-Fold Spell of Fascination
Some accounts insist that Ilse was born in Torquaran, This potent spell, stolen from the shaitan Nargul, enables
and her life there colored her perceptions on what was the caster to entrance any individual using the most clever
acceptable magic. Conflicting histories say that she was and devious magics. Individuals who have been charmed
actually created by Sylan, to serve as an understudy and in this fashion will be utterly fascinated by the caster, and
companion for Etzel, the sorceress’ daughter. Still other will reveal anything or perform any favor in order to gain
sources (and there are a surprising number on the topic) the caster’s approval. To activate the spell, the caster must
state that Ilse was nothing more than Etzel’s “avatar”, have the subject’s attention; the caster then performs six
serving as a way for the banished troublemaker to return subtle motions of the hands, eyes and facial features while
to Talislanta. speaking to the subject. The spell takes approximately 10
rounds to cast.
Whatever the truth of her origin, Ilse gained notoriety by Magical Field: Witchcraft (influence)
judicious use of various charms and seductions. From a Difficulty: -10 (qualitas)
powerful shaitan named Nargul she learned the Six-Fold Range: 5 feet
Spell of Fascination, which she used to steal the secrets of Duration: 1 minute (-1 per extra minute)
the many magicians she took as lovers. It is said that she Magic Resistance: PER roll -1/2 the spell level.
If this roll is successful, the subject will perceive a

38
faint aura of magic in his or her proximity. Unless
subjects suspect that they are being charmed and
take precautions of some sort, such as averting their
gazes, walking away or uttering a counterspell, the
entrancement will take effect whether or not the
resistance roll is successful.

KORAQ
Fourth of the Seven

Unrivalled in his genius and mastery of the magical


arts, Koraq developed and codified countless – literally,
countless – spells in his lifetime, which spanned at least
one thousand and six hundred years. In fact, owing to
the nature of his work with interdimensional travel, the
sorcerer’s death has never been established with any proof.
Besides discovering and refining interdimensional travel,
Koraq is renowned for pioneering the field of sorcery and
subsequently authoring over two hundred volumes, folios
and treatises on the myriad planes of existence. Perhaps his
greatest accomplishment (and certainly his most cerebral)
was his Theory on Magic and Anti-Magic, which stands
to the present day as the definitive work on the principles to brood upon the boredom his “this life” in comparison
and foundations of quantum magic. to others he had led. Interestingly, as a historical footnote,
the Wizard King of Phaedra called Kabros claimed direct
Unfortunately, the theories and equations defined within the descent from Koraq and was known to sign the sorcerer’s
pages of his works were of such complexity and advanced name to his own writings.
nature that they were indecipherable to even his closest
peers – only Arkon, it seems, had the drive and the ability
to understand Koraq’s works. The two masters maintained ARTIFACTS
a friendly rivalry, but at no point in Koraq’s writings is Ovid, the Automaton: The mechanical humanoid, who
he ever shy of praise regarding his unstable visionary was referred to as Ovid, was a gift from the Neurians in
counterpart. return for the valuable help Koraq provided in teaching
arcanology to the aliens of Simbar. Ovid served as a
Koraq’s mental faculties were such that he could create spell tireless recorder of the copious amount of sorcerous data
matrices in his head; his improvisations were remarkable that Koraq recorded each day in the course of his work.
and so prolific that he resorted to employing a Neurian This material was stored within the automaton’s sensorium
automaton named Ovid in order to record the many magical and later transcribed into written form. It was within the
theorems and calculations he would devise on any given purview of Ovid’s talents to serve not only as scribe but
day. His retreat and seclusion within the floating sanctum also as editor; thus, conflicts between the author and his
of Paz came when his obsession with the theory of trans- mechanical servant were not uncommon. Ovid was a vast
temporalization led to the dissolution of his relationship repository of arcane knowledge, and if found intact would
with the sorceress Sylan. Hints of scandal at the time be valued at over 300,000 gold lumens.
apparently mentioned the illegitimacy of Etzel’s birth also
triggering the end of the marriage. Pocket Compendium: Koraq created this device as an
adjunct to magical research. His pocket compendium
Koraq is recorded on several occasions as insisting he resembled a crystal cuboid 4 x 3 x 1 inches in size, engraved
lived two or more lives; each mostly identical to the others, with intricate symbology. This device served as a portable
though in different dimensions. When not feverishly cyclopedia of sorcerous formulae and quantum magical
creating spells or devising new theories, Koraq was known theorems, with the data accessed by pressing various
symbols in combination. The procedure was purported

39
to be so complex as to baffle even Koraq’s contemporary to date were damaged, and some of the facets rendered
Arkon, who apparently once claimed that it would be unreadable. It is feared that undiscovered copies may turn
simpler and faster to travel to the ancient library at Jalaad out to have similar defects.
and search through the archives. The compendium is valued Difficulty: -10
at around 50,000 gold lumens, though finding a buyer with Experience: 2 per facet
the skills to unlock the item in any kind of order will be Value: 8,000 gold lumens per intact facet.
no easy feat.
Quantum Magic: Regarded by its author as his greatest
Amulet of Warding: This amulet was made of amberite achievement, Koraq’s thesis on quantum magic may well
crystal and gold, and inscribed with protective symbols. be the most convoluted and complex of all the master
It was invested with a 10 th-level version of the spell theoretician’s works. It is a compilation of dizzying
Interposing Shields. When activated by a secret word of concepts that none but the most gifted minds could ever
command, the amulet creates ten disk-shaped shields of hope to fathom. Even such worthies as Sylan and Arkon
arcane force that encircle the wearer, moving automatically were incapable of comprehending the work, if the records
to intercept and nullify attacks by missiles, weapons, hostile of the Archaen Cabal are anything to go by. No more than
creatures or beings, and magical missiles. This item could three copies of this work were ever produced, each bound
be worth up to 8,000 gold lumens to the right buyer. between translucent planes of blue crystal. Their exact
value cannot be agreed upon; Sindaran collectors have
Anti-Magic Talisman: This item resembled a brass offered rewards in excess of half a million gold lumens
periapt, and was one of Koraq’s most treasured personal for the recovery of a single copy. To anyone capable of
effects. It was imbued with a 10th-level version of the spell comprehending these writings, this might seem a small
Anti-Magic Aura. When activated by touch, the talisman price indeed; mastering this book will increase the reader’s
envelopes the wearer in a shimmering aura of antimagical basic magic rating by +2.
energy that will confer protection from hostile magics Difficulty: -40
of all sorts, though with the drawback of nullifying all Experience: 20
previous enchantments, shields, auras, veils and other self- Value: 500,000+ gold lumens.
affecting spells the magician might have been employing.
The Anti-Magic Talisman is likely to fetch at least 10,000 Theory of Magic and Anti-Magic: Perhaps the most
gold lumens either with personal collectors or the Lyceum brilliant and comprehensive (and immensely baffling)
Arcanum in Cymril. study ever written on the occult sciences, Koraq’s tome
is considered the definitive authority on the nature of
Omniscient Orb: Koraq allegedly made several of these magic. So incredibly complex is some of the text that fully
spherical pendants, which were fashioned in the shape of 90% of all copies known to exist are in part incorrectly
a golden eye and enchanted with a 10th-level version of the translated, rendering them next to useless; only by spending
spell Ultra-Sensorium. When not in use, the golden eyelid a minimum of one month studying a copy of the book can a
remains closed. When activated by touch, the eye opens, reader determine if that particular text is flawed. Individuals
employing the spell within. One of these artifacts could be who master this book gain a +1 increase in magic rating.
worth as much as 3,000 gold lumens. Difficulty: -20
Experience: 10
MAGICAL TEXTS Value: 1,000 – 12,000 gold lumens, depending on the
Arcanologia: Koraq’s treatise on arcanology is considered age and condition of the volume. Flawed copies are
his most lucid and accessible work. The “book” was worth perhaps one-tenth the appraised value, primarily
made in the form of a polyhedron two inches in height, as curios.
fashioned from a translucent crystal. Each of its ten facets
reveals a different aspect of arcanology, from identifying The Silver Matrix: Koraq’s highly-regarded text explains
spell matrices to modifying matrix components in order the procedures for creating the artificial lifeforms known
to achieve specific objectives. The information contained as simulacrums. The sections on vat techniques, matrix
within a single facet takes an average of seven weeks to construction and common errors to be avoided are alone
master, and yields a bonus of +1 to the sorcery skill of worth the price of the book. Individuals who successfully
Arcanology. As many as twenty copies of the Arcanologia master the text earn a +1 bonus when using the advanced
are known to have been created, though most seem to have skill Create Homonculus to fashion a simulacrum.
been lost during the Great Disaster. The only three found

40
Difficulty: -13 Range: Self
Experience: 5 Duration: 1 minute (-1 per extra minute)
Value: 3,000+ gold lumens. Magic Resistance: None. It is perhaps interesting
to note that, in terms of outward appearance, it is
ANCIENT SPELLS impossible to tell Koraq’s Anti-Magic Aura from the
enchantments of Cascal, Viridian and Zanillo.
Aura of Spell Negation
This spell, though not always attributed to Koraq, is Arcanalytical Modulation
credited to the great sorcerer more often than not. When Not actually a spell, but rather a sorcerous technique,
cast, it envelopes the magician or a designated beneficiary Arcanalytical Modulation enables the sorcerer to modify
in an invisible aura of magical energy that will negate any or neutralize any form of enchantment by altering the
single use of magic directed against the caster, regardless parameters of its matrix. An orb of arcanalysis, used in
of the level of the enchantment. The aura confers protection conjunction with the skill Arcanalysis, is essential to the
against all types of magic, including other auras, the effects use of this technique. Note that the Difficulty is based on
of symbols, spells, magical manifestations or anomalies, which Sorcerous Skill is being used (Tempus, Tractus,
and magical weaponry. In the latter case, the magical or Qualitas), and is further modified by the level of the
properties of the weapon will be negated by the aura, but enchantment that is to be modified, or at a greater level if
its nonmagical physical capabilities will apply as normal. the sorcerer wishes to increase the level and effects of the
Note that the aura and its protective properties are dispersed enchantment being modified.
immediately following the first contact with any kind of Magical Field: Sorcery
magic, or in the event that the beneficiary attempts to cast Difficulty: -10, -14 or -20 minus target spell level
a spell while protected by this enchantment. Range: 1 foot
Magical Field: Cryptomancy (ward) Duration: 10 rounds per level; it takes 10 rounds to
Difficulty: -10 (qualitas + trigger effect) modify a single aspect (level, duration, effect, etc.)
Range: Touch of a matrix.
Duration: Passive duration is 1 minute (-1 to Difficulty Magic Resistance: None.
per extra minute); once contact with magic is made the Counterstroke
spell ceases to function. This spell allows the caster to divert hostile magics away
Magic Resistance: None. from an intended target or subject by means of a deflective
Anti-Magic Aura shield of antimagical energy. The countering shield will
This spell allows the caster to be enveloped in a unerringly deflect any single bolt, beam or burst of magical
shimmering aura of antimagical energy that will confer origin, including those made of eldritch, elemental or
protection from hostile magics of all sorts. Spells directed mystical energy. To activate the spell, the caster points in
against the beneficiary of this enchantment dissolve the direction of the hostile magic and utters Koraq’s words
upon contact with the antimagic field and are rendered of antimagical power.
ineffective. The aura does not confer protection from Magical Field: Wizardry (ward)
spells such as Arkon’s Impermeable Web, which affects Difficulty: -5 (qualitas)
the caster’s surroundings, or from spells of influence or Range: Self (-1 per extra 10 feet)
illusions. Duration: Instantaneous
The employment of an Anti-Magic Aura is not without Magic Resistance: None. It should be noted that
certain drawbacks. While enveloped in an aura, a magician hostile magics countered by means of this spell are
can cast no other self-affecting spell. Further, the casting not dispersed or dispelled, but merely deflected in a
of an Anti-Magic Aura cancels all previous enchantments, random direction. The gamemaster should roll a d20
shields, auras, veils, and so forth that magician may have to make this determination, as follows:
been employing. Also of concern is that a miscast Anti- 1 – 5 = deflected upward
Magic Aura can result in a temporary loss of spellcasting 6 – 10 = deflected downward
abilities or the inadvertent “de-magicking” of one or more 11 – 15 = deflected left
enchanted items on the caster’s person. 16 – 20 = deflected right
Magical Field: Wizardrt (ward)
Difficulty: -10 (qualitas)

41
Darkening Veil base, -3 for one step up the scale). The spell now has a
This spell allows the caster to negate the effects of any type duration of 2 days, with 5 minutes used up already.
of crystal ball, seeing stone or spell of surveillance. The To activate the spell, the caster must recite Koraq’s
enchantment will cause any scrying device directed against formulae, an endeavor that takes a minimum of 10 rounds
the caster and his or her associates to cloud over and darken, to complete. The enchantment may be used only once on
effectively spoiling attempts of this nature. a given spell, unless the degree of change is increased (in
Magical Field: Wizardry (ware) other words, you cannot use it twice at -13 to move the
Difficulty: -6 (tractus + tempus) units twice. The second used would have to be at -16 or
Area: Self (-1 per 10 foot radius) higher.)
Duration: 1 hour (-1 per extra hour) Magical Field: Sorcery
Magic Resistance: None Difficulty: -10 (-3 for each step on the time scale)
Range: 1 foot
Interposing Shields Magic Resistance: None. It should be noted that a
This spell allows the caster to create a number of disk- miscast magic of this nature can cause disruptions in
shaped shields of magical force that encircle the caster, the temporal fabric, resulting in grievous consequences
moving automatically to intercept and nullify attacks by for the caster, such as premature aging, loss of vitality,
missiles weapons, hostile creatures or beings, or magical displacement in time, and so on.
bolts, darts and so on. The glowing shields also possess
reflective qualities that are proof to radiant light and heat
but do not confer protection against illusions, mists, gases, Spell of Transference
dusts, spells with a wide area of effect, or psychic energies. This complex spell enables the caster to create an
The spell produces one shield per level, each of which will opening into a neutral dimension nexus, step within, and
serve to thwart a single attack; contact with any of the emerge in another locale of the caster’s choice. Distance is
attack forms listed will cause a shield to burst into shards not a factor; if so desired the caster may even use this spell
of light. To activate the enchantment, the caster recites to gain access to another dimension, though such attempts
Koraq’s words of warding with the right hand upraised in engender additional risk. It is not possible, however, for
a gesture of arcane significance. The shields appear at once the caster to use this spell to travel to any locale he or she
and hover about the caster. has not previously visited, or has not at least scrutinized
Magical Field: Wizardry (defend) by means of a crystal ball or seeing stone. The caster must
Difficulty: -5 (qualitas) concentrate fully while effecting the transference, for
Range: 1-2 feet the slightest distraction may cause the caster to become
Duration: 5 rounds (-1 per extra round) disorientated while seeking the exit to the dimensional
Magic Resistance: None nexus; roll versus intelligence if such an occurrence is
likely, with failure indicating that the caster exits at a
Perdurable Enchantment location determined at random by the gamemaster rather
A direct application of the Sorcerous skill Tempus, than at the intended location.
the Perdurable Enchantment is a technique whereby the Spell failures or magical mishaps are a particular
sorcerer may extend the duration of any of the following annoyance when casting a Spell of Transference, and can
types of enchantments: Magical gates and dimensional lead to the inadvertent creation of dimensional rifts, vortexes,
openings; any illusion or illusory effect not of instantaneous temporal displacements, and other inconveniences. Also,
duration; magical mists or trap-type effects; conjured, while the caster stands within the dimensional nexus, there
summoned, or metamorphosized beings. In order to be is a 1 in 20 chance that he or she will encounter wandering
effective, the Perdurable Enchantment must be used on a beings of extradimensional origin, or fellow travellers of
spell that is already in effect. The duration of the target spell one sort or another.
is increased as per the rules for Tempus in the section on If desired, the caster may also bring other creatures or
Sorcery (pg 106). For every 3 levels of Difficulty, increase beings along, though each additional lifefrom increases the
the base time unit of the target enchantment as follows: degree of difficulty inherent in this spell by an additional
Rounds - Minutes - Hours - Days - Months - -5 penalty. To activate the spell, the caster must have in his
Indefinite or her possession and enchanted crystal that acts as a focus
Example: Darkening Veil has been cast, with a for Koraq’s spoken incantation.
duration of 2 hours. Five minutes later, Koraq’s Perdurable Magical Field: Wizardry (summon)
Enchantment is used on the Veil, at a penalty of -13 (-10

42
Difficulty: Varies according to intended pictograms, hieroglyphics, equations and alternate alphabets
destination, as indicated on the following table: among its lettering. More legible (if a trifle melodramatic)
Another continent -5 accounts of the investigator’s dealings were penned by his
Another world -10 apprentice and assistant, Nastow. These reports allow the
Another solar system -15 reader a comprehensive look into Magian’s incisive mind,
Another galaxy -20 and several footnotes make reference to even the great
Another plane -25 Koraq admiring Magian’s investigative techniques.
Range: 10 feet
Duration: 1 minute (-1 Difficulty per extra minute)
MAGICAL TEXTS
Ultra-Sensorium Magian’s Casebook: This compilation was authored by
This spell increases the subject’s sensory capabilities Nastow, and his trademark admiration for his employer is
to a remarkable degree, allowing the beneficiary of this detectable in some of the seemingly exaggerated accounts of
enchantment to see invisible, astral or ethereal presences Magian’s dealings. Despite this flaw, the text is interesting
or objects, detect illusions by touch, discern even the and instructive, and the individual cases detailed within the
subtlest odours or scents, hear whispered conversations or tome provide many practical examples of how arcanological
other faint sounds, and detect magical emanations by sight. principles can be used to solve such quandaries as missing
The recipient of the ultra-sensorial capabilities will also persons, hauntings, instances of demonic possession, theft,
be invested with a type of “sixth sense” that will alert the magical arson, murder, and conspiracy. Individuals who
individual if he or she is being watched by unseen agencies study this text for a minimum of seven weeks earn a bonus
of any sort. To activate the spell, the caster places his or of +1 on the skill Arcanology.
her right hand upon the forehead of the intended subject Difficulty: -7
and speaks Koraq’s incantation. Experience: 3
Magical Field: Wizardry (reveal) Value: 50,000 gold lumens.
Difficulty: -5 (qualitas + tractus)
Range: Maximum range for all but the tactile ability Magian’s Notebooks: Twenty-one in number, these
is 500 feet (-1 per extra 100 feet) loose-bound folios contain insights, observations and
Duration: 1 minute (-1 per extra minute) methodologies credited to the famed arcanologist. Any
Magic Resistance: None, though an unwilling one of these books would be worth a small fortune were it
recipient can void the enchantment by evading the not that Magian’s writings are completely unintelligible,
caster’s touch. It should be noted that individuals and are obscured by watermarks, stains, accumulated
affected by this spell are highly susceptible to damage grime and, of course, degradation from age. As such, they
by extreme sensory stimuli; in game terms treat this are practically impossible to read. It has been speculated
as a -10 penalty to resist the effects of loud noises, that, if there was some way to render these books legible,
noxious vapors, extremely bright lights, or spells that the information gleaned from them would be sufficient
cause effects such as these. to improve the reader’s skill in Arcanalysis by +2.
Unfortunately, no-one has yet found a way to transcribe
these texts to a more readable format. To date, six of the
MAGIAN twenty-one folios have been recovered, while it is believed
Investigator into the Supernatural that a full ten were destroyed during the burning of the
Library of Badijan.
Magian was an arcanologist of keen perceptions and shrewd Difficulty: -7 to read a legible version, if there were
logic, credited with unravelling numerous mysteries and one available.
conundrums. It was Magian that discovered several plots Experience: 2 each
and elaborate pranks performed by the rogue magician Value: Only 2,000 gold lumens apiece, due to ruined
Zanillo, including one involving the scandalous dismissal condition.
of Rodinn from the advisory council in the city of
Pompados.
Magian’s surviving works consist of a great many texts
written in the investigator’s trademark coded script. This
cryptic and fragmented style of writing has remained
unbroken throughout all attempts at translation, numbering

43
possessed useful magical virtues. The following hats are
MALDERON on display in the Lyceum Arcanum in the crystal city of
The Modest Master Cymril, though many more are believed to exist. Various
types included in his collection are as follows:
Misconceptions abound regarding Malderon. Such was his Weatherproof: This hat emanates an elemental aura
modesty and unassuming nature that he left an indeterminate that protects not just the wearer’s head, but also his
mark upon history; many of his achievements have been or her entire body from the effects of any type of
attributed to other magicians and in some cases, outright inclement weather. It is valued at 6,000 gold lumens.
claimed by other spellweavers. Such is the confusion around Inconspicuous: This wide-brimmed hat is imbued
the exact dates of his life that many scholars believed he was with a minor enchantment that allows the wearer to
a magician of the New Age, until the Cymrillian discovery blend into any crowd (-5 to detect), and is an effective
of the Archaen Codex revealed that Malderon had been deterrent against spies and bill collectors. It is valued
involved in notable correspondences with members of the at 8,000 gold lumens.
Archaen Cabal, and on numerous occasions had assisted Thinking Cap: This conical hat increases the wearer’s
them in experiments. powers of intellect (+2 INT). It is valued at 12,000
gold lumens.
Malderon was apparently a fickle and inconstant fellow, for Charismatic: This flamboyant hat is charged with a
what texts do speak of his refer to a man with a thousand glamour that enhances the wearer’s overall appearance
pastimes all demanding his attention. He dabbled in and presence (+2 CHA). It is valued at 4,000 gold
horticulture, wrote extensively on the subject of pseudo- lumens.
psychic phenomena, travelled infrequently and irregularly, Watch: This hat increases the wearer’s powers of
and amassed a sizeable collection of varying styles of perception and general alertness (+2 PER). It is valued
headwear, ranging from Forgotten Age relics to Sub-Men at 6,000 gold lumens, partly due to the elaborate gold
ritual crowns. The majority of his works seem to have weave used in its creation.
been lost to time, and what remains is of little interest Magician’s Hat: This hat contains a pocket dimension,
beyond its vague merit to Forgotten Age anthropologists. and will hold up to 5 x 5 x 5 feet of materials. Objects
Malderon’s most obvious legacy is the collection of hats stored within can be retrieved by removing the hat,
and helms that is still proudly displayed in the Museum of reaching in and bringing forth the desired item. It is
Antiquities in Cymril. valued at 10,000 gold lumens.
Adjustable Hat: This can be made to expand or
ARTIFACTS contract on command to fit any head size. Aside from
Malderon’s Cabinet: This device was constructed form this, the hat possesses no other known virtues. It is
eleven rare hardwoods from the continent of Celadon. The valued at 500 gold lumens, primarily as an antique
cabinet measured five feet in height, three feet in width, curiosity.
and one foot in depth, yet was capable of holding a quantity
of material equal to a storeroom ten times this size. This Magic Mirrors: These enchanted dressing mirrors were
seemingly miraculous feat was made possible by a form always made in pairs, each of which was enchanted with
of enchantment that caused any nonliving thing placed the spell Malderon’s Magic Portal. One mirror serves as
within the cabinet to be reduced to a tenth of its normal size. an entrance, and the other as an exit. It is not possible to
Removing any article from the cabinet caused it to expand enter and exit from the same mirror, as these devices only
to its original size. Malderon was said to have kept a large function as one-way portals.
collection of books, wizardly paraphernalia, his wardrobe, Range: By touch
and a selection of fine liquors inside his cabinetm which Duration: Indefinite
has never been found. This artifact is valued at 75,000 gold Magic Resistance: Roll versus PER to detect a Magic
lumens, not including the possible contents within. Portal and thereby avoid entering it by accident.
It should be noted that a damaged Magic Mirror
Malderon’s Hat Collection: Malderon’s hobby of may transport individuals at random to strange and
collecting headwear became something of an obsession unknown locales.
in his later years. Though his peers attributed this odd
predilection to advancing senility, there was a method Magic Pipe: This ornate pipe, carved from a sea dragon’s
to Malderon’s apparent madness, for many of his hats fang, is imbued with a 10th-level version of the spell

44
Unbreakable Rings. When filled with dry herbs of any sort serve as a magical means of travelling from one location
and lit, the pipe produces up to ten magical smoke rings to another.
that may be directed to encircle and confine any creature, All Magic Portals are one-way doors that can only
being or object. The maximum diameter of the rings cannot function either as entrances or exits, as the caster determines.
exceed twenty feet. To activate the spell, the caster traces the outline of a door
in the desired location and utters Malderon’s incantation.
Magic Vial: This device is a brass vial three inches in height Magical Field: Wizardry (summon)
with a stopper made of green glass. The inside of the vial Difficulty: -8 (qualitas + tempus)
is invested with a 10th-level version of the spell Malderon’s Range: 1 foot per level
Mists. When the glass stopper is removed, a quantity of mist Duration: Duration is normally limited to one hour
is produced that can be made to cause one of the spell’s per level. Such is the utility of this spell that magicians
effects. The quantity of mist created cannot exceed 10 x often use Koraq’s Perdurable Enchantment to create
10 x 10 feet. The mists are stationary, though the magical Magic Portals of long-lasting duration, forming a
vapors can be moved or dispersed by winds. The color of convenient means of access to various places.
the mists is variable, according to the caster’s designs. Magic Resistance: Roll versus PER to detect a Magic
Portal and thereby avoid entering it by accident. It
MAGICAL TEXTS should be noted that a miscast Magic Portal can lead
The Enchanter’s Omnibus: This valuable compendium to unpleasant consequences of various sorts, including
is considered the best practical reference on the creation interdimensional rifts and gates into bizarre locales.
of enchanted items of all sorts. Individuals who master Dispose
the text gain a +1 increase in the skill Enchant Items and This practical spell produces an extradimensional hole into
receive the same bonus when attempting to research new which the caster may dump unwanted trash or other items.
magical items. The hole can then be closed at the caster’s command, and
Difficulty: -10 its contents will be dumped into extradimensional space.
Experience: 3 The diameter of the hole cannot exceed two inches per
Value: 200-2,000 gold lumens, depending on the age level of the spell.
of the edition; The Enchanter’s Omnibus has seen Magical Field: Wizardry (summon)
many printings, and is a fairly common magical text. Difficulty: -5 (qualitas)
Range: 1 foot
ANCIENT SPELLS Duration: 1 minute (-1 per extra minute)
Magic Resistance: None
Magic Portal
This unusual spell allows the caster to create a magical Retrieve
door that may range in height from 1-8 feet and in width Evidently Malderon often found he had left his home and
from 1-4 feet, at the caster’s discretion. The portal may forgotten to bring along some small but important article;
appear as a common wooden or metal door, a curtain, or at least, such a tale would explain this curious spell. When
even a mirror. Exactly where a magical portal will lead is cast, this enchantment conjures forth a magical creation
up to the caster to determine. The choices include: resembling a servitor imp, which may be dispatched to
1. Nowhere. This was Malderon’s rather quaint name retrieve the forgotten item at once. The conjured imp travels
for the Void, a dark dimension with no substance. While through exradimensional space and can move at a rate of up
Malderon claimed that he often hid here to avoid the to ten miles per round. The maximum weight of the article
unwanted attentions of peddlers and visiting relatives, to be retried cannot exceed twenty pounds. It is important
individuals who do not possess the ability to travel from to note that the imp will not retrieve any item that is not
one dimension to another will become trapped in the Void actually owned by the caster.
if they pass through the one-way door. Magical Field: Wizardry (summon)
2. Through any solid or semisolid substance, including Difficulty: -5
stone, earth, wood, metal, glass, sand, mud and so on. In Range: Casting range is 1 foot; the imp’s range is a
this instance, the depth of the opening behind the door is circle of 20 miles in diameter per level of the spell,
limited to ½ foot per level. centerd on the caster. Should the caster move beyond
3. To any location where the caster has previously the spell’s maximum range, the retrieved item will be
placed another Magic Portal, thus allowing the spell to lost in extradimensional space.

45
Duration: 1 round per level Unbreakable Rings
This spell enables the caster to conjure one or more
Malderon’s Mists unbreakable rings of magical energy that may be directed
This spell enables the caster to create a quantity
to encircle and confine any creature, being or object. The
of magical mists than can be made to cause one of the
enchantment yields up to one ring per level, the maximum
following effects:
diameter of which cannot exceed two feet per level. To
Obscure Vision: The mists created will be impenetrable
activate the spell, the caster points at the designated targets
by any means of detection, including scrying devices.
of the spell and utters Malderon’s activating incantation.
Sleep: Individuals who fall victim to these mists cannot
Magical Field: Wizardry (move)
be awakened until the effects of the enchantment wear off
Difficulty: -10 (qualitas)
or are countered by magical or alchemical means.
Range: 50 feet (-1 per extra 10 feet)
Forgetfulness: Individuals who fall victim to these
Duration: 5 rounds (-1 per extra round)
mists will become confused and disorientated, unsure of
Magic Resistance: Roll versus DEX to dodge the rings
who they are, where they are, or what they were doing
and escape the effect.
prior to the mists. Until the mists’ effects wear off or are
dispelled, such victims will be unable to remember any Undo
previously known skills, talents, or abilities requiring This spell is regarded as one of the most practical
conscious thought. For all intents and purposes, they will cantrips ever devised. In essence, this spell will undo almost
have a skill rating of 0; attribute scores or natural abilities anything that has previously been done; it can dispel a spell
are not affected by this enchantment. of lesser level, mend a rip or a tear, put something that was
The quantity of mists created by this spell cannot broken back together, unravel something that has gotten
exceed 10 x 10 x 10 feet. The mists are stationary, though tangled, unlock a lock, untie something that was tied, erase
the magical vapors can be moved or dispersed by magical something that was written, or undo the result of a minor
or nonmagical winds. The color of the mists is variable error or mishap. The spell cannot turn back time or cause
according the caster’s designs. To activate the spell, the something that did happen to “not happen”; it can merely
caster gestures with both hands while reciting Malderon’s undo the effects of whatever happened. Malderon warned
incantation. against careless use of this spell, particularly at higher
Magical Field: Wizardry (conjure) levels, while using this cantrip in an attempt to repair a
Difficulty: -8 (qualitas + tractus) tear in a new pair of silk breeches, the wizard inadvertently
Range: 50 feet (-1 per extra 10 feet) caused the entire garment to unravel in a pile of thread.
Duration: 1 minute (-1 per extra minute) According to Malderon, the level at which this spell
Magic Resistance: Roll versus CON to resist magical is cast determines its general degree of efficacy, which the
sleep and forgetfulness. wizard rated as follows:
Obedient Servant Level Capabilities
This spell conjures forth a magical servitor of humanoid 1-5 Limited to very minor matters only.
semblance that can be instructed to perform menial 6-10 Limited to matters of below average
household chores or pack and move possessions, equipment, complexity.
or other items, as desired. The items to be moved can be
11-15 Limited to matters of average
loaded aboard a conveyance or steed, tucked into a closet or
complexity.
cabinet, and so forth. The servitor can lift up to one hundred
pounds and moves with considerable alacrity, neatly 16-20 Limited to matters of above average
packing one bag, satchel, drawer or chest full of items per complexity.
round. It is not capable of speech or independent action. 21-29 Limited to matters of great complexity.
It is noted in Malderon’s accounts that Zanillo apparently 30+ Most everything else, though miracles
used this spell when the rogue magician rifled tombs and should not be expected.
vaults for valuable treasures.
Magical Field: Wizardry (move) Magical Field: Wizardry (heal)
Difficulty: -5 (qualitas) Difficulty: -0 to -15 (qualitas)
Range: The servitor manifests at the caster’s side. Range: By touch
Duration: 5 rounds (-1 per extra round) Duration: Indefinite

46
though Miraja claimed that Cascal was the illusion, not
MIRAJA herself. Whatever the case, the text contains a great deal
The Perfect Creation of useful information regarding the creation of virtual
illusions, as well as the practical limitations of the form and
Scholars of the Archaen Empire know Miraja as the after- a list of common problems that should be avoided. Chief
image of the illusionist Cascal, created from his shadow among these, in the author’s estimation, was “the creation
to be his female counterpart and assistant. Cascal himself of any virtual persona based upon an erotic fantasy or love
describes her in many of his works as the most intricate interest; such figments, invested with a disproportionately
and skilful illusion ever created, and though he was clearly large portion of their creator’s emotions, may come to
never one for modesty, Miraja was a being whose very regard themselves as actual rather than illusory beings.”
existence spoke of her creator’s skill. Not only capable of Given the discrepancies in accounts of the true natures of
independent thought (which was a common enough effect Miraja and Cascal, this would seem to be sound advice.
when performed by illusionists in the Forgotten Age) Miraja Magicians who master this instructive text receive a bonus
possessed astonishing beauty and was the intellectual peer of +1 with regard to the casting of the spell Cascal’s Virtual
of many Archaen master magicians. Her own illusions Illusion.
were dazzling in their complexity, vision and scope, she Difficulty: -10
devised original spells by the score, and was purported Experience: 5
to have authored several tomes on the subject of virtual Value: 200,000 gold lumens
illusions – each text was regarded as a masterpiece in its
time. Though lost since the Great Disaster shook the world,
in recent years fragments of Miraja’s work is surfacing once
ANCIENT SPELLS
more and even these shards of lore stand as testament to Illusory Veils
her brilliance on the field of magic. This spell allows the caster to adopt one “veil” of illusion
per level of enchantment, or to do the same for a designated
Interestingly enough, several Archaen master magicians beneficiary. Each veil is a separate illusion that must be
wrote treatises with Miraja as the subject matter. These texts penetrated or dispelled before the subject’s true nature can
relate that Miraja believed herself to be the “real” illusionist, be determined. The seven illusory veils are:
while Cascal was merely her after-image. The magicians’ Sex: The subject’s gender can be altered or
do not agree on the veracity of her claims, but they do disguised.
make reference to Miraja making statements regarding Size: The subject’s height and weight can be made to
her “illusion” and how he was created as a way for her to appear up to 50% greater or smaller, as desired.
escape the prejudice against female magicians. Quite why a Race: The subject’s race and outward appearance,
woman would reduce herself from a position of apparently including facial features, hair color, and skin color
mild prejudice to the position of an artificial being with no and texture, can be magically disguised, though
life force and no rights at all beyond any created object is the subject’s basic bodily shape (biped, humanoid,
a leap of logic I am not qualified to make. quadruped, avian) cannot be altered.
Age: The subject’s age can be made to appear 50%
ARTIFACTS younger or older.
Miraja’s Veils: These seven gossamer veils were each Apparel: The subject’s clothing can be magically
imbued with one of the properties of the spell Miraja’s altered or disguised as desired.
Illusory Veils. The veils function like the spell in all respects Voice: The subject’s manner of speech, including
save one; their effects last until the veils are removed. The accent, inflection, pitch and resonance, can be
Dance of the Diaphonous Veils, which is practised by the magically disguised, though the language the subject
Batreans of the New Age, may be attributed to legends is speaking remains unchanged.
about these articles. A complete set of veils is valued at Charisma: The subject’s overall presence can be
20,000 gold lumens. magically disguised, causing him or her to appear more
or less imposing or authoritative. In game terms, the
subject’s charisma rating can be temporarily altered
MAGICAL TEXTS by +/- 1-5.
Limitations of Virtual Illusions: This intriguing
Magical Field: Wizardry (illusion)
manuscript is quite unique, since it is the only book written
Difficulty: -8 (qualitas + tempus)
by an illusory being. Cascal certainly promoted this view,

47
Range: By touch exotic poisons and venoms.
Duration: 1 hour (-1 per extra hour) Difficulty: -9
Magic Resistance: None, though an unwilling Experience: 5
recipient can avert being disguised by rolling versus Value: 5,000+ gold lumens. Copies stamped with
DEX to avoid the caster’s touch. Narishna’s personal sigil are worth four times this
amount.

NARISHNA ANCIENT SPELLS


Black Wizard of Torquar
The Black Mists of Malnagar
Apprentice to Drax, the half-shaitan Necromancer King, This dread incantation allows the caster to create a
Narishna eventually rose to the position himself when his virulent cloud of black magical vapors. The volume of
master was carried away to a distant dimension by the rebel mist created by the spell is limited to one cubic feet per
demon Zahur. Narishna continued Drax’s reign of terror level, and the shape of the cloud is determined according to
over the world, though his own hold on the throne was to the caster’s designs; grasping hands, snaking tendrils and
be a shorter one than his predecessors’. Untold thousands anthropomorphic forms are especially popular. The caster
of innocent beings, including nearly the entire Xambrian can cause the black vapors to issue forth from any point
race, died as sacrifices in the fire pits of Malnagar, or as within the spell’s range. The mists are stationary unless the
offerings in Narishna’s dungeons, where the Black Wizard caster decides otherwise; by concentrating, the caster can
trafficked with demonic entities from the lower planes. cause the mists to change form, move up to ten feet per
round in any desired direction, seep under doors or through
Diabolists both then and now hold conflicting views of keyholes, and so on.
Narishna. Some cults revere him as a visionary and genius The Black Mists can be made to cause any of the
who dared to consort with Zahur, a shaitan despised by the following magical effects:
traditional demonic hierarchy. More traditionalist diabolists Paralysis: Roll vs Will to resist
regard Narishna with contempt for his rogue dealings, citing Blindness: Roll vs Per to resist
that for all his power he missed out on true opportunities Strangulation: One victim per level can be targeted,
to deal with more influential demons. Both factions have within the range limitations of this spell. Damage is
stories regarding Narishna’s eventual downfall, and DR8.
whether or not his death at the hands of Solimorrion I was Magical Field: Necromancy (move)
actually due to the machinations of Diabolus, the ruler of Difficulty: -8 (qualitas + tempus)
the shaitan and greatest rival of Zahur. Range: 50 feet (-1 per extra 10 feet)
Duration: 5 minutes (-1 per extra minute)
The remnants of Narishna’s foul thoughts are recorded Magic Resistance: Roll versus SPD to elude the mists.
today in a tome known as the Tormentia; a massive, iron- Note that as long as the caster maintains concentration,
bound book containing some of the most despicable and he or she may direct the mists to attack victims once
loathsome incantations, summonings and maledictions per round for as long as such individuals remain within
ever devised. It is a disturbing thought that copies exist the range of the spell’s effects. If the caster is distracted
of the Tormentia, even if they are merely fragments of the from concentrating on the spell, the mists will dissolve
whole work. into nothingness.

MAGICAL TEXTS Unending Torment


The Tormentia: One of the more infamous works on black This spell enables the caster to unleash one barbed dart-like
magic, within the pages of this black iron-bound tome lurk projectile per level at any single subject. The magical darts
the most insidious curses, maledictions, and imprecations, cause one point of damage apiece, and will penetrate any
some of which may pose hazardous to the incautious caster. type of nonmagical armor or hide. Even a one-point wound
Several chapters are devoted to the necromancer’s favored will incapacitate a victim with excruciating agony, leaving
techniques for the torture and interrogation of enemies. a dismal burning and throbbing pain that lasts indefinitely
Individuals who master these techniques earn a +1 when or until a cure or counterspell can be obtained. The aptly
using either skills Interrogate or Torture. The Tormentia named Unending Torment is both unrelenting and, to a
also contains a number of formulae for the concoction of certain degree, debilitating; victims suffer a penalty of -1

48
per each point of damage on all rolls until such time as a
cure can be affected. RODINN
Magical Field: Necromancy (attack/heal) Fifth of the Seven
Difficulty: -8 (qualitas + tractus)
Range: 50 feet (-1 per extra 10 feet) History remembers Rodinn best for his stark warnings about
Duration: See above dire events to befall the Archaen Empire. These warnings
Magic Resistance: Roll versus DEX to dodge the were ignored by the second Archaen Cabal, which goes
magical darts. A shield may also be used to parry some way toward explaining why so powerful and arcane
the projectiles. This spell is a favorite among Rajan an empire was so ill-prepared for the Great Disaster.
assassin-mages, who find this enchantment has
numerous practical applications. Rodinn fell a long way before he finally died in disgrace as
the “Mad Wizard” of Talislanta. From the heights of fame
and respect as a great thaumaturge and a member of the
NAUTICUS Archaen Cabal, upon the dissolution of the original seven
Famed Explorer members, he went on to serve as the royal thaumaturge at
the right hand of the Wizard King of Pompados. It was here
Celadon, Temesia, Simbar, Altarus, Thanatus. These he warned of the dangers that excessive use of magic might
names, these vast swathes of land, might be unknown to have on reality itself, though his theories were disregarded
many people of Talislanta, but it was Nauticus who first by his peers. His tenure in the post of royal adviser ended
discovered these continents when he circumnavigated the when scandal broke out involving Rodinn as a potential
world of Archaeus in his windship, the Voyager. usurper to the throne, seeking to seduce the Wizard King’s
wife and install his own progeny upon the royal throne of
Nauticus was known for keeping meticulous (and wordy) Pompados. Many years after his banishment to the ground,
logs of his travels across the fact of Archaeus, copies if it was subsequently proven that the entire scandal had been
which were later printed and sold across the Skyborne orchestrated by Rodinn’s rival, the malice-driven Zanillo.
Empire. It is believed that some of his adventures were
sensationalized in order to increase sales, though even the Upon the surface of Talislanta, Rodinn’s decline from
most mundane of his journeys was more than enough to greatness finished in devastating embarrassment. Though
enrapture a scholar with an eye for discovery. he was credited with devising numerous obscure
thaumaturguical formulae, odd enchantments and
Unfortunately, the man who made first contact with both creating unusual enchanted items to assist in day-to-day
the Neurians of Simbar and the Thane of Thanatus died in living, Rodinn considered his finest achievement to be
most ignoble circumstances. Some cite sabotage, others the concoction and quantifying of the magical substance
speak of the carelessness of age, but whatever the reason, known as quintessence. Surviving notes cite the magician’s
Nauticus is believed to have perished when the Voyager’s belief that it could stimulate growth and health among
levitationals failed and the windship fell from the sky to living beings if applied in a certain, tightly-controlled
crash into the ground below. manner. Whether by accident or by design (making suicide
a possibility), Rodinn apparently released vast quantities
MAGICAL TEXTS of the thaumaturgic substance into the region surrounding
Atlas of Archaeus: This rare tome is bound in sea dragon his woodland home, with unfortunate results. Vast tracts of
hide with brass fittings. The atlas contains maps of all seas, territory were destroyed, permanent alterations took place
oceans, and major land bodies extant during the latter part of in the Talislantan ecology nearby, and Rodinn himself was
the Forgotten Age, plus notations on wind and sea currents. killed in the process.
Though numerous copies were produced, none have ever
been found. This book is currently one of the most sought A dark end indeed for one who might have saved the
after of ancient volumes; even incomplete texts would world.
bring a high price.
Difficulty: -5 MAGICAL TEXTS
Experience: 4 Experimental Thaumaturgy: Prior to his exile from
Value: 100,000 gold lumens for a complete text, or the sky-city of Pompados, copies of Rodinn’s renowned
10,000+ for portions of text, if still legible. text were distributed to other thaumaturges. The contents,

49
ANCIENT SPELLS
Instant Sobriety
This minor enchantment allows the caster to negate the
effects of intoxicants of any sort, rendering the beneficiary
sober and alert. The enchantment enjoys a vast reputation
among magicians as an effective treatment for hangovers.
To activate the enchantment, the caster snaps his or her
fingers and speaks a single word.
Magical Field: Wizardry (heal)
Difficulty: None, though a penalty of -1 to -10 may
be applied against the caster if he or she attempts to
employ this spell while intoxicated.
Range: 1 foot per level
Magic Resistance: None
Reverse: Rodinn warned against using this cantrip
as a counterspell for recreational purposes, citing the
unpredictable nature and duration of magically induced
intoxication.

Sumptuous Repast
Widely acclaimed as one of Rodinn’s finest creations, this
spell allows the caster to conjure a full meal including main
course, two side dishes, and liquid libation of the caster’s
considered radical by his peers, must in hindsight be choice, all sufficient to feed on Man-sized creature or being
regarded as nothing less than prescient. Rodinn anticipated per spell level. The enchantment’s epicurean limitations are
the processes used to create neomorphs, and correctly somewhat modest, though not embarrassingly so; costly
identified and isolated over a hundred different types of delicacies and rare vintage wines are beyond the capabilities
vital essences. His assessment on the moral implications of this spell, but the qualities of food and drink produced
of creating neomorphs, the nature of the soul, and the can generally not be faulted, and the portions are reasonably
responsibilities inherent in the creation of artificial life generous. Rodinn himself was partial to the green wine,
forms were largely ignored, though no less instructive. rainbow kra with capers, spiced quince garnishes, and
fresh fruit from the jungles of the Dark Coast. From a
If there is a flaw in this work it may be in the formula nutritional standpoint, the meal is more than adequate,
indicated for the creation of quintessence, which some though overindulgence can lead to gastric distress, intestinal
believe would create a highly unstable substance, due disorders, and obesity; Rodinn recommended that the spell
to a minor mathematical error. It was this mistake, some be employed for personal use no more than three times in
even say, that led to the Great Disaster. While adequate a given week. To activate the spell, the caster spreads wide
precautions should be taken in this regard, Rodinn’s text both hands over the area where the meal is to be served and
is highly valued by thaumaturges of the New Age. Fewer recites Rodinn’s incantation.
than half a dozen copies are believed to have survived Magical Field: Wizardry (conjure)
the Disaster, though others may lie undiscovered in the Difficulty: --3 (tempus)
wreckage of Phaendre windships that crashed into the Duration: 1 hour or until the food is consumed (-1
swamps of Mog while en route to the Thaecian Isles. per extra hour)
Difficulty: -10 Magic Resistance: None. It is important to note that a
Experience: 5 miscast spell may yield tainted or spoiled food, among
Value:Original – 40,000 gold lumens, Copies – 9,000 other unsavoury effects.
gold lumens

50
SOLIMORRION I Ironically enough, because of Solimorrion’s piety, his
Slayer of Narishna much-vaunted divine favor, and his well-documented
association with beings from higher planes of existence,
Though there was a succession of archmages – a literal some priests, astrologers and archmages view the ancient
dynasty, if you will – that bore the name Solimorrion, high priest as a demigod. Indeed, his name, when twined
each has paled in comparison to the impact the first of the with certain incantations, is still used to ward against devils,
line had upon history. They also pale when their abilities demons and lower spiritforms.
and power are contrasted with Solimorrion I, though that
is to be expected considering the life achievements of this Solimorrion apparently met his end when he confronted and
particular man. killed the Black Wizard of Torquaran. It is recorded that
he went to this duty with a heavy heart, unable to bear any
History tells us that the first of the dynasty was a prophet of longer the suffering created by Narishna and his armies.
high repute. As high priest of the Numenian symbolators,
he embodied the virtues of kindness and piety one would
expect from the religion, and was known for his great
ARTIFACTS
Solimorrion’s Ring: This ring bore the personal sigil of
breadth of knowledge without a shred of vanity coloring his
Solimorrion I, who used it as a seal, impressing it upon the
dealings with people of any rank or social station. Indeed,
covers of all his books and documents. Writings protected
in a curious gesture of humility, Solimorrion claimed to
by this potent ward emanate a tangible aura of magic, an
have received his knowledge from divine sources, but
invisible field of energy that prevents them from being
never made claims of superiority on the matter. Texts
touched by unauthorized persons and is harmful to devils
that speak of his life and his tenure as high priest tell of a
of all sorts (d20 damage if touched). Only individuals
man dedicated to making the right choices to benefit his
of true faith can handle items protected by the Seal of
followers and causing no offence to anyone. Clearly a
Solimorrion; others will be repelled by the invisible aura.
peaceful, benevolent scholar. This is a strange aspect to
Solimorrion’s original ring is valued at 100,000 gold
mention, considering that Solimorrion would later be singly
lumens by theosophists and collectors. A dozen rings were
responsible for the death of the most loathed magician of
created for use by Solimorrion’s most trusted priests; each
the era; Narishna, the Black Wizard.
of these is valued at 50,000 gold lumens.
Many religions in the New Age claim at least some minor
Solimorrion’s Star: Solimorrion I was also known to
link to Solimorrian’s principles, and some claim a tighter
wear a sacred medallion in the form of seven-pointed star,
kinship in the name of direct descent from the ancient
which he claimed was anathema to devils of all types. It was
Numenian faith. It is clear from one broad glance at current
reported that no devil could bear to gaze upon this sacred
religion that some of these so-called ties are little more than
symbol without experiencing grave discomfort in the form
misinterpretations of the great magician’s prophecies, no
of -5 on all die rolls within 20 feet of the medallion. The
doubt subtly twisted to suit the needs of others.
medallion is believed to have contributed to Solimorrion’s
defeat of Narishna, the Blac Wizard of Torquaran. This
The works that have survived down the ages include
artifact is valued at 250,000 gold lumens, and remains one
symbologies, cosmologies, bestiaries and evidence of some
of the most sought-after items in Talislantan history.
of the most potent spells ever devised. Unfortunately, none
of Solimorrion’s efforts have been recovered whole, and
many more are nothing more than copies and translations, ANCIENT SPELLS
but what shards remain do indeed point toward a man of
incredible mental acuity. The Seven Secret Symbols of Power
This spell allows the caster to employ one of Solimorrion’s
The Phaedrans, at the dawn of the New Age, credited seven secret symbols, which are effective versus demons,
Solimorrion with the authorship of the definitive book on devils, shadowforms, and other extradimensional origin.
self-enlightenment, The Seven Paths to Knowledge. Others The seven symbols are:
claim that no such book exists. Clearly, the discovery Banishment: Exiles the subject forthwith to a dimension
of such a text would be among the most valuable finds of a caster’s choice.
imaginable. Stasis: Immobilizes the subject within a glowing matrix
comprised of lines of pure force.

51
Freedom: Releases the subject from any bonds, fetters, Solimorrion’s Chains
or any other form of restraint, including charms, spells This spell allows a caster to bind a subdued or captured
of influence, banishment, imprisonment, or an oath, foe in chains of glowing magical force. The chains render
provided the caster is the one who bound the subject the prisoner unable to use magics or spells of any sort, and
into the oath. cannot be broken by physical means, though they can be
Oath: Binds the subject to honour any pact or arrangement broken by force of will. Solimorrion’s Chains can only be
agreed to prior to the casting of the symbol. Failure to cast upon an individual or creature who has been subdued,
uphold the terms of the agreement will cause the subject confined or held fast in some manner, or who has willingly
to experience the most excruciating agonies, followed surrendered to the caster.
within seven days by death or dissolution. Magical Field: Invocation (ward)
Confinement: This symbol is used to capture and confine Difficulty: -5 (qualitas)
a designated subject in a prison of magical force, which Range: Touch
can be made to take any form desired; mazes, brass Duration: 1 minute (-1 per extra minute)
vessels, gemstones, glass cages, and subterranean cells Magic Resistance: Roll versus WIL to break the
are among the more popular choices. magical chains of force. The level at which the spell
Protection: Creates a ten-foot radius circle of protection is cast is applied as a negative modifier for this roll,
around the caster and up to six companions and creatures. and only one attempt may be made to resist.
This circle can be made impervious to one of the
following: demons, devils, malign spiritforms, or magic. Hieroglyph
The circle is stationary. This spell allows the caster to inscribe a symbol representing
Guardian: This potent symbol wards any room, doorway, any type of beast or humanoid being upon any solid surface.
portal, archway, or magical gate from entrance by any Should an unauthorized person or creature approach within
save the caster or individuals specifically designated twenty feet of the hieroglyph, a life-sized version of the
as welcome within. The guardian is a paramane (see depicted creature or humanoid will appear and bar the
sidebar), an entity comprised of magical energy whose way. The level at which the hieroglyph is cast determines
level is determined by the level of symbol. It is capable the level of the conjuration and its total hit points. The
of speech, and resides within the area it is consigned to hieroglyphic creature will abilities commensurate with
protect, held there by the symbol’s magic. If approached, a real creature of similar level, but will disappear once
the guardian will repulse trespassers with a burst of the spell’s duration has lapsed or if it is destroyed. A
magical energy. coutnerspell versus symbols can also be used to cause the
Duration for each of the Seven Secret Symbols is dissolution of the creature. Once cast, Hieroglyph will
permanent, subject to appropriate countermagics. To retain its powers indefinitely, until such time as someone
activate the spell, the caster stands, arms spread apart, and activates the enchantment.
traces the symbol in the air or upon a solid surface while Magical Field: Cryptomancy (summon)
invoking Solimorrion’s secret words of power; the process Difficulty: -5 (trigger effect)
of tracing the symbol creates an atmospheric turbulence Range: Touch
that may take the form of gusts of air, flashes of light, or Duration: Spell effects last for 1 minute (-1 per extra
rather noticeable disturbances in the area of the caster. minute)
A symbol’s area of effect projects outward in a 10-foot
diameter circle.
Magical Field: Cryptomancy (variable) SYLAN
Difficulty: -15 (tempus + qualitas) Sixth of the Seven
Range: Cast by touch; effective range is a 10-foot
diameter circle Besides the Enchantress, Sylan was the only other female
Duration: Indefinite member of the Archaen Cabal – no real surprise in such a
Magic Resistance: It is possible to avoid the avoid the sexist society. Sylan could not be denied respect, however,
effects of a symbol by staying out of the area, of effect for she was a magician of surpassing ability, and earned
or moving out of range of a magician who is casting first the admiration, then the love, of Koraq himself. Their
the symbol; roll SPD in the latter case. relationship dissolved with the birth of the child prodigy
Etzel, for neither Koraq nor any other man that Sylan
had lain with would admit responsibility for the baby.

52
It is recorded in more than one account of the Archaen unknown; even the Lyceum Arcanum of Cymril does not
Cabal’s history that the birth of her daughter and the events have on in its collection. A dozen copies of the second
surrounding it were crucibles that turned Sylan into a bitter edition, comprising fully half the total known number of
and short-tempered woman. these texts in existence, were destroyed during the burning
of the Library of Badijan in the year 113 of the New Age.
In later years, Sylan enjoyed great success with her Difficulty: -10
campaigns to recognize the legitimacy and rights of female Experience: 3
magicians, who had previous y been regarded as inferior to Value: 8,200 gold lumens.
their male counterparts and more closely monitored when
formulating spells. Modern arcanologists also attribute the Women and Magic: This book is identifiable by a scarlet
creation of al all-female neomorph race to the sorceress cover embossed with golden sigils. Sylan, known as a
Sylan, drawing the conclusions from the notes that have defender of the rights of female magicians, wrote this early
survives to the New Age, and speak of experiments in her tenure on the Archaen Cabal. It was her contention
involving biomantic selection and artificial insemination. It that the male magicians of Archaeus had conspired to keep
is conceivable, perhaps even likely, that the descendents of their female counterparts from attaining the recognition
these experiments live on today as the Danuvian race. and influence that was rightfully theirs. She claimed that
magicians such as the Enchantress, Miraja, and herself were
Also credited with numerous spells of her own devising the equals of any male magician, and cited as evidence
and several written works, Sylan is mentioned most often many examples of their achievements. Among these were
in the notes of Arkon and Koraq for her fierce dislike of examples of Sylan’s own spells, plus rare enchantments
the crystal-bodied visionary, who was a close friend of created by such female magicians as Lircolais, Dujune,
her lover. She apparently regarded him as one of the more Gyre, and others long since forgotten.
chauvinistic examples of mankind, and rumours abound
that at one point, Arkon’s alleged metamorphosis into a The publication of Sylan’s book was met with indifference
woman was down to Sylan’s idea of teaching him a lesson by most male magicians, who generally regarded it as a
in courtesy. radical feminist tract of little intrinsic merit, thereby proving
Sylan’s point. Few copies were produced, and the book
ARTIFACTS quickly faded into obscurity. In the New Age, Sylan’s book
Sylan’s Tiara: The sorceress Sylan earned many enemies is among the most sought after of arcane works, for it is
over the course of her tenure in the Archaen Cabal, with believed to contain many forgotten spells, the majority of
jealous rivals and prejudiced male magicians openly which can be found nowhere else.
coveting her position and her arcane secrets. To protect Difficulty: -10
herself, Sylan created an enchanted tiara made of gold and Experience: 5
silver that rendered her proof from all forms of magical Value: 150,000 gold lumens
influence, mind probes, and even illusions. The value of
this item is estimated at 200,000 gold lumens, a somewhat ANCIENT SPELLS
inflated figure, perhaps, but one that reflects the great rarity
of any article possessed by Sylan. De-Magick
Sylan evidently found this all-purpose spell a great utility
when exploring ancient ruins and crypts. This spell
MAGICAL TEXTS can be used to temporarily suspend the effects of any
Biomantics in Theory and Practice: This tome contains type of symbol, aura, magical barrier, enchanted item,
a clear and concise explanation of the field of study known or ward. The suspension lasts for only one round, after
as biomancy. Also featured are formulae, for the design of which the de-magicked subject will once again regain its
several basic somotypes that may be used as templates for previous capabilities. The de-magicking properties of this
the creation of neomorphs. No instructions are provided enchantment work equally well upon all forms of magic,
for the creation of specific types, however, as the text with the level at which the spell is being cast determining
was primarily intended to serve as a primer for neophytes the extent of its effectiveness.
and individuals who master the text gain a rudimentary Magical Field: Wizardry (ward)
knowledge of biomancy. First editions were bound in Difficulty: -5 (qualitas)
cobalt-blue spangalor and are so rare as to be almost Range: 1 foot

53
Duration: 1 round
Magic Resistance: Play as a resisted roll, comparing His greatest authorial achievement came in the publication
the level of the subject that is to be de-magicked as of his accumulated (and no doubt heavily edited) notes, in a
a negative modifier with the level at which the spell compendium detailing the various processes used to create
is cast. neomorphs. Copies of this text are rare and understandably
worth a fortune. Even the Lyceum Arcanum does not have
Re-Magick access to a complete text, and the custodians of the lore
This spell enables the caster to restore spent charges from vaults would pay handsomely for the completion of their
any enchanted item. In order to be effective, the spell copy.
must be cast at the same level as the item that is to be
re-magicked. One spent charge can be restored per each
casting of this spell, up to the item’s maximum number MAGICAL TEXTS
of charges. The Neomorphica: Regarded in its day as the ultimate
Magical Field: Wizardry (enchant) reference work on the subject of neomorphs, The
Difficulty: -5 (qualitas) Neomorphica provides detailed instructions on the creation
Range: Touch of artifical lifeforms using the principles of biomancy.
Duration: Indefinite, or until the charge is spent once Over three dozen neomorphic types are described, along
more with the corresponding formulae required to create such
organisms. A valuable addition is the index of essences,
Instantaneous Transport which includes notes on synthesizing a number of subtle
This spell, written jointly by Sylan and Koraq, enables the variations on common types. As mentioned, a complete
caster to travel instantly from one locale to another, or to copy of the work has never been found, though some
transport another individual. The maximum distance that fragments of the text may be sufficient to bestow upon
may be covered cannot exceed 100 miles per spell level. the reader a rudimentary knowledge of the skill Create
The point of arrival must be well known to the caster; if Neomorph. Other less revealing portions of the text are
not, he or she may materialize in an inconvenient or even still valued as curios.
dangerous location. Note that only one person can be the Difficulty: -12
beneficiary of this spell. The spell can only be cast by touch, Experience: 4
and has no interdimensional capabilities. Value: Full copy - 32,000 gold lumens, Fragments
Magical Field: Wizardry (summon) – 800-2,300 gold lumens
Difficulty: -5 (qualitas)
Range: 100 miles per spell level
Duration: Instantaneous VIRIDIAN
Magic Resistance: None, unless the subject is unwilling; Koraq’s Artificial Counterpart
in this case, roll versus DEX to avoid being touched.
Like Miraja (or Cascal, depending on which story you
believe) Viridian was not a true person, but rather an
THAUMASTE artificial being. In this instance, the being was a simulacrum
Creator of Life created by Koraq in his own likeness and imbued with an
intellectual matrix modelled upon in the great sorcerer’s
Thaumaste is rightly hailed as true genius in the realm of own extraordinary mental faculties. However, a curious
biomancy, for it was through his art that several neomorph flaw in the process caused Viridian to prefer the company
species were brought into existence. No other man in of plants to that of people; a peculiar trait that led the
Talislantan history can claim success in the sheer amount simulacrum to adopt a green-skinned, grassy-haired
of life brought to the world. Though he was regarded as appearance, and eventually drove him it to dwell alone in
a mediocre spellcaster in other paths of study, Thaumaste a palatial botanical garden of his own design. Yet so alike
was unparalleled in his chosen field of expertise. From his were creator and creation that the two were said to share a
laboratories on Pompados, he designed and bred many portion of the same consciousness.
forms of species for the amusement and gratification of his
clients, who paid him lavish sums to meet their needs. The Though he was a prolific designer of original spells,
Bodor, Monads, Thiasians and Yassan all appear to descend Viridian’s true renown emanated from his creation of over
from Thaumaste’s original creations, and many more share a hundred distinct species of plantlife, from trees to grasses
similar, if less obvious, links to the great biomancer.
54
and shrubs. Many continue to flourish in the present age, Value: 10,000+ gold lumens per volume; the original,
such as the yellow stickler, contrary vine, whispbane and single-volume text is so rare that a copy may command
the viridia plant. Many of his creations were “archived” in more than 100,000 gold lumens.
the Archaeus Project, and it might be possible to reintroduce
any extinct types of plantlife if the ruins of Elande were The Green World: This uncanny book offers truly rare
ever uncovered. insights into the elemental world of plants. The text includes
a listing of sub-elemental types, with information on the
Viridian also wrote extensively on the subject of hybrid and attributes and tendencies of the most common sorts. The
sentient plants, notably claiming to have bred the race called most unusual feature of the book is a forty-page chapter
Green Men from cuttings. His writings are understandably filled with maps of the various regions within the Green
treasured by botanists, botanomancers, horticulturists and World, each a mind-boggling maze of lines, symbols and
naturalists, particularly in Vardune in the Seven Kingdoms, inscriptions. Individuals who successfully master the
where Viridian is regarded as something of a national complex text and accompanying charts will be able to travel
hero by the Aeriad. The most comprehensive collection of throughout the Green World without fear of becoming lost
Viridian’s work can be found in that nation today, within or disorientated.
a sealed vault in the capital of Vashay. Difficulty: -10
Experience: 5
ARTIFACTS Value: 3,000-12,000 gold lumens, depending upon
Viridian’s Seeds: The simulacrum’s preference for the age and condition.
company of plants to men is well-known, and to this end,
Viridian devised numerous species of plantlife to keep Theoretical Botanomancy: This is the seminal work on
him company, or for the amusement of his other plant the magical field of botanomancy, covering the basic spells,
companions. At Koraq’s request Viridian sent several concepts and teachings on the subject. It is an invaluable
dozen phials of seeds to Paz, Koraq’s floating domus. reference to both the neophyte and to the experienced
Mysteriously, some never arrived, and were apparently botanomancer alike, which is no surprise considering
lost in transit. The rogue magician Zanillo remains a prime the author of the work. A small number of first editions
suspect regarding the missing seeds, which have never been were produced and are believed to have contained 1-3
found to this day. A single phial of seven seeds, identifiable exceedingly rare spells. Mastery of the text takes 14 weeks
by Viridian’s seal engraved upon the lid, is valued at and yields a +1 increase in the field of botanomancy.
10,000 gold lumens, more if the contents of the phial prove Difficulty: -8
particularly rare or unusual. Experience: 2
Value: Up to 120,000 gold lumens in Vardune,
and about half this value elsewhere. Volumes containing
MAGICAL TEXTS rare spells can bring an additional 20,000 gold lumens.
The Florilegium: Viridian’s masterful compendium
features a comprehensive listing of all known plant
types and their properties and attributes, plus specific Ancient Spells
recommendations on the care, transplanting and cultivation Elemental Aura
of the most useful varieties of herbs, plants, shrubs and This spell allows the caster to be enveloped in a shimmering
trees. In its original format, the Florilegium was a single, aura of elemental energy that confers protection against
immense volume weighing close to one hundred pounds. nonmagical forces of an elemental nature, including
Subsequent editions were produced in more manageable extremes of heat or cold, fire, drowning, mists, gases,
sets of four volumes. Volumes 1, 2 and 3 are general winds, plant or animal secretions or exhalations, and so
reference works (+1 increase in the skill Agriculturalist per forth. An Elemental Aura does not afford protection from
each volume mastered); Volume 4 contains formulae for the physical attacks, mystic forces, or magical energy, nor is
creation of hybrid plant species (+2 bonus to magic rating it proof from illusions.
for the botanomantic spell Botanomantic Hybridization). Magical Field: Natural Magic (ward)
Since Viridian was Koraq’s simulacrum, his works are Difficulty: -5 (qualitas)
similarly complex and difficult to master. Range:Touch
Difficulty: -5 for the first three volumes, -10 for the Duration: 1 hour (-1 per extra hour)
fourth Magic Resistance: None. Viridian’s Elemental Aura
Experience: 3 per volume cannot be used in conjunction with any other aura or

55
shield. In appearance, the aura resembles other magical recorded as leaving Talislanta before the Great Disaster,
auras, specifically those designed by Koraq. after telling his followers that he would one day return.
The descendants of these loyal loremasters and chroniclers
Green World continue to maintain their lonely vigil to the present day,
This spell allows the caster to pass into the elemental recording the history of Talislanta while they await the
plane and to converse with the sub-elemental entities return of their master.
that dwell within all manner of plantlife. By traversing
the “inner space” of this dimension, the caster can cover
a correspondingly great distance on the material plane; MAGICAL TEXTS
according to Viridian’s computations, one mile on the Chronicles of the Second and Third Millennia: Each
elemental plane is equal to ine hundred miles on the material volume of this series of twenty massive tomes covers a
plane. If desired, the caster may bring one additional single century of Talislantan history. Xanadas himself
individual along per every five spell levels. To activate the did none of the writing, but dictated the text to his loyal
spell, the caster speaks Viridian’s enabling incantation; a followers, who performed the immense and laborious task
pattern of magical forces will appear, converging into an of inscribing and illustrating each page of the script. The
aperture leading into the Green World. original copies remain in the archives of the Temple of the
Magical Field: Natural Magic (summon) Seven Moons, which resides atop Mount Mandu. They are
Difficulty: -5 (qualitas) available for study to serious historical scholars, though one
Range: 1 foot per level must travel to the temple in order to make arrangements
Duration: The entrance remains open for one minute to view the texts. Each volume requires fourteen weeks of
(-1 Difficulty per extra minute), unless the caster opts uninterrupted study to master, and yields a bonus of +1 on
to close it before the time elapses. the scholarly talent Talislantan History.
Magic Resistance: None. Individuals using this spell Difficulty: -7
should be aware that the Green World is populated Experience: 2 per volume
by numerous elemental entities, some few of which Value: Originals – 12,000 gold lumens per volume,
may exhibit hostile intentions towards intruders who Copies – 300-1,200 ea. Depending on antiquity
venture into their domains without clear permission.
ZANILLO
XANADAS The Malicious Rogue
Last of the Seven
Noted in conflicting accounts as the contemporary, the
The greatest savant and clairvoyant of the first Archaen apprentice, and in one case the brother, of Rodinn, Zanillo
Cabal – making him one of the greatest savants of all time was a magician who gathered renown for his elaborate
– Xanadas served as the Cabal’s chronicler, recording all pranks and scandals. Rodinn and the others of the Archaen
events of note for posterity. Xanadas’ work also involved Cabal seemed to have considered him little more than an
detailing and perfecting several forms of divination, infantile charlatan, yet Zanillo is known to have amazed
apparently including the use of the enchanted Zodan deck. many magicians by recording his own spells in a code so
It is known that he often performed auguries for both the abstract and convoluted that none could decipher them.
Archaen Cabal and private clients, and is believed to have Clearly there was some arcane skill behind his appearance
worked with Rodinn in predicting both the Age of Decline of the spiteful prankster, despite the fact that he used his
and the Great Disaster. magical talents to do little more than fleece the gullible and
engineer the downfall of his more talented rivals.
With the dissolution of the first Archaen Cabal, Xanadas
abandoned the sky cities and isolated himself from his Zanillo apparently rankled at being refused entry to the
peers within his mountaintop sanctum atop the spire of original Archaen Cabal, and it is recorded in several
Mount Mandu. Here, he chronicled the events of the Fourth journals and accounts that he became a staunch ally of the
Millennium, assisted by a small cult of devoted followers, blind and ignorant second incarnation once the original
and continued to support himself by performing private members had stepped down. They evidently forgave Zanillo
divinations for other Archaens in exchange for supplies or for his crimes and faults, even when Magian proved to the
gold. As the years passed, he grew increasingly frustrated council that Rodinn’s scandal was a fiction created by the
and disillusioned with the decline of the empire, and he is childish prankster out of spite and jealousy.

56
Zanillo’s work proliferate in many regions.
Despite a host of works, the only one to ever reach Difficulty: -1-20, varying according to the type of
anything approaching acclaim was Legerdemain, which cipher used.
was essentially a collection of cantrips, petty tricks and Experience: 5 per chapter.
related banalities; one might suppose it is invaluable for Value: 100-2,000 gold lumens, depending on the
the more pathetic elements of criminal society, but it is quality of the edition; Legerdemain has been produced in
certainly of no value to a true magician beyond its worth numerous formats, some of especially slipshod quality.
as an antique.
ANCIENT SPELLS
Zanillo likely died in Locus during the Great Disaster, when
the city and its ruling council of pretenders were hurled into Aura of Enhancement
space by the storm of magical energy. I doubt any living This minor enchantment allows the caster to magically
being shed a tear at his loss. improve the perceived value of any relatively small
item or article of clothing. The illusory quality of this
enchantment causes the affected article to appear of the
Magical Texts highest quality, and consequently more valuable. One
Legerdemain: The fabulous Zanillo, charlatan supreme article may be enhanced per spell level, and the duration
of ancient times, authored this eccentric tome. The text is is one hour. To activate the enchantment, the caster must
written in no less than eleven different ciphers, ranging in touch the designated item or items while reciting Zanillo’s
degree of difficulty from level 2 to level 20. Each of the enhancing cantrip.
book’s five chapters contains some of Zanillo’s catnips, Magical Field: Wizardry (illusion)
tricks, tips, or banalities; the charlatan was especially fond Difficulty: -6 (tempus)
of practical jokes. Legerdemain is considered an invaluable Range: Touch
handbook for charlatans, mountebanks, rogues, and other Duration: 5 hours
miscreants, and as such is in great demand. Not surprisingly, Magic Resistance: Roll versus PER to determine the
given the book’s subject matter, fraudulent copies of true value of the enchanted items.

57
Reverse: The reverse of this spell, called Zanillo’s Magic Resistance: Roll versus PER to discern the true
Mundane Aura, causes affected items to appear to be qualities of the caster.
of unexceptional or low quality, and is of some use in
disguising the true worth of valuable items. Phantasmal Felon
This useful cantrip allows the caster to conjure a diminutive,
Clever Exchange implike entity that can be directed to unlock or undo locking
This minor enchantment allows the caster to conjure a mechanisms, fastenings, bolts, and so on. The phantasmal
replica of any small handheld item and substitute it for the felon will undo one such device per level of the spell
original item. To activate the enchantment, the subject must at the rate of one mechanism per round. To activate the
touch or brush up against the item to be pilfered, perform enchantment, the caster must approach within arm’s length
a secret hand gesture, and mumble Zanillo’s brief cantrip; of the item to be unlocked execute a secret hand gesture,
the false item will be exchanged for the real item in the and utter Zanillo’s activating cantrip.
wink of an eye. If the caster also possesses the thieving Magical Field: Wizardry
skill Swipe, add his or her skill level as a bonus when Difficulty: -5
casting this spell. Range: 1-3 feet
Magical Field: Wizardry (conjure or move) Duration: one round per level
Difficulty: -3 (tempus) Magic Resistance: None, though certain spells or
Range: Touch devices can be employed to foil the phantasmal
Duration: 1 hour felon.
Magic Resistance: Roll versus PER, but only if the
victim of the exchange is closely watching the caster. If Pocket Dimension
distracted in any way, the victim does not get a chance This spell enables the caster to turn any pocket, purse,
to perceive the exchange. The conjured item radiates sack or other aperture up to one foot in diameter into a
a faint magical aura, and can be identified as a fake magical opening leading into an extradimensional space.
if subjected to magical or alchemical analysis. It will The space will be large enough to hold up to ten pounds
dissolve when the spell’s duration has elapsed. per spell level of any type of goods or items that can fit
through its opening. As the items stored within are actually
Extravagant Flourish in another dimension, the bearer of the pocket dimension
This enchantment allows the caster to create a variety of is never encumbered by their weight or bulk. The duration
illusory effects intended to enhance his or her personal of a pocket dimension is twenty-four hours, during which
appearance, presence or seeming capabilities. Types of time items may be added or removed as desired. Articles
effects are: left within the extradimensional space after the expiration
Brilliance: The caster seems to radiate a charismatic the spell will be lost.
glow. Magical Field: Wizardry (summon)
Eloquence: The caster’s manner of speech seems to Difficulty: -11 (qualitas + tempus)
suggest that he or she is a person of distinction, suave Range: Touch
and sophisticated compared to common folk. Duration: 1 day
Sortilege: The caster seems to emanate an aura of Magic Resistance: None. If miscast, this spell may
magic and mystery. yield unhappy consequences. Zanillo himself was
Flamboyance: The caster’s overall appearance is once assaulted by a horrific entity that emerged from
artificially enhanced, giving him or her the look of a a slipshod conjuration of a pocket dimension.
dashing adventurer.
In game terms, the enchantment confers a bonus of +1 CHA
per level of the spell with regard to the specific effect only;
a caster enhanced by the sortilege effect may be admired
by those who regard magicians in a favorable light, held
in awe by those who fear magicians, or despised by those
who bear ill will towards magicians.
Magical Field: Wizardry (illusion)
Difficulty: -3 (tempus)
Range: Self
Duration: 5 minutes

58
evidently lost when the sky citadel of Erythria was ruined in
ZORION the Great Disaster, though a few copies may still be found
Commander of the Warrior-Mages scattered across the ancient ruins that litter the continents
of Talislanta and Altarus.
Rather melodramatically, the ruler of Erythria took upon Difficulty: -5
himself the title “Warlord”, though the Skyborne Empire Experience: 5
engaged in no wars of note and the conflict of the era was Value: Originals: 9,000 gold lumens, Copies: 1,500
no more than directing armies of specially-bred creatures gold lumens
against each other in “war games” for the amusement of
sky-citizens. Zorion, despite his penchant for melodrama,
was also a shrewd businessman. He lobbied the Archaen
ANCIENT SPELLS
Cabal – the second, weaker incarnation of the august Battle Aura
governing body – and petitioned that his warrior-mages This spell encases the caster in a full suit of battle armor
be recognised as the official protectors of the sky-cities. comprised of shimmering arcan energy that confers
When this was granted, Zorion was in the unique position +1 OR per spell level from magical bolts, enchanted
of governing a powerful and profitable monopoly over all weapons, and all forms of physical attack. The aura’s
aspects of the military. Over the course of his life, he was protective capabilities last for the duration of the spell or
credited with the design of over thirty engines of war, such until counterspelled. A Battle Aura is similar to enchanted
as various types of siege dragons, flying battle dragons, armor in function, but has no weight and does not restrict
iron scorpions and many others that have long since been movement. The color of the armor is up to the caster to
forgotten and now lie as rotting hulks under centuries of decide, though only solid or metallic colors may be used.
neglect. Multiple color schemes, patterns, or “invisible armor” are
not possible.
In reality, it is likely that Zorion did little more than sponsor Magical Field: Erythrian Battle Magic (defend)
or supervise such projects, and construction was handled Difficulty: -8 (qualitas + tempus)
by skilled artificers, alchemists and thaumaturges. Despite Range: Self
never achieving glory in war – and never seeing actual PR: +1 per spell level
battle – the “Warlord” became something of a celebrity Magic Resistance: None. Note that a Battle Aura
to the people of the empire, and statues of Zorion striking does not confer protection against spells of influence,
a noble and defiant pose in fiery red armor and a crested illusions, or psychic forms of attack.
helm were a common sight in the sky cities.
Barrage
Of note in the New Age is the peculiar beliefs of the Kang, This spell allows the caster to create a number of spherical
who venerate an entity called Zoriah as a god of war. It projectiles comprised of arcane force that can be hurled at
seems likely that this is a misinterpretation of the deeds of distances of up to 500 feet or more. The spheres explode
Zorion, with the Kang being yet another neomorph race on contact with any solid surface or object, inflicting
bred by the Archaens. damage equal to the spell’s level in a 10-foot diameter.
One sphere can be created abd hurled each round per level
MAGICAL TEXTS of the spell.
The Crimson Magister: This set of three books, bound Magical Field: Erythrian Battle Magic (attack)
in red iron and inscribed upon plates of hammered brass, Difficulty: -11 (tractus + tractus + qualitas)
was authored by Zorion himself, rather than the team of Range: 500 feet
ghost-writers that usually labored to create works under his Duration: 1 round per level
name. Written is sparse and unadorned prose, the set serves Magic Resistance: Roll versus SPD to flee the
as a practical manual of magical warfare. Each volume blast area and take no damage; a result of a partial
covers a different subject area; Volume I contains the success means the intended target takes half the total
known spells of Erythrian battle magic, Volume II describes damage.
various types of land-based war machines and tactics, and Forceblade
Volume III covers aerial warships and tactics. These books This spell allows the caster to create a blade of ambient
were created to withstand the rigours of combat, and were magical force that can be made to manifest in the caster’s
standard issue for all Erythrian commanders. Most were hand or in an empty sheathe or scabbard, as desired. The

59
blade can be made to take the form of any normal-sized Forceshield
sword or knife, with the size of the weapon having no This spell allows the caster to create a handheld shield of
relations to the amount of damage that it is capable of glowing arcane force that can be used to block or parry
causing. A forceblade is solid, but has no weight and is magical bolts or nonmagical attacks. A Forceshield is
nonencumbering. On a successful hit, a forceblade causes capable of withstanding up to 20 points + 1 per level of
damage equal to the spell level + STR bonus, as applicable. the spell, without breaking. Any attack that causes damage
Another version of this spell, called Forcehammer, allows beyond the Forceshield’s maximum rating will cause the
the caster to create a maul of glowing energy, with the same shield to shatter.
damage applied when attacking. Magical Field: Erythrian Battle Magic (defend)
Magical Field: Erythrian Battle Magic (attack) Difficulty: -8 (qualitas + tempus)
Difficulty: -8 (qualitas + tempus) Range: Self
Range: Self Duration: 5 minutes
Duration: 5 minutes
Magic Resistance: None, though enchanted and Zorion’s Last Stand
nonmagical armor confers protection as per their This spell was created to be used only in the most desperate
normal ratings versus a forceblade. situations, such as when the caster is surrounded by enemies
on all sides or otherwise faced with overwhelming odds.
Forcebow When cast, the spell produces a barrage of arcane bolts
This spell allows the caster to create a crossbow of arcane that emanate outwards in a 50-foot diameter circle from
force that is capable of firing one arcane energy bolt per the caster, forming a starburst pattern. The bolts will cause
round. Each bolt is capable of causing damage eual to the damage equal to the spell level to all within the area of
spell level. The forcebow automatically reloads each time effect, including individuals friendly to the caster and
it is fired for the duration of the spell. inanimate objects, provided they are in range.
Magical Field: Erythrian Battle Magic (attack) Magical Field: Erythrian Battle Magic (attack)
Difficulty: -6 (tractus + tempus) Difficulty: -6
Range: 500 feet (-1 per extra 100 feet) Range: 50-foot diameter surrounding the caster
Duration: 5 minutes Duration: Instantaneous
Magic Resistance: Roll DEX to dodge. A result of Magic Resistance: Roll versus DEX at -1 per level of
a partial success means the target takes half damage. the spell to dodge the bolts. A partial success means
Bolts from a forcebow can also be parried with a that target takes half damage from the bolts.
shield.

60
CHAPTER THREE

WONDER-WORKERS OF
THE PHAEDRAN AGE

Berlappin’s “Early New Age” Addendum on the Shapers deciphered, Astramir was able to create quintessence and
(both Major and Minor) of Talislantan History. manipulate matter. Appointing himself an informal ruler of
sorts over the Dracartan people, he brought their nomadic
After the achievements of the Archaens, the greatest minds ways to an end and founded the Carantheum kingdom
of the so-called “Early New Age” put their efforts towards in the Red Desert. Once this industrious founding was
rediscover and reinvention. While there was debatably no underway, Astramir boldly declared himself king in name
less brilliance in the visionaries of this era compared to as well as position. The Dracartans prospered; deriving red
those magicians before the Great Disaster, magical progress iron from the desert sands, creating the Crimson Citadel,
during the Phaedran Age was almost entirely focused on and developing into one of the most powerful and wealthy
unlocking the lost mysteries of the Forgotten Age. Arcane nations on the face of Talislanta.
advancement came in the form of relearning the old ways
and bringing ancient secrets back to light. Following the king’s eventual death, each of Astramir’s ruby
tablets was secured within its own hidden vault. Astramair
The Phaedrans, of all Talislantan peoples, were particularly suggested this proscription himself, apparently both fearing
active in this regard, expending a great deal of energy the misuse of these articles by future generations, and
exploring Forgotten Age ruins, examining crash sites of the jealously clinging to his secrets even in death. Some might
Archaen sky-cities and windships, and excavating tombs consider this intentional deprivation of wisdom and lore
and crypts of long-forgotten sorcerers. Regrettably, the more spiteful and petty than shrewd.
Orthodoxist and Paradoxist conflict – history’s Cult Wars,
if you will – brought an end to this promising age. ARTIFACTS
Wand of Transmutation: This slender, red-iron wand
ASTRAMIR is surmounted by a triabgular crystal of prismatite and
imbued with a 10th-level version of the spell Astramir’s
The Dracartan Monarch
Transmutation. The amount of material that can be affected
Beginning his adult life as no more than a simple priest by this enchantment is 10 cubic feet.
of Jamba, Astramir’s life altered significantly when he Range: By touch
uncovered the tomb of an ancient Archaen sorcerer while Duration: 100 rounds
visiting his hermitage within the Red Desert. The tomb Magic Resistance: Roll DEX to avoid being
contained the seventeen fabled Ruby Tablets, upon which touched.
were inscribed the secrets of thaumaturgy.

After this, his power and influence spread far and wide over
the course of his life. Once the contents of the tablets were

61
per se, and yields unusual effects when used upon living
MAGICAL TEXTS creatures, as follows:
The Thaumaturge’s Opus: This excellent reference work
A living entity transmuted into gaseous or liquid form
was penned by Astramir at the height of his career as the
is normally able to maintain integrity and control over its
greatest of Dracartan thaumaturges. The text expounds
substance.
on the basic principles behind the use and synthesis of
A gaseous being can hover and float above the
essences and the basic metaphysical nature of substance
ground.
and matter, subjects that are incomprehensible to all but
A liquefied being can seep into narrow cracks and
the most comprehensive thaumaturges. Individuals trained
crevices.
in the field of thaumaturgy can gain a +1 increase in their
A solidified creature or being, transmuted to a variety
ability by mastering this text. Others will find the book
of rigid carbon compounds, gains an increased resistance
utterly lacking in any practical utility.
to damage as if wearing plate armor, but suffers a
Difficulty: -10
corresponding loss of mobility (-4 reduction in SPD, DEX
Experience: +5
and combat rating).
Value: 2,000-5,000 gold lumens, depending upon age
To activate the spell, the caster touched the subject with
and condition. Generally speaking, only thaumaturges
a thaumaturgic caduceus and utters Astramir’s thaumaturgic
and scholars with an interest in the field will wish to
word of alteration.
acquire this book.
Magical Field: Thaumaturgy
Range: By touch
THAUMATURGUC TECHNIQUES Duration: 1 minute (-1 per extra minute)
Magic Resistance: Roll versus DEX to avoid being
Astramir’s Thaumaturgic Analysis touched. Note that incorporeal entities, having no
This thaumaturgic technique is a more advanced version substance, cannot be affected by this technique)
of the Quantative Analysis as performed by modern
Thaumaturges in Talislanta. This allows the user to identify
any substance or mixture, thereby determining its true CERENE
properties. This serves as an infallible detector of poisons The Snow Queen
and toxins or the effects of an unidentified potion, among
its many other practical applications. The thaumaturge must Born during the Time of Chaos, Cerene entered the
first isolate a quantity of the substance to be identified; a Phaedran Era as ruler of the kingdom of L’Haan on the
phial, tongs, spatula, or appropriate container of any sort shores of the Sea of Ice. Her people were called the
will suffice for this purpose. This done, the caster waves the Mirin; a hardy folk who looked to their queen to provide
caduceus over the isolated sampling and recites Astramir’s magical protection against the savage hordes of ice giants
thaumaturgic formula, yielding a prismatic pattern that that populated the region. The people of L’Haan were
the caster may study and thereby deduce the desired also altered by Cerene’s magic in order that they might
information. The higher the level at which this spell is cast, adapt to their harsh environment, and were bestowed with
the more detailed the information that can be derived will immunities to the effects of cold and ice.
be. The analysis takes ten rounds to complete.
Magical Field: Thaumaturgy Cerene herself presided over a rebirth of magical and
Magic Resistance: None. Astramir’s Thaumaturgic alchemical thought, reviving interest in the works of certain
Analysis will reveal if a substance radiates magic, but Archaens. It is believed she acquired her powers from
is of no use in identifying or categorizing the possible chancing across one or more Archaen tombs or windships
applications of enchanted items. that had come to earth in the frozen lands. Her enemies
reviled her as a cold-hearted monster, though she was
Astramir’s Transmutation obviously considered a saviour by the Mirin.
This application of Thaumaturgy allows the user to
transmute the nature of any non-magical substance or Cerene still lives to this day, evidently sustained by some
material from liquid to solid, solid to liquid, solid to gas, kind of Archaen magic that she has neglected to share with
and so on. The amount of material that can be affected the wider world.
by this enchantment is limited to 1 cubic foot per level of
Difficulty. Thus to affect a grown man would entail a -12
Difficulty. The technique has no toxic or harmful qualities

62
ANCIENT SPELLS
Cerene’s Ice Castle
This spell enables the caster to
conjure an enchanted castle of
ice. The amount of construction
that can be created is limited
to 10 x 10 x 10 feet per level.
The ice castle can be created in
any architectural style desired,
and may include gates, arrow
slits, machiolations, or towers
as desired. Enclosed areas can
be created, though adequate
ventilation must be provided if
living beings are to occupy this
structure, or asphyxiation will
result in 2d20 rounds. Each 10-
foot section of the wall is capable
of withstanding 100 points of
damage before being breached.
Magical Field: Aquamancy
(conjure)
Difficulty: -9
(tractus + tempus)
Range: Limited to the area
surrounding the caster; when this
spell is cast, the ice castle will
manifest around the caster.
Duration: 1 hour
(-1 per extra hour)
Magic Resistance: None

MAGICAL TEXTS KABROS


Ice Castles: This is a manual for the creation of enchanted Koraq’s Inheritor
ice castles and palaces, authored by the white witch Cerene
after many years of mastery in the field. The book contains Kabros, ever-prolific in the authorship of arcane texts, is
many useful ideas, as well as general information on probably the most highly regarded Talislantan magician of
architectural concerns related to the design and construction the New Age. His works are, in many cases, considered the
of many different types of ice structures. Individuals who authoritative texts on the subjects they speak of, and copies,
study this valuable handbook receive a +2 bonus on the transcripts and even excerpts of them are the foundations
spell Cerene’s Ice Castle. of many a magician’spersonal library.
Difficulty: -5
Experience: 2 Kabros was the last of the Phaedran Sorcerer Kings, and
Value: 50,000 gold lumens for first editions, 600-800 remains one of the only spellcasters ever to master the
for later editions. abstruse concepts of the great Koraq; indeed, Kabros names
the renowned Archaen mage as an ancestor and inspiration.
But despite his obvious genius, Kabros’ intellect was rarely

63
turned to the development and design of new spells. The undoubtedly inspired by Codex Magicus, which contains
Sorcerer King clearly expended the greater part of his a brief and far less compelling listing of various known
energies upon his writings, producing folios, texts, essays parallel worlds.
and treatises on a number of occult subjects, in addition to Difficulty: -15
countless formulae, theories and symbols in various stages Experience: 3 per volume
of completion, that the gifted mage apparently hoped to Value: 5,000-10,000 gold lumens, depending on the
complete one day as time permitted. age and condition of the volumes.

Interestingly enough, Kabros might still be alive today. The


eruption of the Cult Wars forced Kabros to move to less MORDANTE
chaotic climes, and he was reportedly last seen some 400 Darkest Master of the New Age
years ago on the island of Thaecia.
Undoubtedly accomplished in the black arts, Mordante
rose to the position of advisor to the Kral of Faradun and
MAGICAL TEXTS was a diplomat renowned for his not-so-veiled threatening
Guide to the Lower Planes: This 30-volume set is demeanour. Interestingly, Mordante fancied himself a
considered the authoritative work on the subject of the descendant of some of history’s foulest sorcerers, the
lower planes. Each of the books in the series various aspects Torquaran rulers. If his claims to an ancient legacy
of the darkest regions of the Omniverse, including specific ended there, one could perhaps forgive his vanity, but
information on the region’s physical makeup, topography, Mordante also insisted that he was a reincarnator, and
indigenous entities and organisms, and so on. The first had actually walked Talislanta as a monarch of Torquar
eleven volumes are feared lost; the remaining nineteen in ages past. Some scholars point to lore that dates back
volumes are exceedingly rare. Certain of the dark regions to the Forgotten Age, where the last ruler of Torquar was
described in Kabros’s guide are unique, and are mentioned indeed an apparently minor black magician by the name
nowhere else in occult literature. of Mordante.
Difficulty: -10-16
Experience: 5 per volume Forgive my doubts, but it seems somewhat suspect that so
Value: Volumes 12-30 are valued at 25,000 gold many egotistical black magicians must insist that they are
lumens apiece; the earlier, lost volumes would surely directly descended from some evil necromancer in times
be worth 4-5 times this figure. past. Mordante takes this cliché one step further, to its
(frankly illogical) conclusion. He is not simply descended
Treatise on Interdimensionality: This seventy-page paper from these ancient evils – he is one of them.
was written by Kabros when he was still an apprentice. The
text contains a perfect transcription of Koraq’s Spell of Indeed.
Transference, which Kabros analyzes in detail, suggesting
minor modifications that may be used to more accurately Whatever his origins, Mordante’s career as a diplomat
determine coordinates while in a dimensional nexus. The was made much easier because his reputation as a coldly
treatise is a brilliant work in its own right; spellcasters who psychotic murderer preceded every one of his state visits.
study the text gain a bonus of +1 whenever they employ At the height of both his power and his social climb, his
any spell with interdiminsional capabilities. political enemies were reported to be loath to even to speak
Difficulty: -17 his name for fear of attracting his attention. Beyond this
Experience: 5 reputation of terror, Mordante’s accomplishments were
Value: 7,000+ gold lumens, depending on age and multifarious. He personally devised nearly two dozen
condition. searing attack spells, catalogued entire volumes of curses
and maledictions, and authored several texts on some of
Worlds Beyond Worlds: These 20 weighty tomes describe the harshest and darkest aspects of black magic.
many of the parallel worlds of the material plane, including
information on the world’s physical makeup, indigenous This particular black magician eventually disappeared
flora and fauna, topography, and – where known – its from history following rumours that he was the target
history and legends. The books are considered an invaluable of Xambrian wizard hunters. Of course, such troubles
aid to the aspiring interdimensional traveller, and as such would not inconvenience so mighty a “reincarnator” as
are greatly coveted by magicians. Kabros’s work was Mordante.

64
known to contain one or more of the spells Mordante
used to summon pseudo-demons from the Nightmare
realms.

The Necromantium: This infamous series of volumes


describes in lurid detail the horrid practices of the Chana
Witchfolk, the cannibal witch doctors of Pana-Ku, and
other primitive magicians and necromantic cultists. There
are reputed to be nine volumes in the series, each of which
may present certain hazards to the incautious reader; three
former librarians at the Lyceum Arcanum in Cymril are
reported to have met untimely ends while perusing volume
6 of the Necromantium. The book has since been locked
away in the institute’s lower levels. Individuals who master
any of these dark tomes gain an increase of +1 per volume
in the skill Primitive Enchantment.
Difficulty: -13
Experience: 3 per volume
Value: 10,000+ gold lumens each for Volumes 3-5,
twice this for Volumes 6-7 which are now quite rare.
Volumes 1 and 2 are presumed lost.

ANCIENT SPELLS
ARTIFACTS Mordante’s Dark Harbinger
Rings of Summoning: These black iron rings bear the This spell allows the caster to summon a harbinger
personal sigil of Mordante and were inscribed with occult imp, a lesser entity from the plane of Oblivion commonly
symbols that indicated their specific nature. There are employed as a bearer of ill fortune and evil omens. The
several different types, each imbued with one of Mordante’s harbinger imp will deliver any verbal message or relatively
summoning spells. All can be activated by speaking a word small item weighing up to one pound given to it by the
of command, thereby calling the summoned creature to caster. Distance is not a factor, though a harbinger imp will
serve the wearer. The level and type of the rings determine be reluctant to venture beyond the astral plane unless it is
their exact properties. promised a sizeable reward.
Duration: 10 rounds regardless of type. To activate the spell, the caster traces a symbol in
Magic Resistance: None the air and recites Mordante’s incantation. The harbinger
imp will appear, awaiting its commands. The caster need
MAGICAL TEXTS only inform the harbinger imp of the identity and general
The Black Grimoire: Perhaps the definitive modern work location of the individual or creature for whom the message
on black magic, Mordante’s Black Grimoire explains all is intended, and it will be off. Note that this spell takes ten
concepts associated with the dark arts, including the casting rounds to cast, though no special preparations are required
and removal of curses, the basics of summoning rituals, to effect the summoning.
and communing with entities from the lower planes. The Magical Field: Invocation (summon)
Black Grimoire is a superior practical guide for the aspiring Difficulty: -6
black magician, and as such is an inherently dangerous Range: Limitless
work to delve into in a casual fashion. Its value as a general Duration: 10 rounds, sufficient time to give the
reference is such that magicians of many sorts employ the harbinger imp instructions and send it on its way.
book as a research tool. Magic Resistance: None. If miscast, Mordante’s
Difficulty: -9 Dark Harbinger may yield consequences similar to an
Experience: 5 improperly cast Spell of Summoning.
Value: 1,000-6,000 gold lumens, depending on which
edition is being appraised. The earliest editions were

65
Mordante’s Frightful Minion Difficulty: -6
This spell allows the caster to summon a barbed Range: Limitless
horror, a lesser entity normally found only in the Nightmare Duration: 1 round per level
Dimension. The barbed horror can be commanded to visit Magic Resistance: None. If miscast, Mordante’s
a phobia upon a designated victim, or to conceal itself in Nightmare Visions can lead to dire consequences,
any room, alcove, chest, hole, or other area large enough including terrifying nightmares, possession, or the
o allow it to enter; a one-foot diameter opening is required direct intervention of the horrific entity known as
for the imp-like entity to gain entry. In the former case the Noman, ruler of the Nightmare Dimension.
barbed horror will adopt and astral form and affix itself
the victim’s aura. In the latter case, the horror will take
Mordante’s Nocturnal Menace
This spell allows the caster to summon a nightstalker, a
material form, and will attack any intruder, designated
frightful lesser entity from the Nightmare Realm capable of
subject, or random victim that approaches within one foot
attacking living creatures on the material plane by invading
of its hiding place.
their dreams in astral form. The spell is particularly useful,
To activate the spell, the caster traces a symbol in
as there is no need to observe the strictures and procedures
the air and speaks Mordante’s incantation. The barbed
normally associated with summoning spells. Mordante’s
horror will appear, awaiting its commands. As these horrid
name alone is enough to compel the nightstalker to obey,
creatures are not particularly mobile, the caster should
by reason of a pact struck between these creatures and the
summon the minion near the spot where it is to be hidden.
black magician himself. In accordance with this pact, a
A barbed horror will remain in hiding indefinitely, until
nightstalker can only be summoned after dark.
such time as it is impelled to attack. Note that this spell
To activate the spell, the caster traces a symbol in the
takes ten rounds to cast, though no special preparations are
air while speaking Mordante’s arcane incantation. The
required to affect the summoning.
nightstalker will appear as a cloud of acrid vapor, awaiting
Magical Field: Invocation (summon)
the caster’s command. The caster need only inform the
Difficulty: -6
nightstalker of the chosen victim’s identity and location,
Range: Limitless
and it will obey. Note that this spell take s10 rounds to cast,
Duration: Indefinite
but requires no special preparations beforehand.
Magic Resistance: None. If miscast, Mordante’s
Magical Field: Invocation (summon)
Frightful Minion may yield consequences similar to
Difficulty: -6
an improperly cast Spell of Summoning.
Range: Limitless
Mordante’s Nightmare Visions Duration: 1 round per level
This spell allows the caster to summon a number of Magic Resistance: None. If miscast, Mordante’s
fantasms, minor entities from the Nightmare Dimension Nocturnal Menace may yield consequences similar to
known for their ability to cause fear. The fantasms may be an improperly cast Spell of Summoning.
commanded to attack and terrorize any subject or subjects
designated by the caster. In order to activate the spell, the
Mordante’s Unseen Agency
This spell allows the caster to summon a fiend, an
caster must burn a mixture of one dram of incense and one of
insidious minor entity from the Nightmare Dimension
black mushroom or black lotus while chanting Mordante’s
notable for its ability to blend unseen into darkness or
incantation. The fumes and spell forces together will induce
shadow. A fiend will usually serve only as a spy, observing
a magical sleep that will render the caster insensible for one
the intended subject or subjects for up to one day per level
hour, meanwhile enabling him or her to extend a psychoc
of the spell, then reporting back to the caster. If promised
summons into the Nightmare Dimension. One fantasm per
a sizeable reward, a fiend may additionally consent to steal
level will answer the caster’s summons and respond to his
an item for the caster, but only if it can do so without great
or her commands. The caster will be able to visualize all
risk to itself.
that transpires, and can direct the fantasms to attack any
To activate the spell, the caste traces a symbol in the air
subject or group of subjects desired. Range is unlimited,
and recites Mordante’s incantation. The fiend will appear,
though interdimensional control of the summoned fantasms
awaiting its commands. The caster need only inform the
is not possible. Only level one fantasms will respond to
fiend of the subject’s identity and general location, and
the summons. Note that this spell takes ten rounds to cast,
it will obey. Note that this spell takes ten rounds to cast,
though no special preparations are required to effect the
though no special preparations are required to effect the
summoning.
summoning.
Magical Field: Invocation
66
Magical Field: Invocation (summon) to the Volcanic Hills region – noted for its lack of
Difficulty: -6 civilised population. Some sources cite this as the mage
Range: Limitless being “appointed to undertake an expedition”, however.
Duration: 1 round per level Whichever the truth of the matter, it is believed that Sassan
Magic Resistance: None. If miscast, Mordante’s met his end at the hands of the warlike Sauran tribes, and
Unseen Agency may yield consequences similar to an in absentia, his works were declared illegal. Illicit copies
improperly cast Spell of Summoning. of his spells are still available through certain black
market traders, and are much prized by magicians of many
Mordante’s Winged Servant professions.
This spell allows the caster to summon a bat manta,
a winged creature from the astral plane. The bat manta
will consent to carry the caster and any other individuals, ARTIFACTS
creatures, goods, or equipment weighing up to a total of Wand of Fire: This device resembles a wand of brilliant
one half-ton to any location on the plane to which it was red iron encrusted with seven small firegems. It is invested
summoned. It can travel up to one hundred miles in an with a 10th-level version of the spell Sassan’s Fiery Motes.
hour’s time, and will serve for one hour per level of the When activated by a secret word of command, the wand
spell. If left unattended for any length of time, a bat manta can be made to project up to 20 white-hot darts of magical
may return to its home plane. A level four bat manta will fire that can be dispersed among as many as ten different
always respond to this summons. targets. Each fire-mote will cause 2 points of damage to any
To activate the spell, the caste traces a symbol in the living creature or combustible object that it strikes.
air and recites Mordante’s incantation. The bat manta will Range: 100 feet per level
appear, awaiting its instructions. Note that this spell takes Duration: Instantaneous
ten rounds to cast, though no special preparations are Magic Resistance: Roll versus DEX to dodge the
required to effect the summoning. motes. A result of partial success means the intended
Magical Field: Invocation (summon) victim takes half damage, 1 point per mote.
Difficulty: -12 (tempus)
Range: Limitless
Duration: 1 day
MAGICAL TEXTS
Pyromantic Magic: This book offers rare insights into the
concept of magical combustion. Certain of the experiments
SASSAN detailed within are rather dangerous, and should not be
attempted by unskilled magicians. Copies of the first edition
The Unstable Fire-Mage
contain spells Sassan’s Firey Motes, and Pyromania, which
Historical and biographical works that mention Sassan were omitted from later editions.
generally refer to him as an extravagant and foppish Difficulty: -9
individual whose only talents lay in the arcane arts. Experience: 5
Some texts also indicate that Sassan bordered on mental Value: 30,000 gold lumens for authentic copies of the
instability, particularly in the sense that he suffered from first edition; 10,000 gold lumens for later versions of
pyromania. No legal charges were ever brought against this text.
the magician, however; at least, none that have survived
on record. ANCIENT SPELLS
Sassan became renowned primarily because of an Fiery Motes
oversensitive attitude. When he found himself disparaged This spell enables the caster to hurl a number of white-hot
or slighted by his peers, he would endeavor to challenge darts of magical fire up to a distance of ten feet per spell
his detractors in formal arcane duels. As a keen designer level. The total number of creatures or beings that can be
of flame-born offensive spells, Sassan was rarely defeated targeted by the fire-specks is limited to a maximum of two
by these other mages, and became something of a popular per spell level, exactly the quantity of motes produced by
socialite in Pheadra because of his proven prowess. the spell. If desired, less than the maximum number motes
can be created, or the total quantity of motes can be directed
Eventually, in response to political pressure and rumored at a lesser number of targets. Each fire mote will do two
underhand dealings, Sassan was appointed “emissary” points of damage to any living creature or combustible

67
material it strikes. To activate the spell, the caster first both wealth and honours before his eventual death at age
speaks Sassan’s incantation, then points with the left hand 173. Following his last wishes, he was interred within
at each of the designated targets, sending forth a fusillade an elaborate crypt of his own design somewhere under
of fiery motes. the Red Desert, that boasted no fewer than a hundred
Magical Field: Pyromancy (attack) individual traps and wards, all intended to preserve his
Difficulty: -5 (qualitas) secrets from unworthy thieves. Some histories go on to say
Range: 50 feet that Shaladin’s most vehement rival and detractor, Valtiere,
Duration: Instantaneous managed to breach the wards around the tomb and loot the
Magic Resistance: Roll versus DEX to dodge the magician’s body. Others reference this tale simply as an
motes for no damage. A result of a partial success embellishment of biased scholars.
means the intended victim takes half damage per
mote. ARTIFACTS
Pyromania Shaladin’s Impregnable Vault: Shaladin designed this
This spell causes any nonmagical item or substance to burst vault to be impervious to the best attempts of thieves.
into flame at the caster’s command. The magical flames The basic design called for an outer shell of solid black
produced will consume a one cubic foot quantity of any iron, one foot thick and plated with adamant. The door,
combustible material, even water, per every five rounds. The of similar construction, was equipped with a puzzle lock
spell will not harm living creatures. The flames produced by of eleven stages, six of which were trapped with some of
this enchantment subside the moment the spell’s duration Shaladin’s most devious mechanisms. Inside was a second
has expired, but are otherwise extinguishable only by vault, similar in construction to the first, though smaller and
magical means. To activate the spell, the caster points with with a different puzzle lock and traps. The original plans
the left hand towards the intended target and utters Sassan’s called for a third vault inside the second one, though it
special word of power. was the opinion of Shaladin’s peers that this was overkill.
Magical Field: Pyromancy (conjure) A complete set of diagrams for an Impregnable Vault is
Difficulty: -10 (qualitas) valued at over 15,000 gold lumens.
Range: 50 feet
Duration: Instantaneous MAGICAL TEXTS
Magic Resistance: None Trapsmith’s Compendium: There are two versions of
this useful manual, which includes schematics, mechanical
diagrams, and detailed notes pertaining to hundreds of
SHALADIN different traps, wards and perils, many now believed to
The Renowned “Trapmage” have been of ancient Kasiran design. The original version
was written by Shaladin and was a superior reference work
Shaladin was a Kasmiran magician of very focused (some for trapmages; +1 increase in related skills for individuals
might say limited) interests and talents. Showing very little who master this text. The second version is a somewhat less
skill at almost all kinds of magic, he evinced an unrivalled comprehensive manual for thieves, supposedly written by
mastery over the ability to create wards. So focused was the vaunted criminal Valtiere, Shaladin’s lifelong nemesis.
his ability that he claimed he was something of an artist in The primary focus of this book is on a variety of methods
the area, he dedicated his entire life to refining the various used to deactivate or otherwise neutralize Shaladin’s
processes and effects he created. mechanisms. Individuals who master this version of the
text gain a +1 increase in the skills Lockpicking and
His detractors (of which there were no shortage, it seems) Disarm/Detect Traps. Both books are valuable references,
claimed he created no innovations of his own, instead particularly Shaladin’s first edition, a few copies of which
using the salvaged lore of early Kasiran artificers, which contain transcriptions of one or more of his spells.
Shaladin had apparently uncovered in some hidden tomb Difficulty: -6 (Both versions)
or vault. Shaladin never any credence to these claims and Experience: 5 (Both versions)
ignored them totally. Value: 100-2,000 gold lumens, depending on age and
condition. First editions of Shaladin’s unaltered text
Over the course of his incredibly long and prosperous life, are exceedingly rare and may sell for up to 80,000
Shaladin created the profession of trapmage and served gold lumens.
as royal vizier to three Kasmiran Kings, accumulating

68
On additional effect can be produced every two spell levels
ANCIENT SPELLS (i.e. add one effect at levels 3, 5, 7 etc.). To activate the
Dimension Warp enchantment, the caster waves a hand over the object or
This spell allows the caster to create an instability in the item to be warded and utters Shaladin’s incantation.
dimensional fabric, a warp that can range upwards in size Magical Field: Cryptomancy (illusion or move)
from one inch to ten feet in diameter. Individuals, creatures Difficulty: -14 (tempys + trigger effect)
or objects that make contact with such a warp will be sucked Range: Cast by touch; effective range is a 10-foot
in and hurtled at random across the Omniverse. Subjects diameter circle
drawn into a warp usually suffer spatial displacement in Duration: 5 days (-1 per extra day)
the form of removal to another plane of existence. On rare Magic Resistance: None. Note that items warded in
occasions, however, a warp may spin a subject out of time, this manner radiate a faint aura of magic.
resulting in a temporal displacement or removal to another
era or period in time. In either case, the duration of the
Machinatus
This minor enchantment enables the caster to place a
displacement is indefinite. Only by locating the warp’s exit
secret ward upon any room, hall, or enclosed area. If an
point and using a counterspell can a displaced individual
unauthorized individual or creature trespasses into the
effect a return to his or her usual plane or time.
protected area, the ward is activated, yielding one of the
A Dimension Warp may be cast anywhere; in a
following effects:
doorway, a room, outdoors, in a chest, upon the opening of
1. A conjured harbinger imp appears to warn the
a bottle or container, and so on. Its size is irrelevant; even
caster or another individual that trespassers
a one-inch warp is capable of drawing in almost anything
have entered the area.
that makes contact with it. Dimension Warps are stationary,
2. A door is automatically locked or unlocked.
and are barely discernible by the faint aura of distortion they
3. One trap mechanism of any sort located
emanate. To activate the spell, the caster makes an arcane
within 1000 feet of the protected area is set,
gesture and speaks the nine words of power. The awesome
reset, or otherwise activated. As part of the
forces generated will create a hole in the dimensional fabric,
Machinatus, an automaton may be activated
the size of which can be determined by the caster.
by this means.
Magical Field: Wizardry (summon)
One additional effect can be produced per 3 levels of the
Difficulty: -17 (qualitas + tempus)
spell.
Range: 1 foot
Magical Field: Cryptomancy (summon)
Duration: Indefinite
Difficulty: -17 (tractus + tempus + trigger effect)
Magic Resistance: Roll versus PER to notice the warp
Range: The spell’s effects encompass a 1,000-foot
in time to avoid contacting it; warps radiate a strong
diameter circle
aura of magic that can sometimes be “felt” at distances
Duration: 24 hours
up to five feet.
Magic Resistance: None. Note that areas protected
Alarums & Diversions by this ward radiate a faint aura of magic.
This minor enchantment allows the caster to place a
special ward upon any door, chest, container or item. If the
Rogue’s Lament
This spell allows the caster to place a minor ward upon
protected item is touched by any unauthorized person or
any door, chest, container, book, or other item. If an
entity, including a phantasmal felon, the ward is activated,
unauthorized person or entity, including a phantasmal
yielding one of the following effects:
felon, touches or attempts to open the protected device,
1. A sound like a great gong being struck is head.
the intruder will suffer one point of energy damage per
2. An illusory spectral face of the caster’s choice
spell level; a one-point shock is sufficient to vaporize a
appears and utters an angry warning, up to seven
phantasmal felon. The shock will also cause numbness sand
words of the caster’s choosing.
pain in the intruder’s hand or other appendage, rendering
3. A nearby door designated by the caster slams shut
the affected member useless for 24 hours. The ward retains
and locks.
its charge indefinitely until contacted by an intruder; upon
4. The sound of approaching footsteps is heard.
discharging its energy, the ward ceases to function. The
5. The warded item appears to burst into flame, an
activate the enchantment, the caster passes a hand over the
illusory effect.
designated device while speaking Shaladin’s cantrip.
6. Any single nonharmful effect devised by the caster
Magical Field: Cryptomancy (attack)
will occur.
69
Difficulty: -11 (tempus + trigger effect) Orb of Analysis: This crystal orb is invested with the
Range: Cast by touch spell Thystram’s Proximate Analysis. When activated
Duration: The spell’s effects are instantaneous; its by a secret command word, the orb allows the wielder to
properties remain in effect for 24 hours per level identify with a reasonable degree of accuracy any living
Magic Resistance: None creature or organism simply by viewing it through the orb.
The analysis takes ten rounds to complete. A flaw in the
activating spell matrix devised by Thystram regrettably
THYSTRAM causes the orb to be less than 100 percent reliable. Still, the
Savant of Phaedra device will provide information as accurate as that derived
by the original spell.
In the city of Phaedra, Thystram enjoyed wide acclaim Range: 100 feet
for his authorship of several dozen useful compendia on a Duration: 10 rounds
variety of subjects. He was often hired of short periods as Magic Resistance: None, though inaccurate or
an official chamberlain and tutor by many noble Phandre unreadable information may be yielded if the organism
families, though scholars of more recent years are less moves out of sight range, is partially obscured, or is
uniform n their praise of Thystram’s gathered lore, which under an enchantment of some sort.
some is rife with minor errors and conjecture. It seems
that any claims that this man was a reincarnation of the MAGICAL TEXTS
great Xanadas seem somewhat misplaced, given this new Collectanea: This massive tome is widely regarded as a
development. practical guide for the aspiring naturalist. The book contains
Though Thystram was credited with the development of hundreds upon hundreds of entries on the flora and fauna
few spells, copies of his magical compendia are greatly of Talislanta, some perhaps less accurate in all details than
coveted for their accurate transcriptions of spells and others. Certain scholars have claimed that more than a few
formulae lost since the Forgotten Age. of Thystram’s notations appear to be imaginary in nature, or
else were written under the influence of strong intoxicants.
ARTIFACTS Despite such drawbacks, the tome is not without value.
Glossolary: This talisman resembles an earring shaped like Individuals who dedicate 12 weeks to mastering the text
a cornucopia or funnel made from copper. Imbued with a gain an increase of +1 in the skills Identify Flora and Fauna,
20th-level version of the spell Thystram’s Glossolalia, it Naturalism, and Agriculturalist. An abridged edition,
allows the wearer to comprehend to converse in unfamiliar released in Zandu in 579, is a good deal more common and
tongues or dialects of any sort. To activate the Glossolary, hence less expensive than the previous two editions.
the wearer speaks a secret word of command. This device Difficulty: -7
can be used up to seven times a day. Experience: 3
Duration: 200 rounds (20 minutes) Value: 250 gold lumens for the recent abridged
Magic Resistance: None version. First and second editions, when available, sell
for ten to twenty times this figure.
Rod of Stasis: This useful device, which resembles a
slender wand of translucent green crystal, was imbued with ANCIENT SPELLS
a 20th-level version of Thystram’s Spell of Stasis. When The Spell of Stasis
activated by means of a secret command word, the rod can This spell is of exceedingly practical use to the aspiring
be used to preserve in stasis any living organism, including naturalist, for it allows the caster to preserve in stasis any
all manner of plants, animals and even humanoid beings. living organism, including all manner of plants, animals,
The enchantment produces an effect not unlike suspended and even humanoid beings. The enchantment produces an
animation, rendering the subject immobile and bringing effect not unlike suspended animation, rendering the subject
to a halt all metabolic processes. The stasis is in no way immobile and bringing to a halt all metabolic processes.
harmful to the organism; in fact, the spell can be used to The stasis is in no way harmful to the organism; in fact, the
“preserve” victims of poison, disease or other maladies until spell can be used to “preserve” victims of poison, disease
such time as a cure or remedy can be applied. or other maladies until such time as a cure or remedy can
Range: By touch be applied. Thystram also found the enchantment of use in
Duration: 24 hours per level the subdual of predatory creatures, hostile natives, and such
Magic Resistance: Roll versus DEX to avoid being relatively minor annoyances as peddlers and bill collectors.
touched by the rod. To activate the spell, the caster points at the intended subject

70
and utters the arcane formula, sending a wavering beam of determine which category of information is not revealed by
magical energy in the direction indicated. the spell. The analysis takes 10 rounds to complete.
Magical Field: Natural Magic (ward) Magical Field: Natural Magic (reveal)
Difficulty: -16 (qualitas + tempus) Difficulty: -3 (tractus)
Range: 10 feet (-1 per extra 10 feet) Range: Sight
Duration: 1 day (-1 per extra day) Duration: 1 minute
Magic Resistance: Roll versus DEX to dodge the Magic Resistance: None, though inaccurate or
beam. Note that a miscast Spell of Stasis can yield unreadable information may be yielded if the organism
any number of unfavorable consequences for the moves out of sight, is partially obscured, or is under
caster, his or her associates, or any lifeforms in the an enchantment of some sort.
immediate area.

Glossolalia URMAAN
This spell, which Thystram probably copied from an ancient Necromancer King of Raj
codex, allows the caster or a designated beneficiary of the
enchantment to converse in unfamiliar tongues or dialects Urmaan claimed to be the reincarnation of the Black Wizard
of any sort. To activate the spell, the caster touches the of Torquar, Narishna himself. Exhibiting many common,
recipient’s head with his or her right hand while reciting violent traits attributed to the long-dead mage, Urmaan
the incantation allegedly authored by Thystram. served as the first and only Necromancer King of Raj. Under
Magical Field: Cryptomancy (reveal) his merciless rule, Raj was founded upon the blood and
Difficulty: -3 (tempus) bones of countless slaughtered nomadic tribes of the south-
Range: By touch eastern desertlands. When his fledgling nation was well and
Duration: 1 hour truly on the rise, he also created the Torquar (named for the
Magic Resistance: None ancient society); an elite cult of Raj’s military dedicated to
the occult arts, assassination and torture.
Proximate Analysis
This spell enables the caster to identify with a reasonable Urmaan’s major accomplishments in the arcane arts are
degree of accuracy any living creature or organism. A mainly in the area of gathering and transcribing ancient
flaw in the spell matrix devised by Thystram regrettably black magic works for use in the New Age. At his command,
causes the enchantment to be less than entirely reliable; this hundreds of tombs, mausoleums and crypts were breached
perhaps explains the somewhat erratic entries in Thystram’s and looted, yielding an uncountable trove of ancient
Collectanea. Still, the spell will unerringly reveal three of stone tablets, scrolls, carvings, images and artifacts. The
the basic following four determinations:
1. The organism’s basic type, such as demon,
devil, humanoid, plant, fungus, reptile,
mammal, hybrid, and so on.
2. The organism’s basic nature, such as predator,
parasite, herbivore, omnivore, and so on.
3. The organism’s primary capability or most
notable feature, such as favored form of
attack or defense, means of locomotion, and
so on.
4. One or more secondary capabilities,
associated with the designated organism,
such as an attribute score, armor rating, or
other relatively minor feature.
To activate the spell, the caster must be within sight of
the organism to be analyzed while executing a series of
motions with the hands and uttering Thystram’s incantation.
A matrix of lines and images is produced, which the caster
may study and thereby deduce such information as the
enchantment will yield. The gamemaster rolls a d4 to

71
Necromancer King had this treasure horde delivered to a
stronghold in the Jade Mountains, where Urmaan’s forty
MAGICAL TEXTS
Urmaan’s Transcripts: The hundred and forty-odd
most-skilled acolytes spent half a century studying and
volumes of archaic magic Urmaan had transcribed for
transcribing tomes and spells, and harnessing the magical
his pleasure have never been found. Incomplete copies,
powers of the antique items of the Archaens. At the end
possibly smuggled out of Rajanistan before Urmaan sealed
of this fifty-year period, Urmaan entered the sanctuary
the transcripts away in his hidden vaults are reputed to
and appraised the hundred and forty volumes of work the
exist. The contents of these books are unknown, though it
apprentices had compiled, in addition to the three thousand
is believed that many contain fabulous secrets, including
chests and cases of arcane goods.
knowledge suppressed in ancient times by the archmage
Solimorrion I.
History fades into silence on just what happened next,
Difficulty: -3
but it seems likely that Urmaan murdered his acolytes to
Experience: 1 per volume
prevent them from threatening his position, and sealed the
Value: Upwards of 10,000 gold lumens apiece.
sanctuary forever, after removing what became known as
Urmaan’s Transcripts.

CHAPTER FOUR

NEW MAGIC
RULES
The new magic rules presented here should be considered
to supplant those in 4th edition Talislanta. While you are
free to ignore them and continue using the magic system SPELL DEFINITIONS
as presented there, this book and future supplements will Spells in the Talislanta setting are defined by their
be using these rules. parameters. Range, duration, effect, etcetera are all set at the
time the spell is researched and scribed. Only the spell level
Why the change? The magic system presented in 4th is variable. Thus all spells have a Base Difficulty rating,
edition Talislanta was wonderful, and added a great deal which includes all penalties and bonuses except the spell
of free-wheeling versatility and creativity to the role of a level itself. The exceptions are the Heal, Illusion, Summon,
magician in any Talislanta game. However, it didn’t mesh and Transform Modes, which must also have the level
with the original concept of magic in modern Talislanta. specified in order to achieve the defined spell effect.
Magicians do not start off their career knowing hundreds For example: the spell Sassan’s Firey Motes has a Base
of spells, charms, and cantrips. One of the driving goals of Difficulty of -12, which includes all modifiers except
the modern magician is to uncover spells from the Phaedran the spell level, which determines the damage inflicted.
Empire and the Archaen Age. Allowing the player to, in The spell Glitterheal has a Base Difficulty of 4, as it is
effect, make up new spells on the fly took away a great deal a 4th level heal spell.
of the impetus for that.

72
Magicians often have several versions of a spell scribed Some example side effects:
in their spellbooks, with only minor variations, to give
them added versatility. For example, a wizard might have ♦ A Natural Magician erects a barrier in the form of a
Glitterheal, a level 4 healing spell, and Healing Radiance, wall of thorns. If the wall is attacked with bare hands or
a level 12 healing spell. natural weaponry, the attackers will suffer scratches.
A Pyromancer uses the Move mode to capture his foes
Another example: Kaa, an Ur Shaman, knows three in searing bands of fire. If they struggle to escape, the
variations of the “Whispering Nightmares” illusion bonds will burn. In both of these cases, the damage is
spell. The first is low level and fills the targeted area equal to the side effect level.
with faint whispers from the Nightmare Dimension,
which is enough to frighten Darklings and superstitious ♦ A magician uses the Illusion mode to create
Ur who enter her cave without invitation. The next is the appearance of a bolt of lightning along with a
higher level, but also causes the whispering nightmares deafening thunderclap. Those who fail their Perception
to visibly appear. The highest level version causes them roll could be temporarily stunned, taking the side effect
to appear and creates the sensation of phantasmal level as a penalty for all actions for a round.
fingers clawing at the intruders, doing no real damage
but making them feel as if they’re being attacked. ♦ A Wizard uses the Alter mode to enchant a sword
with bonus damage. The side effect of this (and most
Why not always use the most powerful spell you know, Wizardry spells) is a glow. Treat the side effect level
then? Why should your character learn any low level as levels of Illusion. Every three side effect levels
versions? Because you will not always be at full strength, affords one level of magnitude (see the description
and using your strongest spell can be risky if you are of the Illusion Mode for details.) If the enchantment
suffering spellcasting penalties. was 9th level, the side effect would be level 3, which
is enough for a magnitude-1 glow, “equal to a torch”
according to the Illusion rules. If the enchantment was
GUIDELINES FOR 3th level, the side effect level would be 1, which would
barely be a flicker of candle light.
SIDE EFFECTS
♦ A Witch uses the Heal mode in reverse to cause
Magic often has logical side effects not explicitely stated someone to weaken from disease. Use the side effect
in the spell description. The party enters a Phaedran level to determine how long the disease will last, how
mausoleum. The GM asks what source of light they’re much effect it will have on attributes or die rolls,
using. The warrior says he’ll draw his enchanted sword etcetera.
for light. Does it shed light? If so, how bright is it? This an
example of how side effects can come into play.
CASTING SPELLS FROM
What constitutes a side effect is up to the individual GM,
but in no case should it be used to add additional magical WRITTEN WORKS
effects to a spell. Side effects are not magical in nature. Written spells can be written in one of two ways, detailed
They are the natural results of certain effects. A loud noise or brief. The detailed version of a spell, such as is found
can deafen, a glowing spell sheds light, a firey spell may in spellbooks, contains all the background, esoteric
ignite combustables... those effects are not magic. You information needed for learning, researching, or enhancing
cannot, for example cast an illusion of a hypnotic effect a spell. The brief version, on the other hand, contains no
and thereby charm a group of enemies, claiming the side- extraneous information, merely the basic instructions for
effect rules. spellcasting. A modern-day analogy would be a thick math
textbook compared to a crib sheet for a math test.
To determine the level of effect of any side-effect, use
one-third the spell level. The side effect level of a level 9 Spellbooks contain more than just the spells themselves.
spell would be 3. If a side effect is sense-affecting (such as They are repositories of magical knowledge. Each spell
shedding light), treat the side effect as an Illusion with the includes notes from the author, scribbled diagrams of arcane
effect rating becoming levels. In all cases, side effects are energies, a history of unusual events that have occured in
up to the GM to determine, using common sense. its use, tips on how to avoid or lessen mishaps with that

73
spell, and more. It is for this reason that a spellbook is Note that is it possible to have a book where spells are
required when performing spell research or enhancing a written in brief, as on scrolls, or to have an exceptionally
spell. While it is possible to cast a spell directly from a long scroll with all the detail of a spellbook. In any case, use
spellbook, it is not easy because the spell is not laid out the rules mechanism that applies to the format of the spell,
in a simple, easily-read format. Using a spellbook affords not the medium. An engraved circle of protection, the runes
a +3 bonus to the casting roll, but requires 1 minute (10 on a stone witchgate, or the magic words on a map are all
rounds) to cast the spell. examples of brief spells on non-scroll surfaces.

Scrolls are simplified, edited versions of spellbooks. Only The standard spellbook is roughly 400 pages, and each spell
the essence of the spell is scribed, step-by-step instructions takes a number of pages equal to its Base Difficulty plus
on casting it. This makes scrolls ideal for casting a spell, enhancement levels, if any. Arcane logbooks are spellbooks
affording a +5 bonus to the casting roll, and requiring only with just enough pages for a single spell. A brief, scroll-like
two rounds to cast. spell entry takes 1 page.

A magician may use a scroll or spellbook to cast a spell Scrolls generally contain a single spell, though additional
he or she has not yet learned. In this case, the bonus to the spells can be written on longer scrolls. Each spell after the
spellcasting roll described above does not apply, though first adds an additional round to the casting time due to
the extended casting time does. having to scroll through to find the desired spell.

74
NEW OPTIONAL MAGIC RULES
CHANGES TO AREA EFFECT SPELLS STARTING KNOWN SPELLS
Dodging a spell that has an area effect is more difficult Magician characters begin the game with a number of
than dodging one that is a bolt or otherwise single-target. spells for each Mode equal to that Mode’s rating. e.g.
For every 1’ radius the target receives a -1 to any rolls to Coryx, a Stryx necromancer, has 3 modes at +2 each. He
evade the spell. takes Attack, Heal, and Summon. He can choose six spells
for his starting spellbook, two attack spells, two healing
CHANGES TO HEALING spells, and two summoning spells. Astrimar, a Cymrilian
Heal Mode spells do not stack with each other. If the target Magician, has 6 modes in Wizardry at +3 each, and 5 modes
suffers from a level 15 disease, then it cannot be cured by in Pyromancy at +1 each. His starting spellbook contains
three level 5 spells. 23 spells, consisting of 18 wizardry spells (3 per mode)
and 5 Pyromancy spells (1 per mode).
* No individual can have the same wounds healed
twice. If someone has sustained 15 hp damage, the The starting spells may be chosen from the examples
wounds cannot be healed with three level 5 spells. If provided later in this chapter, or (at the GM’s discretion)
the target receives the benefit of healing magic, no original spells may be created by the player.
more healing spells will function on that person until
more damage is sustained.
ACQUIRING NEW SPELLS
Spells can be learned in a number of ways. In all cases the
CHANGES TO WARD magician must know the Order and Mode of the spell to
Wards can be any spell level, rather than always level 10. be learned.

Wards are not absolute protection. A ward has an Armor ► Studying a spellbook, a magician can learn the spells
Rating equal to 2 per spell level, and any damage that there. The base time is 1 day plus 1 day per Base Difficulty
exceeds the Armor Rating damages the ward itself, not of the spell.
the protected person or object. Damage done to the ward ► Magicians can teach one another their known spells. The
reduces its Armor Rating by the same amount. base time is the same time as studying from a spellbook, but
in this case the roll uses the higher skill rating of the two.
► Learning a spell from a scroll or similar device has a
For example: A Rasmirin suffers a magical mishap base time of 3 days plus 3 days per Base Difficulty of the
while summoning a pyrodemon. He quickly activates spell.
his amulet which is enchanted with a level 10 ward ► Researching the desired spell directly has a base time of
against demons, five foot radius. This provides an 2 weeks plus 1 week per Base Difficulty of the spell. (See
Armor Rating of 20. Since the demon cannot do more the section on Spell Research.)
than 20 points of damage with its normal attacks, it will ► In all cases, when learning a spell that has any
not be able to break the barrier that way. If, however, enhancement levels (see the section on Enhanced Spells),
the Pyrodemon can inflict 22 points with a bolt of fire, add the enhancement levels to the Base Difficulty for
then the first successful attack would inflict 2 damage purposes of time required.
to the ward, weakening it to 18. The next successful
attack would use inflict 4 damage on the ward (22 At the end of the base time, the student must make an
damage against the new Armor Rating of 18), reducing MR+Mode rating check with a Degree of Difficulty equal to
it to 14. The third attack would inflict 8 damage on the Base Difficulty of the spell. In the case where one magician
ward, reducing it to 6. The fourth attack would shatter is teaching another, use the higher rating of the two.
the ward and leave the Rasmirin defenseless, though
he would have had four rounds to prepare. On a mishap, treat it as a spellcasting mishap. On a failure,
the magician must continue studying the spell for another

75
period before re-rolling. On a partial success, progress has
been made - additional rolls are at a cumulative +5 - but the BUYING SPELLS
study must continue for another period. On a full success Certain centers of magical study, such as Cymril, Zandu,
or better, the spell has been learned. and Dracarta, offer common spells on the open market.
These spells range between 100 and 400 gold lumens,
For example: Oriolus, a Zandir Charlatan, has come across depending on the spell and the demand. Spells that have
the spell Glitterheal (a 4th level healing spell) on a scroll. been enhanced through painstaking research by another
His MR is +3 and his Heal Mode is +3, so he has a total of magician are worth much more, if they are sold at all. In
+2 to his roll to learn it (3+3-4). After 15 days of studying other lands, spells are available on the black market if
the scroll and practicing it, he rolls a 4, which after adding they can be purchased at all, and prices can be ten times
his +2 modifier is a partial success. He has made progress, as much or higher.
and after another 15 days he may roll again, this time with
a +7 to the roll. Until he learns the spell he may still use Spells are generally sold in the form of scrolls or notebooks,
the scroll to cast the spell (see “Casting Spells from Written but with as much detail as a spellbook for purposes of
Works” above.) studying. (Treat as a spellbook for purposes of learning
the spell or casting from a written work.)
Note that enhanced spells (see the section below) require
an expenditure of 2xp per point of enhancement to learn.
Thus an enhanced spell +4 would cost 8xp in addition to
the study time involved. This is considerably less time and
xp than the original magician spent to perform the initial
research, and this is one reason why spellbooks are so
carefully guarded.

76
NEW MAGICAL ORDERS

ASTROMANCY
This magical field governs all aspects of the suns, moons
and stars of the Talislanta skies. It is related to the field of
astrology and concentrates upon the art of reading starsigns,
predicting and controlling the weather and similar uses.
Astromantic magic is often used to reveal the future, divine
the past or quite often, to attempt to control or alter fate, be
it personal or more general as in meteorological control.

Just as Elementalists harness and manipulate elemental


powers, Astromancers draw upon the latent magical
energy of the Aetheric Sea or Astral plane. It is
from this source that Astromancers draw their
power and as such, many Astromancers are also
scholars of metaphysics and other planes of
existence. Astromancers often serve as advisors
and administrators of windship crews for their
knowledge of navigation and their skills at weather
magic is unparalleled.

PHYSICAL COMPONENTS
Astromancers require star charts and other
astrological devices in order to work their magics.
In order to manipulate the ebb and flow of aetheric
energy, most Astromancers employ astrolabes,
sextants and other astromantic tools in addition
to charts and tables.

ADVANTAGES
Not unlike Natural Magic, Astromancy tends to
be more efficacious in open spaces. When the
Astromancer is under (or in) the open sky, the
GM may award a casting roll bonus of +2 to +5
depending on the circumstance (in a city street
might yield a +2 while being upon a mountain top
might receive the full +5).

LIMITATIONS
Astromancers suffer a -2 to -5 penalty to their
casting roll when underground or otherwise
separated from the open sky. (-5 in a cavern or
mine, -2 in a building)

77
MODES
Not Available: Conjure, Transform
Bonuses: Reveal +3, Move +3
Astromantic Influences
Penalties: Heal -3, Illusion -3
Alter Effects: An Astromancer may alter any quality Suns
that has a corresponding relationship with a sun or The Greater Sun: Strength, power, self-
moon (STR using Greater Sun for example; see confidence
sidebar) The Lesser Sun: Aid, assitance, cooperation
Transform Effects: N/A
Summon Effects: Like Mystics, Astromancers have Moons
the special ability to use the Summon Mode as a Ardan (purple): Passion, romance, love, loyalty
means of leaving their physical body and moving Drome (orange): Magic, power, weather
about on the astral plane (see the “Astral Projection” Talisandre (white): Fortune, luck
spell, below). Unlike Mystics however, Astromancers Zar (black): Death, decay, darkness
may not use the this Mode for any other purpose (no Jhang (red): Conflict, war, blood, pain
summoning of spirits, etc.) Phandir (green): Destiny, mystery, the unkown

ENCHANTMENT
Astromancers typically enchant items that aid them in
their works or talismans that bring good fortune to their Astromantic Bolt (Attack)
wearers. Some examples include: Duration: Instant
Range: 50 feet
 A broach infused with Astromantic energy that Damage: 10hp
brings good fortune to the person wearing it (+1 to all Casting Modifiers: -10 (-10 damage)
skill rolls due to good luck) By channeling the power of the twin suns, the Astromancer
 An enchanted Astrolabe that gives the Astromancer directs a bolt of energy at a target of his choosing. This bolt
a +3 bonus to all astrology or navigate skill rolls. cause deep burning pain in any victim so struck.
 An enchanted stone infused with the powers of
the purple moon of Ardan that, when surreptitiously Homeward Star (Reveal)
placed upon another person will cause that person to Duration: Instant
fall deeply in love with the Astromancer. Range: Self
 Sword of Zar: An enchanted sword infused with Casting Modifiers: -7 (-10 sense, +3 order bonus)
the powers of the red moon of Zar. The sword gives By gazing into the heavens, casters of this spell are able to
off a red luminescence in a 30 foot radius. accurately determine their position on Talislanta, and use
this knowledge to find the way to a location they are familiar
SAMPLE ASTROMANCY with (effectively grants a +10 bonus to PER checks to find
their way). Needless to say, astromancers rarely get lost.
SPELLS
Astromantic Shield (Defend) Astromantic Sight (Reveal)
Duration: 5 rounds Duration: 1 minute
Range: Self Range: Self
Casting Modifiers: - 10 (10th level) Casting Modifiers: -9 (-12 twelfth level, +3 order
By means of this spell the Astromancer surrounds himself bonus)
with a shimmering barrier of astromantic energy that will This spell allows the astromancer to see astral and ethereal
protect the magician from damage until 20hp of damage presences.
has been absorbed.

78
Astromantic Divination (Reveal) Sign of Drome (Ward)
Duration: 1 minute Duration: 5 minutes
Range: Self Range: 10 foot radius
Casting Modifiers: -7 (-10 tenth level, +3 order Casting Modifiers: -14 (-10 tenth level, -4 duration)
bonus) This spell creates an amber sphere of light 10 feet in radius,
Astromantic Divination allows the astromancer to which remains in effect for the duration of the spell. While
determine whether a specific course of action is likely to having no effect on mortal creatures, this ward prevents
yield favorable results. Only those things which happen has an armor rating of 20 against all demonic creatures
under the open sky of Archaeus can be taken into account. and prevents them from crossing into the sphere. (see new
Thus, the spell wouldn’t predict that the caster may be Ward rules above). During the month of Drome, this spell
attacked by sea monsters, or trapped in underground is cast with a +2 on the casting roll.
caves.

The level of the spell should be used as a ruler in Sign of Jhang (Alter)
deciding how accurate and helpful the insight will be. For Duration: 1 minute
example, a 5th level divination might yield only general Range: 5 foot radius
information, such as, "The future is obscure, but it seems Casting Modifiers: -14 (-10 broad alteration, -4
that a major thunderstorm is heading this way" For a 10th range)
level divination the result might be more specific, as in This moon sign creates a sphere of crimson light in a 5
"Signs indicate that going around that rocky outcropping foot radius around the caster. Anyone within the area of
would be wise as there appear to be a gang of beastmen effect receives a +2 to their CR—this applies to friends and
lurking in the area." A 20th level divination might yield enemies. During the month of Jhang, this spell is cast with
more detailed information, like "Fortune would shine on a +2 on the casting roll.
attcking the group of beastmen now while the bicker and
fight amongst themselves", while at 30th level the GM
might really get specific, as in "By using your Sunbust spell
Sign of Zar (Illusion)
Duration: 1 minute
you will effectively blind the beatsmen making victory
Range: 10 foot diameter sphere
almost certain”
Casting Modifiers: -14 (-10 thenth level, -4
duration
Sunburst (Illusion) By means of this spell the Astromancer calls forth a 10 foot
Duration: 1 minute diameter sphere appears around thimself, extinguishing all
Range: 50 feet non-magical light. Those within the sphere can see out fine,
Casting Modifiers: -6 (-1 1st level, -5 duration) but outside observers see only the black sphere.
This spell draws upon the power of Talislanta’s twin
suns, to produces a bright, torch-like glow centered on
whatever the caster wishes, which stays still unless the
Sign of Phandir (Conceal)
Duration: 1 minute
caster concentrates on moving it. By infusing the spell with
Range: 50 feet
more energy (higher level) the caster may create brighter
Casting Modifiers: -10 (-10th level
and/or larger globes of light (see illusion mode for casting
By summoning strength from the moon Phandir, the
modifiers).
astromancer creates a sphere of green light 10feet in
diameter which lasts the duration of the spell. All scrying
Sign of Strength (Alter) attempts must against this sphere suffer a -10 difficulty
Duration: 1 minute penalty. During the month of Phandir, this spell is cast with
Range: Touch a +2 on the casting roll.
Casting Modifiers: -20 (-20 broad alteration,
By invoking the power of a constellation that represents
a strong hero or creature (the Drakken constellation for
example), the Astromancer infuses this mythic strength
into any target he touches. For the duration of the spell, the
receipient receives a +4 bonus to their STR.

79
CREATIVE DESCRIBING THE SPELL
Suppose you decide that you want your enemy to burn in a

CANTRIPS ball of flame (in essence the classical “Fireball”). Well, now
you have the idea, you can go on to describe the spell itself.
Just by considering each of the following components of a
Magic, in particular spellcasting, is one of the cornerstones
spell’s description, you can make it far more unique:
of the Talislanta setting. The great masters of the past wove
enchantments so potent that modern magicians can but
marvel at their achievements. Even so, latter day magicians APPEARANCE
are still capable of producing wondrous magics, though What exactly does the spell look like? What substance
these are but a pale shadow of the past. forms the physical aspect of the spell? A Fireball, for
example, need not look like a simple ball of flame. It
With magic being of such importance to the game, it is could like a flaming winged skull, a fiery fist, incandescent
worth making it that bit more exotic, and enriching the heart, or glowing phoenix. It’s still a fireball, but it need
roleplaying experience in the process. not look so basic. Also consider the color or colors of the
spell; where magic is concerned you need not adhere to the
The Talislanta magic system actively permits and expected. Why not make the fireball green, blue, purple
encourages players and GMs to create their own, unique, or even pink? Giving the spell an unusual appearance is
imaginative spells, and presents fantastic opportunities for entirely permissible, providing it makes no change to the
the creative individual. effect of the spell (in this case, burning someone).

However, creating a spell, especially on the spot, can Another part of the spell’s appearance is its motion. If the
prove daunting for some players, and as a result, many spell has to cover a distance, how does it do so? Does it
spellcasting descriptions in-game can become seem dull or erupt, or does it travel? Following the fireball example, does
cliched. This need not be the case, for creating a memorable it fly through the air, and if so, does it fly straight, spiral, or
spell requires but a little thought, and is easier than might zigzag? Does it simply appear out of nowhere to engulf the
at first be believed. target? Does it bounce or roll along the ground?

Here is a step-by-step guide: SOUND


What does the spell sound like? Sound accompanies the
INTENT casting of many spells, and can range from the tinkling
of bells to the rumble of thunder, from echoes of chilling
When creating a new spell, the first thing to do is decide
laughter to the crackle and sizzle of energy. Once again,
precisely what you want it to achieve. This might be as
giving just a little thought to this aspect of a spell gives
simple as “Hurt my enemy at range”, or as involved as
it much more depth, and the sound need not necessarily
“Steal the keys from the guard’s belt and place them in
match the spell. Why not have your fireball sing as it flies
my grasp”.
through the air?

SMELL
BASIC IDEA The least important of the descriptive elements in most
Taking your Intent, and the restrictions of your Order into cases, describing the scent of the spell can make it seem
account, think for a moment of how it might be achieved. far more real in the mind’s eye. Once again, the scent of
Take a moment to consider what the spell could possibly the spellcasting, if indeed there is any, can be unique or
do. In the case of one designed to cause injury, think what unexpected. For example, the fireball may well smell of
things can hurt someone. For example, being cut, impaled, brimstone, but it could just as easily smell of lavender, or
burnt, bludgeoned, frozen, crushed, or electrocuted. anything else.

NAMING THE SPELL


Now you have decided what your spell does, and described
it, it is time to give it its all-important name. Even the

80
DESCRIPTOR
The most vital part of any spell name informs of
Famous Magicians the spell’s effects, appearance, or less commonly,
Archimandius - Wizardry results, and in many cases, a truly evocative
Arkon - Wizardry Descriptor is often all that’s needed to make a spell
Cascal - Cryptomancy, Wizardry (focus on the Illusion sound fantastical. When describing the spell, try to
Mode) avoid the most mundane descriptions, and choose
Cerene - Elemental Magic (Aquamancy - Ice) those less immediately obvious. For example,
Drax - Necromancy while “Fireball” does accurately describe the spell
Enchantress, the - Wizardry (focus on the Influence Mode) producing the ball of fire, it is hardly flamboyant.
Hotan - Mysticism, Wizardry Take a second to think of alternate or related words
Ilse - Witchcraft that can be used to describe the same thing; a quick
Kabros - Cryptomancy look through a thesaurus can provide all manner
Koraq - Cryptomancy, Wizardry of cool alternatives. In this case, such words as
Magian - Wizardry Flaming, Blazing, Incendiary, Conflagrating,
Malderon - Wizardry Scorching, Burning, Searing, and Lambent, as well
Miraja - Wizardry (Illusion specific) as Sphere, Orb, and Globe, are also appropriate
Mordante - Invocation (Demonology and Diabolism), substitutes for “Fire” and “Ball”. “Searing Orb”
Necromancy sounds far more exotic than “Fireball”.
Narishna - Necromancy
Nauticus - Elemental Magic (Aeromancy, Aquamancy)
Rodinn - Wizardry CREATOR’S NAME
Sassan - Elemental Magic (Pyromancy) A common spell-naming convention, especially
Shaladin - Cryptomancy, Wizardry (focus on spells intended as regards the more egotistical or famous creators
to deceive thieves and protect valuables) of spells, is that of appending the individual’s
Solimorrion I - Cryptomancy name to the front of the spell’s title. For example,
Sylan - Cryptomancy, Wizardry the infamous pyromancer Sassan may very well
Thystram - Cryptomancy, Natural Magic have created the Searing Orb spell, and named it
Viridian - Natural Magic (flora based) “Sassan’s Searing Orb”.
Xanadas - Mysticism, Natural Magic
Zanillo - Wizardry (focus on trickery, deception and In the sidebar is a brief list of magical luminaries
entertainment) responsible for creating many existing spells, along
with their appropriate Orders, although one should
not feel restricted to these names; there were a
multitude of powerful and creative magicians, so
most mundane spell can be made exciting when given an making up a name is always a viable option.
impressive title.

Given the eccentricity and egotism of many magicians, it


EMBELLISHMENT
Spell creators sometimes added certain extravagant
is hardly surprising that even the most banal of cantrips
descriptors to their spell titles, particularly if especially
may often bear a flamboyant title. Precious few magicians,
proud of a spell, or excessively egotistical. For example,
having spent weeks or months in toil creating a new spell,
if Sassan was particularly delighted with his Searing Orb
would then give their unique creation a humdrum name.
spell, he might add such a word as Excellent, Magnificent,
Instead, they would make it grandiose, taking pride in their
Superior, Superlative, Brilliant, or Triumphant, to the spell’s
personal achievement.
title. It might have been named “Sassan’s Triumphant
Searing Orb” in this case.
Giving a newly created spell a good title is satisfying and
easy. All spell-titles are composed of one or more of the
following components, although two-three components is SPELL, CANTRIP, OR DWEOMER
the optimum: Another common spell-naming convention is the actual
referral to the spell as being a spell, placed before or after

81
the main description. For example, Sassan might have
named his Fireball spell, “Sassan’s Searing Orb Spell” or
“The Spell of Searing Orbs”. Alternately, he could have
CREATIVE
chosen to use a different word, such as Cantrip, Dweomer,
Enchantment, Charm, Glamour, Weird, or Incantation. COMPENDIA
Maintaining a spellbook is an integral part of playing
MODE NAME any spellcasting character in Talislanta, and although the
Adding a direct referral to the type (i.e. Mode) of the bookkeeping aspect can put some players off, it can be a
spell is also a common spell-naming option. For example, very involving exercise.
Sassan might have named his Searing Orb spell, “Sassan’s
Searing Orb Attack”, or might have substituted such words
as Assault, or Strike. In the case of an Illusion spell, such SAMPLE SPELLS
words as Illusory, Phantasmal, Ephemeral, Deceptive, or Talislanta presents a variety of sample spells for each Order,
False, can just as easily be used, and so on. and these can always be used when personal inspiration
fails, or time is of the essence. Indeed, even though the
SIGNATURE SPELLS sample spells have effective Levels, Ranges, etc. already
The ability to be truly individual when creating new spells worked out, it is entirely possible to ignore these factors,
means that it is quite possible for all of a magician’s spells and simply use the description of the spell, allocating the
to bear some kind of personal trademark or signature, mechanics as desired. Another way to get more use out of
if desired, that makes all their spellcastings instantly the sample spells is to slightly tweak the description, and
recognizable as their work, for better or worse. For example, give the spell a different name.
the spells of Moncarr the Mauve might always feature a
particular red hue in some way, irrespective of the spell’s
appearance or effect. His “Crimson Fist of Justice” spell PREPARING SPELLS
might resemble a clenched fist of cracking red energy, while Although the sample spells can prove their worth several
his “Invocation of Carnelian Regeneration” might turn the times over, it is infinitely more rewarding to personally
skin of the individual he is healing temporarily red. create spells. Creating spells in-game can be exciting, but
A signature need not be a color, nor necessarily even a does require some quick thinking and creativity, and can be
visual clue. A specific scent, sound, or other theme, is just cause for some players to panic. By spending a little non-
as appropriate. gaming time preparing some spells, the entire spellcasting
process can be speeded up significantly during play, and
Making magic memorable does take imagination, and a the pressure to create imaginative spells on the spur of the
little thought, but the result is always worth it, as it will moment is notably alleviated.
entertain all concerned, enrich the game, and perhaps even
garner an additional XP or two from an appreciative GM. It is not necessary to prepare a multitude of spells, nor is
Any semi-encephalon can say “I cast a Fireball! A ball of it necessary to decide on the mechanics of the spell before
fire flies forth and strikes my target!”, but stating something a game. All that is required is a description of the spell
like “I invoke Sassan’s Searing Orb! A ball of vivid green effect, and a name for the spell; the rules can be added
flame spirals swiftly through the air, shrieking, the scent in-game thereby ensuring the spell is appropriate to the
of brimstone in its wake!”, makes the tired old fireball situation at hand.
exciting, and magic as magical as it should be.
When deciding how many spell descriptions it is necessary
to prepare, and what kind of spells will be needed, bear
in mind the current campaign, the personality of the
spellcaster, and the Modes they possess. For example,
an action-packed military campaign will require more
Attack Mode spell descriptions, while one based on
intrigue might require spells of the Reveal and Influence
Modes. Similarly, a magician known as a practical joker
will have several elaborate Illusion, Conjure, or Transform
spells useful for such antics, while one famed for their

82
attunement to nature will inevitably have a few peaceful, the spellbook a more uniform look. Using a fountain pen
nature-based spells. One good guideline when preparing or quill, while extremely authentic, is not necessary. Don’t
some sample spell descriptions is to look at the various worry about ink blotches or errors either, as magician’s
Modes the character’s Orders have bonuses or penalties spellbooks are stereotypically replete with such marks.
for. Although it is impossible to take every game factor
into account, it is advisable to prepare at least one spell If possible, try and write as the character would, because
description for each Mode the spellcaster possesses, or doing so is a good roleplaying experience, and can provide
two to three descriptions for those Modes the character has the character with more depth.
Order bonuses to using, or will obviously be using a great
deal in the current adventure. The spellbook need not be restricted solely to the
Another alternative source for spells, should inspiration containment of the character’s spells either. Magicians
fail, is to peruse the lists of spells presented in all manner often scribble notes in their traveling grimoire, especially
of other fantasy role playing games. In short, if a spell from in the margins, and many also keep their journal, details
another fantasy game, or novel, or movie, or what have you, of notable events, dates and times of meetings, important
seems cool, simply borrow it for Talislanta. clues, personal theories, and so on, in them as well. Some
even add sketches and diagrams of things they have seen,
After this initial investment of time and imagination, such as magical symbols they wish to investigate or
playing the spellcaster will be much easier, and far less research later. Few magicians are particularly artistic in
daunting. The same spells can be used time and again by nature, so it doesn’t matter if these illustrations are rough.
the same character, and as the character is played their Physical clues, such as fragments of parchment, and letters
repertoire of spells will be rapidly increased with the used as props in a game can also be kept in the pages of
addition of spells created in-game. Merely creating a few the spellbook, or even glued in. Printing off pieces of text
extra spell descriptions between each session also makes using the Talislan or High Talislan fonts (available on the
life much easier for the player of a spellcasting character, Talislanta website) on a computer, or any number of other
and it is surprising just how large, and quickly, a character’s arcane-looking fonts, can add even more realism to the
grimoire can grow. grimoire, and the translated or legible text can even be
printed off and glued onto the back of the page, so it can
be easily read.
CREATING AND Just a little preparation and thought when playing a
MAINTAINING THE spellcaster can make the game more enjoyable for all
concerned, and keeping and maintaining a notebook as if
GRIMOIRE it is the character’s eclectic traveling grimoire, can be one
of the most enjoyable aspects of playing a spellcasting
As any experienced roleplayer knows, keeping notes can
be vital to the success of a game, and scraps of paper, torn character.
notes, and other hastily scribbled messages can be easily
lost. When keeping a record of a character’s spells, relying
on scraps of paper to record the character’s them can waste
SPELL RESEARCH
To create a new spell requires time and in some cases,
a lot of time if such pieces are misplaced. resources. The base time to research any spell is 2 weeks
plus 1 week per Base Difficulty of the spell. At least 8 hours
It is worthwhile investing in an attractive notebook to act as each day must be spent in study. While this need not be
the character’s spellbook; one with an unusual cover, such entirely uninterrupted, frequent distractions will ruin any
as a mottled or marbled effect, or a fake leather binding, is effort made for that day. At the end of the required time,
especially appropriate. Such a notebook can even be used the researcher must make an MR+Mode rating check with
as a physical prop, embellished as desired with gold pen, a Degree of Difficulty equal to the Base Difficulty of the
transfers, or stickers, and need not be expensive. spell.
Treat the notebook as if it is the character’s traveling
spellbook, and record any prepared spell descriptions in it; On a mishap, treat it as a spellcasting mishap. On a failure,
use pencil when scribbling down spontaneous creations, or research must continue for another similar period before
descriptions that lack spell mechanics, as these can easily be re-rolling. On a partial success, progress has been made
written in properly with ink later, and the pencil erased. Try - additional rolls are at a cumulative +5 - but the research
and use the same color ink throughout the notebook to give

83
must continue for another period. On a full success or better, adventure, in which case the usual Spell Research roll
the magician has the desired spell. may be skipped at the GM’s discretion. Vision quests are
always uniquely appropriate to the power for which the
Each Order of magic has a different manner of researching shaman is searching.
spells.
Witches and warlocks study ancient scrolls, consult with
Cartomancers must spend their research time in gnorl rhabdomancers and mang trees, peer into pools of
contemplation of the Zodar deck. This is done by noxious substances, and commune with nature. This often
fortunetelling or gambling with strangers. This requires requires the witch to journey from place to place, seeking
a fairly reliable flow of individuals (marks) to make any out and piecing together fragments of lost and ancient
real progress. lore.

Crystalomancers study naturally-growing crystals. By Cryptomancers, Elementalists, Necromancers, and Wizards


listening to their resonance and observing their arcane must spend their time studying the written works of their
refraction they can determine how best to extract the Order. This requires access to a library of at least 10,000
desired properties from the crystals. The required crystals gold lumens value.
for this must be grown and harvested anew each time a
spell research roll is attempted, requiring an Agriculture
(crystal) roll with a Degree of Difficulty equal to the Base ENHANCED SPELLS
Difficulty of the spell. By spending time on research and experimentation, a
magician can modify a known spell, making it smoother and
Priests spend their time in prayer to their deity, studying the easier to cast. Spells that have been modified in this way are
holy works of the religeon, making devotional offerings, much sought after, and can demand high prices if sold.
burning incense, sacrifices, or whatever else is required.
Materials consumed in this process average about 50 gold Treat every known spell as a skill with a +0 rating when it
lumens per week. Sometimes, instead of the devotions a is learned. Enhancing a spell requires the same type effort
holy quest must be performed instead. This holy quest as performing research, plus an expenditure of xp equal to
may be used as an adventure, in which case the usual twice the new rating. This requires research time equal to
Spell Research roll may be skipped at the GM’s discretion. 1 week per xp spent. Thus to give a spell a +1 bonus costs
Holy quests are always uniquely appropriate to the spell 2xp and requires 2 weeks. To increase it to +2 costs another
sought. 4xp and 4 weeks.

Mystics require inner peace and quiet introspection to The bonuses from enhanced spells serve only to counter the
develop a new power within themselves. While this costs Base Difficulty (not including spell level). Thus an Attack
nothing and requires no materials, each week requires a spell with an area effect of 5’ radius (-5) and a range of
Meditation roll with a Degree of Difficulty equal to the 90’ (-4) could be enhanced to a maximum of +9, enough
Base Difficulty of the spell. to counter the -9 modifier.

Natural magicians must spend their time in the wilderness, Spells with no Base Difficulty (meaning the Difficulty is
far away from the distractions of civilization, and in deep derived from the spell level alone) cannot be enhanced in
contemplation of their connection to nature. This costs this way.
nothing and requires no materials. Each week the natural
magician must make a Wilderness Survival check, with Any enhancements added to a spell are recorded in the
a Degree of Difficulty equal to the Base Difficulty of the magician’s spellbook. If the spellbook is lost, no further
spell. enhancement research can be done on those spells until
the book is recovered or re-written. Re-writing a spellbook
Shamans spend their time communing with their totem, requires a number of days equal to the total Base Difficulty
burning aromatic herbs, and injesting hallucinogenic drugs. plus enhancement bonus of all the spells within, plus 1xp
A vision quest is required, where the shaman undergoes a per level of enhancement of all spells in order to replicate
journey in the Dream Realms to acquire the power he or the research.
she seeks. The vision quest can be played out as an actual

84
When learning a spell that has already been enhanced by
another magician, add the enhancement levels to the Base
Difficulty for purposes of time required. Also, 2xp per level
of enhancement must be spent to master its intricacies.
This is considerably less time and effort than the original
researcher spent.

CASTING ARCHAEN SPELLS


Archaen spells, though generally more difficult to cast, are
treated the same as modern spells within the scope of these
rules. The magician must know the Order and Mode of the
spell in question. A pyromancer can cast Sassan’s Firey
Motes using his Attack mode rating. A modern magician
must somehow learn Erythrian Battle Magic before casting
any spells of that type.

85
FORGOTTEN LORE
Since the time of the Archaens, many magical and
alchemical skills and fields of study have been lost or
forgotten. The following is a partial list, a sampling, The Essence Extractor
but it should not be taken as complete. The Talislanta
GM is free to create new Archaen skills and lore for A frightening and cruel device, the essence extractor was
the PCs to discover in their adventures. designed by a Shaitan with an interest in arcanology. It was this
Shaitan who taught the Torquaranians how to construct them
and use them to improve their hybridization techniques.
ALCHEMICAL
The infernal origins of the essence extractor can be seen in
HYBRIDIZATION every aspect of its design. The restraints on arms, legs, and
The Archaens delved deeply into the art of creating neck look like grasping claws which tighten cruelly. The tubes
new species. These creatures, collectively known as each end in a grining, diabolic maw filled with a dozen needle-
neomorphs, were made to be soldiers, concubines, like teeth, which can then be attached to various parts of the
entertainers, laborers, and anything else the Archaens body, depending on what traits are to be extracted.
desired. The art of Alchemical Hybridization was
their first effort in this field. It was invented during There are many potential uses for these devices. The essence
the Second Millennium, refered to by historians as extractor can be used to acquire any essential trait from a
the Archaen Ascension, when certain well-meaning living being... youth, stamina, virility, or possibly even more
alchemists attempted to create useful hybrids from esoteric essences, such as memories, love, or willpower. A
existing species. victim drained of his love would forevermore be incapable
of feeling that emotion.
Generally speaking, the earliest experiments
proved somewhat discouraging. The convoluted If the raw essence is consumed, the imbiber receives that trait
process involved in these operations were both for a short while, anything from a few minutes to a few days,
time-consuming and costly, and generally yielded depending on how intense the trait was in the original creature.
unpredictable results. A withered old magician could easily become addicted to
the vigor and virility of young victims. (Will roll to resist
The most notable failures occured in experiments addiction, with a cumulative -4 penalty.)
with vertebrate species, when the level of alchemical
arcanology proved insufficient for the task at hand. Rumors exist that the Shaitan know the process by which
Abominations of the most hideous sort emerged the raw essence could be distilled, allowing the imbiber to
from the vats to wreak havoc upon their creators. permanently absorb the essential traits from the victim. Giving
The hybridization of plant species yielded greater this knowledge to the Torquaranians was never part of their
success, however, and alchemists were able to plan, however.
develop a series of procedures that would later
be adapted to the field of botanomancy with even
greater results. gruesome practices were distateful, this was of no concern
to the Torquaranians. By such means, successful hybrids
Alchemical hybridization was all but abandoned by like the Araq and Banes were created, much to the dismay
the middle of the Second Millennium, largely due to of those counted the Torquaranians’ enemies.
the repeated and often fatal results. The practice was
later revived by the Torquaranians, who applied certain Following the fall of Torquaran, all practices associated
improvements suggested by he dark entities with which with Alchemical Hybridization were outlawed and the use
they consorted. The development of the essence extractor, of the essence extractor banned. Some few of these fiendish
a crude device used to drain living creatures of their devices are believed to have survived to the present day,
vital essences, dramatically improved on the earlier however, and may be found buried among the ruins of
methodology; though the moral implications of such Torquaran. Though these artifacts are outlawed in most

86
civilized lands, the Rajans have offered a reward of 200,000 A result of failure is similar to a mishap, only the
gold lumens for a functioning essence extractor. abomination is healthy enough to survive. They are often
insane, however.
The procedure for Alchemical Hybridization is as
follows: A result of partial success means the creature is mostly
as intended, though there are flaws. One or more of the
Step 1. The two different lifeforms that are to be crossbred desired attributes is that of the wrong “parent”, or the
are secured to separate tables and connected to an essence hybrid has a truncated lifespan, or it is insane. The hybrid
extractor by means of a network of glass tubing. The two is not fertile.
creatures must possess, between the two of them, all the
traits the desired hybrid will have. (i.e. If the hybrid is to A result of full success means the hybrid possesses all the
have a +6 strength, then at least one of the original creatures attributes and special abilities desired.
must have that.)
A critical success means the hybrid is everything the
Step 2. The essence extractor is activated. The operator alchemist had hoped for, plus some unexpected benefits
and/or assistants monitor the various valves and tubes, (such as a mated pair emerging from the vat.)
regulating which essences should flow into the amberglass-
lined receiving vat and which are discarded. The process Cost to Acquire: 20 xp
is quite painful for the two original lifeforms, though they Training Period: 20 weeks
will not die until the last drop of their essence has been Attribute Modifier: INT
drained.

Step 3. After twenty-four hours, a liquid mixture composed BIOMANCY


of the combined living essences lies in the receiving vat. Biomancy is a branch of Thaumaturgy that is primarily
This fluid bubbles and froths, very much alive and in some concerned with the creation of new lifeforms, and to a lesser
way aware. The vat is sealed with paraffin. extent the modification of existing lifeforms. For this reason
the student must understand the principles of Thaumaturgy
Step 4. In two weeks’ time the vat may be opened. At this before attempting to study Biomancy. (Biomancy skill
time, make a roll on the Action Table with no modifiers. cannot exceed Thaumaturgy skill.)
A result of Failure means the vat contains a naueating
amalgam of the two original creatures, dead. Biomancy used some of the principles of Alchemical
Hybridization, but replaced such cruel devices as the
If the hybrid is alive, make an Alchemical Hybridization essence extractor with more advanced and humane tools,
roll, with a Degree of Difficulty equal to the desired Ability such as the essence accumulator, a sophisticated apparatus
Level of the hybrid, plus the following modifiers: integral to the practice of Thaumaturgy.

Each point of positive attribute +1 Practitioners of Biomancy developed the means to


Each two points of negative attributes -1 analyze existing lifeforms and to determine their precise
Each plant +0 component parts without harm to the creature. These vital
Each insect +3 components, the essences, could then be extracted from
Each simple animal (no spine) +6 the aetherium using the essence accumulator, measured to
Each complex animal (with spine) +9 exact specifications, and infused into a biomantic chamber.
Two different categories of creature +3 The end result was a new lifeform created according to the
biomancer’s designs.
A result of mishap means the hybrid has resulted in
something utterly unintended, an abomination. Such results This process was much more reliable than Alchemical
often end with the death of the alchemist or the assistants Hybridization, and lacked many of the ugly moral questions
(whoever opened the vat) and the destruction of the lab as as well. Using Biomancy the Phandre created new types of
the horrible creature lashes out in pain and madness. Such plants, animals, and insects, along with neomorphs such as
abominations rarely live more than a few minutes, though the Bodor, Thiasians, Monads, and others. No longer did
there are exceptions. the Archaens have to engage in dangerous or menial labors

87
Every 2 levels of “growth potential” +1
Each point of positive attribute +1
Each two points of negative attributes -1
Each unique special ability (poison, fast
maturing, unique sense, etcetera): +1

For example, a Phandre wished to create a


flying draconic steed. He assigns it a starting
Ability Level of 2, with a potential max
Ability Level of 10 (+4 difficulty). Strength
+3, Constitution +2, Speed +7, Int -4, Per
+4. All other attributes are 0. He wants it to
have the ability form an empathic bond with
the owner (+1 difficulty), and to reach full
maturity in one year (+1 difficulty). The total
Degree of Difficulty is -22.

Step 2. The essential components comprising


the desired lifeform must be determined.
This is done by means of biomantic analyzer,
a handheld device that operates on the
principles of thaumaturgy. This requires a
Biomancy roll with a Degree of Difficulty
equal to the Base Difficulty of the desired
lifeform.

Step [Link] essences are gathered and


measured using an essence accumulator. This
process takes 1 week.

Step 4. The essences are placed in a biomantic


chamber. One week later the chamber may
be opened. Roll a Biomancy check with the
- they had created slaves for that. Hunger became a thing
following results:
of the past, as edible plants and beasts coule be created in
abundance.
On a mishap, the new lifeform is an abomination, as with
Alchemical Hybridization, though the creature is rarely
Not all Archaens were convinced that Biomancy was
insane. On a failure, the new lifeform did not quicken in
entirely beneficial to civilization, however. Some, such
the chamber, and thus was never alive. On a partial success,
as Rodinn and Koraq, questioned the wisdom of creating
the new lifeform lives, but it is flawed in some way...
new species, claiming that experimentation of this sort
choose one trait at random (an attribute, a special ability,
could have an adverse effect upon the balance of nature.
or lifespan) that is much worse than intended. On a full
The Phandre, never ones to dwell overlong upon matters
success the lifeform is as intended. On a critical success the
of ethics, regarded such concerns as secondary to matters
lifeform is everything the biomancer intended, plus some
of profit.
unexpected benefits.
The procedure for Biomancy is as follows:
Note that Biomancy can also be used to create simulacrums,
living duplicates of specific individuals. The procedure is
Step 1. The desired lifeform must be designed, with the
the same as described above, but it is a good deal more
seven most important traits calculated to give a Base
complex as every trait much be matched precisely. Follow
Difficulty. The Base Difficulty is equal to the starting Ability
the steps above, but step 3, gathering and measuring
Level of the lifeform at “birth”, plus the following:

88
the essences, takes 2 weeks instead of 1. The Degree of
Difficulty has an additional -10 modifier due to the level
LIMITATIONS
In addition to being nearly impossible to hide, Battle Magic
of precision.
is difficult to master. There is a Base Difficulty modifer
to all Battle Magic spells, based on how augmented they
Cost to Acquire: 100 xp
are, though this added difficulty can be countered with
Training Period: 100 weeks
enhancement levels.
Attribute Modifier: INT

MODES
Not available: Transform, Summon
ERYTHRIAN Bonuses: +3 Attack
Penalties: None
BATTLE MAGIC Alter Effects: Physical qualities (similar to Wizardry)
Erythrian Battle Magic is a branch of wizardry invented can be altered, as well as more vague qualities that are
by the Erythrian Warrior-Mages of the Third Millenium. useful in warfare such as the CR attribute, morale,
The various skills and spells of this field were developed leadership ability, etcetera.
specifically for use in warfare and were tested on the
continent of Altarus. When the sky-city of Erythria fell into
the Far Seas, nearly all of this martial lore was lost, and has ENCHANTMENT
never been recovered to the present day. Common Battle Magic enchanted items include:

The spells of Battle Magic focus on warfare and generally ► Pommels that create a glowing blade or whip of
target large areas, affecting a great number of foes. Against arcane energy, or bracers that create a glowing shield.
smaller groups or single-targets, Erythrians prefered to (Attack or Defend)
conjure lethal hand-held weapons and mighty armor and ► Banners that radiate courage to all nearby allies,
fight as warriors. increasing morale (Alter)
► Battering rams that tear down enemy walls with
amazing speed (Hex)
PHYSICAL COMPONENTS ► Floating battle-palanquins (Move)
Battle Magic requires one free hand with which to gesture
(the other may be holding a shield or a weapon), and the
guiding words must be shouted at the top of the lungs. A
semi-magical effect associated with Battle Magic is that the NEURIAN TECHNOMANCY
words spoken during spellcasting reverberate, magnified The Neurians were the inventors of Technomancy, the field
by the spell’s energy, allowing all those within 10 feet per of metaphysics that focused on the use of specialized skills
spell level to clearly hear them regardless of distractions and complex mechanisms rather than spells and magic
or the nearby clamor of battle. items. Much of their alien lore was lost during The Great
Disaster, when the continent of Simbar broke away from
ADVANTAGES Talislanta and sank into the Aetheric Sea.
The area and range of most Battle Magic spells is much
greater than usual. Area is 10’ radius per -1 added difficulty. Few mono-encaphalons possess the high degree of
Range is an additional 100’ per -1 added difficulty. Modes intelligence necessary to master Neurian Technomancy.
that are usually single-target are often 10 foot radius. If a player character manages to find a way to learn it, he
or she must study for 100 weeks and make an INT check
Attack spells that have a duration (arcane weapons) and at a penalty of -20. On a failure, the student may continue
defensive spells such as armor generally have a duration to study for another 20 weeks and roll again. On a partial
of 5 minutes. success, some progress has been made - the student must
continue studying for another 20 weeks, but with a +5 on
Barriers created with the Defend mode can be made mobile the next roll. On a full success or better, the student has
if created in the form of a shield or attached to a physical mastered the basics of Neurian Technomancy. On a mishap,
object, such as a bracer or a siege tower. the student can never grasp Neurian Technomancy unless
his or her intelligence somehow increases.

89
source, the level of the crystal determining the
maximum level at which the automaton can be
NEURIAN QUANTIFIER built. Enchanted crystals of the required sort are
The Neurian quantifier is a complex device that can be rated at 10 carats per level. Every automaton must
employed to measure almost anything, including size, be equiped with a sensorium, or “mechanized
volume, weight, age, speed, depth or thickness, altitude, brain”, of great complexity. Even the most
and so on. Quantifiers are powered by energy crystals and advanced automatons are not capable of emotional
can only be employed by skilled technomancers. These responses or original thinking per se; rather, these
devices use a standard Neurian unit of measure known as a constructs can only respond within the parameters
microchron, an abstract unit of space-time. established within their sensoria. The number
of responses that can be programmed into such
Adventuring uses for the quantifier include: a device cannot exceed 1 per every 2 levels of
● A mobile lie detector the construct. A listing of possible programmed
● Finding secret doors, hidden compartments, and responses includes the following:
traps
● Discovering the weakest part of a wall or barrier ► Motility: The automaton can move as per
● A sentry, set to detect movement the type of creature the automaton is designed
● Tracking by scent to emulate. Generally speaking, an automaton’s
speed rating will be 1-4 points lower than the type
In all cases, treat the quantifier as a 5th level Reveal spell of creature is had been designed to resemble. Thus
for game mechanics. an automaton patterened after a creature with a +2
SPD would end up with a SPD between +1 and -2.
NEURIAN MATERIALIZER Nearly all automatons will have this program.
Materializers were used by Neurians to create temporary
tools or spare parts for short-term repairs. The materializer ► Observation: The automaton is capable of sight
could be commanded to create nearly any substance within and can recognize basic forms and patterns. An
its limits. At the center of the sphere is the materialization automaton with this response can categorize objects
chamber, 21 inches in height, width, and depth. The most into general groups such as humanoids, beasts,
mass it can produce in a single day is 150 lbs. Materialized conveyances, liquids, solids, and so forth.
substances remain for 1 hour before fading, though if the
material is placed back into the chamber before the hour has ► Speech: The automaton is programmed to speak
expired, that mass is recycled and does not count against a language. If multilingual capabilities are desired,
the daily limit. several speech programs must be used.

► Protection: The automaton will attack or restrain


In addition to all the abilities of Technomancy as any creature or object designated by its mater as a
described in 4th edition Talislanta, the master of Neurian foe. The degree of force that is to be used can be moderated
Technomancy can create automatons and construct and use as desired. The observation program is necessary for this
Neurian tools and devices. response.

► Seek: The automaton will search for specific creatures,


CONSTRUCT AUTOMATON objects, or substances as indicated by its maker. The
This is the ability to construct “intelligent” mechanisms, observation program is a prerequisite for this response.
devices that can be programmed to perform specific When combined with protection, this program yields the
functions. Most automatons were built with some degree dual function Seek & Destroy, or Seek & Retrieve.
of mobility and designed to resemble stylized humanoid
beings; the Parthenians are a prime example of this type. ► Knowledge: The automaton is programmed to contain
Influenced by the Archaens, the Neurians also created knowledge of a specific subject or field, such as history,
automatons patterned after other types of creatures such geography, technomancy, alchemy, and so on. Note that
as dragons, spiders, steeds, and so forth. knowledge does not confer comprehension or practical
ability, per se. Rather, automatons with this program are
All automatons employ enchanted crystals as a power

90
similar to walking encyclopedias. The knowledge
contained within such a program can be quite detailed, NEURIAN COGNITOR
though again, no ability to apply this information is Cognitors were the greatest achievements of Neurian
implied. An automaton can be provided with more arcanology. They were said to be automatons with such
than one knowledge program, and a seperate program wide ranging knowledge and skill that they could at times
is required for each field or subject. In order to be seem to be truely intelligent. They were capable of making
effective, this program is generally combined with informed decisions and even developing new lines of thought
the speech or scribe responses. regarding any problem set before them.
► Scribe: The automaton is programmed to record Beside their vast knowledge and intellect, they were also
information in written form, either on parchement designed with a sense of curiosity and deep respect for
or by more elaborate means. knowledge. This made them ideal mental assistants, record-
keepers, and tutors for the Neurian children.
► Skill: The automaton is programmed with a
specific skill, usually somewhat narrowly defined. In appearance, cognitors were generally spherical. They had
Possible skills include such things as Navigate Ship, no motility themselves, being intended as stationary devices.
Pilot Ship, Load Cargo, Sentinel, Wield Sword, and They were capable of speech, and could display any image
so on. Automatons cannot learn magic, but they can on their metalic surface.
be programmed to employ enchanted items. Some
additional programs may be required to use the skill,
such as observation for Navigate Ship, depending on
the type of skill being programmed.
NEURIAN METAPHYSICS
Automatons are expensive and time consuming to produce. Neurian metaphysics is a field of knowledge that teaches
The following chart indicates the cost in time and materials, that reality is objective, and can be quantified by the
including energy crystals, to produce an automaton. To this application of superior intellect. For this reason, it is
figure add another 10,000 g.l. and one month’s time in order antithetical to the concepts of magic and spellcasting,
to construct the automaton’s sensorium, multiplied by the which teach that reality is entirely subjective and subject
number of programmed responses desired. to manipulation.

The Neuran concept of duality, which expresses opposing


Type Diff Time Base Cost
forces in mutually exclusive yet simultaneous terms, is very
Required
difficult for mono-encephalons to grasp.
Humanoid -12 2 months 10,000
Equs -14 3 months 15,000 The Neurians claimed to have applied these principles to
Scorpion -16 4 months 15,000 + 1,000 the Omniverse, enabling them to navigate the Continuum
per foot of in their dimension-spanning vessels. They created a unique
body length four-dimensional map of the Omniverse and contained it
Spyder -16 4 months 15,000 + 1,000 within a crystal pyramid; the Sindaran game of Trivarian
per foot of is based upon this device, though it is unclear whether
body length modern-day Sindarans are aware of its original applications.
The principles of Neurian metaphysics, and the trivarian
Dragon -20 6 months 20,000 + 1,000 map, were used to plot the exact location in space and time
per foot of of nexus points, wyrmholes, and other phenomena, taking
overall body into account the normal fluxes and permutations inherent
length in the workings of aetherspace.

Special abilities, such as mechanical wings, venomous The great sorcerer and theorist Koraq studied among
attack, web-spinning (using metal wire), or firey breath the Neurians for a time, and found their concepts quite
generally add an additional month and add 25% to 50% to facinating. In a brief monograph on the subject of Neuruan
the overall cost. metaphysics, he wrote: “In the development of my theory
Cost to Acquire: 100xp of quantum magic, I was influenced to a great extent by the
Attribute Modifier: INT
91
Neurians, whose knowledge of metaphysics far exceeds our aspect of sorcery to achieve trans-temporalization - time
own. Conversely, they seem unable to comprehend even the travel - without success.
basic tenents of magic, which they regard as an inexact and
utterly illogical science.” The Neurians likewise seemed to The spatial axis defines the magic’s effect within space.
have been impressed with Koraq, whom they described as Modifying this axis can increase or decrease the range or
“quite intelligent, for a mono-encephalon.” area of effect of a spell or magical force. Spells that are
normally touch-only can be made ranged, and spells that
Mastering Neurian metaphysics provides the following normally affect only a single target can work on an area.
benefits:
The nature axis is actually three axes that, when taken
+5 to Technomancy rolls together, define the magic’s nature. This is the most
+2 to Intelligence complex axis, but modifying it can change the very nature
25% xp cost reduction to learn Neurian of the spell, allowing a sorcerer to perform feats beyond
Technomancy the scope of modern Talislantan magic.
Can be used in place of any navigation skill in the
aetheric sea. It must be noted that Sorcery is meta-magical in nature. It
Conversely, mastering these concepts tends to make dealing is used to modify spells and magical forces, or to create
with magic more difficult: -2 to all spellcasting rolls. new spells quickly and reliably.

Cost to Acquire: 50xp The spells created this way do not require knowledge of
Attribute Modifier: INT Sorcery to cast. If a sorcerer creates a new Wizardry spell,
then any wizard with the appropriate Mode can cast it,
once learned.
SORCERY
This magical field of study was created
by the master theoretician Koraq in the
forgotten age. It may be thought of as the
esoteric “science” of magic. Through the
application of the principles of sorcery,
Koraq sought to define the basic workings
of magic and organize the arcane arts into
distinct fields of study. This development
lead to the creation of new forms of magic,
such as thauamurgy, cryptomancy, and
biomancy.

According to Koraq, any spell or


magical force can be visualized as a
three-dimensional matrix, a pattern that
determines its intrinsic powers. Each spell
or magical force has its own matrix; its
signature is like a fingerprint, with no two
exactly alike.

The matrix can be visualized thus:

The temporal axis defines the magic’s


effect within time. Modifying this axis
can increase or decrease the duration of
the spell or magical force. Koraq spent a
great deal of effort in an attempt to use this

92
he is using Tractus to increase the area effect and Tempus
ADVANTAGES to increase the duration. Since his Tractus rating is lower,
1) Archaen magic that is the skill he must use to create the spell matrix.
The master of Sorcery may combine modes to achieve
effects that are impossible through modern Talislantan DISADVANTAGES
magic. When combining modes, all penalties from both
effects are added together, and when casting the magician Difficult to Learn
uses the lowest applicable Mode rating. Sorcery is a complex field, and even among Koraq’s
contemporaries few could understand it. In addition, there
For example: Azadam is casting Assassin’s Bolt, an are no known practitioners of sorcery in modern Talislanta,
Archaen attack spell that combines an Attack effect with an though certain ancient beings or constructs may possess the
Illusion to numb the area so that the target does not know knowledge at the GMs discretion.
he has been hit. Azadam has an Attack rating of +7 and an
Illusion rating of +4. He must use his Illusion rating when Even if some means of study is found, the XP cost to
casting Assassin’s Bolt, since that is the lowest Mode that increase the sorcery modes is the new rating x5 rather than
applies. the usual x2.

2) Spell creation SORCERY SKILLS


The sorcery skills can be considered meta-magic - they
Using the principles of sorcery, the magician can create
affect the result of other spells and can be combined with
new spells with only a few minutes’ effort by visualizing
any other order.
the spell matrix, rather than the long and laborous process
of spell research.
Tempus (Temporal axis)
If the spell uses only the standard Modes as described By adjusting the temporal axis of a spell or magical force,
in chapter 4 of the Talislanta Handbook, then all that is the duration increment can be increased or decreased by
required is a Sorcery check (using the highest known one step for every additional -3 difficulty added to the spell.
Sorcery skill, described below) with a penalty equal to -2 This added difficulty applies to the spell creation roll as
for each mode being used plus whatever other penalties well as the spellcasting rolls.
apply to the spell, other than spell level.
Rounds - Minutes - Hours - Days - Months - Indefinite
For example: Azadam has an INT of +4 and his highest
Sorcery skill is Tempus at +8. To visualize the spell matrix For example: An Influence spell has a duration that is
for a new necromantic Attack Mode spell, he must simply normally measured in rounds. At a cost of -6 that could
roll 1d20 + 10 (4+8-2). If the spell also has an area of effect be changed to hours, or days at a cost of -9. A spell of
of 5 foot radius (-5 added difficulty), and includes a Hex Alteration is normally measured in minutes. At a cost of -12
effect (second mode for another -2), then Azadam would that could be made indefinite, lasting until dispelled.
have to roll 1d20 + 3 (4+8-2-5-2).
Difficulty: -10
XP cost: 30 xp
3) Sorcery meta-magic skills Time Required: 30 weeks
If a new spell uses any of the Sorcery skills to extend
duration, range, area, or to change the way the spell works,
then the same spell creation rules apply as above, only the Tractus (Spatial axis)
sorcerer uses the lowest known Sorcery skill that applies, By adjusting the spatial axis of a spell or magical force,
instead of the highest known. the area or range increment can be increased or decreased
by one step for every additional -3 difficulty added to the
For example: Azadam has the following Sorcery skills, spell. This added difficulty applies to the spell creation roll
Tempus at +8, Tractus at +4, and Qualitus at +5. To visualize as well as the spellcasting rolls.
the spell matrix for a new necromantic Influence Mode spell
that instils fear to everyone in a 30 foot radius for an hour,

93
SORCERY: PUTTING IT ALL TOGETHER
The Sorcery rules can be complex at first glance, so we will go through the process here, step by step.

Azadam is going to create a new spell. He begins by visualizing the spell matrix for an Attack spell that also
invokes fear (Influence). He wants the area effect to be 10 feet radius per -1 difficulty, and the range to be 100
feet per -1 difficulty. He also wants the duration of the fear effect to last for 1 minute per -1 difficulty.

The Attack mode already has an area effect of 1 foot radius per -1 difficulty, but the Influence mode is single-
target. Since the two modes are being combined, we count the smaller number. The same goes for range.
Again, Influence has a smaller range, so we will count that.

To increase the area effect from single target to 10 foot radius increments is a -6 modifier using Tractus. To
increase the range from 5 feet to 100 foot increments is another -6. Increasing the duration of the Fear from
5 rounds to 1 minute increments is another -3.

He sets the range at 100 feet, which is the base range so there is no added difficulty). The area effect to 10 foot
radius (for a -1 difficulty). He sets the duration of the fear at 1 minute, which is the base duration.

The total modifier for the spell visualization roll is -20. -15 for the Sorcery skill modifications, -1 for the area
effect, and -4 for combining two modes. He must use either his Tempus or his Tractus rating, whichever is
lower.

Here is the resulting spell:


Wizardry
Terrorclap (Attack/Influence)
Duration: 1 minute
Range: 100 feet
Area Effect: 10 foot radius
Damage: 1hp per spell level
Base Casting Modifier: -16
Description: When the Terrorclap erupts, all those caught in the area effect must make a Will attribute
check at -1 per 2 spell levels or be filled with incapacitating fear for one minute and suffer 1 hp damage
per spell level as they injure themselves in their fear. Those who get a partial success take half damage
and suffer a -1 on all actions due to the partially disabling fear. On a mishap, the victim will remain in a
state of fear until some outside stimulus shocks him or her out of it.

Note that knowledge of Sorcery is not required to cast this spell. Once the spell has been created, any wizard
can cast it using the lower of his Attack or Influence Modes.

Touch / Single Target - Feet - 10 Feet - 100 Feet - 500 measured in miles. At a cost of -9 that would become
Feet - Miles - 10 Miles - 100 miles - Unlimited unlimited range (within the same plane.) To reach other
planes, Qualitas would be required.
For example: A barrier using the Defend mode would Difficulty: -14
normally have a radius measured in feet per -1 difficulty. XP cost: 40 xp
At a cost of -6 additional difficulty, that radius could be Time Required: 40 weeks
changed to hundreds of feet per -1 difficulty. A Reveal
spell used to locate someone would normally have a range

94
Qualitas (Nature axis) They can create clockwork automata capable of
By adjusting the nature axis of a spell or magical force, the performing almost any mundane function, like
very nature of its effect can be modified. The extent of the automatically harvesting fruit or shelling nuts. Creating
modification determines the added difficulty, and is up to such devices takes between one day and several months,
the GM to determine. Note that this is the most powerful depending upon the complexity of the device. None of
and potentially game-breaking aspect of Sorcery, and it is these items are “magical” and they do not count against
suggested that even if PCs manage to acquire knowledge the limit of seven enchanted items.
of Sorcery, the Qualitas skill should remain the province Many clockworks are powered by elemental power
of rare and powerful NPCs. sources known only to technomancers, although some
Minor change (-5 difficulty) may rely on springs and require occasional rewinding.
♦ Making an attack spell ignore or pass through Clockworks are capable of limited activity, performing a
designated creatures or substances single task or set of tasks.
♦ Making a barrier permeable to certain things.
♦ Using a Ward to protect against a broad category of Type Diff Cost to construct
things such as “magic” or “weapons” Simple devices -2 150 g.l.
♦ Doubling the one aspect (max weight, resistance Advanced devices -10 800 g.l.
difficulty, etcetera) Complex devices -15 2,000+ g.l.

Moderate change (-10 difficulty) Simple devices include music boxes, a figurine that reads
♦ Using the Move mode to teleport a poem or sings a song, or a clockwork pet that follows
♦ Using the Summon mode to open portals the owner and performs three tricks. Simple devices take
♦ Multiply one aspect by 4 between one and three days to construct.

Major change (-15 difficulty) Advanced devices include toy soldiers that march into
♦ Using the Heal mode to slow, halt, or even reverse battle with each other and scream in mock pain when
the effects of aging “killed”; a clockwork head, mounted over the door, that
♦ Causing Illusions to be real for all intents and speaks a greeting and announces visitors; an automaton
purposes (an illusory bridge would support weight, an scribe that copies words from one page to another.
illusory person would think for themselves, etcetera) Advanced devices take between one and two weeks to
♦ Multiply one aspect by 8 construct.

Difficulty: -20 Complex devices include household servants that can


XP cost: 100 xp obey simple commands, chess-playing automatons, and
Time Required: 100 weeks devices to replace lost limbs. Clockwork arms and legs
have the following attributes by default: STR 0, DEX
-4, SPD -2. The attributes can be increased by doubling
the construction cost per point. (Increasing DEX to 0
CONCERNING would cost 16x normal.) The difficulty of construction
is increased by one for each point, as well. Clockwork
NEW AGE limbs can withstand blows up to 20 damage without
being destroyed. Complex devices take between one and
TECHNOMANCY three months to construct.
The following are abilities known by everyone who
learns the technomancy skill.
2) JURY-RIG MECHANISMS
Technomancers can temporarily fix or modify any
1) DESIGN AND BUILD ADVANCED CLOCKWORK mechanism rapidly and easily. However, these repairs
MECHANISMS or modifications are purely temporary and performing
One of the most important aspects of a technomancer’s them can result in damage to the device. Jury-rigging
ability to design and modify devices or mechanisms a repair requires an unmodified roll and requires 5
(Talislanta p. 104) is their ability to create advanced minutes, reducing the time required to 5 rounds raises the
clockwork mechanisms, including accurate clocks as difficulty of the roll by +3.
well as clockwork powered vehicles and prostheses.
95
minutes to create. Typical examples of jury-rigged
Jury-rigging improvements requires the same time, but devices are wind-up noise-makers, wind-up toy carts,
adds +3 to the difficulty. The technomancer can only burglar alarms, or timers that flip levers, ring bells, or
improve one characteristic of a device at a time. Such perform similar functions when they go off.
improvements can increase range, speed, rate of fire,
damage, or any similar trait. A Partial or Full Success on Since these devices are only collections of parts that
a jury-rig roll increases the desired feature by 50%, while have been thrown together, they do not work for
a Critical Success doubles this feature. A technomancer long. On a Partial Success, jury-rigged devices that
can only jury-rig an improvement for one characteristic perform discrete functions like sounding an alarm
of a device at a time. work once before failing, while a wind up cart or
other device that works continuously runs for 10
In all cases, if a partial success is rolled on a jury-rigging minutes. On a Full Success, such devices work twice
roll, the jury-rigging works as desired, but also damages or for 30 minutes, and on a Critical Success, jury-
the device, so undamaged devices must be repaired rigged devices work three times or for up to one hour.
before they can function again, and already damaged Once their duration has run out, the device cannot be
devices suffer further damage (raising the difficulty of repaired, only rebuilt. A Critical Failure destroys the
all further repairs by +3). Jury-rigging attempts last parts, so that they cannot be used in any other device.
for three uses or, for devices like vehicles, that operate
continuously, one hour on a Partial Success, they work 3) SABOTAGE MECHANISM
for six uses or three hours on a Full Success, and for a Because of their detailed understanding of all
dozen uses or 12 hours, if the character rolls a Critical mechanisms, technomancers can render any device
Success. inoperative until it is repaired if they can gain access to
it for one round and make a successful technomancy roll
Technomancers can also build small jury-rigged with a difficulty of between 0 and +3 (depending upon
clockwork devices from spare parts they find or carry the complexity of the device, more complex devices
with them. These devices can perform a single, are easier to disable). If desired, the technomancer can
relatively simple function and require only 20 minutes disable a device so that it appears completely functional
(minus one minute per level of Technomancy skill) to until used. Doing so requires the technomancer be
create. Thee devices take an absolute minimum of five able to work with the device for at least five rounds.
Technomancers can cause a device to work normally
for the first one to three times it is used and then fail
and require repairs on some subsequent use. Doing so,
adds +3 to the difficulty of this roll. For devices like
vehicles, which are used continuously, technomancers
can design them to fail after between five minutes
and five hours of use, but doing so also adds +3 to
the difficulty of the technomancy roll.

CONCERNING
BOTANOMANCY
The following are abilities known by everyone who
learns the botanomancy skill.

1) CREATE HERBAL MIXTURES


The botanomancer can use herbs and plant products
to create medicinal mixtures, narcotics, and plants-
based poisons as an alchemist of the same skill level.

96
2) SHAPE PLANTS 3) COMMUNICATE WITH PLANTS
Botanomancers can cause living plants to reshape Botanomancers are taught to feel the subtle reactions
themselves to any desired form. By touching special that plants have to all forms of contact. By carefully
pressure points, pouring swiftly acting additives on the touching and examining a plant, a botanomancer can
soil, and applying herbal extracts directly to the plant, initiate limited degree of communication with it. In
botanomancers can reshape plants to any reasonable addition to this communication being rather inexact,
form. Botanomancers can transform a tree into a plants only know what their limited senses can perceive.
sheltering hut or a cluster of sturdy vines into a bridge A plant could easily tell the botanomancer about soil
across a nearby chasm. However, the plant remains a conditions or about how long ago and how hard the
natural plant of its type; botanomancers cannot use this last rain was. However, asking a tree about a broken
ability to alter a plant’s size or substance. When a tree or cut branch typically reveals little more than that the
is made into a hut, it bends over, forms its branches into branch was broken four days ago, in the morning, by
a shelter, and tightly overlaps its leaves to keep out rain. three blows from a hard, sharp object like a sword or
However, it remains a tree. Similarly, when vines are ax. Botanomancers can communicate freely with all
made into a bridge, they remain a group of interwoven intelligent or semi-intelligent plants.
living vines.

The difficulty of manipulating flexible plants like vine CONCERNING


or ferns is 0, while the difficulty of controlling woody
plants like trees is +3. In all cases, the botanomancer THAUMATURGY
must touch the plant to affect it and the transformation Thaumaturgy is considered a divine gift from Jamba, and
takes between 15 and 30 minutes – the more complex a powerful gift at that. Its regulation would be incredibly
the transformation and the less flexible the plant, the severe, lest it cause untold damage, offend Jamba, or fall
longer the transformation takes. Normally, these into less than worthy hands.
transformations are temporary and last between one
hour and one day; the exact duration is based upon the Only the most trustworthy, sane, loyal, and intelligent
botanomancer’s wishes. Alternately, the botanomancer individuals would even be considered for training as a
can make this transformation permanent; doing so Thaumaturge, and I’m willing to bet the tests for entrance
adds +5 to the difficulty of the roll and requires the would be long, arduous, and rigorous in the extreme.
botanomancer to spend at least eight hours working with Such individuals would be fiercely loyal to Dracarta, and
the plant. extremely protective of their secrets.

Although shape plants can be used to create elaborate No Thaumaturge would ever be allowed to just leave
snares and traps, it cannot be used as a direct attack, Dracarta bearing his caduceus, because that’s tantamount
since the plants move far too slowly to be a danger to to a nuclear scientist just wandering off with some
anyone. This ability is similar to the influence plants weapon’s grade nuclear material. Dracarta just wouldn’t
ability possessed by Green Man Symbionts, except that let it happen, and if a Thaumaturge went AWOL, you can
it is considerably slower, requires the botanomancer to safely rest assured that they’d spare no expense or effort in
touch the plant, and can only affect a single large plant recovering him (and the secrets of thaumaturgy he carries).
or a group of closely growing smaller plants (like a small Any Thaumaturge found to be conducting unsanctioned
grove of bamboo) at a time. or dangerous use of thaumaturgy had better write his will,
because the Dracartans would regard it as both sacrilege,
The soil additives and herbal extracts used to reshape a threat to national security, and a possible threat to their
plants are herbal mixtures that any botanomancer can reputation.
create. These mixtures can be applied to any plant
and need not be specially made for specific plants. As for what Thaumaturgy can actually transform, it is
A standard kit of herbal mixtures that weighs 2 lb. essentially limitless. Purity doesn’t enter the equation. If it
and contains chemicals sufficient to reshape up to a can transform the water of a lake into a solid block (as we
dozen plants. It costs 10 g.l. and can only be used by know it can), it would have no trouble with anything. Lake
botanomancers. water isn’t pure. Likewise, neither is air, and we know that
can be altered as well. Accidents involving Thaumaturgy

97
should be horrific indeed, as it liquifies/solidifies/gasifies brown smudge is Ariane blood, Equs blood, red dye,
flesh and bone randomly. The Dracartans take major pains or barb-berry juice, and will also know approximately
to control its use, and especially safeguard the costly (and how old the stain is. In addition, they can tell if a tiny
all too dangerous) quintessence. fragment of cloth is silkcloth, spinifax, or gossamer,
and what materials were used to dye it. Thaumaturges
Despite this lethality, it certainly wouldn’t be used as a can also determine the degree of similarity between two
combat weapon. Any stressful situation makes a mishap all samples. They can tell if a particular bloodstain is blood
that more likely, and you can’t afford to take that chance from a particular person (as long as the thaumaturge has
with quintessence. No sane Thaumaturge would dare use a sample of the person’s blood to compare it to), if two
it that way, and any insane one would be quickly put down pottery shards come from the same pot, or if the ruby set
by the authorities. in a ring came from a particular mine.

So, when using Thaumaturgy in your game, consider these Using a caduceus in this fashion is more difficult than
simple facts: performing quantitative analysis; the thaumaturge
1) It is VERY strictly controlled. receives a -1 to all action rolls to perform this action. In
2) Thaumaturges are rigorously selected, and also addition, doing so requires at least one minute. Studying
subject to control. the item for a full hour provides a bonus of +1, and a
3) It is expensive. full day of study increases this bonus to +3. In all cases,
4) Misuse (in any shape or form) would not be a single action roll is made for the entire identification
tolerated. process.
5) It is VERY dangerous and volatile indeed, and if
used in combat might pose just as great a threat to 2) COMPLEX ANALYSIS
its user. Thaumaturges can also use their caduceus to determine
the properties of various materials, including the uses
Think of Thaumaturgy and quintessence as Dracarta’s of a potion, the freezing point of an unknown liquid, or
equivalent of nuclear capability, but with added religious whether or not a powder would explode if exposed to
significance, and you’re on the right track. heat. This procedure will also reveal the presence of any
spells or enchantments on the item, but it will not reveal
ADDITIONAL the nature or purpose of these spells or enchantments.
THAUMATURGY ABILITIES
The following are abilities known by everyone who Using a caduceus in this fashion is relatively difficult,
learns the thaumaturgy skill. so the thaumaturge receives a -3 to all actions rolls
to perform this action. In addition, doing so requires
at least one minute. Studying the item for a full hour
1) FORENSIC ANALYSIS provides a bonus of +1, and a full day of study increases
A thaumaturge can use his caduceus to identify various this bonus to +3. In all cases, a single action roll is made
materials. Thaumaturges can determine is a dark red- for the entire identification process.

98
MORE SAMPLE SPELLS
Calling Down the Sun
CARTOMANCY Base Difficulty -6
1st level base, Area Effect
ALTER With the Greater Sun on the bottom of the deck, the
Cartomancer shows it to her enemies, bringing down the
Vengeance of Zar light of the greater sun to burn everything within the area
Base Difficulty –5 of effect.
5th level base
The Cartomancer draws upon the power of Zar, the dark
moon, instilling ill-fortune upon a single enemy in combat
CONJURE
so that their weapons seem to miss more frequently. This Warrior’s Armament
spell reduces a single targets CR. Base Difficulty -11
1st level base, 5 minute duration
By drawing the Warrior and tapping the card twice, the
The Peddler’s Purse caster conjures a longsword in her hand.
Base Difficulty -3
3rd level base Traveler’s Attire
By drawing the Peddler out of the deck, the Cartomancer Base Difficulty -11
can gain insight when speaking with peddlers and traders. 1st level base, 5 minute duration
This spell allows the Cartomancer to increase either his Casting this spell and tapping the Traveler three times
Haggle or Bargain skill. will cause a hooded cloak to come into existence around
the caster.
Secret of the Archmage
Base Difficulty -5 Fools Gold
5th level base Base Difficulty -6
Holding the Wizard and Phandir in his right hand, the 1st level base, 5 minute duration, 5 minute duration
Cartomancer speaks a brief incantation, increasing the Tapping the Peddler 3 times brings forth a cache of gold
chances of a targets spells to be successfully cast. This spell coins (up to 100gl per spell level) that lasts for 5 minutes.
increases the MR of a single target for a short time. The coins completely vanish at the end of the spells
duration.
ATTACK
The Assassin’s Blade DEFEND
Base Difficulty -1 Sanctuary of Drome (Barrier)
1st level base, weapon Base Difficulty -4
By drawing the Assassin and throwing it to the ground, 1st level base, Sphere 7’ radius
the caster brings forth a ghostly dagger that stabs at the Drawing upon the power of Drome, the Cartomancer brings
target and disappears. The card returns to the deck at the forth an area of protection around himself and those close
spells end. to him. The barrier has a PR equal to 1/3 the spell level.
Cardsharp Aura of the Zodar (Aura)
Base Difficulty -1 Base Difficulty -1
1st level base 1st level base
The Cartomancer draws a copy of the Mystic from the When cast, the Cartomancer becomes surrounded by
deck and throws it towards the intended target causing whirling copies of the cards from the Zodar deck. These
damage when it hits. The card is a copy, so it never really cards move to block and intercept incoming attacks.
leaves the deck.

99
Luck of the Draw (Aura)
Base Difficulty -1 INFLUENCE
1st level base Instill Rage
The caster is granted luck during combat by drawing Base Difficulty -6
Talisandre and keeping it in the palm of their hand. For 1st level base, 1 minute duration
the duration of the spell, attacks that target the caster seem Through the power of Jhang, the Cartomancer can instill
to always miss their mark. violent rage in a target, causing them to lash out at the
closest available target, friend or foe. This spell expires
HEAL after 5 rounds.

Blessing of the Lesser Sun Calming of Drome


Difficulty -5 Base Difficulty -6
5th level spell 1st level base, 1 minute duration
By touching the Lesser Sun and the Mystic to a wound, the By bringing forth the light of Drome, the caster is able to
Cartomancer is able to heal minor wounds with a warming calm a target. Powerful versions of this spell have been
light. This spell will heal up to 5 points of damage. said to calm even Shan-ya Battle Madness.

Curse of Phandir (Cause Disease) Amber Waves


Difficulty -10 Base Difficulty -6
10th level spell, Causes disease 1st level base, 1 minute duration
When the caster touches the intended victim with Phandir Drawing Drome and placing it face up on a level surface
they start to blister and swell with an unknown malady that causes a wave of somnolence to descend on all those nearby
can only be cured with magic or letting it run its course. (5’ radius). All those who fail a WIL roll at 1/3 the spells
level will immediately fall asleep, Partial Success indicates
Turn of a Friendly Card drowsiness (-5 to all actions), the caster is immune to this
Difficulty -10 spell when they cast it.
10th level spell
Drome, placed on a wounded individuals breast fills the
target with the nature of the amber moon, soothing wounds MOVE
and relieving pain. Persons near to death when this spell is Flying Objects
cast upon them sometimes claim to have seen visions. Base Difficulty -6
ILLUSION 1st level base, Area Effect
The Mystic is tapped twice and turned over, allowing
Signal Flares the Cartomancer to move any objects around her in a 5’
Difficulty -13 radius.
1st level, Magnitude 3, Motion Added
When the Archon is held high and the incantation spoken Prestidigitation
aloud, bright flares will shoot towards the sky and slowly Base Difficulty -4
float downwards until the spell expires. 1st level base, SPD -8
Placing the Rogue and the Charlatan face-to-face in the
Leaving the Scene deck, the caster can move any small object within range to
Difficulty -10 them at SPD –8. A bit of legerdemain is commonly used
1st level, Magnitude 3, Complexity 3, Motion added to prevent observers from noticing the object.
By clutching the Charlatan to her chest, the caster becomes
unseen, allowing them to slip away. If the caster attempts
to attack while this spell is active, the spell will cease REVEAL
functioning. Testing the Truth
Base Difficulty -1
1st level base
By drawing upon the Charlatan and tapping it twice, the

100
Cartomancer has an increased chance to tell if a person 5th level base, Trigger effect
around him is lying. This rune is commonly inscribed on a Cryptomancers
clothing, skin or item. When the protected person is
Hand of Destiny physically attacked, the spell triggers and weakens the
Base Difficulty -1 opponent, lowering their STR.
1st level base
Rahastrans use this spell constantly to divine the future. Sigil of the Waterborne
By laying out two cards in front of them and divining their Base Difficulty -8
meaning, a skilled Cartomancer can determine his destiny. 3rd level base, 5 Minute duration
The higher the spell level, the more accurate and helpful Fed up with the lack of his comrades abilities to swim,
the information the caster can obtain. an old Callidian researched this rune, which saved his
comrades life more than once. By marking the target with
Discern the Past this Sigil, the caster conveys the ability to swim.
Base Difficulty -6
1st level base, 5 minutes
This spell enables the Cartomancer to lay out the Zodar ATTACK
in such a way as to read the subjects past. The caster
receives a bonus to action table rolls on things that may Rune of Blasting
concern the subjects past equal to the level of the spell Base Difficulty -11
until it expires. 1st level base, Trigger effect, 5’ radius
Usually inscribed upon stones and placed wherever the the
Cryptomancer thinks appropriate. The rune will activate
WARD when a corporeal creature of any kind steps on it, blasting
the rock into many tiny pieces in an upward and outward
Protection of the Greater Sun direction. The creature triggering the rune cannot evade,
Difficulty -10 although other creatures caught in the blast radius can
10th level spell evade as normal.
By drawing the Greater Sun and holding it aloft,
Cartomancer is protected from the attacks of demons for Sigil of Wounding
the duration of the spell. Base Difficulty -1
1st level base
Wizard’s Trump By tracing this symbol in the air and ‘pushing’ the glowing
Difficulty -10 sigil towards the intended target, the Cryptomancer can
10th level spell cause a bleeding wound to appear on the victims body.
By holding the Wizard and the Archon in his hand, the
Cartomancer is protected from Attack mode spells and Rune of Countering
cannot be harmed by such magics. Base Difficulty -6
1st level base, Trigger effect
This Rune is placed on a persons body or clothing and is
CRYPTOMANCY triggered when the person is attacked (either magically
or physically as determined when the rune scribed). The
attacker suffers damage equal to the level of the rune, after
ALTER which, the rune fades.
Symbol of Strength
Base Difficulty -5 CONJURE
5th level base
By inscribing the Symbol of Strength onto a designated Sigil of the Hidden Blade
target, the Cryptomancer can increase the targets physical Base Difficulty -1
STR. 1st level base
A Cryptomancer can conjure a weapon by merely tracing
Rune of Weakness this rune on an object. Upon finishing the symbol, the
Base Difficulty -10 desired weapon will appear in the caster’s hand, or in the

101
case of very large weapons, nearby with the caster in a
position to immediately use the weapon. The level of the HEAL
spell must be great enough to compensate for the mass of
the weapon. Minor Symbol of Healing
Difficulty -10
Seal of the Forbidden Passage 10th level spell
Base Difficulty -5 When inscribed upon a wounded person or creature, this
1st level base, 5 minute duration minor version of Symbol of Healing will heal up to 10
When the Cryptomancer draws this Seal upon the surface points of physical damage as the magic in the symbol
of a door, the portal will be sealed shut by conjured mortar regenerates bone, skin and muscle tissues.
and remain in that state until the sigil is dispelled or the door
is forced open. Higher level spells will cover larger doors, Rune of Harm (Harm)
or make smaller doors harder to force open, use the level Difficulty -15
of the spell as a negative modifier to the STR roll. 10th level spell, Trigger effect
This rune can be inscribed upon an individual and is
Shaladin’s Blade triggered when the person takes damage from a melee
Base Difficulty -6 attack. The attacker suffers 10 points of damage from the
1st level base, Trigger effect physical impact, possibly breaking bones or, at the very
This symbol is commonly sewn into the sleeve of a robe least, resulting in massive bruising. The rune fades once
or carved into the face of a ring. When triggered by the triggered.
wearer, a weapon is conjured into the users hand. Higher
level spells are needed for weapons larger than a dagger. Emergency Sigil
It is rumored that a certain Gao-Din captain actually has Difficulty -15
this rune transcribed on the forecastle deck of his ship, at 10th level spell, Trigger effect
such a level as to conjure a heavy ballista. This sigil heals the inscribed individual for 10 points of
damage the first time an attack deals damage equal to
or greater than 10 points. The sigil fades after brightly
DEFEND illuminating the individual from the inside as the magic
takes effect.
Symbol of Protection (Aura)
Base Difficulty -6
1st level base, Trigger effect MOVE
Able to be inscribed anywhere on a persons body, this
symbol remains dormant until triggered by an attack on Rune of Falling
the person. When triggered, it will activate, protecting the Base Difficulty -10
wearer from damage until the spell expires, at which point 1st level base, Trigger effect, 1 minute
the rune fades and must be redone. This rune is triggered when the person upon which it has
been inscribed falls more than 10 feet. Upon activation, the
Rune of Foreboding (Barrier) affected person immediately starts to fall at a much slower
Base Difficulty -9 pace, until the spell effect expires. This spell must be cast
1st level base, 10 foot x 10 foot area, 2 round at a high enough level to lift the target individual.
duration
This two-part symbol may be inscribed between any two Higher Ground
surfaces up to ten feet apart. When activated, the twin Base Difficulty -8
Runes create a magical barrier up to 100 square feet in 1st level base, SPD –8, 1 minute duration
area that emanates a sense of fear and dread in most living By tracing this Sigil in the dirt, and stepping within, the
creatures. Animal handling, riding and NPC morale checks Cryptomancer is lifted up as the Sigil becomes a solid 2
will be called for at –1 per 3 levels of the spell. foot disc. The caster my then move about at SPD –8 for 1
minute. This spell must be cast at a level that will lift the
Cryptomancer.

102
Banish Sardonicus
REVEAL BONUS +3 Base Difficulty -8
Symbol of Clarity 3rd level base, Trigger Effect
Base Difficulty +2 Cryptomancers who summon Bottle Imps commonly make
1st level base, Order bonus use of this spell to rid themselves of the vile creatures. The
Inscribed in the air above a page or other written surface, rune should be inscribed before the summoning and set to
a Symbol of Clarity will render any form of writings or be triggered by a specific phrase.
inscriptions clear and intelligible to the caster. The level
of difficulty acts as a penalty to the spell roll when trying
to decipher codes, ciphers, badly smudged, distorted or
WARD BONUS +3
faded writings, language does not matter. Demonward
Difficulty -7
Cryptomantic Cipher (Unique, 10th level, Order bonus
Conceal) This sigil protects the caster from the attacks of demons
Base Difficulty -12 for a short time, giving them enough time to prepare a
1st level base, Order Bonus, Tempus (Minutes more proper defense, or to escape. This sigil is usually
– Weeks), 1 week duration, Trigger effect inscribed as a large circle with a trigger, although many
This symbol can be inscribed upon any written work, modern Cryptomancers use a smaller version that can be
when someone without the special code word attempts to inscribed on any surface.
read the work the sigil is triggered, rendering the words The Masters Defense
unintelligible. This effect lasts for 1 week. Difficulty -7
Sigil of Scrying 10th level, Order bonus
Base Difficulty -9 This circle is commonly inscribed on the floor or in dirt
1st level base, 5 mile range, 5 minute duration and keeps the caster protected from the spells of the attack
By tracing this sigil on a reflective surface, such as a mode. Commonly used by Instructors when they teach
mirror or in a pool of standing water, the Cryptomancer offensive spells to their students, some Cryptomancers have
creates a scrying device. For the duration of the spell, the learned that it has more practical uses as well.
Cryptomancer can see up to 5 miles away whilst looking Safeguard Against Devils
into the surface. The Cryptomancer receives a bonus to Difficulty -7
PER rolls equal to the spells level for the purposes of 10th level, Order bonus
noticing details of the viewed area. Another common seal used by Cryptomancers, this ward
will protect the individual from physical threats by Devils
SUMMON for the duration of this spell. It should be mentioned
however, that many devils know at least a bit of magic, and
Summon Sardonicus the more powerful entities may be able to counterspell or
Base Difficulty -7 dispel this seal, or otherwise render it useless.
3rd level base, 5 minute duration
When this intricate circle is finished, a Sardonicus will
appear in the center to do the summoners bidding. The
Sardonicus will return to its place of origin after 5 minutes.
This spell does not summon the creature in a bottle and great
CRYSTALOMANCY
care should be taken by the magician casting this spell.
ALTER
Devil’s Servant
Base Difficulty -10 Sharpen with Stone
1st level base, 10 minute duration Base Difficulty -3
This sigil summons a Servitor Imp when inscribed. The 3rd level base
Imp will perform services for the summoner for 10 minutes By chanting a simple phrase and rubbing a topazine crystal
before returning to the plane of Oblivion. along the blade of a natural weapon, the Crystalomancer can

103
increase the damage done by the blade. If the blade itself allows the Crystalomancer to focus the properties of an
is made of topazine, the Crystalomancer merely needs to emeralite crystal to heal up to 12 HP of damage to any
speak the incantation and rub the blade with their fingers. living creature.

Fortify with Terra’s Strength Wound Maker (Harm)


Base Difficulty -3 Difficulty -9
3rd level base 12 level, Order bonus
While touching a shield or suit of armor made out of natural By reversing the properties of an emeralite crystal, the
materials with a topazine crystal, and speaking a short caster causes horrible, bleeding wounds to appear wherever
incantation, the Crystalomancer can imbue the item with an enemy is touched with the crystal, causing 12 hp of
a temporary increase in the PR. damage.

Sapper’s Spell Mother’s Warmth (Unique)


Base Difficulty –5 Difficulty -13
5th level base 10th level, Tractus (single subject – 10’ radius), Order
Through the use of this spell, the Crystalomancer can Bonus
weaken any stone structure, possibly causing it to collapse Passed down through the generations, this spell causes the
under its own weight. The GM should be the final arbitrator casters emeralite crystal to cast a glow in a 10 foot radius
for determining the required level, taking into account how around the caster. All those caught within the glow will
structurally sound the structure is in the first place. By be healed for 10 points of damage.
assigning a number to the integrity of the structure, the
GM can determine how many ‘levels’ of weakness must
be applied to the structure before it collapses (by reducing ILLUSION
the assigned number to 0).
Hidden Portal
Difficulty -10
DEFEND BONUS +3 1st level, Magnitude, Touch, Sound
This spell allows the Crystalomancer to use a prismatic
Amberite Aura (Aura) crystal to conceal an opening the size of a door or smaller.
Base Difficulty +2 The illusion replicates walls or natural surfaces up to the
1st level base, Order bonus size of a humanoid, making openings or doorways almost
When cast, the Crystalomancers amberite crystal glows impossible to detect, even by touch.
with a shimmering golden light that envelops the caster,
protecting him from harm. Any attack that tries to penetrate Terra’s Concealment
the glow is harmlessly deflected away. Difficulty -10
1st level, Complexity
Amberite Wall (Barrier) By manipulating the properties of a prismatic crystal, the
Base Difficulty -4 caster is able to blend in with surrounding rocks and earth
1st level base, Order bonus, Area of effect effectively becoming invisible, as long as they remain
This spell allows the Crystalomancer to focus the properties stationary, for a short time.
of an amberite crystal to create a 2-dimensional wall of
ambient, amber light up to 10 x 10 feet in area. This wall
acts in all respects as a physical, clear wall. When the INFLUENCE
spell’s duration expires, the wall merely phases out.
Amethyte Persuasion
Base Difficulty -2
HEAL BONUS +3 2nd level base
This spell allows the caster to focus the properties of
Terra’s Touch amethyte crystal, which will produce a glowing light that
Difficulty -9 can instill a sense of peace and passivity in a single creature.
12th level, Order bonus The intended target may resist with a WIL check at –1/2
The Crystalomancer holds an emeralite crystal just above the level of the spell level.
the recipients wounds while casting this spell. This

104
Terra’s Courage lost, even in total darkness. In addition, the caster receives
Base Difficulty -2 a bonus to PER rolls equal to the level of the spell.
2nd level base
By manipulating the properties of amethyte crystal, the
caster can envelope a creature or being in a glowing light WARD
that will push fear out of the targets mind. Gnomekin Safe Passage
Priestesses use this to help Protectors when Durne is Difficulty -10
threatened. The target may resist with a WIL check at –1/2 10th level
the spells level if so desired. By casting this spell on an umberite crystal and dropping it
in a passageway, the Crystalomancer can make it impossible
MOVE for a certain type of creature to pass through the area for 1
minute. There are actually many different versions of this
Azurite Hand spell to account for the various creatures that Durne has
Base Difficulty -1 to fend off – Darklings, Octomorphs, Subterranoids and
1st level base Drones to name a few.
This simple spell allows the Crystalomancer to handle
distant objects with a beam of bright blue light cast from
Earthward
Difficulty -10
an azurite crystal. The end of the beam will coalesce into
10th level
the shape of a hand allowing the caster to grasp objects and
This spell envelops the Crystalomancer with a brown aura
perform precise manipulations.
that emanates from an umberite crystal. Protecting them
from rocks and earth. Originally created for use in areas
Tunnel Hold known to collapse frequently, this spell is also used against
Base Difficulty -6 Earth Demons.
1st level base, 5 foot radius
This spell is used by Crystalomancers to support rock walls
and ceilings during a cave-in. A network of glowing blue
beams shoots forth from the magician’s azurite crystal,
supporting everything within a 5 foot radius. It should be
ELEMENTALISM
noted that the spell must be cast at a level high enough to
support the ceiling. (AEROMANCY)
ATTACK
REVEAL
Windblast
Glassine Eye Base Difficulty -6
Base Difficulty -3 1st level base, 5’ radius
1st level base, 2 minute duration, 2 mile range With this spell, the Aeromancer targets an area, causing
By placing a glassine crystal in a desired location, the winds to lash out from the center pummeling those within
Crystalomancer can use this spell to turn the crystal into a the area of effect with loose debris and winds strong enough
remote Scrying device. As long as the crystal is in range, to tear the skin. Those caught in the area must make a STR
the caster can see through the Crystalomantic Eye as though roll at –1/3 the spells level to stay standing.
he or she were there, with a PER bonus equal to the level of
the spell for purposes of seeing hidden things or beings. Crackling Fist
Base Difficulty -1
Sense of Terra 1st level base, weapon
Base Difficulty -6 This spell covers the hands of a single being in crackling
1st level base, 5 minute duration lightning for a number of rounds equal to the spell level.
This spell gives the caster an infallible sense of depth and With a successful attack roll, using the appropriate combat
direction while underground. As long as the spell is in skill, the fists will do damage equal to the spells level. The
effect, the Crystalomancer will not become disoriented or lighting does no damage to the recipient of the spell.

105
Lightning Bolt By swirling the winds around her body, the Aeromancer can
Base Difficulty -1 create high winds that deflect blows and turn away attacks.
1st level base Small items around the protected person may be blown
When cast, the Aeromancers hair will stand on end and away, as will gasses and loose dirt and debris.
lightning will crackle around them as the charge builds,
the Aeromancer can then send a bolt of lightning from his
Lightning Shield (Aura)
Base Difficulty –1
fingertips towards a target, doing damage equal to the spell
1st level base
level. This spell ignores the PR of metal armor.
With this spell, the Aeromancer creates a crackling barrier
of electrical energy that surrounds them that will shock
CONJURE BONUS +3 attackers, forcing them to pull away instinctively, reducing
any damage inflicted. Attackers that successfully land a
Airflow blow will suffer small electrical shocks when coming into
Base Difficulty +2 contact with the aura and may instinctively drop their
1st level base, Order bonus weapon (WIL roll at 1/3 the spells level to resist the urge to
This spell brings forth a slight wind that can dissipate drop the weapon). Bare fisted individuals may lose some
noxious gases and mists. Higher level spells can be used feeling in their hands for a short time.
to move windships, blow away gases, knock over simple
structures, or move debris.
MOVE BONUS +3
Breathe
Base Difficulty -6 Windflight (Unique)
1st level base, 5 minute duration Base Difficulty -10
Through the use of this conjuration, an Aeromancer is able 1st level base, Order bonus, Qualitas (Minor Change
to produce breathable air in any environment. 1 cubic – SPD +0), Tempus (Rounds become Minutes), 10 minute
foot of air is enough for a single person to breathe for the duration
duration of the spell. By casting the spell at a level great enough to lift the casters
weight, the caster conjures strong winds close to their body,
Noxious Cloud enabling them to fly at SPD +0 (100’ per round), for 10
Base Difficulty -8 minutes. This spell causes swirling winds that will knock
3rd level base, 5 minute duration over small items, blow away loose articles, extinguish
This spell conjures a cloud of noxious gasses and fumes 3 candles and other small flames, and generally makes a lot
cubic feet in size that emanates from the casters fingertips of noise. This spell functions on the caster only.
and coalesces at the desired range. The cloud is not deadly,
but it will incapacitate targets within the area of effect. Vortex
Victims may resist by making a CON check at –1/3 the Base Difficulty -8
spells level. 1st level base, Order bonus, 5’ radius, SPD-7
This spell creates high winds (SPD -7, 30 feet per round) in
a small area that will pick up objects and swirl them around,
DEFEND possibly causing damage to those in within the vortex.
When this spell expires, items in the vortex will be slung
Wall of Air (Barrier) in whatever direction they were going at the time.
Base Difficulty -6
1st level base, 8’x8’ area, 10’ range Choke
The Aeromancer moves his outstretched hand from left to Base Difficulty -3
right, pointing at where the wall will be, and focuses the 1st level base, Order bonus, 1 minute duration
air in that area to an almost solid state. The wall created By moving the air out of a targets lungs, an Aeromancer
is 8 feet high x 8 feet wide, and can be placed anywhere can render them unconscious for a period of time. Targets
within 10 feet of the caster. may resist using STR at –1/3 the spells level each round
or fall unconscious, even if the roll to resist is successful,
Protective Vortex (Aura) the target should suffer penalties to all action table rolls
Base Difficulty -1 due to choking.
1st level base

106
REVEAL TRANSFORM
Mists of Obscurement (Conceal) Unbreathable Air
Base Difficulty -3 Difficulty -10
1st level base, 3 minute duration 10th level (Minor Change), 5 minute duration
This enchantment allows the caster to create billowing By stretching her fingers out and speaking a brief
clouds of gray mist which obscure vision and dampen sound incantation, the Aeromancer can turn clean air into an
in the area of effect. Living creatures within the mists suffer unbreathable state for a period of 5 minutes. Anyone caught
a penalty to PER rolls equal to the spells level. within the gas must make a CON roll or fall unconscious.
This does not turn the air into any type of gas, it just makes
Whispers in the Wind the air unbreathable.
Base Difficulty -1
1st level base Detoxification
By studying the flow of the air, the Aeromancer is able to Difficulty -10
visualize things around him in a much more precise way, 10th level (Major Change)
thus giving the magician a PER bonus equal to the spells By completing this incantation and physically touching a
level as they can pick up sounds, perceive the channels of noxious gas, the Aeromancer is able to quickly dissipate the
air created by people and objects, and feel changes in the substance by transforming it into clean, breathable air.
airflow as creatures move around.
WARD
SUMMON Immunity to Noxious Gases
Difficulty -10
Summon Minor Elemental 10th level
Basic Difficulty -5 When this spell is cast, it creates a bubble around the
1st level base, 5 minute duration Aeromancer that will protect them from noxious gases for
Summons a Minor Air Elemental in the form of a tiny a period of 1 minute. Normal air may still pass through
imp or sprite, that will perform small tasks for the caster. the bubble.
The Elemental will return to the Elemental Plane after 5
minutes. Slow Fall
Difficulty -10
Summon Sub-Elemental 10th level
Base Difficulty -5 Use of this ward protects the recipient by not allowing air
1st level base, 5 minute duration to rush at them at a fast rate, which in turn slows them. The
This spell summons a Sub-Elemental of Air in the form of recipient will have no control over direction.
a cloud or mist. Sub-elementals are able to perform more
laborious tasks than Minor Elementals, including combat.
The Sub-elemental will return to the elemental plane after
5 minutes. ELEMENTALISM
Summon Storm Demon
3rd level base, Difficulty -8
When cast, a ball of lightning is created in front of the
(AQUAMANCY)
caster. From within this ball a Storm demon appears and
then steps through onto the material plane. The Demon
ATTACK
will do the casters bidding for 5 minutes, at which time it Ice Blast
returns to the Demonrealms. Base Difficulty -6
1st level base, 5’ radius
With this spell, the Aquamancer sends forth a sliver of ice
to the designated area. Upon reaching the area, the ice
sliver explodes and shards of ice lash out, injuring those
in the area.

107
CONJURE BONUS +3
Conjure Water
Base Difficulty -2
1st level base, Order bonus, 5 minute
duration
This spell conjures fresh water that is
suitable for drinking. A suitable receptacle
must be provided to hold the water until it
is consumed. The water will evaporate as
normal when the spell expires.

Sheet of Ice
Base Difficulty -7
1st level base, Order bonus, 10 minute
duration
Through the use of this spell, the caster
summons a thin layer of ice to coat floors,
walls, ceilings and whatever else to cause
enemies to slip, slide and fall. Used primarily
in defense…or to entertain children. The ice
begins to melt normally after 10 minutes.

Light Rain
Base Difficulty -2
1st level base, Order bonus, 5 minute
duration
When the magician casts this spell, he causes
water to fall from the sky in droplets over
the designated area until the spells duration
expires. The water is clean and drinkable, as
well as cool and refreshing.
Aquamantic Bolt
Base Difficulty -1
1st level base DEFEND
By speaking this incantation and designating a target, the
Aquamancer coalesces a bolt of pure elemental water and Armor of Ice and Snow (Aura)
launches it towards his enemy. Upon impact, the water Base Difficulty –1
will hit with such force as to damage the target, as well as 1st level base
soak anything within a few feet. With this spell the caster conjures ice and snow that will
surround the recipients body, fully encasing him without
hindering movement, providing protection for 5 rounds.
At the spells expiration, the armor falls to the ground and
Ice Blade begins to melt normally.
Base Difficulty -1
1st level base, weapon Wall of Ice (Barrier)
If the Aquamancer happens to lose his weapon, he can Base Difficulty -9
call upon this spell to create one for him, condensing the 1st level base, 20’ Range, 10’ x 10’ area
water in the air into an icy blade that encases his hand and This incantation creates a wall of solid ice that stretches 10’
juts outward. long and 10’ high that can be used to block off an escape
or impede charging enemies. The wall can be created
anywhere within 20’ of the caster, and will begin to melt

108
after 5 rounds.
SUMMON
Wall of Water (Barrier)
Base Difficulty -10 Summon Aqua Demon
1st level base, 30’ range, 10’ x 10’ area Base Difficulty -7
The Sunra make excellent use of this spell, forming water 3rd level base, 5 minute duration
into a translucent, solid wall to block their enemies. At With this spell, the caster can bind a demon into a bit
the end of the spells duration, the water returns to normal, of water for a short time, creating an Aqua Demon that
pouring onto the ground at great speed. Beings too close to will obey the caster for 5 minutes before returning to the
the wall may find themselves wet and struggling to regain Demonrealm. A similar spell is used by Aquamancers to
their footing (GMs discretion). summon Frost Demons.

Summon Sub-Elemental
MOVE Base Difficulty -5
1st level base, 5 minute duration
Water Jet By speaking aloud while pouring a small bit of water on
Base Difficulty -9 the ground, the caster can summon a Sub-Elemental of
1st level base, SPD –8, 1 minute duration water in the form of a small water sprite. The elemental
This spell brings forth a jet of water under the feet of will do the casters bidding, to the best of its ability, for 5
the recipient, allowing him to rise and move about for 1 minutes, at which time the Sub-elemental will return to
minute. The spell level must be great enough to lift the the elemental plane.
targets weight. If used underwater, half the weight of the
recipient. Banish Frost Demon
Base Difficulty -1
Freeze 1st level base
Base Difficulty -6 A popular spell in L’Haan, when cast, this spell opens a
1st level base, 100 foot range portal behind a Frost demon that will suck it back into the
This spell freezes a targets joints, slowing them down. Demonrealm. Care must be taken, as whatever the demon
Powerful versions of this spell have been seen to stop is holding will go to the Demonrealm with it. A similar
opponents completely. Target resists with a STR check vs spell is used to banish Aqua Demons.
–1/3 the spells level.

TRANSFORM BONUS +3
REVEAL
Purify Water
Snow Globe Difficulty -4
Base Difficulty -5 3rd level base (Trivial Change), Order bonus, 5 minute
1st level base, 2 mile Range, 2 minute Duration, duration
Scrying This spell is commonly used to purify salt water for
When this spell is cast, a small globe appears in the casters drinking, although it may also be used to protect oneself
hand, and snow can be seen swirling inside. Through the from any toxic substance that may be present in the water,
snow, the caster can see events that occur within 2 miles including parasites and poisons.
of his location for 2 minutes.
Water to Ice
Difficulty -4
Snowblind (Conceal) 3rd level base (Trivial Change), Order bonus, 5 minute
Base Difficulty -1 duration
1st level base By using this spell, Aquamancers can keep drinks cool,
With this spell, the caster creates swirling bands of snow in entertain guests or surprise foes. This spell causes the
the air, reducing visibility for a short time, making it hard targeted water to turn to solid ice for 5 minutes, at the end
to see things. All those caught within the snow suffer a of which, the ice will melt normally.
penalty to PER rolls equal to the spells level.

109
Putrefy Water will burst after dealing their damage and litter the ground
Difficulty -11 with small pebbles.
5th level base (Minor Change), Order bonus, 10 minute
duration,
Geomantic Blast
Base Difficulty -6
Although abhorrent to most Aquamancers, some will
1st level base, 5 foot radius
employ this spell to cause trouble among their enemies.
By targeting an area, the Geomancer can cause the earth in
Through the use of this spell, the Aquamancer can turn clean
a 5 foot radius to suddenly blast upwards, damaging those
water into a brackish mass of undrinkable liquid.
within. There is a good chance that powerful versions of
WARD this spell will cause those within to loose their footing also
(STR check vs –1/3 the spells level).
Aquatic Nature (Unique)
Difficulty –16
10th level, Tempus (Minutes become Days), 1 day CONJURE BONUS +3
duration
This spell protects the recipient from damage that might
Conjure Mud
Base Difficulty +2
be caused by water. It will also protect the recipient from
Order bonus
drowning. Sunra use this spell on occasion to allow land-
Using this spell, Geomancers conjure mud for a variety of
dwellers to visit areas underwater.
utility purposes. Higher levels of this spell are usually not
Coldskin (Unique) needed, but can be used to block off passages, mortar up
Difficulty -16 doors, or make slopes hard to traverse.
10th level, Tempus (Minutes become Days), 1 day
duration
Rolling Stone
Base Difficulty -5
The Mirin of L’Haan treat guests with this spell to help
5th level base (50 lbs), Order bonus, 3 minute
them shrug off the cold for a short time, guests who stay
duration
for a while are sometimes provided with a cloak that has
This spell conjures a large round stone that can be pushed
been enchanted with this ward.
down a hill to scatter enemies, or rolled down a passage
to block the way. At the spells expiration, the stone turns
to dust.

ELEMENTALISM Battering Ram


Base Difficulty -5
(GEOMANCY) 3rd level base (30 lbs), Order bonus, 5 minute
duration
Through the use of this spell, the Geomancer can conjure
ATTACK a stone battering ram that can be used to bust through
doors, gates, and even some walls. At the end of the
Fists of Granite spells duration, the ram becomes extremely brittle and will
Base Difficulty -1 crumble into dirt.
1st level base
With this spell, the caster encases his fists with solid rock
and can deliver devastating blows at higher levels. While DEFEND BONUS +3
this spell is active, the recipient cannot perform fine
manipulations. This stone covering should be considered Wall of Stone (Barrier)
weightless for the target. Base Difficulty -6
1st level base, Order bonus, 10’ x 10’ area, 20’ range
Geomantic Shards When this spell is cast, it creates a wall of solid stone 6
Base Difficulty -1 feet high x 6 feet wide, anywhere within 20 feet of the
1st level base caster. Used throughout the continent as a means to block
This spell sends geomantic shards of stone at a single off would be attackers.
target within 50’ of the caster. Upon impact, the shards

110
Pebble Shield (Aura)
Base Difficulty -3 SUMMON
1st level base, Order bonus, 1 minute duration Summon Earth Demon
This spell causes small pebbles to swirl about the caster, Base Difficulty -8
intercepting and deflecting blows that would otherwise 3rd level base, 5 minute duration
deal damage. Those attempting to grapple the protected This spell summons an Earth Demon that will obey the
individual will find themselves assaulted with bits of flying caster for 5 minutes before returning to the Demonrealm.
stone and suffer a penalty equal to 1/3 the spells level at A similar spell is used to summon Sand Demons.
such attempts.
Summon Sub-Elemental
Base Difficulty -5
MOVE 1st level base, 5 minute duration
Earthquake Upon completion of this spell, the Geomancer brings forth a
Base Difficulty -6 Sub-Elemental of Earth in the form of a sprite with rocklike
1st level base, 5 foot radius skin and crystal wings. The Sub-elemental will return to
The Geomancer causes the ground itself to shake in a 5 foot the elemental plane after 5 minutes.
radius of the targeted area. STR checks vs 1/3 the spells Banish Earth Demon
level must be made in order for all those caught within to Base Difficulty -1
stay standing. The earthquake lasts for 5 rounds and may 1st level base
knock over items or structures within the area. When cast, this spell opens a portal behind the earth demon
Earthwalk (Unique) which will suck it, and anything it may be holding, back to
Base Difficulty -11 the Demonrealms. A similar spell is used to banish Sand
6th level minimum, Qualitas (Minor change) Demons.
This spell allows the Geomancer to move through the earth
at his normal speed. The spell must be cast at a level high
enough to move the geomancers weight, and the weight of
TRANSFORM
carried items. At the spells expiration, if the Geomancer is Stone Steps
still inside the earth they may find themselves stuck, being Difficulty -7
fully encased in earth will most likely lead to a quick end 5th level base (Minor Change), 3 minute duration
to the caster. This spell can only target the caster. With this spell, the Geomancer can fashion steps out of
stone for a variety of reasons, scaling walls, making travel
REVEAL easier, etc. The steps will last for 3 minutes before returning
Earth Sense to their previous shape.
Base Difficulty -6 Transform Earth to Mud
1st level base, 5 minute duration Difficulty -7
This spell gives the caster an infallible sense of depth and 5th level base (Minor Change), 3 minute duration
direction while underground. As long as the spell is in This spell will soften the targeted earth and rock, changing
effect, the Geomancer will not become disoriented or lost, it to mud for a short time, allowing passage through walls,
even in total darkness. In addition, the caster receives a floors, ceilings, etc. After the spells expiration, the mud
bonus to PER rolls equal to the level of the spell. will revert back into stone but will retain its new shape if
Obsidian Sight it has been changed. For example, footprints will become
Base Difficulty -3 permanently embedded in the stone, as will feet, designs
1st level base, 2 minute duration, 2 mile range etc. There is a similar spell known to most Geomancers
By placing a piece of obsidian in a desired location, the that works in reverse.
Geomancer can use this spell to turn the rock into a remote
Scrying device. As long as the obsidian is in range, the
caster can see through it using Obsidian Sight as though he
or she were there, with a PER bonus equal to the level of
the spell for purposes of seeing hidden things or beings.

111
WARD
Ward vs Stone ELEMENTALISM
Difficulty -10
10th level
This enchantment will provide the recipient with an
(PYROMANCY)
immunity to stone, stone weapons, rocks and other earthly
devices for a short time. While so protected, the skin of the ATTACK BONUS +3
individual will take on a stone-like appearance.
Pyromantic Blast
Earth Demon Ward Base Difficulty -8
Difficulty -10 1st level base, Order bonus, 10’ radius
10th level The Pyromancer sends a ball of raging fire towards an
By casting this spell, the Geomancer can protect himself area, when the area is reached the ball explodes, damaging
or another from the attacks of Earth Demons. Geomancers everything within and causing combustibles to ignite.
also employ a similar spell to protect themselves from
Sand Demons. Pyromantic Bolt
Base Difficulty +2
1st level base, Order bonus
By speaking this short incantation and pointing his
finger at a designated target, the Pyromancer can hurl
a bolt of elemental fire towards his opponent, inflicting
damage and possibly causing combustibles to ignite.

Flaming Sword
Base Difficulty +2
1st level base, Order bonus
A sword of flame extends out of the casters hand,
lasting a number of rounds equal to the spell level.
The sword will shed light equal to a torch and can be
used to ignite combustibles with a touch.

CONJURE BONUS +3
Conjure Smoke
Base Difficulty -5
1st level base, Order bonus, 5 minute duration
When this spell is cast, smoke streams from the casters
fingers and moves to the targeted area reducing visibility.
All those within the area of effect may suffer a penalty
to action table rolls due to smoke inhalation equal to the
spells level. At the end of the spells duration the smoke
will dissipate normally.

Conjure Fire
Base Difficulty +2
1st level base, Order Bonus
This simple spell conjures 1 cubic foot of elemental
fire in the area designated by the caster. The flames
will cause combustibles to catch fire, shed light and
burn any creature within the area.

112
Unquenchable Fire (Unique)
Base Difficulty -12 REVEAL
1st level base, Order bonus, Qualitas (Minor change), Smoke Images
Tempus (Minutes become Weeks) Base Difficulty -5
This spell conjures fire that cannot be put out by any normal 1st level base, 2 mile range, 2 minute duration
means and continues burning for 1 week, consuming no This spell allows the Pyromancer to use the smoke of a
fuel. The flames will inflict damage equal to 1/3 the spells fire to scry through any other fire within range. The caster
level to everything they touch. gains a bonus to PER rolls equal to the level of the spell in
regards to noticing things otherwise missed.
DEFEND Smoke the Lens (Conceal)
Flame Shroud (Aura) Base Difficulty -6
Base Difficulty -1 1st level base, 5 minute duration
1st level base By casting this spell on a nearby fire, the caster protects
This spell envelops the target in a sheath of actual flames. himself and those around him from Scrying devices. Any
These flames will burn anyone who attacks the target in attempt to scry in the area will result in the Scrying device
melee for 1/3 the spells level in damage. clouding up with thick smoke.

Wall of Fire (Barrier)


Base Difficulty -9 SUMMON
1st level base, 10’ x 10’ area, 20’ range Summon Pyro Demon
When this spell is cast, it creates a wall of flames 10 feet Base Difficulty -7
high x 10 feet wide, anywhere within 20 feet of the caster. 3rd level base, 5 minute duration
Used throughout the continent as a means to block off When this spell is cast, a fiery portal will open up from the
would be attackers. This spell will burn any who touch it ground in front of the caster bringing forth a Pyro Demon
for 1/3 the spells level in damage. from the Demonrealms. This Pyro Demon will obey the
caster for 5 minutes before returning to the Demonrealms
MOVE in a puff of smoke and ash.

Smoldering Palanquin Summon Sub-Elemental


Base Difficulty -11 Base Difficulty -5
1st level base, SPD –8, Area 2’ radius, 1 minute 1st level base, 5 minute duration
duration This spell summons a Fire Sprite with red skin and flaming
This spell chars a bit of the ground under and around the wings. The Sprite is a type of Sub-elemental and may be
caster, turning it into a smoldering, circular palanquin, 4 feet commanded to do small tasks. The Sub-elemental will
in diameter. The palanquin will support weight according return to the elemental plane after 5 minutes.
to the level of the spell. Banish Fire Elemental
Smoke Tendrils Base Difficulty -1
Base Difficulty -6 1st level base
1st level base, 1 minute duration When cast, this spell banishes an elemental back to the
Upon successfully casting this spell, the Pyromancer elemental plane. This spell will work on minor elementals
exudes tendrils made of smoke that move and twist. These and sub-elementals, as they are both elementals.
tendrils can be made to grasp, hold and move objects Transform
within range. Fire Becomes Smoke
Difficulty -5
5th level base (Minor Change)
By speaking this incantation and touching a nearby fire, this
spell can be used in many cases to put out dangerous fires,
as it instantly turns flames into smoke which will dissipate

113
normally, quenching any normal fire quickly. Due to the Aberon’s Curse
quickness of the change, the caster will take no damage Base Difficulty -6
from the fire he touches. 5th level base (Broad Alteration), 2 minute duration
By calling out to Aberon, the priest can channel his dark
Smoke Becomes Fire energies to envelop a single entity. These energies will
Difficulty -6
move and twist around the target, causing a disruption
5th level base (Minor Change), 2 minute duration
in their spellcasting abilities by reducing their Magic
By speaking this incantation and reaching out to touch
Rating.
smoke in the area, the Pyromancer is able to transform
the smoke into fire. Potentially a very dangerous spell Freezing the Joints
(especially when used in conjunction with Conjure Smoke) Base Difficulty -5
this spell also has utility uses, such as starting campfires, 5th level base (Broad Alteration)
clearing brush etcetera. For the duration of the spell, the fire This spell creates an icy chill in the joints of the chosen
burns no fuel, after the spell expires, fuel is burnt normally target, making them ache. While so enchanted, the victim
until the fire is put out. will receive a penalty to their SPD attribute due to the
pain of the chill in their joints. Priests of Borean have
WARD been known to halt their enemies with powerful versions
of this spell.
Ward vs Fire ATTACK
Difficulty -10
10th level Lance of Light
When this spell is cast, the recipient will feel a coolness Base Difficulty -1
in them. This coolness will protect them completely from 1st level base
fire and heat for a short time before dissipating. With this simple spell, a Priest of Aa can summon a brilliant
shaft of blazing energy which strikes at a single target
Protection from Pyro Demons within 50 feet, doing damage equal to the spells level.
Difficulty -10
10th level Deaths Touch
By casting this spell, the Pyromancer can protect himself Base Difficulty -1
or another from the attacks of Pyro Demons. Pyro Demons 1st level base
can sense this protection, and have been known at times to Rajan Necromancer-Priests use this spell, believing that
wait or follow their prey until the ward wears off. they are actually guiding the finger of Death himself. Upon
casting, a black, shadowy finger appears and is guided by
the caster to its target. The victim of this attack will feel a
cold, deathly touch as their energy and health are drained
INVOCATION away.

Deity bonuses have not been added except where


specifically stated in the spell description. Demonblast
Base Difficulty -6
1st level base, 5 foot radius
ALTER This spell brings forth dozens of demons who flit around
doing damage to all within the area of effect. As quickly
Aa’s Blessing as they appear, the demons will vanish back to the
Base Difficulty -5 Demonrealms. The effect of this spell may also cause
5th level base (Broad Alteration) confusion among the ranks of an enemy (GMs Discretion).
Warrior-Priests are known to use this spell at every A favorite among the Priests of Aberon.
opportunity. With a quick prayer to AA, the Warrior-Priest
can bestow a blessing upon a single target, increasing the Holy/Unholy Fire (Unique)
recipients CR. Base Difficulty -11
1st level base, Qualitas (Minor Change), Tractus (Feet

114
– 10 foot radius), 20’ radius beautiful (Aa, Borean) or vile appearance (Aberon,
With this spell, the Priest blasts an entire area with holy or Death).
unholy fire. All those within the area of effect that worship
the deity of the caster will remain unharmed. The holy fire Mana from Above
will appear as bright flames, while the unholy fire is dark Base Difficulty -10
and shadowy. Priests of Aa and Borean will know Holy 1st level base, 10 minute duration
Fire, whilst the Priests of Aberon and Death will have This spell conjures enough food to feed 10 man-sized
knowledge of Unholy Fire. people. The food is bland, tasteless and has the consistency
of gruel, although it is filling and healthy. Pilgrims of
Aa actually seem to prefer this substance to real food, as
CONJURE they believe that by suffering on their pilgrimage they are
showing how strong their faith and love for Aa is. Other
Demon Bile cultures use this as a last resort.
Base Difficulty -3
1st level base, 3 minute duration
With a word of power, the invoker calls forth a greenish DEFEND
slime which oozes out of invisible cracks and holes on a
chosen surface. This acidic, slippery substance that clings Shield of Faith (Aura)
to anything and is difficult to remove. DEX checks at –1/3 Base Difficulty -1
the spell level, and Demon Bile inflicts 1/3 the spells level 1st level base
in damage per round it touches unprotected flesh. An invoker can call on the protection of his patron deity
when he is faced with danger. The Shield of Faith surrounds
Holy/Unholy Weapon the caster with a glowing aura that absorbs damage before
Base Difficulty -1 dissipating. The aura’s actual appearance will match that of
1st level base the casters chosen diety, white for Aa, ice blue for Borean,
This spell is used by priests who suddenly find themselves a black shadowy aura for Death and a glistening black oil-
without a weapon. The weapon is chosen like substance for Aberon.
when the invoker learns
the spell and cannot change Sanctuary for the Faithful (Barrier)
(although, another version Base Difficulty -7
of the spell can certainly 1st level base, Cylinder-shaped 7 feet high with 5
be learned). The foot radius
weapon will With a prayer to their chosen deity, the priest erects a
always protective area 10 feet in diameter to shield his companions
h a v e from harm. This spell does not differeniate between the
either a faithful and the non-faithful, this spell will protect anyone
within the area of effect.

HEAL
Touch of Aberon (Harm)
Difficulty -10
10th level
When a priest of Aberon casts this spell he infuses his
hands with the dark, destructive energies of Aberon himself,
inflicting 10 points of damage to anyone he touches.

Breath of Borean (Heal)


Difficulty -10
10th level
With this spell, a priestess of Borean will lean close
to a fallen comrade and breath out an ice blue cloud of cold

115
air. The cloud is a boon from Borean allowing her to heal
her fellow being for 10 points of damage. MOVE
Faith Healing (Heal) Cool Breeze of the North
Difficulty -10 Base Difficulty -6
10th level 1st level base, 10 round duration
Calling upon the grace of Aa, the priests hands take on a This spell calls forth a cool breeze that can be commanded
subtle light. By touching an ally, or by allowing the light by the caster to move objects and lasts for 10 rounds. Others
to envelope him, the priest can heal damage that has been in the area will feel the breeze, depending on the area, this
inflicted. may be welcomed.

Frozen North Wind


ILLUSION Base Difficulty -6
1st level base, 10 round duration
Urman’s Fog Mirin Priestess’ use this spell to knock down their enemies,
Difficulty -10 and keep them down. A freezing wind comes from the North
1 base level, 2 levels Stench and will knock down enemies, and unfortunately, anything
This spell creates a black, billowing cloud of fog that else in its path. People who are knocked down must make
reduces vision and brings about nausea to all those within. a STR check each round in order to stand back up, due to
Victims suffer –1 to all vision related rolls due to the the continuous force of the wind.
darkness, and –3 to ALL rolls due to nausea.
Dark Hands of Aberon
Aa’s Commanding Presence Base Difficulty -1
Difficulty -7 1st level base
6 levels of Magnitude By manipulating energies from the Demonrealms, the caster
This spell creates a large, floating icon of Aa, the all-seeing can move objects about with a pair of clawed, demonic
eye, for all to see. Depending upon the exact look of hands that resemble those of Night Demons. These hands
the eye and the direction in which it is pointing, military are capable of fine manipulation, as well as grappling
commanders and sub-commanders know what orders to attacks.
give to the troops.

REVEAL
INFLUENCE
The Cold Hard Truth
Word of Command Base Difficulty -5
Base Difficulty -1 1st level base 5 minute duration
1st level base Use of this spell will allow a Priestess of Borean to hear
Allows the caster to compel a single creature to obey a the truth from one person that is talking. The Priestess
spoken command. The command may only be a single must focus on the person to get the benefits of this spell.
word, and cannot cause harm in and of itself, but it can Sometimes this may result in a bit of confusion.
have some nasty side effects (i.e., compelling someone
standing next to a cliff to ‘jump’) Communion
Base Difficulty -1
Conversion 1st level base
Base Difficulty -1 Silently praying to her patron deity, an invoker can learn
1st level base mysteries and uncover secret knowledge. The player may
Aamanian Priests sometimes use this spell while traveling ask a specific question and roll on the Action Table using
to simplify dealing with non-believers. The target may the spell level as a bonus to the PER roll. The degree of
resist at –1/2 the spells level, failure indicates a conversion difficulty is determined based on how well concealed or
to Aa for the spells duration, a mishap on this roll may esoteric the information is.
extend the belief in Aa’s doctrines for a longer period of
time.

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Protection from Ice Giants
SUMMON Difficulty -10
Aberon’s Dark Servant 10th level
Base Difficulty -7 Used by the Mirin Priests/Priestesses, who always learn this
3rd level base, 5 minute duration spell as one of their firsts, to great effect in the defense of
This spell is used extensively by Rasmirin Anarchists to their homeland, this spell completely negates any damage
wreak havoc upon the Mirin peoples. Aberon’s servants from Ice Giants for 1 minute.
are Night Demons, and will gladly spread destruction at
the whim of the summoner.

Banish Night Demon


MYSTICISM
Base Difficulty -1
1st level base ALTER
By invoking the name of the priests chosen deity and Down in all Directions
instructing the Demon to return to their place of origin, Base Difficulty -6
the caster may push them backwards into an open portal 5th level base (Broad Alteration), 2 minute duration
through sheer force of will. The priesthood of Aa has Through force of will, the mystic can use this spell to enable
banishment spells for all creatures of Oblivion and the herself to scale walls and walk on ceilings with ease. For
Demonrealms similar to this spell. the duration of the spell, the caster can perceive ‘down’ as
any direction, enabling them, in essence, to fall ‘up’ to the
TRANSFORM ceiling, or fall sideways to a wall. At the end of the spells
duration, the casters perception will return to normal and
Attentive Student will likewise be effected. Treat the bonus from the spell
Difficulty -10 as a skill rating to determine if the caster can change the
10th level (Major Change) direction of ‘down,’ once changed, they will not have to roll
At a touch, the teeth or lips of the target merge, completely again unless they wish to change the direction again.
preventing speech. This not only prevents the person from
speech, but it usually compels those who see it to remain Tower of Solitude
quiet also. At the end of the spells duration, the mouth Base Difficulty -6
will return to normal, although the target usually remains 5th level base (Broad Alteration), 2 minute duration
a little uncomfortable. By focusing on familiar people and places, the caster erects
a tower of Solitude in their mind, allowing them to shrug
Purify Food off urges that they otherwise might not be able to. The
Difficulty -9 Mystic receives a bonus to their WIL score equal to 1/5
5th level (Minor Change), 5 minute duration the level of the spell.
By speaking a brief incantation and waving a hand over
the meal, the priest may turn poisoned, contaminated, or Skin of Iron
putrefied food into edible cuisine. The effect lasts for 5 Base Difficulty -3
minutes. 3rd level base (Specific Alteration)
The Mystic focuses their energy into their own body,
strengthening skin and bones. Cast at high enough level, the
WARD mystic may be able to actually block blows from weapons
without taking any damage. The caster receives a bonus
Demonsbane to their PR for the duration of the spell.
Difficulty -10
10th level
With this spell, the priest can protect himself from Demons
of all sorts for a short period of time. This will allow him
to erect a more suitable defense, attack safely, or escape
quickly. This spell is usually cast in the form of a prayer
or quick symbolic gesture.
117
can be disrupted with a touch. This is called The Forbidden
DEFENSE Touch, and it is taught so that the student will know that
it must never be used. By touching a living being in the
Orb of Peace (Barrier) exact center of his life’s energy, that life can be snuffed out.
Base Difficulty -11 Mandalan fables tell of the mystic warriors who fell to the
3rd level base, 6’ radius, 20’ range temptation of this dark path, and the terrible consequences
By meditating upon inner peace and smooth lines of that befell them.
thought, the mystic can erect an invisible barrier against
violence. This barrier will stop anything that tries to enter
the protected area. The sphere is centered on anything ILLUSION
within twenty feet of the mystic, and has a radius of six
feet from that point. Deepen Shadows
Difficulty -10
1st level, 3 levels magnitude
Meditative Focus (Aura) Mandalans use this spell to make the shadows around them
Base Difficulty -1 darker, enhancing their cover so they are harder to spot.
1st level base As long as the caster remains stationary within the shadow,
The Meditative Focus is the key to unlocking the body’s they are effectively invisible.
inner potentials. With a moment’s concentration, the mystic
is ready for any incoming attack. Arrows can be knocked Ghostly Prints
from the air, swordblades caught between the palms, even Difficulty -10
hidden attacks or attacks from behind are sensed and 1st level, Touch, 2 levels of Magnitude
avoided. Nothing can reach the mystic until the Focus This spell creates footprints that will go out in the direction
wears off, which occurs in 30 seconds or when the aura that the caster wishes. The footprints are can be easily seen
has been breached. and followed to their end. Primarily used as a decoy tactic
so that the mystic may escape pursuers.

HEAL
INFLUENCE BONUS +3
Healing Touch
Difficulty -10 The Listening
10th level Base Difficulty +2
Through a process of 1st level base, Order bonus
touching certain places on The Ariane can hear the target’s
himself or an individual, secrets by simply listening to the
the Mystic can focus quiet murmur of their soul. The
the energies within the target may resist, attempting to
recipients body to heal keep his secrets, with a Will check
wounds and fatigue with at -½ the spells level. On a failure,
amazing quickness. This the target spills everything. On
spell will heal up to 10 a mishap result, the target tells
points of damage. all and volunteers additional
relevant information. Note that
The Forbidden the target can only reveal what
he consciously knows.
Touch (Harm)
Difficulty -10 Mandalan Mind
10th level
As part of their training Trick
in the lines of energy that Base Difficulty -3
flow through the mind and 1st level base, 6 round
body, mystics also learn of duration
how those lines of energy By speaking a phrase in a

118
subtle tone of voice, the mystic can slip the thought into Detect Astral Presence
the target’s mind unnoticed, and possibly make them Base Difficulty +1
think it was their own. Possibilities exist such as “You’re 1str level base, Order bonus
overcharging us because we’re foreigners... that’s really By focusing her attention on the area around her, the Mystic
unfair.” or “No need to check that door, no one could be can detect the presence of Astral creatures in the general
hiding in there.” or “These aren’t the slaves you’re looking vicinity (50 feet). Precise details can be noticed with a PER
for. Move along.” The target may resist with a Will check at roll adding the level of the spell to the roll.
-½ the spells level. On a failure, the target will go along for
the duration of the spell. On a mishap, they will continue
believing the Mind Trick after the spell duration, unless SUMMON
shown evidence otherwise.
Repel Summoning
Base Difficulty -1
MOVE 1st level base
By engaging a spiritform in a mind-to-mind battle, the
Mystic Push mystic may banish it from this plane, back to where it
Base Difficulty -10 originated from. This battle will take a mere moment while
1st level base, SPD –6 (40 feet per round) the two minds lock and the victor is decided.
Focusing their inner energies forward through their palms,
mystics can use this spell to push an object or person at Summon Paramane
SPD –6 for 5 rounds. If attempting to push a person they Base Difficulty -10
can resist with a STR roll at –1/3 the spells level. This 6th level base, 5 minute duration
spell must be cast at such a level to move the desired By calling out mentally into the Astral Plane, a Mystic may
objects weight. attempt to locate a Paramane, a helpful spirit who is willing
to do worthy deeds. If the Mystic asks the Paramane to do
Lock/Unlock something unworthy, the Paramane may make an opposed
Base Difficulty -2 WIL roll, Partial Success indicates that the Paramane can
1st level base, Area 1’ radius refuse, while a Full Success or higher enables to Paramane
Through the use of this spell, the Mystic is able to to return to the Astral Plane.
manipulate non-magical locks, either locking or unlocking
them. The caster does not need to be able to see the lock, Astral Travel (Unique)
but must know that it is there. This spell will also work Difficulty -15
on crossbeams, drawbridges and the like as long as the 1st level, Qualitas (Moderate Change), 5 minute
spell is cast at a high enough level to move the weight of Duration
the object. This spell allows the Mystic to project his consciousness in
astral form, leaving behind the physical body and material
possessions. Enchanted items, which have an astral form of
REVEAL BONUS +3 sorts, may be brought along into the astral plane. While in
astral form, the caster may see clearly for great distances,
Lifesight and will also be able to perceive events transpiring on the
Base Difficulty -3 material plane, though with somewhat less clarity; PER
1st level base, 10 minute duration, Order bonus rolls are necessary to find the caster’s way around and notice
By meditating and listing to the aetheric echoes, the what is happening on the material plane.
mystic can discern the approximate location of all living While on the Astral Plane, the caster may attack and be
minds within a mile. It is not useful for precise locations attacked by Astral creatures and beings as normal.
of individuals, but will give general indications such as
“There are several dozen living beings in the grove ahead”
or “We must be passing over a section of the Underground
Highway, I can sense travelers below moving north”. Vague
information is automatic. If details are to be perceived, the
mystic adds the spells level to Perception and rolls against
a difficulty based on the level of detail desired.

119
Nature’s Sustenance
WARD Base Difficulty -5
Pure Thoughts 1st level base, 5 minute duration
Difficulty -10 When the Naturalist calls out for aid from the spirits of the
10th level Green World, they will bring her berries, nuts and fruits
A Mystic can focus their thoughts internally, clearing their which last for 5 minutes before disappearing. These spirits
mind of all thoughts that might plague them. This protects will not stay, but will flitter away immediately after bringing
them from spells of Influence to a great degree as the the Naturalist nourishment.
mystics thoughts will remain pure and clearly focused.

Protection from Phasms DEFEND


Difficulty -10 Swarming Defense (Aura)
10th level Base Difficulty -1
A handy spell for the Mystic who likes to travel Astrally, 1st level base
this potent spell will render all attacks from a Phasm inert When this spell is cast, it summons a swarm of insects
when directed at the protected being. that will cover the caster, using their chitinous shells to
absorb damage. At the spells duration, the swarm scatters
back to the ground and disappears into the surroundings.

NATURAL MAGIC
The insects that appear will be those normally found in
the area.

Plant Barrier (Barrier)


ALTER Base Difficulty -9
Imbue with Nature’s Force 3rd level base, 10 feet x 10 feet
Base Difficulty -5 With the use of this spell, the Naturalist can cause trees and
5th level base (Broad Alteration) thick plants to spring from the ground directly in front of
When this spell is cast, spirits from the Green World enter him, erecting a solid wall of vegetation. The vegetation
the Magicians body. Working together, the casters STR will resemble that found locally within the area.
attribute is increased while these spirits remain present. At
the end of the spells duration, the spirits will immediately
return to the Green World. These spirits may not be
HEAL BONUS +2
commanded to do anything other than grant the magician Nature’s Boon
the benefit of their added strength. Difficulty -8
10th level, Order bonus
Treeskin By collecting bits of vegetation and lightly rubbing them on
Base Difficulty -5 the forehead and cheeks of the wounded individual while
5th level base (Broad Alteration) speaking to the Nature Spirits softly, the magician can heal
When this spell is cast, the Magicians skin grows a layer up to 10 points of damage. The type of vegetation does
of flexible tree bark, increasing their PR without hindering not matter as the healing energies are coming directly from
movement. This may also provide a bonus to concealment the Green World.
attempts in natural surroundings at the GMs discretion.
Infliction of the Slaver’s Weakness
CONJURE (Harm)
Difficulty -3
Hidden Spring 5th level Disease, Order bonus
Base Difficulty -3 Through the use of this spell, the Naturalist becomes a
1st level base, 3 minute duration carrier of Yellow Tinge for a short time. During this time,
By kneeling upon the ground and calling to the spirits of the Naturalist can inflict the target with Yellow Tinge merely
underground springs and rivers, the Naturalist can use this by touching them. Note that this spell will only work on
spell to bring forth a stream that will last for 3 minutes. creatures that can normally contract Yellow Tinge.

120
Poison Thorn (Harm) long as the recipient of this spell remains still, this spell
Difficulty -8 will cloak them in colors appropriate to their surroundings,
10th level Order bonus effectively hiding them from sight (roll PER at –7 to spot,
By striking the target with a thorn from a poisonous plant, -4 if actively searching for the recipient). If the target
the naturalist can awaken the fragment of a sub-elemental attacks, they will receive +5 to their first attack roll only.
that still lives in it and cause the poison to infect as though This is a minor version of the spell Camouflage found in
the full plant were alive once more. The poison will deal the Talislanta 4th edition book.
1hp damage per round for 10 rounds. The target may resist
the poison with a Con check at -5.
Lost Path
Difficulty -10
1st level, Touch, 2 levels of Complexity
ILLUSION This spell conceals a path through the woods making it
look naturally overgrown, thus allowing a fleeing caster
Passive Camouflage to hide their way for a brief amount of time. The Muses
Difficulty -7 of Astar use this spell with surprising effectiveness when
1st level, 1 level of Magnitude, 1 level Complex fleeing from bands of Imrian Slavers.
Elements Influence
A s
Cry of the Predator
Base Difficulty -8
1st level base, 8 round duration
The naturalist, merging his spirit with those of the great
hunting beasts, makes eye contact with the target and
roars with the cry of a the predator. The target is filled
with the fear of the prey, and flees in a blind panic. The
target may resist the effect with a Will roll at –1/2 the
spells level.

Animal Friendship
Base Difficulty -5
1st level base, 1 minute duration
Naturalists can befriend an
animal by contacting the
sub-elemental that lives
within the creature. The
Animal Friendship spell is
generally short term, long
enough for the naturalist
to request help from the
animal for a minute. The
target animal resists with
it’s ability level against half
the spell level.

Animal Bond
(Unique)
Base Difficulty -11
1st level base, Qualitas
(Moderate change)
This spell allows the
Naturalist to create a

121
permanent, non-magical bond with any normal creature. 1st level base, 3 minute duration
As long as the creature is not mistreated, it will stay with Through the use of this spell, the caster summons a spirit
the caster as a companion. Only one such bond can be in of the Green World that can be used for simple tasks. This
existence at a time. The target animal resists with it’s ability spirit will appear as a green-skinned sprite with foliage for
level against half the spell level. hair and small gossamer wings. This spell expires after 3
minutes.

MOVE Viridian’s Silent Messenger


Base Difficulty -10
Animate Plants 1st level base, 10 minute duration
Base Difficulty -8 When this spell is cast, a minor windling elemental from
1st level base, 14 foot area the Green World is summoned and given a verbal message
By singing to the sub-elementals that reside in the grasses, to deliver. The spirit then whisks off, traveling hundreds of
trees, and other plants in the area, the caster can call on miles in a few minutes due to the properties of the Green
them to move their leaves, vines, etc to grasp and hold any World, and delivers it’s message to the chosen recipient.
number of targets in a 14 foot diameter area. Targets may Viridian occasionally had difficulties with this spell, as such
resist the entanglement with a Dexterity check at -7 due to minor elementals are often of meager intellect, and prone
the area of effect. to garbling complicated messages.
Wings of the Avir
Base Difficulty -9 WARD
1st level base, 1 minute duration, SPD -8
If Naturalist casts this spell and holds an Avir feather in their Protection from Vasps
outstretched hands, giant Avir wings will seem to sprout Difficulty -10
from their back. This wings will allow the caster to fly for 10th level
a short amount of time. This spell must be cast at a level When cast, the Naturalist can place this ward upon a
great enough to lift the casters weight. person or area. The person or protected area will remain
unmolested by the hunting instincts of the Vasp. Wards
for almost any creature found in the various wooded
REVEAL BONUS +2 areas of the continent can be found among the indigenous
peoples.
Find the Path
Base Difficulty +1 Ward vs Plant Demons
1st level base, Order bonus Difficulty -10
This spell enables the caster to discern a safe path through 10th level
an area. Dense areas may need a higher level spell, as will While protected with this spell, Plant Demons will not
areas protected with Illusions. In urban areas, this spell harm the individual and will actually ignore them as if they
will receive an additional penalty. were not there as long as the protected individual does not
directly attack them. If cast on an area, Plant Demons will
Detect Unnatural not be able to enter.
Base Difficulty -8
1st level base, 5 minute duration, 100 foot range,
Order Bonus
While this spell is in effect, the caster can sense anything NECROMANCY
man-made or otherwise not native to the area. Hidden
structures, traps, lost objects, and non-natural magic effects. ALTER
Such items will stand out like a beacon to the naturalist’s
eyes. Weakening the Soul
Base Difficulty -4
3rd level base (Specific Alteration), 2 minute
SUMMON duration
When this spell is cast, the Necromancer reaches into the
Speak with Nature’s Spirit very soul of the target, weakening it and causing a loss
Base Difficulty -3
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of energy and resistance to damage. This will wear off
shortly, as the spirit of the person regains its strength. DEFEND
Affects Hit Points.
Living Wall (Barrier)
Loss of the Body’s Strength Base Difficulty -7
Base Difficulty -6 1st level base, 10 foot x 10 foot area
5th level base (Broad Alteration), 2 minute duration With this spell, the Necromancer conjures up a mass of
By reciting this incantation focusing the decaying energies living tissue and organs that move and convulse. Anyone
of death into the subject, the Necromancer can reduce the seeing this wall close enough to realize what it is, must
STR of his target for a short time. High levels of this spell make a CON roll at –1/3 the spells level or start vomiting
can be used to weaken an opponent so much that they uncontrollably.
cannot move at all and are used in Rajanistan on unwilling
sacrifices. Death’s Shroud (Aura)
Base Difficulty -6
Feeding the Body 1st level base, 1 minute duration
Base Difficulty -5 After casting this spell, the Necromancer becomes
3rd level base (Specific Alteration), 3 minute enveloped in a seething black mass of smoke and half-
duration corporeal mist. This mist will protect the caster from harm.
By drawing on the power and strength of his soul, the This aura will also cause uneasiness in normal animals,
Necromancer can temporarily increase a targets Hit Points. which must make a WIL roll or flee if within 10 feet of the
Any damage done to the recipient of this spell is subtracted protected individual.
from these additional Hit Points first.

HEAL BONUS +3
ATTACK Necrotic Touch (Harm)
Unwrap the Mortal Coil Difficulty -7
Base Difficulty -1 10th level, Order Bonus
1st level base This spell causes the casters fingertips to excrete an
By use of this spell the Necromancer undoes a bit of the extremely vile poison which causes necrosis in the touched
mortality of the target, causing intense pain throughout area, killing and rotting the flesh, dealing 1 hp per round
the victim as they feel their life slip away. The victim will for 10 rounds. This is a very painful infliction, the victim
writhe in pain for 1/3 the spells level in rounds unless a will suffer a –4 penalty to all actions until the damage is
WIL roll minus the spells level is successful. healed.

Bone Shards Sacrificial Healing


Base Difficulty -6 Difficulty -7
1st level base, 5 foot radius 10th level, Order Bonus
With the final phrase of this incantation, the Necromancer By drawing the life essence out of a minor Spiritform, the
tosses a bone into the midst of the enemy, whereupon Necromancer can heal wounds. The Spiritform, although
it shatters, inflicting damage to everything within a 5’ sacrificed, does not count towards the experience points that
radius. a Necromancer may receive due to Order Advantage.

Ghost Blade Drain Life (Unique - Harm)


Base Difficulty -1 Difficulty -12
1st level base 10th level, Qualitas (Minor change), Order Bonus
The caster holds forth the femur of a dead warrior bringing With this spell, the Necromancer can drain the life essence
forth a ghostly blade with incorporeal qualities. The blade out of a target, and heal himself. This spell will do 10 hp
will affect incorporeal creatures, as well as pass through damage to the target, and heal the caster for 10 hp.
normal materials such as armor and weapons. Enchanted
items will function normally against the Ghost Blade, ie
enchanted weapons can be used to block, enchanted armor
functions normally, etc.

123
recipient of the spell may fly at a SPD of –6. This spell
MOVE must be cast at a level great enough to lift the recipients
weight.
Ghostly Manipulation
Base Difficulty -7
1st level base, SPD -7 REVEAL
By calling upon the servants of Death, the Necromancer
can summon hands of ghostly energy that he can move Darksight
about for a variety of reasons, including precise or delicate Base Difficulty -5
manipulations. This spell must be cast at a level great 1st level base, 5 minute duration
enough to lift the objects weight. When this spell is cast, the targets eyes will glow like
burning embers. For the duration of this spell, the recipient
Shadowflight can see clearly in normal and magical darkness. The
Base Difficulty -10 effected person will receive a bonus to PER rolls equal to
1st level base, SPD -6 the level of the spell.
With the completion of this spell, the
Necromancer or a designated recipient, Sense Death
grows large shadowy wings strong Base Difficulty -10
enough to lift 1st level base, 100 foot range, 5 minute duration
him off the Stryx Necromancers use this spell for a variety of purposes,
ground. including the finding of food. This spell allows the caster
T h e to sense the presence of dead or rotting organisms up to
a range of 100 feet, for a period of 5 minutes. A bonus to
PER rolls equal to the spells level should be applied to all
attempts to locate dead or rotting organisms, or to determine
what the detected substance is.

SUMMON BONUS +2
Necrophage Servant
Base Difficulty -3
1st level base, Order bonus, 5 minute duration
By opening a portal to the Underworld, the
Necromancer is able to summon a Necrophage
that will do the Necromancers bidding for 5
minutes. After that time the Necrophage will
return to the Underworld.

Summon Spiritform
Base Difficulty -3
1st level base, Order bonus, 5 minute
duration
By using this spell, the Necromancer can
summon the spirit of a deceased person for
any number of various reasons. The spirit
will simply manifest within 10 feet of the
caster, seemingly coming from nowhere and
await instructions. At the end of the spells
duration, the spirit will vanish in the same
manner that it arrived.

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TRANSFORM SHAMANISM
Sacrificial Dagger
Difficulty -9 ALTER
5th level (Minor Change), 5 minute duration
The Necromancer holds a bone in his hand and chants Viper’s Strike
softly. At the end of the incantation, the bone elongates Base Difficulty -5
and sharpens, changing into the shape of an ornate dagger 5th level base (Broad Alteration)
resplendent with vile-looking hooks and barbs. This Shamans with the Death’s Head Viper totem can increase
dagger will do DR 6 if used in combat, due to the barbs their SPD for up to a minute by chanting this incantation
and hooks. and shaking a bone rattle. While this spell is active, the
recipient will seem to hiss and sway in much the same way
Bone Claws as the Death’s Head Viper.
Difficulty -10
10th level (Major Change) Totem’s Strength
This spell transforms the casters fingers into long, bone-like Base Difficulty –5
claws (DR4) similar in appearance to those of the Ghast. 5th level base (Broad Alteration)
Unarmed Combat, Da-khar, or the dagger skill can be used Shamans with a totem animal known for its strength can
in wielding them. become stronger with this spell by tapping into the totem
spirits energy. Growing slightly in size as their muscles
become infused with the extra strength.
WARD
Safeguard from Shadow DEFEND
Difficulty -10
10th level Totem’s Protection (Aura)
With this spell, the Necromancer exercises their command Base Difficulty –1
over the forces of shadow, keeping them from touching 1st level base
him for 1 minute. Note that no shadow of any type will This spell calls upon the Shamans totem spirit, asking
touch the caster for the duration of this spell, including for protection. With a successful casting, the spirit will
shadows that may be side effects or magical effects of intercept blows intended for the Shaman for a short time.
beneficial spells.
Spirit Guardians (Barrier)
Protection from Scrying Base Difficulty -6
Difficulty -10 1st level base, Cylinder 6 feet high x 5 feet radius
10th level This incantation allows the shaman to call forth a number of
By uttering this incantation and dropping an eye into a ancestral spirits, who will guard and protect anyone within a
bag, the Necromancer wards off all spells from the Reveal ten-foot diameter circle around the caster. This barrier will
mode. Anyone attempting to scry upon the caster will see also have an Armor Rating equal to 1/3 the spells level.
only darkness, in addition, anyone using the Reveal mode
to scan an area will not be able to notice the protected
individual for the duration of their spell when using the HEAL BONUS +2
affected sense.
Totemic Healing
Difficulty -6
8th level, Order bonus
While running the shamans totem back and forth above a
wound, the shaman can call upon the totems spirit to heal
the wound. This spell will heal up to 8 points of damage
to a single creature.

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Shamanic Vengeance (Harm) Scare
Difficulty -10 Base Difficulty -6
12th level disease, Order bonus 1st level, 10 round duration
Shamans typically employ this spell when they encounter By casting this spell and targeting an enemy, the caster
Aamanian Witchhunters in their land. This spell inflicts can cause them to flee in utter terror. The effect lasts for 1
the target with a disease that causes an intense burning minute, during which time, the target can only think about
sensation and horrible blistering. The only way to remove escaping the Shamans presence. A WIL roll at –1/2 the
the disease is with magical healing, and until such time, spells level is used to resist.
the inflicted will suffer –4 on all action rolls. Targets may
resist with a CON check at –4.
MOVE
Spirits Whispers (Harm)
Difficulty -10 Spirit Grab
12th level disease, Order bonus Base Difficulty -10
This spell causes a spiritual infection in the target, leading 1st level base, SPD -6
to fevers and auditory hallucinations, usually perceived By calling upon a minor spirit, the Shaman is able to move
as ‘voices’ or ‘whispers from the spirits.’ Those inflicted items anywhere within the range of the spell. This spell
with this malady suffer a –4 penalty on all actions that must be cast at a level great enough to move the objects
require concentration. Targets may resist with a CON weight.
check at –4.
Calling the Playful Spirits
Base Difficulty -11
ILLUSION 1st level base, 5 foot radius, 1 minute duration
By calling upon many minor spirits, the Shaman is able to
Distant Drums move many small items in an area. This is usually used
Difficulty -10 to frighten intruders or cause confusion in the ranks of
1st level, 3 levels of Magnitude enemies. This spell must be cast at a level great enough
With this spell, the shamans creates the sounds of drums to lift the heaviest desired objects weight.
off in the distance. Drums are used by many of the tribal
cultures of the continent for communication purposes, and
this spell can be used by the shaman to create any desired REVEAL BONUS +2
rhythm.
Casting Bones
Spirits Light Base Difficulty -3
Difficulty -12 5th level base, Order bonus, 1 minute duration
1 level, Motion, 1 level of Magnitude By casting this spell and throwing small bones to the
A Shaman using this spell can conjure the image of a ground, the Shaman can vaguely interpret what fate has in
glowing spirit to shed light. The illusory spirit will move store for a target. The player should be able to ask a specific
at the casters will, will shed light equal to that of a torch, question, and the GM should answer as truthfully and as
and last for 1 minute. accurately as the spell level and success dictates, the higher
the spells level, the more detailed the information, the better
the roll, the less cryptic the information will be.
INFLUENCE Spirit Track
Sleep Base Difficulty -2
Base Difficulty -5 1st level base, Order bonus, 5 minute duration
1st level base, 5 round duration Allows the caster to see the spirit-traces left by the passage
The Shaman shakes a rattle made of bone, tosses sand into of any living creature, spirit or extra-dimensional entity.
the air and commands the target to sleep. If the target fails The age of the tracks can also be determined by this spell.
a WIL roll at –1/2 the spells level, they will fall into a deep The Shaman’s effective PER rating is equal to the spells
sleep for 5 rounds. After which, they will continue to sleep level while using this spell.
normally until awakened or fully rested.

126
have been known to infiltrate and escape fortifications in
SUMMON their fight to reclaim their lands.
Call Totem Animal
Base Difficulty * WARD
Level dependent upon totem animal, 10 rounds
This spell allows the Shaman to summon a willing animal Spirit Ward
identical to the chosen totem. A totem animal has the Difficulty -10
same stats as a normal animal of its type, but will be able 10th level
to comprehend and converse with the caster on a spiritual The Shaman can use this spell to ward of malign spirits that
(non-verbal) level. The level of the spell must fall in the wish to do harm. The spell will also allow the Shaman to
range of the totem animals ability level, and the animal protect himself when visiting the dream realms, or other
summoned will be of an ability level equal to the spells spirit realms.
level.
Spiritual Vexing (Hex)
Speak with Spirits Difficulty -10
Base Difficulty -5 With this potent hex, the Shaman is able to make a target
1st level, 5 minute duration more susceptible to their spiritual attacks. Spiritual attacks,
Using ancient magics, the Shaman can summon forth a and attacks by spiritual entities, will inflict double the
spirit with which to converse. The spirit may or may not be normal damage.
able to answer questions concerning events that happened
after its death, but can be used as a spy. For stats, use those
listed for a disembodied spirit. WITCHCRAFT
Dreamquest (Unique)
Difficulty -15 ALTER
5th level base, Qualitas (Moderate Change), 5 minute
Duration Enfeeblement
This spell allows the shaman (and others, one additional Base Difficulty -7
traveler per 3 spell levels) to enter the Dream Realms. The 5th level base (Broad Alteration), 2 minute duration
shaman’s totem will act as a guide for the travelers. Care By speaking this ancient curse and touching an individual,
must be taken, however, not to upset the totem guide, as the Witch can cause a single victim to suddenly feel
you may end up lost in the Dream Realms and unable to exhausted, as if from strenuous activity. The victim will
return. suffer a penalty equal to 1/3 the spells level to all action
table rolls involving physical actions.

TRANSFORM Aura of Allurement


Base Difficulty -7
Minor Totemic Aspect 3rd level (Specific Alteration), 5 minute duration
Difficulty -10 Through the use of this enchantment the caster can make a
10th level (Major Change) designated subject appear more attractive and alluring. In
Through the use of this incantation, the Shaman can change game terms, the spell adds to the beneficiary’s appearance,
a single aspect of their form to match that of their totem but does not effect leadership or other facets of the
animal. For instance, a Shaman of the Death’s Head Viper Charisma attribute. Members of the same (or similar) race
might change his teeth to fangs while a Shaman of the will usually respond far more favorably to the subject for
Omnivrax Totem might change his fingers into claws. the duration of the spell.

Slip through the Cracks


Difficulty -9 DEFEND
3rd level (Trivial Change), 7 minute duration
By ingesting particular herbs and narcotics, a Shaman Eldritch Aura (Aura)
is able to reduce their size enough to become mostly Base Difficulty -1
unnoticeable to others. Using this spell, the Druhk of Arim 1st level base

127
By calling upon long forgotten gods, the Witch may disease, Order bonus
envelope herself in the eldritch energies of those beings. With this potent curse, the Witch calls upon dark forces that
Green fire will swirl about her for the duration of the spell, will cause boils and blisters to cover an individuals body
protecting her from harm. with a touch. This affliction is extremely painful and the
recipient suffers a –6 to all rolls requiring concentration
Eldritch Barrier (Barrier) until a cure has been affected.
Base Difficulty -6
1st level base, 1 minute duration
By speaking a brief incantation calling upon long forgotten ILLUSION
gods, and pointing at an area, a witch can create a wall of
eldritch force that lasts for a single minute. This wall will Blurred
appear as a shimmering barrier that is almost imperceptible Difficulty -9
at certain angles. 1st level, Complex Elements, 10 round duration
Witch’s may blur the form of a single object or person,
obscuring features and movements with this simple
HEAL BONUS +2 illusion. While blurred, the individual will be hard to see
and after this spell ends, no one will be able to recognize
Eldritch Healing or describe the target. A favorite of Witches traveling
Difficulty -8 through Aaman.
10th level, Order Bonus
Calling upon the ancient god of healing, a witch can Step Away
channel the energies of this god into heal herself or others. Difficulty -13
The recipient of this spell will be healed of 10 points of 1st level, 9 levels of complexity, Motion
damage and feel a warming sensation as the energies course With an ancient word the Witch mutters this spell and
through them. literally ‘steps away,’ out of sight from the viewer,
effectively becoming invisible. This spell is taught to
Cause Boils Witches to help them escape the Witch Hunters from
Aaman with greater efficiency.
(Harm)
Difficulty -4
6th level

128
INFLUENCE REVEAL BONUS +2
Obsession Hide Magic (Conceal)
Base Difficulty -5 Base Difficulty -1
1st level, 5 rounds 1st level base, Order bonus, 3 minute duration
A simple curse, this spell enables the caster to afflict a This spell allows the caster to disguise any enchanted
subject with an overwhelming craving or desire of the object, artifact, creature, or being, causing it to appear
caster’s choice. For example: the urge to eat or drink to be non-magical in nature. A PER roll using the spells
to excess, affection for a particular person or creature, level as a negative modifier must be made in order to see
a fixation upon obtaining some object of desire, or through the effect.
compulsive behavior of some sort. The subject may resist
the spell with a WIL check at –1/2 the spells level. Second Sight
Base Difficulty +1
Fear 1st level base
Base Difficulty -5 By concentrating on her inner self, and speaking softly to
1st level base, 5 rounds the forgotten gods, the witch may see into the future. The
By reaching into the victims psyche and drawing out their player should be able to ask a specific question, and the
darkest fears, the Witch can cause uncontrollable terror in GM should answer as truthfully and as accurately as the
her victim. If the victim fails a WIL roll at -½ the spells spell level and success dictates, the higher the spells level,
level, then they will run in terror for the duration of the the more detailed the information, the better the roll, the
spell. less cryptic the information will be.

MOVE SUMMON
Eldritch Flight Jinx
Base Difficulty -6 Base Difficulty -5
1st level base, 1 minute duration 1st level base, 5 minute
By reaching into the realms of the Forgotten Gods, the duration
Witch can pull their energies to her while turning in a circle. This spell summons a spiritling to hound a given subject,
These Eldritch energies will encircle and lift the target into wreaking all manner of mischief. Until the jinx expires or
the air, allowing them to fly at a slow speed for a short time. is removed, the subject will suffer a penalty equal to 1/3 the
Note that the spell level must be high enough to allow the spells level on all actions, and will experience numerous
energies to lift the weight of the target. minor mishaps and misfortunes at the GM’s discretion.

Levitation Conscience
Base Difficulty -6 Base Difficulty -5
1st level, 1 minute duration 1st level base, 5 minute duration
This spell causes the Witch to rise off the ground as if Using this spell, the Witch can summon a minor spirit of
lifted by a wind. This spell is used for various purposes conscience to verbally guide, or harass depending upon the
and has always been a favorite of younger practitioners. targets perception, an individual. By targeting herself, the
While levitated, the Witch can turn her attention to other witch can mingle better in alien cultures, as the spirit will
matters, including spellcasting, as long as she remains warn her what might be offensive or inadvisable. In game
unmoving. This spell must be cast at a level great enough terms, the spirit has the Cultures and Diplomacy skills at
to lift the caster. a rating equal to its ability level.

Open Witchgate (Unique)


Base Difficulty -13
1st level, Qualitas (Moderate Change), 2 minute
duration
By casting this spell on a Witchgate, the caster opens a
dimensional portal, enabling them to step through and

129
reappear at another Witchgate. The second gate must be
chosen when the spell is cast and cannot be changed for
the duration of the spell. Dhuna covens guard the secret
WIZARDRY
of this spell, as well as the location of the Witchgates, very Order bonuses to the modes have not been added for
closely so that the gates will not be destroyed, and so that Wizardry due to the individualistic nature of each
others cannot use them against the Dhuna. Wizards specialties.

TRANSFORM ALTER
Altered Visage Enhance Weapon
Difficulty -9 Base Difficulty -3
5th level (Minor Change), 5 minute duration 3rd level base (Specific Alteration)
With this spell, the Witch may assume the facial features Upon casting this spell, the Wizard targets a weapon
of any member of the various cultures of man (Cymrillian, and causes it to glow with blue arcane force. This force
Aamanian, Dracartan, Sarista, etc). The Dhuna use this increases the DR of the weapon.
spell to great effectiveness for the purposes of traveling
freely as well as other acts of deception. Enhance Armor
Base Difficulty -3
Shrink 3rd level base (Specific Alteration)
Difficulty -10 This incantation causes the touched armor to shimmer with
5th level (Minor Change), 5 minute duration a silver light, increasing the PR of the Armor.
By putting a shrinking violet into her mouth and uttering
this quick incantation, the Witch is able to reduce her size, Arcane Strength
or the size of one other creature, dramatically. A Partial Base Difficulty -5
Success will reduce the targets size by ¼, a full success by 5th level (Broad Alteration)
½ and a critical success will reduce them by ¾. A similar With this spell, the Magicians skin starts to glow bright
spell, Enlarge, does the opposite. green. The arcane forces present enhance the Magicians
STR.

WARD BONUS +2 Empowerment (Unique)


Base Difficulty -14
Rumors (Hex) 5th level base (Broad Alteration), Tempus (Minutes-
Difficulty -10 weeks), 1 week duration
10th level, Order bonus, 3 minute duration Utilizing this spell, the Wizard is able to increase his MR
Those inflicted with this spell will only hear the worst things for a period lasting 1 full week. For the duration of the
about themselves from their friends mouths, no matter what spell, the caster will emit a slight silvery glow that emanates
is actually being said. In addition, while this hex is in effect from all around him.
others will be more likely to notice bad things about the
afflicted than they will good things.

Ward against Hexes ATTACK


Difficulty -10
10th level, Order bonus, 3 minute duration Arcane Bolt
Due to the nature of certain covens, the Dhuna teach this Base Difficulty -1
spell to all of the younger initiates in order to protect them. 1st level base
This spell will ensure that the recipient is untouched by The caster sends a bolt of arcane force towards the intended
any hex for a period of 3 minutes, although it is commonly target for the sole purpose of causing harm. The color of
used in enchantments. the bolt is decided upon by the Wizard when they learn
the spell and cannot be changed without researching the
spell anew. Also, many Wizards will add sound, such as
crackling or high pitched whistle to the bolt.

130
Arcane Blast Wizards Wall (Barrier)
Base Difficulty -5 Base Difficulty -6
1st level base, 5 foot radius 1st level base, 1 minute duration
This spell causes a bolt of arcane force to fly towards an This spell has been used for centuries to block off an escape,
area and explode, damaging all within a 5’ radius. The or to stop pursuers. By speaking a brief incantation and
color of the bolt is decided upon by the Wizard when they pointing at an area, the wizard creates a shimmering wall
learn the spell and cannot be changed without researching of arcane force that lasts for a single minute.
the spell anew. Also, many Wizards will add sound, such
as crackling or high pitched whistle to the bolt and a Honorable Duel (Barrier)
thundering boom or wailing wind to the blast itself. Base Difficulty -7
1st level base, Cylinder 8 feet tall x 4 foot radius
Arcane Blade The caster creates a barrier of bright blue force big enough
Base Difficulty -1 to encompass himself, and his opponent in an 8’ circle. This
1st level base allows both combatants to focus on the duel without having
A blade of arcane force appears in the casters hands, lasting to worry about friends that the other might have.
a number of rounds, and having a DR, equal to the spells
level. The color of the blade is decided upon by the Wizard
when they learn the spell and cannot be changed without HEAL
researching the spell anew. Also, many Wizards will add
sound, such as humming or crackling to the blade.
Minor Disruption (Harm)
Difficulty -5
5th level
CONJURE By disrupting the natural flow of magical energies through
a targets body, the Wizard can deal 5 points of damage.
Wizard’s Rope This spell causes the Wizards hands to glow bright green
Base Difficulty –5 until the spell expires, and upon touching the victim, the
1st level base, 5 Minute Duration green energy will course over and through their body as it
Upon completion of this incantation, the Wizard conjures inflicts the damage.
a rope made of sparkling energy that can be used for any
of a multitude of purposes. The rope disappears after 5 Healing of the Body’s Wounds
minutes. Difficulty -10
10th level
Glittering Cloud When this spell is cast, the Wizards hand glow brightly
Base Difficulty -2 with a blue light. Upon touching an individual, 10 HP
1st level base, 2 minute duration are restored as the targets wounds are healed through the
With the spell, the Wizard conjures a 1 cubic foot cloud of power of arcane forces.
sparkling glitter that swirls around the area of effect for 2
minutes that will reducing visibility. This cloud will act Incitement of the Spinning Sickness
in all ways as normal glitter, and may be blown about by
winds.
(Cause Disease)
Difficulty -10
10th level disease
DEFEND Upon casting, the Wizards hands become covered in blue,
green and black vortices. When the caster touches the
Arcane Aura (Aura) target, the vortexes move up the body from the point of
Base Difficulty -1 contact and swirl around the victims head. This causes
1st level base the victim to suddenly become afflicted with Spinning
When cast, the Wizard glows with an amber light and is Sickness, luckily for the victim, this disease is not fatal
surrounded by crackling arcane energies, which will shield and usually runs its course in a few days.
him from physical and magical attacks that might otherwise
do damage.

131
Arcane Fingers
ILLUSION Base Difficulty -6
1st level base, 1 minute duration (10 rounds)
Illuminating Globe A glowing hand of green arcane energy appears and moves
Difficulty -11 at the discretion of the caster. The hand can pick up objects
1st level, 1 minute duration (10 rounds), Magnitude and move them slowly around within range.
1, Movement
With a gesture, the caster produces a small globe of light Arcane Flight
that will move as directed. The globe produces light as a Base Difficulty -7
torch, and can be used to blind opponents with a ranged 1st level base, SPD -7
attack roll using the Illusion Mode rating with a -7 aiming This spell covers the target in a purple glow and allows
modifier. them to fly for a short period of time, at SPD –7 (30 feet
per round). For the duration of this spell, the effected
Lighting the Way individual will be able to control their movements very
Difficulty -10 precisely and will also be able to hover if so desired. Note
1st level, Magnitude 3 that this spell must be cast at a high enough level to lift the
Cymrillian Wizards in the employ of the military commonly targets weight.
make us of this spell as a rallying point for troops. The
spell brings forth an illusion of a battle standard high above
the rally point. REVEAL
Hidden in the Folds (Conceal)
INFLUENCE Base Difficulty -1
1st level base
Induce Sleep When cast, this spell allows the magician to hide an object
Base Difficulty -5 somewhere on their person, usually within the folds of their
1st level base, 5 round duration robes. The object can be of any size that the magician can
When cast, a sparkling cloud will fall around the target, usually carry, although weight is not effected.
causing them to become drowsy and sleep for 5 rounds.
At the end of the duration, the target will remain asleep Seek the Path
until awoken normally. WIL save at –1/2 the spells level Base Difficulty -1
to resist. 1st level base
Upon casting this spell, the wizards eyes take on an amber
Trance glow. This glow allows the caster to pinpoint the direction
Base Difficulty -5 of any location he has previously visited to great effect.
1st level base, 5 round duration
Upon casting, the magicians eyes glow with a sparkling
blue light, capturing the intended targets attention and WARD
sending them into a trance-like state, unable to act for 5
rounds. Ward vs Magical Attacks
Difficulty -10
10th level
MOVE Upon casting this spell, the targets skin starts to shimmer
with silver arcane forces that will prevent all damage from
Subjugating Force Attack Mode spells. If an attack mode targets the individual,
Base Difficulty -7 the energies will be seen to disperse upon contact.
1st level base, 6 foot radius
Shimmering forces slam down on those within a 6’x6’ area. Ward vs Arrows
This spell causes those within the area of effect to make a Difficulty -10
STR roll vs 1/3 the spells level, or fall to their knees. 10th level
This spell, when cast, produces a bright, transparent green
shield of energy around the target. Arrows will bounce
harmlessly off of the shield most likely fallen broken to
the ground.
132
CHAPTER FIVE

A GUIDE TO THE
OMNIVERSE

This chapter presents the Omniverse of the Talislanta game It is the discretion of you, the gamemaster, whether to trust
setting in detail, for Gamemasters to incorporate into their in such sources…
games. Due to the shifting, unnatural and alien nature of
many of these planar realms, exact details on each region
in the Aetheric Sea are hard to qualify. Such a plane of
reality might be different for every visitor (and indeed,
THE GREEN WORLD
each individual visit), conforming and altering to meet Excerpts from The Green World by the archmage Viridian.
the expectations, perceptions or fears of those who travel The following notes represent much of the salvaged lore
through. Geography will change as the land itself warps, from the introductory chapter.
laws of nature alter and twist according to the rules of other
realities, while creatures of unknown origin walk the realms [Excerpt begins]…the literal Heart of the Omniverse.
and prey upon the unwary and the lost. Thusly, it is the Green World, also called the Elemental
Plane, that is the source of all creation, and not the
In all of reality, there are no more mutable, unstable places misunderstood “Creator”. Certainly the Creator put
than these realms, a fact highlighted by the conflicting maps into motion the events of life, construction, death
made of the Omniverse itself. The ancient Archaens viewed and destruction, but the Green World is the primal
the Omniverse as a sphere, with an elemental core realm, birthplace of every naturally-occurring being, entity
surrounded by many other spheres around it, each growing and element, be it creature of flesh or mountain of
in size to encompass those within. Other maps, from both stone.
the Forgotten and the New Ages, display the Omniverse
more as a vast expanse of dark ocean (the Aetheric Sea) In this realm, every single entity is alive and sentient.
with archipelago islands (the planes) existing at various From the greatest mountain to every rock in its vast
points in the cosmic ether. body; from every blade of grass to the most colossal
tree that reaches up to seemingly touch the sky - it is all
With such a highly metaphysical matter, it is no great alive, intelligent, and often capable of communication.
surprise that general consensus has never been achieved. The realm itself is also inhabited by all manner of
elementals, from more common manifestations of fire
and earth to wind, dust, ash and even wood, mud and
CHAPTER FORMAT stone. Truly, it is a realm of abundant life, clarity,
This chapter is drawn up in a somewhat unusual format. sentience and beauty. Perhaps the “most natural” of
Though the bulk of the following text functions as a straight any reality.
“guide” to the Omniverse, certain sections are taken from
fragments of literature from the Forgotten Age, or first-hand
accounts of those who have visited the planes in question.

133
THE NATURE OF THE The landscape is also unique among the Omniverse
in that it never warps or alters by some maddening
REALM and unknowable whim. In fact, the realm is in such
a matter of geographical stasis that one could map it
All the energy of life flows outward from this plane.
Every child born and sapling that sprouts from a seed just as one could map Talislanta. However any such
is fuelled by life essence from the Elemental Plane. map of the Elemental Plane would be doomed to an
This we know as fact. eventual failure, for it could never be completed and
would stretch out forever in every direction. Such an
But there is more to the realm than the “mere”, (or endeavor would not simply be mapping the landscape
should I say “simple”) generation of all life force. In of all past and present life, but all potential life, in the
the Passage of Souls, the Green World itself is a literal entire Omniverse.
embodiment of all that is, and all that ever shall be. The
life force of every single entity exists within the Green Perhaps because of the power of the beings here,
World, somewhere, and could potentially be found. The and the fundamental importance - nay, the vitality
lives of your unborn children, the pre-echoes of forests - of the plane itself, the Green World has a definite
that have not been seeded, the life energy that will one geography and landscape. The lay of the land bows
day be unleashed in a thunderstorm, or an earthquake, to no strictly natural (or, at least, earthly) law, in that
or a worldwide disease…it is all here, somewhere, in a desert of ash and elemental flame will exist, fuelled
some primal form. by no apparent source, in some cases adjacent to vast
ice tundra or verdant tropical jungles. In the Green
That is the true beauty of the Green World. It is also World, this is simply the natural state of all things.
the foundation of its unpredictable nature...[excerpt Certainly the edges of the tundra will melt, the edges
ends] of the ashen desert will turn to mud, and the edges of
the jungles might scorch and burn, but Life exists in all
possibilities here. For every forest reduced to stinking
GEOGRAPHY OF ash, there is one that boasts thousands of examples of
THE PLANE OF LIFE every species of tree on a million worlds. For every
[Excerpt begins]...making travel extremely dangerous plain of fire that is extinguished by a rainstorm, a field
for mortals, even without the other myriad troubles of flame rages and consumes all lands next to it.
and threats of the Green World. Indeed, passage
through this plane can present numerous difficulties, Balance. That is the key.
particularly to those who do not know and obey the
local laws of nature. I call this the Dance of the Elements. Various types of
being, no matter how conflicting their natures, exist
Walking upon the Green World is a breathtaking in perfect balance within the Green World…[excerpt
(should one even have breath) experience, and to ends]
describe the endless variety of the realm is to try and
describe the joys and mechanics of life itself. And yet DENIZENS OF THE GREEN WORLD
I shall endeavor to explain my own observations as I [Excerpt begins]…makes them so unknowable.
ventured through the very heartbeat of Creation.
Life Elementals: Every living being that ever walked
The land of the Elemental Plane is endless in the truest the world of Archaeus, indeed, any physical world, was
sense of the word, for by its very nature there is no born in the Green World. This equates to the life force
beginning or end, no northern or southern poles, no - the unformed soul - of every entity in the Omniverse
“edge” where the realm stops and becomes something existing in some form within this realm. Travellers
else. The Green World, like all life, simply is. You can can encounter these primal beings, can appear as
enter by manifesting here, you can leave by vanishing “echoes” the being they will one day become. In this
and returning to another plane, but you cannot simply manner it is possible to converse with beings from
enter by travelling over leagues of distance in the other worlds far from Archaeus, or speak with beings
Aetheric Sea. that will one day, perhaps in thousands of years, walk

134
the surface of Talislanta as living creatures.
Unsurprisingly, most of these entities are barely
sentient, existing as simple echoes of a life yet ADVENTURE IDEAS
unlived - after all, nothing at this stage of life The Green World Express: Viridian noted that if one
can truly know its own future. But the potential translocates from Primus to the Green world, travels one mile,
for life is there nevertheless. and then returns to Primus, one will appear 100 miles from the
starting point. This can be used to cover vast distances, if one
Natural Elementals: The overwhelming is willing to risk the dangers of the Green World.
majority of the Green World’s population is
made up of natural elementals, rather than That Which is Yet to Be: As the Womb of the Omniverse,
unformed-life beings and godlike entities. all that will one day exist can be found in the Green World,
These elementals are the sentient, naturally- if one has perserverance. The Sultan of Zandu may send the
occurring creatures that dwell here in their player characters to the Green World to find the life of his
countless infinites. Every rock, pebble, boulder as-yet unconceived child, to ensure that he will one day have
and mountain, every leaf, branch and tree and an heir. A terrible disease sweeping Maruk might only be
forest - every part of the Elemental Plane, no cured by an herb that grows on another world, but can also be
matter how humble or grand, is a sentient found on the elemental plane. A Raj diabolist might travel to
and reasoning entity (even if not necessarily the Green World in an attempt to taint the unborn soul of the
reasonable by mortal standards). next Dracartan King.

The spread of sentience is a curious anomaly Opposing the Stain: To gain the trust or assistance of the
here. While a mountain is considered sentient, elementals, the player characters could find themselves pitted
it is made up of any number of boulders, rock against the Stain in pitched battle, or set to guard a particularly
formations and pebbles that all contribute into sensitive region against Stain intrusion. Perhaps they could
the entire whole. Each individual stone in the even be sent as spies to the Stain homeworld, far in the depths
mountain is awake and aware, possessing some of the lower planes.
intelligence, and the consciousness of these
entities merges to form the greater intelligence Border Dispute: The player characters are caught in a
of the mountain itself. It is, in some way, similar "discussion" between two True Elementals, Father Mountain
to a hive mind. It becomes the choice of the and the the Matron of Morning Sky. They are arguing about
traveller whether to address the mountain via their relative merits, and the player characters must struggle
communication with its individual intelligences, to survive the fallout. Eventually the characters are chosen to
or the greater over-mind. And doing either is no act as proxies and compete in a series of challenges designed
more difficult than simply speaking. No matter to determine which is more important.
the language, no matter the speaker’s native
tongue, all communication in the Green World
flows effortlessly between any traveller and the elementals seek to meld into every inch of terrain
native entities of the plane. Speech does not alter, but nearby, saturating the land to the point where any
the meaning of the words is understood without fault. matter becomes water. Some elementals, no matter
Likewise, the psychic “speech” of the elementals is how sentient they might be, have no inclination to
comprehended clearly in the listener’s mind, even dwell upon pleasantries such as communication.
though various elementals may speak in utterly alien These beings exist as living embodiments of their
terms, such as through winds of varying intensity or elements, and many do nothing more than “live out”
flames of different hue…[Excerpt ends] their purposes. Even the more communicative beings
behave much as one might expect - mud elementals,
[Excerpt begins]…The nature elementals are random rising from waterlogged mucky ground, are slow in
creatures, at least to mortal eyes. They exist in a state of speech and stubborn, refusing to let things go unsaid,
perpetual balance, true, but they are always in motion, or worse, forgotten. Fire elementals frequently possess
always acting, and always trying to further their own flashing attention spans, lightning-fast communication
influences. Fire elementals burn, ash elementals seek and a heady desire to be elsewhere, to spread, to feed
to spread with the destruction of more material, water upon any source of fuel.

135
Communicating with these vast entities is no easy
The more elementals of the same type that congregate feat. No simple summoning magic can bring these
in the same place, the more likely it is that the landscape colossal beings to one’s inner sanctum or laboratory.
will be shaped to suit their natures. Entire regions of In the Green World, one can approach these enigmatic
this endless realm are given over to volcanic mountain manifestations of nature by communicating with their
ranges populated by lava, rock, steam and boulder lesser elementals and petitioning the True Elemental
elementals. Elsewhere, endless forests are populated to manifest through its lesser representative. As the
by the living embodiments of trees, plants, flowers and True Elementals are formed from the intelligence
mushrooms of the like few mortals have ever beheld. and essence of each lesser entity, the more godlike
Different regions possess distinct atmospheres and elementals are also aware of what their lower
differences from others, so where one forest might be “cousins” experience and can choose to manifest if
a verdant and lush woodland in the prime of health, a traveller or visitor to the Green World phrases his
another could be a predator’s paradise of a tropical request accordingly. Depending on the personality
jungle, filled with unformed animal spirits that hunt (and the mood or temper) of the True Elemental in
one another, and still other forests will be little more question, a request to speak with the powerful being
than a field of bracken, dying trees that yet cling to will need to be worded very carefully, usually laden
some kind of life. with a great deal of praise, tales of the times in the
traveller’s life when he has seen the importance and
These elementals have access to all the knowledge power of the element the Elemental represents, and
of life itself. While a fire elemental will have little often the promise to fulfil one or more favors for the
understanding of extinct plantlife and which trees nature spirit.
exist on various worlds, but it might know great deal
of lore concerning the fires that have raged across Another means by which one might encounter the
Talislanta during the countless millennia. With each these colossal manifestations is by getting caught
element or entity possessing a host of lore regarding up in one of their disputes, though such a method is
their particular influences, truly any questions can be generally far from desirable. The True Elementals are
answered in time, if one adamantly seeks the answers prideful, each considering its own aspect of reality to
within the Green World. be the most important, the most vital to the smooth
functioning of the worlds of Primus. This vanity often
True Elementals: The highest of the beings in causes disagreement among their number, leading to
this realm, the True Elementals are the embodied "border disputes" which manifest as raging storms,
consciousnesses of every natural occurrence. The Old avalanches, and similar widespread chaos. Unwary
Man of the Sea is ruler of all oceans and great expanses travelers could easily find themselves in mortal danger,
of water, and The Weeping Woman is the ruler of gentle either tossed about on the raging elements, or used as
rains. Other True Elementals include Grandfather pawns in a challenge between these godlike entities. I
Earth, The Keeper Buried Secrets, Snowbeard, and The myself was once... [excerpt ends]
Burning Goddess. The names of each True Elemental
seem to be changeable, and matters such as gender and
personality are completely variable - though distinct THE STAIN
- from one encounter to the next and from each of the The written records of the Stain are fragmentary at best.
other godlike elementals. Only a few pages of Viridian's notes survived, and even
those were so decayed and illegible that only the most
It is my educated belief that these principal entities are skillful recostruction was able to reveal the following
formed from the gathered intelligences of every single shards of lore.
lesser element that is associated with their overriding
influences. If this hypothesis is accurate, every single [Excerpt begins]…but unnatural in the extreme. I
water elemental, river spirit, puddle elemental and do not believe these are part of the intended order of
lake spirit is, on some level, dedicating their essence the Green World, but are invaders of some kind. The
to the overall consciousness of the entity known as the elementals refer to them simply as the Stain.
Old Man of the Sea.
They spread across the elemental plane, like a drop

136
of black ink on parchment, corrupting the land and
rendering it useless to the elementals. Where the Stain
has been, the Green World is barren of life, wracked
THE
by a tangible aura of loss and memory of pain. The
stones are silent, the wind is dead. The elementals
are incapable of repairing the stained land, though
AETHERIC SEA
the direct action of a True Elemental can often bring
about some kind of healing.
THE NATURE
It would seem that their eventual goal, mad though
it seems, is the destruction of the Green World
OF THE REALM
The Aetheric Sea is the swirling source of all reality, an
entirely. They attack with no discernable pattern or
infinite ocean of possibility. The worlds of Primus, of
plan, destroying as much land as possible before the
which Archaeus is but one, float amid this sea, each one
elementals can mount any organized resistance and
surrounded by its own Dreamrealm. There are several
then fading away, only to return elsewhere…[Excerpt
regions within this sea, and these regions often obey very
ends]
different rules, and thus are defined as individual planes
themselves.
[Excerpt begins]…with tentacles for hair. Perhaps the
most disturbing aspect of their appearance is the large,
The central region of the Aetheric Sea is known as the
vertical eyeslit in the center of their forehead. When I
Grey Veil. It is here that the infinite worlds of Primus can
lead the surviving elementals against the Stain leader,
be found, floating like islands. While most worlds are
he laughed at me and opened that terrible, black
surrounded by a watery sea, in some cases the aether washes
eye. I was bathed in anti-elemental energy, a force
right up to the edges of the land.
of powerful entropy that shattered my warding spells
and nearly destroyed me. My counter-stroke, however,
The lower reaches of the Aetheric Sea are called the Dark
drove him back and split that hateful eye…[Excerpt
Waters, and it is along these paths that the souls of the dead
ends]
travel to the Underworld, either on their own or assisted
by the servants of death. Here the aether takes the form of
[Excerpt begins]…use of anti-elemental energy, and
twisting rivers along gloomy valleys. Each river originates
their apparent desire to destroy the very womb of the
with one of the worlds of Primus and slowly merges with
Omniverse, seems to link the Stain to demonkind itself.
others, growing deeper and stronger, until it reaches the
However, they are obviously not demons - they act with
Shadowriver, in the Cavern of the Underworld.
intelligence and organization, and I have seen some
that are obviously younger or older, male and female.
The upper reaches of the Aetheric Sea are called the
Further research is necessary to find out where they
Silver Lands. Here reality is entirely up to the whim of the
come from, and how we can…[Excerpt ends]
Paramanes, who guide lost travelers and challenge those
who would proceed to the higher realms.
REACHING THE GREEN WORLD
The only reliable method of reaching the Elemental Plane is
through the use of the spell Viridian's Green World. There
THE NATURE OF AETHERIUM
Aetherium is the raw substance of Creation. It can be
are rumors that a Witchgate exists in northern Werewood
shaped by thought into any form of matter, energy, or life.
called the Green Gate, though no one can say where it
It is from the strands of aether that the elementals of the
truely leads.
Green World weave what we mortals call 'reality', guided
in their activity by the Archons of the Radiance.

A single mortal mind cannot shape aetherium, except in the


most limited fashion, i.e. spellcasting and other magical
skills. Only the Archons (and their fallen bretheren, the
Shaitan) possess the true power of Creation on an individual
basis. However, mortals can collectively shape the aether

137
through the combined power of their dreams, beliefs, and Another kind of portal are the wyrmholes. The creatures
fears. (See the Dreamrealms) known as broodwyrms possess the innate ability to manifest
these short-lived one-way gateways through the aether,
Because the Aetheric Sea has not been given form yet, it which can last anywhere from a few minutes to several
may be perceived in different ways. Most cultures, when days, depending on the distance over which the wyrmhole
they first encounter it, interpret what they see in terms with extends. Though wyrmholes are much more dangerous to
which they are most familiar - a vast ocean. Because they use than nexuses, some aetheric explorers can locate them
perceive it that way, they can interact with the aether in and figure out where they lead, possibly reducing travel
ways in which they are comfortable, using sailing vessels times from weeks to hours.
to travel across its surface.
Noteworthy extracts from The Deceptive Mists: Our
Some cultures perceive it differently. The Neurians saw Ignorance of Reality, a series of essays by the incarcerated
the aether as a vast, lifeless void filled with stars and Cymrillian explorer-scholar Chaladane.
galaxies. The Brood saw it as endless depths, an ocean
with no surface. By perceiving it differently, they interacted Beyond the edge of the world, the oceans and seas of
with it differently. Neurians required protective, air-tight Archaeus roar out into a formless infinity of blue-grey
clothing before they could expose themselves to the aether. mist. This point where natural water clashes with eerie,
The Brood could literally swim through the aether, in silent mist, marks the end of the Archaeus plane of
any direction, moving in an undulating motion. Note that existence, and the beginning of the Astral Plane, also
an individual cannot choose how to perceive the aether. called the Aetheric Sea and the Grey Veil.
Perceptions are based on culture and subconcious mental
filters. I have been there. I have seen this with my own eyes
as I stood upon the deck of my windship, the Twilight
These conflicting perceptions cause what some scholars Star. I have sailed to the edge of our reality and beyond,
refer to as Aberration. Aetheric aberrations occure into the depths of endless silence. And though I have
whenever members of two cultures with very different returned, I cannot deny that the voyage has changed
perceptions of aetheric reality come into contact. When a me. You would say the same, had you set eyes upon the
sailing ship on the Aetheric Sea encounters a Broodwyrm border of known reality and infinite nothingness.
"swimming" through the sky or under the surface, it is an
aberration. It is possible that it was a severe aberration In all directions, the bluish, greyish mists cloud the
that caused the Neurian vessel to crash to Talislanta in the sight and reduce all noise to mere whispers, and
Time Before Time. though the Aetheric Sea is not a literal body of water,
it too possesses its share of ebbs and flows, currents
TRAVEL IN THE AETHERIC SEA and tides; each of these performs much as their more
Cultures with a magical bent, or at least non-technological, natural and water-based counterparts, hindering,
usually perceive the astral plane as a vast sea, and navigate it inconveniencing or aiding those who sail upon the
with whatever sailing vessels with which they are familiar. mist itself. Indeed, whether the vessel is seaworthy
Ships that were designed with the Aetheric Sea in mind or skyworthy, the Aethereal Sea can be sailed by
are called aetherships, and perform best in the changing, windship and waterbound vessel alike. But as the Grey
sometimes unpredictable waters of the astral plane. Regular Veil possesses its share of tides and winds, it also has
seagoing vessels, flying windships, aerial creatures, and its storms. Aetherstorms can come from nowhere, a
even aquatic creatures can all navigate the aether, with wracking maelstrom of roaring wind that can strike
various degrees of facility. a vessel with thick fog that blinds a crew and refuses
to disperse in the gusts of air, making sailing a grand
There exist portals in the Aetheric Sea, called Nexuses. trial indeed.
These portals can take a wide variety of forms, from
electrically-charged whirlpools and free-standing fogbanks Though an aetherstorm may blow a ship off course,
to stone arches or even floating land-bridges between two a careful navigator can compensate and return the
worlds. Nexuses are stable, and they allow swift travel to ship to its original heading. Not so if the ships enters
and from distant portions of the Aetheric Sea. an unknown wyrmhole or nexus point, not knowing
where it may lead. Quite by accident we aboard the

138
Twilight Star encountered one of these wyrmholes, a need to follow in our ancestors’ footsteps…if not for
whirling, one-way portal in the aether. Our helmsman the devastating cataclysm, the Great Disaster, which
saw it too late, and our ship was drawn into the maw practically annihilated all trace of the travels made
before we could begin any evasive action. When we by the Archaen Empire’s explorers.
erupted from the far side, we were quite lost, all our
carefully-drawn maps useless to us. Of all those who live, I am one of the few to possess
such knowledge, and yet here I sit, rotting slowly in
Scattered across the endless expanses of the Grey Veil this cell when I should by rights be standing upon the
are countless landmasses and realms, each a world deck of the Twilight Star and sailing into the misty
unto itself. Our own Archaeus is but one of the infinite darkness. Between my admittedly limited experience
worlds within the misty seas, and there are any number and the fragments of ancient lore I have managed
of other islands out there in the deep and infinite tides. to piece together, I am convinced that a skilled and
It is my earnest hope to one day escape my confinement dedicated crew could make a great many trips out into
within this “institution of healing” (a poor term for the ether and condition themselves to deal with the
an asylum if ever there was one) and outfit another mental rigours of such voyages. Not to belabour the
expedition - a series of expeditions! - in order to chart point any further, but lacking the proper coordinates
some of these other realities and make contact with the and skill to navigate through the amorphous mists, a
resident of other worlds. crew is likely to discover nothing more than madness
and death through thirst and starvation as their vessel
The mists of the Aetheric Sea conceal these other drifts blindly through infinity.
realms from Archaeus, and in turn our world may
be hidden from many others. Some are visible to us At least, that is the fate of any who do not evade one of
as suns and moons of varied color and size. Others the more “active” dangers of the Astral Plane.
are dark as night and cannot be seen without the
aid of magic. A rare few are located on other planes
of existence, and can only be viewed through the THREATS OF THE
presence of interdimensional rifts or portals. Some
say the heavenly bodies we know as the seven moons AETHERIC SEA
are anomalies of this sort. A variety of entities seem to make their home within
the dark ties of the Grey Veil, either floating along
As to our own world, it is merely one of countless the currents, or nesting among the countless islands,
realms adrift in the aether; a great disk of landmasses oases, or fragments of forgotten realities that may
surrounding by oceans. And past the great oceans lies be found scattered among its depths. Phasms, Erx,
the Grey Veil. Sailors can indeed sail off the edge of the disembodied spirits (the Twilight Star encountered
world then; just as the legends have always cited. many of these poor souls, lost on their way to the
Underworld, it seemed) strange vessels from other
It is my further belief that the ancient Archaens knew worlds, terrifying “void dragons” (as my crew named
of many aspects to the Aetheric Sea that remain them), and creatures referred to in some texts as
unknown to us in the present age. While the blue- “broodwyrms”, though from what little I have read of
grey swirling mists are an unconquerable enigma to these gigantic demonic beasts, I am relieved beyond
our modern minds (for those that even believe in the words to never have encountered one.
mists, of course), fragments of certain Archaen lore
seem to indicate that the ancient people of Talislanta My own experiences give rise to two accounts of
perceived into the depths of the mists, ventured out in danger when sailing the Aetheric Sea, and those are
the spirit of discovery, and returned with knowledge of the race that my crew termed the “Reavers” and the
unimaginable origin and now-unknown application. phenomenon I have hesitantly called “Nightmare
Echoes”.
We are like children in comparison, or worse, like base
animals, refusing to look out past our comfortable I have not been lazy in my incarceration. Indeed, I
territories for fear of the unknown. And we would still have spent much of my time (and pulled in many favors
have the guides, the charts, the maps and the lore we owed to provide me with ancient texts) gathering any
scraps of information I could regarding the origin of

139
the windship pirates that assailed the Twilight Star on Following the Great Disaster, the Baratus disapeared from
several occasions throughout our journey. I cannot be history - apparently destroyed by the cataclysm. In truth,
sure, but I believe I have finally shed some light upon when the land-bridge was destroyed the Baratus were cast
the Reavers, exposing their antiquated and ancient adrift in the Astral Plane, clinging to bits of shattered reality
vessels to be the last remaining salvage of a now- until those who had been airborn at the time could retrieve
forgotten race. them. Thus began their new existance, living aboard their
ships on the Aetheric Sea.

THE BARATUS SOCIETY


The Baratus (which means Wild Folk in their own language)
are lean and muscular, standing on average around six feet The Baratus are loosely tied together by a code of conduct,
in height. Their skin ranges from grey to dark brown, with collectively called the Barat, which means the Wild. This is
eyes the misty blue of the aether itself. Males and females a set of traditions and customs derived from the practices of
shave their heads except for a topknot which is braided with the early Baratus tribes, who revered the Gods (elementals)
gemstones, and strips of sinew. The males also wear long, of Earth, Water, Wind, and Fire and found their place in the
braided moustaches. Their dark skin is often decorated with natural order of things as hunters and warriors. According to
colorful inks on the face and arms, with clan symbols on the Barat, it is right and fair for the Baratus to hunt and kill
chest (for men) or back (for women). in order to survive, just as it is in the animal kingdom.

Their appearance is an unusual amalgam of barbaric and CUSTOMS


early Archaen attire. Their clothing is made of tooled While Baratus society is largely patriarchal, Baratus do
leather, combined with high boots and long cloaks with not hold any great prejudice against females. Women can
flaring collars, such as those worn by the Archaens. They and do hold positions of authority as long as they exhibit
commonly hold or wear various enchanted items, amulets, strength and honor, and are expected to fight and hold their
staves, bracers, and such, which they avidly collect. own just well as any man.

ANCESTRY Every seven years the Baratus gather at the Grey Sargasso,
The Baratus are descended from an ancient race of sub-men their floating capitol, for what they call The Clanmeet. Here
from Talislanta, similar to the pre-orb Archaens. Originally the clans come together to barter various goods between one
a race of primitive hunter-gatherers, the Baratus were the another, including ships, stolen merchandise, enchanted and
dire enemies of the Archaens from the earliest days of dreamforged items, and slaves taken in raids. During this
the Archaen Empire. The mages eventually succeeded time children are regularly traded across clan lines, each to
in defeating the Baratan clans, thanks in large part to the be raised apart from his or her original clan. This is not seen
invention of the windship (created by the Elandar, ancestors as a painful ordeal for the child or parents, but as a rite of
of the modern-day Phantasians.) passage. Very rarely a child over the age of seven remains
with the parents, but the practice is frowned upon. In this
The surviving clans were forced to retreat from Talislanta way the Baratus keep their bloodlines strong.
along the land-bridge to the south. There they struggled
in the unfamiliar, hostile environment, and learned the art MAGIC & RELIGION
of sea-craft to survive. They were occasionally subject to Baratus hold a deep respect for the natural order and the
airborn attacks by Elandar winships, and might eventually laws of nature. Every Baratas ship has at least one Barat-
have been wiped out if not for a chance event. Aka, (which means 'wise one of the wild'), who is the
spiritual guide, teacher, historian, and healer for his clan.
One day an Elandar warship lost in a storm made a forced The Baratus revere the True Elementals as gods, beseeching
landing in Baratan territories. The sub-men siezed the vessel wind elementals for aid when sailing, fire elementals for
and tortured the captain and crew to extract the secrets of warmth and the forging of weapons, earth elementals for
its operation. Employing the captured windship, the crafty food, etcetera. The wise one also leads funerary services,
Baratus stealthily captured further windships until they which are are simple events with the dead released into the
had amassed a sizeable fleet. This they used to harass the Aetheric Sea along with whatever honorary possessions
Archaen Empire for generations. the clan wishes to give to ensure the soul's safe journey to
the Underworld.

140
The Baratus have no talent for spellcasting, yet they symbols on their chest, women have their clan symbols
avidly collect enchanted items to make up for this lack; painted on their back.
amulets, bracers, torcs, staves, etcetera. Items enchanted
to cast spells are most valued, though passive items are The ink used is made from the fermented blood of bat
also sought. mantas, and is utterly permanent. If a Baratus betrays his
or her clan, the markings are removed either with fire or
The Baratus tell stories about the Archaen-devils who drove by being cut away, along with the skin.
them from their homeland and destroyed the world, an event
they call the Landbreak. In their deepest hearts they have a In addition, the Baratus have craftsfolk who gather raw
superstitious dread of the Archaens, though no adult would materials and other flotsam from the lost bits of reality
ever admit to such a weakness. floating in the aether. A few of these Baratus dare to gather
materials from the Dreamrealms themselves, by taking
One paricular story, handed down from generation to small one- and two-person vessels close to the shores of
generation, deals with a figure of nearly religious awe the Dreamrealms, and using nets and bait to catch whatever
- a legendary leader who is prophecied to come one day random bit of reality happens to come within reach. Often
and lead the Baratus out of the Aetheric Sea and back to they return with seemingly useless bits of matter, which
Talislanta. There he will unite the Baratus with their former the craftsfolk use in creative ways. This is very risky,
allies and return Talislanta to its natural state and visit for pseudo-demons and other dangerous phenomena are
vengeance upon the Archaen-devils. just as likely to be found as anything useful. Items found
this way, or crafted from such materials, are refered to as
THE ARTS dreamforged.
While they are not generally interested in art for its own
sake, the Baratus do spend a great deal of thought and effort
on their facial and body illustrations. Men paint their clan

141
though they are forbidden to own a vessel of their
own to prevent rivalries.
The Barat
The Baratus remain close to their primitive roots, and thus DEFENSES
the basic tenents of the Barat are those of nature and wild The main defenses of the Baratus are their mobility
animals. The Baratus respect and honor the natural order, and secrecy. They are scattered throughout the
they take care of their own, but they also recognise that the Aetheric Sea, and even their capitol, the Grey
strong survive and sometimes the weak do not. They do not Sargasso, is never to be found in the same place
recognise (or even comprehend) such civilized notions as twice.
"fighting fair" or honor on the battlefield. Put simply, the
Barat states: Though the ships of the Baratus are sometimes
ancient, and have the appearance of rotting hulks,
 The word of the Captain is the law of the crew they are very swift on the aether. Crafty Baratus
 One crew, One blood captains use their mobility to strike with ballistae
 Baratus, Above all and catapults without warning and then flee into the
 What you kill, You keep mists before the opponents can muster resistance. In
this way they will often harry a foe until they can no
The Barat is not written on any documents, nor sworn in any longer maneuver or protect themselves.
oaths. It is an oral tradition that binds the Baratus together
even while it can be interpreted in many ways. Each captain
interprets the Barat slightly differently. In some clans, "One COMMERCE
crew, One blood" is meant to mean everyone on a ship should While raiding is a common practice among the
act as brothers and sisters to one another, while in other clans Baratus, they do occasionally engage in trade
it might mean the crew are honor-bound to take vengeance with those who earn their respect. The Baratus do
for any insult or injury to a fellow crewmember. not respect coins as anything other than precious
metals, however. They rely on barter for all their
"What you kill, you keep" is based on the hunter's ethic. negotiations.
Originally, this meant that a kill belongs to the hunter, who
has sole rights to the prey. It may also be interpreted to Passive enchanted items (+1 weapon, or boots of
mean "when you kill a man, what was his is now yours". stealth, for example) will fetch about five times
This includes wives or husbands, ships, crew, as well as their normal value in trade, while spellcasting items
personal possessions. "Baratus, above all" can mean that (wand of fire, or ring of telekinesis for example)
Baratus should put the welfare of their own people above are valued even higher. Some of the most prized
anything else, though it can be interpreted more selfishly, items are dreamforged weapons and gear, which can
and can even be used to support mutiny, if the captain is possess fantastic properties, though most are simply
perceived to be weak. bizarre in appearance.

WORLDVIEW
LANGUAGE While the Baratus are more cosmopolitan than their
Among themselves the Baratus speak Sign and Baratan, a ancestors, they retain their barbaric heritage and take pride
dialect of Archaen. They also have a basic understanding of in it. Those who they deem too 'civilized' are regarded as
the Elder Tongue, through their many dealings with races weak, potential prey. Magicians are particularly despised,
and beings throughout the Omniverse. an emotional amalgam of hate, fear, and jealousy.

Additional extracts from The Deceptive Mists: Our


GOVERNMENT Ignorance of Reality:
Onboard a vessel, the captain's word is law. Each captain is
subservient to the will of the clan leader. As a society, the After our initial encounters with the Batarus, later
Baratus are guided by the Council of Captains, where each meetings turned from open assault upon the Twilight
clan sends a single delegate to speak in the clan leader's Star to guarded meetings and negotiation for charts.
name. The delegates are given the honorary title of captain, We desperately needed those charts to find our way

142
back to Talislanta. Fortunately, not all Barataus
captains were as bloodthirsty as those we
encountered first, and we were able to barter a Dreamforged Items
few enchanted items for what we needed. No system is provided here for the items, objects, and
creatures that can be found by skimming the Dreamrealms.
One of the most amazing sights in our entire The Game Master has free reign to do anything with such
journey - and one of the events most often items.
disregarded by my doctors - was the sighting of
what the Baratus called the “Grey Sargasso”. Most items found this way are simple detritus - bits of yarn,
When we had earned the trust and friendship oddly-shaped glass, a tree branch of some unknown wood,
of one of the Baratus captains, he offered to etcetera. These materials are used in creative ways to fashion
allow the Twilight Star some repair time at his whatever the Baratus can use, from oil lamps to clothing.
home docks. We accepted gladly and followed
the antiquated windship (which, though rickety Less common are fabulous and bizarre items - dresses made
and often-repaired, was obviously once a grand from spider webs and dewdrops, swords that glisten like
vessel and still works efficiently) to what can oil on water, musical instruments that sound like a human
only be described as a vast graveyard of vessels voice, clocks that keep strange time, a fragment of sunlight
hanging in the mists. Here, we came to learn, made solid, or mechanical eyes that blink and watch, but
among these hundreds and hundreds of ancient do nothing else. These the Baratus either keep as trophies
windships - and more recent models obviously or trade for other, needed supplies from other clans or
captured - they made their “capital city”, the outsiders.
Grey Sargasso.
I remember something of the number of Even more rare are those dreamforged items with seemingly
patrolling vessels floating through the wreckage. miraculous powers. Such items do not follow the normal
Truly, it was a fleet awesome in its majesty, rules for enchanted items, and might be anything - a talking
humbling in its state of erosion and disrepair, animal, a brass chain of infinite length, a living vine that
and breathtaking in its strange cohesion. bears random magical fruit, a suit of armor that turns the
Thousands of citizens could be seen on the wearer into a legendary hero, or a tiny aethership that can
canted decks and ancient rigging, standing at expand and shrink (taking along anything within.) These
odd angles and strange perspectives, each deck items are never traded, except within a clan.
exerting its own natural gravity, each person
on the business of work, trade, and purchasing Almost without exception, dreamforged items possess an
goods. It is amazing even to recall in my mind’s otherworldy air. They were not made by any mundane
eye; a city hanging in space, constructed from process, but drawn from the very aether by the power of
a thousand floating windships lashed together mortal dreams, and thus do not always follow the expected
by rope and chain. patterns. Such an item is likely to have many extraneous
fourishes and decorations, possibly to the point of making
Of their actual society, I am ashamed to say them unrecognizable at first glance.
that we learned little. The Council of Captains
apparently met irregularly, and appeared to
Their existence did not appear, to my eyes, to be a
make up some form of loose government, with a
particularly happy or rewarding one. However, this
representative from each of the biggest ships in the
is hardly surprising considering their lifestyle and
fleet. We heard much talk of “The Code”, which was
location. I doubt any being could enjoy a life of
explained briefly as the code of conduct each captain
pirating vessels from any number of random realities
could interpret as he wished, as long as he brought
purely out of a need to survive.
prosperity to the Grey Sargasso with his actions. I
found myself flickering between impressions that these
Nightmare Echoes: Here we come to another theory
people were ruthless pirate scavengers with no care
of mine that will no doubt receive absolute disregard
for life, and somewhat dashing explorers who craved
while I live; while in centuries to come it will be
adventure. I suspect that the truth lies somewhere in
regarded as absolute fact. Indeed, I am given to
the middle, with exceptional captains leading their
understand from the staff at this institution that my
crews to one extreme or the other.
143
Now what if that world was destroyed?

Adventure Ideas What if the realm was wracked by a cataclysm


Oasis in the Mist: The player characters, sailing upon the so terrible that it tore the local reality apart
shrouded Aetheric Sea, come across an ancient castle atop a and extinguished an entire world? Terrible
rocky island. A flickering light can be seen from the topmost questions to dwell on, indeed, but not the real
tower. This could be a fragment of a shattered world, a question. The real question is: What would
construct of some eccentric wizard, or some free-floating bit remain afterwards?
of fancy that split off from a Dream or Nightmare Realm.
I have seen this, remember, as you read these
Baratus Piracy & Negotiation: The Baratus survive words. I saw this happen. At the time I did
through trade and piracy, some individual captains doing not understand what I was seeing, but as time
more of one or the other. One particularly daring fellow, has passed my mind has managed to piece the
Captain Sawall, has returned to Talislanta to resume the images and concepts together. I saw a world in
old sky-pirate trade of his ancestors. He has captured a the Aetheric Sea, crumbling, dissolving, eroding
Phantasian heiress and is holding her for ransom. The player into dissolution. And as the fragments of this
characters have been recruited to bring the money to Sawall, destroyed world scattered and dispersed into the
or to rescue the heiress if possible. The question becomes, endless Grey Veil, I saw what remains of a world
does she want to be rescued? once it is annihilated.

Spectral Guard Duty: A Farad wizard, knowing that his The Dreamrealm; twisted, pulsing and swarming
end is near and intending to cheat those who have claim with every horrific, pained imagining of the
on his soul, has gathered a small army of supernatural world’s last moments. Imagine the terror of every
world
creatures, constructs, mercenaries, and the player characters living being as their entire world is destroyed.
to accompany him on his journey to the Underworld. His That fear and sorrow bleeds outward like a
mausoleum has been specially designed to translate into a spiritual cancer, warping the Dreamrealm
spectral ship for those within, and the player characters are forever into a region of pain and suffering.
to act as captain and officiers of the ship, and protect the
Farad's soul until it reaches those dark shores. These Nightmare Echoes are like bubbles of
horrific reality which remain in the aether for an
indeterminate amount of time and can be entered
theory on Nightmare Echoes is a large part of the much like any realm within the Astral Plane. If
reason for my incarceration here. I flatter myself by the one I witnessed was any indication, these tormented
saying that I see a truth they do not, but the following storms also seem to spawn terrible creatures that are
words are only my own conjectures based upon the born naturally suited to life in the Aetheric Sea.
horrors I now cannot forget.

It is my ardent belief that each world of the prime


material plane, Primus, is surrounded by the Aetheric
Sea. Of these, Archaeus is but one of perhaps an
infinite number. Now, if we take as fact the existence
of certain “Dream Realms” surrounding each world,
we begin to see a picture emerging as to the nature
of aetheric reality. In a sea of endless mist, worlds
exist independent of one another, with each realm
surrounded a “dream plane” that is made up of all
the dreaming imagery of those who live on the world
below. The hopes, dreams, wishes and nightmares on
an entire world, coalesce into a chaotic reflection of
a billion sentient minds.

144
Baratus Skyraider +1 +2 +2 +0
STR DEX PER CHA
"For the pride of our ancestors, attack!"
+1 +1 +0 -1
CON SPD WIL INT
Fierce and proud, you can trace your ancestry back to the
Landbreak. The Archaen-devils called your people sub- +3 24 +0
men, but in your veins flows a blood hotter than the dust in CR HP MR
any wizard's cold heart. You sail the Aetheric Seas, between Skills:
the worlds of normal men, among the stars. Adventure Combta Skill:
<choice of two weapon
and danger are your meat and drink. One day your people skills> +2
will return to claim your ancestral homelands... but not Acrobatics +2
yet, not yet. Appraiser +2
Art (body painting) +3
Stealth +2
Trigger Enchantment +2 Special Abilities:
Special skill Trigger Enchantment can be used
Languages: to activate a magic item that might normally
Elder Tongue, basic require the use of a Mode skill, such as a Wand
Baratan, native of Fire using the Attack Mode. Command
word, if any, must still be known.

Equipment:
Thigh-high leather boots, breechcloth, and
Appearance: vest. Cloak or cape with flaring collar or hood.
5'9" - 6'3", 150-210 lbs. Skin is grey to dark brown, blue eyes, deep-set Two weapons of choice (three if crewman). All
eyes. Facial and body paintings in a variety of colors and designs. Head Baratus will have several enchanted items, a
shaves except for a woven topknot, long braided moustache (males), long total of 18 levels worth, though no single item
braids next to each ear (females), lean and muscular build. can be higher than 6th level enchantment. 200
g.l. value in jewelry, gemstones, and other
valuables.

CHOOSE ONE PROFESSION:


Captain: Increase INT by +2 and CHA by +1, add Astromancy +4, Cartography (aetheric) +6, Command +3, Pilot Aethership +5,
Tactics +4, may have a vessel at GM'd discretion

Crewman: Increase STR and DEX by +1 each, add Artilerist +4, Brawling +2, Gambling +3, Guard +5, Laborer (rowing and sailing)
+4, Pilot Aethership +2, Song (chantys) +2, Weapon skill of choice +4

Wise One: Increase CHA by +3 and Int by +2, add Oratory +4, Doctrines (Animism) +5, History +8, Healer +6

Gatherer: Increase PER by +1 and CHA by +2, add Salvager +5, Appraiser +4, Artificer +3, Survival (dreamrealms) +3, and two of
the following: Merchant +3, Armorer +3, Weaponer +3

145
PRIMUS THE DREAM
THE NATURE REALMS
OF THE REALM Excerpt from Our Phantasian Dream by the Zandir
The worlds of Primus float like an endless series of islands Philosopher Entocsio.
upon the Aetheric Sea, each one shrouded in the grey-blue
mists and enclosed by its own Dream Realm. Some are "But how can you even guide us in a world of
worlds of wonder and magic, while others are gripped in the dreams?"
cold hand of science. Some are primitive worlds of ruthless
butchery, others are centers of learning and philosophy. The Marcuriol chuckled as our eyes fluttered closed, and
entirety of mortal life exists throughout the plane. said "If you step back far enough, perhaps they're
all dream worlds. The only differences may be in the
There is a function of consanguinity among the worlds of length of the dream and the strength of the dreamer.
Primus, such that those that are physically near are similar Perhaps we call reality that which is dreamed the
in many ways. Thus one is most likely to find worlds of longest, that's all."
magic near similarly magic-bound worlds, and science-
bound worlds near others of the same type. Worlds tend We awoke, Kara, Damien, and I, in a crystal chamber
to be near others in the same cultural stages as well. It is like and yet unlike the one in which we had lain our
very unusual for aetheric travelers to encounter worlds heads. The light seemed to have an ethereal quality
of greatly different nature, except when nexus points or to it, and our movements, when we arose from the
wyrmholes are involved. couches, were languid and somehow idealized, as
though we didn't so much move as realize a new
While wyrmholes are unpredictable and difficult to position.
detect, nexus points are much more stable and can be used "Welcome to the Dream Realm, Entocsio."[excerpt
repeatedly. A nexus point can whisk travelers across vast ends]
distances of the Aetheric Sea. A few worlds of Primus act as
gathering points for these, drawing them as a magnet draws
iron, becoming gathering points for aetheric travelers, THE NATURE
dimensional anomalies, and more. These worlds become
the focus of dimensional energies and crossroads among
OF THE REALM
Each world of Primus is surrounded by a region of the aether
the worlds. Archaeus, the world of Talislanta, is one such. collectively known as the Dream Realms. Each Dream
Among the lower and upper planes, the Midnight Realm Realm is created by the collective dreams, nightmares,
and the Silver Republic respectively are similar crossroads hopes, fears, and religions of the mortals who live on that
for travelers. world. The Dream Realms are all linked, forming one vast
dreamscape for all of Primus.
The worlds of Primus are divided by scholars and mystics
into three regions, defined by their spiritual nature. Those This ability of mortals to create new realities through their
worlds nearest the higher currents are collectively, if dreams and faiths is the same power, in miniature, through
inaccurately, known as the Upper Planes. In these worlds, which the Archons create the worlds of Primus. However,
the mortal societies are based on justice and equality. no single mortal mind can shape the aether, except in
Selfishness and hate are viewed as undesirable qualities, the most limited manner i.e. spellcasting. It requires the
while compassion and love are held in the highest regard. collected thoughts of many people to have such an effect.
Those worlds nearest the deep currents are called the Lower
Planes or Hells. Among these worlds, the mortal societies Ancient scholars once divided the Drealm Realm into two
are filled with corruption. The strong rule the weak. Cruelty distinct planes - the Dream Dimension and the Nightmare
and selfishness are not only accepted as normal, but viewed Dimension, though Koraq refered to them both as the
as signs of personal strength, while compassion and mercy 'Realm of the Mind'. Recent discoveries by Phantasians,
are seen as weaknesses. combined with the traditions of mystics and shamans,

146
shows that the two are really the same place, divided along whisper. "You said you never thought of her that way...
a metaphysical line of perception. The dream-traveler can you wretch!"
easily slide from one aspect to the other with an incautious
thought. One's reality there is often a reflection of the self Enraptured by the woman he saw in the room, Damien
- a living rorschach. was oblivious to everything else. He was stepping
\ foreward, loosening his clothing. Marcuriol paled
REACHING THE DREAM REALMS when he saw the air darken and swirl around Kara.
There are many ways to enter the Dream Realms. Every "Madame, please, remain calm. This is nothing but a
night the inhabitants of the world travel there, at once dream! There is no need for jealousy here... it's not
experiencing and creating their Dream Realm. Such real!" But she was beyond hearing, and when I glanced
experiences are without much risk, as it is only the mind, back at what was happening, so was I.
not the body or the spirit that travels. Nightstalkers, astral
vampires, and similar creatures still pose a threat to any Something terrible was manifesting. The wall behind
dreamer, however. Kara rippled with darkness and then fell away,
revealing a ravaged and terrible landscape similar
Another method to enter the Dream Realms is by imbibing to that through which we had passed to arrive at the
certain dream essences, sold in Cabal Magicus by Crimson House, but twisted and evil-looking now,
Phantasian dream merchants. These dream essences come bent by her thoughts of jealousy and rage. Marcuriol
in a variety of colors, mixtures, and opacities, the type of ran foreward to Kara, perhaps intending to calm her,
which determines the precise nature of the dream. These or knock some sense into her. I knew Kara better
essences can be very addictive, and wealthy Talislantans than he, however, and was already backing down the
have been known to completely forsake the "real" world for corridor.
the living fantasies of the Dream Realms this way.
Something monsterous was rising behind Kara.
The Phantasian dream essence method of journeying to the Six-limbed it was, covered with green scales and
Dream Realms is more dangerous than normal dreaming, fur. It casually knocked the Phantasian back down
as both the mind and the spirit travel there, and damage the corridor, then stepped around Kara, who was
taken in such a dream can manifest on the physical body. watching everything with a wide-eyed fury. The beast
In addition, it is rare but not unknown for an irrational or stepped through the arch through which Damien had
emotional dreamer to evoke unintended phenomenae even passed. I could hear the gasps of delight and moans
while under the guiding influence of dream essence. of pleasure suddenly turning to screams of terror and
cries of pain.
Excerpt from Our Phantasian Dream
I turned, and fled the dream that had turned into a
Kara and I watched as Damien walked closer to the nightmare...[excerpt ends]
mirror. "Hellina" he whispered as the vision came clear.
Beyond the arch was a scene of carnal celebration, Shamanic drugs and mystic meditative techniques can also
a dozen bodies entangled in the candlelight. Our be used to travel to the Dream Realms, though each has
Phantasian guide, Marcuriol, went on about the their own risks. Shamans have their totem to guide them,
pleasures of the Crimson House. "This is a favorite a dream creature which guides the shaman and his or her
spot for many dreamwalkers. Here you can experience companions through the visions they experience. Mystics
your innermost fantasies and desires with no guilt, no require no drugs, but once in the Dream Realms must
shame, and no risk." He winked. rely on their own self control to keep their thoughts and
emotions in check.
I had known Damien and Kara for a long time. Their
love had always been tempestuous, for they are a hot- The last way to enter the Dream Realms is the most frought
blooded folk, and I began to get an inkling of where with peril. Physically entering, either via dimensional spell,
this was leading. I moved to pull Damien back from witchgate, or winship / aethership. This requires passing
the arch, trying to interpose my not-insubstatial girth through one of the myriad gateways to the Dream Realms,
between Kara and what lay beyond, but she'd heard... guarded by the Onir. The Onir do not allow easy entrance.
she'd seen. "Hellina?" she said in her most dangerous One must either present a desperate need for entrance, or

147
else bargain for it, usually by promising some service in things, barely aware of themselves, much less their
return. Such service is usually closely tied to the affairs of surroundings. Long forgotten kings lead fading armies
the Dream Realms. against enemies no living soul can recall. Heroes re-enact
their mighty deeds on grey stages for an empty audience.
The traveler who physically enters a Dream Realm may
interact with the world and inhabitants just as any other Here too can be found the Forgotten Gods - sleeping, nearly
dreamer, only without the easy escape of waking up. A faceless deities who have lost their worshippers, their altars
physical traveler can easily be killed or trapped there crumbled to ruin. They barely recall themselves, only dimly
forever. Some will still pursue this method of dream-travel remembering the glory of their earlier existance. Though
despite the dangers for a number of reasons. They may not only a tiny fragment of their former selves, these entities
have access to dream essence, or the restrictions of dream are still powerful in terms of mortal might, and a traveler
essence may not allow them to go where they need to be. here should be wary.
They might not have a friendly shaman or mystic to take
them there. Also, traveling physically is the only way to DREAMWEAVER & NOMAN
bring anything back from the Dream Realm. The ruler of the Dream Realms is an entity known among
all races and cultures as Dreamweaver. He is a madcap
THE CRYSTAL SPHERE fool, a lunatic with a wild gleam in his mismatched eyes.
To Dreamweaver, every moment is a celebration of insanity,
Deep within the Dream Realms exists a barrier, a crystal
sphere of such size that it appears as a vast wall that extends where logic holds no sway. His dress is always extravagant,
to infinity as far as the eye can see. Beyond this barrier his gangly limbs always seeming to be on the verge of
exists the realms created by the faiths of the mortal world. self-entanglement, and his speech a staccato of rapid-fire
Each religion shapes its own heavens and hells, its own questions, unrelated observations, and imperial degrees
Gods, and these things manifest in the Dream Realm. which must be followed by all within range of his voice.

Some scholars believe that when a mortal dies, the mind and Conversely, Noman is a dark and brooding creature.
spirit separate. The spirit travels to the Underworld while Wrapped in shadow and gloom, they very air trembles in
the mind travels to whatever eternal reward is expected in fear at his approach, and no mortal can stand his terrifying
life, in the crystal sphere within the Dream Realms. stare for long. It is said that Noman has a cruel and twisted
sense of humor. He is likely to take anything said in the
It must be noted that even though the deities of the crystal darkest and most literal sense for his sense.
sphere are created from the faith of their worshippers, they
are just as real as any living creature or spirit and as powerful Despite the widely different natures of these two beings,
as any Archon or other Power. It is a fallacy to believe that they are, in fact, one and the same. Like the realm which
anything that originates in the Dream Dimension is any less he rules, Dreamweaver has two aspects. If one encounters
real than something born on Primus. either aspect, a careless word or careful phrasing can cause
him to shift to the other extreme. Amusing Noman can bring
forth the Dreamweaver, and failing to keep Dreamweaver
LANDS OF NEVERMORE entertained can summon Noman in his place.
Beyond the crystal sphere, at the torn and ragged outer edges
of the Dream Realms, there exist the Lands of Nevermore, Dreamweaver/Noman has avatars that rule each Dreamrealm
a place of vanishing myth and half-remembered legends. and guide the flow of dreams whenever he is not directly
Those things which mortals have all but forgotten linger involved. These are the the entities known as Visions, or
here, slowly fading, forgetting what they once were. Apparitions.

It is a sad and lonely land, where the breeze wanders along Visions, the avatars of Dreamweaver often manifest as
empty halls, stirring ancient tapestries to long-lost heroes. creatures of great beauty, the exact nature of which depends
Monuments and colossi lay in the dust, lit by the light of on the race and species of the viewer. The Phantasians see
a fading sun, forever setting, with nightfall just around a lovely woman dressed in long, flowing robes. The Muses
the corner. of Astar see an androgynous form, while the Thaecians
see a handsome minstrel whose songs reveal aspects of
The figments and dream-wraiths here are lost and pathetic the future.

148
horrors, malicious little creatures who are the very
embodiement of terror. Rather than take the form
Adventure Ideas of nightmarish things, however, they latch onto
• Cure for the Unreal: Several citizens have fallen ill the dreamer and infect him or her with terrible
from an unknown plague that is spreading rapidly. The hallucinations. The fear generated by the dreamer
Phantasian library holds the key... it is a disease from the feeds the barbed horror, and in some cases they can
Dream Dimension, created by Noman. Only a mission to the become truely attached to the mind, like a lamprey,
Dreamrealm can find the cure, but can the player characters continuing to infect the mind even when awake.
convince the sandmen to release it?
Scholars have catalogued the barbed horror, bat
• Long Walk Home: A plea from a child in a dream sends mantas, fiends, nightstalkers, and other entities
the player characters on a journey to the Dreamlands to find of the Nightmare Dimension as pseudo-demons,
her and lead her back to the wakening world. How did she though the similarity to true demons is superficial.
get trapped there in the first place? Could Dreamweaver have They are the creations of Noman, apparitions, and
done it as a prank? Is the little girl even real? What about her the collective fears and horrific fantasies of mortal
playpal in the Dreamrealm, who resents the player characters minds.
leading her away?
Fewer in number than the figments, but no
• Talent Search: Performers from all over the land, comedic less important to the functioning of the Dream
actors, jugglers, and motley fools have been vanishing. Dimension are the beings known as Sandmen.
Investigation reveals that sandmen have been taking them They take the form of shriveled, gnomelike beings
bodily to the Dreamrealm while they slumber. Why are these dressed in hooded robes. It is their responsibility to
people being taken, and can the player characters convince conduct each dreamer to the dreamscape through
Dreamweaver to release them? the use of the magical material known as dreamdust.
Sandmen are generally ill-tempered and full of
complaints, grumbling or muttering about one
thing or another.
Apparitions, the avatars of Noman, take great delight
in manifesting as the darkest, most deeply-buried fears
Standing at the myriad waypoints, arches, portals, and gates
of the viewer. They know every nightmare a mortal has
of the Dreamlands are the mighty Onir, who protect those
experienced, and use that knowledge to its fullest extent
portals from unauthorized passage. They stand ten feet
when attempting to instil terror.
in height and bear fabulously ornamental (yet effective)
weapons. Their aethereal bodies arre caparisoned in
DENIZENS OF THE DREAMREALMS glistening, enchanted armor, wearing great helms with
Excerpt from Compendium of Dreams by the Phantasian full faceplates.
astromancer Laslovian.
It is also possible to encounter mythical beings, legendary
While there would appear to be a bewildering array of figures, and even deities that have become real in the
creatures in the Dreamrealms, in fact there are only a Dreamrealms due to the combined belief of the mortals of
handful. Primus. While rare, these things should be avoided at all
costs, Dreamrealm or Nightmare Dimension, for they can
By far the most numorous are the creatures known as be as powerful as they are unpredictable.
figments, who are the performers, props, and scenery on
the stages of our nighttime fancy. Figments physically take One might also encounter fellow travelers. These include
the form of whatever is required in a dream. In most cases natural dreamers, dream-travelers (such at those using
they will appear quite real, though they do have a tendency Phantasian dream-essence or astral travelers), or those
to act in bizarre ways, even when they are supposed to be physically in the Dreamrealms, known as dreamwalkers.
inanimate. Truely, anything and anyone one encounters in However, it is rare for two natural dreamers to meet because
the Dreamrealms could be a figment. the figments and sandmen take pains to prevent one from
interfering with another.
The dark counterpart to figments are the dreaded barbed

149
One last type of entity one might encounter are known as life, and it has power. Dreamwraiths are only the mind and
Dreamwraiths. These are the minds of mortals who have memories of the mortal, and thus they have no power other
become trapped in the Dream Dimension by one means than that which they are given.
or another. They vary widely in nature, and can cloak
themselves in the fabric of dreams. It can be difficult to tell Laslovian, the famed Phantasian astromancer and author
a Dreamwraith from a fellow traveler in the Dreamlands. of the Compendium of Dreams, wrote about a dreamwraith
with whom he had an extended relationship:
DREAMWRAITH
A dreamwraiths is the result of a mortal mind being In life she was called Soharia. She died from an
trapped in the Dreamlands. This most often occures when overdose of dream essence a few hundred years before I
a dream-traveler's physical body is slain while the mind is was born. I was young and inexperienced, and I loved
journeying. Because is has no mortal soul, they are weak, her with an intensity that I have never known since.
phantasmal beings, easily dispersed by even the slightest She first came to me in a dream, a most enjoyable
magical force. (Any spell that directly targets a dreamwraith experience, and when she left I ached to find her again.
will disperse it for 1 hour per spell level.) For this reason, This set me on my quest for a deeper understanding
malevolent dreamwraiths seek out non-spellcasters for of the Dreamrealms.
their attentions.
Eventually I found her in her dream-castle on the
Over time a dreamwraith will fade, losing cohesion and edges of Neverwhen Forest. It had been years, but my
form as it slowly forgets who it once was. Eventually it love for her had only grown in the interim. I learned
will fade away entirely, like a lost memory. Dreamwraiths much from Soharia in the months that followed - she
generally fade at a rate of one month per point of their tutored me on the Dreamrealms and lost Phantasian
mental strength, which is the sum total of their INT, WIL, lore, and from her I also learned what love is, and
and CHA values. about sacrifice.

Most dreamwraiths are desperate to prevent this, and the After nearly a year, she finally forced me to leave,
only way is to absorb some mental strength from a mortal saying that if I stayed I would surely die. I did not
mind. To do so, the dreamwraith must appear to the dream listen, and returned to the Dreamlands again and
traveler and interact with him or her, inserting itself into again, finding her wherever she went. The last time, all
their consciousness. The interaction can take any form I found was a note, left for me in an enchanted crystal.
(dream lover, mysterious oracle, lost family member, etc.), She told me she could not bear to be the cause of my
but must take place over several days. If the dreamer accepts doom, and had gone into the Lands of Nevermore, to
this interaction, he or she temporarily loses one point from forget herself.
their highest attribute between INT, WIL, or CHA. This will
sustain the dreamwraith for an extra month, and the dreamer Though she is gone now, she will live forever in my
will recover the lost mental strength in the same period dreams.
- unless the dreamwraith continues its parasitic activity. If
any of those three attributes falls to -5, the victim falls into Size: as in life (unless using illusion)
a coma, locked into the Dream Dimension. If they continue Attributes:
to dwindle to -7, death follows. Some dreamwraiths will INT: * PER: *
switch hosts on a regular basis, trying to give each one some WIL: * CHA: *
value in exchange for the borrowed strength. STR: -2 DEX: +0
CON: +0 SPD: +0
In its natural state, a dreamwraith appears as a faint, * These attributes are the same as possessed in life
vaporous version of the physical body it once possessed. Ability Level: 5+
When appearing to a dreamer, it will cloak itself in illusion, Attacks/Damage: None
reading the mind of the target to determine what form will Special Abilities: Drain mental strength, Immune
have the greatest impact. to physical damage, Cast permanent illusions in the
Dreamrealms, Telepathy
Dreamwraiths share many similarities with disembodied Armor: None
spirits, but there is a difference. The soul is the force of Hit Points: 1 per level

150
shouts and paddled together. However, when they got
THE SILVER LANDS close enough to see one another clearly, both drew
back in alarm, the woman drawing a dagger and the
Excerpt from The Seven Paths to Knowledge by man readying a spell...[excerpt ends]
Solimorrion I.

...by unknown means. He simply gestured and we THE NATURE OF THE


were other than where we had been. I looked around,
noticing that we were now floating over a roiling, REALM
spumescent sea. The angry wind snatched at the water, The uppermost regions of the Astral Plane, far from even the
tossing it about like a child with a disapointing toy. “upper planes” of Primus, are refered to as the Silver Lands,
or the Silver Sphere, or simply Nirvana as it is known to
“Observe.” was all my guide said, and as soon as the Mandalans. It is a place of peaceful contemplation, of
the word was uttered, my vision was drawn to the self-purification, and of testing.
next challenge taking place. Two sad little boats were
caught in the rough sea, their tattered sails quivering Here the spirits known as Paramanes forge the metal of
wetly. In each boat struggled a passenger. their selves into an even purer form, divesting themselves
of any remaining trace of mortal impurities left over from
“Cultural enemies.” my guide intoned by way of their former lives. They seek greater enlightenment and
explanation. eventual acceptance to the higher planes through the
performance of worthy deeds - protecting and guiding lost
As I watched, the nature of the challenge became travelers, acting as a guardian angel to those who serve a
readily apparent. Neither boat alone was going to be higher purpose, and testing, teaching, and challenging those
enough to survive these furious waters, but if the two mortal petitioners who would seek enlightenment among
worked together they might make it. Sure enough, once the higher realms.
they saw each other they exchanged a few wordless
The traveler in the Silver Lands can never know what to
expect, for the very terrain changes each time
one passes through it. One time the traveler
Adventure Ideas might pole down a slow-moving river, passing
The Search for Xanadas: The Xanadasian savants have moral quandries along the way. Another time
sent the players on an odyssy through the upper planes to it could be a wind-swept tundre with various
locate their missing mentor. It is believed that he resides in villages at war with one another. Another time it
one of the realities of the Silver Lands. The player characters could be a dense forest, or a vast mountain range,
will have to overcome numerous challenges before they are or a chain of islands on the Aetheric Sea.
allowed access, and once there they must deal with whatever
has kept the ancient sage away from Talislanta for so long. Is Regardless of the terrain, the traveler is always
he held against his will, or has he forgotten about his promise faced with challenges. These challenges are of
to return? Does he even want to return at this time? the spiritual rather than physical variety, posing
moral dilemmas or demonstrating universal
Substitute Guardian Angels: The player characters come truths about right and wrong. The Paramanes
across a wounded Paramane, Ra’leia. She explains that she create these tests, which are intended not only
was struck down while performing her duties as a guardian, to challenge but to teach. These tests are tailored
and will require weeks to recover. She does not know what to fit the individuals, to shed light on their past
attacked her. Her charge, a mandalan savant, is now making choices and to force them to question their own
his way to the Silver Lands. Ra’leia requests that the player assumptions.
characters follow and protect the mandalan in her stead.
What attacked Ra’leia? Why is the mandalan going to the Excerpt from The Seven Paths to Knowledge
Silver Lands now? What danger threatens him that requires by Solimorrion I.
such protection?
...land was unkind, meager with both food and
water. The man and woman were wary of one

151
another still, having no common language and each
having nothing but their racism and bigotry on which
to judge the other. Despite this, however, each shared
THE GOLDEN
what little sustenance they found, and after a few weeks
had learned a few words of the other’s tongue. TOWERS
Observing their failing health, I worriedly asked “How Excerpt from The Ariane Chronicles, by Hotan
long will this one challenge go on?” “That is up to
them.” was his enigmatic reply.[excerpt ends] As I traveled northward through the Silver Lands,
the nature of the realm gradually underwent a most
DENIZENS OF peculiar shift. Nights become less dark, and shorter.
Day by day the light changed, becoming less a
THE SIVER LANDS
phenomenon of the sun overhead and more a feature
of the land itself. When at last there was no more night,
The worlds of the Silver Lands are as varied as those of
no more shadows, and all around me was a peaceful
Primus, and virtually any creature or civilization can be
golden light, I knew I had arrived.[excerpt ends]
found there. These are the fluid realities created by the
Paramanes for the purposes of testing. Unlike the worlds of
A great cyclopean city, perhaps the greatest city in
Primus, however, these tend to be simple worlds, sometimes
all the Omniverse, the Golden Towers stretch out
only a few miles across, with two-dimensional cultures
seemingly to infinity. Refered to as the Golden Sphere
intentionally set up to act out morality plays for the purpose
in some ancient texts, this region is also known as the
of challenges. The size, depth, and level of detail are all
Golden Towers, the Eternal Citadel, or as the City Atop
determined by the Paramane in charge.
the World. Here the immense towers glitter in eternal
daylight, and their pearlescent gates are formed of
Excerpt from The Book of Mysteries by Hotan.
transcendant glory.
...so it would appear that the Paramanes, while
A soft golden light comes from everywhere, directionless,
considered lesser spirit entities elsewhere, are granted
casting no shadows. Sparkling causeways of amber
nearly divine powers of Creation in the Silver Sphere.
arch over the crystal boulevards far below. Sculptures
I do not believe these are inherent abilities, but rather
of light decorate the plazas, and gardens with plants
powers that come with their assigned role.
from across the Omniverse decorate the parks. Yet
despite the grand magesty, the vast spaces of the
In addition to the Paramanes themselves, a traveler
Golden Towers are largely unoccupied. It is one of the
here may encounter other explorers from Primus.
great mysteries of the Omniverse.
Those that come to the Silver Lands are often pilgrims
seeking enlightenment, knowledge, or to gain access
to the Golden Towers that lie beyond the Silver Lands.
They are usually well-intentioned (at least by their own
NATURE OF THE REALM
definitions), but it is not unknown for some to come Every event, from the rise of kingdoms to the fall of a leaf,
with malicious intent.[excerpt ends] is recorded somewhere. Every child’s cry, every foul deed,
every noble speech, all are preserved for eternity. Nothing
is ever truely forgotten. This is the purpose of the Golden
Sphere, the preservation of all history, from the first act of
Creation to the final darkness.

Here the Paramanes known as the Illuminus, or simply the


Watchers, manually record every event in the Omniverse.
Just as the Eternal Citadel is seemingly infinite, so too
are the Illuminus themselves. The Eternal Records, also
called the Memory of Creation (or Notebook of the Gods,
according to one Zandir wit) store the tomes and scrolls of
the Illuminus for all eternity.
152
city. Seraphs are the most human-like of all, often
acting much as they did in their previous life.
Adventure Ideas
Quest for the Absolom: A rare plant, the Absolom, is said to
Excerpt from A Sorcerer’s Guide, by the mad
only grow in the Gardens of Serenity. According to legend,
mage Sechi
the one who consumes its bloom will be absolved of all
crimes, the slate wiped clean, the soul made pure.
An individual who travels to the Golden Sphere
The Record of Lost Days: Everything that has ever
may be able to locate the amber castle of the
happened is recorded by the Watchers in their Scriptorium.
Illuminus, and may even be able to get past the
Although few outsiders have ever successfully entered and
giant Golden Paramanes who serve as Guardians
asked a question of the Watchers, Seraphs come and go from
of the Eternal Records. Once inside, an individual
the Scriptorium freely. Most remember their former lives, and
could conceivably discover which of the Thousand
bringing a loved one or making an offer of service to a close
Golden Halls leads to the Scriptorium, where the
friend or family member might tempt them to memorize a
Illuminus reside. Those fortunate enough to have
small fragment of knowledge that they can repeat once the
come this far may ask a single question and receive
characters have performed the promised service.
an answer, for the fact that they continue to exist
The Fountain of Silver Fire: At the Gateless Barrier, on
after violating the Illuminus’ Sanctum is proof
the very edge of The Radiance, legend speaks of a fountain
that they are indeed among the most worthy of
that is periodically alight with brilliant, liquid, silver fire. If
individuals.[excerpt ends]
captured in a vessel of amberglass and then consumed it is
said to induce true visions of the future.
PLACES OF NOTE
DENIZENS OF Lucent Harbor: Along the southern coast of the Eternal
THE GOLDEN TOWERS Citadel is a once-thriving harbor. Facing out across the
Sea of Tranquility, the harbor is as beautiful as the rest of
All of the residents of the City Atop the World are the realm, yet the hundred docks lie largely unused. The
Paramanes, spirits who seek to purify themselves through denizens of the city do not require trade. The existance of
service and one day ascend to the ranks of the Archons and Lucent Harbor suggests that the City Atop the World was a
serve the Creator directly. While these spirits are universally thriving center of civilzation and trade in an earlier age.
good of intent and purpose, they are also unique individuals,
and they are not perfect, though such is their goal. Sea of Tranqulity: South of the Golden Towers, the Sea
of Tranquility is ablaze with sparkling olive-hued light.
First among these are the Illuminus, also called the The green waters shimmer, and some say that if one stares
Watchers. Dressed in robes of golden cloth, their hooded into the depths long enough, visions of the future begin
faces are a hazy nimbus of amber light within which can to manifest.
be seen the vague outlines of their mortal features.
Blue Cliffs: Overlooking Lucent Harbor, the Blue Cliffs
Next are the Guardians, winged Paramanes who resemble rise three thousand feet into the air. The stone is veined
golden-skinned giants over twenty feet in height. Each is with aquamarine, which gives the cliffside it’s cerulean
attired in golden armor and weapons in the style they wore appearance. The face of the cliff is carved with an ancient
in life. Though girded in the accoutrements of war, their stairway called the Azure Walk, which shows the wear of
features are calm and placid, and their eyes radiate an inner untold feet long ago.
peace. The Guardians serve as sentinels, protecting the
Eternal Citadel from access by unauthorized entities. The Gateless Barrier: The two northernmost towers watch
over the last outpost of the Golden Sphere. At the base of the
Finally there are the messengers, the Seraphs, benign spirits towers stand two titanic monoliths in the shape of golden
who most often appear as winged mortals in flowing yellow archons. The space between them appears to be some sort
robes of a silk-like material. They can be seen throughout of radiant liquid, like a pool of shining light turned on its
the Golden Towers, delivering materials, blank pages, and side. The only entities that have ever entered or emerged
messages from one Watcher to another, and maintaining the are Archons, intent upon their own concerns. Beyond the

153
Gateless Barrier is the Radiance, home of the Creator. Excerpt from The Book of Blood, holy book of the
Kang
Gardens of Serenity: At the center of the Golden Towers
is a garden where the Illuminus go to take their ease, ...Zoriah and the reptile Beast did clash then, blade
resting from their labors in the Scriptorium. The Gardens against claw, a struggle of titans that burned the
of Serenity are barred to all others, watched over by ever- land and shook the heavens. For days the battle
vigilant golden Guardians. raged in glory, and blood filled the seas. In the end,
Zoriah stood alone upon the crimson field of valor,
The Thousand Halls: A term used to refer to the possibly the vanquished Beast at his feet.
infinite chambers, galleries, and rotundas that fill the
towers of the Eternal Citadel. It is said that one of these When His gaze fell, he saw where his blood had spilled
halls leads to the Scriptorium, where the Illuminus scribe there rose a people, who are the Kang, and they looked
their tomes. up at him in fear and respect for what he had done.

The Scriptorium: A vast lyceum, the Scriptorium is a “Give us food” they cried, their eyes upon the Beast.
multi-dimensional space that enfolds all of the Omniverse Zoriah spat upon those, and said “You who are of my
within its walls, allowing the Illuminus to perceive blood, cry out like babes at suck? Fight, spawn, and
everything that happens. Here the Watchers sit on massive take what you will from the world. Those with glory
golden podiums and record everything for the Eternal and honor may come to stand at my side...”[excerpt
Records. ends]

The Amber Castle: The home of the Eternal Records, and Excerpt from The Book of Borean, holy book of the
protected by a hundred of the most potent Guardians in the Mirin
Golden Sphere, the Amber Castle sits atop the Blue Cliffs.
From its parapets the defenders can see for miles across the ...but the Mirin did not heed the signs from Borean,
towers and halls of the Eternal Citadel. holy father of all, and were cast out from the sky.
“Dwell upon the ground now, my children. Struggle
against these challenges, and one day you will rise
THE RADIANCE upon my breath again.”[excerpt ends]

No one knows what lies beyond the Radiance. Most


Excerpt from The Omnival, holy book of the Aamanians religions agree that it is here that the Creator resides,
guiding the Omniverse through his avatars, the Archons.
...and lo, the seventh door was opened, and there Each religion, however, describes the Creator in different,
revealed was Aa the Omniscient, Aa the Omnipotent, mutually exclusive ways.
creator of the world, the radiance from which all others
draw light...[excerpt ends] In Talislanta, the Creator is worshipped by the Mogroth,
Gryphs, Aeriads, Sindarans, Sunra, Cymrilians, Sawila,
Excerpt from Song of the Mother, of the Gnomekin Jaka, and many others. Other religions believe the world
and their people were created by other deities, though the
...And so Terra decided to have a family. First she diplomatic agree that this could be a matter of semantics.
gave birth to the mountains and the valleys, and She Some even go so far as to suppose that the Creator takes
loved them and cherished them as they grew. Seasons different forms and attitudes for each culture, though this
passed and turned into years, then turned into history. is regarded as heresy by most.
But Terra saw that her land was empty and unchanging Further confusing the issue is the Crystal Sphere, home of
so gave birth to the animals and the plants, which the reigning gods and set in the borders of the dreamscape.
she loved and nurtured, crying over their hurts and Some point to this as evidence that these deities came into
rejoicing in their freedom. Again, seasons turned and existance after the mortal minds that believe in them, and
Terra wanted to enlarge her family, and so she gave only the Creator is a true God. Clerics and priests offer a
birth to the Gnomekin, to be the tenders and caregivers variety of heated arguements, pointing out that their deity
of all that had gone before...[excerpt ends] is the creator.

154
THE UNDERWORLD DENIZENS OF THE UNDERWORLD
Excerpt from Talking To My Shadow by the Mad
Excerpt from Talking To My Shadow by the Mad
Philosopher Hasheen.
Philosopher Hasheen.
My shadow spoke to me again tonight. It told me
My shadow started talking to me on the night of
about those dark things that dwell in the land of the
the ghost moon. I ignored it for as long as I could,
dead. Things that move like the living, but do not live.
presuming it to be a figment of the k’talla, but it was
Creatures that deal in mortal souls like merchants
persistent, and soon I found myself replying. My
haggling over coin, anguished souls, hungry corpses
shadow offered to tell me about the land of the dead.
that walk like men, and nightmares given flesh.
The study of the realm beyond the black river had been
my lifelong obsession, and it was the reason I had
I think I am going mad.[excerpt ends]
begun partaking of the mystical vision-inducing drug
k’talla. On several occasions I had said I would give
my soul to know all about the Underworld. It appears
[excerpt ends]
something was listening...[excerpt

THE NATURE OF THE


REALM
The Land of the Dead. The Shadowlands. The Underworld.
This is the realm of Death; a stygian world of darkness and
eerie gloom. In place of a sky there is a yawning, abyssal
cavern roof that appears to stretch into infinity. The ever-
present winds moan across the landscape, and whisps of
fog skirt the edges of vision like furtive ghosts.

The Underworld is comprised of the collective graveyards,


blood-soaked battlefields, tombs, and mausoleums of
every world. Any land that is “given over to the dead”
becomes part of the vast, grey landscape in much the
same manner as those possessions buried with the dead
are translated over to the spirit world.

Throughout the Underworld are the infinite branches of


the Shadowriver, a slow-moving body of black water.
Sounds echo strangely upon these fog-shrouded waters,
often distorting voices into hollow, mournful mockeries
of themselves. The Shadowriver has tributaries that reach
to every world of Primus, and it is by these aetheric
waterways that most souls reach the Underworld.

When a mortal dies on Primus, the soul travels to the


Underworld. Those that were buried according
to their cultural rituals find their way to the
Underworld relatively easily, while those that
died without such preparation have a rougher
time, often caught by reapers, soul-traders,
or astral predators.

155
By far the most common inhabitant of the Underworld the armies of Death, those who patrol the Shadowriver and
are the shadowfolk - the Ebonites, shadowights, wraiths, its byways to protect the souls of the dead on their journeys,
and disembodied spirits who comprise the vast citizenry marshal against invasions, demonic or otherwise, into the
of Death’s realm. In the city of Ebon and elsewhere, the Underworld, or seek out Reapers and other soul-stealers
shadowfolk “live their lives” so to speak, as they did before for justice.
they died. They come in as many types as do mortals,
including traders, scholars, laborers, and craftsmen. Some Ebonites take to the Shadowriver and serve Fate, the
avatar of Destiny. These are the Ferrymen, who pilot barges
There are two types of currency among the shadowfolk. and rafts up and down the dark waters, assisting souls on
Soulmarks are dark grey coins of seemingly infinite their way. Some ferrymen treat this as a moneymaking
variety. They come from the coins that are buried with the opportunity, charging each soul as much as they can. The
dead on the worlds of Primus. Soulmarks are paid by the souls who received a ceremony upon death will have coins,
spirits of the dead to the Ferrymen in exchange for swift weapons, or at the very least some cloth wrappings with
and relatively safe passage over the Shadowriver. The which to trade. Even the most altruistic ferrymen will
other currency is more rare and precious; the soulstone. require two coins, “soulmarks”, the bare minimum payment
Soulstones are each hand-crafted from a black diamond by the decree of Fate.
and imbued with a mortal soul. In the Underworld, Death
allows some of his loyal Shadowizards to take one soul each Those shadowfolk who rebel against Death’s will are
year for this purpose, though Reapers and other denizens called Reapers. These are those dark entities that steal
of the lower planes take far more than this. souls, interfere with the flow of spirits to the Underworld,
and harbor or assist fugitives from Death. Among the
Among shadowfolk society, there is a social stigma based Reapers are pirates on the rivers of death, capturing souls
on the nature of one’s afterlife. At the bottom rung of the on their journey to the Underworld, soul-stealing murderers
social ladder are the shadowights. Cursed by Death to exist on Primus, even tradesmen who offer dark services in
as cold, nonmaterial shadows, shadowights are generally exchange for the soul of the mortal bargainer.
outcasts in the Underworld. Of slightly better status are
wraiths - shadowights who became so when their physical The final category of denizens of the Underworld are
body was slain by a shadowight. Among the shadowfolk, collectively known as Haunts. Mad spirits, mindless
wraiths are often shunned or used for manual labor. shadowraiths, ghasts, necrophages, and even animals
who have become shadowforms (such as shadowcats,
Above the shadowights and wraiths are the disembodied darkhounds, shadowmanes, and more) all inhabit the
spirits, souls who simply refuse to pass on to their regions of the Underworld called the Haunted Lands,
destiny. Because they are not dismayed by light, they can beyond the borders of civilization. These creatures exist
occasionally gain favor by performing services in the Lands outside of Death’s plan, coming to the Underworld in
of the Quick (the phrase used to describe the living worlds). response to their own unknowable urges.
Disembodied spirits must be forever on guard against astral
predators, soul-traders, and the like, as well as Necromanes Excerpt from Talking To My Shadow by the Mad
and other direct servants of Death who would force the Philosopher Hasheen.
spirit to face Destiny.
My shadow whispers to me all the time now. I keep
At the top of shadowfolk society are the Ebonites, who candles and lamps lit all around me at night to drive
also comprise the majority. These are the souls who were the shadows back, but when I fall asleep, I awaken to
specifically chosen by Death to become what they are darkness and again hear its words.
instead of continuing on to their next incarnation. Great
infamy or acts of heroism, no one can say what might draw It told me tonight of the origin of Ghasts, where they
Death’s attention. Some petition Death for this state, while came from, why they exist. As I write these words on
others offer their services to Death in exchange for the this parchment, I can hear its voice again, and I know
life of a loved one. However they became what they are, I am losing my mind. The shadowy world of Victaria,
Ebonites are the dominant form in the Underworld. near the Underworld to begin with, lost to cataclysm,
the souls of the dying, screaming... their souls torn
Some shadowfolk serve as Death’s Hands. They comprise from them, but not dead. No, not dead. Their anguished

156
age. Yet dispite appearances, the city is an important
center of trade, and is frequented by merchants from
Adventure Ideas across the lower planes. Few outsiders stay for long,
Roots of the Family Tree: One of the player characters’ however, as the place exudes an aura of sadness,
great-grandfather contacts him/her from the land of the dead. decay, and death.
This ancestor, a disembodied spirit who has resided in Ebon
for a century as a chronicler, has made it his hobby to keep Within the black-stoned walls of Ebon dwell more
an eye on his descendants. He demands filial duty from the than half of the shadowfolk of the Underworld.
player character, to set aright a series of wrongs that have Here craftsmen create new shadow-items from the
been committed against himself and his family. This includes raw materials brought in by the Ferrymen and those
avenging his own murder. mortal souls who managed to reach Ebon with their
deathly possessions intact.
Salvage Yard of the Gods: A Phantasian hires the player
characters to accompany him to a distant land and recover The government of Ebon is ruled by a council of
as much salvage as possible from an ancient battlefield. thirteen shadowizards of great power, called the
The Phantasian believes that arcanomantic battle-wagons, Ebon Cabal. The Cabal rules on all matters of the
clockwork dragons, and other titanic weapons of war lie shadowfolk population, sets official policy regarding
scattered on this forgotten battlefield. What he doesn’t reveal political or trade relations with other realms, and
is that their destination is the Underworld, and this battlefield oversees all that transpires within the city walls.
became part of the land of the dead long ago, when its blood-
soaked fields were abandoned by the living. Now it is the Note that all the constructions and physical objects
home of dead haunts, and the ancient weapons of war have in Ebon (and the rest of the Underworld) are solid
themselves acquired a preternatural hunger for destruction. and real to aetheric beings. While a spirit or Ebonite
might pass through most walls on Primus, they
One Final Service: One of the player characters’ begins must use doors in the Underworld. In other realms,
having dreams of how one of his departed friends or loved particularly in the lower planes, architects mix grave-
ones (or perhaps a deceased player character) has been dust with their mortar and other building materials,
captured by Reavers, who will soon foully bind the soul which likeways makes them impervious to aetheric
into a soulstone. The only way to avoid this are to travel passage.
to the Underworld and either free the captive soul or pay a
high ransom. In return, the soul can either go on to its final The Forever Road: West of Ebon lies this ancient
reward, or perhaps return to Earth as a disembodied spirit causeway, built and maintained by crews of wraiths.
or perhaps even an Ebonite. The Forever Road winds its way through a silent
landscape of desolate hills, shadowed vales, and dry
riverbeds. Here souls from across the Omniverse
pleas for mercy giving rise to nightmares, echoes of can be seen walking slowly towards the Halls of
nightmares, ghasts imbued with a lust for, a facination the Dead.
with, an affinity for death. The mortal souls, trapped in
their own nightmares given flesh, mad, craving death... The Forever Road is patrolled by the Death’s Hands, sworn
death, the release...[excerpt ends] to protect travelers from the haunts and reapers who would
prey upon them. The field commander of the Death’s Hands,
These are the last words written by Hasheen before his a Necromane, also frequently inspects the conditions of the
death by suicide. road and those who tread upon it.

PLACES OF DARKNESS Death’s Citadel: The center of the Underworld, this


monolithic structure defies the imagination. Vast towers
Ebon: The principle city of the Underworld, known as the rise into the chasm of the sky, merging with the very roof
City of Shadows. It straddles the delta of the Shadowriver of the Underworld. Eerie false lights can be seen to flicker
where it meets the Sea of Lost Souls. Said to be as old as up and down the flying buttresses and turrets. The whole
the Underworld itself, Ebon is a place as dark and cold as castle is surrounded by a moat of black flame which absorbs
the grave, its ancient stone structures worn and pitted with light, shedding a burning cold that is deadly to both spirit
and flesh.
157
Within the great hall of the Citadel, Death itself holds from Shadowights, but since they were not directly
court over the procession of souls, who then pass on into cursed by Death itself, lack the aura of doom that most
the Halls of the Dead, which leads to the gateway to the Shadowights project.
next world.
As do all shadowforms, Wraiths have an aversion to sunlight,
Omnus: The realm of occult knowledge, this vast library and sustain damage from any magical illumination. Like a
lies somewhere within Death’s Citadel. Endless rows of Shadowight, they can drain a living mortal of corporeality
tomes span as far as the eye can see, creating a maddening (and thus become corporeal themselves for a time), but do
maze. It is said that everything that has ever been written not hunger for it in the same way.
and then lost to the ages can be found here, though the
task of locating any particular work can be the labor of a In the Underworld, Wraiths are among the lowest caste,
lifetime. barely tolerated and often used for menial tasks or slave
labor. Only the Shadowights, cursed by Death, are lower.
Omnus is protected from intruders by the Gates of Eternity,
nine magical portals through which one may only pass Size: 6’6” - 7’6”, weightless
by speaking a single unflinching truth about oneself. Attributes: As in life
Statements such as “I am male” or “I was born the son Ability Level: 1+
of Astrimas” do not qualify. A statement such as “I have Attacks/Damage: Touch - DR 6 + Ability Level
wasted much of my life in the pursuit of possessions; things (drains substance of similar creatures; lasts ten minutes
that will never fill the empty hole left from the loss of my per hit point; completely drained victims become
family” would open one of the Gates, if true. Coming up Wraiths)
with nine absolute truths about oneself is a daunting task for Special Abilities: Immune to all weapons while
all but the most introspective and self-honest individuals. in spectral form, may be slain by silver or magical
Rumors have circulated for millenia that nine keys exist weapons when corporeal, dismayed by strong light (-5
which allow easy entry to Omnus, though no one has to all actions), dispersed by magical light (1hp damage
claimed to have seen them. per spell level).
Armor: None
Omnus is governed by Destiny, also called the Author of Hit Points: As per drained hit points when corporeal,
Fate. Often portrayed as a grey-robed spectre. In one hand or 1hp per Ability Level when spectral
he bears a staff, and beneath the other he holds a massive,
iron-bound grimoire. Each living being has a page in that
book, upon which is written all that will occur in that
individual’s life, including the exact moment of death.
THE
Some claim that if one succeeds in passing the nine gates, DEMONREALMS
the Author of Fate can be petitioned to impart knowledge
of the future, though few dare to learn the secrets of Excerpt from The Midnight Realm, by Markans’teph of
Destiny. Xanadas

In the Talislantan Omniverse, reality can be likened to


Moonshadow, Dirvengal, and Blackbridge: Outposts a river that flows from creation (the Green World) to
of civilization, these towns are smaller and less imposing destruction (the Void). That which we call reality lies
than ancient Ebon. There is a larger percentage of wraiths along the length of that river.
and spirits, and even a few shadowights among the Ebonites
here. Those of low caste or otherwise out of favor can find When anything dies or is destroyed on Primus, it
a place here. appears to decay, wear away, and crumble to dust. In
truth, its essence passes from Primus into the lower
SHADOWRAITH depths of the Aethereal Sea, and downwards to the
When a mortal is slain by a shadowight, with all his or her Demonrealms. Here, the entities known as demons
physical form absorbed, Shadowraiths, or simply Wraiths, break down the essence so that it may pass on into the
are the result. Visually, Wraiths are almost indistinguishable Void.[exerpt ends]

158
rushing glaciers are but a sampling of what a traveler can
expect.

When dealing with any sizable chunk of land, gravity


appears to align with the surface upon which one stands. It
is possible to leap from one land to another, however, as this
gravity fades quickly, allowing one to drift great distances.
Due to the ever-shifting nature of the region, however, an
attribute check (either Intelligence or Dexterity, whichever
is lower) is required, at a Degree of Difficulty of -5, in order
to land at the chosen target.

Earth and rock demons are the most common types


encountered here. They drift randomly through the sky,
looking like nothing more than a boulder (earth) or small
mountain (rock) among thousands of others. When one
encounters something solid, it reacts with savagery,
tearing it to pieces. Earth demons can sometimes be seen
drifting through the sky in numbers randing from a dozen
to uncountable hordes, while rock demons tend to be seen
in smaller groups, ranging from single specimens up to a
score.

Other types of demons can be found here, including lava,


iron, muck, slime, dust, plant, and aqua.

Perhaps the most dangerous and confusing of all the planes, Demonwind: If the traveler successfully navigates
the Demonrealms is a region of pure destruction and chaos. Landsfall, the nature of the sky begins to change. Clouds
Here the anti-elementals, commonly refered to as demons, appear, and distant thunder reverberates across whatever
rage in an orgy of destruction against everything that passes. lands remain. Soon the winds begin, black and purple
Travel here is fraught with peril, for not only must the lightning crashes across the sky, and the lands begin to be
demons be avoided, the terrain itself is in turmoil. Heaving torn apart by the greatest hurricane in the Omniverse, the
continents thrust into a poisonous sky, mountains crash, and Demonwind.
seas of putrescence give way to swirling firestorms.
The howling winds make any verbal communication
Though the Demonrealms are in constant turmoil, there impossible, and visibility is generally reduced to a few feet,
are six regions that seem to be permanent features of the if that. Random bits of material, ranging from small rocks,
plane. trees, and chunks of ice to boulders the size of a castle, fly
through the air faster than arrows, maiming or killing the
Landsfall: This region is perhaps one of the most unprotected traveler.
disorienting areas of the Demonrealms, and it is generally As if the Demonwind itself was not deadly enough, wind
the point of entry for those foolish enough to travel here. and storm demons patrol this region as well, seeking out
A black, starless sky exists in all directions, scattered with anything that is resisting the destruction. Also found here
floating chunks of land that drift or speed past one another. are demons of ice, frost, and lightning, as well as demons
Up and down seem to have no meaning, and the lack of of madness and chaos.
any stable landmark makes it all but impossible to maintain
one’s orientation. Three regions lay below the Demonwind. These are the The
The lands vary widely in both size and nature. A drifting Pyre, the Rotting Sea, and the Deadwoods. The traveler who
mountain range could collide with a fragment of a jungle- survives passage through Landsfall and the Demonwind
covered continent, while a river without a bed flows along will eventually fall into one of these three.
nearby. Burning forests, hailstorms of shattered rock, and

159
The Pyre: A vast sea of flame, covered by poisonous green
and yellow gasses, the Pyre stretches as far as the eye can The Rotting Sea: A churning, noxious ocean of fetid
see in the eastern Demonrealms. Material rains down from seawater, putrescent effluvia, and corpses, the Rotting Sea
the howling Demonwind above while the greedy flames is where the corpses of the dead fall in the Demonrealms.
leap as if to catch each bit. The unprotected traveler will Far overhead the rumble of the Demonwinds can be heard,
be incinerated in seconds (10hp damage per round.) but the air here is still, filled with a steamy mist that seems
to coat the throat and lungs with slime.
The heat here is beyond anything that can be imagined, and
even magic can only proect the traveler to an extent. Spells Any traveler here must make a CON attribute check
and items of protection will take 10hp damage every round, (difficulty -5) every hour, failure indicating the contraction
while a Ward against fire will reduce the damage taken to of a terrible disease (level 15.) If the traveler is actually in
1hp per round. To make matters worse, any traveler in the the water, make this check every minute. The immediate
Pyre will undoubtedly attract the attention of its denizens; effects of immersion range from simple nausea to severe
demons of fire, lava, and smoke, who eagerly destroy poisoning.
anything they can find.
In addition to the bodily fluids, bone fragments, any other
At the center of this titanic inferno is a vortex of magma and bits of biomatter, the Rotting Sea is also home to demons
fire, a swirling gyre that draws everything into its voracious of water, mist, slime, and most horrible of all, plague, all
maw. The gyre does not collapse as one descends, however. eager to turn any traveler into yet another corpse to add
It becomes a spinning tunnel of intense anti-elemental to the Sea.
flame, and if the traveler is extremely well-protected, it is
possible to survive the descent as long as the walls are not Far in the west, at the very edges of the Demonrealms, is
touched. The gyre extends for an almost limitless distance, the Scourge Falls. Here the Rotting Sea ends, spilling over
right to the edge of the Riven Lands that surround the into the final abyss. The water disperses as it descends,
isolated realm of Oblivion, located far below the Pyre. turning into a fine mist, revealing the distant world of
Oblivion far, far below.
The Deadwoods: Between the Pyre to the east and the
Rotting Sea in the west lies a vast tumble of black and
grey roots stretching out as far as the eye can see. It is
as if untold millions of trees were uprooted and set into
the ground upside-down. The evil-looking roots reach up
OBLIVION
from the ground like blackened, skeletal fingers. These
are the roots of the Deadwood trees, found throughout the Excerpt from The Black Grimoire, by Mordante
Omniverse.
In the distance a tiny pinprick in reality can be seen.
If the traveler in the Demonrealms digs down, he or she will Once noticed, however, it draws the eye like a tongue
find that the roots seem to go on forever, forming a maze of to a missing tooth, seeming to grow larger the more
black-wooden tunnels. In theory, one could use this route one stares at it. A hole in the Omniverse, a void from
as a way to escape the Demonrealms back to Primus, for which nothing can escape. The Void, towards which
these roots must all eventually reach the Deadwood trees everything must some day go.
there. It is no simple journey, however, as one would have
to contend with the Plant Demons that infest this region. Yet despite the irresistable pull of the Void, one visible
structure stands athwart the stream of shattered
In practice, any descent through the Deadwoods eventually reality. A small flat world, oval in configuration,
leads down to a vertical tunnel that debouches into an dominated on one end by a fragment of a once-mighty
upside-down version of the Deadwoods. The traveler is mountain range. This is Oblivion, traditional place
hanging upside down, clinging to a “roof” of black roots, of banishment in the Omniverse. At the top of that
the distant, barely visible world of Oblivion far below. A mountain is a city of brass, within which are bound
few of the longest roots reach down to the Riven Lands the Shaitan.[excerpt ends]
surrounding the Lower Gate in the great Barrier Wall
around Oblivion.

160
doom. The demons refer to their environs as demonward
THE NATURE OF THE (up) and doomward (down). This is also the origin of the
phrase “caught between demon and doom.”
REALM
Oblivion, refered to in some texts as a seperate plane of DENIZENS OF OBLIVION
the Omniverse, is just a small world, hardly larger than
most kingdoms of Primus. It exists on the border between Oblivion is a realm ruled by strictest hierarchy. Except for
the Demonrealms and the Void, held there by the constant Diabolus, the absolute ruler of Oblivion, every inhabitant
efforts of its inhabitants, the Shaitan and their creations, serves its superiors, and everything except the lowliest
the race of Devilkind. servitor imps is served by beings of lesser power and status
than itself. Regardless of their power, all devils are bound
Demons, who by their very nature are enraged at the by the letter of any oath they swear. However, they are
indomitable existance of Oblivion, floating there where only bound by the exact wording of their oath - most take
nothing should exist, are forever assaulting it, falling from great delight in twisting the meaning and intent of any oath
the sky to attack again and again. Thus the devils must be or contract to better suit their meaning.
eternally vigilant against both the pull of the Void as well
as frenzied demonic attacks. The minor devils are the lowest ranking beings that
inhabit Oblivion. Found both here and in lesser numbers
The sky over Oblivion is the most unusual in the Omniverse. throughout the lower planes and beyond, they are created
There are no sun or stars, no moons. There is only a sky to be menial servants, crafters, and to perform all manner
divided down the middle, flaming bright on one side and of lowly but necessary duties. Most are too dim witted to
murky with mist on the other. The dividing line is a thick object to such an existence, but the more intelligent varieties
black field. This is the underside of the Demonrealms, the are filled with a hatred for all superior beings and attempt
Pyre, the Rotting Sea, and the Deadwoods between. The to twist their orders in such a way that allows them to do
sky rotates slowly, alternately shedding light and darkness as little work as possible.
in a diurnal cycle.
Above them are the lesser devils like the bottle imps and
If one looks away from the sky, over the edge of Oblivion, gargoyles. Most are relatively intelligent and are cunning, if
one can see the darkness at the end of reality. The Void sits devious servants who work as advisors, scribes, messengers,
there, relentless, insatiable, drawing all towards the ultimate as well as the lower grades of guards and mercenaries.
Many are literate and a few know the rudiments of magic.
Any who excel at their duties are given minor devils as
servants and targets of abuse.

While both minor and lesser devils are smaller than most
members of the archean races, greater devils are almost
always considerably larger. They are all highly intelligent,
frightfully strong, and all are skilled at magic. These are
the spies, diplomats, personal bodyguards, and warriors of
Oblivion. Any of these beings is well more than a match
for any but the most highly skilled and magically talented
archean wizard. Many command dozens or hundreds of
lower-ranking devils.

The highest-ranking devils are the powerful and proud arch-


devils, mighty beings who are second only to the god-like
Shaitan in power. As both the personal servants and the
avatars of the Shaitan they serve, arch-devils often wield
considerable power and many control large palaces with
staffs of hundreds of servants. Despite their great power,
they are also the Shaitans’ most closely bound servants.

161
Shaitan created the many species of devils to serve
as their avatars, surrogates, and slaves. So, while
Adventure Ideas devils are a common sight in the lower realms and
For Services Rendered: A crafty and powerful group of are not infrequently summoned by daring or foolish
mortals could possibly visit Oblivion and earn a position magicians, Shaitan remain forever trapped within
there by assisting one of the arch-devils in some way the confines of Oblivion.
(although they better carefully consider any contract or
oath they agree to). Although the Shaitan never entertain
visitors, arch-devils are always seeking an opportunity to
PLACES OF NOTE
gain advantage over one another or attempt, in some small
The land of Oblivion is divided into nine kingdoms,
way, to reduce the hold the Shaitan have over them.
each ruled by an arch-devil (avatars of the greatest
A Small Chip of Stone: Even a small fragment of the unholy
Shaitan.) At one time there were thirteen, but the
obsidian used in the making of the towers of the Shaitan is
politics of this land occasionally lead to one arch-
said to hold great power. Among other uses is will allow
devil absorbing the lands and power of another.
mortals to become immortal beings like the dread Black
Savants. Many wizards will pay almost any price for even
The Barrier Wall: Oblivion is surrounded on all
a piece the size of a grape. The problem is acquiring one.
sides by the Barrier Wall, an immense stone and
Fortunately, many Shaitan enjoy having mortals and other
brass structure that stands many thousand feet in
beings rarely found on the lower planes as servants and
height and is guarded by diabolic sentries. Two
playthings. The problem is then finding a way to leave this
pairs of great iron and brass portals, called the Ebon
tower.
Gates, allow passage through the Barrier Wall. The
Upper Gates lead to a series of tunnels through
As the avatars of the Shaitan, they are burdened by the which ascends upwards into the Underworld. The
fact that the Shaitan that created them can use any of their Lower Gates open into the Riven Lands, a torturous and
senses any time they choose, allowing the Shaitan to spy chaotic stretch of terrain that extends around the Lower
on their every activity and directly experience the rest of Gates and that leads directly to the difficult and deadly
the Onmiverse. paths to the Demonrealms of the Pyre and the Deadwood.
In the Riven Lands, near the gates to Oblivion, vast armies
The arch-devils must bow down before the Shaitan, but of devils wage an endless war against mindless hordes of
most do so out of fear and not respect or loyalty. Although demons who seek to invade and conquer this realm.
legend says there were originally thirteen Shaitan, only
twelve remain. These mighty beings isolate themselves The Towers of the Shaitan: Standing only slightly less
from the masses of Oblivion, preferring to dwell in isolated high than the Barrier Wall, these thirteen huge edifices are
splendor, served only by their most trusted arch-devils and all at least 1,000 yards tall. The tower of Diabolus stands
one or two dozen other servants. They issue order to the at the exact center of Oblivion, while the remaining twelve
rest of Oblivion through their arch-devils. towers are scattered around the land. The broken stump
of the thirteenth tower stands as a mute testament to the
Diabolus is the leader of the Shaitan and the absolute ruler terrible retribution to it’s owner’s ancient betrayal. From
of Oblivion. Legends say that Diabolus and the thirteen the outside, each tower is a narrow and almost featureless
original Shaitan once dwelled among the higher planes as obsidian rectangle inlaid with huge brass glyphs from some
the companions of the gods, but that they were cast out by unknown language. However, the interiors are lavishly
the gods for their devious and scheming ways. They were luxuriant, filled with all manner of luxuries and diversions
consigned to Oblivion, bound by unbreakable oaths from for the twisted tastes of the Shaitan.
ever leaving this small and isolated realm.
The Castles of the Arch-Devils: Although far less tall and
Under the cunning leadership of Diabolus, the Shaitan soon elegant than the stark towers of the Shaitan, these castles
found a way to circumvent the terms of this oath. Although are huge structures, the largest covers several square miles.
the oath prohibited them from ever leaving Oblivion, it did Filled with seemingly endless passageways and tens of
not restrict them from sending others in their stead. To thousands of rooms, the smallest of these massive fortresses
maintain their influence in the rest of the Omniverse, the are 20 stories tall and extend and additional 10 stories

162
underground. However, many of these rooms are
either empty or sparsely decorated for furnishing
that the arch-devils living there may never see.
THE VOID IN MODERN CULTURE
A source of fear and dread to most Talislantans, the Void is
represented in tragedies and dark tales, either as a shadowed
All nine castles are relatively similar in overall
corner of the stage or a black object which the actors
design. They are looming and terrible structures
completely ignore, such as an onyx wineglass or a black
made from equal mixtures of polished brass
coat on a hanger. In this way the authors and playwrights
and black basalt and are lavishly decorated with
convey a subtle note of eventual doom. “Skip the void” is
images of torment and suffering. Visitors who
a common phrase among entertainers, meaning to perform
have returned from these castles often wonder if
well and pay no attention to the symbolic darkness.
the arch-devils build such massive structures for no
reason except a desire to conceal the fact that they
are as much the slaves of the Shaitan as the most a mortal dies, the soul (the life essence) drifts down the
pathetic servitor imp. Dark Waters to the Underworld. The mind (the thoughts
and memories) drifts into the Dreamrealm and to the Crystal
The Devil Warrens: The devils’ love of hierarchy and order Sphere for whatever heavenly reward or damnation their
extends even to the construction of their slums. The masses belief promises. The physical body is all that passes on to
of minor devils and lesser devils who make up the majority the Void.
of Oblivion’s population and toil endlessly in its mines,
soul forges, and ironworks live in the vast devil warrens As one drifts into the Void, three distinct layers are passed.
that encircle each of the castles of the arch-devils. These The first is called the Greyfalls, a realm of fog and smoke,
lowly devils dwell in nearly identical cubical dwellings that dust and sand. There is no sense of up or down, no sense
are all cast of solid brass. These dwellings are all built on of movement. Time itself comes to a halt in the Greyfalls.
identical charcoal grey stone streets. The design of all of Dwelling here amid the dregs of the Omniverse are Void
these dwellings are brutally simple - devils are grouped by Demons, creatures that seek out whatever fragments of
type and size and all dwelling for the same type of devil reality have escaped their bretheren in the Demonrealms.
are externally identical. It is a matter of some dispute among philosophers of
metaphysics whether these are true demons or rather
manifestations of the Void.
THE VOID Deeper, past the Greyfalls, lies the utter darkness of the
The end of every phrase Black Pit. Here is the final dissolution of all that has ever
The quiet after noise existed. All the matter and energy that was created in the
The night at the end of all our days Green World, existed in Primus, and was shattered in the
The darkness that destroys Demonrealms comes here to be dissolved into nothingness.
- Quote from The Darkness That Destroys, by Zamphir A traveler here, assuming he or she still lives, will find it
the Zandir minstrel intensely cold and difficult to think (-5 to all rolls.) Flames
will not burn, and even magical light is reduced to one-fifth
The Void is the dark hole at the end of the Omniverse. its normal brightness. All forms of energy are quelled, even
An all-consuming blackness through which everything magic (divide the spell level by five, round down.)
eventually passes. Within the darkness there is no matter,
no energy, no life. Within this undisturbed blackness, things move. They
swarm and writhe in mindless motion. These are the Void
When things have passed their time on Primus, they appear Monsters, personifications of the final doom. They have no
to die, or decay, or simply be worn away in the process of physical form here, though appear as a mass of writhing
entropy. This is the effect of mortal perception. What is tentacles if they appear on other planes. These entities act
happening is these things are being drawn out of Primus, as the final agents of entropy, anihilating the particulate
to drift into the Demonrealms where it is broken down, and matter that rains down from the Greyfalls above.
then on to the Void where it is consumed.
Some philosophers have suggested that perhaps the void
Minds and souls do not pass into the Void, as a rule. When monsters actually unmake that which they anihilate, turning

163
it back to aetherium. If true, then stars, the seemingly Aethereal Sea, and then to the Sea of Lost Souls. As long
never-ending source of aetherium, could be the portals as it suffers no mishaps, the funerary vessel will arrive at
through which the Void passes the material back into the the shores of the Underworld within thirteen days.
Omniverse.
There are some who believe that anything given over to the
Beyond the Greyfalls and the Black Pit lies the Void itself. dead on one of the worlds of Primus becomes part of the
No one can say what this region is like, for no one has ever Underworld. This includes not just the souls of the dead,
returned from it. A few foolish travelers or escaped villains but also such things as graveyards, tombs, burial vestments,
have managed to enter the Greyfalls and even the Black Pit and coins. Places and items given over in this way do not
and return to tell the tale, but of the Void itself we know disapear from Primus; rather, a spirit version of each comes
nothing. It must forever remain one of the the ultimate into existance in the Underworld, becoming a part of the
enigmas of the Omniverse. Land of the Dead.

O N THE N ATURE L IFE , D EATH ,


THE PASSAGE OF OF AND
RENEWAL
SOULS In the Talislantan Omniverse, reality can be likened to a river
that flows from creation (the Green World) to destruction
(the Void). That which we call reality lies along the
Normally, whenever a living thing dies, its soul departs length of that river.
the body and begins the long passage to the Land of the
Dead. Alone and unfettered, it drifts downwards though The key to understanding this river is in the nature of
the Aethereal Sea, until at last it arrives at the shores of aetherium, the substance that makes up the astral plane.
the Underworld. Aetherium is the begining and the end of everything; every
stone, every river, every beam of light, is shaped from raw
During its passage the soul appears as a glowing orb of light, aetherium, given form by thought. It is the essence from
measuring just a few inches in diameter. Upon arriving on which is woven the tapestry of reality. It is also the raw
the shores of the underworld, it gains the semblance of a material of magic, the substance of spirits, and the essence
spectre, appearing as a ghostly version of the creature or of life itself.
being that it was in life.
The elementals of the Green World shape the raw aetherium
Usually, an individual’s possessions are left behind on into the substance of what we call reality. The Archons of
death, along with the body. However, there are certain burial the Silver Sphere guide and direct this creation, channeling
rituals that enable a soul to travel to the Land of the Dead it according to the will of the Creator, though a few have
acompanied by any possessions it was buried with. This been known to choose a different path.
can include such items as burial shrouds, coins, artifacts,
food and drink, and even guardians intended to protect the Mortals can shape aetherium as well, though only in a
soul on its journey. limited manner. Spellcasting, mysticism, and other types
of magic are one way. Another is through dreams. Though
Rituals designed to ensure safe passage to the Underworld no single dreamer can do much, a world of dreamers can
generally require the deceased to be buried in a funerary shape the aetheric currents around that world, giving rise
vessel of some sort. A vessel can take the form of a boat, to a unique dreamscape. This dreamscape then becomes a
barge, or other type of waterborne craft, or even a funerary part of the Dreamlands.
urn, tomb, or other edifice. Any guardians that are to
accompany the deceased must be dead, and must be interred When anything dies or is destroyed on Primus, it appears to
with the deceased in the funerary vessel. In some cultures, decay, wear away, and crumble to dust. In truth, its essence
both the body of the deceased and those of its guardians passes from Primus into the lower depths of the Aethereal
may be protected by talismans, runes, or other devices. Sea, then downwards to the Demonrealms. Here, the entities
we know as Demons break down the essence, so that it may
If the burial ritual is performed correctly, the vessel and then pass on to the Void.
its contents will pass from the realm of the living into the

164
In the Void, all that was created in the Green World, used on
the worlds of Primus, and broken down in the Demonrealms
is at last consumed. Here the substance and energy is
absorbed, to be transformed back into the aetherium, and
distributed back into the Omniverse through of the stars
themselves. Such is the Cycle of Life, Death, and Renewal
in the Omniverse.

165
INDEX C
A
Cartomancy 99
Aaman 6 Cascal 12, 30
Acquiring New Spells 75 Casting Spells 73
Aeon 18, 19 Celadon 19
Aeromancy 105 Cerene 62
Aetheric Sea 137 City of Secrets 6
Aetherium 137 Clockworks 95
Age of Decline 22 Creative Cantrips 80
Age of the Heavens 18 Creative Compendia 82
AlchemicalHybridization 86 Cryptomancy 101
Altarus 19 Crystalomancy 103
Aquamancy 107 Crystal Sphere, The 148
Arcanopolis 6, 7, 8
Arch-devils 162 D
Archaens 6, 7, 19
Archaen Cabal 12, 22 Danuvia 17
Archaen Codex 25 Death 157, 164
Archaen Empire 10 Demonrealms, The 158
Archaen Orb 7, 9 Demonwind 159
Archetype: Baratus Skyraider 142 Destiny 158
Archimandius 28 Dhuna 7
Arkon 12, 28 Diabolus 161
Ashann 10, 16 Drakken 7, 8, 9, 10, 13
Astramir 61 Drax 34
Astromancy 77 Dreamforged Items 143
Aurantium 21 Dreamweaver 148
Automaton 90 Dreamwraith 150
Automatons 22 Dream Realms, The 146

B E
Badijan 3 Ebon 157
Badijan, 25 Ebonites 156
Barat, The 142 Elande 20
Baratus 23, 140 Elementalism 107, 110
Beastmen 14 Enchantress, The 36
Biomancy 87 Erythrian Battle Magic 89
Black Savants 5 Essence Extractor 86
Blue Iron 16 Essence Extractors 15
Botanomancy 96 Etzel 36
Buying Spells 76 Eyrithria 20

F
Famous Magicians 81
First War 8
Forever Road 157

166
Forgotten Age 3 Malnagar, Fire Pits of 17
Forgotten Gods 6, 10 Maruk 17
Four Nations 10, 14 Miraja 47
Mogendrake 25
G Morbid Isle 4
Gao-Din 25 Mordante 64
Geomancy 110 N
Golarin 8, 9, 13
Golden Towers, The 152 Narishna 11, 48
Great Disaster 23 Natural Elementals 135
Great Disaster, The 23 Natural Magic 120
Green World, The 133 Nauticus 49
Grimoire 83 Necromancer King 10
Necromancy 122
H Necron 4
Hotan 37 Neurian 7, 21, 89, 91
Neurians 19
I Neurian Cognitor 91
Neurian Materializer 90
Ikon 10 Neurian Metaphysics 91
Imperion 21 Neurian Quantifier 90
Invocation 114 Neurian Technomancy 89
Nevermore, Lands of 148
J New Age 25
Jalaad 10, 15 Nine Books of Knowledge 14
Noman 148
K Numenia 10, 17
Numenians 10
Kabros 25, 63
Kasiran Iron Dragons 18 O
Kasraan 17
Kasran 10 Oblivion 160
Kharakhan 9, 13 Omniverse 133
Kharakhan Wastes 13 Omnus 158
Kharistan 19, 21 Optional Magic Rules 75
Khazad 3, 4 Orb 7
Koraq 12, 39, 92 Orthodoxist 25
Osmar 10, 16
L
P
Landsfall 159
Land of the Dead 155 Paradoxist 25
Library of Jalaad 16 Paramanes 152, 153
Life 164 Parthenians 22
Life Elementals 134 Passage of Souls 164
Locus 20 Phaedra 26
Lyceum Arcanum 7, 20 Phaedrans 14, 25
Phandre 8
M Phandril 6, 8
Pompados 20
Magian 43 Primal Age 5
Malderon 43 Primus 144

167
Pyromancy 112 Tirshata 25
Torquar 10, 14, 15
Q Torquarans 10
Qualitas 95 Tractus 93
True Elementals 136
R
U
Radiance, The 154
Rajans 15 Underworld, The 155
Randun 19, 21 Urmaan 71
Rodinn 49 V
S Viridian 54
Sassan 67 Void, The 163
Saurud 13 W
Seraph 153
Shadowlands 155 Wailing Mountain 5
Shadowraith 158 War of the Four Nations 10
Shaitan 162 Watchstone 8
Shaladin 68 Werewood 6
Shalihan 21 Witchcraft 127
Shamanism 125 Wizardry 130
Side Effects 73 Wizard King 25
Silver Lands, The 151 Written Works 73
Skills 93
Solimorrion 11 X
Solimorrion I 51 Xambria 10, 17
Sorcery 92, 94 Xambrian 17
Souls 164 Xanadas 12, 56
Spells 99
Spells, Enhanced 84 Z
Spells, Preparing 82
Spells, Signature 82 Zahur 10
Spells Casting, Archaen 85 Zanillo 56
Spell Definitions 72 Zorion 59
Spell Research 83
Stain, The 136
Starting Known Spells 75
Stone Circles 6
Sub-Men 6, 8, 12
Sylan 52

T
Technomancy 89, 95
Tempus 93
Thane 4
Thaumaste 54
Thaumaturgy 97 Join the worldwide Talislanta community
Thystram 70 [Link]
TimeBefore Time 3
Time of Chaos 24

168

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