Getting rid of Arcane Corruption is a very difficult process.
Going for a week without casting an arcane spell restores a single point to the character's Arcane Corruption allowance. If the character spends that time in natural surroundings, undisturbed by any exposure to arcane magic, the number of points restored increases to 2d3.
An atonement spell, accompanied by an appropriate sacrifice or quest, will remove ld6 points of Arcane Corruption, plus 1 point per two caster levels (rounding fractions up). A wish or miracle
For an arcane spellcaster to reach high levels without falling victim to corruption may seem impossible. While the feat is indeed difficult, many mages have, by taking a few precautions, lived long, healthy and untainted lives. Those who boldly (and stupidly) ignore the inherent corruptions of arcane magic are most prone to fall. The GM should be careful not to penalize a cautious character with excessive amounts of Arcane Corruption.
divine power requires tremendous conviction; the dedication required to achieve such perfect faith is a lifelong pursuit. Unlike arcane spellcasters, who believe that power exists to be taken, divine spellcasters must constantly affirm that they are worthy of their gifts. They must be certain that they are properly honoring their gods, philosophies, ancestors or convictions. Perfect faith requires intense training and constant testing, which continues throughout the practitioner's lifetime. Of the many tests that a practitioner must face, two of the most common are ordeals and trials of faith.
Ordeals spell will restore an Arcane Corruption allowance to its maximum value.
The Corruption Effects are more difficult to eliminate. A minor effect is only removed with a restoration spell, a moderate effect is removed with a greater restoration spell, while a major effect is removed with a touch of life* spell. Removing the worst Corruption Effect will also bring the character down one Corruption category (from defiled to marked, marked to tainted, or tainted to normal).
When a divine spellcaster needs to test his convictions, he arranges to face a special personal challenge in which he affirms his faith by enduring torment.
The specific challenge depends on the practitioner's background. A druid of the wild or a shaman might journey into the wilderness and survive storms of preternatural intensity without magical aid. A healer might lock himself in an enclosed area with plague victims and share their meat and water. A shadow hunter might venture onto grounds consecrated to the Old Gods and spill his own blood to entice the forces of primeval cruelty to come and visit their worst afflictions upon him.
A member of the priest prestige class has particularly bizarre ordeals. Submission to public stoning or burning is common, but the most noteworthy — and sadistic — ordeal is the ritual of shaming. In this rite, which is held in the priest's home community among family and friends, the priest is locked in shackles and stocks and subjected to a full day of mockery and physical torture. By enduring the cruelest human impulses, the priest demonstrates the unwavering power of his faith, and (by continuing to serve the community after enduring its torture) the virtue of forgiveness. Thereafter, the priest symbolically bears the burden of the people's transgressions. Wounds inflicted during this ordeal — and it's almost certain there will be wounds — must heal naturally. The scars inflicted during this trial will be left untouched as a reminder of the sustaining power of faith.
A practitioner doesn't endure an ordeal for rewards, but to affirm his faith. However, the renewed confidence in his ability to serve as his faith's
Most of the divine beings of Azeroth (known as Eternals) are distant entities. They exist to assist those caught in the conflicts of a cruel, violent world. Never directly intervening in the affairs of the world, they use divine magic as a proxy. With their many healing and protective spells, practitioners of divine magic are at the vanguard of the gods' efforts to ensure their peoples' survival.
Divine magic is not wholly the province of the gods; it draws on a wide variety of sources depending on the faith of the practitioner. Priests whisper prayers to evoke power from beings such as Elune the Moon Goddess. Healers bask in the good will provided by the religion of the Holy Light. Under the awesome sky, shamans call upon the natural order to empower their spells and heighten their understanding of the world. Witch doctors summon ancestral spirits and tribal protectors. Shadow hunters invoke the names of dark gods, ancient powers whose legends are stained in cruelty and bloodshed, but who are also capable of benevolence when appeased. Druids of the wild bond with plants and animals and draw on the magic power inherent in the natural world.
Though the sources of divine power are varied, its use has one constant: faith. Effectively wielding
Tests of Faith champion does impart one tangible benefit, known as the benefit of grace: after surviving an ordeal, the priest may choose to substitute a Will save for any other type of saving throw. This substitution must be declared before the roll is made. This benefit may only be used once per ordeal; although this may seem like an insultingly small reward for enduring such great pain, the benefit of grace has been known to save practitioners' lives.
Ordeals are initiated by a PC when he feels a need to demonstrate his faith. They should be rare events in a PC's life — most reasonable people think that an adventurer's career holds more than enough ordeals to demonstrate faith — and those who submit to them more than a few times in a decade (and more than once per year) are considered showy and gauche (at the GM's option, they may no longer receive the benefit of grace).
The people of Azeroth believe that faith is one of the noblest qualities that a person can possess, but anyone who puts her faith into practice is required to prove it. Periodically, a situation may occur in which a practitioner of divine magic must choose between her own personal safety (and her friends' and comrades') and the principles of her religion. A healer might be forced to choose between healing someone who's threatened to kill her or leaving the villain to die. A druid of the wild may be asked to protect a seemingly insignificant grove of trees — and take up arms against her friends who have been driven from their homes and are trying to fell the grove to build a new town. A human priest may be compelled to offer hospitality to the first visitor who asks, only to discover that her visitors are wild ores, whose revels tear her home apart even as she's obliged to serve their every whim.
The practitioner will not be aware that she is being tested until after the test is completed. The test can be illusory (an illusion sent by the divine) or real, although the more dangerous tests are likely to be illusory.
If the divine spellcaster fails the test, she receives a -1 penalty to her caster level for the next month and will be forced to acknowledge publicly her failure and make penance before others of the faith. The GM may add additional consequences (such as a stigma scar to mark the test's failure, the need to perform an atone-
Rune Magic ment quest, or exclusion from the faith's most sacred rituals and benefits). A test of faith is a major event in a character's life, and the player should understand this and roleplay the consequences of the character's failure; anyone who takes such a failure in stride invites more severe penalties (such as higher penalties to caster level or a -2 luck penalty on all skill checks) from whatever empowers her faith.
If the test succeeds, then once each day the practitioner may cast a spell as if it were augmented with the Empower Spell feat without incurring the normal spell slot penalty. This benefit lasts for 1 month after the test.
The GM must devise tests of faith and determine what conditions are needed to pass. A test may occur at any time in a divine spellcaster's career, but most often when her dedication to her cause appears to be flagging. When a practitioner spends more time socializing with friends than pursuing the goals of her faith; when her response to the desecration of a church, sacred grove or ancestral tomb is half-hearted or ineffectual; when she shows reluctance in standing up for her beliefs: the powers may choose that time to test her mettle.
A test of faith doesn't occur more than once each year; usually a divine practitioner will be tested once every 5 to 10 years. However, a GM who has a special destiny in mind for a divine practitioner may present the PC with a steady stream of challenges. Though at the time it may seem like the world has turned against her, in the end the reward is usually well worth the suffering. The ability to endure the worst trials of the gods without flinching is a hallmark of the greatest heroes of legend.
The ultimate manifestation of the demonic arcane on Azeroth is fel energy. This energy, which most commonly manifests itself as ghastly, green-yellow flame, is arcane magic at its most corrupt, for it employs the blood of demons. Spells with the fel descriptor are very difficult to resist. Casters gain a + 10 fel bonus on caster level checks made to penetrate spell resistance, and the DC of saving throws increases by +2. Casters who cast fel spells also risk massive amounts of Arcane Corruption.
Casting a fel spell is described by many spellcasters as a euphoric experience. If arcane magic is an addiction, fel magic is the embodiment of the drug in its purest form.
Since the Burning Legion returned to Azeroth, the world's heroes have encountered fel weapons and fel magic with increasing frequency. As demon cults continue to fester and grow in Desolace, the Ashenvale Forest and other remote corners, gruesome sacrifices are held to entice demons into giving their blood in trade. The cultists use this blood to enchant the weapons that they hope will bring about their masters' ultimate victory.
Demons sometimes tempt spellcasters by offering small amounts of their blood in exchange for services. If the recipient drinks the demon's blood within 24 hours of the offering, then the next arcane spell he casts will be a fel spell.
Fel blood is highly addictive as well as corruptive. Anyone who drinks it must make a DC 13 Will save or become dependent on fel blood. Unless the person consumes fel blood daily, he will suffer a -1 penalty to caster level for all spells and a -2 penalty on all saving throws against spells and magical effects; after 7 days, he may attempt to make a DC 15 Will save to break the addiction.
Fel-poisoned creatures are another threat from the Twisting Nether. They are starting to appear in places where the Burning Legion is strongest. When a creature with a natural poison attack is imbued with fel energy, its venom becomes more difficult to resist. Take the normal DC of the venom and add the bonus appropriate to the creature's Hit Dice, as indicated in
the chart below.
Up to 1
A rune is an arcane symbol inscribed on a creature, surface or object. Runes inscribed on creatures are called marks; those on surfaces are sigils; and
those on objects are glyphs. Runes exist in groups called families, which are composed of ten runes from 0-level to 9th level in power and include a rune family power. When a rune inscriber knows a rune family, she also gains that rune family's power.
Rune inscribers have rune slots, but do not need to prepare runes in advance. An inscriber knows a certain number of rune families and thereby knows one rune per level from that family. The inscriber creates any rune she knows using a proper rune slot each time a rune is inscribed. All runes take a full-round action to inscribe unless the rune description says otherwise, and they all require a somatic component (the rune must be drawn) and material components (magical inks applied with masterwork brushes). No runes ever require a verbal component. As well, some runes have additional material or experience requirements; see the specific runes in Chapter Three for more information.
Inscribing a rune requires physical contact with the target and provokes an attack of opportunity. If something interrupts the inscriber's concentration, she must make a Concentration check or lose the rune. The rules are the same as for casting a spell, so if the check fails then the rune is lost just as if it had been created to no effect.
The effects generated by runes are like arcane spell effects and as such are subject to spell resistance unless stated otherwise in the rune's description. A rune's effect can be dispelled or counterspelled, although rune slots cannot be used for counterspells. The caster level of a rune effect is equal to the level of the inscriber who created the rune.
Marks are runes inscribed on a creature. The subject must be still, so marks cannot be inscribed on unwilling creatures; however, a mark can be inscribed on any helpless creature. Marks generate their effects immediately upon completion. Some inscribers have the ability to delay mark activation or even to make a mark permanent.
Glyphs are runes inscribed on an object. As with marks, a glyph cannot be inscribed on an object in the possession of an unwilling creature. Glyphs activate immediately upon completion. Again, some inscribers are able to extend the life of a glyph or even to make one permanent.
Sigils are inscribed on a surface that subsequently acts as the rune's trigger. The affected surface is always a 5-foot by 5-foot area, and the first creature to enter the space with a sigil activates it, even if the creature is unaware of the sigil. (Leaving a space that contains a sigil does not activate it.) Sigils last until triggered, dispelled or erased. The inscriber can choose to activate a sigil upon its completion as part of the final inscription process. An activated sigil always generates a 30-foot-radius burst centered on the rune, affecting all creatures in its area unless stated otherwise in the rune's description.
Some creatures can see runes. The trapfinding ability of rogues can be used to locate hidden runes (Search DC 25 + the rune's level). Detect magic will sense a rune, but not reveal it visually. Creatures with ranks in the Knowledge (runes) skill can make a skill check to identify by name and function a rune they can see. Moreover, creatures with the erase runes (see the runemaster in Chapter Two) or trapfinding abilities can use the Disable Device skill to erase a rune without activating it; as with magic traps, the DC is 25 + the rune's level. If the Disable Device check beats the DC by 10 or more, the creature may bypass the rune (with his group) without erasing it. Normal runes require 2d4 rounds to erase; permanent runes require 1 day.
Extended or Permanent Runes
Extended or permanent marks on a creature are obvious: they appear as tattoos. Extended or permanent sigils and glyphs are difficult to see. An inscriber must intentionally make such runes visible, otherwise they become almost invisible (to most people) the moment they are completed.
If a character is capable of inscribing permanent runes, follow the same pricing rules as for crafting wands. The base price of a permanent rune is 375 gp x the rune's level x the inscriber's level. The inscriber pays half the price in raw materials and 1/25 of the price in XP. The inscriber pays 50 times the normal rune's additional material and XP costs, if any. Inscribing a permanent rune requires 1 day per 1,000 gp of the base price.
Creating Rune Families
Creating new rune families is quite easy. Rune families are collections of ten runes that share a similar focus. First, decide what the focus of your rune family will be. Second, choose ten spells ranging in powerfrom 0-level to 9th level. Third, choose a rune family power; it
should be something in the flavor of the rune family spells you have chosen.
For each spell in your new rune family, check to see if it targets a single creature, multiple creatures, or something else. Spells that target a single creature get turned into marks, spells affecting multiple creatures becomesigils,andspellsaffectingobjectsbecomeglyphs.
The school of magic remains the same. Generally, it's a good idea to use the spell's level as the rune's level, though in rare cases a rune becomes more or less powerful than the same spell just by turning it into a rune. Adjust the rune's level if you feel it necessary.
Regardless of the spell's components, a rune never has a verbal component, though runes always include somatic and material components. If a spell includes a costly material component or XP cost, impose the same cost on inscribing the rune.
A spell that requires a standard action or full-round action to cast becomes a full-round action to inscribe. Spells that take longer than a full round to cast should also take longer to inscribe as a rune.
As stated above, a sigil targets a surface. When a sigil activates, it affects a 30-foot-radius area. Com pare the level of the spell, its effect, and its normal area to see if this is too weak or too powerful. Adjust the sigil's area of effect as necessary to keep its power in check.
The saving throw and spell resistance of a rune should be the same as the spell. This often means there will be a "Will negates (harmless)" or "Fortitude negates (harmless)" saving throw, and spell resistance of "Yes (harmless)."
The magic within a rune comes from the arcane symbol itself and not from the inscriber. Rune effects never include level-dependent effects, such as variable duration or dice rolled per level, and they very rarely include variable effects of any kind. The duration of a rune's effect is always a static value. Generally, as long as the effect remains balanced, design 1st- through 3rd-level rune effects as though generated by a 5th-level caster, 4th-through 6th-level rune effects as though generated by a lOth-level caster, and 7th- through 9th-level rune effects as though generated by a 20th-level caster. For example, a 4th-level spell with a normal duration of 1 round/level would instead last 10 rounds as a rune.
"I can'r believe we managed to geT out op RarcheT witJjout an inspecTion!" Jocas Inongean Reached inro his Tool-laden pack and dnew out a borrle wrapped in Thick lay ems op coTTon. "I've been saving This borrle op Shady ResTAle since we lepT Thenamone. Time to celebMTel"
"Silence, goblin!" hissed Blackhawk. The wanden's eyes pulsed wnh a gneen pine as she scanned The shadows op The zeppelin's cango hold. Hen hand snapped pnom beneath The polds op hen cloak and a trio op knives plashed Through The am. A chmemng hiss enupTed pnom a wooden crate, Blackhawk's blades burned hih-deep in its. side. "We've been misled abom The narune op our cango," said The warden."Taunen, open The cmie"
Ashan STepped ponwand and wised his axe in a mighTy STRoke. Blood and ichoR mixed wnh sphmens on The deck as The CRaTe dashed apauT, neveahng The coRpse op a caRRion bee Tie. The spmiTwalkeR TURned back to his companions. "That is noT spices/' he gROwled.
"AnoTheR piece op GhosThoop wisdomsaid Jocas. "Hey, I wondeR ip This means-"
"ThatyouR passengeR is wt who he claimed?" came a voice pRom The dooRway. "Yes, I believe it would." The meRchampoimed a caRved TOTem wwand Blackhawk. "I wouldn'T advise any Rash acTions, KaldoRei. My minions above have youR CRew Qune undeR conTRol, which leaves you poR me." The TOTem vanished and The menchant ThRew back his hood. A gReasy mane op gneen ham spilled oveR shaRp peaimes and beady yellow eyes.
"a troIU" said Jocas. "A smaRT, skinny troII wnh glowing hands!"
"A wnch docwR," said AshaR. Touching The kodo claw hanging aROund his neck, The spmiTwalkeR shoved Jocas behind a CRaTe and STepped in The path op The bohs op eldRiTch eneRgy ThaT lanced pRom The troII's pingeRTips. "You have no RespecT poR The spmns you dRaw upon!" RoaRed The TauRen. As AshaR Rushed poRwaRd, The tot em plashed back inw exiSTence behind The wnch docwR and exploded in a showeR op spaRks. The spmiTwalkeR smmbled, The spaRks dancing acRoss his hoRns; he pell to one knee, dazed.
"Your mulish dedicarwn to The spurns op youR ancesroRS has blunred youR skills, waRRiOR." Tossing anorheR magical boh down rhe lengrh op The cango hold, The troII showed,"Come out, hrrle goblin!" The wnch docron dmgged a claw down rhe rauRen's muzzle."The Thing I like besr abouT goblins is The gneasy srain They leave behind when I noasT Them. Bur you should pnovide ample enreRTainmem duRing The jouRney. Venhaps I'll see whar it rakes ro make youR heaRr buRsr."
Shadows garheRed behind rhe wirch docroR and shaped Themselves inro Blackhawk. She srepped poRwaRd and skeweRed rhe troII wirh heR moonswoRd in one smoorh morion. "Penhaps nor," she said as rhe rRoll collapsed ar heR peer.
"Your condirwn, rauRen?" Blackhawk asked as she ReruRned AshaR's pallen axe to rhe spmirwalken.
"I am shamed, bur I will live " rhe raunen said as he smuggled ro his peer.
"Don'r make vows you can'r keep, "Jocas shoured pRom rhe back op rhe hold. AshaR and Blackhawk pound him kneeling in pRonr op a panel, a wnench in one hand and a hammen in rhe orhen. A pog op sream pouRed our pRom a sevened Rubben hose. "Looks like one op rhose magic bolrs pound rhe compnesson sub-assembly."
"Enough engineen Tongue," said AshaR. "First we dump rhis cango mro rhe sea. Thene will be rime ro pix rhe machine while we look poR new passengens."
"I rhmk I il pix rhis now," said Jocas, rugging ar a boh. "Or else rhe gasbag will deplore and we'ne all going swimming " The goblin gesruned oven his shoulden wirh J?!5 wnench. uYou two mighr warn ro gnab whar even war en's on boand and head up rop. We need ro keep rhe phlogisron ranks cooled on They'll meh rhe bladdens pon good."
As he pollowed Blackhawk rowaRd rhe uppeR decks, A shaR shook his head. "It is like my parhen always said - rhe ain belongs ro biRds, nnkens and rhe foolish."
The runes inscribed upon your fists glow as you rush into combat, a deadly force of enhanced martial power. Your well-placed bomb decimates a troop of skeletons in a glorious riot of boom! and fire and bone shards. Calling upon the ancient spirits of the kodo beasts, your skin thickens and your body grows larger and stronger. One button activates the saw, one lever ignites the flamethrower, and one switch releases gleaming steel spikes all over the breastplate: now you're ready for those fool forest trolls
This chapter explores the ways of magic and technology in Warcraft through new feats, a new core class and new prestige classes.
Avoid Technological Mishap [Technology]
You are particularly adept at avoiding problems when using technological devices.
Prerequisite: Skill Focus (Use Technological Device*).
Benefit: When using a technological device, you treat its Malfunction Rating as 1 less than it actually is (to a minimum of 1).
Special: A tinker may select Avoid Technological Mishap as one of her tinker bonus feats.
Capture Spell [Metamagic]
You can capture spells instead of countering them, storing them in your own mind.
Prerequisite: Arcane Energy Control*, Block Spell*.
Benefit: When you successfully counter a spell, instead of dismissing it entirely you may instead try to capture that spell. The spell must be on your spell list.
To make the attempt, after successfully countering the spell you must expend another spell of a level at least equal to the spell you are trying to capture (in addition to the spell used to counter the spell). Make a caster level check (DC =11 + the spell's caster level). If you succeed, you capture the spell in your own mind and can cast it yourself — even if it is a spell you normally do not know. Alternately, you can scribe the spell into your spellbook. The spell remains in your mind until 24 hours have passed or you next prepare spells, whichever comes first. If you fail in the attempt to capture the spell, the spell is still countered and the spell you expended to attempt the capture is still lost.
For example, Leanine Starborn, a high elf wizard, is dueling her old nemesis Alastair Bentstaff, a human sorcerer. Leanine readies an action to counter a spell. Alastair indeed begins casting a spell, and Leanine identifies it as chain lightning— a spell she does not even have in her spellbooks. She attempts to counter it with dispel magic and succeeds. She then decides she would like to capture the spell and so expends her 6th-level spell spirit touch f. She makes a caster level check at 1 d20 + her caster level against a DC of 11 + Alastair's caster level. She rolls a total of 19, which is not nearly enough (Alastair is a 15th-level sorcerer, so the DC was 26). She does not capture chain lightning, though the spell is still countered. Leanine expended both dispel magic and spirit touch. If she had succeeded in her caster level check, she would have captured chain lightning in her mind and could, for instance, have cast it at Alastair on her next turn. In all likelihood, however, she would have saved it to scribe later into her spellbook.
Consummate Machinist [Technology]
Your mastery of various disciplines boosts your skills in all technological endeavors.
Prerequisites: Build Firearms*, Build Siege Weapons*, Build Small Devices*, Build Vehicles*.
Benefit: Your technological limit for building technological devices is increased by +2. This increase stacks with the bonuses provided by the prerequisite feats.
Special: A tinker may select Consummate Machinist as one of her tinker bonus feats.
Additional Familiar [Special]
You gain an additional familiar.
Prerequisite: Sorcerer or wizard level 6th.
Benefit: You gain an additional familiar in the same way you attained a familiar the first time. Choose another type of animal to serve as your familiar. This familiar follows all the normal rules for familiars, except that your level in the appropriate class is treated as 5 levels lower for the purposes of determining the additional familiar's traits and abilities.
Dismissible Spell [Metamagic]
You can dismiss any spell you cast. Benefit: A spell cast with this metamagic feat can be dismissed, as per any other dismissible spell (see Players Handbook, Chapter 10: Magic, "Spell Descriptions,"
The new feats presented in this section focus on magic and technology. Prerequisite feats found in other Warcraft books are noted as described in the
Duration). Any spell with a duration longer than instantaneous and which is not normally dismissible may be augmented with this feat. A dismissible spell uses up a slot one level higher than normal.
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