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A MAGIC SOURCEBOOK FOR OGL GAMING
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A VARIANT MAGIC SYSTEM FOR
THE D20 SYSTEM
DESIGN: ROBERT J. SCHWALB
EDITING: SPIKE Y JONES
DEVELOPMENT: SPIKE Y JONES AND ROBERT J. SCHWALB
TRUE20 ADAPTATION: STEVE KENSON
GRAPHIC DESIGN: HAL MANGOLD & MARC SCHMALZ
ART DIRECTION: ROBERT J. SCHWALB & HAL MANGOLD
COVER ART: MATT CAVOTTA
INTERIOR ART: ILYA ASTRAKHAN, TOREN “MACBIN” ATKINSON,
DREW BAKER, KENT BURLES, KEN CAPELLI, STORN COOK,
TALON DUNNING, MARCIO FIORITO, ELIZA GAUGER,
CHRIS KEEFE, JONATHAN KIRTZ, STEPHANIE LAW, PAT LOBOYKO,
MANOEL MAGALHAES, BRITT MARTIN, JENNIFER MEYER,
JAMES SMITH III, MIKE VILARDI, JOSEPH WIGFIELD, LISA WOOD
EXECUTIVE PRODUCER: CHRIS PRAMAS
GREEN RONIN STAFF: STEVE KENSON, NICOLE LINDROOS,
HAL MANGOLD, CHRIS PRAMAS, EVAN SASS, MARC SCHMALZ, AND
ROBERT J. SCHWALB
SPECIAL THANKS: HARRY PRATT FOR HIS KEEN INSIGHTS,
AND MONTE AND SUE COOK FOR PERMITTING US TO INCLUDE AN
ADAPTATION FOR IRON HEROES .
True Sorcery is © 2006 Green Ronin Publishing, LLC.
All rights reserved. Reference to other copyrighted
material in no way constitutes a challenge to
the respective copyright holders of that
material.
‘d20 System’ and the ‘d20 System’ logo are
trademarks of Wizards of the Coast, Inc. and
are used according to the terms of the d20
System License version 6.0. A copy of this
license can be found at www.wizards.
com/d20.
Rules referenced from Monte Cook Presents:
Iron Heroes (Malhavoc Press 2005), copyright
Monte J. Cook. Used with permission.
The following text is Open Gaming
Content: Chapters 1–6, Appendix I, II,
III, the class advancement table and class
features of IV, V, and the spell reference
tables.
Dungeons & Dragons®, d20 Modern
Roleplaying Game , and Wizards of the Coast®
are registered trademarks of Wizards of the
Coast, Inc., and are used with permission.
P.O. Box 1723
Renton, WA
98057-1723
www.greenronin.com
custserv@greenronin.com
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TABLE OF CONTENTS
TABLE OF CONTENTS
INTRODUCTION ............................................................. 3
Using this Book...................................................3
CHAPTER ONE:THE SPELLCASTER............................ 4
he Spellcaster ......................................................4
he Modern Spellcaster .........................................6
Skills.....................................................................8
Feats ...................................................................13
CHAPTER TWO: SYSTEM OF MAGIC ...................... 17
Essential Concepts...............................................17
Casting Spell Efects..........................................17
Choose the Spell...........................................17
Spell Energy.................................................18
Magnitude ...................................................19
Casting Time................................................19
he Spellcraft Check.....................................20
Caster Level .................................................20
Spell Failure .................................................20
Result ..........................................................21
Spell Format........................................................21
Name ...........................................................21
Description ..................................................21
Prerequisites................................................21
Base DC........................................................21
Components.................................................21
Range ..........................................................22
Aiming .........................................................22
Duration ......................................................22
Saving hrow ...............................................22
Spell Resistance ...........................................23
Base Efect ...................................................23
Augmentation ..............................................23
Special Spell Efects .....................................23
Continuous Efects .......................................23
Synergy .......................................................23
Sample Spell Efects .....................................23
Augmentations .................................................23
Damage........................................................24
Area of Efect and Targets ............................24
Range ..........................................................25
Duration ......................................................25
Extra Components .......................................26
Subtracting Components ..............................26
Other Reductions..............................................27
Cooperative Magic........................................27
Proximity Magic...........................................27
Blending Spell Efects ..........................................27
CHAPTER THREE:SPELLS & EFFECTS...................... 29
Continuous Efects ............................................29
Dabbler.............................................................29
Student of Magic...............................................29
First Magnitude ................................................29
Second Magnitude.............................................30
hird Magnitude ...............................................31
Spell Descriptions ...............................................31
CHAPTER FOUR: MAGIC ITEMS .............................. 96
Making Magic Items ..........................................96
Types of Items .....................................................96
Least Items .......................................................96
Using Least Items.........................................97
Example Items .............................................97
Lesser Items .....................................................98
Using Lesser Items .......................................98
Example Items .............................................98
Minor Items ......................................................99
Using Minor Items........................................99
Example Items .............................................99
Moderate Items...............................................100
Using Moderate Items ................................100
Example Items ...........................................100
Major Items ....................................................101
Using Major Items ......................................101
Example Items ...........................................101
APPENDIX I: TAINT ....................................................102
Taint .................................................................102
Tainted Spellcasting........................................102
he Efects of Taint .........................................103
Tainted Places.................................................103
Tainted Objects...............................................104
APPENDIX II: TRUE NAMES ....................................106
Identifying the True Name ..............................106
Empowering the True Name ............................106
Consequences of True Naming .........................107
APPENDIX III:
TRUE SORCERY WITH THIEVES’ WORLD ....109
Basic Mechanics ................................................109
Casting Ability and Spell Acquisition ...............109
Speciic Class Changes.....................................109
System Changes ................................................111
Mana ..............................................................111
Ritualcasting ..................................................111
APPENDIX IV: IRON HEROES .................................112
he Arcanist ......................................................112
System Changes ................................................116
Feats...............................................................116
APPENDIX V: TRUE20 SORCERY ............................117
Spellcasters.......................................................117
Magic Skills ....................................................117
Magic Feats.....................................................117
Other Magic Feats...........................................118
System Changes ................................................118
SPELL REFERENCE TABLES .......................................119
Spellcasting Steps ...........................................119
Blending Spells Summary ................................119
Spell Build Worksheet .....................................121
INDEX .............................................................................122
OPEN GAME LICENSE V1.0A ...................................125
2
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INTRODUCTION
INTRODUCTION
Green Ronin Publishing released he Black Company Campaign
Setting at the close of 2004, ofering for the irst time a complete
game treatment of Glen Cook’s popular fantasy setting. While
there were many challenges in bringing these books to the game
table, perhaps the greatest was in redeining magic to capture
and relect that used by the iconic wizards of the novels. What
we needed was a system that placed complete control over the
spell’s efects in the hands of the caster (and by extension the
player, of course). he world of he Black Company novels was
not one where wizards pored over dusty spellbooks, preparing
their spells in advance, but rather one in which wizards tapped
some inner reservoir and just made things happen. We found
interesting, evocative, and imaginative uses of magic, and
certainly no two spells were ever alike. It was clear from the
outset that spells as d20 System players knew them would
simply not work in this world.
as would be expected for someone perfecting innate abilities
discovered through trial and error. While the spellcaster may
seem somewhat weaker than a wizard at least in regards to
casting time, gaining new spells, refreshing daily spell totals,
and the speed with which she casts spells, she can sacriice
personal energy to cast greater spell efects and use individual
spells with more versatility.
A more extensive modiication to a campaign would be to replace
the entire existing magic system with this one. In this case,
there’s no diference between arcane and divine spellcasting;
clerics and wizards are all folded into one class. True Sorcery is
written from this point of view, but that shouldn’t make using
one of the other options more diicult.
An alternative that splits the diference is to replace the
standard d20 System magic rules with True Sorcery ’s, but keep
the class distinctions as they are, restricting certain spells to
certain classes (such as Healing Lore to clerics and druids).
Using this option, every time a spellcasting character gains
a new spell level, she gains a new instance of the Talent feat.
Furthermore, a cleric, druid, sorcerer, or wizard improves
her magnitude at the same rate as a spellcaster. Paladins and
rangers gain the Dabbler feat when the class irst grants the
spellcasting ability, but their magnitude does not improve.
Bards gain the Dabbler feat at 1st level, Student of Magic at
4th level, and First Magnitude at 10th level.
For the better part of a year, we worked on designing and
developing a magic system for this setting, binding the wild
and unpredictable to rules that ensure balance at the gaming
table. And the result of all that efort was an interesting, albeit
complex, system of magic. I never expected the magic system to
eclipse many of the other aspects of the setting, and soon after
Green Ronin released the book, there was a lot of excitement
and interest in adapting the magic system for other worlds.
Requests for new spells, questions about marrying this system
with standard magic, and even using this magic system for epic-
level play were all topics that bounced back and forth on various
message boards and in e-mails. It was clear there was more to
be said and done with he Black Company ’s magic system. And
so, a little over a year later, we have True Sorcery.
When replacing the d20 System magic rules with those presented
in True Sorcery , there are a few things to consider when it comes
to monsters. For monsters that have spell-like abilities, it’s best
to leave them as written. Doing so makes monsters a bit tougher
in comparison to spellcasters (and adventuring parties that
include them) since they can often cast spells faster than PCs.
To correct this imbalance, increase the monster’s CR by +1 and
by an additional +1 for every full 5 caster levels ( i.e. , +1 for CL
1st through 5th, +2 for CL 6th through 10th, +3 for CL 11th
through 15th, +4 for CL 16th to 20th).
his book contains revised and expanded magic rules for use
with any d20 System game, whether for the standard dungeon
crawl games or even for use with the d20 Modern Roleplaying
Game . We paid extra attention to clarifying the rules where
needed, adding additional examples, and ofering new spells.
If you’re not familiar with he Black Company Campaign Setting,
have no worries; this book is a complete adaptation and
includes everything you need to build a spellcaster using True
Sorcery. And if you like what you ind here, be sure to check
out the setting that inspired it.
For monsters that prepare spells in advance in the manner of
wizards, clerics, druids, and others, the matter becomes a bit
more tricky. he best solution is to treat these monsters as
having efective levels in the spellcaster class equal to their
base Challenge Rating. So a CR 4 monster that can cast spells
like a wizard would have the spellcasting ability of a 4th-level
spellcaster, gaining bonus feats and other class features as
described on Table 1-1: he Spellcaster (but not the base
attack bonus, saving throw bonuses or additional skill points).
Also, if the monster does not have Spellcraft, recalculate its
skill point expenditures so that it does. Select spells that
seem appropriate to the monster. Don’t modify the monster’s
caster level.
USING THIS BOOK
True Sorcery presents a toolset for transforming d20 System
games from high fantasy to low. With these rules, spellcasters
have a lot more freedom to do what they want with their spells,
not bound by a ire-and-forget spellcasting system. However,
these rules change the game, blurring the traditional boundaries
between divine spellcasting and arcane spellcasting.
It’s no coincidence this book is entitled True Sorcery , as the
easiest way to use this product is to replace the sorcerer in the
PHB with the spellcaster class presented here. he spellcaster
class has a series of talents she learns to use in more powerful
ways as she becomes more adept at manipulating magic energy,
Magic items are another sticky point. If this magic system
is imported whole cloth, you should use the new magic item
creation rules described in Chapter Four: Magic Items .
However, if you replace the PHB sorcerer with the spellcaster
class, then both magic item systems can be used side-by-side.
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CHAPTER ONE: THE SPELLCASTER
CHAPTER ONE:
THE SPELLCASTER
In True Sorcery , all magic is the same. Whether you are a
priest, a warlock, a magician, a shaman, or any other user of
magic, the mechanics are identical. Magic is the miraculous,
a departure from the ordinary, the ability to bring about a
new thing, a new phenomenon, an efect that lies outside
what is ordinarily possible. hrough force of will, spellcasters
change the essential nature of the world, altering the fabric
of reality to suit their needs. Whether calling forth a demon
from the Abyss or evoking a lightning from her ingertips,
the spellcaster restructures the laws of reality to achieve a
desired end. Sure, a priest invokes the blessing of his god,
while a wizard recalls complex magical formula, but the
process and energy harnessed is the same regardless of
the user.
THE SPELLCASTER
Spellcasters have the following game statistics.
Optional Rule: If you prefer to mimic the PHB distinctions
between spellcasters, you may allow a player to choose a key
ability (Intelligence, Wisdom, or Charisma) for Spellcraft.
Spellcasters who use Intelligence are likely to be wizards,
those using Wisdom are clerics and druids, and those who
use Charisma might be witches or bards.
Hit Die: d6.
Starting Gold: 3d4 × 10 gp (75 gp).
Abilities: Charisma is the most important statistic for
spellcasters, as it is the determining score for her magical
abilities. Constitution is vital as it determines starting spell
energy. Intelligence is also useful: It helps a spellcaster
prepare her spell efects in advance. Dexterity is another
useful stat, improving the spellcaster’s defenses.
MAGNITUDES
Magnitude is the measure of a spellcaster’s power. Magnitude has several efects on a spellcaster’s ability to manipulate magic
as follows. For more information on magnitude, see Chapter Two: System of Magic .
Spell Selection: Many spells require a certain magnitude in order to select them.
Bonus to Spellcraft checks: Magnitude awards an insight bonus to Spellcraft checks.
Modiies Casting Time: Magnitude modiies casting time for spell efects (see Casting Time on page 20).
Maximum Spell Energy Expenditures: A spellcaster’s magnitude limits the amount of spell energy she can expend each
round. Dabblers and Students can spend 1 point of spell energy each round, First Magnitude spellcasters may spend 2 points,
Second Magnitude spellcasters may spend 3, hird Magnitude spellcasters may spend 4, and Fourth Magnitude spellcasters
may spend any amount.
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