To help launch the new story arc for the blog's adventure series, I have an article about incorporating occult magic in a quasi-historical, low-magic pirate campaign.
-Nate
Arcane Magic
The Skull &
Bones rulebook mentions, while
disallowing the sorcerer and wizard classes, that “the era when
powerful magic was available without dire consequences is long gone.”
This makes sense for a lot of swashbuckling, low-fantasy campaigns,
since magic-users don't fit with every style of play. For the new
story arc in the Come Hell and High Water
campaign, however, a cabal of occultists is a key power group. To
that end, this article provides guidelines for using wizards and
sorcerers in the Skull & Bones
setting.
Using
the Occult in a Low Fantasy, Quasi-Historical Setting
One of the most appealing elements of a setting like Skull &
Bones is the clash of cultures that occurs within it. In the
Caribbean alone one finds the Spanish jealously guarding their
territory (taken from the Mayans, Aztecs, Caribs, Arawaks and others)
against incursions by the Dutch and English and French. There's also
the presence of African slaves, bringing their own beliefs and adding
to an admixture with the native populations. Combine those
backgrounds with the conflict between Catholicism, various Protestant
sects and non-Christian traditions such as can be found around the
Mediterranean and further eastward, and it makes for a truly varied
and intriguing tapestry.
Involving arcane magic and spellcasters in this setting draws from
these traditions and builds upon them in interesting ways. Indeed,
the history of occult magic in the world is no less colorful. Even
during Biblical times there were tales of other traditions,
represented by such individuals as Simon Magus, who offered to buy
the Holy Spirit from the Apostles, and the enigmatic Witch of Endor.
Greek and Roman legends from the same time period tell of powerful
arcane practitioners such as Circe and Medea, who worked sometimes
for and sometimes against the heroes of the time.
The rise of the “religions of the book”—Judaism, Christianity
and Islam—eventually led to a tremendous reduction in the practice
of arcane magic. Indeed, it was those faiths that led to men and,
even more so, women being labeled as witches, reviled pariahs who
were tortured and executed for their beliefs. Even so, the study and
use of occult magic endured, practiced by the precursors of
enlightened science known as alchemists.
Despite this stigma, occultists were sometimes even able to gain
positions of tremendous influence, even in recent times. Take, for
example, the curious figure Merlin, who was believed to be a close
associate of the semi-mythical King Arthur. Another such person is
John Dee, who rose to become a powerful advisor to Queen Elizabeth of
England. Not only did he use his magical powers to aid her in
protecting the realm, but he was also able to learn tremendous
amounts of information from the sea dogs who explored the world and
plundered enemy ports and vessels at her command.
In a similar manner, the pursuit of arcane magic provides a strong
impetus to seek adventure, given the opportunities to discover new
spells and relics. Such exotic and elusive creatures as the island
giants and the possess their own traditions—not to mention the
hougans and bokor of the Caribbean—from whom eldritch secrets can
be learned.
Arcane Spell List
A previous
article, “Clerics in the New World,” detailed how a limited list
of subtle spells can allow clerics to be used in an effective but not
too flashy manner. In the same way, the following list provides an
option for arcane casters.
Subtle Spells
Level 0—Arcane
mark, detect magic, read magic, resistance
Level 1—Endure
elements, identify, mage armor, magic weapon, protection from
chaos/evil/good/law, shield, true strike
Level 2—Bear's
endurance, bull's strength, cat's grace, eagle's splendor, false
life, fox's cunning, misdirection, obscure object, owl's wisdom,
protection from arrows
Level 3—Arcane
sight, dispel magic, haste, heroism, keen edge, magic circle against
chaos/evil/good/law, protection from energy, rage
Level 4—Bestow
curse, detect scrying, dimensional anchor, enervation, lesser globe
of invulnerability, locate creature, remove curse
Level 5—Break
enchantment, contact other plane, dismissal, dream, lesser planar
binding, nightmare, permanency
Level 6—Analyze
dweomer, antimagic field, contingency, globe of invulnerability,
greater dispel magic, greater heroism, mass bear's endurance, mass
bull's strength, mass cat's grace, mass eagle's splendor, mass fox's
cunning, mass owl's wisdom
Level
7—Banishment, greater arcane sight, spell turning
Level 8—Antipathy,
dimensional lock, discern location, greater planar binding, mind
blank, moment of prescience, sympathy
Level 9—Energy
drain, foresight
Note that this
list should provide a basis from which to develop personal
collections of spells. For example, an occultist who visits
Hispaniola and interacts with hougans there might learn to cast a
spell or two from them, at the GM's discretion. Indeed, such an
arrangement can provide both motivation to go adventuring and rewards
for doing so. As always, the GM should feel free to add to, or
subtract from, the preceding list to fit the desires of the players
and the needs of the campaign.
Morgan and Associates, Booksellers
Although it has proven to be an
enduring tradition that has persevered in the face of adversity for
centuries, the practice of arcane magic is still not well accepted in
the world. This is especially true in the larger cities of the world,
where the powers that be have enough influence and manpower to
enforce a prohibition of such activities. (One need only look at the
witch trials in the English colonies for an example of how even
suspicion of the practice can lead to ruthless persecution.) For that
reason, those who are interested in the occult do well to conceal
this endeavor.
It is that need for secrecy that has
led a young man named Edgar Morgan to found a business enterprise
known as Morgan and Associates, merchants who specialize in finding
rare and antique books on all the subjects that one can image. This
trade provides the perfect front, allowing them to delve into ancient
tomes without attracting unwanted suspicion.
Presented here are stats for Morgan
and his pupils, typical examples of those who pursue eldritch power.
Master—Edgar Morgan
Male Wizard 6; CR 6; Size medium; HD
6d4; hp 16; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk +3
(1d4, dagger) or +5 (ranged); SQ Spells; AL LN; SV: Fort +2, Ref +4,
Will +8; Str 10, Dex 14, Con 10, Int 16, Wis 10, Cha 16.
Background: Scholar.
Skills: Appraise + 5, Concentration
+9, Decipher Script +12, Knowledge (arcane) +12, Knowledge
(geography) +12, Knowledge (history) +12, Spellcraft +15.
Feats: Combat Casting, Leadership,
Mental Acumen, Scribe Scroll, Skill Focus (Spellcraft).
Fortunes: Enemy, Magic.
Equipment: Clothing, spellbook,
writing materials, pouch of spell components, pouch holding 50 poe,
ring of keys.
Spells per Day: 4/3+1/3+1/2+1. Spells
Known: (0) Arcane mark, detect magic, read magic, resistance; (1)
Endure elements, identify, mage armor, magic weapon, protection from
chaos/evil/good/law, shield, true strike; (2) cat's grace, fox's
cunning, owl's wisdom, protection from arrows; (3) arcane sight,
dispel magic, haste, heroism.
Edgar Morgan is an
expert in a relatively small and illicit field; as such, he uses the
bookselling business as a cover for his investigations. Even so, he
is intrigued by the legends of arcane magic from around the world,
and has vowed to seek out and discover the truth behind them.
Journeyman Student
Female Wizard 4; CR 4; Size medium; HD
4d4; hp 11; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk +2
(1d4, dagger) or +2 (ranged); SQ Spells; AL LN; SV: Fort +1, Ref +3,
Will +7; Str 10, Dex 14, Con 10, Int 16, Wis 10, Cha 12.
Background: Scholar.
Skills: Appraise + 5, Concentration
+7, Decipher Script +10, Knowledge (arcane) +10, Knowledge
(geography) +10, Knowledge (history) +10, Spellcraft +13.
Feats: Combat Casting, Mental Acumen,
Scribe Scroll, Skill Focus (Spellcraft).
Fortunes: Enemy, Magic.
Equipment: Clothing, spellbook,
writing materials, pouch of spell components, pouch holding 20 poe.
Spells per Day: 4/3+1/2+1. Spells
Known: (0) arcane mark, detect magic, read magic, resistance; (1)
endure elements, identify, mage armor, magic weapon, protection from
chaos/evil/good/law, shield, true strike; (2) cat's grace, fox's
cunning, owl's wisdom, protection from arrows.
The journeyman has
advanced further in his studies than have the other students, and
therefore lords it over the apprentices. Although he acts fawningly
subservient to Morgan, he in fact watches for opportunities to strike
out on his own.
Student Apprentices
Various Wizard 1; CR 1; Size medium; HD
1d4; hp 4; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Atk +0 (1d4,
dagger) or +1 (ranged); SQ Spells; AL LN; SV: Fort +0, Ref +1, Will
+2; Str 10, Dex 13, Con 10, Int 16, Wis 10, Cha 12.
Background: Scholar.
Skills: Appraise + 5, Concentration
+4, Decipher Script +7, Knowledge (arcane) +7, Knowledge (geography)
+7, Knowledge (history) +7, Spellcraft +10.
Feats: Combat Casting, Scribe Scroll,
Skill Focus (Spellcraft).
Fortunes: Enemy, Magic.
Equipment: Clothing, spellbook,
writing materials, pouch of spell components, pouch holding 10 poe.
Spells per Day: 3/1+1. Spells Known:
(0) arcane mark, detect magic, read
magic, resistance; (1) endure elements, identify, mage armor, magic
weapon, shield, true strike.
Although they
possess only rudimentary skills, these apprentices all aspire to
greatness. As such, they work for Edgar Morgan, running the bookstore
and aiding in his research.
New Background: Scholar
While they aren't
thought to be as adventurous as people from other backgrounds, those
who pursue the scholarly arts are important in their own way. Amongst
their ranks they might count navigators, cartographers, researchers
and the like. Indeed, there are occasionally buccaneer-naturalists
who choose to catalogue the wonders they discover through their
explorations.
Free Skill Ranks:
Choose 2 ranks in any two Knowledge skills.
Bonuses and Penalties:
Scholars tend to be most comfortable around others who share their
interests, receiving a +2 bonus to Charisma-based checks made in such
company. Among others who value their input, they are at least on
neutral terms, but among those who held their efforts in contempt,
they suffer a -2 penalty to such checks.
Contacts:
Two free contacts with others who are interested in scholarly
pursuits
The Book Shoppe
Refer to the appropriate map for the
following area descriptions.
1. Front Room
Inside the shop's front door is a desk
and chair where the shopkeeper normally waits, ready to do business.
He or she is usually one of the apprentice students, as the
journeyman and master are busy with more important tasks. In the
event that a customer arrives who requires more knowledgeable
attention, however, those others are quick to respond. The front door
is made from stout wood reinforced with iron bands (DC 25 to open;
hardness 10 and 50 hit points).
Beyond that area, flanking the outside
walls, are sections dedicated to different subjects. They include
religion (2); philosophy (3); literature and drama (4); along with
history and geography (5).
6. Reading Area
Potential buyers who want to peruse
possible selections can do so at the table and chairs found here.
7. Office and Storage
This room is kept closed and locked (DC
20 to open; hardness 5 and 15 hit points). Located here are the
ledgers containing records of all the shop's transactions, along with
a cash box that usually holds the equivalent of 200 poe and
doubloons. Across from it are stairs leading to the upper level,
along with the secret door that provides access to the lower level
(DC 25 Search or Spot to notice).
8. Guest Bedroom
A bed, table and chair and wardrobe can
be found here, for the use of guests who visit from out of town.
9. Master Bedroom
Morgan's own bedroom, it is outfitted
with the same type of furniture—albeit of a more comfortable
variety—as what is found in the guest quarters.
10. Study
The walls of this room are line with
shelves, ones that are filled with all manners of texts and tomes,
including scrolls, codices, sheafs of papers, pamphlets and even a
few engraved tablets. In the middle of it all stands the desk at
which Morgan conducts his endless research.
11. Kitchen
A cooking hearth stands against the
outside wall of this room, one that connects via a narrow chimney to
the fireplace in the front room. There is also a broad table for
preparing food, along with a barrel of water and a basket of wood for
fuel. Shelves here hold all kinds of spices and similar items.
12. Pantry
This room is filled with dry goods,
bottles, jars and the like, holding an impressive variety of
foodstuffs.
13. Closet
Spare linens and the like, for the
dining room and bedrooms, are stored here, along with dishes,
utensils and things of a similar nature.
14. Dining Room
A broad table, surrounded by chairs,
occupies the center of this room. Morgan uses it for taking meals
with his students, as well as for entertaining important guests.
15. Workspace
As mentioned above, access to the
building's lower level is provided only through the secret door at
the top of the stairs. This broad, open area boasts a pentagram in
the floor and provides room for performing more elaborate rituals.
Close inspection (DC 20 Search or Spot checks) reveals traces of
blood on the packed dirt floor, along with stains from other, less
recognizable substances.
16. Storage
The walls here are lined with shelves
like in other closets, but they are filled with all manner of obscure
occult materials. These could include all manner of spell components,
along with, at the GM's discretion, other exotic things.
17. Meeting Room
When the nature of a meeting is just
too sensitive to be held where others might eavesdrop on it, such
business is conducted here.
18. Secure Storage
The most important items in Morgan's
collection are kept here, under lock and key (DC 30 to unlock;
hardness 10 and 50 hit points; also protected by an arcane lock
spell). These include Morgan's collection of grimoires, a chest
holding 2000 poe worth of mix coinage, along with other items at the
GM's discretion.
Using Arcane Magic and
Spellcasters in a Campaign
As mentioned
above, occultists provide many reasons for characters in a Skull &
Bones campaign to seek
adventure. Just a few of the possibilities include the following
options.
The pursuit of lost relics and ancient lore requires occultists, or
those in their employ, to travel to the far ends of the earth. This
could lead to remote settlements of exotic cultures, ruins filled
with numerous dangers, and the like.
Those occultists who discover charm-related magic could use it to
influence other power individuals, thereby becoming embroiled in all
manner of plots.
In this way, occultists who work for an enemy of the PC's could turn
into a subtle, ongoing threat in a campaign.
Should said occultists discover a truly powerful relic, they might
even become a political force with which others need to reckon.
Such a discovery could lead to divisions in the ranks, with some of
the occultists seeking to prevent the item's use while others wish
to harness its power.
Etc.
New
Relic: Grimoires
By far some of the most prized items, for those who study arcane
magic, are these collections of spells. They can take numerous forms,
including scrolls, codices and even tablets. In the same way,
grimoires can be written in all manner of languages. Whatever the
case, they all contain old and obscure formulae.
For
a Skull & Bones
campaign that includes arcane spellcasters, these texts can be an
ongoing source of treasures. This is because they can each hold
different secrets, ones that relate to their source. For example, a
scroll in Greek from the enchantress Circle might provide access to a
charm person
spell, while a tablet with runic writing from Iceland could be a
source for heroism.
As mentioned above, these can provide the impetus for going on
adventures, along with pleasant surprises as part of larger treasure
caches.