C o d e x A r C A n A P J h i l l i P o n e s C redits Author: Phillip Jones Layout and Editing: Ian Plumb Proofreaders: Patricia Plumb, Playtesters and Beta Testers: Ed and Christin Phelps, Keith Roberts, Joey O’Donnell, Emre Can Sezer, and Ken Lacy. With special thanks to Jake Norwood, creator of “The Riddle of Steel”. Codex Arcana copyright © 2009 Phillip Jones “And five times, for my honour, I have had to fight in unfamiliar places without relatives and without friends, not trusting anyone but God and my art and myself, Fiore, and my sword. And by the grace of God, I, Fiore, kept my honour and I did not injure myself.” --Maestro Fiore dei Liberi, from the introduction to the Flos Duellatorum,1409 AD Artwork The artwork that appears in this work of fanon has been used without permission. The copyright on each individual piece lies with the individual artists. Their details appear below. The front cover is a piece called “Dragon Mage” by Kerem Beyit. 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For more information about Codex Arcana, as well as additional material: www.trosfans.com vaaaaaaaaaw 3 t C Able of ontents vaaaaaaaaaw Credits ...................................................................................................3 Arcane Combat Options .....................................................22 Bibliography .........................................................................................3 Arcane Toughness: ...........................................................22 Quotations ............................................................................................3 Arcane Strength: ..............................................................22 Table of Contents .................................................................................4 Arcane Maneuvers ...............................................................22 Book One ..............................................................................................7 Attack (1) ..........................................................................22 The Nature of the World ................................................................7 Parry (1) ............................................................................22 The Nature of the Elements ...........................................................7 Evade (2) ...........................................................................22 Elemental Nodes .............................................................................7 Feint (2) .............................................................................22 Contacting Elemental Nodes .........................................................7 Beat (3) ..............................................................................23 Containing Elemental Nodes ........................................................8 Counter (4) .......................................................................23 Using Unaligned Elemental Nodes ...............................................9 Stop Short (5) ...................................................................23 Aligning Elemental Nodes To Spells ............................................9 Bind and Strike (6) ...........................................................23 Protecting And Locking Elemental Nodes ..................................9 Simultaneous Block/Strike (7) .......................................23 Stealing Elemental Nodes ..............................................................9 Support (9) ........................................................................23 Book Two ............................................................................................11 Drain (11) .........................................................................23 Overview ........................................................................................11 Arcane Combat Proficiency: The Benefits of being level Elemental Enchantments .............................................................11 10+ ..........................................................................................23 Types of Enchantments .......................................................11 Surge: .................................................................................23 Enchantment Objects ..........................................................11 Fortify: ...............................................................................23 Enchantment Procedure ..............................................................11 Enchanting Objects ..............................................................11 Nodal Power Requirements ................................................11 Making Potions .....................................................................11 Enchanted Nodes and Objects ....................................................12 Enchanted Nodes .................................................................12 Enchanted Objects ...............................................................12 Bound Objects ......................................................................13 Node Stones ..........................................................................13 Book Three .........................................................................................15 Overview ........................................................................................15 Spiritual Humors ...........................................................................15 Living Spirit Nodes ......................................................................15 Using Living Spirit Nodes ............................................................15 Loss of Living Spirit Nodes ..........................................................15 Lack of Spirit ..................................................................................16 Death of a Character .....................................................................16 Dead Spirit Nodes .........................................................................16 Identifying Spirits ..........................................................................16 Contacting Dead Nodes ...............................................................16 Containing Dead Nodes ...............................................................16 Casting With Dead Nodes ...........................................................17 Binding Dead Nodes .....................................................................17 Book Four ...........................................................................................19 Overview ........................................................................................19 Minor Magic ..................................................................................19 Greater Magic ................................................................................19 Major Magic ...................................................................................19 Spell Duration ................................................................................19 Adding Variables ...........................................................................20 Chain Casting ...............................................................................20 Casting Through Empty Elemental and Spiritual Nodes 20 Node Discovery Skill ....................................................................20 Arcane Awareness Spell ................................................................20 Spiritual Awareness Spell .............................................................20 Arcane Combat System (ACS) ....................................................21 Arcane Combat System (ACS) Overview .........................21 Round 1 Arcane Combat: ....................................................22 Round 2 Arcane Combat: ....................................................22 Round 3 Arcane Combat: ....................................................22 Round 4 Arcane Combat: ....................................................22 vaaaaaaaaaw 4 vaaaaaaaaaw vaaaaaaaaaw 5 b o ook ne vaaaaaaaaaw Note that dominance applies only to the next element in the circle. the nAture of the world For example, water dominates wood, and water is dominated by On the many planes of existence, throughout all the realms, sages crystal. Crystal and wood have no special relationships to one and philosophers have come to agree that the world is composed another. of seven basic elements. These are fire, metal, crystals, water, wood, wind and light (darkness is the opposite of light and considered part of that element). Scholars have demonstrated that all other natural “elements” are actually composed of these essences in combination. Any material object can be explained as a mixture of these basic elements, although in many cases the exact mixture has yet to be discovered. Each of these seven basic elements has magic properties. Sorcerers who learn to identify those pure elements, when they occur, can use their magic properties. Actually, many other types of magic exist, but the basic form rooted in the nature of the world itself is this elemental magic. In practical terms, to use elemental magic a character must possess the pure essence of that element and harness its magic power for use in spells. This pure essence is called a “node”. Some nodes are more powerful than others and are called double nodes, triple Light and darkness (Sundrops and Pitchblacks) are both forms of nodes, ect. The more powerful nodes cannot be split apart into the same element. They cannot exist together, but instead cancel separate smaller nodes, but the power can be used in increments, each other equally. Thus a single node of Sundrop put with a single for various spells at various times. node of Pitchblack will instantly destroy both. However, a PC could The process of harnessing a node has four basic steps: have both nodes (in separate containers), and use either for any One) The sorcerer must locate the node. purpose that uses either light or darkness. Some characters will Two) The sorcerer must then use his mind to make contact with have a preference toward light or darkness, usually based on their the node. living habits (day or night). Three) Once contact is achieved he may then contain the node in a elementAl nodes proper device or material to transport and preserve it. All characters will come across a naturally visible elemental node Four) The node may then be either used,“aligned”, or “locked”. from time to time. The flames in a fireplace might seem to acquire the nAture of the elements a life of their own, or rays of sunlight may seem to dance in the air, or ice might shine with unearthly light, ect. The seven basic elements take eight forms (light and darkness are two forms of the same element). A node will contain the pure These are simply nodes that have become especially obvious. essence of one element. Originally, the first sorcerers were simply people who noticed these Each element has a common name, a specific name for the pure nodes, guessed their importance, and learned to use them by trial essence, and natural material that is the reflection of the pure and error. While some nodes may be stumbled upon and tapped element. Reflections are mainly used to control and store pure into, the vast majority can only be exploited by a character equipped nodes. with the arcane ability to use them. Once per game day dawn, a character may declare that a particular Common nAme nAme of Pure refleCtion of elemental node is being sought. The player must then make a Per/ of element essenCe (node) thAt element Node Discovery skill check. fire lAChel flAme of A Pure If the check fails then no active node of the desired type is available beeswAx CAndle in the surrounding 100 foot radius (that day, nodes do drift). metAl mithril silver If the skill check is successful, then the desired elemental node exists (it is the most powerful node of that element in the area that day) CrystAl silimA diAmond and the GM must roll 1d10 to determine the power level of the node. wAter verAquA sPringwAter If the dice roll yields a “10” then one additional d10 may be rolled and the total of the two dice is the node’s adjusted power level. The wood druidheArt oAk GM should keep in mind that the player must only have knowledge wind mAgzul west wind of the success or failure of their skill check while the GM secretly notates the node’s power level for future reference. light sundroP sunlight The node now located, the character may then contact the node by dArkness PitChblACk deeP shAdow the successful casting of an Arcane Awareness spell. Dominance: Each element dominates one other element, and is ContACting elementAl nodes dominated by one element. This relationship forms a “chain”, Once a character finds a node he can either ignore it or attempt to termed the “Circle of Dominance” by scholars, illustrated below. contact it. If the node is ignored, it will disappear (sooner or later), vaaaaaaaaaw 7 since pure elements are never static, but instead seem to move about ContAining elementAl nodes (philosophers have theorized that it is the world moving, while Any node can be retained in the reflection of any node. For example, nodes remain in place). silver is the reflection of Mithrill (metal) and could contain a Contact requires a character to “tune in” his mind to the essential Mithrill node. nature of the pure element, manifested by the node. Contact does A silver box could also contain a Lachel node, or a Veraqua node, not mean physical contact. Instead a mental rapport is established or any other element. The same container can be used for two or between the character and the element by a casting of the Arcane more nodes of the same type if desired. Different elemental nodes Awareness spell. This contact attempt may be made only once are allowed in the same container only if one dominates another. per given node. A player is required to declare (before the roll is For example, crystal and water could be in the same container, or attempted) his decision to “Use” or “Lock” the newly discovered metal and crystal. A container could even have metal, crystal and node. Once a node is locked (See Protecting and Locking Elemental water, but could not have just metal and water alone, since neither Nodes for more information) it may never be used. If a character metal nor water dominates the other. An exception is Sundrop and attempts contact and fails, the node is destroyed. In addition, if Pitchblack which can never be held in the same container. the spell is also “botched” (no successes and two “ones” rolled) Containment process: The actual method of containment is simple. the sorcerer receives one wound level of energy damage per power Once contact is made, the container is maneuvered to the location level of the node. of the node and placed next to it. The node, being magical, can The process of establishing this mental contact takes varying pass through the material provided the mental contact is holding amounts of time, depending on the situation: it. Contact is then released and the element is now within the First contact: The first time a character attempts to contact a node reflection. of an element, it takes 1d10x10 minutes. The first contact time Example: To contain a Veraqua (water) node found represents the need for the character to find the proper state of in the eddy of a waterfall, a character could pass a mental awareness to attune completely to the node. diamond ring into the eddy, and move the diamond Subsequent contact: If a character has already contacted a specific to the node, then drop contact. The node is now within node before, making contact with exactly the same node again the diamond, and upon lifting the ring from the water only takes one second. Complete and total attention is needed to the glimmering of Veraqua can be seen within the make and maintain contact, so no character may cast more than diamond. one spell at a time. Contact may be maintained as long as the character wishes, or until his attention is distracted. In high stress Obviously some containers are more useful than others. When in or combat situations, contact will fail without a successful WP/ contact with a node, the node itself can be “nudged” mentally a few Meditation roll. inches to a container, but this requires extra mental concentration for 1d10 minutes of time, and is mainly useful for complex Proximity: Once contact is made, a character acquires a mental containment, such as maneuvering a node from spring water to “picture” of the node. As long as the character knows exactly a candle flame (since normal superimposition would put out the where the node is (remembers how it was contained, and where the candle). containment was put), he can contact the node again, regardless of distance. Typical containers: The player is responsible for imagining and describing the type of container used to hold each node (or nodes), Example: Sorcerers often store nodes at home, in their and these must be approved by the GM. Containers can be small workshop, and then contact them mentally when a and designed for the purpose, or everyday items can be pressed spell is needed (eliminating the need for bulky or into service where appropriate. complex containers while traveling). However, if an Containers in common use include a beeswax candle or similar over-zealous servant should move the container or clean-burning fire – provided it remains lit; a box of silver or oak; a natural disaster affects the workshop (earthquake, any container to hold pure spring water; a bag or box opened and flood, ect.) then the node will no longer be in the proper closed only into a west wind; a bag or box only opened and closed place, and the mage will be unable to contact or use in bright sunshine or total darkness; a cut and polished diamond, it until he returns home and discovers the current such as one in a pendant or ring; ect. location of the node. If a container is broken or destroyed, any node within is released. However, if the node has moved at all, even a short distance, the It can be held only if immediately contacted. Otherwise the node is character will be unable to achieve contact because the memory lost, even if aligned (it becomes unaligned). Examples of breakage is now incorrect. or destruction include opening a bag or box of west wind, sunlight or deep shadow at the wrong time, breaking open a silver or oaken If some nodes can still be contacted, the character might use a spell box, fractures on a cut diamond, putting out a flame, ect. to see the new location without actually travelling back there. To reduce dangers and risks, sorcerers often have many secret hiding Avoiding containment: As long as a character remains “in contact” places scattered about the countryside, even in far distant locations, with a node, no containment is needed to keep control. While the where they have hidden nodes in special containers. character can perform mindless “rote” actions while in contact (such as walking home on a familiar path), any distraction at all Evaluating a node: Having made contact with a node, a sorcerer will call for a WP/Meditation roll. If contact is lost, the node is lost may still have not have been successful enough to have determined unless already contained. the elemental node’s total strength. A sorcerer can always perceive a node’s power up to the highest power of that element that he using unAligned elementAl nodes currently has aligned. However, if the node is more powerful Once an elemental node has been contained it may be freely used than the aligned, the character won’t know by how much until he when contacted. A single node can cast any spell of its respective experiments while using the new node. element provided the elemental power demands of the spell are vaaaaaaaaaw 8 Note: A character in contact may immediately levels are shielded by order of elemental dominance. Thus, a Lachel begin alignment or perhaps cast spells, provided he node’s commited power levels would be protected before one of is continuously in contact, without a break. Also Mithrill. note that any hit in combat, even if no wound levels Two) When an elemental node is first contacted it may be “locked” are inflicted, is sufficient to break concentration and if the player so desires. This simple ritual is accomplished through thus break contact. use of the Arcane Awareness spell. Once locked, the elemental no greater than the node’s ability to fuel it. Any cast spell that is node is no longer available for normal use. However, the process botched will cause cause all participating unaligned nodes to be of locking a node has the resulting effect of making the node destroyed. extremely durable and stable, impervious to the dangerous effects of a spell’s magic backlash. Aligning elementAl nodes to sPells Canny sorcerers use such resiliance to their advantage by utilizing Sorcerer characters may align a node to a spell whenever the those locked nodes to redirect spell backlash effects away from their required node is contacted. The aligning of a spell to an elemental valuable active nodes. For each locked node a character possesses, node replaces the standard spell formalization rules in the Core one elemental power level used in the casting of a spell will be rules book. protected from harm. A sorcerer may maintain a pool of locked When an elemental node (or a portion of a node) is aligned with nodes no greater than his FORM attribute. a spell, that node/node portion is now dedicated to the casting of that particular spell. From that point forward, no other use may be steAling elementAl nodes applied to that reserved energy. If multiple nodes are used in the ll sorcerers can detect the use of elemental magic in their vicinity. construction of a spell, then all participating nodes (or portions of Whenever a spell is cast, there is a “flux” in the elements of nature nodes) supplying power for the spell must be aligned. Any node in around the node and the caster. This occurs in the instant of casting the spell’s “chain” that is lost or destroyed (such as from a botched and afterward seemingly disappears, but may in fact linger in the spell role) must be replaced for the spell to again function. area for up to several days. While aligning a node to a spell may on the surface appear to limit Unintelligent animals feel this flux and become very nervous and a sorcerer’s options when using a particular node, one benefit that excited. Intelligent characters also feel the flux, and will know is gained is when the aligned spell’s CTN is calculated: that magic is in use. If the character is a sorcerer, they can identify the direction of the flux, and if within 100 feet of the caster, may For an aligned spell using one power level from one attempt to steal one of the elemental nodes used in the casting of to three nodes, reduce overall CTN cost for the spell the spell. by one. While in range, one sorcerer may attempt to wrest a node away For an aligned spell using two or more power levels from another by executing a mental assault. This attack comes in from one or more nodes, reduce overall CTN cost for the form of an aggressive use of the Arcane Awareness spell. the spell by two. The possessing character will be aware of the theft attempt and may Aligning a spell also makes any participating elemental node resist with a roll of Art, plus any available SP dice, spent against a inherently more stable, allowing for an ART check per node (adding TN equal to the recently cast spell’s CTN. The nullification of the any available SP dice, if desired) against a TN (equal to the spell’s attacker’s spell success total constitutes a resisted theft. CTN) verses the total of dice failures from a botched spell’s role. An elemental node may only be stolen if unaligned. ProteCting And l oCking e lementAl nodes The casting of elemental or spiritual magic does not carry with it the same potential for magical aging as does the more science based system described in the Core Rules book. Instead, when casting elemental magic, a sorcerer must defend against a potent arcane backlash attacking those nodes used to power his spell. When a node’s power levels are completely destroyed, it is considered an “empty node” and may only be “cast through” from that point forward. Living nodes may also be “cast through” in a separate process known as “chain casting” (see Book Four – Elemental and Spiritual Casting, for more information about both methods). As a general rule, any power level from an elemental node used to power a spell will be destroyed by the resulting arcane backlash. There are two exceptions to this rule: One) Using any available dice from his Spell Pool, a player may attempt a “backlash” roll to divert this wave of energy instead to the surrounding area. The TN for this roll is the CTN of the spell that was cast. For every success rolled, one participating node’s power level is protected. If the total of successes is less than the spell’s elemental power levels, the difference between the two totals is the number of levels destroyed. A spell’s elemental power vaaaaaaaaaw 9
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