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    SORCERER:S GUIDEFANTASY ROLE PLM1NG GAME SUPPLEMENT

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    S O R C E R E ~ S GUIDEFANTASY ROLE PLAYING GAME SUPPLEMENT

    By Stephan Michael SechiCover Art, Illustrations: P.D. Breeding-BlackGraphics and Illustrations: Patty SechiTyping: Lauren Schnitzer/Wordsmith, Yorktown Heights, NYProofreading: D. Gene FryeTypography: ProType, Byram, CTStats: GFI, Port Chester, NYLegal Department: Joel Kaye, Kaye and Effron, Greenwich, CTCreative Director: SMS

    Thanks to Rick Petrone, Simon Shapiro, and all of our playtesters, Charley Winton and JulieBennett of Publisher's Group West (for extreme perseverance), Donna Shankleton and Ray Sevin ofBookcrafters, Mary Parkinson of Dragon Magazine, Danny and Mike of The Compleat Strategist,Lauren Schnitzer of Wordsmith, Jackie Torres (unsung heroine), Ken and Pam of Rapid Repro, theentire Sue nation over at Susan Herner Rights Agency NYC, and my wife.Special thanks to Jim, Harvey and the folks at ProType.

    Copyright 1988All Rights ReservedPrinted in the USA

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    TABLE OF CONTENTSIntroduction ...................................................................... ....... .... ...... ........................... 1The Lyceum Arcanum ............................... ...... ... ..... ..... .................. ..... ......... ....... .......2Diagram of the Lyceum Arcanum ....................... .....................................................11Sorcerers of Ancient Talislanta ............... ....... ................................. ......................... 17Spells of the Ancient Sorcerers ......... ... .... ..... .. .................... ....... ..... .... .. .... ... ....... .. .22Magical Tomes .. .. .... ... ....... ... ....................... .. ....... .... ..... ...... ................ .......... .... ....... .35Enchanted Items ......................................................................................................42Artifacts and Uncommon Items .................. ... .......................... .......... ......... .. ......... .44Charms and Fetishes ......................................... .......... .... .................. .. .............. .....45Miscellaneous Enchanted Items .. .. ....................................................................... .46Enchanted Weapons and Armor .... ....... .... ... ............... ....... ... ...... .. ... .. ................. ...51Listing of Magical Correspondences ..... ................................................................. 54Listing of Plant Ingredients ......................................................................................54Listing of Animal Ingredients ....................................................................................55Listing of Gemstones ... ... .. ... ..... .. ... .................. ........ .. ....... ..................... ..... .... ....... ...56Magical/Alchemical Research ....................................................................... ... ..... .57New Magical/Alchemical Skills ......... .. ............................ .... .............. ....................... 59The Omniverse ......................................... .. .................................................... ......... 60Diagram of the Omniverse .................. ... .... ............................. .... .......................... ..60Tamerlin's Guide to Extra-Dimensional Entities ...... ......... ..... .... ..... ............... .... ....62Statistics for Extra-Dimensional Entities .. .... .... ..... .. ...... .... ... ..... ... .......................... 73The Ariane ...... ........... ... .. ....... .............. ............................................ .. ..................... ..75Diagram of the Maze-City of Altan ................ ..... ......................... ... ...... ... ..... .... ....... 78The Mandalans ...................... .. ..... ......... .. ... .................................. ... .. ..... .... .. .. .........80The Phantasians .... .................... ... .... ....... .. ..... ...... ......... ......... .. ............................... 83Diagram of Cabal Magicus ................................. ... ... ..... .................... .. ......... ..... ...... 83Map of the Isle of Phantas ....... ....... .. ... ......... ........................ .............. .... ................84New Character Types .... ... .... .. ............ ....... ................................. .... ..... ... ..... ............ 85The Wizard Hunter (short story) .......... ... ....... .. .......... ........ ..... .... ..... ....... ................. 88

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    INTRODUCTIONTALISLANTA is a vital role playing game system, continually expanding as new material isprovided for the Talislantan campaign. Our goal is to produce the best fantasy RPG on themarket; one which meets the requirements of the most sophisticated players andGamemasters, without adding a lot of unnecessary "official rules" and complex gamemechanics.To this end, we present the SORCERER'S GUIDE: a diverse compendium of Talislantanmagic, and the first in a series of supplements designed to expand the unique and colorfulTalislantan milieu. In it you will find new information on the Lyceum Arcanum (Cymril'sinstitute of magic), spells, enchanted items, magical tomes, new character types, and much,much more. We hope you like it...If you have any questions, comments or suggestions regarding the TALISLANTA game, feelfree to write to us at the following address:

    TALISLANTAc/o BARD GAMESP.O. Box 7729Greenwich, CT 06836Please be sure to include a self-addressed, stamped envelope with all inquiries.

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    THE LYCEUM ARCANUM

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    The Lyceum Arcanum is widely renowned as the foremost instituteof magic on the continent. Established in the year 146 by the firstWizard King of Cymril, the Lyceum offers courses at the Apprentice,Initiate, Adept and Master levels, and is open to qualified applicantsof any race or nationality. The traditional policies and practices of thisoddly eccentric institution are as follows:ADMISSION POLICYQualificationsfor admission to the Lyceum Arcanum Apprentice Program are minimal: fluency in the Talislan or High Talislan tongue is arequisite, as is the ability to read and write in at least one of theselanguages. Applicants must pass the Lyceum's Standard LiteracyTest in order to be eligible for enrollment, and must hail from thePrime Material Plane.APPLICATION FORADMISSIONAll qualified applicants seeking admission to any of the school'sAcademic Programs will be required to take the Lyceum's StandardPsychological Evaluation Test. The main purpose of the test is todetermine whether the applicant is psychologically suited to trainingin the Arcane Arts. Additionally, the test serves to screen applicantswho may not qualify for admission due to security reasons. Individuals who refuse to cooperate in the testing program cannot be grantedadmission to the Lyceum.TUITIONTuition is one hundred gold lumens per septemester (seven weeks)for Cymrilian citizens, or one thousand gold lumens per septemesterfor non-residents (a two-year period is required to establish residency). Payment in extra-dimensional currencies will not be accepted.FINANCIAL AIDGrants-in-aid are awarded on the basis of achievement in the ArcaneArts, and are available to selected students enrolled at the Lyceum,matriculating students, and applicants with prior experience in thefield. Financial aid, in the form of loans, is available to residents ofthe Seven Kingdoms. Applications may be obtained from the Libraryat Cymril.DEGREE PROGRAMSThe Lyceum offers degrees in the following programs:Apprentice Training Program (Magical/Alchemical Training, 0 Level)Certificate in Secondary Magic (0 Level)Certificate in Primary Magic (0 Level)Initiates Degree (Levels 1-6)Adepts Degree (Levels 7-12)Masters Degree (Level 13 and up)IDENTIFICATIONFor security reasons, individuals without proper identification w ill bedenied access to the Lyceum Arcanum. All students are issuedgreen crystal identification cards, which should be carried at all times(faculty members carry green and gold 1.0. cards). Visitors mayapply for temporary yellow crystal cards at the Library at Cymril.

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    Failure to present proper 1.0 . may result in arrest and prosecutionunder Cymrilian law.GRADINGGrading is on a 1-5 point basis, with a minimum grade of 2.5 requiredto pass any course. Failure to earn a passing grade requires thestudent to repeat the course. Each course for which the studenearns a passing mark is worth one credit (1 experience point, ingame terms) towards graduation. Minimum course load for full -t imestudents is five credits per septemester. Requirements for promotionare as follows:Apprentice Training Program (Magic or Alchemy): 25 creditsCertificate in Secondary Magic: 50 creditsCertificate in Primary Magic: 100 creditsInitiates Degree: 10 credits per levelAdepts Degree: 10 credits per levelMasters Degree: 10 credits per levelNote: Full-time students who earn a septemesterly grade point average of 4.0 or better are accorded Honor Status, and are awarded anadditional credit ( + 1 experience point) towards graduation. Onlone bonus credit may be earned per septemester.DISCIPLINARY CODEFailure to adhere to common standards of decency, sobriety, honesty and decorum may result in expulsion from the Lyceum Arcanum, or denial of promotion in status (from Adept to Master, foinstance) . The final arbitor in such cases is determined by the statuof the offending student; i.e., Apprentice disciplinary cases are arbitrated by the Dean of Apprentices, Initiate cases are under the jurisdiction of the Dean of Initiates, etc. Unauthorized and/or indecenuse of spells, enchanted items, or pagan rituals may be considereas grounds for immediate expulsion from the Lyceum, with loss otuition and status.COURSE LISTThe following is a list of courses offered through the Lyceum Arcanum. All courses are worth three experience points each (Instructor'name in parenthesis).APPRENTICE LEVEL100: BASIC ALCHEMICAL TECHNIQUES: Instruction in the use ostandard alchemical equipment, recognition of plant/animal minerasubstances, basic skills required to assist in the lab, alchemicamagical properties of plant/animal/mineral substances. (TORANN)101: PRINCIPLES OF MAGIC: Elementary overv iew of the concepof magic as a metaphysical science, magic in theory and practiceexamination of the field of occult sciences. (PHARIAN)102: HISTORY OF MAGIC: A general overview of magic in Talislantahistory. Discussion of magic in past ages. Analysis of the possiblcauses of the Great Disaster, and its ramifications as regards presenday magicians. (AZRADAMUS)103: ETHICS AND THE ARCANE ARTS: Morality and magic use

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    Examination of White, Grey and Black magical practices. Discussionof the Spell of Summoning, the circle of protection and thaumaturgicaltriangle. (ALB) ,104: ELEMENTARY SPELL CASTING TECHNIQUES: Instructionin the mental and physical disciplines associated with spell casting.Demonstration of cantrips and minor enchantments. Analysis of theverbal, somatic and mental aspects of spells and incantations.(PHARIAN)105: MAGICAL SCRIPTS: Instruction in the written forms of theElder Tongue, Phaedran, and other languages employed in the practice of magic, alchemy and thaumaturgy. Recognition and translationof common magical/alchemical/thaumaturgical formulae. (CALIFAX)106: COMPARATIVE THEOSOPHY: Analysis and comparison ofvarious Talislantan religions and pseudo-religions. Discussion ofritual magic. Examination of practices associated with variousTalislantan cults, secret societies, and magical orders. (ALB)107: TALISLANTAN HISTORY: General overview ofTalislantan History. Analysis of past ages, prominent figures and events of note.(AZRADAMUS)108: TALISLANTAN CULTURE: Discussion of the diverse races ofmodern-day Talislanta, including the customs, mores and traditionsof various groups. Examination of native music, art, dance, andtrades/crafts. (AZRADAMUS)109: NATURALISM: Study of Talislantan lifeforms. Identification andclassification of species. Methods employed in the capture, study,and breeding of various lifeforms. (CHA K'YA)110: SECONDARY MAGIC: Instruction in the casting of cantripsand minor enchantments. Combining magic and non-magic professions. (PHARIAN)120: PRIMARY MAGIC: Instruction in the casting of the basic spellsof Talislantan magic. Full-time students only. (ZARISTE)

    INITIATE LEVEL COURSES200: MAGICAL PROFICIENCY: Individual instruction in the arcanearts (BY ASSIGNMENT).201: ELIXIRS: Instruction in the concoction and analysis of elixirs.(PANDARAN)202: MEDICINAL MIXTURES: Instruction in the concoction andanalysis of various medicines, tonics, salves, balms, etc. Discussionof diagnostic techniques, folk remedies, and the relative merits ofvarious curative practices. (TORANN)203: POISONS AND TOXINS: Instruction in the concoction andanalysis of a variety of toxic substances, with particular emphasisbeing placed on the detection of poisons and the distillation of antidotes. (TORANN)204: POTIONS: Instruction in the concoction and analysis of potions.(PANDARAN)

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    205: POWDERS: Instruction in the concoction of powdered tures. (TORANN)206: MAGICAL OPERATIONS: Instruction in the creation of useful magical adjuncts as amber crystal, fragrant oils, mafumes, and magical pigments. (CIRELLE)207: MAGICAL INSCRIPTIONS: Analysis of the complex symogy used to record spells in written form. Practice with scrolls, btablets, and so forth. (CALIFAX)208: SIMULATIONS WORKSHOP: Instruction in the use of the of Levitation for flight, hovering, etc. Discussion and use of vaenchantments which enhance or restrict mobility, reflexes,(PHARIAN)209: THEORY OF ILLUSION: Examination of the psychologicaphysiological aspects of illusions. Discussion of the use of csound, scent, and various tactile simulations. (MERDIGAN)210: PRINCIPLES OF CONJURATION: Analysis of the metapcal principles of conjuration, with emphasis on the creation of and substance . (MERDIGAN)220: APPLIED COUNTER-MAGICS: Discussion of the uscounterspells in various situations, including magical combat. Donstrations of conventional and unconventional tactics will be heSpell Arenas A and B. (OMIR)230: SYMBOLS OF POWER: Instruction in the use and misuthe most common symbols of Power. Analysis of obscure hglyphs and sigils, with emphasis on safe translation. (CALIFAX)240: SPELL FAILURE AND MAGICAL MISHAPS: Discussionanalysis of the most common causes of spell failure, lab accidand other mishaps related to the study and practice of the osciences. Examination of random spell effects, such as phase stemporal rifts, black holes, reverse or static spells, etc. (PHARIA

    ADEPT LEVEL COURSES300: MAGICAL PROFICIENCY: Individual instruction in the ararts (BY ASSIGNMENT).301 : ADVANCED SIMULATIONS WORKSHOP: Reflex trainingtesting under a wide variety of simulated conditions. Analysstrategies and tactics in magical conflict, with emphasis on the dopment of the Adept's powers of perception . (NYMANDRE)302: TALISLANTAN MYSTICISM: Analysis of the varying formTalislantan Mysticism; including Ariane Trans-Ascendancy, MandMysticism, the Black Mystic cults. Discussion of the SavanXanadas, the Wanderers of Ashann, and others. (PANDARAN)303: PRIMITIVE MAGICAL TALENTS: Examination of primmagical practices and techniques. Instruction in the creation of fmasks, charms, etc. Analysis of the principles of sympathetic m(NARYX)304: WITCHCRAFT: Analysis of the principles of Witchcraft (wgrey and black) as practiced by the Dhuna of Werewood. (ZARIS

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    305: VARIANT MAGICAL PRACTICES: Discussion of the musicmagic of the Drukhs, the Sawi la spell-weavers, Thaecian orbs, andothers. (CIRELLE/ZARISTE)306: NECROMANCY :A general overview of necromantic practices.Discussion of the Chana Witchmen, the ancient Necromancer-Priestsof Quaran, and the Rajans. Practices of the Vitek Nomads and thelegends associated with the ancient land of Khazad will also bediscussed. (NARYX)307: ASTROMANCY: Examination of astrological manifestations,with analysis of the positions of the stars and planets. Instruction indivination and the interpretation of omens, prophecies, and signs.(QUAAL)308: PRINCIPLES OF ENCHANTMENT: Instruction in the enchanting of magic items. Analysis of the process of enchantment, and theidentification and classification of magic items. (CIRELLE)309: ARCANE LORE: Study of ancient Talislantan myths, legendsand folk beliefs. Analysis of runes, dead languages, and archaicsymbology. Instruction in the identification of ancient magical artifacts, books and related paraphenalia, wi th emphasis on determining the authenticity of such items. (AZRADAMUS)310: ANTIQUARIAN LORE: Study of ancient Talislantan cultures,with emphasis on the identification and appraisal of non-magicalrelics, architecture, and other artifacts produced by past civilizations.(TORANN)320: CRYPTOMANCY: Instruction in the deciphering of secret languages, cryptograms, codes, etc., with emphasis on secret or "lost"magical writings. (CALIFAX)330: MECHANISMS AND AUTOMATONS: Instruction in the design,co nstruction, maintenance and repair of various constructs. Demonstrations of the most common trap mechanisms and automatons.(OMIR)340: ELEMENTAL MAGIC AND ENVIRONMENTAL STUDIES:Analysis of the most common forms of Elemental Magic, and theeffect of elemental spells upon the environment. Simulation of various environmental conditions, with emphasis on survival techniques.(ABASCAR)350: HOMONCULI AND ARTIFICIAL LlFEFORMS: Instruction inthe creation of artificial life. Analysis of variant lifeforms, sorceroushybrids, and simulacrums. (PANDARAN)

    MASTER LEVEL400: PRINCIPLES OF THAUMATURGY: A general overview of theprinciples of Dracartan Thaumaturgy. Demonstration of an essenceaccumulator. Analysis of elemental essences, quintessence, and theeffects of such substances upon the environment. (ABASCAR)402: WINDSHIP TECHNOLOGY: Instruction in the design, construction, maintenance, repair and operation of windships. Hands-oninstruction in the creation and installation of levitationals. Analysisand comparison of Cymrilian and Phantasian designs. (QUAAL)

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    403: PHANTASIAN DREAM MAGIC: Examination of the principleof Phantasian magic. Demonstration of a dream essence accumulator, and analysis of the effect of dream essences on the consciouand sub-conscious mind. (QUAAL)404: ARDUAN HORTICULTURE: Study of horticulture as practiceby the Ardua. Analysis of hybrid plant types and their practical applcations. In-depth look at the ancient works of the master magiciaand botanomancer, Viridian. (CHA K'YA)405: HOTAN'S THEOSOPHY: Examination of Hotan's Theory othe Omniverse . Study of the nine planes of existence, and therelationship to the material plane. (ALB)406: KORAK'S THEORISMS: Discussion of Korak's greatest workthe "Theory of Magic and Anti-Magic", with emphasis on the mosrecent attempts by scholars to unravel the complexities of Korak'revolutionary theorisms. (EBONARDE)407: THE WRITINGS OF KABROS: Study of Kabros' monumentaworks, particularly his catalogues of extra-dimensional flora andfauna. Examination of the influence of Korak on the Phaedransorcerer-king. (EBONARDE)408: INTER-DIMENSIONAL TRAVEL: Analysis of Korak's Spell oTransference, and its use in inter- and intra-dimensional travel. Discussion of hazards related to the use of this spell. Demonstrations osimulated extra-dimensional environments, with emphasis on adaptation to alien locales. Field trips to the Elemental and Astral Planeare scheduled. (TALMAJ)409: SORCERERS OF THE FORGOTTEN AGE: A look at the liveof such notable figures as Arkon, Cascal, Hotan, Korak, and otherof greater or lesser repute. Discussion of the lost works of the anciensorcerers, and analysis of selected spells and writ ings. Registrationis subject to approval by staff. (STAFF)410: MAGICIANS OF THE NEW AGE : A look at the lives of suchrenowned figures as Astramir, Kabros, Malderon, Shaladin, Thystramand other magicians of the early New Age . Discussion of the losworks of these magicians, and analysis of selected spells and writingsRegistration is subject to approval by staff . (STAFF)420: CRYSTALOMANCY: Instruction in the creation and use oseeing stones, magic mirrors, enchanted crystals, etc. Examinationof methods employed to ward against surveillance by rivals(CIRELLE)430: SUMMONING RITUALS: Study of the most reliable means osummoning extra-dimensional entities. Analysis of risks, expectations, and results, with emphasis on devices and spells conferringadditional protection from hostile organisms. Discussion of extradimensional protocol and diplomacy. (NYMANDRE)440: ARCHAEOLOGY AND MAGIC: A discussion of the more notable ruins and ancient sites still extant on the Talislantan continentwith emphasis on the "lost cities" of legend. Analysis of design elements present or attributed to the Phaedran tombs and other structures. A field trip to the Hadjin ruins is scheduled. (STAFF)450: OCCULT SCIENCES GRADUATE WORKSHOP: Masters program for graduates only, by arrangement with department head

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    Advanced individual or group research projects will be proposed,planned, and undertaken. Application for grants-in-aid may be madeon a project-by-project basis. (STAFF)

    FACULTYThe following is a list of the Lyceum Arcanum faculty, circa the year600 of the New Age. Each member is described according to his orher title, position, race/nationality, and general qualifications, characteristics, etc. Minimum credentials for faculty members are as follows:Professor: Master, Seventh Degree (Level 19)Associate Professor: Master, Fifth Degree (Level 17)Assistant Professor: Master, Third Degree (Level 15)Azradamus (Professor Emeritus, Chief Administrator; Cymrilian)The Archmage Azradamus has served as Chief Administrator of theLyceum for over seventy years. It is probable that his age exceeds200 years. He heads the Board of Directors, and is the sole possessor of the keys to the Lyceum's secret vaults and sub-archives .Azradamus is renowned as a magician of wide capabilities, and isan authority on Arcane Lore and Metaphysical Doctrines. He is wellliked, though somewhat moody and occasionally a bit erratic.Talmaj the Green (Professor of Occult Sciences, Assistant Director;Cymrilian)As Assistant Director of the Lyceum Arcanum, Talmaj wields considerable influence at the institute. He is in charge of the Lyceum Treasury, and allocates all funds for grants, research , financial aid, andacquisitions. A Master Magician of note, Talmaj is an expert onextra-dimensional studies, and has had extensive experience in thefield of interdimensional research and exploration. Talmaj is one offive members of the Lyceum Board of Directors, and arbitrates alldisciplinary problems involving Master-Level students. An unusualsense of humor is his trademark, or so it is said.Nymandre (Professor, Dean of Adepts; Tanasian)The Archmage Nymandre is a contemporary of Azradamus, and amagician of certain power. He is stern and overbearing, and is notwell-liked, even amongst his peers. It is no secret that Nymandre haslong coveted the position currently held by Azradamus; some haveeven gone so far as to suggest that the Archmage achieved hiscurrent status by devious means. As Dean of Adepts and seniormember of the Board of Directors, he wields a considerable degreeof influence at the Lyceum.Pandaran (Professor of Alchemy and Mysticism, Dean of Apprentices; Cymrilian)Pandaran is head of the Alchemy Department, and is a Professor ofMysticism. He is a graduate of the Lyceum, and has studied inL.:Haan and, for a short time, in the Maze City of Altan . Among hispeers, he is regarded as the Lyceum's most brilliant, if somewhatabstracted, thinker. Pandaran sits on the Board of Directors, and alsoserves as Dean of Apprentices.Ebonarde (Professor of Metaphysics, Dean of Initiates; Tanasian)The Wizard Ebonarde is the fifth member of the Board of Directors,and a master metaphysician of wide acclaim. He is an imposingfigure, well over six feet in height, with a commanding presence anda rive ting gaze. Like Nymandre, he is a Tanasian, and is a strongproponent of traditionalism.

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    Nostros (Professor, Arcane Lore and Talislantan Culture; PhareThe Pharesian Sage, Nostros, is regarded as a most remarindividual. He is a graduate of the Lyceum, where he earneddegrees; he has traveled on foot across the length and breadthe continent; at age eighty he climbed Mt. Mandu in Xanwhere he spent twenty years perusing ancient texts in the Temthe Seven Moons. Equally impressive, Nostros is the only Pharwho has ever been granted a full professorship at the Lyceum num. Like all Pharesians, he is inherently rebellious by naturattribute which has gained him a great popularity among the stbody, but which has found little favor with such arch-conservas Nymandre and Ebonarde.Abascar (Professor, Thaumaturgy; Dracartan)The Master Thaumaturge, Abascar, is the first Dracartan evserve as a full-time member of the faculty for the Lyceum ArcaHe is in charge of the Lyceum's Thaumaturgy Department, atively new program conceived by Talmaj and only recently incrated into the university's curriculum. Unaccustomed to thecustoms, Abascar regards most Cymrilians as slightly daft.Pharian (Professor, Magical Academe; Cymrilian)The Archmage Pharian serves as Director of the ApprenticeInitiate Undergraduate Programs, and is a long-standing memthe Lyceum faculty. He is one of the more popular members faculty, particularly as regards the undergraduates, who oftenhis advice and counsel. Pharian owns a magic flask that is afilled with wine, which may in part explain his great popularity.Cirelle (Associate Professor, Enchantment; Thaecian)The Enchantress, Cirelle, is the only female member of the Lyfaculty. She is an expert on Thaecian Enchantments, Crystalomand magical artifices. At thirty-odd years of age, she is alsyoungest Associate Professor ever to serve on the staff, and asis the object of much attention from such faculty members as Merand Zariste.Skree Cha K'Ya (Associate Professor, Botanomancy and Naism; Ardua)Skree Cha K'Ya is a Green Ardua, who has earned Vardhighest honors as Scholar Emeritus in the fields of HorticuNaturalism, Herb Lore, and Hybrid Botanomancy. The smagreen-plumed Skree is known as an avid conversationalist-faavid, in the opinion of some of his contemporaries.Alb of Elwan (Associate Professor, Theosophy and EAamanian)The Archimage, Alb of Elwan, is a defrocked Aamanian Priesbecame a convert to the Deific Being known to Talislantans aCreator. His expansive views on Theosophy and magical ethicsearned him great respect amongst his peers at the Lyceum num, and the permanent indemnity of his former associatesAamanians. Rumors persist that the benevolent Alb remains a of the Aamanian witch hunters, who have purportedly put a coerable bounty upon his capture. Alb himself seems relatively ucerned by such rumors.Califax (Associate Professor, Cryptomancy and LinguCymrilian)The Master Magician, Califax, is recognized as the Lyceum'smost au thority on Cryptomancy, Dead Languages, and obwritings of various sorts. On several occasions, he has turned

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    Talmaj's and Azradamus' offers of a full Professorship, a positionwhich Califax feels would leave him insufficient time for his otherinterests (which include gambling at Quatrillion and Pentadrille).

    Torann (Associate Professor, Alchemy and Antiquarian Lore;Sindaran)Torann is rated third among all living Alchemists by his contemporar-ies in Sindar, and is an individual of vast intellect. In addition to histeaching duties, Torann also serves as Archivist Emeritus for theLyceum. He is noted for his dry wit, and a remarkable capacity forskoryx.Omir of Kasir (Assistant Professor, Constructs; Kasmir)The Kasmir Wizard, Omir of Kasir, is an expert in the design andconstruction of automatons, mechanisms, and magical constructs.He also serves as Security Advisor to the Lyceum Board of Direc-tors, and acted as Chief Architect for the institute's revised securitysystem. He often carries on his person a number of miniature man-nequins, which can purportedly perform a variety of wondrous tricks.Naryx of the Gloved Hand (Assistant Professor, Primitive Magic;Tanasian)The Tanasian Wizard, Naryx, is an expert on primitive magical prac-tices, and serves in an advisory capacity as Assistant Professor ofNecromantic Studies. He is reputed to have spent some years study-ing among the Drukhs, the Chana Witchmen (where he suffered an

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    unfortunate accident involving his left hand), and other tribal groupsNaryx's private collection of necromantic paraphenalia is said to bequite astounding.

    Quaal the Phantasian (Assistant Professor, AstromancyPhantasian)The Phantasian Astromancer, Quaal, is a leading authority on thedesign and construction of windships, and a master of the Phantasianart of Astromancy. He has authored several extensive works on theDream Dimension, Astral Travel, and the Astral Plane, none of whichhave ever been published, a fact which has caused Quaal no littledismay.Merdigan the Miraculous (Assistant Professor, Illusions and Conjuration; Zandir)The Zandir Wizard, Merdigan the Miraculous, is renowned as anexpert in the fields of Illusion and Conjuration. He is likewise knownas a fancier of mild hallucinogens, and as a womanizer of somesmall reputation.Zariste (Assistant Professor, Magic and Witchcraft; Dhuna) TheDhuna Warlock, Zariste, is notable for his knowledge of the ArcaneArts, and for his singular expertise in the field of Witchcraft. Like aDhuna, he tends towards the melodramatic in terms of dress, carriage and manner of speech, and is prone to displays of emotionalism

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    THE LYCEUM ARCANUMConstruction: The Lyceum is a marvel of Cymrilian construction,the structure having been built almost entirely of blocks, beams andarches of green crystal, carved to exacting standards and importedfrom the Sea of Glass, in Faradun. The outer walls average ten feetin thickness, and are as hard and durable as stone. Blocks of varyingcolor and density were used for different purposes: a deep opaquegreen for the walls, translucent shades of lime or yellow-green for thewindows and skylights, etc.As for other materials employed: doors of enchanted black iron(painted with green lacquers) were used in all entranceways andsecured areas. Furnishings of polished hardwoods, metal, glass andstone were utilized, along with colorful rugs, wall-hangings, curtainsand cushions imported from Zandu , Astar, and Djaffa.

    GROUND FLOOR1) Main Entrance: Twin portals of enchanted black iron allow accessinto the Lyceum. A pair of Thrall security guards are stationed hereat all times; entrance to the institute is restricted to individuals carrying proper identification.2) Lobby: Twin rows of crystal columns f lank the entranceway, whichis illuminated by radiant spheres of colored crystal. A large mural ofPharos, first Wizard-King of Cymril, and founder of the Lyceum-decorates the ceiling.3) Security Stations: The Lyceum's extensive security system iscoordinated from these two stations. Detai ls of the system, whichconsists of a complex network of seeing stones, mechanisms andhidden passageways, are known only to the Lyceum's Chief Admin istrator and Director of Security. Thrall and Blue Ardua security guards,stationed at these posts, patrol the grounds.4) Grand Concourse: A wide stairway leading up to the second floor.5) Staff: Quarters for the Lyceum's maintenance staff, which is runby a crew of highly-paid Gnomekin engineers.6) Admissions: Offices for student registration. The Cymrilian admissions staff keeps all student records here.7) Bursar: Offices for the payment of tuition fees . The Chief Bursaris a Kasmir, Abn Naguan.8) Student Dining Facilities9) Faculty Dining Facilities10) Administration: Offices of the Lyceum Administrative Staff andDepartment Heads.11) Lyceum Shop: Here, a wide variety of basic magical/alchemicalparaphenalia is sold (to registered students only) , including parchment, quill pens, common alchemical apparatus, magical pigments,scroll cases, blank spell books, etc.12) Scriptorium/Archives: Kasmir, Sindaran, and Cymrilian scribeswork here, copying and translating magical and alchemical texts for

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    the Lyceum Archives. The facilities are available for researchposes, by permission of the faculty.13) Classroom: Cryptomancy/Languages14) Exhibition Hall: A large room used to display exhibits of anartifacts, Talislantan art, magical/alchemical paraphenalia, etc. Tis a new exhibit each month.15) Lecture Hall16) Lecture Hall/Demonstration Area: This room consistslarge stage and a raised observation area. It is used for lecturesfor demonstrations of various magical/alchemical techniques.17) Classroom: Arcane Lore18) Classroom: Talislantan History and Culture19) Apprentice Workshop: Workshop where basic magical niques are taught and discussed.20) Apprentice Lab Area: Laboratory and workshop for apprenlevel alchemical studies. A number of shielded cubicles are avaifor individual experimentation, by permission of the faculty.21) Classroom: Principles of Magic22) Cubicles: Individual instruction areas.23) Classroom: Theosophy and Ethics24) Classroom: Primitive Magical Practices. Many unusual fmasks and related devices are displayed in this room.

    SECOND FLOOR25) Aviary: In this circular chamber are kept all sorts of wincreatures, both large and small. The most benign of these are alloto fly about freely, and to perch where they will. Less-friendly speare kept in cages of crystal or metal.26) Gardens: The vast Lyceum gardens contain plants from acthe continent, tended by Green Arduan Horticulturists. Stairs leato the Nocturnal Gardens (#44) , where night blossoms are grow27) Aquarium: Numerous aquatic species are kept here, in gsalt and fresh water tanks.28) Grand Concourse: Stairs leading down to the ground floor29) Terrarium: This room is filled with various small -to-medium-sland creatures, contained in glass tanks made to simulaterespective natural environs.30) Menagerie: In this chamber are kept creatures which canbe held by magical means, such as demons, Talislantan devils,other extra-dimensional creatures. The Tanasian Wizard, Xanserves as the menagerie's "keeper", maintaining the integrity oseals and symbols employed to keep the chamber's inhabitantheir respective cages.

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    31) Environmental Chamber: This is an immense, sealed chamberwith a glass-enclosed observation hall. Here, various terrestrial andextra-dimensional environments can be simulated under strict control.32) Classroom: Occult Sciences, Metaphysics33) Spell Arenas: Here, students test their spell casting talents inlevitational drills, mock combats, and other tests of skill. Observerscan view the action from the safety of the glass-enclosed observation halls.34) Lecture Hall35) Lecture Hall36) Enchantment Lab: Laboratory facilities for the creation ofenchanted items, such as talismans, amulets, wands and other magical adjuncts.37) Advanced Spell Workshops: Three shielded workrooms foradvanced experiments in the use and creation of uncommon spellsand incantations.38) Alchemy Lab: Complete laboratory facilities for the concoctingof elixirs, potions, powders, etc.39) Workroom: Complete metal, glass, and woodworking facilities,used in the creation of various types of constructs.40) Vat Rooms: Shielded chambers containing rows of metal vats,which are used in the creation of homonculi. This area is kept lockedand sealed whenever it is not in use.41) Lab Rooms: Lab space for Initiate-Adept level alchemical experimentation and special projects (by arrangement with the faculty).42) Cubicles: Individual instruction areas.

    THIRD FLOOR43) Observatory: In this glass-domed chamber are kept all mannerof charts, instruments and lenses used to keep track of the positionsof the stars, moons and planets.44) Nocturnal Gardens: Enclosed by walls of green crystal, thesescenic gardens contain a fabulous variety of night-blooming blossoms and fragrant herbs.45) Skywalk: A glassed-in walkway where observers may view theLyceum gardens, aviary, observatory, and grounds.46) Classroom: Astromancy47) Astromantic Workshop: Complete facilities for the construction, repair and maintenance of windships.48) Levitational Labs: Facilities for the construction and testing oflevi tationals (the magical devices which keep windships afloat).49) Thaumaturgy Lab: Complete laboratory facilities for the concocting of elemental essences and quintessence.

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    50) Windship Docking Facility: Enclosed docking facilities, whiccan be used to accommodate up to three small-medium-sized windships. The facility has a fifty-foot ceiling with twin roof panels (opeated by a system of winches and counter weights), which allow shipto enter from above. In the event of foul weather, ships may enter oexit via twin portals built into the exterior walls (see diagram).51) Lab Rooms: Lab space for special Thaumaturgy projects (barrangement with the faculty).52) Azradamus' Private Chambers: Living quarters and spaciouconference hall, utilized by the Lyceum's Chief AdministratoAzradamus. (Note: All Private Chambers for Lyceum faculty arconstructed in much the same fashion, with circular skylights buiinto the ceiling, conference or reception hall, and separate livinquarters. Each faculty member who has been given a private chamber will usually have one or more servants or familiars available ttend to his or her needs. Interior decor varies widely according tindividual tastes and needs.)53) Talmaj's Private Chambers54) Nymandre's Private Chambers55) Pandaran's Private Chambers56) Ebonarde's Private Chambers57) Nostros' Private Chambers58) Abascar's Private Chambers59) Pharian's Private Chambers60) Cirelle's Private Chambers61) Skree Cha K'Ya's Private Chambers62) Alb of Elwan's Private Chambers63) Private Chambers: Reserved for visiting Professors and otheguests of the Lyceum Arcanum.64) Pleasuredrome: Facilities for the entertainment and relaxatioof Lyceum faculty members and their guests. Included are the AtriumSolarium, Nympharium, Game Rooms, Pool, Baths, and private studies. The domed area located overhead houses the exotic MooGardens; a private club for the Lyceum faculty and their guestswhich features musical entertainments, libations, fountains, pavillionsand various stimulating diversions.

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    SUBTERRANEAN LEVEL ONE65) Mushroom Garden: Here are grown a wide variety of mushrooms, fungi, spore pods, slimes, and similar organisms. The area istended by a pair of Gnomekin Mushroom Gardeners.66) Crystal Gardens: Here, a great variety of colored crystals aregrown in vats, tended to by a trio of Gnomekin Crystal Gardeners.67) Storage: Magical/alchemical supplies of all sorts are stored herein large crates, sacks, bales, cannisters, etc.These areas are alwayskept under lock and key, and are restricted to unauthorized personnel.68) Storage: Foodstuffs, furnishings and miscellaneous tools andequipment are stored here. These areas are always kept under lockand key, and are restricted to unauthorized personnel.69) Isolation Chambers: These specially shielded and reinforcedrooms are used to house volatile substances, toxins, contaminants,and alchemical waste products (including aberrant artificiallifeforms),prior to neutralization and disposal (see #71). This area is protectedby special lead-lined doors, and is restricted to unauthorizedpersonnel.70) Maintenance Facilities: Here, a crew of Kasmir techniciansmaintains and regulates the complex network of vents, conduits andpressure tanks which comprise the Lyceum's heat, ventilation, sewage and water systems. Th e system is said to be so incrediblyelaborate that none but the Kasmir know how to operate it, or torepair malfunctions in the system's tangled masses of pipes andtubing. This area is off-limits to all but authorized personnel.

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    71) Incinerator: This facility utilizes carefully regulated quantitielemental essence (see #49) to completely incinerate all trashwaste products. The sole by-product of this operation, a typnon-toxic grey ash, is used to neutralize contaminants and t(see # 69) prior to their disposal.72) Tactical Simulations Chamber: This vast area (commreferred to by Lyceum students as ''the Maze") is used to tesreflexes and reactions of Apprentices , Initiates and Adepts.chamber has been constructed so that it can be easily arrangedvariety of forms: winding passageways, tunnels, interconnerooms, etc. An ever-changing selection of traps, deadfalls, magalchemical hazards, and conjured monsters are scattered throout ''the Maze", which serves as an obstacle course for magiciantraining. Strict precautions, along with close observation of subby trained personnel , helps to ensure against the occurrencfatalities; which, due to the controlled nature of the setting, are rare.

    SUBTERRANEAN LEVEL TWO73) Lyceum Sub-Level: This entire level is sealed off and restrto all but the Lyceum's Chief Administrator, and such personnhe (or she) deems fit to authorize. Only the Chief Administratoaccess to the keys to this area, the doors and halls of whichwarded by the most sophisticated alarm and trap systems.74) Vault #1: Here are stored all documents pertaining toPhandre; a race of wizards and magicians who were the anceof the modern-day Cymrilians. The complete and unexpurgatedtory of the Cymrilians is said to be stored within this vault.75) Vault #2: This vault is reputed to contain the Lyceum's vastof wealth, accumulated over the course of several centuries. Morequired for maintenance, construction, student grants, speciajects and acquisitions are all derived from this secret fund.76) Vault #3: Here are stored ancient writings, scrolls, and tabmany of which are believed to date back to the Time Before Timn ) Vault #4: This vault contains untold thousands of ancienfacts and magical adjuncts, many of which date back to the ForgAge and beyond.78) Vault #5: Here are kept those objects, devices and wrwhose usage and/or meaning remain unknown. Most are increancient, though articles from all ages of Talislantan historpurportedly kept in this room.79) Vault #6: This vault was purportedly sealed by Pharos,Wizard-King of Cymril, in the year 147 of the New Age. It has nbeen opened since, and it is said that no living person knowsthe estimable Pharos was so anxious to seal within this chambe80) Sub-Archives: These secret archives serve as a repositothe records of all students, faculty and administrators ever asated with the Lyceum Arcanum; including all records of the Lycefinancial dealings and acquisitions. More than a few scandalbelieved to be buried within the dusty confines o f the Sub-Arch

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    ADVENTURESCENAWUOSfhe following is a sampling of ideas which can be used to incorporate the Lyceum Arcanum into a Talislantan campaign.1) The players, requiring the services of a NPC spell caster or alchemist for a specific task or mission, visit the Lyceum in order tointerview prospective applicants. Similarly, a high level spell caster oralchemist might visit the Lyceum in order to hire one or more qualified apprentices to assist on a large project.2) In between adventures, players may wish to study at the Lyceumin order to acquire additional experience points, or to learn a newskill.3) In Cymril, the players learn that the Lyceum is offering to finance aresearch expedition of some sort. Possibilities include:a) locate a 10sVsunken cityb) unearth an ancient tombc) a mapping expedition into a remote and/or dangerous localed) observe the customs and practices of a primitive tribe or culte) study the exotic flora and fauna of Phantas, the Aberrant Forest,etc.

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    f) the safe capture of a rare or endangered creatureg) investigate sightings of a mythical or previously unknown sh) prospect for precious stones/search for rare herbs, in a localei) explore a subterranean tunnel, cavern, city, etc.j) return a visiting professor (by windship) to his homeland (DrXanadas, Thaecia, etc.)

    4) A group, returning from adventure, may wish to sell or dorare artifact to the Lyceum in order to establish relations withmore members of the faculty. In return, the players may be ato use the Lyceum's facilities for purposes of research, experimtion, etc.5) Player-characters who have previously attended the Lyceureturn to consult with their former Masters, who may be convinhelp decipher some obscure text, identify or appraise an orelic/artifact, etc.6) A group of mercenary player characters may be hiredLyceum to track down a former student who has stolen a vatexVartifact from the institute.

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    SORCERERS OF ANCIENT TALISLANTA

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    The sorcerers of ancient Talislanta possessed capabilities far inexcess of the magicians of the New Age. Most of the great magicians of old have long since been forgotten, and their secrets lostamid the period of confusion which followed the Great Disaster.Some few are still remembered, due either to their great achievements or through some chance discovery of an archaic scroll, libramor tablet. Others persist only in legend, or in the fading memories ofsuch long-lived entities as the Monoliths of the Thaecian Is les. Someof the more notable magicians of ancient times include the following :

    SORCERERS OF THE FORGOTTENAGEArkon: A contemporary and friendly rival of the great Korak (q.v.),Arkon was a daring innovator of new spells, enchantments andmagical adjuncts. His wild and undisciplined experiments resulted innotable successes and even more notable failures; during the courseof one especially unlucky month, Arkon succeeded in blowing up hislaboratory, his home, and Korak's workroom. The latter mishapcaused Arkon's body to be transmuted to crystal, a semblance whichhe favored greatly, claiming that it gave him a distinct advantage overKorak with the womenfolk of Elande.Arkon is credited with the creation of several dozen original spells,and at least as many magical adjuncts, including some of the mostpotent enchanted weapons and artifacts . An avid bibliophile, thesorcerer also collected numerous folios, volumes and notebooks onmagic and thaumaturgy. Most of his works were lost or destroyedduring the Great Disaster, though some few of his spells are still inpopular usage. Logbooks and papers bearing his sigil are to behandled with caution; as noted, Arkon cared little for his personalsafety, and often experimented with volatile concepts.Cascal: Preeminent among the magicians of ancient Phandril,Cascal was renowned as an illusionist of nonpareil abilities, and asthe author of numerous useful spells and texts; his "Codex Magicus"(see MAGICAL TOMES), in fact, is still in wide usage by magiciansof the New Age.Cascal enjoyed a prosperity and popularity uncommon amongstindividuals of his profession. His works were lauded by the literati ofPhandril; his theories gained many adherents; women swooned atthe splendor of his illusions. It is likely that such acclaim had anadverse effect upon the magician, for after several years the qualityof his work began to steadily decline .His last book, ''The Earth Speaks" - a collection of prophecies attributed to deceased magicians who supposedly contacted the authorfrom beyond the grave-proved to be Cascal's undoing. Mocked as awriter of bad fiction, Cascal was abandoned by his former friendsand associates. He left Phandril in disgrace, and spent his last yearsas a hermit, wandering the Serpentine Mountains. Many of his worksdisappeared with him.

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    Drax: Reputed to have been sired by the rebel Shaitan, Zahuwas the first ofthe dreaded Sorcerer-Kings of ancient Quaran. Ascholars credit him with having formulated the basic pr inciBlack Magic, which Drax derived from the forbidden teachiZahur himself. Under his leadership, the nation of Quaran gated half the continent, and threatened to annihilate all who opthem. The intervention of Diabolus- true ruler of the diabolicatan, and Zahur's sworn enemy- brought Drax's reign to aRather than risk a direct confrontation with Diabolus, Zahur eto transport his progeny to another dimension.Drax's works include some of the most dire magics ever transupon a written page: mind-rending incantations, blasphemousdictions, spells of such power that to gaze upon them is toinsanity, or death. Following Drax's exile, his understudy Na(q.v.) broke into the master's sanctum, anxious to discover his sHe returned seconds later, eyes wild with fear, and orderedworks sealed in molten iron and cast into the sea.Certain obscure cults are believed to revere Drax as an avZahur, or as a dark demi-god in his own right. Adherents of ththeory claim that the former Sorcerer-King has established has the ru ler of his new domain, and that he will one day reTalislanta. His influence remains such that the name, Draxemployed in the most foul and obscene imprecations, and his ware considered cursed.Hotan: Greatest and most knowledgeable savant of his day,is credited with formulating the principles of Trans-Ascendencof mystical doctrines later adopted by the Ariane of Tamaranclaimed, in fact, to have been able to reincarnate into thebodily form at will, bestowing upon himself a practical immortality.Hotan spent the better part of his many incarnations compcomprehensive history of Talislantan civilization; completiongoal continued to elude him no matter how long he worked his spare time, he devised several dozen original spells, mwhich are now lost.It is believed by some that Solmeht the Chronicler, theAbsinthe, and the renowned Thystram were all incarnations ofThe savants of Xanadas refuse to speculate on such theories,they claim that Hotan still lives to the present day.lise: A Sursian witchwoman of multi-faceted talents, lise gaineriety by the employment of various charms and seductions. powerful Shaitan named Nargul she plied the Six-Fold Spell onation, which she employed to learn the secrets of the manycians whom she took as lovers. Posing as a fruiting tree, shupon Viridian (q.v.), and deduced the means by which he influplants. From the race of whisps she stole numerous beguilintrips and enchantments.Viridian eventually learned of lise's trespasses and turned hepurple thornrose, a plant which he considered to be symboliwitch's dual nature. Thieves subsequently made off with liseloined magics, only a meager portion of which have ever beenered. Certain Talislantan historians credit the Dhuna witchwith the theft of lise's secrets, which may explain the peculiaof the Dhuna to capture a man's heart with a single kiss.

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    Korak: Brilliant theoretician and sorcerer supreme, Korak developedcountless spells during his lifetime, which spanned some sixteenhundred years. He is most famous for the discovery of interdimensional travel, and the subsequent authoring of over two hundredvolumes, folios and treatises on the myriad planes of existence. Hisgreatest accomplishment, however, was his "Theory of Magic andAnti-Magic", which stands to the present day as the definitive workon the principles of magic (see MAGICAL TOMES). Unfortunately,the theorisms defined within the pages of this voluminous libram areso complex as to be nearly incomprehensible to most modern-daymagicians.Korak claimed in all seriousness to have lived two lives, both ofwhich were practically identical, though the f irst supposedly occurredin a separate reality. He often complained to his associates that,having already accomplished everything he would ever achieve inhis first life, his second life was redundant, and lacked all novelty.Kabros, one of the great Wizard-Kings of Phaedra, claimed directdescent from Korak, and was occasionally known to sign Korak'sname on his own writings.Narishna: Known as the "Black Wizard of Quaran", Narishna wasthe understudy of the half-human wizard, Drax (q.v.). He served asnecromanticadvisor to nine generationsof Quaranian Sorcerer-Kings,during which time there is little doubt that he was the true ruler of thatancient empire. Untold millions (including nearly the entire Xambrianrace) died in the fire pits of Malnangar and in his dungeons, wherethe Black Wizard consorted with the rebel Shaitan, lahur.The sum total of Narishna's work was catalogued in ''The Tormentia";a massive, iron-bound tome containing some of the most dire incantations, maledictions and Black Magical rituals ever known to mortalman (see MAGICAL TOMES). Diabolists disagree regarding theiropinion of the Black Wizard: traditionalists hold him in contempt forhis dealings with lahur, a pariah among the race of Talislantandevils; extremists revere him as a near-deific entity, and claim thatNarishna's downfall at the hands of the Arch-Mage Soliman (q.v.)was orchestrated by none other than Diabolus, the ruler of the Shaitan. Urmaan, the infamous Necromancer-King of Rajanistan, claimedo be an incarnation of Narishna.Rodinn: Known in legend as 'the Mad Wizard"; actually somewhat ofa misnomer, as Rodinn was not a wizard but a sorcerer. In his day,Rodinn served as Royal Sorcerer to the King of Pompados, and wasaccorded great respect and honors. A minor indiscretion, reputedlyinvolving Rodinn and the emperor's wife and seven daughters, forcedthe sorcerer to flee from his native land. He took up residence in asecluded woodland, continuing his work in solitude. During this timeit is believed that Rodinn inadvertantly discovered the secret of concocting the potent magical substance known as quintessence. Anuntimely accident seems to have led to the accidental release of agreat quantity of incorrectly distilled quintessence into the surrounding environs, with unfortunate results (see THE CHRONICLES OFTALISLANTA, pg. 104; ''the Great Disaster").His unflattering appellation aside, Rodinn is credited with authoringnumerous obscure alchemical formulae, odd enchantments andpeculiar theorisms. Many scholars add to this list of accomplishments the unintentional devastation of vast tracts of territory, permanent damage to the Talislantan ecology, and the resultant fall of thefi rst great civilizations of Talislanta. The sorcerer's achievementswere otherwise minor in scope.

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    Soliman I: First of a succession of arch-mages by the same name,most of far lesser repute. A prophet and scholar of note, Solimanwas renowned as a man of exceptional abilities. He embodied thepriestly virtues of kindness and piety, and was the recipient of greatknowledge, which he claimed to have received from divine sources.Many religions of the New Age profess kinship with Soliman's principles, though most have interpreted the meaning and intent of hisprophecies to suit their own needs.Soliman's works include bestiaries, cosmologies, compendiums, andsome of the most cogent spells ever devised. He authored manybooks of prophecies, only a handful of which have ever been found.The ancient Phaedrans credited Soliman with having written thedefinitive book on self-enl ightenment entitled ''The Seven Paths toKnowledge" (see MAGICAL TOMES); others claim that no suchbook exists. Due to his association with entities from the higherplanes of existence, Soliman is regarded by many priests, astrologers and archimages as a demi-god. His name, employed in conjunction with certain incantations, is still used to ward against devils,demons, and lower spirit-forms. Soliman disappeared following anepic magical conflict with the dread Narishna (q.v.).Viridian: Perhaps the strangest of all spell casters extant during theForgotten Age, Viridian was not a true man, but a simulacrum created by the great sorcerer, Korak (q.v.). Legend has it that Korakconstructed the simulacrum in his likeness, imprinting his creationwith an intellectual matrix modeled upon his own extraordinary mental faculties. A flaw in the procedure caused Viridian to prefer thecompany of plants to that of men, a peculiar trait which led him toadopt a green-skinned, grassy-haired semblance.Viridian fabricated many spells and incantations, and went on tocreate no less than one hundred and forty-three distinct species ofplants, trees and shrubs. Many-including the yellow stickler, contrary vine, whisp-bane, and the useful Viridia plant-continue to flourish in the present age. Several dozen of Viridian's creations werepreserved in suspension by magicians from the City of the FourWinds, though most probably perished during the Great Disaster.Viridian also wrote extensively on hybrid plants, and claimed to havebred the plant-like race of Green Men from cuttings. His works arevalued by horticulturists, hylomancers, and naturalists, particularly inVardune of the Seven Kingdoms, where Viridian is regarded assomething of a national hero. The Ardua of Vardune retain perhapsthe most comprehensive collection of Viridian's works in a sealedvault located in the capitol of Vashay.Zanillo: A contemporary of Rodinn (q.v.), lanillo was a magician ofunusual qualities. There is no consensus of opinion regarding hiscapabilities; Rodinn and others considered him to be little more thana charlatan, yet lanillo baffled his rivals by recording his spells incodes so abstract and convoluted that none could decipher them.Conversely, he was revered by his associates despite the fact that hestole from them on a regular basis.lanillo authored a variety of texts, treatises and incantations, few ofwhich are held in any great regard. His fondness for practical jokesand sleights of hand is reflected in his book, "Legerdemain" (seeMAGICAL TOMES). Essentially a collection of minor cantrips, pettytricks and related banalities, the tome is considered an invaluablehandbook for aspiring mountebanks, scalliwags and kleptomaniacs.It is widely believed that Rodinn's fall from favor was instrumented bylanillo, who was renowned for the devious methods by which hedealt with his detractors and rivals.

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    MAGICIANS OF THE EARLY NEWAGEThe coming of the New Age coincided with a period of resurgencein the magical arts which, while short-lived, succeeded in recapturing some of the former grandeur of ancient Talislanta. During thistime, a number of archaic practices were re-discovered or revived.The Phaedrans were particularly active in this regard, expending agreat deal of energy excavating the tombs and crypts of long-forgottensorcerers. Regrettably, the Cult Wars brought a swift end to thisotherwise promising era.Some of the more notable magicians of the early New Age include:Astramir: Discoverer of the lost art of Thaumaturgy, Astramir is afigure held in wide regard by the Dracartans. Formerly a humblepriest of Jamba, Astramir accidently uncovered the tomb of an ancientsorcerer-king while meditating in the Red Desert. Within, he foundthe fabled Seventeen Ruby Tablets, upon which were inscribed thegreatest secrets of Thaumaturgy.This chance discovery had a profound effect on Talislantan history,to say nothing of the enhancement of Astramir's career opportunities. Deciphering the contents of the tablets, Astramir learned thesecrets of creating quintessence, and of altering the form and substance of matter. He convinced the Dracartans to abandon theirnomadic traditions, settle in the Red Desert, and establish the kingdom of Carantheum (the lack of a king was likewise solved whenAstramir appointed himself to the position). Employing Astramir'snew-found methods, the Dracartans derived red iron from the desertsands, built the Crimson Citadel, and soon became one of the mostpowerful and wealthy nations on the continent.Astramir authored no books, spells or treatises of note. He did catalogue numerous works translated from the Seventeen Ruby Tablets,however, including several potent incantations and sets of formulae.The fact that certain of these writings have come to be credited toAstramir himself may be attributed to the thaumaturge's immensepopularity in the region, rather than any plagaristic tendencies on hispart. Following Astramir's death, each of the Seventeen Ruby Tablets was secured in its own hidden vault; a proscription suggested byAstramir himself, who feared the misuse of these articles by futuregenerations.Drugalia: Black magician of the Mazdak tribes, Drugalia was as evila man as ever walked the continent of Talislanta. While still a youthhe wandered into a mountain cave and was lost for several days;when the boy returned, he bore with him an iron-bound book and astrange, dark look in his eyes. Before the passing of a year he hadseized control of his tribe, employing his new-found occult powers toeliminate his rivals. He then set about conquering and enslaving theneighboring tribes of the region until he had established himself asabsolute ruler of the Eastern Lands. Tales of horror associated withthe tyrant's rise to power and thirty-year reign nearly rival those ofthe ancient Quaranians.Drugalia's magical legacy, however, is considerably less memorable.Like most of the Mazdaks he was too preoccupied with acts ofwanton savagery to have accomplished much of enduring value. Hissole achievement of note was quite accidental: the discovery of theiron-bound book, which scholars of the occult sciences believe tohave been none other than The Pandemonicus (see MAGICAL

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    TOMES). Those who ascribe to this theory claim that Drugno magical abilities whatever, and that his powers were through pacts with various demonic entities.The nature of Drugalia's demise would seem to lend credsuch concepts, if only circumstantially; thirty years to the dDrugalia came to power, he was purportedly visited in histhree demons, who bore him away to the lower plane of CThough his cabal of Black Magicians searched high and low, Dterrible book was supposedly never found.Kabros: Last of the sorcerer-kings of ancient Phaedra, remains the most highly-regarded Talislantan magician of tAge. He was one of only a handful of spell casters ever to maabstruse concepts of the great Korak (q.v.), whom Kabros as an ancestor and inspiration. His "Guide to the Lower PlanMAGICAL TOMES), a set of thirty volumes which took over years to compile, is considered the authoritative work upon tject, and his catalogues of extra-dimensional flora and faunpare favorably with the works of any of his contemporaries.Having expended the greater part of his energies upon his wKabros had little time to engage in the research and developnew spells. Nevertheless, historians believe that the famed sproduced a number of folios containing copious notes onsymbols, formulae and theorisms, in varying stages of comthe supposition being that these were projects which Kabros into perfect as time permitted. Pages from these folios are covmagicians and scholars alike.The onset of the Cult Wars convinced Kabros to flee his natin favor of sunnier climes. He was last spotted some four hyears ago on the island of Thaecia, and may indeed still bAmong those writings attributed to the sorcerer and recovlater times was an incomplete formula for the concoction of a "potion of immortality"; a project which held a high degree of tion for Kabros, particularly in his later years.Malderon: A wizard of unknown origins, Malderon's interesnotably eclectic: he dabbled in horticulture, wrote extensivelysubject of pseudo-psychic phenomena, and compiled a scollection of varying styles of headwear dating back to the FoAge. The majority of his work, such as it was, is largely regabeing next to worthless.In his spare time, however, Malderon devised more thanspells, many of no little distinction, and penned several pvolumes on magic. Sadly, nearly all of these have been lost ocourse of the centuries, though Malderon's collection of hatproudly displayed in the Museum of Antiquities in Cymril.Mordante: One of the most accomplished Black MagicianNew Age, Mordante fancied himself a descendant of the vile ers of ancient Quaran. The concept was perhaps not so far-fMordante's reputation as a cold-blooded killer was well-estaband preceded him to good effect in all his dealings. At the hhis power, his enemies were loath even to whisper his nameof discovery.Mordante's accomplishments were multifarious. He devised aor more searing spells, catalogued entire volumes of cursmaledictions, and compiled a rare series of texts describing

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    detail the horrid practices of the Chana Witchmen tribes (see MAG/CAL TOMES). His "Black Grimoire" is considered a classic, and anindispensable reference work for practitioners of the dark arts.Though he was of mixed blood (chroniclers disagree as to the BlackMagician's lineage), Mordante rose to preeminence in Faradun, eventually attaining the position of advisor to the Cral himself. He disappeared following rumors that he was the target of a vendetta by theXambrian wizard hunters, and has not been heard of to the presentday.Sassan: A foppish and over-extravagant individual, Sassan was aZandir magician of eccentric tastes and habits. Early on in his careerhe evinced a definite talent for magic , which, combined with atendency towards pyromania, succeeded in earning him a vast reputation as a miscreant and undesireable.Sassan, possessed of a delicate sensibility, took offense at remarkswhich were intended to impune his character. He exacted a measureof retribution by engaging in duels with his detractors. Employingspells of his own devising, plus enchantments of more traditionalorigin, he emerged victorious in each of these contests.Public opinion of Sassan's qualities was seen to improve markedlysoon thereafter, and Sassan was lauded as an individual of uncommon virtue. His works became widely read, and his spells gainedecognition throughout Zandu (prior charges of arson were reducedo misdemeanor status, then dismissed altogether). In response topublic demand, the Sultan of Zandu elected Sassan to undertake acourageous expedition to the Volcanic Hills, where it is believed themagician met an untimely end at the hands of the warlike Saurantribes. Years later, Sass an was declared a public menace in absen'a, and his works banned. Illicit copies of his spells are supposedlyst ill available through certain black market outlets, and are muchprized by magicians of many professions.Shaladin: A Kasmir wizard of unique talents, Shaladin is acknowledged as the penultimate master of minor enchantments, traps,icks and various other methods used to safeguard against theft andintrusion. He served as Royal Vizier to three Kasmir kings, accumulati ng both wealth and honors.Shaladin lived a long and prosperous life. Following his death at theag e of 173, he was interred in an elaborate crypt of his own design,vh ich boasted no fewer than one hundred traps, wards and perils, allintended to protect the secrets of his spells and machinations fromthieves. Constructed in a secret location somewhere in the RedDesert, Shaladin's crypt has never been found . It is widely rumoredamong the Sarista that the rogue Valtiere, Shaladin 's lifelongnemesis, had the last laugh at the wizard's expense. Disguised as amortician, Valtiere claimed to have pilfered Shaladin's gold teeth,along with certain of his papers and notes, before the wizard's bodyhad even gone cold.Thystram: Renowned savant of ancient Phaedra, Thystram enjoyedvide acclaim as an author of useful compendiums on a variety ofsubjects. His "Thystram's Collectanea" (see MAG/CAL TOMES), alisting of Talislantan flora and fauna, was considered a masterworkof naturalism. Scholars of the present day are less uniform in theirappraisal of the "Collectanea", which some say is rife with errors and'maginary claims.

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    Through Thystram is credited with the creation of only a handful ooriginal spells, copies of his magical compendiums are greatlycoveted. Many contain long-lost spells from past aeons, archaicalchemical formulae, and other useful bits of arcana.Urmaan: First and only Necromancer-King of Rajanistan, Urmaanclaimed to be a reincarnation of the terrible Narishna (q.v.), andindeed exhibited many of the horrid traits of his reputed ancestorUnder his merciless rule, the primitive Rajan tribes subjected oexterminated all the diverse nomadic peoples of the south easterndesertlands, and established the dark nation of Rajanistan. He alsoestablished the Torquar, an elite branch of the Rajan army specializing in terrorism, assassination, and torture.Urmaan's major accomplishments in the field of the occult came asa collector and translator of archaic Black Magical writings. At hiscommand, hundreds of ancient tombs, mausoleums and ossuariumswere stripped of their contents, yielding an uncountable number ostone tablets, scrolls, carvings, images and artifacts. These Urmaanhad delivered to a secret sanctuary hidden in the Jade Mountains.Here, a group of forty acolytes toiled for fifty years: examining andcataloguing each article, transcribing spells and texts, and deciphering cryptic notations of various sorts. At the end of the fifty-yearperiod, Urmaan visited the sanctuary and appraised the acolyteswork. In the many vaults of the lower levels he found no less thanone hundred and forty volumes, plus three thousand chests andcases of goods. Satisfied that he possessed the greatest collectionof arcane knowledge in existence, Urmaan murdered the acolytesand sealed the doors of the sanctum forever.OTHERINDnnDUALSOFNOTEThe following is a brief listing of various practitioners of the Occt. :Sciences whose origins date back to ancient times. While detai lecinformation on these individuals is largely unknown, their names arestill remembered by modern-day Talislantan scholars and mag iciansLaMune the Water-Walker: A contemporary of Rodinn, cre

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    SPELLS OF THE ANCIENT SORCERERS

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    The fo llowing is a listo f spells and incantatio ns developed by (ora tleast credited to) the fabled sorcerers of ancient Talislanta. Unlikethe listso f Basic Spells andM inorEnchantments published inTHETALISLANTAN HANDBOOK, these potent magics are not commonly known. Many, in fact, are so rare

    and/orobscure that mostTalislantan magic ians are unaware that such enchantm ents evenexist.

    Magicians who wish to acquire specif ic knowledge of an ancientspell must often spendweeksorevenmonths inresearch, painstakingly searching through archaic tomes, tablets and scrolls ,ordelvingintotime-worn ruins and crypts.Thediscoveryof evena sing lesuchspell isa significant find,which-ifthemagician isnotcareful-maydraw the unwanted atte ntionsofhis orher r

    ivals . For this reason,possessors of the most ancient and rare arcana tend to zealously guard their hard-wonsecrets, lesttheyfall into thewronghands.

    LISTING OF RARE AND ANCIENT SPELLS

    Arkon'sCryptomantic Analysis Arkon 's Flashing BladeArkon's Impermeable WebArkon 's SeekerArkon's Twis terAstramir 'sThaumatu rg icAnalysisAstramir 's TransmutationBlackM is ts of MalnangarCascal's IllusoryArcanaCascal's Num inous VeilCascal's Rainbow BridgeCascal's ReflectiveAura Cascal's ShadowD imensionCascal's TransfixationDimensionWarpKorak'sAnti-MagicAuraKorak'sArc aneAnalysisKorak'sCounterstrokeKorak'sDarkeningVeilKorak 'sInterposingShieldsKorak's PerdurableEnchantmentKorak'sSpell o f TransferenceKorak 'sUltra -S ensoriumMalderon 'sMagicPorta lMalderon's M ists Malderon's RingsMordante 'sDarkHarb ingerMordante 'sFrightfu lM inion

    Mordante's N ightm areVisionsMordante 's Noctu rnal MenaceMordante 's UnseenAgencyMordante's W in gedServ ant

    Rodinn's Spellof InstantSobrie tyRodinn's Spell of Sarto rial SplendorRodinn 's SumptuousRepastSassan's Fie ryMotesSassan 'sPyromaniaSevenSecretSymbolso f PowerShaladin's A larumsandDiversionsShaladin 'sMachinatusShaladin 's SurpriseThe Six-Fold Spell o f FascinationSoliman'sChainsSpell o f Surveil lance

    Spell o f Unending Torment

    Thystram 'sG lossola liaThystram'sProximate Analysis Thystram 's Spello f StasisTheVeil of DeceptionThe Veilo f StealthV iridian 'sE lementa lAuraVir id ian'sGreen WorldVir idian 'sPhytomanticPermutationZanillo 's Auraof EnhancementZanillo 's Clever ExchangeZanillo 's ExtravagantFlourish

    Zanillo's PhantasmalFelonZanillo'sPocketDimension

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    ARKON'S CRYPTOMANTIC ANALYSIS: This eminently useful spellallows the caster to decipher magical or non-magical writings of allsorts, including ancient scripts, symbols, and sigils. The quantity ofwritings which can be analyzed is approximately one square foot (orone page) per level. To activate the spell, the caster waves a hand,wand or staff over the designated writings while reciting Hotan'sincantation, enabling the caster to read their true meaning. Theanalysis takes 1-10 minutes per page of text (based on the complexity of the writings; Gamemaster's ruling) to complete.MAGIC RESISTANCE: None. Spells used to obscure or alter writtenmaterials, such as Cascal's Numinous Ve il, will foil this enchantment.Also, the use of this enchantment renders the caster susceptible tothe effects of illusory writings or cursed inscriptions (-4 penalty toresist).ARKON'S FLASHING BLADE: This spell allows the caster to conjure a magical blade comprised of eldritch, elemental, or mysticalforce. The gleaming blade will cut through any non-magical armor asthough it doesn't exist, doing damage similar to a dueling sword (dB;no bonuses/penalties for strength). Only the caster may wield themagical blade, which has a duration of one minute per level. Toactivate the spell, the caster holds forth his or her hand and speaksArkon's word of conjuration. The magical blade will materialize in thecaster's hand.MAGIC RESISTANCE: None. Damage totals permitting, Arkon 'sblade is capable of penetrating magical armor, but is ineffective vs.an appropriate aura of protection. A blade of elemental force can bemade to do fire, cold, or electrical energy.

    ARKON'S IMPERMEABLE WEB: This spell allows the caster tocreate an impassable mesh of inter-connecting lines of force, whichmay be used to entrap enemies or as a barrier against hostile creatures, interlopers, etc. The shape or form of the web (box, wall,fence, etc.) is up to the caster to determine, the maximum area ofmesh created by the spell being limited to 10 x 10 feet per level(consider a level one web to be sufficient to completely surround asingle, man-sized creature). Range is ten feet per level, and durationis one hour per level. The quantity of web produced and its durationmay be modified as desired, within the limitations of the spell. Toactivate the spell, the caster must recite Arkon's words of wardingwhile tracing in the air the general shape to which the web is intendedto conform (the player should describe the specifics of the web to theGamemaster as the character is casting the spell). Note that a web,once cast, cannot be moved or altered, and can only be renderednull by means of an appropriate counter-spell.MAGIC RESISTANCE: None. Escape from an Impermeable Web ispossible only by individuals or entities who possess intra-dimensionalcapabilities (via spell, magical adjunct or other means). Even noncorporeal entities cannot penetrate a magical barrier of this sort.ARKON'S SEEKER: The great Arkon created this spell, which allowsthe caster to locate any single living individual, creature or being,

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    provided the caster knows the specified individual's/creatuThe spell's range is unlimited, though the enchantment hdimensional capabilities, and may be nullified by magicsdesigned to counter spells of detection. To activate thecaster takes a stick or other pointed object in hand, markand utters Arkon's divination. Then, speaking aloud the nintended subject, the caster tosses the object in the alands on the ground, the object will indicate the direction isubject can be found. It is well to note that the enchantmeindicator of distance, however.MAGIC RESISTANCE: None.ARKON'S TWISTER: This spell allows the caster to enta powerful vortex of magical forces. The speed at which tmade to spin can be controlled by the caster, as followsOne" is sufficient to cause extreme vertigo, and to relievof hand-held objects and items secured in pockets, pou"Intensity Two" is sufficient to hurtle the victim ten feet (pany direction, with the victim taking correspond ing damimpact with any solid surface; "Intensity Three" createssuch velocity that it will propel the victim through the dfabric and into another plane of existence (caster's choiceMAGIC RESISTANCE: vs. DEXTERITY, to dodge the vcaster may attempt to entrap the victim once per rounvortex expires or is counter-magicked, if desired (this rcaster to concentrate on the vortex, however). A subjectthe spell's maximum weight allowance will not be affecvortex.ASTRAMIR'S THAUMATURGIC ANALYSIS: This useful the caster to identify any substance or mixture, therebyits true properties and/or effects. The enchantment seinfallible detector of pOisons and toxins, among its many ocal applications. To activate the spell, the caster must firquantity of the substance which is to be identified (a pspatula or appropriate container of any sort will suffice fpose). This done, the caster waves a hand over the isopiing and recites Astramir's thaumaturgic formula, yieldingpattern which the caster may study and thereby deduce information. The analysis takes five minutes to complete.MAGIC RESISTANCE: None. Astramir's Thaumaturgic Areveal if a substance radiates magic, but is of no use in idcategorizing the possible applications of enchanted itemsASTRAMIR'S TRANSMUTATION: This spell allows thetransmute the nature of any non-magical substance or masolid to liquid, solid to gas, liquid to solid, etc. The amountwhich can be affected by this enchantment is one cublevel. The spell has no toxic or harmful qualities per se,unusual effects when used upon living creatures. A ltransmuted to gaseous or liquid form is normally able tintegrity and control over its substance: a gaseous beingand float above the ground, a liquefied being can seep icracks and crevices, etc. A solidified creature or being, to a variety of rigid carbon compounds, gains an increatance to damage (as if wearing plate armor), but sufferponding loss of mobility (-4 reduction in SPEED, DEXTECOMBAT RATING). Duration is ten minutes. To activate thcaster touches the subject with a wand or staff and uttersthaumaturgic word of alteration.MAGIC RESISTANCE: None, provided the subject is touthat non-corporeal entities, having no substance, cannot bby this spell.

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    THE BLACK MISTS OF MALNANGAR: This dread incantation,authored by the infamous Narishna of Quaran, allows the caster tocreate a virulent cloud of black magical vapors. The volume of mistcreated by the spell is limited to one cubic foot per level, the shape of:he cloud being determined according to the caster's designs (grasp-g hands, snaking tendrils and anthropomorphic forms are especially popular). The mists have a duration of one minute pe r level.The caster can cause the black vapors to issue forth from any pOint

    ,vi1hin the spell 's range (ten feet per level). The mists are stationarynless the caster decides otherwise; by concentrating, the caster;:;an cause the mists to change form, move up to ten feet per round inany desired direction, seep under doors or through keyholes, etc.The Black Mists can be made to cause any of several magicaleffects, including paralysis, blindness, or strangulation, and can be-nade to target one victim per level. In the case of strangulation,oamage is dB per round. Duration for all other effects is one hour, or

    ~ n t i l such time as a CQunterspell or cure can be obtained.MAGIC RESISTANCE: vs. SPEED, to elude the mists for no effect.ote that as long as the caster maintains concentration, he or she

    ay direct the mists to attack victims once per round for as long asch individuals remain within range of the spell's effects. If the::aster is distracted from concentrating on the spell, the mists wills s o l v e into nothingness.

    CASCAL:S ILLUSORY ARCANA: This spell allows the magician to::ast an illusory version of any spell which he or she knows or hasseen at least once before. The concept, as en visioned by Cascal, isnique in that it allows the magician to create the appearance that heshe is casting a real spell, rather than an illusion. Thus, the-nagician can cast an illusory Spell of Elemental Fire, Arkon's Imper-eable Web , Rainbow Bridge, or whatever. Shou ld the victims fail to-esist the enchantment, they will believe that the illusory spell is real.-" the spell being mimicked was one which WOUld, if real, cause:Jamage to the victims, those who fail to resist the illusion will believeat they have suffered harm. Victims who have been "killed" bysory Arcana can indeed die of heart failure, caused by shock (roll;s. CONSTITUTION as per the standard procedure for determina- ns of this sort).qange, duration, and apparent effects of any illusory spell are as pere actual spell. The level of spell-effect is determined by the level at....nich Cascal's Illusory Arcana is cast. To activate the spell, the::aster performs the motions of the spell being mimicked, but utters.e syllables of Cascal's Illusory Arcana. The illusory quality of the_ chantment is such that it will appear to observers that the real50011 is being cast.

    AGIC RESISTANCE: vs. PERCEPTION, as per any spell of illuSiOn. Note that reflective spells or mirrors can be used to turn thesory effects of this spell back on the caster. Also note that anlusory illusion" is simply an illusion.CA SCAL:S NUMINOUS VEIL: This spell allows the caster to renderJ intelligible any form of writings, inscriptions, symbols, etc. Only the::as ter of the Veil will be able to decipher writings disguised by thissory effect, the duration of which is indefinite. The spell will affect2.Dpro ximately one square foot (or one page) of writings per level. To2.CIivate the enchantment, the caster waves a hand, wand or staffer the designated writings while reciting Cascal's cogent phrases.MAGIC RESISTANCE: As per illusions.CASCAL:S RAINBOW BRIDGE: This spell allows the caster to" tract light through any enchanted prism, producing a multi-colored

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    bridge of solidified light particles. The bridge requires no means ofsupport per se, but must span an area between two relatively solidthings; i.e., a Rainbow Bridge cannot simply terminate in mid-air. Thewidth of a Rainbow Bridge can range from 1-10 feet, as the casterwishes. Length is a maximum of ten feet per level, and duration isone minute per level. To activate the spell, the caster must have anenchanted (or "magicked") prism on hand. PlaCing the prism at thepoint from which the bridge is to extend, the caster speaks Cascal 'sincantation, thus causing the Ra inbow Bridge to emanate from theprism.MAGIC RESISTANCE: None. A counterspell vs. illusions, or a spe llof darkness, will disperse the bridge. A Rainbow Br idge is otherwiseimpervious to damage, though it can be distorted by reflective spellsor mirrors.CASCAL:S REFLECTIVE AURA: This spell allows the caster toenvelop himself or herself in a shimmering aura of light, which confers protection against spells of illusion, hallucinations, visual attackforms and radiant or prismatized light. Spells or other visual attackforms directed against the aura are reflected back upon the caster/attacker. Note that a Reflective Aura protects only against spells orattacks directed at the beneficiary of the enchantment; i.e., the auraitself does not allow the beneficiary to detect illusions. Illusorycreatures or objects (being comprised of light) cannot penetrate aReflective Aura, however. Duration is one minute per level. To activate the spell, the caster executes a secret sign and speaks Cascal'sincantation.MAGIC RESISTANCE: None. Note that Cascal's Reflective Auracannot be used in conjunction with any other protective shield oraura. In appearance, Cascal's aura resembles other magical auras.CASCAL:S SHADOW DIMENSION: This spell enables the caster tocreate an extra-dimensional space within the confines of any area ofdarkness or shadow. The caster may step into this space and lookout unseen upon the surrounding area, or hide one or more objectswithin the extra-dimensional space, as desired. In either case, thesize of the area of shadow must be large enough to permit entry bythe caster or designated object(s); the extra-dimensional space itselfis limitless in area. To activate the spell, the caster waves a handover the area of shadow which is to be used in the enchantment andutters Cascal's incantation. The Shadow Dimension may then beentered or employed as desired. A Shadow Dimension may beexited or entered at will for the length of its duration, which is tenminutes per level. Individuals or objects which remain within theextra-dimensional space after the spell 's duration has lapsed will betrapped until they can be retrieved, or can effect an escape bymagical means (individuals or ob jects left in a lapsed Shadow Dimension tend to drift towards the Void, and may not be found in the sameplace where they were left) . If desired, the caster may designate anysingle creature or being as the recipient of the spell.MAGIC RESISTANCE: None. A Shadow Dimension radiates anaura of enchantment, and may be differentiated from ordinary shadowby the fact that it is not dispersed by light. A Spell of Radiance willcause a Shadow Dimension to dissolve, revealing its contents.CASCAL:S TRANSFIXATION: This spell allows the caster to produce a blinding burst of kaleidoscope colors. The stabbing beams oflight produced by this enchantment impinge upon the ocular nervesof the intended victim, causing confusion and disorientation. Inessence, the victim is rendered dazed and unable to think or takeaction until the spell 's effects wear off. Range is ten feet per level,and duration is one minute per level. To activate the spell, the caster

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    holds forth any sort of crystal, prism, gemstone or other reflectivearticle. The caster speaks Cascal's dazzling word of power, causinga brilliant burst of colors to fly forth from the object in hand and strikethe intended victim.MAGIC RESISTANCE: vs. PERCEPTION, in order to resist the disorienting effects of the spell. Note that creatures or beings who areblind and/or do not possess optical organs cannot be affected byCascal's Transfixation. Conversely, creatures or beings who possessnight vision and/or are sensitive to light are most susceptible to theeffects of this spell (-4 penalty to resist).DIMENSION WARP: This spell - which many scholars believe wasauthored by the wizard, Shaladin of Kasmir-allows the caster tocreate an instability in the dimensional fabric; a warp, which canrange upwards in size from one inch to ten feet in diameter. Individuals, creatures or objects which make contact with such a warp will besucked in and hurtled at random across the omniverse. Subjectsdrawn into a warp usually suffer spacial displacement (removal toanother plane of existence). On rare occasions, however, a warpmay spin a subject out of time, resulting in a temporal displacement(removal to another era, or period of time). In either case, the duration of the displacement is indefinite. Only by locating the warp's exitpoint and utilizing a counterspell can a displaced individual effect areturn to his or her home plane (or time).A Dimension Warp may be cast anywhere: in a doorway, a room,outdoors, in a chest, upon the opening of a bottle or container, etc.Its size is irrelevant; even a one-inch warp is capable of drawing inalmost anything which makes contact with it (larger warps are moredangerous only due to the increased surface area, which is morelikely to entrap intruders). Dimension warps are stationary, and arebarely discernible by the faint aura of distortion which they emanate.A warp's duration is ten minutes per level , and casting range is tenfeet. To activate the spell, the c