Post by Beowuuf on Apr 4, 2008 13:39:53 GMT -5
I'm not sure if this is Agrarvyn's work or if this was the previous work it was based on, but here is a saved copy of an old Right Handed Sorcerer class posted on TotS (if you know who to credit with it, please shout!)
The Right Hand Sorcerer
Adventures
As many scholars know, the Principle of the Duality of Aon states that nothing could exist without its opposite. The truth of this principle is a fact for the magic-users of Magnamund. Here, the Magic is divided in two Paths, identified by the Right and Left Hand. According to the Brothers of the Crystal Star, the magical power comes from the stars, and the men can channel it through the strength of a pure heart. If there’s truth behind this theory, what is the Right Hand Magic?
The Nadziranim are the only ones who could possibly answer to this question (if we don’t count the Darklord Gnaag), but their minds are so alien that hardly a puny human could understand such an answer. Suffice to say that the Right Hand Magic is the raw energy of the Plane of the Darkness; its horrible power is so strong that the human body is too frail to endure it without aid, study and knowledge.
Despite its evil nature, there are always people who are entangled by the seductive power of the Right Hand Magic, men and women who decide to sacrifice their lives to the study of the Black Magic. These individuals are named, with fear, hate and respect, Right Hand Sorcerer.
There are two types of Sorcerers. First, there are the Nadziranim. In these creatures, the power of the Right Hand flows as a river, their body unharmed by it. Then, at an inferior level of power, there are the weak human Sorcerers, those who succeed to stay alive despite the corrupting power of the Right Hand (losing their soul in the process).
In this chapter we’ll analyze only the human Sorcerers: it’s better to leave the too powerful Nadziranim and their schemes to the Game Master.
The human Right Hand Sorcerers of every kind and race (Durenese, Drakkarim etc.) devote their lives to the study of the Black Magic. No one can become a Right Hand Sorcerer: every time, there’s a Master who enslaves and corrupts some students, giving life to blasphemous Brotherhoods, often hidden in the most unassuming homes and families.
The first goal of a Sorcerer is understand how use the powerful energies of the Right Hand to achieve the best results (the disruption of the forces of Kai and Ishir); the second is obviously blend himself in the society of the Free Lands, to corrupt it and accelerate the final conquest of the Darklords.
When a Sorcerers goes through a journey, has a clear goal: some want to reach the Darklands to study with the Nadziranim. Others go in search of ancient relics an tomes. All are driven by an evil hunger for death and blood, that force them to seek another victim to sacrifice to the altar of Naar.
Characteristics
While the Dark Cultists work to increase the number of souls devoted to the Black Deities, the Right Hand Sorcerers’ task is to research new magics and tools to improve their power. The Right Hand Sorcerers spread fear, corruption and hate in the hearts of the men and women in the Free Lands. Sometimes, a Black Sorcerer goes in search of ancient artifacts crafted by the servants of Darkness in remote times; but sometimes a Sorcerer will try to locate a powerful artifact of Light, with the intent to destroy it once and for all. The most attempted (and failed) of these quests is obviously the search for the lost Doomstones and Runes of Agarash the Damned.
Allegiance
A Right Hand Sorcerer is bound to the Darkness without hope. Those who can follow the Path of the Right Hand without being completely evil are a rare breed. Sometimes, those who renounce to advance in this Class are considered traitors by others Right Hand Sorcerers and renegades by the followers of Light, and have a very hard life…
Religion
The Right Hand Sorcerers are more scientist than priests, but they have a strong faith in the Five Deities of Darkness, and, above all, they worship Naar.
Background
The Nadziranim are the most powerful Sorcerers of the Right Hand in the world of Magnamund: to them are open tools and possibilities far beyond the reach of any mortal apprentice outside the Darklands. However, the Nadziranim have instructed a lot of people in the ways of the Black Hand, be they Drakkarim or humans from the Free Realms. It is rumored that even some Giaks have learned some of the powers of the Right Hand, but the only one to know the truth about this fact is the Darklord Gnaag himself. A Right Hand Sorcerer born outside the Darklands keeps the benefits of his country.
Other Classes
A Right Hand Sorcerer could expect to find help only from other followers of the Darkness from someone unaware of the evil in the Sorcerer’s soul. The natural allies of the Right Hand Sorcerer are the Dark Cultist, the Dark Warriors, and, sometimes, the Cener Druids. If there some common goals, a temporary alliance could be signed between a Right Hand Sorcerer and a Shadakine Wytch.
Game Rule Information
Abilities: Intelligence, Wisdom, Charisma and Constitution are the keys to achieve the power of the Right Hand. Only a keen mind, with great awareness and a strong personality is able to manipulate the horrible, corrupting force of the Right Hand. However, without an healthy body, the Sorcerer is doomed to certain death.
Endurance Die: d6.
Base Speed: 30 feet.
Class Skills
The Right Hand Sorcerer’s class skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (any, taken as
separate skills) (Int), Diplomacy (Cha), Disguise (Cha), Heal (Sag), Intimidate (Cha), Knowledge (any, taken as separate skills) (Int), Occult (Int), Perception (Wis), Profession (any, taken as separate skills) (Wis), Sense Motive (Wis), Speak Language (n/a), Use Magical Items (Char).
Skill Points at 1st Level: (5 +Int modifier)x4
Skill Points at Each Additional Level: 5 +Int modifier.
Class Features
All of the following are class features of the Right Hand Sorcerer.
Armour and Weapons Proficiency: the Right Hand Sorcerers are proficient only in the use of the leather armours. The Right Hand Sorcerers know how to use the following weapons: dagger, club, whip, short sword and broadsword.
Attack: At 6th Level, the Sorcerer is able to use his mental powers to perform the Attack psychic action. For further information, see page 151 (and following) in the Lone Wolf Roleplaying Game.
Conceal Aura: the Sorcerer can make a Will Save every time is targeted by a magical analysis and/or the effects of a Kai Discipline. This power is active even if the Sorcerer is unconscious. The bonus given in the table isn’t cumulative; every new number replaces the older one. If the Sorcerer makes the Save, she will appear as a person aligned with the Light or the Balance, as the situation imposes. Additionally, the Sorcerer will appear as an Adept with a great strength.
Crucible of Power: at 20th Level the Sorcerer has reached the summit of the lore of the Right Hand Magic, and has shown to the Five Gods of Darkness her value. As a reward for her services, the Gods grant to the Sorcerer the ability to cast, only on self, only two times per day, without Endurance costs, the Crucible of Power. This powerful spell cannot be Counterspelled and has a duration of 20 rounds. When this spell is active, the Sorcerer gains 24 temporary Endurance points that can be used to cast spells, 4 bonus points to all Saves, and the Sorcerer’s Base Damage is doubled.
Dark Wand: at 2nd Level, the Sorcerer is able to forge a Dark Wand. The Sorcerer must acquire in some way some nyneril worth 1000 Crowns, and must make a Craft (Alchemy) check with a DC of 20 to actually give a form to the wand. During this process, the Sorcerer cannot use any spells. To create a Dark Wand, the Sorcerer must have a full week. At the end of this week, the Sorcerer must succeed in a Concentration Check with a DC of 20, and spend 1000 XP. The Sorcerer cannot loose Levels during the creation of a Dark Wand, but, if she doesn’t have the XP, she can transform the number required in a penalty to the next Level.
For example: Zar is a Right Hand Sorcerer of the 2nd Level, and has 1500 XP. Zar wants to create his first Dark Wand. Zar make the checks and spends the XP. Now, to reach the 3rd Level Zar needs to acquire 2500, instead of the normal 2000, because the lacking XP were transformed in an XP penalty.
During a single Level, a Sorcerer can forge only one Dark Wand. The Character who wield a Dark Wand, if has the Magical Combat Class Feature, can spend up to 3 Willpower points to make a ranged magical attack, dealing a damage equal to her Base Magical Damage + 1d6 x Willpower Points used. The Dark Wand is very light, and its length is about one foot, so it cannot be used as a melee weapon. When the Dark Wand is completed, the brightness and the transparency of the nyneril used to forge it completely disappear, because the power of the Right Hand has infused totally the crystal, that becomes black as the darkest of nights, and seems to devour the light around the Wand. Very often the Dark Wands are engraved with arcane symbols, representing the Pentad, the face of Agarash or the symbol of a Darklord.
Erect a Shield: at 3rd Level, the Sorcerer is able to use her mental powers to perform the psychic action Erect a Shield. For further informations, see page 151 (and following) in the Lone Wolf Roleplaying Game.
Focus: a Right Hand Sorcerer can try to concentrate and regain a number of Willpower Points equal to the Sorcerer’s Wisdom score as a psychic action, even in the middle of a psychic combat. To do this, the Sorcerer must make a Concentration Check with a DC equal to (maximum Willpower Points – current Willpower Points, up to 30). If the check fails, the Sorcerer suffer the loss of 1d6 Endurance for the stress. The Sorcerers can try to Focus one time per day at 4th Level, and one more time per day for every four Levels thereafter.
Pacts of Darkness: to become a Right Hand Sorcerer, a common mortal must consecrate his body and mind to Pentad of Darkness. To reach this goal is necessary to perform a ritual in a new moon night, when the power of Ishir is weaker. This ritual is called The First Pact, and is fulfilled at 1st Level. Then, a Right Hand Sorcerer renew the Pact of Darkness at 5th and 11th Level.
• The First Pact: the ritual of the 1st Level is very simple and not dangerous for the would-be Sorcerer. With the aid of a Dark Cultist of Naar, the apprentice Sorcerer inscribe on his body some tattoos (made with ink and human blood), representing the Five Gods of Darkness. If one of the Dark Powers doesn’t accept the would-be Sorcerer as a servant of Darkness, the poor apprentice die, suffering extreme pain. If the Pentad consider the applicant worthy, the new Sorcerer gains the Darkspawn Subtype, the knowledge of the Dark Tongue (written and spoken), and, above all, the ability to manipulate the forces of the Right Hand magic. It’s important to say that the Nadziranim don’t have to perform this ritual to gain access to this Class, whereas the Drakkar must sign the First Pact to advance in this Class. With the completion of the First Pact, the tattoos act as small portals opened to the Plane of Darkness, the source of Right Hand magic. Holding the essence of the Plane of Darkness in the body is a dangerous action: at 1st Level the Right Hand Sorcerer is forced to determine randomly his starting Endurance Points, instead of taking the maxim result as the other characters. The Sorcerer can add his Constitution modifier to the Endurance die.
• The Second Pact: to reach the 6th Level in this Class, the Sorcerer must renew his bond with the Darkness. He must perform a second ritual, again with a Naar Dark Cultist’s aid in a night of new moon. This, the Sorcerer must imbibe a mixture made of human blood, Darkspawn Essence (see p. 162 of the Lone Wolf Roleplaying Game) and the fragments of the first Power Crystal crafted by the Character. This lethal beverage lowers permanently by 3 points the Sorcerer’s Strength score and forces the Character to gain only 1 Endurance Point from his new Endurance die and the Sorcerer is not allowed to add his Constitution modifier to this die. Additionally, the Sorcerer gains a number of Corruption Points equal to 6 + Constitution modifier; this number becomes the new minimum score of Corruption Points for the Sorcerer: from this moment the Sorcerer can’t lower his Corruption Points below this number. However, the magic power of the Plane of Darkness flows with ease in the Sorcerer’s blood, allowing him to cast the Right Hand Spells of the Second Tier.
• The Third Pact: at the 11th Level the Sorcerer’s body is ready to become a true recipient of the magic energies of the Right Hand. To advance from the 10th Level to the 11th of this Class, the Character must make a pilgrimage to one of the cursed places of Magnamund where the power of Darkness is nearly unlimited. The most sought-after destinations are the Ruins of Naaros and the Maaken Gorge. Once the Sorcerer has reached the place of his choice, the Sorcerer must draw on the ground, during a night of new moon, a special magic circle, full of symbols made with a mixture formed with the Sorcerer’s blood and the powder obtained by the grinding of the bones of eleven newborn children at least. To fulfill this phase without flaws, the Sorcerer must make a Knowledge (Arcane) Check with a DC of 30. Then, the Sorcerer must pray and meditate inside the circle just drawn at least for an hour, making with success a Concentration Check with a DC of 30. If the Sorcerer don’t fail the two checks, the raw Right Hand Magic that pervade the place of the ritual enters in every cell of the Character’s body, totally opening the “spiritual doors” that were only ajar with the First Pact. Now the Sorcerer has the ability to cast the Right Hand Spells of the Third Tier, and he cannot suffer by the adverse conditions found in the Darklands or in the Plane of Darkness. With the Third Pact, the Sorcerer has cut off all the ties with the Magnamund and the power of the Gods of Light. However, the human body cannot endure without harm this mutation. So, after the completion of the Third Pact, the Sorcerer gains Corruption Points in the same manner of the Second Pact, he doesn’t gain any Endurance from the Endurance die of the 11th Level (and he isn’t allowed to gain Endurance from his Constitution modifier at 11th Level), and his maximum Endurance is lowered by 1d6 points.
Power Crystal: at 5th Level the Sorcerer is able to craft a Power Crystal. Again, the base material is nyneril, and the creation process is similar to that of the Dark Wand. The raw components for the Power Crystal cost 2500 Crowns and 2500 XP. The Knowledge (Alchemy) and Concentration check have a DC of 25, and the Sorcerer can infuse in the Crystal a number of Tiers equal to his Class Level +5. Crafting a Power Crystal requires a week of work. It’s not possible increase the capacity of a Crystal after its completion. For more details on the Power Crystals, see page 99 of The Darklands volume.
Right Hand Spells: at 1st Level, the Sorcerer can cast a number of Right Hand Spells of the First Tier equal to his Wisdom modifier +2. At 6th Level, the Sorcerer learns all the First Tier Right Hand Spells and a number of Right Hand Spells of the Second Tier equal to his Wisdom modifier +1. At 11th Level, the Sorcerer learns all the remaining Second Tier Spells and a number of Third Tier Spells equal to his Wisdom modifier -1 (minimum 1). Every Level thereafter, the Sorcerer learns another Third Tier Right Hand Spells. Read further for more details on the Right Hand Magic.
Stun: at 9th Level the Sorcerer is able to use his mental powers to perform the psychic action Stun. For more informations about the psychic combat, see page 151 (and following) in the Lone Wolf Roleplaying Game.
Willpower: the Sorcerer’s iron will and the powers granted to him by the Pacts are the source of a mental strength nearly supernatural. In game terms, every Sorcerer has another Ability, called Willpower. At 1st Level its score is equal to the Wisdom score, and it grows up at every Level by the Sorcerer’s Wisdom modifier +1 (minimum 1). The Willpower is very useful, and with it (and the proper training )the Sorcerer can engage a foe in a Psychic Combat. The Sorcerer regains the Willpower points every 24 hours by a number equal to his Charisma score. When the Sorcerer’s current Willpower drops to 0, he cannot cast any Right Hand Spell.
Ex Right Hand Sorcerer
It’s impossible to leave the way started with the First Pact. Anyone who try it, die in terrible, gruesome ways.
Multiclassing in Right Hand Sorcerer
Few are those folly enough to become a Right Hand Sorcerer. Probably, only the Dark Cultist or the Cener Druids could learn to use the power of the Right Hand.
Right Hand Magic and Spells
The Right Hand magic is the essence of the Plane of the Darkness, channelled with the right tools, namely the gestures and words that make possible the Sorcerer’s Spells.Some objects can channel the raw energy of the Plane of Darkness, and the most famous specimens are the Doomstones. The reason why all the Sorcerer must perform the Pacts is that the quantity of energy of the Darkness present in the human body is too little to cast Right Hand spells, and so the Sorcerer must improve their magical reserves. The damage to the body is largely worth of the power derived from the dark magic. The true creatures of Darkness, as the Nadziranim and the Darklords or the beast born with the power of the Pits of Helgedad cannot be harmed in the same way of the humans by the magic of the Right Hand, so they can acquire Levels in this Class without penalties.
Every day, the Sorcerer can cast Right Hand Spells of the First Tier at will. The sum of the Intelligence and Wisdom modifiers is the maximum number of Second Tier Spells that a Sorcerer can cast in a single day. Finally, a Sorcerer can cast every day a number of Third Tier Spells equal to half the sum of the Intelligence and Wisdom modifiers.
When a Sorcerer cast a Right Hand Spell, he must make an Occult check with a DC of 15 + 5 x Tier of the Spell. A natural 1 on this check is an automatic failure, while a natural 20 is an automatic success, and permits to cast the Spell with no starting costs.
Every Right Hand Spell has a percentage of Corruption equal to 5 x Tier of the Spell.
Casting a Right Hand Spells requires a standard action, if the spell’s description doesn’t say something different.
A Sorcerer at 0 Willpower cannot cast any Right Hand Spell. All Right Hand Spells have a Willpower cost equal to half (round up) the Endurance cost.
A Sorcerer cannot go to negative Endurance while casting a Right Hand Spell. If it happens, the spell is lost and the Sorcerer becomes unconscious but stable.
When a Right Hand Spell concede a Save, the DC is equal to 10 + the Tier of the Spell cast + the Sorcerer’s Intelligence modifier + half the Sorcerer’s Class Levels.
Optional Rule on the Corruption score: if the victim of a Right Hand Spell has some Corruption Points and is allied with the Light or the Balance, she suffers a penalty of -1 for every 2 Corruptions Points she has. This penalty affects every Save made to resist the effects of the Right Hand Spells.
Right Hand Spells of the First Tier
Baleful Rage (3 Endurance)
If the target of this Spell fails a Will Save is dominated by a terrible bloodlust, and she will attack any possible foe. This Spell lasts for the Sorcerer’s Class Levels +1 rounds. When this Spell is active, the target has a bonus on her Strength, Dexterity and Constitution scores of 4. If the target has no visible foes at range when this Spell is cast, she will attack the nearest ally. The Kai Lords with the Second Tier of Mindshield have a bonus of +3 on the Will Save against this Spell. When the duration ends, the target of Baleful Rage could die for the Constitution shift.
Black Fire (2 Endurance per attack)
This Spell is very similar to the First Tier of the Brotherhood Spell Lightning Hand, but has a range of 60 feet. The Black Fire can be cast multiple times as a full magical attack if the Sorcerer’s Base Magical Combat Skill allows two or more magical attacks in a round. Every attack costs 2 Endurance. At will, the Sorcerer can decide to generate attacks visually identical to the Lightning hand or rays of black energy with blue sparks. Every attack deals to the target the Sorcerer’s Base Magical Damage.
Black Tentacles (5 Endurance)
A powerful and direct Spell, with it the Sorcerer can materialize a web made of tentacles of black energy, filled by small, purple electrical discharges. The target must be within 60 feet from the caster, and can escape from them making a Reflex Save. Those who fail the Save are entangled for 5 rounds, and during this time the victims suffers half the Sorcerer’s Base Magical Damage, without escape. Any damage reduction or electricity resistance protect the target by all the damage, but the victim is still entangled.
Break the Will (3 Endurance per 1 point penalty to the Will Saves)
The Right Hand Sorcerer use this Spell to weaken the defences of their victims. The target of this Spell is not allowed to make a Save against it, with the exception of the Kai Lords with the Tier II of Mindshield. The target of this spell must be within 60 feet from the Sorcerer. Break the Will lasts the Sorcerer’s Class Levels +1 rounds. The penalty to the Will Save cannot be higher than 5.
The Right Hand Sorcerer
Adventures
As many scholars know, the Principle of the Duality of Aon states that nothing could exist without its opposite. The truth of this principle is a fact for the magic-users of Magnamund. Here, the Magic is divided in two Paths, identified by the Right and Left Hand. According to the Brothers of the Crystal Star, the magical power comes from the stars, and the men can channel it through the strength of a pure heart. If there’s truth behind this theory, what is the Right Hand Magic?
The Nadziranim are the only ones who could possibly answer to this question (if we don’t count the Darklord Gnaag), but their minds are so alien that hardly a puny human could understand such an answer. Suffice to say that the Right Hand Magic is the raw energy of the Plane of the Darkness; its horrible power is so strong that the human body is too frail to endure it without aid, study and knowledge.
Despite its evil nature, there are always people who are entangled by the seductive power of the Right Hand Magic, men and women who decide to sacrifice their lives to the study of the Black Magic. These individuals are named, with fear, hate and respect, Right Hand Sorcerer.
There are two types of Sorcerers. First, there are the Nadziranim. In these creatures, the power of the Right Hand flows as a river, their body unharmed by it. Then, at an inferior level of power, there are the weak human Sorcerers, those who succeed to stay alive despite the corrupting power of the Right Hand (losing their soul in the process).
In this chapter we’ll analyze only the human Sorcerers: it’s better to leave the too powerful Nadziranim and their schemes to the Game Master.
The human Right Hand Sorcerers of every kind and race (Durenese, Drakkarim etc.) devote their lives to the study of the Black Magic. No one can become a Right Hand Sorcerer: every time, there’s a Master who enslaves and corrupts some students, giving life to blasphemous Brotherhoods, often hidden in the most unassuming homes and families.
The first goal of a Sorcerer is understand how use the powerful energies of the Right Hand to achieve the best results (the disruption of the forces of Kai and Ishir); the second is obviously blend himself in the society of the Free Lands, to corrupt it and accelerate the final conquest of the Darklords.
When a Sorcerers goes through a journey, has a clear goal: some want to reach the Darklands to study with the Nadziranim. Others go in search of ancient relics an tomes. All are driven by an evil hunger for death and blood, that force them to seek another victim to sacrifice to the altar of Naar.
Characteristics
While the Dark Cultists work to increase the number of souls devoted to the Black Deities, the Right Hand Sorcerers’ task is to research new magics and tools to improve their power. The Right Hand Sorcerers spread fear, corruption and hate in the hearts of the men and women in the Free Lands. Sometimes, a Black Sorcerer goes in search of ancient artifacts crafted by the servants of Darkness in remote times; but sometimes a Sorcerer will try to locate a powerful artifact of Light, with the intent to destroy it once and for all. The most attempted (and failed) of these quests is obviously the search for the lost Doomstones and Runes of Agarash the Damned.
Allegiance
A Right Hand Sorcerer is bound to the Darkness without hope. Those who can follow the Path of the Right Hand without being completely evil are a rare breed. Sometimes, those who renounce to advance in this Class are considered traitors by others Right Hand Sorcerers and renegades by the followers of Light, and have a very hard life…
Religion
The Right Hand Sorcerers are more scientist than priests, but they have a strong faith in the Five Deities of Darkness, and, above all, they worship Naar.
Background
The Nadziranim are the most powerful Sorcerers of the Right Hand in the world of Magnamund: to them are open tools and possibilities far beyond the reach of any mortal apprentice outside the Darklands. However, the Nadziranim have instructed a lot of people in the ways of the Black Hand, be they Drakkarim or humans from the Free Realms. It is rumored that even some Giaks have learned some of the powers of the Right Hand, but the only one to know the truth about this fact is the Darklord Gnaag himself. A Right Hand Sorcerer born outside the Darklands keeps the benefits of his country.
Other Classes
A Right Hand Sorcerer could expect to find help only from other followers of the Darkness from someone unaware of the evil in the Sorcerer’s soul. The natural allies of the Right Hand Sorcerer are the Dark Cultist, the Dark Warriors, and, sometimes, the Cener Druids. If there some common goals, a temporary alliance could be signed between a Right Hand Sorcerer and a Shadakine Wytch.
Game Rule Information
Abilities: Intelligence, Wisdom, Charisma and Constitution are the keys to achieve the power of the Right Hand. Only a keen mind, with great awareness and a strong personality is able to manipulate the horrible, corrupting force of the Right Hand. However, without an healthy body, the Sorcerer is doomed to certain death.
Endurance Die: d6.
Base Speed: 30 feet.
Class Skills
The Right Hand Sorcerer’s class skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (any, taken as
separate skills) (Int), Diplomacy (Cha), Disguise (Cha), Heal (Sag), Intimidate (Cha), Knowledge (any, taken as separate skills) (Int), Occult (Int), Perception (Wis), Profession (any, taken as separate skills) (Wis), Sense Motive (Wis), Speak Language (n/a), Use Magical Items (Char).
Skill Points at 1st Level: (5 +Int modifier)x4
Skill Points at Each Additional Level: 5 +Int modifier.
Class Features
All of the following are class features of the Right Hand Sorcerer.
Armour and Weapons Proficiency: the Right Hand Sorcerers are proficient only in the use of the leather armours. The Right Hand Sorcerers know how to use the following weapons: dagger, club, whip, short sword and broadsword.
Attack: At 6th Level, the Sorcerer is able to use his mental powers to perform the Attack psychic action. For further information, see page 151 (and following) in the Lone Wolf Roleplaying Game.
Conceal Aura: the Sorcerer can make a Will Save every time is targeted by a magical analysis and/or the effects of a Kai Discipline. This power is active even if the Sorcerer is unconscious. The bonus given in the table isn’t cumulative; every new number replaces the older one. If the Sorcerer makes the Save, she will appear as a person aligned with the Light or the Balance, as the situation imposes. Additionally, the Sorcerer will appear as an Adept with a great strength.
Crucible of Power: at 20th Level the Sorcerer has reached the summit of the lore of the Right Hand Magic, and has shown to the Five Gods of Darkness her value. As a reward for her services, the Gods grant to the Sorcerer the ability to cast, only on self, only two times per day, without Endurance costs, the Crucible of Power. This powerful spell cannot be Counterspelled and has a duration of 20 rounds. When this spell is active, the Sorcerer gains 24 temporary Endurance points that can be used to cast spells, 4 bonus points to all Saves, and the Sorcerer’s Base Damage is doubled.
Dark Wand: at 2nd Level, the Sorcerer is able to forge a Dark Wand. The Sorcerer must acquire in some way some nyneril worth 1000 Crowns, and must make a Craft (Alchemy) check with a DC of 20 to actually give a form to the wand. During this process, the Sorcerer cannot use any spells. To create a Dark Wand, the Sorcerer must have a full week. At the end of this week, the Sorcerer must succeed in a Concentration Check with a DC of 20, and spend 1000 XP. The Sorcerer cannot loose Levels during the creation of a Dark Wand, but, if she doesn’t have the XP, she can transform the number required in a penalty to the next Level.
For example: Zar is a Right Hand Sorcerer of the 2nd Level, and has 1500 XP. Zar wants to create his first Dark Wand. Zar make the checks and spends the XP. Now, to reach the 3rd Level Zar needs to acquire 2500, instead of the normal 2000, because the lacking XP were transformed in an XP penalty.
During a single Level, a Sorcerer can forge only one Dark Wand. The Character who wield a Dark Wand, if has the Magical Combat Class Feature, can spend up to 3 Willpower points to make a ranged magical attack, dealing a damage equal to her Base Magical Damage + 1d6 x Willpower Points used. The Dark Wand is very light, and its length is about one foot, so it cannot be used as a melee weapon. When the Dark Wand is completed, the brightness and the transparency of the nyneril used to forge it completely disappear, because the power of the Right Hand has infused totally the crystal, that becomes black as the darkest of nights, and seems to devour the light around the Wand. Very often the Dark Wands are engraved with arcane symbols, representing the Pentad, the face of Agarash or the symbol of a Darklord.
Erect a Shield: at 3rd Level, the Sorcerer is able to use her mental powers to perform the psychic action Erect a Shield. For further informations, see page 151 (and following) in the Lone Wolf Roleplaying Game.
Focus: a Right Hand Sorcerer can try to concentrate and regain a number of Willpower Points equal to the Sorcerer’s Wisdom score as a psychic action, even in the middle of a psychic combat. To do this, the Sorcerer must make a Concentration Check with a DC equal to (maximum Willpower Points – current Willpower Points, up to 30). If the check fails, the Sorcerer suffer the loss of 1d6 Endurance for the stress. The Sorcerers can try to Focus one time per day at 4th Level, and one more time per day for every four Levels thereafter.
Pacts of Darkness: to become a Right Hand Sorcerer, a common mortal must consecrate his body and mind to Pentad of Darkness. To reach this goal is necessary to perform a ritual in a new moon night, when the power of Ishir is weaker. This ritual is called The First Pact, and is fulfilled at 1st Level. Then, a Right Hand Sorcerer renew the Pact of Darkness at 5th and 11th Level.
• The First Pact: the ritual of the 1st Level is very simple and not dangerous for the would-be Sorcerer. With the aid of a Dark Cultist of Naar, the apprentice Sorcerer inscribe on his body some tattoos (made with ink and human blood), representing the Five Gods of Darkness. If one of the Dark Powers doesn’t accept the would-be Sorcerer as a servant of Darkness, the poor apprentice die, suffering extreme pain. If the Pentad consider the applicant worthy, the new Sorcerer gains the Darkspawn Subtype, the knowledge of the Dark Tongue (written and spoken), and, above all, the ability to manipulate the forces of the Right Hand magic. It’s important to say that the Nadziranim don’t have to perform this ritual to gain access to this Class, whereas the Drakkar must sign the First Pact to advance in this Class. With the completion of the First Pact, the tattoos act as small portals opened to the Plane of Darkness, the source of Right Hand magic. Holding the essence of the Plane of Darkness in the body is a dangerous action: at 1st Level the Right Hand Sorcerer is forced to determine randomly his starting Endurance Points, instead of taking the maxim result as the other characters. The Sorcerer can add his Constitution modifier to the Endurance die.
• The Second Pact: to reach the 6th Level in this Class, the Sorcerer must renew his bond with the Darkness. He must perform a second ritual, again with a Naar Dark Cultist’s aid in a night of new moon. This, the Sorcerer must imbibe a mixture made of human blood, Darkspawn Essence (see p. 162 of the Lone Wolf Roleplaying Game) and the fragments of the first Power Crystal crafted by the Character. This lethal beverage lowers permanently by 3 points the Sorcerer’s Strength score and forces the Character to gain only 1 Endurance Point from his new Endurance die and the Sorcerer is not allowed to add his Constitution modifier to this die. Additionally, the Sorcerer gains a number of Corruption Points equal to 6 + Constitution modifier; this number becomes the new minimum score of Corruption Points for the Sorcerer: from this moment the Sorcerer can’t lower his Corruption Points below this number. However, the magic power of the Plane of Darkness flows with ease in the Sorcerer’s blood, allowing him to cast the Right Hand Spells of the Second Tier.
• The Third Pact: at the 11th Level the Sorcerer’s body is ready to become a true recipient of the magic energies of the Right Hand. To advance from the 10th Level to the 11th of this Class, the Character must make a pilgrimage to one of the cursed places of Magnamund where the power of Darkness is nearly unlimited. The most sought-after destinations are the Ruins of Naaros and the Maaken Gorge. Once the Sorcerer has reached the place of his choice, the Sorcerer must draw on the ground, during a night of new moon, a special magic circle, full of symbols made with a mixture formed with the Sorcerer’s blood and the powder obtained by the grinding of the bones of eleven newborn children at least. To fulfill this phase without flaws, the Sorcerer must make a Knowledge (Arcane) Check with a DC of 30. Then, the Sorcerer must pray and meditate inside the circle just drawn at least for an hour, making with success a Concentration Check with a DC of 30. If the Sorcerer don’t fail the two checks, the raw Right Hand Magic that pervade the place of the ritual enters in every cell of the Character’s body, totally opening the “spiritual doors” that were only ajar with the First Pact. Now the Sorcerer has the ability to cast the Right Hand Spells of the Third Tier, and he cannot suffer by the adverse conditions found in the Darklands or in the Plane of Darkness. With the Third Pact, the Sorcerer has cut off all the ties with the Magnamund and the power of the Gods of Light. However, the human body cannot endure without harm this mutation. So, after the completion of the Third Pact, the Sorcerer gains Corruption Points in the same manner of the Second Pact, he doesn’t gain any Endurance from the Endurance die of the 11th Level (and he isn’t allowed to gain Endurance from his Constitution modifier at 11th Level), and his maximum Endurance is lowered by 1d6 points.
Power Crystal: at 5th Level the Sorcerer is able to craft a Power Crystal. Again, the base material is nyneril, and the creation process is similar to that of the Dark Wand. The raw components for the Power Crystal cost 2500 Crowns and 2500 XP. The Knowledge (Alchemy) and Concentration check have a DC of 25, and the Sorcerer can infuse in the Crystal a number of Tiers equal to his Class Level +5. Crafting a Power Crystal requires a week of work. It’s not possible increase the capacity of a Crystal after its completion. For more details on the Power Crystals, see page 99 of The Darklands volume.
Right Hand Spells: at 1st Level, the Sorcerer can cast a number of Right Hand Spells of the First Tier equal to his Wisdom modifier +2. At 6th Level, the Sorcerer learns all the First Tier Right Hand Spells and a number of Right Hand Spells of the Second Tier equal to his Wisdom modifier +1. At 11th Level, the Sorcerer learns all the remaining Second Tier Spells and a number of Third Tier Spells equal to his Wisdom modifier -1 (minimum 1). Every Level thereafter, the Sorcerer learns another Third Tier Right Hand Spells. Read further for more details on the Right Hand Magic.
Stun: at 9th Level the Sorcerer is able to use his mental powers to perform the psychic action Stun. For more informations about the psychic combat, see page 151 (and following) in the Lone Wolf Roleplaying Game.
Willpower: the Sorcerer’s iron will and the powers granted to him by the Pacts are the source of a mental strength nearly supernatural. In game terms, every Sorcerer has another Ability, called Willpower. At 1st Level its score is equal to the Wisdom score, and it grows up at every Level by the Sorcerer’s Wisdom modifier +1 (minimum 1). The Willpower is very useful, and with it (and the proper training )the Sorcerer can engage a foe in a Psychic Combat. The Sorcerer regains the Willpower points every 24 hours by a number equal to his Charisma score. When the Sorcerer’s current Willpower drops to 0, he cannot cast any Right Hand Spell.
Ex Right Hand Sorcerer
It’s impossible to leave the way started with the First Pact. Anyone who try it, die in terrible, gruesome ways.
Multiclassing in Right Hand Sorcerer
Few are those folly enough to become a Right Hand Sorcerer. Probably, only the Dark Cultist or the Cener Druids could learn to use the power of the Right Hand.
Right Hand Magic and Spells
The Right Hand magic is the essence of the Plane of the Darkness, channelled with the right tools, namely the gestures and words that make possible the Sorcerer’s Spells.Some objects can channel the raw energy of the Plane of Darkness, and the most famous specimens are the Doomstones. The reason why all the Sorcerer must perform the Pacts is that the quantity of energy of the Darkness present in the human body is too little to cast Right Hand spells, and so the Sorcerer must improve their magical reserves. The damage to the body is largely worth of the power derived from the dark magic. The true creatures of Darkness, as the Nadziranim and the Darklords or the beast born with the power of the Pits of Helgedad cannot be harmed in the same way of the humans by the magic of the Right Hand, so they can acquire Levels in this Class without penalties.
Every day, the Sorcerer can cast Right Hand Spells of the First Tier at will. The sum of the Intelligence and Wisdom modifiers is the maximum number of Second Tier Spells that a Sorcerer can cast in a single day. Finally, a Sorcerer can cast every day a number of Third Tier Spells equal to half the sum of the Intelligence and Wisdom modifiers.
When a Sorcerer cast a Right Hand Spell, he must make an Occult check with a DC of 15 + 5 x Tier of the Spell. A natural 1 on this check is an automatic failure, while a natural 20 is an automatic success, and permits to cast the Spell with no starting costs.
Every Right Hand Spell has a percentage of Corruption equal to 5 x Tier of the Spell.
Casting a Right Hand Spells requires a standard action, if the spell’s description doesn’t say something different.
A Sorcerer at 0 Willpower cannot cast any Right Hand Spell. All Right Hand Spells have a Willpower cost equal to half (round up) the Endurance cost.
A Sorcerer cannot go to negative Endurance while casting a Right Hand Spell. If it happens, the spell is lost and the Sorcerer becomes unconscious but stable.
When a Right Hand Spell concede a Save, the DC is equal to 10 + the Tier of the Spell cast + the Sorcerer’s Intelligence modifier + half the Sorcerer’s Class Levels.
Optional Rule on the Corruption score: if the victim of a Right Hand Spell has some Corruption Points and is allied with the Light or the Balance, she suffers a penalty of -1 for every 2 Corruptions Points she has. This penalty affects every Save made to resist the effects of the Right Hand Spells.
Right Hand Spells of the First Tier
Baleful Rage (3 Endurance)
If the target of this Spell fails a Will Save is dominated by a terrible bloodlust, and she will attack any possible foe. This Spell lasts for the Sorcerer’s Class Levels +1 rounds. When this Spell is active, the target has a bonus on her Strength, Dexterity and Constitution scores of 4. If the target has no visible foes at range when this Spell is cast, she will attack the nearest ally. The Kai Lords with the Second Tier of Mindshield have a bonus of +3 on the Will Save against this Spell. When the duration ends, the target of Baleful Rage could die for the Constitution shift.
Black Fire (2 Endurance per attack)
This Spell is very similar to the First Tier of the Brotherhood Spell Lightning Hand, but has a range of 60 feet. The Black Fire can be cast multiple times as a full magical attack if the Sorcerer’s Base Magical Combat Skill allows two or more magical attacks in a round. Every attack costs 2 Endurance. At will, the Sorcerer can decide to generate attacks visually identical to the Lightning hand or rays of black energy with blue sparks. Every attack deals to the target the Sorcerer’s Base Magical Damage.
Black Tentacles (5 Endurance)
A powerful and direct Spell, with it the Sorcerer can materialize a web made of tentacles of black energy, filled by small, purple electrical discharges. The target must be within 60 feet from the caster, and can escape from them making a Reflex Save. Those who fail the Save are entangled for 5 rounds, and during this time the victims suffers half the Sorcerer’s Base Magical Damage, without escape. Any damage reduction or electricity resistance protect the target by all the damage, but the victim is still entangled.
Break the Will (3 Endurance per 1 point penalty to the Will Saves)
The Right Hand Sorcerer use this Spell to weaken the defences of their victims. The target of this Spell is not allowed to make a Save against it, with the exception of the Kai Lords with the Tier II of Mindshield. The target of this spell must be within 60 feet from the Sorcerer. Break the Will lasts the Sorcerer’s Class Levels +1 rounds. The penalty to the Will Save cannot be higher than 5.