player's guide to wizards, bards and sorcerers.pdf

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I NTRODUCTION
C REDITS
A UTHORS
Michael Gill (Chapters 1 & 2), Kevin Kulp (Chapters 3
& 4), Ethan Skemp (Chapters 5 & 6)
D EDICATION
To my friends and loved ones at Rookhaven House. Thanks
for helping me build our haven; here’s to many years to come.
To Burton Jackson, Jenna Lovelady, Deird’Re Brooks and
Josh Hein , for Ashes and Wormwood . I have enjoyed our
adventures together, and look forward to plenty more of the
same (only with more treasure and XPs, I promise).
And finally…
To Sean Rufus an Dru. Words don’t begin to describe.
A DDITIONAL M ATERIAL
Deird’Re Brooks, Joseph D. Carriker, Jr., John Geiger
D EVELOPER
Joseph D. Carriker Jr.
E DITOR
Anita Hager
S PECIAL T HANKS
To Monte Cook and Malhavoc Press , for permission to
reference in Appendix 2 the prestige classes from Book of
Eldritch Might and Book of Eldritch Might II .
To Conrad Hubbard , for your contribution of the Curse of
Mesos to Relics & Rituals 2: Lost Lore . Sorry about the
oversight, man — we couldn’t have done it without ya.
M ANAGING E DITOR
Andrew Bates
A RT D IRECTOR
Rich Thomas
G RAPHIC D ESIGNER
Mike Chaney
C OVER A RTIST
Michael Phillippi
I NTERIOR A RTISTS
John Bridges, Nate Pride, Mark Smylie, Tim Truman
Check out upcoming Sword and Sorcery Studio
products online at: http://www.swordsorcery.com
Distributed for Sword and Sorcery Studio by White Wolf Publishing, Inc.
This printing of Player’s Guide to Wizards, Bards and Sorcerers is published in accordance with the Open Game License.
See the Open Game License Appendix of this book for more information.
Player’s Guide to Wizards, Bards and Sorcerers, Scarred Lands, the Scarred Lands logo, Sword and Sorcery, Sword and
Sorcery Studio, the Sword and Sorcery logo, Creature Collection, Creature Collection 2: Dark Menagerie, Relics & Rituals,
and Relics & Rituals 2: Lost Lore are trademarks of White Wolf Publishing, Inc. All rights reserved.
The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright
concerned.
“d20 System” and the “d20 System” logo are Trademarks owned by Wizards of the Coast and are used according to the
terms of the d20 System License version 1.0. A copy of this License can be found at www.wizards.com.
Dungeons & Dragons® and Wizards of the Coast® are Registered Trademarks of Wizards of the Coast, and are used
with Permission.
PRINTED IN CANADA.
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PLAYER , S GUIDE TO WIZARDS , BARDS AND SORCERERS
P REFACE
3
I NTRODUCTION
4
B OOK O NE : W IZARDS
C HAPTER O NE : S EEKERS OF M YSTERY
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C HAPTER T WO : P OWER OF THE S IGIL
24
B OOK T WO : B ARD S
C HAPTER T HREE : K EEPERS OF C ULTURE
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C HAPTER F OUR : A N OTE IN THE S ILENCE
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B OOK T HREE : S ORCERERS
C HAPTER F IVE : B LOOD OF THE T ITANS
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C HAPTER S IX : W EIRDING F OLK
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A PPENDICES
A PPENDIX O NE : T HE W AYS OF L ORE
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A PPENDIX T WO : T HE M ASTERS OF L ORE
110
A PPENDIX T HREE : T HE T OOLS OF L ORE
146
L EGAL A PPENDIX
159
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I NTRODUCTION
Welcome to the first in the Player’s Guide series.
Our intent with this series is simple: We want to
examine the ways in which players can become a stronger
part of the setting in which their characters exist. By
providing ways in which characters may derive a
background from and have a role in the setting’s
development, they become closely tied to the setting. In
turn, players adopt a more vested interest in both their
characters and in the setting as a whole. The more richly
a setting is developed, the more characters can “come to
life,” creating memorable role-playing and exciting
adventures.
Thus, our goal is to help your characters become a
living, breathing part of the game world.
More than that, though, we want to see how these
classes might shape and inspire a campaign setting. The
player characters — and characters like them, past and
present — are the movers and shakers in the game world.
Not every character in the setting has levels in the so-
called “PC classes.” In fact, those who do are in the
minority. But from these relatively few individuals come
the events, both heroic and monstrous, that forever
shape their world.
Therefore, this series uses the setting of the Scarred
Lands to help show you how diverse classes weave their
influence into every aspect of the tapestry of a game
world. As with the rest of the book, you can refer to it for
your own Scarred Lands game, or use it as inspiration in
any other campaign.
The Player’s Guide to Wizards, Bards and Sorcer-
ers is more than suggestions and rules on how to play a
certain type of character. This is a book about determining
where your characters, and those like them, have affected
the world. To this end, we look at the evolution of
wizardly magic and the traditions that have come out of
that evolution. We analyze how bards have had an
impact on the cultures that spawned them and how they
themselves have helped to shape that culture. We discuss
sorcerers and examine the sources of their magics, and
how it is acquired.
Within these pages are the workers of potent and
sublime magics. And while the wrath of an arcanist is
terrible to behold, having the favor of one can be quite
the blessing.
So, welcome to a book filled with legacy and lore, a
book on enchantments, demons, magic in the blood and
the songs of a people.
Welcome to the Player’s Guide to Wizards, Bards
and Sorcerers .
J OSEPH D
.
C ARRIKER ,
J R .
S CARRED L ANDS D EVELOPER
S WORD
S ORCERY S TUDIO
&
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While the Player’s Guide to Wizards, Bards and
Sorcerers is designed for use in any d20 campaign, you’ll
find that it is undeniably focused on the Scarred Lands.
Throughout this book, you will read many references to
that setting, its history and its inhabitants.
Yet, it would be a mistake to assume that this book’s
utility is limited to the Scarred Lands. As explained in the
Preface, the purpose of the Player’s Guide series is show
how the various character classes shape and inspire a
campaign setting. The Scarred Lands is used as a single
example of this process rather than the only one. Any
references to it are meant to inspire your own ideas regard-
less of the campaign setting in which they occur.
Adapting material in this book to other settings may
require some work. This introduction should make that
easier, since it offers a comprehensive overview and plenty
of suggestions. Armed with its advice, players and Game
Masters should have little difficulty tailoring the rest of the
book’s content to campaigns set in other worlds, or even to
other conceptions of the Scarred Lands setting than the
standard one presented in Sword & Sorcery products.
As always, the key is for GMs to remember the oft-
quoted — though oft-forgotten — truism: you are the final
arbiter of what is and is not the case for your campaign,
wherever it is set. This book offers a multitude of options,
variants and alternate takes on many aspects of the core
classes of wizards, bards and sorcerers (not to mention an
exhaustive discussion of their place in the Scarred Lands
setting). If anything here runs counter to your conception
of things or would do violence to the established truths of
your campaign, feel free to ignore them! That’s as true for
campaigns in the Scarred Lands as in any other setting. Use
only what appeals to you and is genuinely useful, and
discard the rest.
So long as you bear that in mind, this book is as
valuable to players and GMs alike, regardless of whether
the campaign is set in the Scarred Lands or in a game world
of their own creation.
types of games depending on the interests of the GM and
the players. The following sections provide some insight
into the benefits and drawbacks of each type. They also
make it easier for those not playing in the Scarred Lands to
categorize their own campaign by its type, so as to take
fuller advantage of the material presented in later chapters.
Simply read through the following to see where your
campaign best fits, and you’ll also find assistance of how to
adjust the rest of this book’s contents accordingly.
H IGH F ANTASY
High fantasy is, in many ways, the default type of
fantasy roleplaying setting. Its name derives from the fact
that its fantastical elements — magic, monsters, heroism
— are at the high end of the scale. High fantasy games are
in no way “realistic.” They pay little heed to notions of
plausibility. Instead, they rely on over the top plotlines,
outlandish locales and larger than life characters to tell epic
stories set in a mythical locale. Most high fantasy games
also have a strong component of black and white morality
to them. The forces of good are virtuous and praiseworthy,
while the forces of evil are vicious and blameworthy.
High fantasy need not be simplistic, however. In fact,
many high fantasy tales contain very sophisticated exami-
nations of the nature of evil and the very real temptation
to choose it over good as a means to achieving an other-
wise just end.
The Scarred Lands setting is largely a high fantasy
setting, so the majority of information in this book is well
suited to use in other high fantasy campaigns. The discus-
sions of bardic, sorcerous and wizardly history probably
cannot be used specifically as written outside the Scarred
Lands, but they can certainly serve as inspiration. A clever
GM can see how these three very different examples of
arcane magic might fit together in a single setting. Like-
wise, the sample groups for each class are described only in
very brief terms, making it easy to convert them for any
setting with a minimum of effort.
The material in this book works especially well for
high fantasy in the game mechanics. The appendices offer
a variety of new feats, spells and other new rules, almost all
of which could fit into a high fantasy game. Scion feats, for
example, open up the possibility of using sorcerous blood-
lines that convey particular arcane affinities. Likewise,
tradition feats provide ways to differentiate one bard from
another, by suggesting there are many different traditions
within the class. Wyrm-blooded sorcery is very rare in the
Scarred Lands, but it might be more common in other
settings. It’s a good example of how a GM might use
T YPES OF G AMES
Fantasy roleplaying games come in many flavors, not
all of which operate under the same “rules.” That is, each
type has its own distinct mood, feel and tone, all of which
influence how the game is played and the types of stories
that are told within it. These in turn affect how the
characters relate to the setting and the kind of impact that
they can have on it.
It’s important to note that some campaign settings are
broadly enough drawn that they can allow for multiple
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