Section 3 - Magic Magical or clerical powers are not gained by a decision of the individual to seek after them, but rather are present from birth. There are numerous types of spellcasters among the Tanagoro - clerics, mages, druids, witch doctors, diviners, herbalists, weather-herders and witches. Clerics, magi and druids operate in the same fashion as in other nations. Idols are unknown among the Tanagoro. The other spell-caster types all derive their powers from the spheres of power. Weather-herders get their power from Energy, attributing it to a deity of the sky, who does not exist, but is simply an embodiment of the sphere itself. Diviners get their power from the ancestral spirits, thus tapping into the realms of Time. Herbalists gain their power from the earth, and their medicines gained from it, thus drawing on Matter. Witches specialize in destructive and negative energies, the specialty of their Entropy source. Witch doctors draw on a wide range of skills and powers, using Thought to properly combine them. Korotiku, being of the realm of Thought, is directly responsible for their abilities but is not worshipped as by his clerics. All will be explained below: Witch-doctor A man or woman of mixed skills, able to cast both magic-user and clerical spells. The exact split of talents is up to the individual player or DM (for NPCs) but one cannot exceed a total of 7 spell levels. For instance, Ndzaba is a 7th-level witch doctor with 2 levels of magic-user spells and one level of clerical spells who has just attained 8th level. Checking the charts, his player sees he has access to a 4th level of spells - he sees Ndzaba as more of a mage, so opts to gain access to 3rd-level mage spells. Witch-doctors can turn undead as a cleric half their level (rounded up) and gain d4+2 HP per level (as a typical Tanagoro mage), with +1/level after level 9. No general skills are required for witch-doctors but mysticism is recommended. They can use items designed for both mages and clerics, as long as they fit into the Tanagoro cultural limitations. To a large extent, they have replaced the typical spellcasters in Tanagoro lands - the originality and creativity aspect of their powers appeals to Korotiku greatly. They may not use a shield and may use a mace, club, dagger, staff or assegai. They do not require spellbooks. Witch-doctor saving throws table 1-5 6-10 15-20 25-30 31-35 36 DR/Pois 13 11 9 7 5 3 Wands 16 15 14 12 10 8 Par/Petr 15 13 11 8 6 4 DrBreath 16 13 11 8 6 3 Rod/St/Sp 13 11 9 6 4 2 Daily Spells - this is the number of total "spell levels" the caster can use daily - a 1st level spell subtracts one, a second level spell two, third three, etc. Therefore, Ndzaba, on turning 8th level, can now daily cast 9 1st level spells (mage or cleric) and 5 2nd level MU ones, or one 3rd level MU spell and 8 2nd level MU ones, or 2 4th-level MU spells, 2 3rd MU, 2 2nd level MU and one 1st level C or MU spell (compared to 2/2/3/3 for a typical mage). So, in other words, they have access to fewer spells if they stick to strict limits, but can have access to more spells of a given level, if abandoning ones of another. They cannot exceed 9 spells of any given level on a given day - if Ndzaba chooses 4 1st level clerical spells, he can't choose another 6 1st level mage spells for that day. Level XP Spell Levels Daily Spells 1 0 1 1 2 2,500 1 2 3 5,000 2 4 4 10,000 2 6 5 20,000 2 9 6 40,000 3 12 7 80,000 3 15 8 150,000 4 19 9 300,000 4 23 10 450,000 4 28 11 600,000 4 33 12 750,000 5 38 13 900,000 5 44 14 1,050,000 5 50 15 1,200,000 5 56 16 1,350,000 5 62 17 1,500,000 6 68 18 1,650,000 6 74 19 1,800,000 6 80 20 1,950,000 6 86 21 2,100,000 6 93 22 2,250,000 6 100 23 2,400,000 6 107 24 2,550,000 7 114 25 2,700,000 7 121 26 2,850,000 7 128 27 3,000,000 7 135 28 3,100,000 7 142 29 3,250,000 7 150 30 3,400,000 7 158 31 3,550,000 7 166 32 3,700,000 7 174 33 3,850,000 7 182 34 4,000,000 7 191 35 4,150,000 7 200 36 4,300,000 7 210 Since the Tanagoro realize that diseases generally derive from magical sources, not natural causes, they often call on witch doctors as doctors. At 10th level, witch doctors gain the ability to smell out evil. This is equivalent to the paladin ability of detect evil but certain conditions (a large amount of smoke in the area, or other nasal disturbances) can render it useless. At 16th level, witch doctors can similarly smell out undead as well as witches, but this is a constant skill, without the need to concentrate. The individual DM is free to create new witch doctor spells, specifically for their access. Diviners These are usually women, but men are capable of divining as well. While they are capable, though, diviners are prevented by the Spell of Preservation from accessing their powers! Their presence similarly is maintained by this spell, so the Tanagoro now have a large number of diviners whose powers are zilch (though they may use them on the Outer World;DM's discretion as to what powers they have - the DM may also deny them their powers though, unless in areas [such as the Tangor Peninsula] where the ancestral spirits may be) - they still try to guess out what happens, getting frustrated when they err. Popular opinion believes the skills have simply declined since the good old days. The spirits contact the diviners through dreams and visions, often causing physical pain (one point of damage upon start of divination, -3 to attacks, +3 to AC, when divining). This requires training by an established diviner, but like other fields of magic, is not a career choice - it is a biological impulse. Children never inherit the skill from parents, but grandchildren often get it, as it skips a generation. One basic rule is dreams' meaning is often reversed - dreams of death and illness signify good things, while dreams of marriage may signify bad things. If a PC is a diviner, treat them as a cleric or mage (their choice) with the additional divination pains when you feel the mood comes on them, and also an additional bonus to Danger Sense and like skills to compensate for such pains. Herbalists (Izinyanga Zemithi or Izinyanga Zokwelapha if you prefer a more complex, culture-specific term) These are typically men and the sons of other herbalists, though female herbalists are also known. All Tanagoro have some knowledge (accurate or not) of the various plants of the plains and their powers, but this is a special magical skill. Herbalists still do need the Nature Lore [Plains] and Healing [Doctor] skills, taking up two skill slots. They have a unique skill to evade the limits of the Spell of Preservation - on the Outer World, they were famed for mixing in the knowledge of other nations - and the spell preserved this trait. Therefore, they are able to study and copy Nithian, Milenian and Jennite medical techniques! They are always on the lookout for new medications and for new uses of old ones. These are most typically the doctors of a Tanagoro tribe, again given the Tanagoro understanding of the magical origins of disease. Treat Herbalists as clerics except for the following - A)No followers gained, but d6 students may join them to learn from a master at 9th level B)No spell causing negative effects on an opponent may be used (ex. Cause Light Wounds, Cause Blindness,etc.) C)No deity is worshipped for the powers, but a collection of medicines (often various herbs and plants, as the name suggests) must always be carried around - these need constant replacing, as their powers get drained with each spell. DM's decision on when they "give out" if not replaced. D)Different general skills required E)They have the limited ability to dodge the Spell of Preservation F)Healing spells are amplified, especially if potent medicines are owned. Again, DM's discretion here. G)They cannot turn undead H)They start with 1 1st level spell, and don't gain another spell till level 3 If they aspire for immortality, they must choose the path of Matter and are considered as a preferred class for such Weather-herders (Izinyanga Zetangor) This sphere of magic is limited solely to males. They get chosen by a close encounter with the lightning so common on the open Tanagoro plains. Recognizable by a lightning bolt design made on their face by an established Izinyanga Zetangor (2nd level or higher), they are the sole Tanagoro who are considered to have no ties to the ancestral spirits. Their job is simple - to guide the weather - or perhaps, not so simple, given all the difficulties entailed in that. Those weather-herders killed by lightning are considered to have ascended to heaven or immortality. Weather-herders have the following powers: A)HP, level advancement, saving throws of clerics B)Weapon selection of fighters (but with weapon proficiency slots and advacement of clerics, and without fighter combat options) C)Predict Weather as 1st level druid spell at level 1, once daily per every 3 levels of caster (round up). D)Create Water as 4th level cleric spell at level 2, three time a month, but the water descends from above. This also requires overcast conditions E)Take half damage from lightning of any sort at level 3, save for quarter damage. F)Call Lightning as 3rd level druid spell at level 5, once daily for every 5 levels of the caster (round down). G)Take no damage from lightning of any sort at level 8. H)Control Winds as the 5th level druid spell at level 11, once daily for every 5 levels of the caster (round down) I)Summon Weather as the 6th level druid spell at level 14, once daily, with an additional daily casting gained at levels 20, 27 and 36. Feasting on a thunderhead (Creature Catalog, pg. 105) improves their powers vastly - for 24 hours, they have an additional 10 HP and +2 to-hit and to-damage. This also entails a 24-hour access to *all* weather-herder powers, regardless of level. It also gives a permanent bonus of 10,000 XP and grants any future powers one level sooner. Should a character encounter feast on more than one thunderhead in a lifetime (or, under some amazing circumstance, in a day), bonuses are cumulative. Witches (Abathakati) This is a secret role, not one openly mentioned, unless the witch is of significant power (in which case she is tremondously feared). It is solely a female role, and solely a Chaotic one. It is not recommended for player characters. Witches have the following powers: A)HP, Level Advancement, Weapons and Armor, Saves as Magic-User B)Can cast either magic-user or clerical spells, but not both - this choice is made at level one - witch clerics can control undead as an avenger at 9th level C)Flight is granted as a level one spell, but only at night - this power obviously is nullified by conditions in the HW and only can be used on the surface world or during the 1000-year eclipses so loved by Nyx and her minions D)Thanks to the evil works of Thanatos and his Burrowers, the Spell of Preservation has been undermined some - therefore Tanagoro witches can cast the spell invisibility, and automatically add it to their repetoire at level three, whether they are mages or not E)Witches can use touch spells at a distance, using a special spell "Inflict" - this is a 4th level spell F)Witches have access to some damaging spells that are unknown in the rest of the Hollow World, as well as some destructive or negative-influence spells peculiar (sp?) to them [DM's decision again here] G)They are able to cast less spells due to the additional powers granted Witches often use snakes as servitors. They are granted their powers by Nyx rather than Korotiku - he realizes the need for his Tanagoro not to grow too complacent (a notion furthered by his Chaotic alignment), and so has allowed another elder immortal to grant truly harmful powers to some Tanagoro. He realized as well that all cultures will develop a bad side - better it be an immortal whose influence is limited in the Hollow World (due to her ties to the night that does not come here) than someone like Thanatos. Nyx grants her clerics some powers of necromancy, allowing them to rely on the undead a fair amount. Witch MU: Level Spells/Level 1 1 2 1 3 1/1 4 2/1 5 2/2 6 2/2/1 7 3/2/1 8 3/2/2 9 3/2/2/1 10 3/3/2/2 11 4/3/2/2/1 12 4/3/3/2/2 13 4/3/3/2/2/1 14 4/3/3/2/2/2 15 4/4/3/2/2/2 16 4/4/4/3/2/2/1 17 5/4/4/3/3/2/1 18 5/4/4/3/3/2/2 19 5/4/4/4/3/2/2 20 5/4/4/4/3/3/2 21 5/4/4/4/3/3/2/1 22 5/5/4/4/3/3/2/1 23 5/5/4/4/3/3/2/2 24 6/6/5/4/3/3/2/2/1 25 6/6/5/5/4/3/2/2/1 26 6/6/6/5/5/3/2/2/2 27 6/6/6/6/5/4/2/2/2 28 6/6/6/6/5/4/3/2/2 29 7/6/6/6/6/4/3/3/2 30 7/7/6/6/6/5/3/3/3 31 8/7/7/6/6/6/4/3/3 32 8/8/7/7/6/6/5/4/3 33 8/8/8/7/7/6/5/5/4 34 9/8/8/8/7/7/6/5/5 35 9/9/8/8/8/8/7/6/5 36 9/9/9/8/8/8/7/6/6 Witch cleric: Level Spells/Level 1 0 2 1 3 1 4 1/1 5 2/1 6 2/2 7 2/2/1 8 3/2/2 9 3/3/2 10 3/3/2/1 11 3/3/3/2 12 4/4/3/2/1 13 4/4/3/2/2 14 4/4/3/2/2/1 15 4/4/4/3/2/1 16 5/4/4/3/2/2 17 5/5/4/3/3/2 18 5/5/5/4/3/2 19 6/5/5/4/3/2/1 20 6/6/5/4/3/3/1 21 6/6/5/4/4/3/2 22 6/6/6/5/4/3/3 23 7/6/6/5/4/4/3 24 7/7/6/5/4/4/3 25 7/7/6/6/4/4/3 26 7/7/7/6/4/4/4 27 8/7/7/6/5/4/4 28 8/7/7/6/5/5/4 29 8/8/7/6/5/5/5 30 8/8/8/6/6/5/5 31 8/8/8/7/6/6/5 32 9/8/8/7/7/6/5 33 9/9/8/8/7/6/6 34 9/9/9/8/7/7/6 35 9/9/9/8/8/7/7 36 9/9/9/9/8/8/7