The Savant: A variant Scholar class for the Conan RPG … · Page 1 The Savant: A variant Scholar...

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Page 1 The Savant: A variant Scholar class for the Conan RPG The Savant A variant Scholar class for the Conan RPG by Thulsa INTRODUCTION The scholar is a versatile class that can be used to represent a number of arche- types, including both civilized and primi- tive sorcerers and priests, martial artists and sages, but it has certain shortcomings, both in concept and actual gameplay. This article aims to improve upon the scholar class by providing a new core class called the savant. This is essentially the scholar class with a few important modifications, but a separate class name was chosen so as not to confuse the two. However, they are not intended to be used side-by-side; you should choose which variant you allow in your cam- paigns. The design goals of the savant class have been: • To make the scholar class more useful in combat, especially at lower levels. This is done by providing easier access to alchemical items, revising certain underpowered low-level spells (such as curses), and adding some new spells suitable for low-level spellcasters. • To enhance the roleplaying aspects of spell discovery and learning, and fix the problem of high-level scholars who cannot "go back" and learn simple spells because the total number of spells known is strictly limited. (Consider that Thoth-Amon, for example, is forced to waste precious advanced spell slots if he wishes to learn even the most trivial spell later in his career.) This is done by removing the limit on total number of spells known, and emphasizing the role of the character's background in acquiring new spells. • To change as little as possible in the existing rules, to retain compatibility with published material. Since the savant is very similar to the scholar, the changes between the two classes have been highlighted in green for easy reference. REVISED SPELLS Several of the spells in the Conan RPG are ill-balanced, and this article provides revisions for a number of spells from the core rulebook (and a few spells from Scrolls of Skelos). Future versions of this article may cover other supplements. Thanks to Turim for inspiration and feed- back on the drafts of this article.

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The Savant: A variant Scholar class for the Conan RPG

The SavantA variant Scholar class

for the Conan RPG

by Thulsa

INTRODUCTIONThe scholar is a versatile class that can beused to represent a number of arche-types, including both civilized and primi-tive sorcerers and priests, martial artistsand sages, but it has certain shortcomings,both in concept and actual gameplay.

This article aims to improve upon thescholar class by providing a new coreclass called the savant. This is essentiallythe scholar class with a few importantmodifications, but a separate class namewas chosen so as not to confuse the two.However, they are not intended to beused side-by-side; you should choosewhich variant you allow in your cam-paigns.

The design goals of the savant class havebeen:

• To make the scholar class more useful incombat, especially at lower levels. This isdone by providing easier access toalchemical items, revising certainunderpowered low-level spells (such ascurses), and adding some new spellssuitable for low-level spellcasters.

• To enhance the roleplaying aspects ofspell discovery and learning, and fix theproblem of high-level scholars whocannot "go back" and learn simple spells

because the total number of spellsknown is strictly limited. (Consider thatThoth-Amon, for example, is forced towaste precious advanced spell slots ifhe wishes to learn even the most trivialspell later in his career.) This is done byremoving the limit on total number ofspells known, and emphasizing the roleof the character's background inacquiring new spells.

• To change as little as possible in theexisting rules, to retain compatibility withpublished material.

Since the savant is very similar to thescholar, the changes between the twoclasses have been highlighted in green foreasy reference.

REVISED SPELLSSeveral of the spells in the Conan RPG areill-balanced, and this article providesrevisions for a number of spells from thecore rulebook (and a few spells fromScrolls of Skelos). Future versions of thisarticle may cover other supplements.

Thanks to Turim for inspiration and feed-back on the drafts of this article.

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Game Rule InformationAbilities: The savant who concentrates onpure knowledge and skills will probablyprioritise a high Intelligence. A moresorcerous savant will certainly needCharisma, in order to magically attack hisenemies, deal with demons and summonservitors; and Wisdom, for sheer magicalpower. Some of the Eastern savants, wholearn the mystical combat arts, will alsobenefit from a high Wisdom as well asDexterity.

Hit Die: d6.

Class SkillsThe savant’s class skills (and the key abilityfor each skill) are Appraise (Int), Bluff(Cha), Concentration (Con), Craft (al-chemy) (Int), Craft (herbalism) (Int), Craft(any mundane) (Int), Decipher Script (Int),Forgery (Int), Gather Information (Cha),Heal (Wis), Intimidate (Cha), Knowledge(any) (Int), Listen (Wis), Move Silently (Dex),Perform (Cha), Profession (Wis), Search(Int) and Sense Motive (Wis).

Skill Points at 1st Level: (8 + Int modifier) x4.

Skill Points at Each Additional Level: 8 + Intmodifier.

Class FeaturesAll of the following are class features of thesavant.

Weapon and Armour Proficiency: A savantis proficient with all simple weapons. Notethat armour check penalties for wearingmedium or heavy armour apply to the skillsBalance, Climb, Escape Artist, Hide, Jump,Move Silently, Sleight-of-Hand and Tumble.Also, Swim checks suffer a -1 penalty forevery 5 pounds of armour and equipmentcarried.

Savant: All savants have a special restric-tion when spending skill points. They mustspend at least 12 skill points on Knowledgeskills at 1st level and at least 3 skill points onKnowledge skills at each subsequent level.

Alchemist: At 1st level, the savant maychoose between Alchemist as a bonusfeat, or the Knowledge Is Power classability. If the Alchemist feat is chosen, theKnowledge Is Power ability may be pur-chased using a feat slot.

Knowledge Is Power: A savant may makea special savant knowledge check with abonus equal to his level + his Intelligencemodifier to see whether he knows somerelevant information about local notablepeople, legendary items, or noteworthyplaces. This check will not reveal thepowers of a magic item but may give ahint as to its general function. The savantmay never take 10 or take 20 on thischeck; this sort of knowledge is essentiallyrandom. The Game Master determines theDifficulty Class of the check.

Background: Every savant must choose abackground for himself at 1st level. This isan extraordinary ability. The backgroundindicates the manner in which he cameby his knowledge. All savants, regardless ofbackground, learn advanced spells asdescribed under the independent back-ground (Knowledge check after studytime), but non-independents have easieraccess to spells since they are providedby their masters.

A savant may only ever begin the gamewith one background but at the GameMaster’s discretion he may gain anadditional background or backgroundsduring play. For example, an independentmay call up a demon and make a pactwith it, then some time later be acceptedas an acolyte by a sorcerous society.Likewise, a lay priest or acolyte may elect

Level BAB Dodge Parry MAB Fort Ref Will Special1 +0 +0 +0 +0 +0 +0 +2 Savant, Alchemist or Knowledge Is Power,

Background, New Sorcery Style,Base Power Points

2 +1 +0 +0 +1 +0 +0 +3 +1 Power Point, New Sorcery Style3 +2 +1 +1 +1 +1 +1 +34 +3 +1 +1 +2 +1 +1 +4 New Sorcery Style5 +3 +1 +1 +2 +1 +1 +4 Iron Will6 +4 +2 +2 +3 +2 +2 +5 +1 Power Point, Incr. max PP (triple)7 +5 +2 +2 +3 +2 +2 +58 +6/+1 +3 +3 +4 +2 +2 +6 New Sorcery Style9 +6/+1 +3 +3 +4 +3 +3 +610 +7/+2 +3 +3 +5 +3 +3 +7 +1 Power Point11 +8/+3 +4 +4 +5 +3 +3 +712 +9/+4 +4 +4 +6 +4 +4 +8 New Sorcery Style13 +9/+4 +4 +4 +6 +4 +4 +8 Incr. max PP (quadruple)14 +10/+5 +5 +5 +7 +4 +4 +9 +1 Power Point15 +11/+6/+1 +5 +5 +7 +5 +5 +916 +12/+7/+2 +6 +6 +8 +5 +5 +10 New Sorcery Style17 +12/+7/+2 +6 +6 +8 +5 +5 +1018 +13/+8/+3 +6 +6 +9 +6 +6 +11 +1 Power Point19 +14/+9/+4 +7 +7 +9 +6 +6 +1120 +15/+10/+5 +7 +7 +10 +6 +6 +12 New Sorcery Style, Incr. max PP (quintuple)

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to conduct a little independent research,just as though he were an independenthimself but in most cases his religion orcoven will at best frown upon such imper-tinence and at worst will put him to deathif they catch him.

Acolyte: Acolytes are members of acoven or sorcerous society, or are occa-sionally apprenticed to a lone sorcerer.They are usually in thrall to their covenleaders, though they can gain a greatdeal of power this way. The drawback isthat they rarely understand said powerwithout their masters’ direct assistance.

An acolyte must always select a specificgroup to join, or a master to whom he mayapprentice himself. An acolyte may onlyever learn new sorcery styles or advancedspells known to his masters (unless he alsostudies on his own like an independent).Depending on his superiors and on thenature of the society, he may have a freechoice between the various styles andspells they know, or his progress may behighly regimented so that his sorcery stylesand spells are always assigned for himrather than chosen by him.

Sorcerers from civilised lands often take onapprentices. This is an accepted methodof learning found from Stygia to Khitai,even if one cannot find a larger sorceroussociety to join. Some of the more primitiveregions such as Kush also have villagesorcerers, along with the more shamanicor witchdoctor style priests; these sorcer-ers, also known as Witchmen or Witch-Finders, are employed on a freelance

basis to cast spells for clients and oftentake on apprentices to whom they canpass on their skills.

Independent: Independents are the mostversatile variety of savant, since they haveno particular ties to any authority. How-ever, they also have no one to teachthem or to guide them through theirsorcerous paths and so must work a gooddeal harder to gain access to any truesecrets. Though at best their advance-ment can be highly flexible, at worst it issimply haphazard, with the independentsavant simply picking up a little knowl-edge here and there as he goes.

Except for basic spells gained as a result ofselecting a new sorcery style, an inde-pendent savant never gains any ad-vanced spells automatically. All advancedspells must be found or discovered duringplay (which in practice means that theGame Master determines which spells areavailable). The savant can never learnany spell outside his chosen sorcery styles(but may save the knowledge of the spelland try to learn it once he acquires therequired sorcery style). He must also meetall the usual prerequisites, but there is nolimit on the total number of spells he maylearn.

Spells are typically found on scrolls and inbooks, inscribed on items or buildings, oreven tattooed onto human flesh. If thespell is written in an unknown language, astandard Decipher Script check must bemade to translate it. To learn the spell, aKnowledge (arcana) check must be

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made after a time of study. The check DCand study time is determined by theGame Master. As a guideline, use a DC of20 + minimum caster level (determined bythe spell’s prerequisites), and a study timeof 1d4 weeks per two minimum casterlevels (minimum 1 week).

Ancient scrolls or guidance by a teacherprovide bonuses to the Knowledge(arcana) check. Writings from the age ofAtlantis provide a +8 bonus, while writingsfrom the age of Acheron and Old Stygiaprovide a +6 bonus. A teacher provides a+1 bonus per five savant levels or demonichit dice (maximum +4). These bonuses donot stack; use only the highest bonus.

For example, a scroll with the DreadSerpent spell found in an Old Stygiantomb has a Knowledge (arcana) DC of 28(minimum caster level 8) and takes 4d4weeks to study. Its age grants a +6 bonusto the savant’s skill check. If the spell wasinstead taught to an acolyte by a 10th-level high priest, he would grant a +2bonus to the student’s skill check.

In cultures where formal written languagesdo not exist (such as in parts of the BlackKingdoms), spells are written down andlearned using pictograms and arcanesymbols, so the same rules apply.

Once learned, the savant does not needto study the written spell to cast it, but ifrequired he can recreate a written copyfrom memory. Such copies do not provideany bonuses to students trying to learn thespell, so for this reason ancient scrolls aremore prized than more recent copies.

If the savant fails the Knowledge (arcana)check to learn the spell, the study time iswasted and he must wait until he gains anew level before he can attempt to learnit again. The savant cannot take 10 or 20on the Knowledge (arcana) check tolearn a spell. During the study time, hemust devote at least 8 hours per day tostudy, but can otherwise act freely for theremainder of that day. The total studyperiod does not need to be continuous;for example, the savant can study a newspell for two weeks, then take a break forfive weeks, and then continue where heleft off.

Pact: A savant who makes a pact with ademonic entity or other dark force tolearn sorcery is in a very similar state tothat of an acolyte to a sorcerers’ ring orcoven, since he is often effectively in thrallto the source of his knowledge. He has alot more choice as to what he learns;however, the master has no humancompunctions to prevent him from forcingthe poor savant to perform the direst ofacts.

Furthermore, he will begin the game atleast somewhat corrupt, for no trulydecent sorcerer makes pacts with de-

mons. A savant with a pact begins thegame with a Corruption of 1.

At 1st level, he must choose the NewSorcery Style: Summoning and the spellDemonic Pact. He may choose either todo his own researches, in which case hemust find and learn spells as though hewere an independent, or else risk furtherCorruption by calling up the entity withwhom he has the pact once more. If hedoes the latter, he may freely choosewhich style or spell he learns, so long as it isone the entity knows, but he must alsomake a Corruption check for dealing withthe demon once more.

A savant with a pact also starts the gamewith one additional bonus languageavailable, as well as those offered him byhis race. This is Demonic. He must expenda language slot as usual to learn to speakit.

The Game Master is always free to rulethat player character savants may notbegin the game with a pact. This is par-ticularly appropriate in short-term or one-off campaigns, where the natural disad-vantage of the pact savant (namely theCorruption he gains, which will somedayalmost certainly doom him, one way oranother) may have little impact on play.This background is better balanced forlongterm campaigns, offering immediatepower at the cost of one’s soul, or worse.

Lay Priest: Savants who choose the laypriest background are attached to atemple for purposes of study but with littleor no religious authority. If they wish, theycan work their way up to the position offully ordained priest (see the Feats chap-ter), which brings with it a number ofbenefits and responsibilities.

Priests, whether they are lay priests or fullyordained, do not usually have access tosorcery at all; if they do, it is most com-monly some form or other of counter-sorcery with which to combat evil cults.The precise nature of each priest andwhich magical abilities (if any) are avail-able to him will vary depending on boththe deity he worships and his own honesty– or lack of it.

Priests are treated as acolytes in that theymust gain sorcery styles known to theirreligion. They do not usually need to learntheir styles in a specific order but in mostcases their religion will offer only a verylimited selection of styles in the first place.Most higher-level priests have eitherconducted independent studies them-selves in secret, or have even moresecretly made a pact with a demon orjoined a sorcerous society.

The shamans found in barbaric regionssuch as the Pictish Wilderness can usuallybe treated as lay priests. A shaman mighthave the Priest feat but will not have had

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any official ordination and may have anapprentice or two.

New Sorcery Style: At 1st level, 2nd level,4th level and every four levels thereafter,the savant gains a new sorcery style,along with the basic spell associated withit. The savant gains the defensive blastassociated with the first style he selects,and must discover and learn other defen-sive blasts as if they were normal spells.

Starting at 3rd level, the savant can learnand cast advanced spells.

At any time at which he is eligible to gaina new sorcery style, the savant mayinstead gain a bonus feat from the follow-ing list: Skill Focus (any), Diligent, Iron Will,Investigator, Negotiator, Priest, or anySorcery feat. If the sorcerer knows theCalm of the Adept spell from the OrientalMagic sorcery style, he may also selectfrom Brawl, Defensive Martial Arts, Im-proved Critical (staff or unarmed strike),Stunning Attack, or Weapon Focus (staff orunarmed strike). In all cases, the savantmust meet the usual prerequisites for thefeat.

Note that the savant may or may not bepermitted to choose his new sorcery stylehimself, depending on his Backgroundclass feature.

Base Power Points: A 1st level savant learnsto access his own personal magicalenergy. This is referred to as Base PowerPoints, or Base PP. A beginning savant hasBase PP equal to 4 + Wisdom Modifier, to aminimum of one point.

Power points are used when casting spellsand creating magical objects. They canbe regained by rest or the use of various

lotus concoctions (see Drugs, Poisons andHerbal Preparations), or temporarilyincreased by various means, most com-monly by sacrificing one or more humans.For most characters, their power pointscan rise to a maximum of double theirBase Power Points. See the Sorcery chap-ter for more on power points and their use.This is a supernatural ability.

If for some reason a character already hasBase Power Points when he becomes asavant, usually through the Dabbler feat,he does not gain “new” Base Power Pointsas above. Instead, he receives a one-timebonus of +2 to his already acquired BasePower Points.

+1 Power Point: At 2nd level and every fourlevels thereafter, the savant’s Base PowerPoints increase by +1. This is a supernaturalability.

Iron Will: At 5th level, the savant gains IronWill as a bonus feat. If he already has IronWill, he may instead select any Sorceryfeat for which he meets the prerequisitesas a bonus feat.

Increased Maximum Power Points: Assavants become more experienced andknowledgeable, they become able tostore far more magical power in theirbodies, so long as it is available to them bymeans of sacrifi ce or some artefact orother.

At 6th level, a savant’s maximum PowerPoints rise to triple his Base Power Points,rather than double as is usual for mostcharacters. At 13th level it rises again toquadruple his Base Power Points and at20th level to quintuple his Base PowerPoints.

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NEW FEATS

Alchemist (Sorcery)You know the secrets of alchemy and howto create alchemical items quickly.

Prerequisites: Scholar/savant or dabbler,Craft (alchemy) 4 ranks.

Benefit: You know how to make Flame-Powder, Kothic Demon-Fire, Stygian Tomb-Dust and Blue Devil’s Flame (from Scrolls ofSkelos). The cost of creating the first threeof these alchemical items is reduced toone-fourth of the listed cost, while the costof creating Blue Devil’s Flame is reducedby one-half. This in turn reduces the time ittakes to craft the items.

Note: The Game Master may decide toapply similar benefits to (overpriced)alchemical items found in other supple-ments for the game.

REVISED SPELLS

Rune of Jhebbal Sag (Counterspells)Power Point Cost: 1 point/roundComponents: S, M, (XP)Casting Time: 1 full roundRange: TouchEffect: Any worshippers of Jhebbal Sagwho come within 25 feet + 5 feet/scholarlevel of the runeDuration: Power Points or MortalSaving Throw: NonePrerequisites: Knowledge (arcana) 4ranks, Knowledge (religion) 6 ranks, Wis13, Warding

The rune of Jhebbal Sag, when inscribedor painted onto any surface (only runesinscribed on non-movable items can bemade permanent), lets any worshippers ofJhebbal Sag know that the sorcerer isfriendly. Its most notable effect is torelease the subject or subjects of a Sum-mon Beast spell from the spell as soon asthey come within range. However, allanimals remember their god Jhebbal Sagand will become calm and non-aggres-sive if they come within range.Likewise, if any human or other intelligentworshippers of the god come withinrange, the sorcerer gains a +2 circum-stance bonus to all Charisma-based skillchecks regarding them. In effect, he isdemonstrating an allegiance to JhebbalSag, though this allegiance need not betrue.XP Cost: 1,000 XP to make the rune per-manent

Lesser Ill-Fortune (Curses)Power Point Cost: 2Components: VCasting Time: 1 standard actionRange: Evil Eye, Touch or Magical LinkTarget: One creatureDuration: One daySaving Throw: Will negatesMagic Attack Roll: Sets DC for target’s Willsaving throw

A sorcerer places a curse on a victim. Thevictim suffers a -4 luck penalty to all attackrolls, saving throws, ability checks and skillchecks.

Ill-Fortune (Curses)Power Point Cost: 4Components: VCasting Time: 1 standard actionRange: Evil Eye, Touch or Magical LinkTarget: One creatureDuration: One monthSaving Throw: Will negatesPrerequisite: Lesser Ill-FortuneMagic Attack Roll: Sets DC for target’s Willsaving throw

The sorcerer can choose from any of thefollowing effects when casting this spell:• Bound to the Earth: The target automati-

cally fails all Climb and Swim checks.• Fool: The target loses 4 points of Wisdom

or his Wisdom is lowered to 7, whicheveris lower.

• Hated by Wild Animals: If the targetapproaches within 20 feet of any wildanimal or vermin, or within 40 feet of aspecific species of wild animal or vermin(caster’s choice), the animal immedi-ately attacks and fights to the death.

• Impotence/Infertility: The target isunable to satisfy and impregnate awoman (if male) or unable to bring forthoffspring (if female).

• Troubled Sleep: The target’s sleep istroubled by nightmares and strangeunsettling visions. The sleep-deprivedtarget is always fatigued.

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Greater Ill-Fortune (Curses)Power Point Cost: 8Components: VCasting Time: 1 standard actionRange: Evil Eye, Touch or Magical LinkTarget: One creatureDuration: One yearSaving Throw: Will negatesPrerequisite: Magic attack bonus +3 orhigher, Lesser Ill-FortuneMagic Attack Roll: Sets DC for target’s Willsaving throw

The sorcerer can choose from any of thefollowing effects when casting this spell:• Aged Before His Time: The target physi-

cally ages by two age categories andsuffers all negative effects of aging, butnone of the positive effects.

• Blindness: The target becomes blind.• Evil Eye: The target automatically fails all

saving throws of a specific type (Forti-tude, Reflex or Will), as selected by thesorcerer.

• Lame Limb: One of the target’s limbs(caster’s choice as to which) becomeslame and useless. A lame foot reducesspeed by half and makes it impossible torun. A lame arm cannot grasp aweapon or shield.

Greater Ill-Fortune can also duplicate anyof the effects of an Ill-Fortune spell, butwith a longer duration.

Astrological Prediction (Divination)Power Point Cost: 1Components: V, S, MCasting Time: 1 minuteRange: PersonalTarget: YouDuration: Instantaneous

An astrological prediction can tell youwhether the stars are right and if a particu-lar action will bring good or bad results foryou in the immediate future.The base chance for interpreting the starscorrectly is 70% + 1% per caster level, to amaximum of 90%; this roll is made secretly.A question may be so straightforward thata successful result is automatic, or sovague as to have no chance of success. Ifthe astrological prediction succeeds, youget one of four results:• Weal (if the action will probably bring

good results).• Woe (for bad results).• Weal and woe (for both).• Nothing (for actions that don’t have

especially good or bad results).

If the spell fails, you get the “nothing”result. A caster who gets the “nothing”result has no way to tell whether it was theconsequence of a failed or successfulastrological prediction.The astrological prediction can see intothe future only about half an hour, so

anything that might happen after thatdoes not affect the result. Thus, the resultmight not take into account the long-termconsequences of a contemplated action.All astrological predictions cast by thesame person about the same topic usethe same dice result as the first casting.Material Component: Valuables worth atleast 25 sp.

Psychometry (Divination)Power Point Cost: 1 pointComponents: V, SCasting Time: 1 hourRange: TouchTarget: One objectDuration: InstantaneousSaving Throw: NonePrerequisites: Astrological Prediction,Knowledge (arcana) 5 ranksSkill Check: See text

Psychometry allows the sorcerer to deter-mine information about the previousowner of an object touched. The objectmay be a completely lifeless inanimateobject, or a body part or fluid previously“owned” by a still-living creature. Exam-ples of the latter include the hair of a wolf,found caught in thorn-bush; or the bloodof a king, spilled forth on the sand during adesperate fight to the death.The sorcerer makes a Knowledge (arcana)check, with the Difficulty Class dependenton how far into the object’s past he wishesto probe, as follows (take 10 not allowed):

Period of object’s lifetime DCLast month 15Last year 20Last decade 25Last century 30Last millenium 35Every additional 1,000 years +5

Success means the caster learns onebasic fact about the object during thespecified period, such as the owner’sspecies, gender, land of origin, age,name, how he came by the object, howhe lost the object, and whether he hadany Corruption. A failed roll means thecaster cannot use this spell on the sameobject until he gains another level.

Visions (Divination)Power Point Cost: 2 points/minuteComponents: S, M or FCasting Time: 1 hourRange: 1,000 miles plus 100 miles/scholarlevelEffect: Magical sensor (see below)Duration: Power PointsSaving Throw: Will negatesPrerequisites: Astrological Prediction,Knowledge (arcana) 8 ranksSkill Check: Knowledge (arcana), DC15 + 1 per 100 miles distant the target isbeyond the first 100 miles, plus see below.

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You can see and hear events at greatdistances.This spell produces an invisible magical“sensor” that sends a moving image backto your focus or material component,providing you with a view of the site orperson upon which you wish to spy. Thisview can be very close up, as though itwere a human eye, or very far away andhigh up so as to see the whole of a battle-field or other wide scene, such as ahawk’s eye might observe.If you target a creature or group ofcreatures, they get a Will save and if itsucceeds, the spell fails and you cannotattempt to scry on that subject again for24 hours. A target that succeeds on thesaving throw knows that an attempt toscry was made, and the identity of thecaster.The Difficulty Class for the Knowledge(arcana) check is modified by the caster’sfamiliarity with the creature or area beingscryed upon, as follows:

Knowledge DC modifierNone* +10Secondhand +5Firsthand +0Familiar -5

* You must at least know the name orgeneral description of the area or crea-ture you wish to scry upon.

Focus/Material Component: This spellrequires either a focus, or alternatively amaterial component. One or the other willdo; if you have a focus available, youhave no need for a material component.

The focus can take the form of a crystalball or silvery mirror.The material component can be either ahandful of special herbs thrown onto anordinary fire to produce green smoke inwhich the visions can be seen, or else adose or two of a suitably hallucinogenicdrug such as black lotus wine. In eithercase, the cost is around 100 sp.

Dance of the Cobras (Hypnotism)Power Point Cost: 1 point/roundComponents: S, M, FCasting Time: 1 standard actionRange: Evil EyeTarget: One humanoid creatureDuration: Power PointsSaving Throw: See belowPrerequisites: Entrance, Telekinesis,Ritual Sacrifi ce, Perform (any musicalinstrument) 8 ranksMagic Attack Roll: Sets DC for target’sReflex and Fortitude saving throws orPerform checks

The dance of the cobras is an extensiveand elaborate but powerful ritual sacri-fice, revolving around four pre-prepared,hypnotised snakes.Four jars containing the snakes aresmashed about the target. In effect, thesnakes are inside the target’s five-footsquare, though at the very corners of it.Every round the spell is in effect, the targetmust make a Reflex saving throw or bebitten by one of the snakes. A bittentarget must make a Fortitude saving throwor suffer 3d6 points of Constitution dam-age (half that if the save is successful). Ifhe chooses to spend the whole of eachround just dodging snakes (similar to aTotal Defence action in combat) he gainsa +4 circumstance bonus to his Reflexsaving throws. The target gains a +2synergy bonus to the Reflex saving throw ifhe has at least five ranks of Perform(dance).If the target attempts to leave the square,he is automatically bitten (no Reflex saveallowed) and suffers from poisoning asdescribed above.If the victim dies from being bitten by thesnakes, the sorcerer who cast the spellgains a number of benefits as follows:

• Power Points as though the target hadbeen slain by the sorcerer, according tothe rules of sacrifice, counting as a ritualperfect offering. The usual limit forMaximum Power Points applies.

• +1 morale bonus to all attack rolls andmagic attack rolls for every hit dice orlevel of the target for the next 24 hours.

If the victim somehow escapes or isrescued, the sorcerer instead suffers a -1morale penalty to Defence and all savingthrows for the next day.

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Material Component: Four jade jars, worthat least 100 sp each. With the snakesinside (see below), these must be bal-anced among the rafters of the room inwhich the spell is to be used, or, if thesorcerer has Greater Telekinesis available,concealed somewhere in the room orabout the person of the sorcerer.Focus: Four cobras, of at least Small size.These must be somehow placed in the jarsbefore the spell is cast.

Mass Hypnotic Suggestion (Hypnotism)Power Point Cost: 2 points/targetComponents: V, SCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./two scholarlevels)Targets: One creature/level, no two ofwhich can be more than 30 ft. apartDuration: 10 minutes plus 1 minute/scholar level, or until completedSaving Throw: Will negatesPrerequisites: Entrance, Hypnotic Sugges-tion, magic attack bonus +5Magic Attack Roll: Sets DC for target’sWill saving throws

As Hypnotic Suggestion, except that thespell affects multiple creatures of 8 HD orbelow who can hear the sorcerer’s voice.The caster and the targets must share acommon language for the spell to beeffective.

Summon Beast (Nature Magic)Power Point Cost: 1+ pointsComponents: V, S, F, XPCasting Time: 1 standard actionRange: See textTarget: One animal (see text)Duration: See textSaving Throw: See textPrerequisites: Knowledge (nature) 4ranks

This spell summons a creature of theanimal subtype, either Small or Medium-size, to serve the sorcerer. The spell isdifferent for each animal and must belearned separately (for example, SummonBoar and Summon Eagle are two differentspells).The PP cost is 1 for an animal of Small sizeand 2 for a Medium-size animal.The animal will serve the sorcerer withoutquestion, including attacking his enemies.The spell may be cast in two ways:• Call Animal: The caster calls upon an

animal of the given type within 1 mile/level. The animal moves towards thecaster at its normal speed. This version ofthe spell has a duration of 1 hour/level.

• Manifest Animal: The caster throws thespell focus (a figurine of the animal) onthe ground within 15 feet of himself, andthe figurine magically grows and be-comes a normal animal of its kind. Thisversion of the spell has a duration of 1

round/level. At the end of any roundduring which a manifested creature isdealt damage, it must make a Willsaving throw (DC = damage sustainedthat round). Failure indicates that thespell ends and the figurine reverts to itsinanimate form.

For some reason, any animal summonedby a Pictish scholar has a pale, almostghostly appearance. This has no particulargame effect but simply appears to be apeculiarity of the Pictish style of sorcery.Focus: A small image or carving of theanimal to be summoned.XP Cost: 25 XP (50 XP for a Medium-sizecreature).

Greater Summon Beast (Nature Magic)Power Point Cost: 4+ pointsComponents: V, S, F, XPCasting Time: 1 standard actionRange: See textTarget: One animal (see text)Duration: See textSaving Throw: See textPrerequisites: Knowledge (nature) 10ranks, Summon Beast

As for Summon Beast, except that ananimal of up to Huge size can be sum-moned. The PP cost is 4 points for a Largecreature, or 8 points for a Huge creature.XP Cost: 250 XP (500 XP for a Huge crea-ture)

Command Weather (Nature Magic)Power Point Cost: 4 points/hourComponents: V, S, MCasting Time: 1 hourRange: 1 mile/levelDuration: Power PointsPrerequisites: Magic attack bonus +7,Knowledge (nature) 10 ranks, Spirit of theLand

This spell allows the caster to control theweather in the surrounding area. He cansummon up snowstorms or howling winds,quell the raging seas or pour so much raininto a river that it bursts its banks andfloods a town. The caster cannot call upany weather that is outside the possiblerange for a region in the current season;for example, he cannot create a snow-storm in the desert or at the height ofsummer.For every five caster levels, the sorcerermay move up or down one level on thewind force table (light, moderate, strong,severe, windstorm, hurricane, tornado).Material Component: A small block of icefrom Hyperborea (for cold effects), avolcanic stone from the Fires of the South(for heat effects), a pearl from the WesternOcean (for water effects), or a flutecarved from Lemurian bone (for windeffects).

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Agonising Doom (Necromancy)Power Point Cost: 4 points/targetComponents: V, SCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft. per two scholarlevels)Targets: One or more creatures, up to amaximum of one creature/two scholarlevelsDuration: 1d6 roundsSaving Throw: Fort negates and seebelowPrerequisites: Magic attack bonus +6,Raise Corpse, Death TouchMagic Attack Roll: Sets DC for targets’saving throws

Black tendrils of power shoot out fromthe sorcerer’s hands, slaying his enemiesagonisingly and rapidly. This spell onlyaffects creatures of less than 8th level or 8HD. The targets must all make Fortitudesaving throws, with success completelynegating the effects of the spell. A char-acter who fails his saving throw begins tolose 4d6 hit points per round until dead.Furthermore, he is in such extreme painthat he must make a Will saving throw onany round in which he wishes to act.Success means he may take either amove action or standard action but notboth; failure means he may not do any-thing that round other than lie prone inagony.

Warrior Trance (Oriental Magic)Power Point Cost: 2+ pointsComponents: V, SCasting Time: 1 standard actionRange: PersonalTarget: SelfDuration: One round/scholar levelPrerequisites: Calm of the Adept, scholarlevel 3

For every two power points expended,Warrior Trance gives one natural weaponof the sorcerer a +1 enhancement bonusto attack and damage rolls and gives thecaster a +1 dodge bonus to DodgeDefence. The spell can affect a slamattack, fist, bite or other natural weapon.The spell does not change an unarmedstrike’s damage from nonlethal damageto normal damage. The maximum bonusthat can be gained is equal to the cast-er’s level.

Shape-Shifter (Oriental Magic)Power Point Cost: 10 pointsComponents: V, S, XPCasting Time: 1 full roundRange: PersonalTarget: SelfDuration: 10 minutes/levelPrerequisites: Scholar level 12, Calm of theAdept

This spell enables you to assume the formof any single non-unique animal (anycreature of the animal type) from Tiny toHuge size. The spell is different for eachanimal and must be learned separately(for example, Shape-Shifter (Hyena) andShape-Shifter (Giant Eagle) are twodifferent spells).The assumed form can’t have more HitDice than your caster level, to a maximumof 15 HD at 15th level. Your creature typeand subtype (if any) change to match thenew form. Upon changing, you regain losthit points as if you had rested for a night(though this healing does not restoretemporary ability damage and provideother benefits of resting; and changingback does not heal you further). If slain,you revert to your original form, thoughyou remain dead.You gain the Strength, Dexterity, andConstitution scores of the new form butretain your own Intelligence, Wisdom, andCharisma scores. You also gain all extraor-dinary special attacks possessed by theform but do not gain the extraordinaryspecial qualities possessed by the newform or any supernatural or spell-likeabilities.XP Cost: 10 XP per Hit Die of the assumedform

Channel Demon (Summoning)Power Point Cost: 2+ pointsComponents: V, SCasting Time: 1 standard actionRange: PersonalDuration: 1 round/caster levelPrerequisites: Demonic Pact, Str 13

When this spell is cast, the sorcerer’s facecontorts as his body is temporarily infusedwith demonic energies! For every twopower points expended, to a maximum ofone power point per level, he gains a +2enhancement bonus to Strength andConstitution and a +1 bonus to damagereduction. Furthermore, he can use hishands as claws that deal 1d6 points ofdamage on a successful hit; these countas weapons for the purposes of attacks.The sorcerer must make a Corruptioncheck (DC 10 + 1 per power point ex-pended) or gain a point of Corruptionwhen he casts this spell.

Boundary (Hypnotism)Power Point Cost: 1 point/10 ft. boundaryComponents: V, S, M, (XP)Casting Time: 1 round per 10 ft. of lineRange: TouchLine: A boundary up to 100 ft. long perscholar level, and 100 ft. highDuration: 1 minute/caster level or MortalSaving Throw: Will partialPrerequisites: Magic attack bonus +7 orhigher, Entrance, Hypnotic SuggestionMagic Attack Roll: Sets DC for target’ssaving throw

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The Savant: A variant Scholar class for the Conan RPG

This spell causes an invisible boundary tobe created. The boundary emanatesmagical vibrations that repel a specifickind of creature as defined by thespellcaster. The kind of creature to beaffected must be named specifically. Acreature subtype is not specific enough.For humans, a specific race, sub-race,tribe or family must be named.Creatures of the designated kind feel anoverpowering urge to avoid crossing theboundary.A compulsion forces the creatures toavoid crossing the boundary, shunning theregion of the boundary and never willinglyreturning to it while the spell is in effect.A creature that makes a successful savingthrow can cross the boundary but feelsuncomfortable doing so. This distractingdiscomfort reduces the creature’s Dexter-ity score by 4 points until it re-crosses theboundary.Material Components: Chalk or otherpowder to draw the line, at a cost of 10 spper 10 feet of line.XP Cost: 1,000 XP, plus 10 XP per 10 feet ofline to make the boundary permanent.

Dance of Atali (Hypnotism)Power Point Cost: 6 for the first round, 1 foreach round thereafterComponents: V, S, FCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft. per two scholarlevels)Target: Up to one male human/scholarlevelDuration: Power PointsSaving Throw: Will partialPrerequisites: Entrance, Hypnotic Sugges-tion, Cha 13, Perform (dance) 4 ranksMagic Attack Roll: Sets DC for target’ssaving throw

This spell causes males to follow thesorcerer wherever she goes, so long as shecontinues a wild and sensual dancebegun with the casting of the spell.The sorcerer must make a Perform (dance)check each round. If her check result isbelow 20, the spell ends. If her check resultis above 20, she adds half her check resultas an enhancement bonus to her move-ment rate that round, rounded to thenearest 10 feet.All males affected by the spell will be filledwith immediate and pressing feelings oflust for the sorcerer, and will follow herwherever she goes, though they will notbe completely careless of danger and willcertainly stop and fight if attacked.They may attempt Will saving throws whenshe initially casts the spell. Even a success-ful Will save does not entirely negate theeffects of Dance of Atali, and a characterwho successfully saves will still regard thesorcerer as devastatingly attractive — hemay well follow her anyway.As a side benefit of the Dance of Atali,the sorcerer is entirely immune to theeffects of non-magical cold for theduration of the spell.If the sorcerer has the Ritual Sacrifice feat,she gains Power Points as though she hadsacrificed any of the targets who die as adirect result of following her, whether she isable to lead them to a cold death at thebottom of a crevasse somewhere, or intoan ambush.Focus: A scanty garment of high quality,which is the sorcerer’s only item of cloth-ing.

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NEW SPELLSDance of Shub-Niggurath (Curses)Power Point Cost: 1 point/targetComponents: V, SCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft. per two scholarlevels)Targets: Up to three living creaturesDuration: 1 minute/levelSaving Throw: Will negatesPrerequisites: Lesser Ill-Fortune, Perform(dance) 4 ranksMagic Attack Roll: Sets DC for target’sWill saving throw

To cast this spell, the caster dances wildlyand chants. The spell affects those closestto the caster first. Targets who fail theirsaving throws become sickened and takea -2 penalty on all attack rolls, weapondamage rolls, saving throws, skill checks,and ability checks.

Finger of Nergal (Necromancy)Power Point Cost: 2Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft. per two scholarlevels)Target: One living creatureDuration: InstantaneousSaving Throw: Reflex halfPrerequisites: Raise CorpseMagic Attack Roll: Sets DC for target’sReflex saving throw

When casting this spell, the caster touchesa nearby corpse with one hand andpoints his other hand at the target,channeling a black ray that blasts andblackens the target’s flesh. The targettakes 1d4 points of cold damage percaster level (maximum 10d4).The caster can attempt to increase thedamage dice used from four-sided diceto six-sided dice by making a Fortitudesaving throw (DC 18). If this saving throwfails, the spell uses four-sided dice and thedamage is evenly divided between thecaster and the target (who still gets aReflex save to further reduce the dam-age).Material Component: A corpse, whichbecomes blackened and withered andcannot be re-used for the same spell.

Red Sign of Skelos (Counterspells)Power Point Cost: 1 point per target/roundComponents: V, SCasting Time: 1 standard actionRange: 30 ft.Targets: Up to one living creature per twoscholar levelsDuration: Power PointsSaving Throw: Fort negatesPrerequisites: Lesser Ill-Fortune, magicattack bonus +2

Magic Attack Roll: Sets DC for target’sFortitude saving throw

You draw a glowing red symbol in the air.Each target you designate takes 1d6points of damage each round, +1 point ofdamage for every caster level you have,as long as they stay (or come back) withinrange. You must have a line of effect toeach target. You also take 1 point ofdamage per round due to the sign’spower. The spell ends when you stopexpending power points, or when youmove away from the spot where you drewthe sign.

Screech of Groth-Golka (Curses)Power Point Cost: 5Components: V, FCasting Time: 1 standard actionRange: 30 ft.Targets: All living creatures within rangeDuration: 1 roundSaving Throw: Fort negatesPrerequisites: Lesser Ill-Fortune, magicattack bonus +2Magic Attack Roll: Sets DC for target’sFortitude saving throw

The caster emits a piercing screech. Everycreature in the area (including any alliesof the caster) of 6 HD or less must make aFortitude saving throw or be stunned for 1round.Focus: Feather of a large bird, such as avulture.

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The Savant: A variant Scholar class for the Conan RPG

REVISED RULES OFSORCERY

The following are tweaks to the rules ofsorcery. Except for the changes outlinedbelow, these rules otherwise work asdescribed in the core rulebook.

Spell RangeMagical Link: The item which functions asa magical link to the target is consumedduring the casting of the spell. If a Ward-ing or Greater Warding (or similar) spell isused against a spell cast with a magicallink and fails, the caster cannot retry thedispelling until he gains another level.

Sacrifices and Energy DrainsEnergy Drain: If you have a sorcererhelpless and under your power, you mayplace your hand against his skin and drain1d4 Power Points from him as a full-roundaction. This is removed from his usualPower Points. Against non-sorcerers, thissimply causes 1d4 points of damage tothe victim, but you do not gain any PowerPoints.

Why? With the rules as written, Energy Drain isso much better than the other ways of gainingPower Points that nobody would really botherusing anything else. It’s much better to havehalf a dozen slaves (which you can buy for 3 spapiece in Turan) chained in your basementand drain them regularly for PP using EnergyDrain, than it is to use black lotus powder (300sp/dose) or engage in Power Rituals (whichrequire several hours and dozens of partici-pants and skill ranks to be as effective).

The Rule of ImpermanenceAny time a sorcerer is reduced below zerohit points, he must make a separate Willsaving throw (DC 15) for each of hissorcerous creations. If the saving throw isfailed, the creation ceases functioningimmediately. Spells end and items crum-ble to dust.

If a sorcerer is left for dead or killed, hemust make a similar saving throw (DC 20)for each of his sorcerous creations. If thesaving throw succeeds, the sorcerouscreation lasts for another 1d10 rounds. Ifthe duration was Mortal and the savesucceeds by 5 or more, the creation lastsfor another 1d10 days, or 1d10 months ifthe save succeeds by 10 or more, and soon for other increments of five.

The sorcerer may choose to voluntarily failany such saving throw.

Why? There may be certain occasions when itwould be dramatically appropriate for thesorcerous creations of a scholar to linger on,

even after his death, for example if a band ofadventurers are exploring the abode of adead sorcerer.

The Rule of the MasterPower Transfer: The maximum number ofPower Points that can be taken or grantedfrom or to a thrall in any 24-hour period isequal to the sorcerer’s Maximum PowerPoints.

Why? With the rules as written, a mastersorcerer with a horde of low-level thralls has analmost unlimited supply of Power Points, evenconsidering any Intelligence damage inflictedupon the thralls.

The Rule of the Sorcerer’s SoulAny sorcerer, magical beast or outsiderwho can meet the eyes of a sorcerer cansense the latter’s sorcerous nature if hesucceeds at a magic attack roll opposedby the target’s Will save.

Unless a player character is activelylooking to detect a sorcerer, this roll shouldbe made in secret by the Game Master. Ifthe magic attack roll fails, it cannot beattempted again until another level isgained.

Why? With the rules as written, the detection ofsorcerers by other sorcerers or supernaturalcreatures is automatic. There may be occa-sions when it would be dramatically appropri-ate for a sorcerer to be able to hide hissorcerous nature, for example if he wereinfiltrating the king’s court (or the party!),masquerading as a simple servant.

Mighty Spells and Runaway MagicA sorcerer can cast one mighty spell perweek without fear of dangerous conse-quences. Each time he casts a furthermighty spells within seven days of the lastone, he must make a Will saving throw. ThisWill saving throw starts out at DC 20 butthe DC rises by +5 for each additionalmighty spell cast within the last sevendays.

On a roll of 29-30 on the Runaway Magictable, the sorcerer is slain outright (regard-less of Fate Points spent), and either thesite of his death, an item worn or carried,or any or all of the sorcerer’s descendants,are affected by a magical curse (asdetermined by the Game Master) for1d100 years.

On a roll of 31+ on the Runaway Magictable, the effects are as above, but thecurse lasts for 10d100 years.

Why? The DC of the saving throw has beenincreased, as most sorcerers would easily beable to save successfully several times beforebeing struck by runaway magic. Also, insteadof a minor cataclysm (which would make it fartoo easy for a low-level sorcerer to destroy acity), a curse is the result of a badly failed roll.

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Open Game License v 1.0a Copyright 2000, Wizards ofthe Coast, Inc.

System Reference Document Copyright 2000-2003,Wizards of the Coast, Inc.; Authors Jonathan Tweet,Monte Cook, Skip Williams, Rich Baker, Andy Collins,David Noonan, Rich Redman, Bruce R. Cordell, John D.Rateliff, Thomas Reid, James Wyatt, based on originalmaterial by E. Gary Gygax and Dave Arneson.

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