Conan - Hyboria's Fallen - D20

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Arcane Lore of the Fallen

In the shadows of even the greatest of Hyboria’s kingdoms there are those who would plumb the endless depths of arcane lore. Of course, once that quest is corrupted into a blind drive for power, these same individuals continue to reach out, touching on powers far older and darker than anything dreamed of by laymen. The murky depths of such archaic learning hide terrible things, things called up long ago and that mortals were never meant to traffic with.

Fallen Knowledge

Fallen Knowledge

This section contains a number of new spells for the existing sorcery schools especially suited to the role of the sorcerous temptress as well as two alternative schools, Sea Witchery and Weather Witching, both most suited to those pirates who would dabble with the arcane. Sea Witchery deals with the magic of the sea, where Weather Witching touches on the infinite power of the sky, and both were introduced in Conan: Pirate Isles.

Sorcery Spells and Styles

Like all of the black arts, these magics stretch back into the mists of prehistory. None now know when these spells were first encountered in Hyboria; now scholars only know that such things are possible. What one sorcerer can do, another must do better to prove his own worth.

Divination

Those who would master the arts of divination and second sight can uncover even the most secret of secrets, reading thoughts and emotions as easily as the pages of a book. When the powers of those who can hunt down even the most elusive nuggets of information bring their talent to bare, even the mightiest kingdoms can fall.

Seek The Broken Vow PP Cost: 4 PP Components: V, S Casting Time: 1 round Range: Touch Target: One creature Duration: Instantaneous Saving Throw: Will negates (see text) Prerequisites: Knowledge (arcana) 8 ranks, astrological prediction, mind reading Magic Attack Roll: Sets the DC for the Will save.

The sorcerer peers into the heart of a sentient creature to see what vows he has broken. He touches the creature and the creature makes a Will save (DC set by Magic Attack Roll). On a failed save, both the sorcerer and the creature immediately recognises all vows, oaths and contracts, including those made to themselves as well as with other people or to the gods, that the creature has broken. This flood of insight causes the target creature to be stunned for a number of rounds equal to the Wisdom modifier of the sorcerer.

Hypnotism

At the peak of their art, master hypnotists can enslave members of the opposite sex, create mystical barriers, and intimidate or torture their enemies through mesmerism alone. Such sorcerers have turned to the dark recesses of treacherous sensuality in their quest for knowledge and power, touching on powers far older and darker than anything dreamed of by even the most jaded of seducers and tempters.

Dream Dance PP Cost: 6 PP Components: S Casting Time: 1 round Range: Evil Eye Area: All creatures in a radius of 30 ft. Duration: Duration of dance + 1d6 rounds

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