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Feromancy

by Aoz

In the year AC 1020, a group of ambitious students from the Great School of Magic in Glantri City ventured into the wilderness of the Broken Lands, seeking ancient secrets of magic. There, they encountered a tribe of beastmen, the descendants of the primitive humanoids that the Flaems chased away long ago. The beastmen were savage and fierce, but also had a deep connection to the natural world and its magic. They practiced a primal form of sorcery that was inscribed on bones and hides, using blood and sacrifice as catalysts.

The beastmen view Feromancy as a sacred and natural form of magic, unlike the artificial and unnatural magic of the humans. The beastmen believe that Feromancy is a gift from their Immortals, the powerful beings that guide and protect them. The beastmen respect and honor the Feromancers, who are able to communicate with and command the beasts of the wild. The beastmen also use Feromancy to heal themselves and their allies, using the blood and sacrifice of their enemies as a source of energy. The beastmen see Feromancy as a way of expressing their connection to nature and its creatures, and as a means of defending their lands and culture from the invaders.

The students managed to befriend the beastmen and learn some of their spells, which were unlike anything they had ever seen before. The students brought back these arcane relics to Glantri and adapted them to their own magical traditions, creating new spells that combined the raw power of the beastmen with the refined techniques of the Glantrian wizards. The students also discovered a way to heal themselves and their allies through sacrifice, using the life force of their enemies or even their summoned beasts as a source of energy. The students became famous for their discoveries and were hailed as pioneers of a new branch of magic: Feromancy. Their spells were soon sought after by many adventurers and explorers who wanted to harness the power of nature and its creatures. However, some Glantrian nobles and scholars frowned upon this new magic, seeing it as barbaric and dangerous. They feared that the beastmen’s influence would corrupt the students and threaten the stability of Glantri’s magical society. A conflict soon arose between the supporters and opponents of Feromancy, leading to a series of duels, intrigues, and conspiracies that would shake Glantri to its core.

 

Feromancer

Description: Feromancers are wizards who specialize in the magic of nature and its creatures. They have a deep connection to the wild and can communicate with and command beasts. They also use blood and sacrifice as catalysts for their spells, drawing power from the life force of their enemies or their summoned animals. Feromancers are often found in primitive or savage cultures, such as the beastmen of the Broken Lands, but some also come from civilized lands, where they are either respected as pioneers or shunned as barbarians.

Here are some possible features for the Feromancy wizard kit:

Requirements: Intelligence 13, Wisdom 9, Constitution 12. Must be from Glantri or have studied at the Great School of Magic.

Role: Feromancers are versatile and powerful spellcasters who can use their spells to communicate with, command, and transform into beasts. They can also heal themselves and their allies through sacrifice, using the life force of their enemies or their summoned beasts as a source of energy. Feromancers are often adventurous and curious, seeking to explore the secrets of nature and its magic. However, they also face the danger of losing their humanity and becoming more like the beastmen they learned from.

Weapon Proficiencies: Dagger, dart, staff, sling and spear.

Nonweapon Proficiencies: Animal lore, animal training, herbalism, hunting, survival, tracking.

Equipment: Feromancers prefer to wear no armor, as it interferes with their spells and their connection to nature. They often carry a staff, a dagger, and a pouch of bones, hides, and other natural materials that they use as components for their spells. They also have a spellbook that contains their Feromancy spells, which are written in a mixture of Glantrian and beastmen runes.

Special Benefits: Feromancers have access to a unique list of Feromancy spells, which are based on the beastmen’s sorcery and the Glantrian students’ adaptations. Some examples of Feromancy spells are:

Beast Bond: Allows the Feromancer to form a telepathic and empathic bond with a beast, gaining its loyalty and friendship. The Feromancer can also see through the beast’s eyes and control its actions. The bond lasts until the beast dies or the Feromancer breaks it. The Feromancer can only have one beast bond at a time. If the bonded beast dies, the Feromancer takes 1d4 points of damage per hit die of the beast.

The Beast gains a bonus of Hit Points: 1 point per Feromancer's level.

Attacks: Use the master’s base attack bonus and the saves or the beast (select the better of the two). Damage equals that of a normal beast of that kind and size.

If the Feromancer is corrupted or dies the beast is free and becomes awakened 10 + 1d4 Int and gains + 2 to its damage (becomes 20% bigger as well). The Humanoids of the Broken Lands call this Great Beasts.

Blood Sacrifice: Allows the Feromancer to heal themselves or an ally by sacrificing a living creature within 10 feet. The Feromancer drains the life force of the creature, causing it to die instantly, and transfers it to the target. The target regains 1 hit points per hit die of the sacrificed creature. The Feromancer can also use this spell on an ally, restoring them to life with 1 hit point but need to sacrifice equal to the dead person's level: to revive a 5th level fighter a beast of 5 HD must be sacrificed. However, this can only be done within 1 round of the target’s death.

Shapechange: Allows the Feromancer to transform into any beast they have seen or bonded with, gaining its physical abilities and appearance. The Feromancer can also partially transform, gaining specific features of the beast, such as claws, wings, or scales. The Feromancer can remain in the beast form for up to 1 hour per level, or until they choose to revert to their normal form.

Special Hindrances: Feromancers are often viewed with suspicion and hostility by other Glantrian wizards and nobles, who consider their magic to be barbaric and dangerous. Feromancers may face challenges and obstacles when dealing with the Glantrian society and politics, such as duels, accusations, and plots. Feromancers also risk losing their sanity and humanity as they delve deeper into the beastmen’s magic and culture. Feromancers must make a Wisdom check every time they use a Feromancy spell or ability that involves blood, sacrifice, or transformation. If they fail, they gain a point of corruption. If they accumulate 100 points of corruption, they become permanently corrupted and turn into a fero beast, losing their identity and free will. The only way to remove corruption points is to seek the help of a priest or a powerful wizard, or to perform a ritual of purification that involves a great sacrifice.

 
Also see Sacrifice Spells