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Kishar: Mechanics

Started by Matt Larkin (author), July 30, 2006, 06:00:49 PM

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Matt Larkin (author)

I'm creating this thread to spell out the unique mechanics of the Kishar Campaign Setting, since there are enough I don't want to clog up the setting thread.

The world is a harsh place.  Many that travel it are forced to live, and die, by the sword.  Always, they must face the fact that, no matter how good they become, their next breath can be lost in a moment of bad luck, bad circumstance, or a run-in with someone who is simply better.  In order to cope with the harsh realities of the world, many spend years training in their favored fighting style.  They perfect their art, constantly searching for a way to improve.

LANGUAGES AND LITERACY
Characters are not automatically literate.  To gain literacy, they must take ranks in Speak Language.  There is no Common language on Kishar.  Each race has its own language, except humans, where each culture has its own language.
COMMANDER AURAS AND MILITARY RANK
These rules, presented in Heroes of Battle, may be appropriate for campaigns in which characters are part of a military.
ACTION POINTS
As presented in d20 Modern, each character would gain 5 + half character level action points each level.  An action point can be spent to add 1d6 to a d20 roll.
DEFENSE
As presented in d20 Modern, this adds to AC based on class.
REPUTATION
As presented in d20 Modern, this is the chance you are recognized.
OPTIONAL: FLAVORFUL DESCRIPTION
A DM can elect to add circumstance bonuses to attack rolls that are well described or exotic stunts.  A +1 circumstance bonus to anything better than â,¬Å"I hit it with my weapon,â,¬Â a +2 bonus for creative calls that, and a +4 bonus for truly amazing ideas.

[spoiler=TAINT]The Kishar Campaign Setting presents new rules for Taint â,¬' corruption that overwhelms your soul.  The main ways to gain taint are through necromancy, magical disasters, and making pacts with demons.  Long-term contact with tainted objects can also impose taint.  Some kinds of taint gain offer a Will save to negate the taint (DC based on circumstance).
As your taint increases, more of your soul is lost to darkness.  You become a vile monster capable of great wickedness.  In addition to destroying your soul, Taint applies as a circumstance penalty on Gather Information and Handle Animal checks.
Every three points of Taint increases your degree.  The effects are cumulative.

First Degree
You exhibit greater cruelty and a predisposition towards violence.  You are less likely to empathize with others.  You find it hard to control your emotions, becoming given to extremes (this is muted if you possess a Circle of Power).

Second Degree
You have lost some significant part of yourself and sink into greater depths of depravity.  You start to take pleasure in the suffering of others, if only because it mutes your own.

Third Degree
Your level of aggression increases.  You see every new being as a potential threat and react with distrust.  You are willing to go to lengths to make others suffer.  You cannot easily suppress murderous urges.  You must make a coup de grace whenever possible, though if the target is an ally you receive a Will save to resist (DC 15 + your taint score).

Fourth Degree
You have begun to actually transform into a demon.  You take pleasure in vile acts, and others are unnerved by your presence, imposing a -4 circumstance penalty on Charisma-based ability and skill checks.  You gain a demon trait of the DMâ,¬,,¢s choice: Darkvision (60â,¬,,¢), Energy Resistance (one type), Claws, Fangs, or Horns, damage reduction 5/magic.

Fifth Degree
You have come to hate all living things and revel in destruction.  You gain an additional demon trait.

Sixth Degree
You have become a lesser demon.  The DM may decide your character is no longer playable.[/spoiler]

[spoiler=Classes]
Because of the need to remove supernatural abilities from normal characters, the Kishar setting uses the basic classes of d20 Modern, with alterations to skill and bonus feat lists for a D&D setting.  Each class has 10 levels.  Characters can freely multiclass.  Advanced Classes are presented later.

THE STRONG HERO
Class Skills: Climb, Craft, Handle Animal, Jump, Knowledge (local), Profession, and Swim.
Bonus Feats: Animal Affinity, Athletic, Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Great Cleave, Improved Critical, Improved Sunder, Improved Unarmed Strike, Mounted Combat, Power Attack, Weapon Focus.

THE FAST HERO
Class Skills: Balance, Craft, Escape Artist, Hide, Knowledge (local), Move Silently, Profession, Ride, Sleight of Hand, and Tumble.
Bonus Feats: Agile, Acrobatic, Combat Expertise, Dodge, Improved Disarm, Improved Feint, Improved Initiative, Improved Trip, Lightning Reflexes, Mobility, Nimble Fingers, Point Blank Shot, Quick Draw, Spring Attack, Stealthy, Weapon Finesse.

THE TOUGH HERO
Class Skills: Climb, Concentration, Craft, Intimidate, Knowledge (local), Profession, Ride, Spot, and Survival.
Bonus Feats: Alertness, Athletic, Endurance, Great Fortitude, Improved Bull Rush, Improved Feint, Improved Unarmed Strike, Power Attack, Toughness, Weapon Focus.

THE SMART HERO
Class Skills: Craft, Decipher Script, Disable Device, Forgery, Gather Information, Knowledge (architecture, dungeoneering, geography, history, local, nature, nobility, religion), Profession, Research, Search, and Speak Language.
Bonus Feats: Combat Expertise, Diligent, Improved Disarm, Improved Trip, Iron Will, Lightning Reflexes, Weapon Focus.

THE DEDICATED HERO
Class Skills: Craft, Gather Information, Heal, Knowledge (architecture, geography, history, local, nature, nobility, religion), Listen, Profession, Sense Motive, Spot, Survival.
Bonus Feats: Alertness, Blind-Fight, Deceitful, Far Shot, Investigator, Iron Will, Point Blank Shot, Track, Weapon Focus.

THE CHARISMATIC HERO
Class Skills: Bluff, Craft, Diplomacy, Disguise, Gather Information, Handle Animal, Intimidate, Knowledge (geography, history, local, nobility), Perform, Profession, and Speak Language.
Bonus Feats: Combat Expertise, Deceitful, Dodge, Investigator, Iron Will, Lightning Reflexes, Negotiator, Persuasive, Point Blank Shot.

OPTIONAL: BUY THE NUMBERS
Spencer Cooley designed a class-less, level-less system called Buy the Numbers.  This allows you to buy your characterâ,¬,,¢s abilities using experience points.  While the advanced aspects of the system (spellcasting, supernatural special abilities, etc.) do not fit, the basics presented in Chapter One work well.
[/spoiler]

[spoiler=Occupations]
Each character can begin with one occupation that represents his training before the game begins.  He can gain other jobs later, but gains the benefit for occupation only for the first one.  His occupation grants 3 additional class skills (chosen from the occupationâ,¬,,¢s list of skills), as well as other benefits.  If you already had the skill as a class skill, you instead gain a +1 competence bonus on it.
[table=Occupations]
[tr][th]Occuptation[/th][th]Skills[/th][th]Special[/th][/tr]
[tr][td]Adventurer[/td][td]Balance, Climb, Jump, Knowledge (dungeoneering), Search, Swim, Use Rope[/td][td]Additional class skill[/td][/tr]
[tr][td]Aristocrat[/td][td]Bluff, Diplomacy, Knowledge (nobility), Sense Motive, Speak Language[/td][td]Reputation +2, +200gp[/td][/tr]
[tr][td]Creative[/td][td]Bluff, Craft, Forgery, Perform, Search, Spot[/td][td]Skill Focus (Craft or Perform)[/td][/tr]
[tr][td]Criminal[/td][td]Bluff, Disable Device, Hide, Intimidate, Knowledge (local), Move Silently, Sleight of Hand[/td][td]Additional class skill[/td][/tr]
[tr][td]Druid[/td][td]Diplomacy, Knowledge (history, lore, nature, or nobility)[/td][td]Reputation +1[/td][/tr]
[tr][td]Merchant[/td][td]Appraise, Craft, Diplomacy, Knowledge (local), Profession[/td][td]+100gp[/td][/tr]
[tr][td]Monk[/td][td]Balance, Concentration, Jump, Knowledge (history or religion), Tumble[/td][td]Improved Unarmed Strike[/td][/tr]
[tr][td]Primitive[/td][td]Climb, Handle Animal, Hide, Listen, Move Silently, Spot[/td][td]Toughness[/td][/tr]
[tr][td]Professional[/td][td]Appraise, Diplomacy, Heal, Knowledge (local), Listen, Profession, Sense Motive[/td][td]Reputation +1, +100gp[/td][/tr]
[tr][td]Religious[/td][td]Concentration, Decipher Script, Knowledge (history or religions), Research[/td][td]Reputation +1, +100gp[/td][/tr]
[tr][td]Rural[/td][td]Handle Animal, Hide, Knowledge (nature), Move Silently, Spot, Profession, Ride, Survival
[/td][td]Skill Focus [/td][/tr]
[tr][td]Sailor[/td][td]Balance, Knowledge (geography), Profession, Speak Language, Use Rope[/td][td]Additional class skill[/td][/tr]
[tr][td]Scholar[/td][td]Decipher Script, Knowledge (architecture, geography, history, or lore), Research[/td][td]+100gp[/td][/tr]
[tr][td]Soldier[/td][td]Climb, Handle Animal, Intimidate, Ride[/td][td]Bonus weapon group[/td][/tr]
[/table]
[/spoiler]

[spoiler=Skills]
Some minor changes should be made to skills.  Remove Use Magic Device, as it would have very little role in such a setting.
A character must have DM permission to take ranks in Knowledge (arcana) or Knowledge (planes).  Such permission should only be granted to those that have extensively researched the subjects in ancient forbidden tomes, and should only be granted on per-rank basis.  Such knowledge is very hard to come by on Kishar.  A few new skills are added.

AUGURY
(Int)
Augury is used to read runes, bones, the stars, or other mystic conduits to divine information about the past, present, or future.  It is, at best, a delicate art that many doubt is real, while less developed societies rely heavily on individuals trained in such arts.  Indeed, predictions are always questionable.
Check: The DM determines the DC of the check.  Generally, the DC achieved is the percent chance that accurate information may be gained.
Action: Divining generally requires several minutes of concentration.
Special: A character with magical ability can use his mana to fuel his divinations if he has the Divination feat (see The Ways of Magic).  Generally only mystic characters become diviners; certainly only mystic characters are any good at it.

KNOWLEDGE (LORE)
(Wis)
This skill represents your knowledge of folklore and legends.  It can provide information on monsters, notable heroes, and other subjects not covered by other knowledge skills.
It can be used to identify permanent magical items, as well.  The DM sets the DC based on how famous the item is, how likely you are to be familiar with its legend (based on its region), and how distinguishable the item is.  The DC is a minimum of 20.  You must study and experiment with the item to use the skill in this way.  If you fail, you can still use Research.  If you roll a natural 1, you misidentify the item.
Synergy: If you have 5+ ranks in Knowledge (history) you receive a +2 bonus Knowledge (lore) checks.

RESEARCH
(Int)
Use this skill to search a library for information.  Scribes can also use the skill to maintain clear records.  The DC depends on how obscure the topic is: common (DC 10), typical (DC 15), unusual (DC 20), or exotic (DC 25).  Extremely difficult questions may have DCs of 30 or higher.  Spellcasters can also research in an arcane library to learn new spells.

SORCERY
(Int)
Sorcery is a new skill used to govern the casting of sorcery spells.  Only a character with a sorcery talent can use it (see The Ways of Magic).
Check: The DC for a sorcery check is equal to 10 + (2 * the mana cost the spell).
Action: Standard
Special: You add your Magic Rating to Sorcery checks.
Failure: If you fail a check to cast a sorcery spell or roll a natural 1 on such a check, you suffer a disaster (as detailed in The Ways of Magic).

SPEAK LANGUAGE
(None)
Each rank grants an additional language.  You can also select literacy which grants the ability to read and write all languages you know.
You may select â,¬Å"battle signalsâ,¬Â as a language (as presented in Heroes of Battle).  These are hand signals that allow you to communicate or interpret simple field commands, for silent communication.
Check: None.  You either speak the language or you donâ,¬,,¢t.
Special: You are not automatically literate.

SPELLCRAFT
(Int)
In addition to identifying ritual spells (which has a DC equal to their casting DC), spellcasters use Spellcraft to cast ritual spells (DC based on individual spell).
Action: No action to identify a spell.  A ritual takes many consecutive full round actions to cast.
Special: You add your Magic Rating to Spellcraft checks.
Failure: If you fail a check to cast a ritual or roll a natural 1 on such a check, you suffer a disaster (as detailed in The Ways of Magic); some rituals have additional penalties.
[/spoiler]

[spoiler=Feats]
Characters receive a feat every even level instead of every 3 levels.  
I turned several class features into feats, much like was done in UA generics.  I might list details later.
The Kishar Campaign Setting uses Weapon Group feats (from Unearthed Arcana).
[/spoiler]
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
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Matt Larkin (author)

The Ways of Magic

I am almost hesitant to record my tale, for I fear it may be too much for those that may stumble across this grimoire.  Yet, I know some may seek answers, too, so I record it, that they may find them, and know when to turn back.  My name is Kyros.  Born in the land of Ersony, long-since absorbed in the Eliscian Empire, I lived a life of moderate luxury for a time.
I developed an interest in the arcane arts, wanting to understand the ways of magic.  The Empire forbade the study or practice of magic.  I suppose this decree might have been what first sparked my curiosity.  To be told what we cannot have â,¬' it makes us want it all the more.
I began a secret study of the dark arts.  It was not that I wanted to learn to use magic; I merely wanted to understand it.  I suppose, in retrospect, even those that use it, donâ,¬,,¢t truly understand it.  In my long life, I have traveled to the far corners of Kishar, learning of the ways of magic of many cultures.  I have delved ancient tombs to seek out forbidden tomes.  I have consulted druids, wizards, shamans, and experts on the supernatural.  To truly understand, I even practiced some minor spells myself.  I thought I could just try it, just skim the surface of such powers.  I found pulling out more difficult than I expected.
If there is one thing I have learned from all this, it is that to understand a thing is to be affected by it.  You cannot dive into the depths without getting wet.  If you dare read on, I will tell you what my journeys have taught me.

I think that man was never really meant to possess the powers of magic.  It is the realm of fey and cosmic beings.  Perhaps I will speak of these beings in greater detail later, but I think I must first introduce them, in order for you to understand what sorts of beings are meant to have such powers.
The cosmic beings are immortal, unknowable entities that can bend the universe to their will.  It is to them that magic is freely given, and no others can approach their powers in it.  We call such beings angels, demons, gods, djinn, archons, and proteans.  Perhaps there are other names, other types.  But what matters is that they are from somewhere else.  Some existence far beyond our own.  Perhaps they are the first inhabitants of our world, perhaps they merely stumbled upon it.  They are ancient beyond reckoning, and any encounter with these beings changes a man.
Then, there are the fey.  Though they have not the magical power of demons, still, magic comes naturally to them, and they have far more control than any man could hope to.  They, too, are immortal beings, though less ancient and alien.  Once they lived throughout Kishar.  Their day was glorious.  But in time, it fleeted, and now they are nearly gone.  Some say they have retreated to another world, some that they are dying and have fled to the deepest wilds, while some claim the fey are merely myth.  According to most tales, it was the fey that first taught men the arts of magic.
And now, some few humans have the power.  It takes natural talent, and years of study to harness that power, and the price for it is high.


Magic is rare in any form.  Only a handful of individuals in the entire world can tap its power, and they are almost universally hated and feared by the rest of the world.  Many governments, the Eliscian Empire among them, will hunt down and kill any suspected magic-user.  A few cultures have social positions where it is accepted that one can practice a limited form of magic, though such people are still feared by the common people.  In most other cases, sorcerers study in secret, trying hard to hide their craft.

This system completely replaces the standard D&D magic system.  Characters no longer have caster levels, nor spell lists determined by class.

[spoiler=MANA]
Some say that power to control magic comes from within, from the very lifeforce that sustains us.  The ichor, numia, mana, ka, chi, ki, prana, seidâ,¬Â¦it has many names, but each speaks of a spiritual energy, a strength of soul that can be harness to allow us to perform magnificent feats.

Mana â,¬' one of many names for such energy â,¬' is the spiritual energy possessed by a living being.  It is harnessed in order to perform magical feats.  It represents the amount of energy that can be channeled at one time, not a static daily limit.  

Aging
I write this grimoire in the Eliscian year 1404, which makes this the 101st year of my life.  I have seen much in my lifetime.  The powers of the magic I merely dabbled in have infused and empowered me, extended my life long beyond what is natural for humanity.  Sometimes, I think, perhaps, I have lived too long.

Mana slows the aging process.  Your aging is slowed by 10% per point of Mana you have (if you have the Mystic Blood feat).  For example, with 10 Mana, you age at half the rate of a normal person.

Magic in the Blood
While all fey and demons possess the powers of magic, very few humans ever seem capable.  It seems that there must be some natural talent that allows men to be capable of magic.  Channeling spiritual energy requires years of training, but there seems to be something else.  Something in the blood.  Without it, no matter how much training one has, one cannot ever seem to create the desired effects, or control the forces of the universe.  Perhaps there is some ancient curse or blessing in the blood of some men that makes them capable of channeling their energy.  I think only one in many thousands is born with this, and few of them ever learn of it.  Such people are sometimes called Mystics.

In order to use magic of any kind, a character must take the Mystic Blood feat.  All fey begin with this feat for free.  Some races are not capable of ever gaining the feat.  Note that gaining this feat does not mean that you have developed the gift; you either have the gift in your blood or you donâ,¬,,¢t, though you may not be aware of it.  Gaining the feat merely allows you to take advantage of it.  PCs may take the feat with DM permission.

MYSTIC BLOOD [MAGIC]
You have the gift or curse of magic running through your blood.
Prerequisite: Human or another race that is not prohibited from using magic.
Benefit: You can use mana to perform magic.  Your base Mana is equal to your Charisma bonus.  
Normal: You cannot use magic.
Special: Fey begin with this feat for free.  If your Charisma changes, your mana changes accordingly.

Overcasting
I have heard of sorcerers, in desperate times, actually channeling so much of their energy they rendered themselves unconscious or even paid the price of their lives.  One must know oneâ,¬,,¢s limits.  Sometimes, one must exceed them.

Sometimes a caster needs to channel more energy than he would normally be capable of.  When desperate, such a caster can overexert himself for the casting of a single spell, but the process is dangerous.
You can increase your mana total for purposes of a single spell by 1 point by taking 2d8 damage.  You can use this increase as many times as desired.  You can break your force limit by 1 point by taking 2d8 damage (you do this only once per spell).[/spoiler]

[spoiler=THE PRICE OF POWER]
In my search for answers I came to the Celtic Isles.  There, I studied amongst the druids, and eventually sought out the hermit Lailoken.  One of the greatest mortal sorcerers in the world â,¬' perhaps the greatest.  He was not like other men.  He had lived ages and his power was immense.  But he lived alone.  He had almost no human connections.  When I reached out to him, it was like he saw something he had lost long ago.  I think that is perhaps why he agreed to let me stay with him, to learn from him.
It is no secret that spellcasters vary in power.  I would say that there are no weak sorcerers â,¬' for all magic should rightly be feared.  Some mages have spent so much time casting that they have become truly adept at it.  Yet the price they pay is high: their very humanity.  It has been my direct observation that as magical power increases, humanity decreases in direction proportion.  This rule seems to be invariable â,¬' no human caster is immune.  While they fey seem to suffer little from the art, the practice of magic costs mankind that which is most precious.  As his power grows, a mageâ,¬,,¢s ability to feel fades; love, passion, even hate starts to fade, leaving only a cold, calculating manipulator, out-of-touch with the rest of the world.
Lailoken could barely even remember ever having loved.  He was busy with his schemes.  In a sense, I guess he cared about something, but it wasnâ,¬,,¢t what most people cared about.  I sat in his back room as another sorcerer came to him.  A man named Derfel came seeking answers.  Derfel had not delved so deep into the art, and he was still driven by passion.  I watched as Lailoken made him a strange bargain, offering to teach him dark rituals if Derfel did a service for him and then returned in a hundred years.  That was when I first began to realize the scale a man like Lailoken must be thinking on.  Somehow, the more of his humanity he had lost, the longer he lived, and the more calculating he became.  Part of me wondered, with no passions, why would he care enough to scheme?
I left Lailoken with his schemes, alone in Clas Myrddyn, his secluded dwelling.  If he has ever known love, I think he will not know it again.  But Lailoken is not alone in those I have seen pay the price.  Every sorcerer I have encountered or even heard of has lost something of himself along the way.  Some part of himself washed away by the tides of magic.  Even I, in my mere dabbling, have found I care a little less about things than I had.  And, clearly, my life has been extended by the use of mana in my blood.


As a spellcasterâ,¬,,¢s power increases, he gains higher ranking Circles of Power.  The circles each carry increasingly greater bonuses to certain skills, but (for humanoids) an increasingly higher cost to the casterâ,¬,,¢s passions.  

(insert table when I figure out how to do that)

Sorcery/Spellcraft: You receive listed bonus as a competence bonus on these checks.
Knowledge/Augury: You receive the listed bonus as an insight bonus to Knowledge checks and Augury checks.
Save DC: The save DC for spells you cast increases by the listed bonus.
Skill Penalty: You receive the listed penalty to Diplomacy, Gather Information, and Sense Motive checks.

First Circle
You have slightly lost touch with your emotions, becoming distant.  You are slower to love or hate than a normal person.  Others find you hard to approach or relate to.

Second Circle
You have become cold, finding it difficult to connect with others.  Yet you find you care less about those connections, about human company, about romance, or the â,¬Å"pettyâ,¬Â things must people worry about.

Third Circle
All morale bonuses and penalties that affect you are reduced to half, rounded down (which can reduce it zero).
You have strange dreams showing distant times and places, but they are difficult to interpret.  They reveal things beyond what men were meant to know.  You can use these dreams as the source for Augury checks about the future.
You now feel very little, even strong emotions are almost totally muted.  You can no longer even understand the emotions.  Other people find you unnerving and may fear you.  You now prefer to avoid the company of normal people except when necessary, probably living alone in a secluded area.  You know you are better than other people.

Fourth Circle
You now sometimes have your strange dreams even when not totally asleep, revealing visions of the future or past.  However, this constant insight is distracting.  This may cause you to occasionally mutter, which further unnerves others.  Furthermore, you suffer a -1 penalty on Initiative checks.
When you aid another you grant only +1.
You can no longer feel love, hate, lust, or true passion at all, nor understand them in others.  Your only care is your obsession with power and your schemes.  You vastly prefer solitude, probably going to great lengths to get away from others unless you have a use for them.  Your pride grows even greater and you see all others as lesser beings.  

Fifth Circle
You are not affected by morale effects.
Your dreams and visions become more clear, if sometimes more disturbing.  
You no longer feel anything at all, you donâ,¬,,¢t even remember ever having felt anything.  You know nothing of compassion.  You care nothing for primitive notions of justice or morality.  Your world is the world of cold, absolute logic and megalomania.  In your pride, you see all others as inconsequential.

Sixth Circle
Some say there is a sixth circle of power.  If it exists and how one can reach it is unknown.  According to the theory, one that reaches this level of power will have completely left behind his humanity.[/spoiler]

SPELLCASTING REQUIREMENTS
A caster must be able to speak to cast spells, for he must utter arcane phrases.  Many rituals also require the caster to draw symbols, have reagents, or make arcane gestures.
Casting a spell requires concentration.  If a ritual is interrupted the check automatically fails; the DM decides whether it was far enough along to cause a disaster.
Using sorcery in combat provokes an attack of opportunity.  If this attack deals damage, the caster must make a Concentration check (DC 10 + mana cost of the spell + damage dealt) or lose the spell.  A caster can cast defensively (DC 15 + mana cost of the spell) to avoid the attack of opportunity; if this check fails, he gains no opportunity to cast.
You can attempt to cast a spell while grappling by making a Concentration check (DC equals casting DC).  If you fail you suffer a disaster.

RITUAL MAGIC
In my travels I have learned of four general forms of magic.  Though all magic is rare, the most common form is ritual magic, in which a caster must use a detailed formula to create a specific spell-effect.  This is the most basic and most powerful form of magic.  Ritualism is common among animistic societies such as druids and shugenja.

There are many theories as to how exactly spellcasting works.  Certainly, to control it one needs a strong will and a strong soul.  But there is something more than that.  Something outside the self that causes the universe the react to the arcane words incanted to begin every spell.  Animistic societies tend to attribute the effects of magic to spirits answering their prayers.  The druids claim the gods and fey hear the words and know what is desired.  From Lailoken, however, I heard another tale, a tale I believe is shared by many ascetic scholars and hermit mages.  He said that the universe fluctuates on a specific frequency, like sound.  When we speak an arcane incantation, this creates a vibration on exactly the right frequency to create a specific kind of disturbance in the universe.  This disturbance we harness through will, made possible by the mana.
I do not know for certain that this is truth.  But it almost seems to me too complex an idea to simply have been invented by his imagination.  Perhaps he knows more about the way the universe works than I could ever begin to fathom.  Regardless, I can say that those that do not speak the words exactly right produce no effect.  Those without the blood that allows them to harness mana generally also produce no effect, or, if they do, they cannot control it and it proves disastrous.


[spoiler=Ritual Magic]Ritual magic is the most common form of magic practiced.  It is slow and complex, but offers the greatest potential for effect.  Rituals are recorded in complex formulas in a spellbook.  The typically take between 10 minutes and 12 hours to cast.

In order to cast a ritual, the lead caster must decipher the formula from the book.  Doing so requires a Decipher Script check, with a DC determined by the formula (usually ranging from 20 to 50).  Once the ritual is deciphered, you have learned it, and can then cast it at any time.  You must still have the book (or other source in front of you), unless you have memorized the ritual (which is usually very difficult).
To cast the spell, you must make one or more Spellcraft checks, with a DC determined by the ritual.  If there are multiple casters present (who are familiar with the ritual), they can aid your casting by making their own Spellcraft checks against DC 15.  If they succeed, you receive a +2 bonus to your check.  Most rituals can be augmented by increasing the DC.
Each ritual will also have a Mana Cost.  This is the amount of mana you must invest into the spell for it to take effect.  The mana you invest is lost as long the spell duration lasts (unless the spell duration is instantaneous or permanent).  Mana cost is often variable based on what you are trying to do with the spell.

Gaining Rituals
Most rituals are generally uncovered in ancient tomes, found in spellbooks, or taught by other casters.  You can learn them by making a Decipher Script check, as noted above.
It is also possible to design your own ritual, however, this process is long and difficult, and must be overseen by the DM.
A DM may choose to allow a character that begins as a sorcerer to begin with one or more rituals in his spellbook.
In a proper library stocked with forbidden arcane tomes, you can research a ritual using the Research skill.  The DC is set by the DM, generally ranging from 20 to 40.  A formula found this way must still be deciphered.[/spoiler]

[spoiler=SAMPLE RITUAL SPELLS]
Brew Healing Potion
Decipher Script DC: 25
Spellcraft DC: 20 plus one Craft (alchemy) check DC 25
Mana Cost: 3
Casting Time: 8 hours
Location: Alchemists lab
Components: Herbs and reagents (Knowledge (nature) DC 25 to find in ideal circumstances, requiring 1 day of searching; typical cost 200gp).
Target: One living creature of up to medium size.
This spell imbues a potion with healing energy.  When drunk, the potion converts 1d8 lethal damage to non-lethal damage.
Augment:
3 mana and +3 DC (both checks) per additional 1d8 damage to convert.
1 mana and +2 DC (both checks) per damage to immediately heal.

Mist
Decipher Script DC: 20
Spellcraft DC: 20
Mana Cost: 3
Casting Time: 10 minutes
Area: 20-foot radius
Duration: 10 minutes or until dispersed
This spell summons a billowing cloud of mist that obscures vision beyond 5-feet, providing concealment (20% miss chance) to those within 5-feet and total concealment (50% miss chance) beyond 5-feet.
A moderate wind (11+ mph) disperses the mist in 4 rounds (+2 rounds per additional mana spent on the area).  A strong wind (21+ mph) disperses the mist in 1 round (+1 round per additional mana spent on the area).  Otherwise, the mist fades gradually once the duration expires.
Does not function underwater.
Augment:
1 mana per +5 foot radius
3 mana per +100 foot radius
7 mana per +1000 foot radius
10 mana per +1 mile radius
1 mana per additional 10 minute duration
3 mana per additional hour duration

Regenerate
Decipher Script DC: 40
Spellcraft DC: 40 (3 checks), plus one Heal check DC 20
Mana Cost: 10
Casting Time: 10 hours
Location: Sacred circle
Components: Blood of an immortal
Target: One living creature of up to medium size.
This spell causes the subject to regenerate, re-growing lost limbs, or heads (if multi-headed).  Broken bones mend and damaged organs are restored.  The process is long and painful, and the target suffers 10d6 non-lethal damage.  Lethal damage on the subject is reduced by 50%.  It has no effect on non-living creatures.
Augment:
1 mana per size category larger than medium
1 mana per die of non-lethal damage to negate
1 mana per additional 10% of lethal damage to heal
1 mana per point of physical ability damage to restore
2 mana per point of physical ability drain to restore

Restore
Decipher Script DC: 25
Spellcraft DC: 25 (3 checks), plus one Heal check DC 15
Mana Cost: 5
Casting Time: 1 hour
Location: Any secluded
Components: Fresh spring water or special herbs (Alchemy DC 20)
Target: One living creature of up to medium size.
This spell heals 3d8 damage on the target and converts remaining lethal damage to non-lethal damage, to a maximum of 2 per hit die of the creature.
Augment:
1 mana per size category larger than medium
1 mana per additional 2 damage to convert
2 mana per additional 1d8 to heal
3 mana per point of physical ability damage to restore

Summon Cosmic Being
Decipher Script DC: 22
Spellcraft DC: 22 (3 checks), plus one Knowledge (planes) check DC 20
Mana Cost: 5
Casting Time: 1 hour
Location: Summoning circle
Components: Incense and reagents (Alchemy DC 20)
Target: One cosmic being.
This spell summons a lesser cosmic being.  The being is under no obligation to serve the caster, but may negotiate.
Augment:
1 mana and +3 to the DC of all checks to summon a specific category of cosmic being (example: lesser demon).
5 mana and +8 DC to summon a specific lesser cosmic being (must know its name).

Summon Familiar
Decipher Script DC: 20
Spellcraft DC: 20 (3 checks)
Mana Cost: 4
Casting Time: 3 hours
Components: Herbs and incense (Alchemy DC 20 to create)
Location: Any private sanctum
This spell summons a familiar to the caster.  A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by a sorcerer.  It is an animal native to the area that answers the call.  The nature of the master determines the type of familiar, but a DM may allow a player to choose his familiar.  It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type.  A familiarâ,¬,,¢s Intelligence improves to at least 5 (or its base whichever is higher) and increases by 1 per Magic Rating of its master, but not to more than that of its master.
The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiarâ,¬,,¢s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
The familiar may be chosen from the following list: bat, cat, hawk, lizard, owl, rat, raven, snake, toad, or weasel.
A caster with at least a 10 Magic Rating can communicate telepathically with his familiar while they are in visual range.
You may only have one familiar at a time.
Augment:
2 mana and +4 DC to choose familiar from following list: baboon, badger, camel, dog, donkey, eagle, light or heavy horse, hyena, manta ray, monkey, mule, octopus, pony, tiny viper snake, wolf
6 mana and +10 DC to choose familiar from following list: ape, black bear, boar, cheetah, crocodile, warhorse (light or heavy), leopard, monitor lizard, war pony, porpoise, shark (medium), constrictor snake, squid, wolverine
8 mana and +15 DC to choose familiar from following list: brown bear, polar bear, bison, giant crocodile, lion, rhinoceros, shark (large), tiger, orca
10 mana and +15 DC to choose from non-animal list (type does not change): imp, dragon (wyrmling), pseudodragon, shocker lizard[/spoiler]

SORCERY
After ritual magic, there is sorcery, the art of tapping the primal forces of creation to produce instant effects.  It is of sorcery that men commonly think when they imagine a wizard ruling the battlefield and calling down the wrath of the heavens.  Though, in fact, such casters are exceedingly rare, and few would reveal themselves as such unless desperate.

[spoiler=Sorcery]Sorcery allows a spellcaster that knows a few key arcane incantations to create a connection to the cosmos which he can manipulate using his will.  This means that sorcery spells are quick to cast and largely free-form, the caster shaping the spell to suit his individual needs.  The caster must have a specific talent for each aspect of the spell.  For example, to cast a spell involving fire, the caster must have talent with fire spells.

There are seven sorcery talents.  To gain a talent you select the appropriate feat.  For example, to use fire magic, you must have Fire Talent.  You can improve your level of power with a particular area by taking the talent feat more than once.  The level of power of a talent is called its force.  The highest force rating of a talent you can use is equal to 1/3 of your ECL (meaning you must be at least level 3 to use Sorcery).
Each talent can be shaped into free-form spells.  You can combine talents to create more complex spells.  The total force of the spell is derived from the force of all talents used.  Exactly what a combination of talents produces must be agreed upon by the player and DM, though suggestions are given for combining elemental talents.  Opposed elemental talents (air and earth, fire and water) cannot normally be directly combined, though you might combine them with an intermittent talent (air, water, and earth to create acid mist, for example).
You can also create multiple effects with the total force of the effect derived from all forces of the talent involved (for example, you could choose effects from mind, illusion, and necromancy and derive the total force from the force used for each; alternatively, you could choose several effects from mind and derive the total force that way).
You can copy the effects of a spell by paying the force cost more than once (for example, making two fireballs instead of one).  However, you must pay a cumulative additional 1 mana per copy (that is, 1 for the first copy, 2 more for the next, and so on).
In order to successfully cast a spell, you must make a Sorcery check against a DC equal to 10 + (2 * the mana cost).  You must also pay the Mana Cost of the spell.

Mana Cost
The mana cost of a spell is equal to the total force of all talents involved, plus modifiers to the cost from general augmentations.  Any mana invested in the spell is lost until the spell duration ends (unless the spell is permanent or instantaneous).

Saving Throws
The DC of a saving throw is equal to 10 + casters Int mod + modifiers from Circles of Power.  A damaging spell that requires an attack roll does not grant a saving throw (against the damage).  A spell that affects the targetâ,¬,,¢s body (other than damage) grants a Fort save.  A spell that affects the mind or soul grants a Will save.  A spell that deals damage and does not require an attack roll grants a Reflex save.

General Augmentations
Range: A spell with a range of touch requires a touch attack against an unwilling target.  If the spell is augmented to Close or longer, it either becomes a ray (if it deals damage) and thus requires a ranged touch attack, or it no longer requires a roll.  A range of line of sight functions as far as you can see.
Duration: A caster can reclaim his mana from any number of spells on his action, thereby ending the spell(s) as a free action.  A spell lasts only as long as the mana remains.  If the duration runs out, the mana immediately returns and the spell ends.  Any damaging effect has a duration of instantaneous (and cannot be augmented).
Area: Any damage-dealing spell upgraded to an area-effect no longer requires an attack roll but now grants a Reflex save for Ã,½ damage.  Non-damage-dealing spells grant saves based on their nature.  Line effects, cones, and bursts begin at the caster (so there is no reason to augment range).  Spreads (such as an exploding ball of fire) can have range.
Target: Any non-damage spell that specifically affects a creature (such as Mind spells) must be augmented to allow it to affect the appropriate creature types.  You can affect yourself with no augmentation.
Save DC: This can be augmented as noted on the table.
Mana Cost   Effect
RANGE
0   Self or Touch
1   Close (30â,¬,,¢)
2   Medium (100â,¬,,¢)
3   Long (400â,¬,,¢)
4   Extreme (1000â,¬,,¢)
5   Line of Sight
DURATION
0   Instantaneous or 1 round
1   1 minute
2   10 minutes
3   1 hour
4   1 day
5   10 days
AREA
0   Single target
1   30â,¬,,¢ line or 5â,¬,,¢ burst/spread or 15â,¬,,¢cone
2   60â,¬,,¢ line or 10â,¬,,¢ burst/spread or 30â,¬,,¢ cone
3   120â,¬,,¢ line or 20â,¬,,¢ burst/spread or 60â,¬,,¢ cone
4   240â,¬,,¢ line or 30â,¬,,¢ burst/spread or 120â,¬,,¢ cone
5   360â,¬,,¢ line or 40â,¬,,¢ burst/spread or 180â,¬,,¢ cone
TARGET
0   Self
1   animal, plant, humanoid, giant, vermin
2   fey, magical beast, dragon
3   aberration, construct, ooze, undead
4   elemental
5   cosmic being
SAVE DC
0   Base DC
1   +1
2   +2
3   +3
4   +4
5   +5

AIR TALENT
The talent of air allows a caster to control the wind and sky.  Those that specialize in it are often called aeromancers.  
You can create a sonic boom which deals 2d6 points of sonic damage per force rating.
You can create or suppress wind.   The wind can be affected by one category (DMG 95) per force rating.
You can control winds of up to one category per force rating.
Air can be combined with Fire to create lightning.  Lightning can deal up to 3d6 electricity damage per force rating.
Air can be combined with Water to create cold.  This can be used to cause damaging effects; you can cause up to 3d6 cold damage per force rating.  You can also use this ability to freeze water by using the appropriate force of the Water talent and adding 1 force from the Air talent.  You can also use the talent to shape ice or snow: up to one 5-foot square at force 1 (though you must use at least 1 force from each talent), and double this area for each force increase.

EARTH TALENT
The talent of earth allows the caster to control the ground, rock, stone, and metal.  Those that specialize in it are often called geomancers.
You can shape the earth in the affected area, creating doors, bridges, and the like.  The area affected is one 5-foot square at force 1.  This area doubles for each additional force rating.
You can alter the composition of earth or stone in an affected area.  You can change dirt to sand, mud, or stone.  The area affected is one 5-foot square at force 1.  This area doubles for each additional force rating.
You can create stone.  If you create stone in the air it falls on those below, causing damage.  Generally this also fills the area with dense rubble (DMG 90).  The area affected is a 5-foot radius burst at force 1.  This area doubles for each additional force rating.  If you create falling hail it deals 2d4 damage per force rating.  A single large stone deals damage based on the distance it fell.
You can create a magnetic pull.  The Strength of the pull (which determines its maximum drag) is 20 at force 1, and increases by 2 per force rating.
Earth can be combined with Fire to create lava, magma, or flaming rock.  Lava can be used to deal up to 2d6 fire damage per force rating.  In addition, it deals half this damage each round for 1d4 rounds.
Earth can be combined with Water to create acid.  Acid can be used to deal up to 2d4 points of acid damage per force rating.  In addition, it deals half this damage each round for 1d4 rounds.

FIRE TALENT
The talent of fire allows the caster to create or control fire.  Those that specialize in it are often called pyromancers.
You can create fire to damage a creature; it deals 3d6 fire damage per force rating.  The shape of the fire created depends on augmentation.
You can create heat in a creature or object; you can affect an object of up to tiny size; increase the size category by 1 per force rating beyond.  A creature or object in possession of a creature receives a Fort save to negate the effect.  The heat effect does not cause damage, but can cure hypothermia, heat food, warm water, and so forth.
You can boil water, affecting a number of gallons equal to the force rating^4.
You can increase or decrease the size of an existing flame by up to 50% at force 1.  Double the size affected for each additional force rating.
Air can be combined with Fire to create lightning.  Lightning can deal up to 3d6 electricity damage per force rating.
Earth can be combined with Fire to create lava, magma, or flaming rock.  Lava can be used to deal up to 2d6 fire damage per force rating.  In addition, it deals half this damage each round for 1d4 rounds.

WATER TALENT
The talent of water allows the caster to create or control water.  Those that specialize in it are often called hydromancers.
You can shape and control water or raise or lower the water level in the affected area.  You can affect up to 1 cubic foot of water at force 1.  Multiply the area by 10 for each additional force rating.
If you control water and use it to strike a creature it can deal up to 1d8 damage per force rating.
Air can be combined with Water to create cold.  This can be used to cause damaging effects; you can cause up to 3d6 cold damage per force rating.  You can also use this ability to freeze water by using the appropriate force of the Water talent and adding 1 force from the Air talent.  You can also use the talent to shape ice or snow: up to one 5-foot square at force 1 (though you must use at least 1 force from each talent), and double this area for each force increase.
Earth can be combined with Water to create acid.  Acid can be used to deal up to 2d4 points of acid damage per force rating.  In addition, it deals half this damage each round for 1d4 rounds.

VOID TALENT
The talent of void is the fifth element, the quintessence.  It is the aether, the cosmic force that is between all things.  Only those with knowledge of all four other elements can hope to gain knowledge of void.
Void can affect life and the shape of creatures and objects, time and space, motion, energy, gravity, and it can create force effects.  Its possibilities are nearly limitless, especially when combined with another talent.  The DM has final say on what is possible.
Void can be used to create force damage.  Force damage deals 1d4 damage per force rating of the spell.
Bonuses granted are based on void force rating.  At force 1, the bonuses are small, increasing exponentially as the force rating increases.
Bonuses to ability scores should generally be no more than 2 per force rating.  Bonuses to AC should generally be +2 per force rating.
Void can be used to accelerate healing in living creatures, granting fast healing at up to the rating.  Doing so does not require a target augmentation.  Any more complex form of healing requires a ritual spell.
Void can be used to counter or dispel a magical effect.  To counter a sorcery talent you must ready an action and then use the void talent at least the same force as the force of the sorcery spell in question.  If your Sorcery check meets or exceeds the check result of your target, their spell energy is siphoned off and the spell is countered.  You can dispel an ongoing effect as a standard action using the same method; your check result must be at least equal to the result of the Sorcery check of the original caster, and you must use Void at a force at least equal to the force of the effect.

MIND TALENT
The talent of mind allows a caster to affect the minds of living beings.  Those that specialize in it are often called enchanters.  Mind spells are negated with Will saves.
You can create a morale bonus or penalty on Will saves, attack rolls, damage rolls, or skill checks.  The bonus is equal to the force rating.  You can choose an additional category by spending an additional mana for each; this does not count towards the force rating.
You can also alter the targetâ,¬,,¢s state of mind.
Force 1: Implant a short thought or simple image into the targetâ,¬,,¢s mind.  Create minor condition such as dazed.
Force 2: Create or suppress emotion(s), including violence, fear, and the like.  Charm the target.
Force 3: Cloud the targetâ,¬,,¢s mind or create complete confusion.  Erase memories.  Drive target into a blind rage.
Force 4: Dominate the target to your will.  Create a contingent effect in the targetâ,¬,,¢s mind.
Force 5: Utterly break the target, including allowing you to force them to take self-destructive actions.

ILLUSION TALENT
The talent of illusion allows a caster to create phantom effects to fool living beings.  Those that specialize in it are often called illusionists.  An illusion spell is broken into several categories, and its force rating comes from selecting from all of them.
To create an illusion of larger than medium size, the size category of the illusion created must be paid for but does not count as part of the force rating.  An illusion of medium or smaller has no additional cost.  An illusion larger than medium costs 1 additional mana per category larger.  An illusion larger than colossal costs an additional mana for every time you double colossal size.
In the talentâ,¬,,¢s basic form, you can create minor tricks to amuse and entertain.  However, at higher forces, an illusion can seem very real.
You can also use illusion to mask the reality of an object or creature.  You cannot make something invisible, however.  You can scale up the veil using Realism.
Unlike other talents, it is possible to use Illusion at Force 0 (which means it can be used before ECL 3).  Such a use creates only a minor image that is clearly illusory.  Its only use is entertainment value.  It still has a minimum mana cost of 1.
Realism
Force 0: Clearly not real.  Shadowy outline with few details.  If used to mask something grants a 10% miss chance.
Force 1: Recognizable, but can be determined to be an illusion on careful examination.  If used to mask something grants a 20% miss chance.
Force 2: Appears completely real.  If used to mask something grants a 50% miss chance.

Complexity
Force 0: An inanimate object.
Force 1: An animate object.

Tangibility
Force 0: Visual only.
Force 1: Audio and olfactory.
Force 2: Thermal qualities.  Appears perfectly tangible unless touched.
[/spoiler]

[spoiler=SAMPLE SORCERY SPELLS]
Accelerate Healing
Void 4
Mana Cost: 6
Range: Touch (0 mana)
Duration: 1 minute (1 mana)
Area: Single (0 mana)
Target: One creature (1 mana)
Save: Will negates (harmless) (0 mana)
You grant the touched creature fast healing 4 for 1 minute.

Blur
Illusion 2 (Realism 1, Complexity 1, Tangibility 0)
Mana Cost: 3
Range: Self (0 mana)
Duration: 1 minute (1 mana)
Area: Single (0 mana)
Target: Self (0 mana)
Save: None (0 mana)
You create a veil of illusion over your image, obscuring it and granting a 20% miss chance.

Fireball
Fire 2
Mana Cost: 7
Range: Medium (2 mana)
Duration: Instantaneous (0 mana)
Area: 20â,¬,,¢ spread (3 mana)
Target: N/A (0 mana)
Save: Reflex Ã,½ (0 mana)
This spell creates an orb of fire that flies from your hand to a distance up to the maximum range and explodes dealing 6d6 damage.

Force Armor
Void 2
Mana Cost: 3
Range: Self (0 mana)
Duration: 1 minute (1 mana)
Area: Single (0 mana)
Target: Self (0 mana)
Save: Reflex Ã,½ (0 mana)
This spell protects you with a field of force, granting a +4 deflection bonus to AC.

Haste
Void 4
Mana Cost: 8
Range: N/A (0 mana)
Duration: 1 minute (1 mana)
Area: 10â,¬,,¢ burst (2 mana)
Target: humanoid (1 mana)
Save: Fort negates (harmless) (0 mana)
This spell grants an additional attack when making a full attack, as well as granting a +1 dodge bonus to AC, +1 bonus to attack rolls and Reflex saves, and increasing base speed by double or 30â,¬,,¢ (whichever is less).

Meteor Swarm
Fire 2
Mana Cost: 17 mana
Range: Close (1 mana)
Duration: Instantaneous (0 mana)
Area: 10â,¬,,¢ spread (2 mana)
Target: N/A (0 mana)
Save: Reflex Ã,½ per orb (0 mana)
This spell creates four orbs of fire that fly from your hand to a distance up to the maximum range and explode dealing 6d6 damage each.  Their areas can overlap.

Minor Trick
Illusion 0 (Realism 0, Complexity 0, Tangibility 0)
Mana Cost: 1
Range: Self (0 mana)
Duration: 1 minute (1 mana)
Area: Single (0 mana)
Target: None (0 mana)
Save: None (0 mana)
You create a clearly illusory object which floats in the air entertaining a crowd.  For example, you could create an illusory flower.

Obscure
Illusion 4 (Realism 2, Complexity 1, Tangibility 1)
Mana Cost: 5
Range: Self (0 mana)
Duration: 1 minute (1 mana)
Area: Single (0 mana)
Target: Self (0 mana)
Save: None (0 mana)
You create a veil of illusion over your image, obscuring it and your scent.  This causes attacks against you to have a 50% miss chance and to prevent you from being detected by scent 50% of the time.

Reflexes
Void 2
Mana Cost: 4
Range: Touch (0 mana)
Duration: 1 minute (1 mana)
Area: Single (0 mana)
Target: humanoid (1 mana)
Save: Will negates (0 mana)
You enhance the reflexes of the subject.  It receives a +4 enhancement bonus on Reflex saves.

Sonic Touch
Air 3
Mana Cost: 3
Range: Touch (0 mana)
Duration: Instantaneous (0 mana)
Area: Single (0 mana)
Target: N/A (0 mana)
Save: None (0 mana)
Your touch transfers a sonic boom that deals 9d6 sonic damage.

Stone Grasp
Earth 1, Void 3
Mana Cost: 6
Range: Close (1 mana)
Duration: 1 minute (1 mana)
Area: 1 5-foot square (0 mana)
Target: N/A (0 mana)
Save: None (0 mana)
You create an arm of rock from the ground to grapple your foes.  The arm uses your BAB and has a 16 Strength.  It can make one grapple attack per round without provoking an attack of opportunity.  The arm is AC 15, hardness 4, and has 6 hp.

Stoneskin
Earth 1, Void 5
Mana Cost: 7
Range: Self (0 mana)
Duration: 1 minute (1 mana)
Area: Single (0 mana)
Target: Self (0 mana)
Save: None (0 mana)
This spell hardens your skin like rock, granting your damage reduction 10/adamantine.

Water Spout
Water 4
Mana Cost: 7
Range: Medium (2 mana)
Duration: 1 minute (1 mana)
Area: N/A (0 mana)
Target: N/A (0 mana)
Save: Reflex negates (0 mana)
In open water you create a swirling column of water 50â,¬,,¢ high, and 20â,¬,,¢ in diameter.  You can control the columnâ,¬,,¢s motion, moving it up to 30â,¬,,¢.  Anything the column touches suffers 4d8 points of bludgeoning damage and is sucked into the column on a failed save.  Those inside suffer 2d8 damage per round, and are ejected from the top 1d3 rounds later.
[/spoiler]

NECROMANCY
Necromancy is fueled by the Cythrawl, offering incredible power at a terrible price.  Those desperate for power can become veritable gods by embracing this dark power.  It corrupts the natural mana, turning away from a glorious lifeforce, into something insidious.

[spoiler=NECROMANCY]
Necromancy is the true dark art.  It taps the power of the Cythrawl â,¬' the cosmic force of destruction, the anti-life.  In so doing, a mage can gain greater power than he would normally be able, bend the laws of life and death, and inflict terrible woe.  But the price for such power is usually oneâ,¬,,¢s soul, in whole, or bit by bit.  Necromancy can be used for both quick free-form spells like sorcery, and for ritual magic.

In order to use necromancy, you must have the Necromancy feat.  You can then use it both to create its own unique effects, and to augment sorcery and ritual magic.

NECROMANCY [MAGIC]
You can use the dark powers of necromancy.
Prerequisite: Mystic Blood
Benefit: You gain Necromancy Talent Force 1.  You can now perform necromancy rituals.  You can also perform necromantic augmentations.
Special: You may take this feat multiple times.  Each time you take it, your force rating for this talent improves by 1.  However, the highest force rating you can actually use is equal to 1/3 your character level.  

NECROMANCY TALENT
The talent of necromancy allows you to use the powers of darkness and destruction to kill the living, animate the dead, place curses, create darkness, and inflict terrible suffering.  More powerful uses require necromancy rituals.
Most effects can be resisted with a Will or Fort save, as appropriate.
You can channel negative energy to harm the living dealing up to 2d6 damage per force rating (Will save for Ã,½ damage).  This same energy instead heals the undead.
Curses can impose penalties to ability scores, saves, or rolls, generally at up to -2 per force rating.
Magical darkness affects a base area of a 10-foot cube.  Double the area for each force rating beyond the first.
You can also use necromancy to dispel or counter magical effects in exactly the same way as the Void talent.
Other sample effects follow.  This list is not exhaustive.
Force 2: Temporarily blind, deafen, or fatigue a living target.  Ravage a target with such intense pain it cannot move.
Force 3: Raise a corpse as a zombie or skeleton as a skeleton.  Exhaust a living target.
Force 4: Slay a living being.

Necromantic Augmentations
Once you have the Necromancy feat, you can augment your magical gifts using the dark powers of the Cythrawl.
When you cast a sorcery spell you can increase your force limit (as imposed by character level) by a single point by using this option.
When you cast a sorcery spell or use a ritual you can gain additional mana for the spell each time you use this option.
When you use any magical effect that grants a saving throw, you can increase the save DC by 1 each time you use this option, to a maximum of five times.
When you cast a ritual or sorcery spell you can gain a +3 bonus to your casting check each time you use this option.

The Price
Ultimately, those that delve these darkest paths reach unfathomable power, but they lose even more of themselves in the process.  Their very souls are forfeit to the dark powers they seek to control.

Every time you use the Necromancy talent, cast a Necromancy ritual, or use a necromantic augmentation you risk corruption.  Each time corruption is risked, the caster must make a Will save (DC 20 + mana cost) or gain 1 point of Taint.  Multiple uses are cumulative.  For example, if you use the Necromancy talent and choose two necromantic augmentations, you must make three saves, gaining 1 taint for each failed save.

Fueling Necromancy
Some practitioners of this dark art have even known to fuel their blasphemous ceremonies by slitting the throats of sacrificial victims, sometimes even human ones.  Indeed, some rituals may even require this.

You can improve your ability to cast necromancy rituals by sacrificing living beings.  If you sacrifice an animal you gain a +1 bonus on the check per creature sacrificed to a maximum bonus of +6.  If you sacrifice a sentient being you gain a +4 bonus for the first creature and +2 for each sentient creature thereafter to a maximum bonus of +28 with 13 sacrifices.[/spoiler]

[spoiler=UNIVERSAL BALANCE PRINCIPLE]
In my studies, I have found the ways of magic chaotic, almost incomprehensible to the mortal mind.  Yet one constant seems to be that power always comes with a price.  A number of arcane scholars have theorized the existence of a principle that creates secondary effects whenever a mortal uses arcane magic to alter the universe.  They call this the Universal Balance Principle (or sometimes the UBP).  
The theory states that whenever a person casts a spell, there will be some negative consequence that balances the positive effect produced.  Usually, this manifests as some kind of personal cost to the caster, though the caster may not ever realize this has happened â,¬' perhaps a loved one grows ill, an earthquake happens shortly thereafter near his home, or a dear friend suffers an injury on the other side of the world.  Even those scholars that agree on the existence of the principle, disagree on why it manifests.  Some claim that mankind has an inherently self-destructive nature, and that no caster can help but embed the seeds of his own destruction within his spells.  Others claim that the universe does not like to be altered by mortals, and that the principle is its way of balancing the equation, imposing a price on spellcasting.  Still others claim that magic is so complicated that it is impossible to ever accurately predict all of its effects.  The one constant that supporters of the theory agree on, however, is that the way the principle will manifest can never be determined beforehand.
Some less scholarly casters may have also observed a similar principle, though they do not name it the UBP.  These shamanistic cultures sometimes claim that the gods punish the hubris of mortals that recklessly use divine powers.  Scholarly wizards might argue that this is simply those culturesâ,¬,,¢ way of understanding the UBP.  I cannot say with certainty that such a principle accurately reflects the laws of the universe.  It is espoused mainly by secretive hermits that pour through ancient tomes trying to understand things they were never meant to.  I can attest, however, that everything has a price.


The Universal Balance Principle represents consequences beyond the scope of rules mechanics.  The GM must assign effects as appropriate, though these effects should always be proportional to the size of the effect the caster attempts.[/spoiler]

[spoiler=DISASTERS]
Although some would call magic a science, it is, at best, one that exceeds human comprehension.  Even for a talented sorcerer, magic is dangerous and unpredictable, and sometimes, the unexpected happens.  When a mage fails to control the energy he has conjured, he is faced with what is often called a spell disaster.

Whenever you fail a Sorcery check or a Spellcraft check to cast a ritual, or roll a natural 1 on either check (even if the spell succeeds), energy beyond your control creates a side effect.  In the case of a natural 1 or a failed ritual, you trigger a disaster.  In the case of a failed roll, you can try to avert a disaster by shunting energy through yourself.  This requires another Sorcery check at the same DC.  If this check is passed, instead of the spell effect you suffer 1d4 non-lethal damage per mana cost of spell by avert the disaster.  If the second check is failed, you suffer a disaster.  When a disaster is triggered, roll 1d20 and add the mana cost, then consult the table.
Disaster Table
Roll   Disaster Effect
02-03   Your eyes are seared by magic and you are dazzled for a number of rounds equal to the mana cost.
04-06   You are stunned for 1 round and then exhausted.
07-08   Your voice is burned out and you cannot speak for a number of rounds equal to Ã,½ the mana cost of the spell.
09-10   Your magical abilities burn out, imposing a penalty on casting checks equal to the mana cost of the spell.  The penalties are reduced by 1 per hour.
11-12   The world around you is slightly warped: trees bend, ripples appear in the air for a moment, water boils, etc.
13-14   A lesser cosmic being is attracted by the energies of your spell.
15-16   Magic ravages your mind inflicting 1 point of Wisdom damage per 3 mana cost of the spell.
17-18   Your eyes are seared by magic and you are blinded for a number of days equal to the mana cost.
19-20   Your magical abilities burn out, imposing a penalty on casting checks equal to the mana cost of the spell.  The penalties are reduced by 1 per day.
21-22   Something goes horribly wrong and you gain 1d4 points of taint (if not using Taint rules, roll again).
23-24   Magic ravages your body and mind inflicting 1 point of ability damage per 2 mana of the spell to 3 random ability scores.
25-26   A minor natural disaster: hail storm, flooding, tremors, etc.
27-28   Unimaginable cosmic visions plague your mind driving you mad for 1d4 hours per mana cost, and inflicting 1 Wisdom drain per 4 mana cost of the spell.
29-30   A greater cosmic being is attracted by the energies of your spell.  This being may manifest or attempt a possession.  If you are the target of its possession, you receive a penalty on your save equal to the mana cost of the spell.
31-33   The world around you is significantly warped: mountains crack, the land is twisted, entire lakes boil or turn poisonous, plants wither, the ground turns to ash, etc.
34   You are shunted into the spectral realm.
35-37   Geological disaster: earthquake, volcanic eruption, major hail storm, and so forth.
38+   Planar boundaries are breached.
[/spoiler]

[spoiler=SPELL RESISTANCE]
Some creatures seem to have natural resistance to the effects of magic.  Perhaps their very essence is so infused with the power that mortal uses of the art cannot hope to achieve the full effect on them.  Cosmic beings, the most powerful entities in the universe, seem to possess the resistance, among others.

Since casters no longer have a caster level, spell resistance is instead overcome by making a skill check using whatever skill you are using to cast the spell.  Because skill checks are generally higher than level checks, it is recommended that the DM increase the SR of all creatures with that ability by 5.  The Spell Penetration feats now add to the skill checks to overcome SR.  All spells grant spell resistance.  Chi feats do not grant SR.[/spoiler]
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
incandescentphoenix.com - publishing, editing, web design

Matt Larkin (author)

Magic (con't)
There seems to be some character limit on how long a post can be, so I'm continuing magic here.

[spoiler=MAGIC FEATS]
These are feats available to characters with the Mystic Blood feat.  That is a prerequisite feat for all magic feats.  Like chi feats, some feats can have mana invested in them.  You can invest or withdraw mana in a feat as a swift action.  You can invest a maximum amount of mana in a single feat equal to 1 + 1/3 your character level.  Note that you do not invest mana in sorcery talent feats, but in the force of individual spells (and thus the mana limit is different).

DISJUNCTION [MAGIC]
Prerequisite: Fourth Circle, Mystic Blood, Void Talent
Benefit: When attempting to dispel a magical effect using the Void talent you can attempt to dispel all effects within the area (which must be a burst centered on you) with a dispelling nova.  If you do so, you can dispel all effects within range with a single check.  However, the DC for your Sorcery check increases by 5 and you take 2d4 non-lethal damage.

DIVINATION [MAGIC]
You can use your magical powers to fuel attempts at Augury.
Prerequisite: Mystic Blood, Augury 4 ranks
Benefit: By investing mana in this feat, you can improve your ability to use Augury.  Your chance to achieve an accurate result is increased by 10% per mana invested in this feat.  The maximum chance of accurate information is still 95%, regardless of mana invested and your check result.  Alternatively, you can dedicate 2 of your invested mana into gaining a vision, in which case they do not improve your chances, but if your augury succeeds you fall into a trance and receive a vision relevant to the subject.

ELEMENTAL IMBUE [MAGIC]
You can imbue elemental energy into your weapon.
Prerequisite: Mystic Blood, any Sorcery Talent feat
Benefit: As a move action you can imbue a weapon with elemental energy as though it were casting a damage-dealing touch spell.  This energy lasts until you lose contact with the weapon, make a successful attack roll, or the duration runs out, whichever comes first.  When you make a successful attack with the weapon, it releases its energy damage.  This functions exactly like you had cast the spell with a range of touch.  You can augment the duration beyond 1 round as normal.  For example, for 3 mana you can use a force 2 Fire spell with a duration of 1 minute; the DC to cast this spell is 16.  A weapon can hold only one imbue at a time.

EXTRA MANA [MAGIC]
You have practiced the use of your mana, allowing it to grow stronger.
Prerequisite: Mystic Blood, 3rd level
Benefit: Your Mana increases by 1.
Special: You can take this feat more than once, but the level requirement increases by 3 each time.  The effects stack.

IMPROVED CIRCLE [MAGIC]
Prerequisite: 21st level, Fourth Circle, Mystic Blood
Benefit: Your Circle of Power increases by 1 level to a maximum of Fifth Circle.

MYSTIC MUSIC [MAGIC]
You have heard the primal sounds of the mystic song which you can use to inspire your allies.
Prerequisite: Mystic Blood, Perform 4 ranks
Benefit: When you invest mana in this feat you can empower your song to inspire your allies within hearing range.  You grant a +1 morale bonus on attack and damage rolls and saves against fear per mana invested.  Bonuses last for up to 5 rounds after you stop playing provided the mana remains invested in the feat.

MYSTIC SIGHT [MAGIC]
You can feel and see the presence of magic.
Prerequisite: Mystic Blood
Benefit: When you invest mana in this feat and concentrate you can detect the presence of magic.  You can see magical auras while concentrating at a range of up to 10â,¬,,¢ per mana invested.  You receive a bonus equal to the mana invested on saving throws against illusions, and if you have at least 3 mana invested in the feat, you receive an automatic saving throw against illusions.  If you invest at least 3 mana in the feat, you can concentrate to see invisible creatures and objects or see through magical darkness (your choice).  Alternatively, for 5 mana you can concentrate to see into the spectral (ethereal) realm.

MYSTIC SUSTENANCE [MAGIC]
Prerequisite: Mystic Blood
Benefit: You require only half as much sleep as normal person; you can choose to take this by sleeping every other day with no penalty.  You can go twice as long as a normal person without food or water before you begin suffering penalties.

PERSUASIVE VOICE [MAGIC]
Prerequisite: Mind Talent, Mystic Blood
Benefit: By investing mana in this feat you can cause your voice to create a hypnotic effect that makes others more likely to believe what you say.  Unless your target succeeds on a Will save (DC 10 + Ã,½ your level + Cha mod), you receive a bonus on Bluff and Diplomacy checks against him equal to twice the mana invested.  The bonuses last as long as the mana remains invested or until the subject leaves your presence.
Special: You can affect more than one target by investing mana in this feat for each target.  For example, to gain a +6 bonus against three targets, you would have to invest 3 mana 3 times.

QUICKEN SPELL [MAGIC]
Prerequisite: Mystic Blood, any sorcery talent feat
Benefit: You can attempt to cast a sorcery spell as a swift action instead of with its normal casting time.  This increases the casting DC by 20.

SONG OF DOOM [MAGIC]
You have learned a haunting song that strikes fear into your enemies.
Prerequisite: Mystic Blood, Mystic Music, Perform 9 ranks
Benefit: When you invest mana in this feat you can empower your song to induce fear in your enemies within hearing range.  Those that fail Will saves (DC equals Perform check result) suffer a -1 penalty to attack rolls and Will saves per 2 mana invested in this feat.  Bonuses last for up to 5 rounds after you stop playing provided the mana remains invested in the feat.

SONG OF HEROISM [MAGIC]
You have learned a stirring song that inspires great action.
Prerequisite: Mystic Blood, Mystic Music, Perform 15 ranks
Benefit: When you invest mana in this feat you can empower your song to inspire a single ally to great heroics.  If the ally hears you play for at least 1 full round he receives a morale bonus on save throwing equal to the mana invested, and a dodge bonus to AC equal to the mana invested.  Bonuses last for up to 3 rounds after you stop playing provided the mana remains invested in the feat.

SONG OF SOOTHING [MAGIC]
You have learned a song that can tame the savage beast.
Prerequisite: Mystic Blood, Mystic Music, Perform 10 ranks
Benefit: When you invest 3 mana in this feat you can improve the attitude of an animal with this feat.  You make a Perform check instead of Diplomacy to improve the attitude of the animal.  You must be within 30 feet of the animal.  As with Diplomacy, you must play for at least 1 minute to produce this effect.  You can attempt to produce the effect more quickly (1 round) with a -10 penalty.
You can use this ability on magical beasts but take a -2 penalty per point of Intelligence score the creature has (thus you could influence a 5 Int creature with a -10 penalty).

SORCERY TALENT [MAGIC]
You have talent for a specific kind of sorcery.
Prerequisite: Mystic Blood
Benefit: You gain a sorcery talent of your choice at Force 1: Air, Earth, Fire, Water, Mind, or Illusion.
Special: You may take this feat multiple times.  Each time you take it, You can select a new talent or improve the force rating of an existing talent by 1.  However, the highest force rating you can actually use is equal to 1/3 your character level.  

SPELL FOCUS [MAGIC]
Prerequisite: Mystic Blood
Benefit: Chose one sorcery talent or choose ritual spells.  You receive a +1 bonus to the save DC of spells you cast for the chosen talent or for ritual spells.

TALISMAN [MAGIC]
An item you carry serves as a focus for your power.
Prerequisite: Mystic Blood
Benefit: You choose a single masterwork item as a talisman (see Talismans).  The specific item must be either forged by the caster, or inherited through some other special means (a gift from a teacher, etc.).
Note: Crafting a non-magical item does not require a Craft feat.  The item must be masterwork, however, and cannot already be a magical item.

VOID TALENT [MAGIC]
You have talent for void magic.
Prerequisite: Mystic Blood, Air Talent, Earth Talent, Fire Talent, Water Talent
Benefit: You gain Void Talent Force 1.
Special: You may take this feat multiple times.  Each time you take it, your force rating for this talent improves by 1.  However, the highest force rating you can actually use is equal to 1/3 your character level.  
[/spoiler]

CHI POWERS
Some have learned to channel magic inwards, making them capable of incredible physical feats.  This practice is most common in the eastern lands of Khaltesh and Kirahr and is the final form of magic I have witnessed.

[spoiler=CHI FEATS]
Some people have learned to harness their mana without casting any spells.  These people focus their inner energy to allow them to perform incredible physical feats.  These powers are sometimes called ki or chi feats, from the eastern names for mana; for it is in the eastern lands that such talents have arisen.
In order to use any chi feats, a character must first take the Chi Focus feat (which requires the Mystic Blood feat).  Each Chi feat must then be selected separately.  To use a Chi feat you must invest mana in it (the power lasts as long as the mana invested remains).  You can switch your mana investments as a swift action (invested mana is obviously unavailable for other uses such as spellcasting).  The maximum amount of mana you can invest in a single Chi feat at a given time is equal to 1 + 1/3 your effective character level (2 mana at level 3, 3 mana at level 6, and so on).

CHI FOCUS [CHI]
You have the ability to focus your mana inward to perform great physical feats.
Prerequisite: Mystic Blood, special training with someone who has this feat
Benefit: Your focused chi protects you from harm by improving your reflexes, strengthening your mind, or fortifying your body.  By investing mana into this feat, you gain a resistance bonus to a single type of saving throw equal to the mana invested.
Special: This feat a prerequisite for all other chi feats.

ABILITY BOOST [CHI]
Prerequisite: Mystic Blood, Chi Focus
Benefit: You can invest your mana to increase one of your physical ability scores.  You gain an enhancement bonus to either Str, Dex, or Con equal to the mana invested in this feat.  Unlike other chi feats, you can invest in this feat more than once at a time, choosing a different ability score each time.

ADAMANTINE STRIKE [CHI]
Prerequisite: Mystic Blood, Chi Focus, Chi Strike
Benefit: When using Chi Strike you can also invest 3 mana in this feat, in which case your unarmed attacks count as adamantine weapons.

CHI AGILITY [CHI]
Prerequisite: Mystic Blood, Chi Focus
Benefit: By focusing your chi can improve your natural agility.  You gain a +1 enhancement bonus on Balance, Escape Artist, Jump, and Tumble checks per mana invested in this feat.

CHI ARMOR [CHI]
Prerequisite: Mystic Blood, Chi Focus
Benefit: The flow of chi through your body protects you from harm.  You gain damage reduction X/magic where X is the mana invested.

CHI BREATH [CHI]
Prerequisite: Mystic Blood, Chi Focus
Benefit: By focusing your chi, you can hold your breath longer.  The amount of time you can hold your breath is multiplied by the amount of mana you invest in this feat.  For example, if you invest at least 2 mana, you can hold your breath twice as long as normal.  

CHI FLAME [CHI]
Prerequisite: Mystic Blood, Chi Focus, Chi Strike
Benefit: When using Chi Strike you can also invest 3 mana in this feat, causing your hands to light aflame and count as flaming weapons.

CHI HASTE [CHI]
Prerequisite: Mystic Blood, Chi Focus, Chi Initiative, Chi Speed
Benefit: By investing 4 mana in this feat, you can act as though under the effects of a haste spell.

CHI HEALING [CHI]
Prerequisite: Mystic Blood, Chi Focus, Chi Tolerance
Benefit: By focusing chi through your body, your healing capabilities improve.  Your rate of natural healing is multiplied by the mana invested (so you heal at three times normal rate with 3 mana invested, and so forth).

CHI INITIATIVE [CHI]
Prerequisite: Mystic Blood, Chi Focus
Benefit: You receive a +1 bonus to initiative rolls per points of mana invested in this feat.

CHI LEAP [CHI]
Prerequisite: Mystic Blood, Chi Focus, Chi Agility
Benefit: By focusing your chi can perform extraordinary leaps.  You gain a +4 enhancement bonus on Jump checks per mana invested in this feat.

CHI PROJECTION [CHI]
Prerequisite: Mystic Blood, Chi Focus, Chi Strike, Improved Chi Strike
Benefit: You can summon and release your chi as a bolt of energy.  This functions as a ranged touch attack suffers 1d6 points of damage per mana invested; you must invest a minimum of 4 mana into this feat to use it.  Mana used in this way requires 1 round to recover, rather than returning immediately as normal.

CHI RESISTANCE [CHI]
Prerequisite: Mystic Blood, Chi Focus, Chi Tolerance
Benefit: Your focused chi protects you from energy damage.  When you invest mana in this feat, choose fire, cold, or electricity.  For each mana invested, you gain resistance 5 to the chosen energy type.

CHI ROOT [CHI]
Prerequisite: Mystic Blood, Chi Focus
Benefit: By focusing your chi, you can make yourself immovable.  You gain a bonus to resist trip and bull rush attempts equal to the amount of mana invested in this feat.  You lose this bonus on any round in which you have taken a run or charge action.  

CHI SIGHT [CHI]
Prerequisite: Mystic Blood, Chi Focus
Benefit: By focusing your chi, you can extend your senses.  By investing 4 mana in this feat, you gain the blindsight quality out to 10 feet.  You can increase the range by 5 feet for each additional mana beyond 4 invested.

CHI SPEED [CHI]
Prerequisite: Mystic Blood, Chi Focus
Benefit: You can increase your base speed by investing mana in this feat.  For each mana invested you receive a 5-foot enhancement bonus to speed.

CHI STEALTH [CHI]
Prerequisite: Mystic Blood, Chi Focus
Benefit: By focusing your chi, you can improve your stealth abilities.  You gain a +1 enhancement bonus to Hide and Move Silently checks per mana invested in this feat.

CHI STRIKE [CHI]
Prerequisite: Mystic Blood, Chi Focus
Benefit: You can imbue your unarmed attacks with your energy.  As long as you have 1 mana invested in this feat, your unarmed attacks count as magical.

CHI TOLERANCE [CHI]
Prerequisite: Mystic Blood, Chi Focus
Benefit: By investing 2 mana in this feat you are treated as though under the effects of an endure elements spell.

DIAMOND SOUL [CHI]
Prerequisite: Mystic Blood, Chi Focus
Benefit: Your focused chi protects you from magic.  By investing 3 mana into this feat, you gain spell resistance equal to 10 + your HD.

GHOST STRIKE [CHI]
Prerequisite: Mystic Blood, Chi Focus, Chi Strike
Benefit: When using Chi Strike you can also invest 1 mana in this feat, causing your unarmed attacks to count as though they had the ghost touch quality.

IMPROVED CHI STRIKE [CHI]
Prerequisite: Mystic Blood, Chi Focus, Chi Strike
Benefit: When using Chi Strike you can also invest mana in this feat.  For each mana invested in this feat, your unarmed attacks deal an additional 1 point of damage.

WALL RUN [CHI]
Prerequisite: Mystic Blood, Chi Focus, Chi Agility
Benefit: By focusing your chi, you can alter your center of gravity to allow yourself to temporarily run on walls.  By investing 2 mana in this feat, you allow yourself to take part of your move to traverse a wall or relatively smooth vertical surface.  You must begin and end your move on a horizontal surface or fall prone at the end of your move (taking falling damage, as appropriate).  Treat the surface as a normal floor to determine the cost of moving a square.  Opponents on the ground can take attacks of opportunity if you move away from them up a wall.  You can take other move actions in conjunction with moving up a wall.  You can run on trees as well, though narrow surfaces still require balance checks.  

WATER RUN [CHI]
Prerequisite: Mystic Blood, Chi Focus, Chi Agility, Wall Run
Benefit: By focusing your chi, you can step so lightly that you can run on water; doing so requires you to invest 2 mana in this feat.  You must begin and end your move on a solid surface or fall into the water at the end of your move.  Treat the surface as a normal floor to determine the cost of moving a square.  [/spoiler]

[spoiler=TALISMANS]
Many spellcasters carry a staff as a means of focusing their power.  While the staff remains in their possession, they have greater capabilities, though one should always remember that they are hardly defenseless without it.

A spellcaster may have a single item which serves as a talisman â,¬' a focus for his power.  While they possess this item, they can command greater power.
To gain a talisman, a character must take the Talisman feat.  He then chooses either a specific item to serve as his talisman.  A talisman functions only for its owner.  To anyone else it is a normal masterwork item of its type.  If you lose your talisman, you lose its benefits until to craft another or regain the item.  You can have only one talisman at a time.
A talisman is normally a staff, a ring, or an amulet.  When you select your talisman you must decide if it is general or focused.  A general talisman grants +1 mana and a +2 circumstance bonus on checks to cast spells.  A focused talisman requires you to choose a sorcery talent and grants +2 mana and a +3 circumstance bonus on checks to cast spells, but provides its benefits only for spells of its talent.

ENHANCEMENTS
Your talisman can be enhanced to grant greater power, if you can afford the price.
Affectation: Only a staff can have an affectation.  It can be adorned with a crystal, an orb, a gem, skull, or other affectation atop it.  In order to derive a benefit from this affectation, it must be worth at least 500gp.  In this case of a skull (used by necromancers), the necromancer must find an appropriate skull and treat it with appropriate reagents (thus the cost).  The sorcerer may select one of the following benefits.
â,¬Â¢   The affectation can radiate 10â,¬,,¢ feet of dim light (as torchlight) at will as long as the staff is in his hand and he concentrates on it.
â,¬Â¢   The affectation provides an additional +1 bonus to casting checks with a single sorcery talent of his choice (this choice can be altered only if the gem is changed).
â,¬Â¢   The skull (and only the skull) provides a +1 bonus to casting checks for any spell using necromancy, including the Necromancy talent, necromancy rituals, and spells using necromantic augmentation.
Key Stone: An amulet can be fitted with a gem to increase its power.  This gem must be worth at least 5000gp and must be activated with magical reagents worth at least 10,000gp.  The amulet grants an additional mana while worn.
Runes: A talisman can be engraved with runes to enhance its powers.  Each rune must be discovered (through Research).  Crafting the rune requires a Craft (art) check.  In order to give the rune power certain magical materials must be spent in a ritual.  To research a rune, the DC is usually equal to the Craft DC.  In the case of a ring, bonuses apply only to the chosen element.  Each rune only applies its benefit once, even if engraved more than once.
â,¬Â¢   Improved Casting: the bonus on checks increases by +1.  Craft DC 25.  Material Cost: 2000gp.
â,¬Â¢   Greater Improved Casting: the bonus checks increases by an additional +1.  Craft DC 35.  Material Cost: 10,000gp.
â,¬Â¢   Greater Spells: You increase the save DC of spells you cast by +1.  Craft DC 30.  Material Cost 12,000gp.
â,¬Â¢   Increased Mana: The bonus mana granted by the focus increases by 1.  Craft DC 30.  Material Cost 10,000gp.  It is possible more than one such rune exists.
Infusion: You can infuse some of your own energy into the talisman to increase its power.  You can infuse a talisman up to three times.  Each infusion requires 1 day of concentration and chanting and drains you of 1 mana.  This mana cannot be recovered unless the talisman is destroyed.  However, the mana is still useable as long the item remains in your possession.  In addition, each infusion improves the circumstance bonus on casting rolls by +1.[/spoiler]

[spoiler=SOUL SIGILS]
I suppose I should mention an entirely different form of magic I have witnessed on a few occasions.  Those learned in forbidden arts may know strange runes, which, when traced in the air leave a trail of flame which speaks to the souls of sentient beings.  Called Ahrajuun, these symbols overwhelm the soul.  I cannot begin to explain how they work, only that their effects are monumental on most sentient creatures, while not affecting beings such as animals at all.

Each soul sigil must be learned separately from someone who knows it.  Each sigil requires a feat to learn and imposes a +1 level adjustment to any character that learns it.  Only a character with the Mystic Blood feat can learn a sigil.  A character must invest mana in the sigil feat to power it.
The DM can create the specific effects of soul sigils on his own.  Those with sufficiently high Charisma scores have strong enough souls to not be affected.  Others receive a Charisma check each round to resist the effects of a sigil.
The most common sigil is the Null Sigil, which overwrites a personâ,¬,,¢s personality with a null personality, leaving them effectively immobilized and helpless, able to do nothing but breathe, and not conscious of their environment.  Those with a Charisma of 13 or higher are immune to this effect.
The most terrible sigil, known only to a handful of people, is the Oblivion Sigil, which instantly kills all within range that do not have at least a 15 Charisma.  This sigil not only kills the person, but destroys their immortal soul.
[/spoiler]
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
incandescentphoenix.com - publishing, editing, web design

Matt Larkin (author)

Psionics
Psionics are special mental powers.  They are not magical in nature; they are a product of a creature being able to use a larger segment of its brain than most others.  Only a handful of creatures have such capabilities.  Psionics follow the general rules in the Expanded Psionics Handbook.
Recently, a small percentage of humans have begun to develop psionic abilities.  These people, commonly called â,¬Å"evos,â,¬Â have been met with fear and confusion.  Most people remain unaware that such beings are among them.  Of the governments that are aware, many try to hunt them down and destroy them, while others forcibly recruit them, wanting their unique talents.

EVOS
An Evo receives Power Points as though he were a Psychic Warrior (Expanded Psionics Handbook) of his character level, with bonus points for a high Wisdom.  An Evo gains one power of his choice each level.  The highest level of power he can choose is as though he were a Psychic Warrior of his character level.  He must have a high enough Wisdom to select a power.  At present, an Evo normally has only a single kind of power, and thus all of an Evos powers must come from the same list.
Some other powers correspond to spells from the PHB or Spell Compendium and should be treated as though they were powers of the same level.

[spoiler=Bioelectricity]
Bioelectricity is the ability to harness bioelectricity energy and release it.  For any power that deals energy damage, you can only deal electricity damage.
Powers: energy arc (CP), energy ball, energy barrage (CP), energy bolt, energy burst, energy cone, energy current, energy emanation (CP), energy flash (CP), energy lance (CP), energy missile, energy push, energy ray, energy retort, energy stun, weapon of energy
Special: In place of a power, gain the supernatural ability to deal electricity damage with a touch.  Deals 1d6 points per power point spent (max equals manifester level).[/spoiler]

[spoiler=Prescience]
Prescience is the ability to see things before they happen.  It also includes the ability to have visions of things gone by, or to see or know things normally beyond the range of human senses.  A DM may choose to grant visions as plot devices without you activating a power.
Powers: anchored navigation, clairvoyant sense, danger sense, defensive precognition, destiny dissonance, detect psionics, detect remote viewing, empathy, escape detection, greater precognition, know direction and location, moment of insight (CP), object reading, offensive precognition, offensive prescience, perfect archery (CP), perfect riposte, power resistance, precognition, prowess, psionic darkvision, psionic divination, psionic identify, psionic see invisibility (CP), psionic true seeing, psychometry, realized potential (CP), recall agony, remote viewing, sensitivity to psychic impressions, second chance, steadfast perception, synchronicity (CP), ubiquitous vision[/spoiler]

[spoiler=Pyschometabolic]
Pyschometabolism is the ability to alter your body to perform extraordinary feats.
Powers: adapt body, adrenaline boost (CP), animal affinity, biofeedback, body equilibrium, body purification, breathless (CP), burst, chameleon, damp power (CP), earthwalk (CP), elfsight, empathic transfer, evade burst, exhalation of the black dragon, float, grip of iron, hammer, hustle, immovability, leech field, mend wounds (CP), oak body, painful strike, psionic endure elements (CP), psionic freedom of movement, psionic lionâ,¬,,¢s charge, psionic restoration, psionic scent, psychic vampire, psychofeedback, restore extremity, slow breathing (CP), strength of my enemy, suspend life, sustenance, temporal acceleration, thicken skin, urban strider (CP), vigor, wall walker[/spoiler]

[spoiler=Telekinesis]
Telekinesis is the ability to move things through the power of the mind.
Powers: catfall, concussion blast, concussive detonation  (CP), control air, control body, control object, deceleration, deflection field (CP), extend range (CP), far hand, float, force screen, greater stomp (CP), inertial armor, inertial barrier, mighty spring (CP), power weapon (CP), psionic levitate, psychokinetic weapon (CP), stomp, telekinetic boomerang (CP), telekinetic buffer (CP), telekinetic force, telekinetic maneuver, telekinetic thrust, telekinetic wave*, touchsight
Special: In place of gaining a new power, the telekinetic can instead choose to gain the Mind Blade ability of a Soulknife.  A character that already has this ability can choose the Soulknifeâ,¬,,¢s Free Draw ability in place of a new power.
   In place of gaining a new power, the telekinetic can also gain a new possible augmentation for his concussion blast power: for an additional 2 power points, the blast now also bull rushes your target with an effective strength score equal to your manifester level.[/spoiler]

[spoiler=Telepathy]
Telepathy is the ability to hear the thoughts of others.  It also includes the ability to affect otherâ,¬,,¢s minds.
Powers: attraction, aura alteration, aversion, bestow power, brain lock, call to mind, cerebral phantasm (CP), cloud mind, conceal thoughts, co-opt concentration, correspond, crisis of breath, death urge, déjà vu, demoralize, detect hostile intent, disable, distract, ego whip, empathic feedback, empathy, empty mind, false sensory input, forced sense link, id insinuation, inflict pain, mass cloud mind, mass missive, mental disruption, metaconcert, mindlink, mind probe, mind thrust, mind trap, mindwipe, missive, personal mind blank, personality parasite, power leech, psionic blast, psionic charm, psionic daze, psionic discern lies, psionic dominate, psionic modify memory, psionic suggestion, psionic tongues, psychic crush, psychotic break (CP), read thoughts, sense link, serenity (CP), shatter mind blank, telempathic projection, thought shield[/spoiler]

[spoiler=Thermokinesis]
Thermokinesis is the ability to affect molecular motion to produce heat or cold.  For any power that deals energy damage, you must select cold or fire; you can take the power a second time to be able to use it with the other type.
Powers: adapt body, control flames, energy adaptation, energy ball, energy barrage (CP), energy bolt, energy burst, energy cone, energy current, energy lance (CP), energy missile, energy push, energy ray, energy retort, energy stun, energy wall, fiery discorporation, matter agitation, psionic endure elements (CP), psionic freeze (SC), psionic freezing sphere, specified energy adaptation, weapon of energy[/spoiler]
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
incandescentphoenix.com - publishing, editing, web design

Matt Larkin (author)

Paths of Champions (Advanced Classes)
This section details Advanced Classes (as those presented in d20 Modern or Prestige Classes in D&D).  Some classes are available as soon as the character meets the requirements.  Others require special training as noted in the class.  The DM may choose to allow additional classes at his option.

[spoiler=ADVENTURER]
The adventurer is a jack-of-all trades.  He relies on his mastery of diverse skills to get him through many situations.  The adventurer is an ideal class for vagrants, cat burglars, dashing rogues, treasure hunters, tomb raiders, rakes, and anyone else that is driven by skills and seeks diversity in talent.
Requirements
Skills: Balance 5 ranks, Climb 5 ranks, Jump 5 ranks

Hit Die: d8
Skill Points: 12 + Int mod
Class Skills: Appraise, Balance, Bluff, Climb, Decipher Script, Disable Device, Escape Artist, Gather Information, Hide, Jump, Knowledge (dungeoneering, geography, or local), Open Lock, Profession, Search, Swim, Use Rope
Saves: 1 good, 2 poor
Base Attack: Ã,¾ (as cleric)
Defense: As Strong Hero
Jack of All Trades: At 1st level you receive Jack of All Trades as a bonus feat.
Bonus Feats: At each level you receive a bonus feat chosen from the following list, provided you meet the prerequisites: Acrobatic, Agile, Alias, Camouflage, Danger Sense (CV), Deceitful, Deft Hands, Diligent, Dive for Cover (CV), Fast Climb, Improved Diversion (CV), Improved Swimming (CV), Investigator, Lightning Reflexes, Lore Master, Nature Sense, Negotiator, Nimble Fingers, Open Minded (CV), Panache, Persuasive, Quick Disguise, Quick Reconnoiter (CV), Sailorâ,¬,,¢s Step, Seduction, Self-Sufficient, Skill Focus, Skill Mastery, Slippery Mind, Slow Fall, Stealthy, Track, Trapfinding, Wandererâ,¬,,¢s Diplomacy (PHB2)[/spoiler]

[spoiler=ASSASSIN]
The assassin specializes in killing with deadly efficiency.  Despite the name, the class is not only for professional hitmen, but also anyone with training to go for vital spots.
Requirements
Skills: Heal 4 ranks, Hide 6 ranks, Move Silently 6 ranks

Hit Die: d8
Skill Points: 6 + Int mod
Class Skills: Bluff, Disguise, Escape Artist, Heal, Hide, Knowledge (local), Listen, Move Silently, Profession, Sense Motive, Spot
Saves: Reflex good, Fort and Will poor
Base Attack: Ã,¾ (as cleric)
Defense: As Strong Hero
Sneak Attack: As a rogue.  You receive 1d6 sneak attack damage each odd level.
Bonus feats: At each even level you gain a bonus feat for which you meet the prerequisites, chosen from the following list: Alertness, Blind-Fight, Crippling Strike (CW), Danger Sense (CA), Death Blow (CV), Deceitful, Dodge, Eyes in the Back of Your Head (CW), Fade into Violence (PHB2), Flick of the Wrist (CW), Hamstring (CW), Improved Critical, Improved Diversion (CV), Improved Initiative, Nimble Fingers, Persuasive, Poison Use, Quick Draw, Stealthy, Staggering Strike (CV), Telling Blow (PHB2).
Death Attack: At 3rd level you gain the ability to make a death attack.  This functions exactly like the Death Attack ability of the Assassin prestige class in the DMG (180), except that the save DC is (10 + Ã,½ your character level + your Int mod).[/spoiler]

[spoiler=BRUISER]
The bruiser relies on raw power, toughness, and sheer tenacity over grace or finesse.  Whether the wild berserker or the zealous knight, the bruiser just wonâ,¬,,¢t quit.  He can take a beating and keep fighting, and give at least as good as he gets.
Requirements
Skills: Intimidate 5 ranks
Feats: Toughness

Hit Die: d12
Skill Points: 4 + Int mod
Class Skills: Climb, Concentration, Craft, Handle Animal, Intimidate, Jump, Profession, Ride, Swim
Saves: 1 good, 2 poor
Base Attack: Full (as fighter)
Defense: As Tough Hero
Bruiser Power: At first level you choose one of the following special ability paths:
Berserker Rage (Ex): You can enter a battle rage which lasts for a number of rounds equal to 3 + your Con mod or until the current encounter ends.  While enraged you gain +4 Str and damage reduction 2/- which stacks with similar damage reduction.  You also suffer a -2 penalty to AC.  While rage is activated you cannot use any skill that requires concentration or patience, or any similar feat such as Combat Expertise.  When it ends you are fatigued until the end of the current encounter.
Presence (Ex): Once per encounter, as a move action, you can add your Charisma bonus as a dodge bonus to AC.  The benefits last for a number of rounds equal to 3 + your Con bonus.  When the benefits end, you are fatigued until the end of the current encounter.
Damage Reduction: At 2nd level you gain damage reduction 1/-.  This improves by 1 each even level.
Improved Bruiser Power: At 3rd level, if you chose the Berserker Rage power, you gain a +2 bonus on Will saves while raging.  If you chose the Presence power, you now add you Charisma bonus to melee damage rolls while your presence lasts.
Bonus feats: At 5th level and 7th level you gain a bonus feat chosen from the following list, for which you meet the requirements: Cleave, Diehard, Endurance, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Toughness (CW), Iron Will, Mettle, Power Attack
Greater Bruiser Power: At 9th level if you chose the Berserker Rage power, the bonus to Strength improves to +6 and the bonus to damage reduction improves to 3/-.  If you chose the Presence power you add your Charisma bonus to melee attack rolls as long as your presence lasts.[/spoiler]

[spoiler=CHI ADEPT]
Though any Mystic can learn Chi Feats, the Chi Adept specializes in it.  His mastery of his chi allows him to perform many great feats.
Requirements
Skills: Concentration 4 ranks
Feats: Mystic Blood, Chi Focus

Hit Die: d8
Skill Points: 6 + Int mod
Class Skills: Balance, Climb, Concentration, Craft, Jump, Listen, Profession, Swim
Saves: all good
Base Attack: Ã,¾ (as cleric)
Defense: As Strong Hero
Bonus Feats: At each odd level you receive a bonus Chi feat.
Mana: At each even level your Mana improves by 1 point.[/spoiler]

[spoiler=DEFENDER OF THE HIDDEN PATH]
A member of the Order of the Hidden Path, the defender protects the natural world from unnatural threats.  He is a servant of the Goddess.
Requirements
Skills: Hide 7 ranks, Knowledge (nature) 7 ranks, Move Silently 7 ranks
Feats: Weapon Focus (Quarterstaff)
Special: Patron deity (Gaia), inducted into the Order

Hit Die: d8
Skill Points: 6 + Int mod
Class Skills: Balance, Climb, Concentration, Craft, Handle Animal, Heal, Hide, Jump, Knowledge (geography and nature), Listen, Move Silently, Profession, Spot, Survival, Swim
Saves: all good
Base Attack: Full (as fighter)
Defense: As Strong Hero
Bonus Feats: At each odd level you gain a bonus for which you meet the prerequisite feat from the following list: Animal Affinity, Body Control, Endurance, Intuition, Nature Sense, Still Mind, Swift Tracker, Trackless Step, Wild Empathy, Woodland Stride
Grace of the Wood (Ex): At 2nd level you gain a bonus on Balance, Climb, and Jump checks equal to Ã,½ your class level.
Favored Enemy: At 2nd level you receive Favored Enemy (aberrations) and Favored Enemy (undead) as bonus feats.  You receive these feats again at 4th, 6th, 8th, and 10th level, improving the bonus each time.
Resist Corruption (Ex): At 8th level you become more resistant to the powers of corrupting forces, receiving a +4 bonus on saving throws to resist spell-like abilities, spells, and psionic powers of aberrations and undead.[/spoiler]

[spoiler=MARSHAL]
The marshal is a professional soldier whose talent lies in commanding others.  An accomplished warrior himself, the marshal leads by example and excellent tactics.  This class should only be used when using Heroes of Battle.
Requirements
Skills: Diplomacy 6 ranks, Intimidate 6 ranks

Hit Die: d10
Skill Points: 4 + Int mod
Class Skills: Bluff, Craft, Diplomacy, Gather Information, Handle Animal, Intimidate, Knowledge (nobility), Perform, Profession, Ride, Sense Motive
Saves: Fort and Will good, Reflex poor
Base Attack: Full (as fighter)
Defense: As Strong Hero
Bonus feats: At each odd level you gain a bonus feat for which you meet the prerequisites, chosen from the following list: Alertness, Combat Expertise, Combat Reflexes, Combat Tactician (PHB2), Coordinated Shot (HoB), Defensive Strike (CW), Defensive Sweep (PHB2), Dodge, Endurance, Hindering Opportunist (PHB2), Hold the Line (CW), Insightful Strike, Leadership, Mettle, Natural Leader (HoB), Negotiator, Panache, Persuasive, Phalanx Fighting (CW), Veteran Knowledge (HoB), Vexing Flanker (PHB2).  You may also choose a Tactical or Leader feat (Heroes of Battle).
Fearless Commander: At 2nd level you gain a bonus on saving throws against fear equal to your Marshal level.  You grant half this bonus to allies within your aura when they make saves against fear or morale checks.
Marshal aura: At 4th level, in addition to any commander aura you may have, you also project another aura out to 60 feet that grants you and allies within your aura a bonus equal to your Charisma bonus on a single type of roll of your choice.  You can change your choice as a swift action.  Your options include: Fort saves, Reflex saves, Will saves, rolls to confirm critical hits, damage rolls when flanking, or damage rolls when charging.
Improved Commander Aura: At 6th level, any numeric bonus granted by your commander aura (Heroes of Battle) increases by +1.
Greater Marshal aura: At 8th level you gain the ability to project another aura.  This aura affects you and your allies the same as your Marshal aura.  You grant a +1 morale bonus to any two of the following categories: attack rolls, damage rolls, saving throws, armor class, or Initiative rolls.  You can change the aura as a swift action.
Extra Aura: At 10th level you can have two commander auras.[/spoiler]

[spoiler=RANGER]
The ranger is a master of the wilds.  He stalks the uncharted territories, capable of evading his foes or defeating them with guerrilla tactics.
Requirements
Skills: Hide 6 ranks, Knowledge (nature) 6 ranks, Move Silently 6 ranks, Survival 6 ranks
Feats: Track

Hit Die: d8
Skill Points: 6 + Int mod
Class Skills: Balance, Climb, Craft, Handle Animal, Heal, Hide, Jump, Knowledge (geography and nature), Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim, Use Rope.
Saves: Fort and Reflex good, Will poor
Base Attack: Full (as fighter)
Defense: As Strong Hero
Bonus Feats: At each odd level you receive a bonus feat from the following list: Animal Affinity, Camouflage, Canny Defense, Dodge, Endurance, Favored Enemy, Mobility, Nature Sense, Skirmish, Stealthy, Swift Tracker, Trackless Step, Wild Empathy, Woodland Stride
Favored Terrain: At 1st level you must choose a terrain to specialize in: aquatic, arctic, desert, forest, hills, mountain, plains, swamp, underground.  When in your favored terrain you receive a +2 bonus to Balance, Climb, Hide, Knowledge (nature), Listen, Move Silently, Search, Spot, and Survival checks.  This bonus improves to +4 to 6th level and +6 at 10th level.
Terrain Mastery: At 2nd level you receive a bonus based on the terrain you selected:
Aquatic: Hold your breath for twice as long as normal.  +2 on Swim checks.
Arctic: +2 on saves against cold
Desert: +2 on saves against heat
Forest: You have cover in forests unless in melee.
Hills: You have cover in hills unless in melee.
Mountains: +4 on saves against altitude
Plains: +2 on Ride checks in plains
Swamp: Travel in swamps as though half body weight.
Underground: Half penalties for fighting in tight spaces.
Additional Terrain: At 4th level and 8th level you make select an additional terrain for which you receive your favored terrain benefits.  You also gain the Terrain Mastery abilities.[/spoiler]

[spoiler=SORCERER]
The sorcerer is a sage, wiseman, alchemist, and delver into mystery.  He taps the forbidden arts, searching for answers, but always aware of the danger such a search holds.
Requirements
Skills: Craft (alchemy 6 ranks), Decipher Script 6 ranks, Research 6 ranks, Spellcraft 6 ranks
Feats: Mystic Blood
Special: Must have successfully cast at least one ritual spell

Hit Die: d6
Skill Points: 6 + Int mod
Class Skills: Augury, Concentration, Craft, Decipher Script, Knowledge (all), Profession, Research, Sorcery, Speak Language, Spellcraft
Saves: Will good, Fort and Reflex poor
Base Attack: Ã,¾ (as cleric)
Defense: As Smart Hero
Mana: At each level your Magic Rating and Mana each improve by 1 point.
Bonus Feats: At each odd level you receive a bonus Magic feat.
Bonus Feats: At each odd level you receive a bonus Magic feat.
Circle: At levels 3, 6, and 10 your circle of power increases.[/spoiler]
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
incandescentphoenix.com - publishing, editing, web design

Matt Larkin (author)

Pacts and Avatars
Beyond mystics, there is another way that men can gain magical power.  So rare few know of existence, some have made pacts with strange beings becoming avatars to some aspect of their power.
Deities, if they exist at all, do not seem to directly interfere in the lives of men, despite what some would claim.  Whether or not prayers for fertile harvests are answered, many prayers by even the most devout go unheard.  Some claim, however, that a small few become avatar to some aspect of deityâ,¬,,¢s power without even having to seek out the deity.
Beings that have become invested with this kind of power may indeed be a kind of mystic, as some theorize, or perhaps they really are blessed with some divine power.  Others believe such beings possess the blood of cosmic beings in their veins.  Some claim they are charlatans with no real power, or mystics trying to pass themselves off as divine.  I have no answers on this matter.
-Kyros
[/i]

Those with these strange powers are even less common than mystics (and many believe they are just a subset of mystic).  These people are known as avatars, miracle workers, saints, and sometimes the Chosen, depending on the form of avatar and who is being asked.
Characters with these powers generally either actively sought them by making a pact with a creature, ideal, or aspect of the universe, or else were chosen by such an entity (and may not even be aware of it).  While those that sought their powers usually know their source, others can only guess (most assume it is their deity, but there seems no way to prove this).
A player must have DM permission to become an avatar.  These pacts grant abilities beyond those available to normal characters, and thus should be carefully monitored (and may impose level adjustments or require taking levels in a class).  A character can be an avatar to only one entity.
Each entity can have only a single or a handful of avatars.  The more power granted to an avatar, the fewer avatars it can have.

Generally the powers of avatars come in two categories, Gifts, and Miracles.  

[spoiler=GIFTS]
These are standard Gifts which many avatars might gain.  Others are detailed in the description of the avatar.
Aura of Courage (Su): This functions as the paladin ability (PHB).
Aura of Menace (Su): As the archon ability.
Change Shape (Su): This ability functions as the change shape ability, except that any gear is absorbed into your new form and becomes non-functional, and that you do gain the special qualities of the new form.
Chosenâ,¬,,¢s Mind (Su): You are immune to Mind spells and mind-affecting effects.
Chosenâ,¬,,¢s Protection (Su): You are immune to paralysis, petrifaction, and sleep effects.
Chosenâ,¬,,¢s Senses (Ex): You receive a +6 bonus on Listen, Search, and Spot checks.
Deflection (Su): You add your Cha bonus as a deflection bonus to AC.
Divine Health (Su): You gain immunity to disease.
Divine Insight (Su): You gain an insight bonus equal to your Wisdom bonus to your choice of attack rolls, damage rolls, or armor class.  You can make a different selection each time you gain this ability (the effects do not stack within the same selection).
Impervious Soul (Su): You are immune to ability damage and ability drain.  This does not protect you from self-inflicted ability damage or drain (such as from Chosen powers or spell disasters).
Lay on Hands (Su): As the paladin ability, except that each MP you spend heals damage equal to your Charisma modifier.  The maximum MP you can spend at once is equal to your character level.
Rapid Healing (Su): You heal at three times the rate of a normal person.
Smite (Su): You can smite a particular type of foe.  A smite attack deals an additional 1 damage per character level and receives a bonus on the attack roll equal to your Charisma bonus.  You can only smite once every 1d4 rounds.
Soulfire (Su): You are treated as though under the effects of the death ward spell.
Spell Resistance (Su): You gain spell resistance equal to 11 + your HD.
Turn Undead (Su): As the cleric ability as a cleric of your character level.  You can use this ability up 3 + your Charisma mod times per day without penalty.  After that you suffer 1d4 Constitution damage for each additional use.
Unearthly Grace (Su): At 10th level you add your Charisma bonus to all saves (this does not stake with Panache) and as a deflection bonus to AC (does not stack with the Deflection Chosen power).[/spoiler]

[spoiler=MIRACLES]
An avatar has Miracle Points (MP) equal to his Wisdom bonus times his level.  In order to perform a miracle, you must spend MP equal to the spell level or listed cost.  If you do not have enough MP remaining you can instead take Con damage equal to the difference.  MP return at a rate of 1 per hour.  Your level in your avatar class determines the highest level of miracle you can use.
Working a miracle requires a full round action unless otherwise noted.  Many miracles mimic spell-like abilities (unless otherwise noted they are drawn from the PHB or Spell Compendium).  In this case your caster level is equal to your level in the avatar class that granted them, or (if not from a class) your character level.  Save DCs are Wisdom based.  Miracles come in sets.  When you gain a miracle set you can use any of the miracles in the set for which you are high enough level.

Air Miracles
Level 1: obscuring mist, updraft
Level 2: binding winds, feather fall, fog cloud, gust of wind
Level 3: capricious zephyr, downdraft, whispering wind, wind wall
Level 4: air walk
Level 5: control winds

Animal Miracles
Level 1: calm animals, charm animal, detect animals or plants, hide from animals, speak with animals
Level 2: animal messenger, animal trance, hold animal, reduce animal
Level 3: greater magic fang
Level 4: giant vermin
Level 5: animal growth, insect plague

Battle Miracles
Level 1: bless, divine favor, shield of faith
Level 2: aid, bearâ,¬,,¢s endurance, bullâ,¬,,¢s strength, magic weapon
Level 3: keen edge, magic vestment, prayer
Level 4: enlarge person, greater magic weapon
Level 5: divine power, mass aid, righteous wrath of the faithful

Cold Miracles
Level 1: ice gauntlet, ray of frost, snowshoes, winter chill
Level 2: chill metal, cold fire, creeping cold
Level 3: frost breath, mass snowshoes
Level 4: hypothermia, ice lance, ice storm, wall of ice
Level 5: freeze, greater creeping cold

Darkness Miracles
Level 1: darkness
Level 2: darkvision, veil of shadow
Level 3: blacklight, deeper darkness
Level 4: armor of darkness, darkfire
Level 5: crawling darkness

Destruction Miracles
Level 1: bane, doom
Level 2: death knell, shatter
Level 3: contagion
Level 4: greater magic weapon
Level 5: disrupting weapon, insect plague, mass contagion

Earth Miracles
Level 1: detect snares and pits, magic stone
Level 2: earthen grace, mountain stance, soften earth and stone
Level 3: meld into stone, stone shape, tremor
Level 4: rusting grasp, spike stones, sudden stalagmite
Level 5: stoneskin, transmute mud to rock, transmute rock to mud, wall of stone

Fire Miracles
Level 1: burning hands, produce flame, raging flame
Level 2: flame blade, flaming sphere, scorching ray
Level 3: heat metal, pyrotechnics
Level 4: fire shield
Level 5: flame strike, wall of fire

Knowledge Miracles
Level 1: detect magic, detect poison, know direction, true strike
Level 2: comprehend languages, detect secret doors, see invisibility
Level 3: augury, identify, locate object
Level 4: clairaudience/clairvoyance, discern lies, tongues
Level 5: detect scrying, divination

Light Miracles
Level 1: faerie fire, flare, light
Level 2: daylight
Level 3: searing light
Level 4: see invisibility
Level 5: wall of light

Plant Miracles
Level 1: detect animals or plants, entangle
Level 2: barkskin, tree shape, warp wood, wood shape
Level 3: diminish plants, plant growth, speak with plants
Level 4: command plants, spike growth
Level 5: wall of thorns

Power Miracles
Level 1: command, doom
Level 2: hold person, scare, suggestion
Level 3: fear
Level 4: crushing despair
Level 5: greater command, dominate person

Protection Miracles
Level 1: divine protection, endure elements, resistance, shield of faith
Level 2: protection from arrows, resist energy, remove fear
Level 3: magic vestment, protection from energy, remove paralysis
Level 4: death ward, freedom of movement
Level 5: break enchantment, nondetection, spell resistance

Restoration Miracles
Level 1: lesser vigor, remove fear
Level 2: remove paralysis
Level 3: lesser restoration, remove blindness/deafness, remove disease
Level 4: neutralize poison, remove curse, vigor
Level 5: break enchantment, panacea, restoration

Thunder Miracles
Level 1: shocking grasp, thunderhead
Level 2: sound burst
Level 3: call lightning
Level 4: arc of lightning, lightning bolt
Level 5: ball lightning, call lightning storm, chain lightning

Trickery Miracles
Level 1: charm person, daze, disguise self, entropic shield, ghost sound, sleep
Level 2: alter self, daze monster, eagleâ,¬,,¢s splendor, hypnotic pattern, silence
Level 3: deep slumber, glibness, minor image, mirror image
Level 4: displacement, hallucinatory terrain
Level 5: charm monster, false vision

Valor Miracles
Level 1: bless, resistance, remove fear, virtue
Level 2: aid, divine favor, rage, shield other
Level 3: good hope, heroism, prayer
Level 4: cloak of bravery
Level 5: death ward, valiant fury

Water Miracles
Level 1: create water, purify food and drink, wings of the sea
Level 2: animate water, swim
Level 3: quench, sleet storm, water breathing, water walk
Level 4: control water, sink, wall of water
Level 5: cloak of the sea, rushing waters
[/spoiler]

[spoiler=AVATAR OF THE SEA]
This is the avatar of the deep.  He holds the capricious power of the sea, in its infinity bounty and terrible wrath.  It is also appropriate for Chosen of a sea deity.  This is a 10-level class.
Requirements
Base Attack: +6
Skills: Knowledge (nature) 4 ranks, Knowledge (religion) 4 ranks, Swim 6 ranks

Hit Die: d10
Skill Points: 4 + Int mod
Class Skills: Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (geography, nature, or religion), Listen, Perform, Profession, Ride, Sense Motive, Spot, Survival, Swim
Saves: Fort and Will good, Reflex poor
Base Attack: Full (as fighter)
Defense: As Strong Hero
Miracles: The highest level miracle you can use is equal to your Ã,½ your class level.
Special Ability: At each level select one of the following special abilities: power miracles, trickery miracles, water miracles, continuous water breathing, continuous water walk, continuous freedom of movement, resistance to cold 10, Aura of Menace, Chosenâ,¬,,¢s Mind, Chosenâ,¬,,¢s Protection, Chosenâ,¬,,¢s Senses, Deflection, Divine Health, Divine Insight, Immunity to Poison, Rapid Healing, Change Shape (shark, whale, or other sea animal with no more HD than you), Smite (fire subtype).
Ability Increase: In place of a special ability you may elect to increase your Constitution or Strength by 2 points.  Each can be increased up to 3 times.[/spoiler]

[spoiler=AVATAR OF WINTER]
This is the avatar of the cold.  Servant to the icy wastes and cold destruction they bring, he is often seen as a terrible force.  The forces of winter demand that the chill is brought to the lands.  This is a 10-level class.
Requirements
Base Attack: +5
Skills: Knowledge (nature) 4 ranks, Survival 8 ranks
Feats: Endurance
Special: Must endure alone in the icy wastes.

Hit Die: d12
Skill Points: 4 + Int mod
Class Skills: Balance, Climb, Concentration, Escape Artist, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (geography or nature), Move Silently, Profession, Ride, Search, Sense Motive, Spot, Survival, Swim
Saves: Fort and Will good, Reflex poor
Base Attack: Full (as fighter)
Defense: As Strong Hero
Miracles: The highest level miracle you can use is equal to your Ã,½ your class level.
Special Ability: At each level select one of the following special abilities: cold miracles, destruction miracles, resistance to cold 10 (may be selected more than once), continuous endure elements, Aura of Menace, Chosenâ,¬,,¢s Mind, Chosenâ,¬,,¢s Protection, Divine Health, Impervious Soul, damage reduction 5/magic, Smite (fire subtype).
Ability Increase: In place of a special ability you may elect to increase your Constitution by 2 points.
Bonus Feat: In place of a special ability, you may select a bonus feat from the following list (you must meet the prerequisites): Alertness, Diehard, Great Fortitude, Power Attack, Toughness, Improved Toughness (CW), Altitude Adaptation (Frostburn), Mountaineer (Frostburn), Snowrunner (Frostburn)[/spoiler]

[spoiler=CHOSEN OF GAIA]
This avatar believes he has been chosen by the Goddess to protect the natural world.  Often, these avatars are Defenders of the Hidden Path.  This class can also serve for the avatar of a forest.  This is a 5-level class.
Requirements
Skills: Knowledge (nature) 6 ranks, Knowledge (religion) 4 ranks, Survival 6 ranks

Hit Die: d8
Skill Points: 4 + Int mod
Class Skills: Climb, Concentration, Craft, Diplomacy, Handle Animal, Heal, Hide, Jump, Knowledge (geography, nature, or religion), Listen, Move Silently, Profession, Ride, Sense Motive, Spot, Survival, Swim
Saves: Fort and Will good, Reflex poor
Base Attack: Ã,¾ (as cleric)
Defense: As Dedicated Hero
Miracles: The highest level miracle you can use is equal to your class level.
Special Ability: At each level select one of the following special abilities: animal miracles, earth miracles, plant miracles, restoration miracles, Chosenâ,¬,,¢s Mind, Chosenâ,¬,,¢s Protection, Chosenâ,¬,,¢s Senses, Darkvision 60â,¬,,¢, Divine Health, immunity to poison, Impervious Soul, Lay on Hands, Low-light vision, Rapid Healing, Soulfire, Spell Resistance, Unearthly Grace[/spoiler]

[spoiler=CHOSEN OF GOD]
Many avatars believe they have been chosen by their deity to carry out its will.  This class is used for those that believe they have been chosen by an all-powerful deity, such as the Eclesian God or the Ahlian deity, Ormazd.  This is represented by a 5-level class.
Requirements
Skills: Knowledge (religion) 6 ranks

Hit Die: d8
Skill Points: 4 + Int mod
Class Skills: Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Heal, Knowledge (history, nobility, religion), Perform, Profession, Ride, Sense Motive
Saves: Fort and Will good, Reflex poor
Base Attack: Ã,¾ (as cleric)
Defense: As Dedicated Hero
Miracles: The highest level miracle you can use is equal to your class level.
Special Ability: At each level select one of the following special abilities: battle miracles, destruction miracles, light miracles, protection miracles, restoration miracles, valor miracles, Aura of Courage, Aura of Menace, Chosenâ,¬,,¢s Mind, Chosenâ,¬,,¢s Protection, Deflection, Divine Health, Divine Insight, Impervious Soul, Lay on Hands, continuous see invisibility, Smite (choose, cosmic being, fey, or undead), Soulfire, Spell Resistance, or Turn Undead.[/spoiler]

[spoiler=DRAGON AVATAR]
A dragon can choose a mortal as an avatar to part of its power.  They grant this boon rarely, knowing what a powerful entity they are creating.  The avatar is expected to heed the call of his dragon when the dragon has need of him, and to serve his interested.  Often, a dragon expects some form of annual tribute.
This is a 10-level class.
Requirements
Base Attack Bonus: +7
Special: Must perform a quest for the dragon.

Hit Die: d10
Skill Points: 4 + Int mod
Class Skills: Balance, Climb, Concentration, Craft, Diplomacy, Intimidate, Knowledge (geography, history, local, lore), Listen, Perform, Profession, Ride, Sense Motive, Spot
Saves: Fort and Will good, Reflex poor
Base Attack: Full (as fighter)
Defense: As Strong Hero
Miracles: At 1st level you can use 1st level miracles.  At 4th level you can use 2nd level miracles.  At 8th level you can use 3rd level miracles.
Long Life (Su): A dragon avatar ages at half the normal rate for his species.  Bonuses still accrue at the normal rate, however.
Breath Weapon (Su): You gain a breath weapon equivalent to a dragon of your dragonâ,¬,,¢s type with your HD.
Special Ability: Each level a you may select one of the following abilities: power miracles, natural armor +1 (may be selected more than once), energy resistance 10 (to type of energy of your dragonâ,¬,,¢s breath weapon), immunity to disease, immunity to fear, Chosenâ,¬,,¢s Protection, Frightful Presence (as a dragon of your HD), Chosenâ,¬,,¢s Senses, damage reduction 5/magic, Rapid Healing, Spell Resistance.
Ability Increase: In place of a special ability you may elect to increase your Constitution, Strength, Intelligence, or Charisma by 2 points.  Each can be increased up to 3 times.
Dragon Manifestation (Su): In place of a special ability you can elect to gain one of the following manifestations: a pair of claws that each deal 1d4 damage, a bite attack that deals 1d6 damage, or wings that allow you to fly at your normal speed (poor maneuverability).  You can activate or withdraw a manifestation as a move action.
Change Shape (Su): At 10th level you gain the ability to assume the form of your dragon, but at your HD (whatever size category that would make the dragon).[/spoiler]

[spoiler=PHOENIX KNIGHT]
A phoenix is the avatar of life, and a phoenix knight is the avatar to a phoenix.  They serve the cause of life and good, hunting the undead and the wicked, helping those in need, and quietly working behind the scenes, keeping their vast powers secret from the unsuspecting world.  Bestowed with long life, they see much, yet always, they know they will one day end in fire.  Phoenix knights are usually human â,¬' phoenixes do not generally chose champions from other races (in some cases 500 years would shorten their lifespans).
This is a 10-level class.
Requirements
Base Attack Bonus: +8
Feats: Fire Talent, Mystic Blood, Weapon Focus (heavy blades)
Special: Must perform a quest for a phoenix before it can choose you as its avatar.  Because a phoenix cannot strip its champion of his powers, they are careful who they choose.

Hit Die: d10
Skill Points: 4 + Int mod
Class Skills: Balance, Climb, Concentration, Craft, Diplomacy, Heal, Knowledge (geography, history, local, lore), Listen, Perform, Profession, Ride, Sense Motive, Speak Language
Saves: Fort and Will good, Reflex poor
Base Attack: Full (as fighter)
Defense: As Strong Hero
Miracles: At 1st level you can use 1st level miracles.  At 4th level you can use 2nd level miracles.  At 8th level you can use 3rd level miracles.
Immortality: Once a character becomes a phoenix knight he is immune to aging and disease (magical or otherwise) for 500 years.  Once this time is up he immolates himself (dies instantly).
Immolate (Su): When a phoenix knight dies he immolates, consuming his flesh in a cloud of flame 20â,¬,,¢ high, with a 15â,¬,,¢ radius.  Each creature within the radius suffers 2d6 points of fire damage per HD of the knight.  A successful Reflex save (DC 10 + Ã,½ his HD + his Con modifier) reduces this damage by half.
Phoenix Brand (Su): As a free action a knight can summon a sword from within himself as an extension of his power â,¬' the sword appearing in his outstretched hand in a jet of flame.  The sword ceases to exist if the knight loses contact with it, and the knight can have only one such sword at a time.  The knight can create any form of sword he is familiar with (a longsword being the most common).  At 1st level the sword has a +1 enhancement bonus; this bonus increases to +2 at 3rd level, and by one every 2 levels thereafter (to a maximum of +5 at 9th level).  At 10th level, if the knight is an epic character, his phoenix brand improves to +6.
Special Ability: Each level a you may select one of the following abilities: fire miracles, restoration miracles, fast healing 1 (may be selected more than once), fire resistance 10 (may be selected more than once), Impervious Soul, Lay on Hands, Soulfire, Smite Undead
Improved Phoenix Brand: In place of a special ability you may choose to improve your phoenix brand granting it the flaming or keen special quality.  If you have already granted it the flaming quality, you can instead grant flaming burst.
Ability Increase: In place of a special ability you may elect to increase your Constitution or Strength by 2 points.  Each can be increased up to 5 times.[/spoiler]

[spoiler=TOTEM AVATAR]
The totem avatar represents a totem spirit, such as wolf, bear, or cat.  He taps his connection with his totem anima for strength, and is accepted by members of that species as one of them.
Requirements
Skills: Handle Animal 7 ranks, Knowledge (nature) 7 ranks, Survival 7 ranks
Feats: Wild Empathy
Special: Must spend 3 weeks alone among the totem animal.

Hit Die: d8
Skill Points: 6 + Int mod
Class Skills: Balance, Climb, Craft, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (nature), Listen, Move Silently, Ride, Spot, Survival, Swim
Saves: Fort and Reflex good, Will poor
Base Attack: Full (as fighter)
Defense: As Strong Hero
Totem Bond: Starting at 1st level you receive a bonus on Handle Animal checks with your totem animal equal to your class level.  You can use Handle Animal as diplomacy with your totem animal.
Detect Totem (Su): Starting at 2nd level you can sense when members of your totem species are within 1 mile per class level.  You can determine numbers and direction by concentrating for 1 round.
Low-Light Vision: At 3rd level you gain low-light vision.
Cohort: At 4th level you gain a cohort of his totemâ,¬,,¢s type.  This functions as though gained through the Leadership feat.  The cohort has hit dice equal to your class level.  This may mean the animal advances in hit dice.  This advancement does not cause the animal to grow larger, though it does gain the other benefits of increasing in hit dice.  If the type of animal you would chose normally has too many hit dice, you must wait until you have a sufficient class level.  You may select only normal animals, not dire animals.
Bonus Feat: At 5th, 7th, and 9th level you gain a bonus feat chosen from the feats of your totem animal or from the following list: Alertness, Animal Affinity, Endurance, Nature Sense, Skill Focus (Survival), Toughness, Track.  If your totem animal has the Improved Grab special attack you may also select Improved Grapple; if it has Trip you may select Improved Trip; if it has a swim speed you may select Improved Swimming (CV).
Telepathy (Su): At 6th level you can communicate telepathically with members of your totem species within range of your detection ability.  You can use this ability to use Handle Animal or Diplomacy on any or all members within range as a standard action.
Change Shape (Su): At 8th level you gain the change shape gift for your totemâ,¬,,¢s form.
Totem Apotheosis: At 10th level you gain a 2 point increase to one of your ability scores: whichever score is the highest scoreyouâ,¬,,¢re your totem animal (if two or more scores are tied for highest, you choose from them).  In addition, if the totem animal has any of the following special abilities, you gain them even in human form: a climb speed, a swim speed, a racial bonus on skill checks, blindsense, blindsight, Darkvision, ferocity, hold breath, scent, or sprint.[/spoiler]

SORCEROUS PACTS
Different than becoming an avatar, some mystics have been known to summon demons or other cosmic beings for more formal pacts.  They bargain to gain some boon, in exchange for a price â,¬' usually a high one.
There are several things a demon might ask for his part of the pact:
â,¬Â¢   A service of some kind.
â,¬Â¢   A sacrifice of some kind.
â,¬Â¢   A willing host it can possess.
â,¬Â¢   A portion of the summonerâ,¬,,¢s soul, which gives the summoner taint (between 1 and 10 depending on how well the summoner bargains).
â,¬Â¢   The summonerâ,¬,,¢s soul on his death
What the summoner can gain is almost limitless.  Many make pacts to increase the circle of power; a summoner can only perform this kind of pact once.  A cosmic being can also permanently increase an ability score (by 2 to 8 depending on the pact), grant wealth, magical items, magical defenses or powers, services, break a magical effect, or provide guidance.
To determine whether the pact is well made, each side makes a Diplomacy check.  The pact favors the side with the higher check result.  The other side can make a Sense Motive check (opposed to opponentâ,¬,,¢s Bluff check) to determine how bad a deal they may get.  If both sides accept the bargain, the pact is sealed.  Profession (lawyer) may be used in place of any of these.
Breaking a pact is difficult.  A DM must decide on a case-by-case basis what is involved.  Usually, it requires a quest, a ritual, and the returning of whatever boon was granted.
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Matt Larkin (author)

I realized it had cut off the end of the magic section, so I broke it up.

Since Kishar is low-magic compared to the base game system, I've been thinking that characters need more ability points.  I've been considering either using higher than the standard 25 pt buy (maybe 28 or 30) or else giving an ability increase more often than every 4 levels.

Perhaps some middle ground like 28 pt buy with an ability increase every 3 levels.

I already give feats every even level instead of every 3rd level.
Latest Release: Echoes of Angels

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Matt Larkin (author)

I updated the Sorcerer class to remove a reference to MR (magic rating, an older aspect of the system replaced with Circles).  I also removed on the circle feats.  I think it more in flavor with dark ages magic that advancing one circle should be attained by making a pact with some kind of cosmic being.

I'll post details once I have them worked out.  Otherwise I believe the magic system ready for playtesting.

I added occupations (as in d20 Modern).
Latest Release: Echoes of Angels

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Matt Larkin (author)

I added pacts that sorcerers can make with demons/cosmic entities for power (which does not make them avatars).  This is how one gains a circle of power beyond third (from class levels), though you can do it sooner.

I used Pact Magic (ToM) as a rough basis, but I did not want it to be class-based, since anyone can make a faustian deal.
Latest Release: Echoes of Angels

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Lmns Crn

Basic observations:
Interesting use of d20 Modern-style mechanics. Use of background occupations in a fantasy setting is intriguing-- I might have to try it myself one of these days. Obligatory admonition to avoid too many optional rule variants at once, although some do look particularly advantageous (especially level-based Defense, which I've advocated for a long time.) Honestly, I think you should simplify things by pinning down which rule variants you like and which you don't, rather than listing a large number as "optional." Not familiar with Grim and Gritty, so I can't comment on it.

Magic comments:
I haven't read this section in its entirety, so bear with me. I find the overall effect breathtaking; you've certainly converted magic into a double-edged sword, and so many elements combine to describe both positive and negative cuts. I like the system of Circles, and the descriptions of their effects at gradually seperating spellcasters from their humanity. There's a very dramatic and evocative effect you're bringing forth from all of this, which is apparent even at the superficial text-skimming level I've given this already.

Well done. I'll be reading through this in greater detail in my free time; you've caught my interest.
I move quick: I'm gonna try my trick one last time--
you know it's possible to vaguely define my outline
when dust move in the sunshine

Matt Larkin (author)

Thanks LC.  Your Jade Stage setting is one of my favorite homebrews I've seen, so it means a lot coming from you.

I may very well take your advice on not mentioning optional rules.  I list stuff as optional cause I didn't want to force too much on players, but maybe it's better to drop things I don't think I need.  I was thinking of writing new Taint rules (I like the idea but the execution does not fit - I think it should be internal, not external).

Wanting a new magic system was the source of most of these new mechanics.  It rolled around on the WotC Houserules boards for a month or so, but is still pretty close to it's original version.  I owe a great deal to Kari, Cheza, Capfalcon, and theblindman for the many ideas they gave for fixing balance issues in the crunch (and anyone else I've forgotten that made great ideas, please forgive me).
Latest Release: Echoes of Angels

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Lmns Crn

Quote from: Phoenix KnightI list stuff as optional cause I didn't want to force too much on players, but maybe it's better to drop things I don't think I need.
feel[/i] via mechanics was more important to me than simplicity.

Besides, individual gaming groups that are determined to do so will ignore your rule variants whether you label them optional or not. Might as well be clear on the ones you prefer.
QuoteI was thinking of writing new Taint rules (I like the idea but the execution does not fit - I think it should be internal, not external).
For an internal system of taint, something like your circles of power might work well. Write up a half-dozen or so levels, with some description of emotive/psychological effects, and perhaps some accompanying crunch, if you so choose.
I move quick: I'm gonna try my trick one last time--
you know it's possible to vaguely define my outline
when dust move in the sunshine

Matt Larkin (author)

I took your advice and changed many of the rules to be set, and removed most of the rest.

I made a first attempt at taint already, before I read this.  I set it on a scale of 1-20 because you risk gaining it every time you use necromancy, so on a scale of 1-6, it would be too risky (even 1-10 is probably too low for most players to even consider it).
I need to update a few sections where I mention it has being optional, since it is no longer optional.

On a side note, I also dropped my previous idea that Int did not grant bonus languages.  While I continue to hold the fears expressed in another thread that not all locales have enough languages to make this probable, I'll discount realism for making players happy in this particular case.
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
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Matt Larkin (author)

I added a new magic feat for spellsword fans.  It doesn't exactly mirror a spellswor's channel ability, but it should be pretty close.

[spoiler=ELEMENTAL IMBUE]
You can imbue elemental energy into your weapon.
Prerequisite: Mystic Blood, any Sorcery Talent feat
Benefit: As a move action you can imbue a weapon with elemental energy as though it were casting a damage-dealing touch spell.  This energy lasts until you lose contact with the weapon, make a successful attack roll, or the duration runs out, whichever comes first.  When you make a successful attack with the weapon, it releases its energy damage.  This functions exactly like you had cast the spell with a range of touch.  You can augment the duration beyond 1 round as normal.  For example, for 3 mana you can use a force 2 Fire spell with a duration of 1 minute; the DC to cast this spell is 16.  A weapon can hold only one imbue at a time.[/spoiler]
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
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Matt Larkin (author)

I added  new sample ritual.
[spoiler=New Ritual]Brew Healing Potion
Decipher Script DC: 25
Spellcraft DC: 20 plus one Craft (alchemy) check DC 25
Mana Cost: 3
Casting Time: 8 hours
Location: Alchemists lab
Components: Herbs and reagents (Knowledge (nature) DC 25 to find in ideal circumstances, requiring 1 day of searching; typical cost 200gp).
Target: One living creature of up to medium size.
This spell imbues a potion with healing energy.  When drunk, the potion converts 1d8 lethal damage to non-lethal damage.
Augment:
3 mana and +3 DC (both checks) per additional 1d8 damage to convert.
1 mana and +2 DC (both checks) per damage to immediately heal.[/spoiler]

I have still been thinking about how to handle ability scores to account for low-magic.  I don't really want to go the Iron Heroes route and front-load with high point buy.  A while back on WotC site one of the writers suggested offering an ability increase every other level and feat on the opposite levels.  While I do offer a feat every even level, an ability increase each odd seems a bit much to me.

I'm thinking 28 point buy with an ability increase every 3rd level.

I also have been thinking about whether I should apply armor check penalty to sorcery checks.  While there's no logical reason it should, since there are no somatic components to be interfered with, it seems a flavor thing that wizards don't wear heavy armor.  I generally see Merlin as the basis for conceptions of wizards in folklore and mythology (though I have other inspirations).  He is rarely depicted wearing armor.

Anyway, further feedback is always appreciated.
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
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