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Eclipse
The Codex Persona
Distant Horizons Games
Eclipse: The Codex Persona
Eclipse : The Codex Persona
A Distant Horizons Games product by Paul Melroy and Patrick Stanley
Bryant.
Cover Art from Princess Parizade Bringing Home the Singing Tree by
Maxfield Parrish, 1906.
Copyright 2005 by Paul Melroy. ISBN 978-1-4303-0313-8
Distant Horizons Games Logo trademark Distant Horizons Games.
The following items are hereby designated as Product Identity in
accordance with section 1(e) of the Open Game License, version 1.0a: The
Introduction and How do I use this product section, the explanatory text
under Corrupted and Specialized Magic, the Control Mechanisms section
other than the Adventurer Framework, the Disadvantage Descriptions, the
Pacts, Types of Witches, and Power Sources and Witches sections, the
Characters section of Chapter Five, the Chakra section, and the Epic
Monsters section outside of the game statistics. Descriptive material other
than game mechanics, including captions, invented quotations, and
elements of game setting, including but not limited to, capitalized names,
names of artifacts, spell names, characters, countries, creatures,
geographic locations, gods, historic events, lands, magic items,
organizations, secret societies, legends, and original storylines. The
product identity listed above is not Open Game Content. Permission is
hereby granted to refer back to this book when presenting characters in
point-buy format in other products.
'd20 System' and the 'd20 System' logo are trademarks of Wizards of
the Coast, Inc. and are used according to the terms of the d20 System
License version 6.0. A copy of this License can be found at
www.wizards.com/d20.
Wizards of the Coast is a trademark of Wizards of the Coast, Inc. in the
United States and other countries and is used with permission.
Questions? Comments? Errata? Something youd like to see in the next
supplement? Contact us at Feedback@DistantHorizonsGames.Com
Whats all this about?
Well, reviews are good, but publicity is nil, so were releasing
the .PDF version of Eclipse: The Codex Persona as Shareware: If
you like it, please drop by and pay for it (or buy the print edition at
Lulu.Com) and get on our list for the fourth edition update once
Wizards of the Coast releases the 4'th edition SRD.
Pay for the PDF at Lulu.Com
Pay for the PDF at RPGNow.Com
Buy the Direct Print Edition at Lulu.Com
Or - if you want to give us a little extra money -
Buy the Distribution Edition at Lulu.Com
This page does not appear in either print version; the only real
difference in the editions is in the covers - and in not having to
compensate for the distributors cut.
Questions, comments, suggestions, and requests are probably
best left at my gaming blog, at http://ruscumag.wordpress.com/. If
there are very many, Ill put up a FAQ or two in the d20 tab. There
are some other files and sample characters available there as well.
If you want hard copies of some of our other books, theyre also
available through our Lulu Storefront.
Happy Gaming!
Eclipse: The Codex Persona
1
Welcome To
Eclipse
The Codex Persona
The Ultimate d20 Character Guide
Or, the Worlds Longest Character Class
Hello!
Youre probably suffering from a case of sourcebook overload. Even the official products
have started listing prestige classes so esoteric that they probably only have one or two
members. Feat, class, and prestige class information is scattered over dozens of volumes - and
youll often still find it difficult or impossible to build the character you want.
And isnt that the point?
Eclipse is designed to solve that. Its designed to put every special power and exotic ability
into one book and one pay-as-you-go class system. You can design just the characters you
want. You can throw out all of those weird classes, abusive builds, and peculiar special cases
while tailoring the available abilities to fit your world. Secondarily, it includes an enormous
number of brand new abilities, as well as several entirely new magic systems. Hopefully,
Eclipse will spark your imagination and help you see rules and variants more clearly.
Were writing Eclipse so that characters can be reliably translated in mid-game regardless of
which basic set of d20 rules youre using. You can even mix and match between Modern,
Future, 3.0, 3.5, and many more. For example, Eclipse doesnt need a comprehensive
cybernetics system, because Eclipse is a point-based system. Characters can have all the
cyberware they want, but this amounts to purchasing particular abilities. Similarly, Eclipse
allows play under many different wealth systems. One can even ignore money, using feats
instead. We call Eclipse the ultimate for a reason.
We have a way to build every power or ability weve ever seen. With this product, you might
want to look at other books for a references or ideas, but you need nothing except the d20
core rulebooks, dice, paper, and a pencil.
Eclipse requires more GM interpretation and rulings than other systems because it aims to
be exceptionally versatile. To make your GM experience easier, it also contains ways to bring
the players in on the task of world creation. It may be your game but why should you do all
the work?
Eclipse: The Codex Persona
2
How Do I Use This Product?
In one sense, this is merely another big book o powers. In another sense, Eclipse stands to
redefine how people create, develop, and play in d20 campaigns. Distant Horizons Games is
committed to bringing you quality products products that are comprehensive, organized, and
versatile. We cant possibly anticipate or prepare material for every game, so instead weve
made the familiar d20 system becomes much more flexible and alive, responding to your every
whim.
Weve play-tested, pushed, prodded, and pulled every corner of this system. And it works.
None of our players are willing to play d20 with any other system anymore - and we think it
would be cruel to try and make them.
As a Game Master, you dont need to learn every variation, but remember that flexibility is
the goal. Every power weve ever seen in a d20 product is in here, along with hundreds we
came up with ourselves, stripped down to their basic principles. If someone wants to create a
weird variant on something, let them. Theres no reason a strange variant on an ability is
necessarily more powerful than an everyday one; its just strange.
Some people are going to look at this and say, Horrors! This makes power-gaming too
easy! Yes, any versatile system will. But were espousing RPG heresy here and saying in reply,
So?
Youre running the universe. Their characters arent going to get any bigger than that. If the
players insist on adding another zero after everything, just give more dramatic descriptions
and do the same. Remember that your job is to challenge them, not to fight them.
Now if its just a few of them you may have to haul out some of our player-control options -
or just tell them No.
Are they finding ways you never thought of to deal with monsters without fighting? Applaud
them and reward them and make bigger, more dangerous challenges for their minds! Theres
nothing you cant do if you just put your mind to it.
If the players take powers that totally shatter the illusion of reality you were trying to
create, you do have a problem. But if you wanted to run a grim-and-gritty Rogue-oriented
game and they all took Fireball-spewing Wizards, the problem isnt in the game system.
As a player, you need to learn how to play responsibly if you dont already know how. Dont
count on the Game Master to sit there and keep you in check; he or she has better things to do
than babysit. Besides, this is supposed to be fun, not fighting. Ask your Game Master what
kind of character and level of ability is appropriate to the world youre playing in.
If your Game Master sets unreasonable expectations, you have several options. The first
and most preferable is to convince (not nag!) him or her to see things your way. If that fails,
try to work out an experimental deal. If that fails, you can always start your own game and do
it the way you wanted to. Your Game Master could probably use a break anyway; does he or
she ever get to play?
Eclipse: The Codex Persona
3
General Index
Introduction 1
How Do I Use This Product? 2
Index 3
Definitions 6
Chapter 1: Getting Started 7
System Introduction 8
Describing your personal class
"But I'm playing in character!" 8
Character Building Basics 9
Children, Growth, and Adventurers 9
Basic Expenditures 9
Hit Dice 9
Skills 9
General Skill Options 10
3d6 Checks 10
Familiarities 10
Learn as you go 10
Basic Skills 10
Specific Knowledges 10
True Names 10
Saving Throws 10
Special Abilities 10
Proficiencies 10
Base Attack Bonus 10
Base Caster Level 10
Magic Levels 11
Limitations 11
Clerical Magic Package 11
Spells 11
Spell Progression Tables 12
Paladin and Ranger 12
3.0 Psychic Warrior 12
Psychic Spellcasting 12
3.5 Psychic Warrior 12
Wilder 12
Phantom Slot Option 12
Adept 13
Bard 13
Cleric and Druid 13
3.0 Psion 14
3.5 Psion 14
Wizard 14
Sorcerer 14
Corrupted and Specialized Magic
Destructive 15
Difficult 15
Elemental 15
Focused 15
Granted 15
Mysticism 15
Ritualist 15
Subsumption 15
Unreliable 15
Wild 15
Control Mechanisms 16
Bloodlines 16
Ritual 16
Secrets 16
Training 16
Development 16
Approval 16
Framework 16
The Generic Adventurer 16
Per Level Modifiers 17
Dabbler 17
Duties 17
Fast Learner 17
Restrictions 17
Untrained 17
Very Limited Spell List 17
NPC Levels 18
Once-Off CP Bonuses 18
Package Deals 18
Retraining 18
Unique Training 18
Disadvantages 18
Disadvantage List 18
Accursed 18
Aged 18
Blocked 18
Broke 18
Compulsive 18
Dependent 18
Foolish 19
Frail 19
Hallucinations 19
Healing Resistant 19
History 19
Hunted 19
Illiterate 19
Incompetent 19
Inept 19
Insane 19
Irreverent 19
Obligations 19
Outcast 19
Poor Reputation 19
Recorder 19
Secret 19
Showman 20
Slow 20
Stigmata 20
Unarmoured 20
Uncivilized 20
Unluck 20
Untrustworthy 20
Valuable 20
Vows 20
Handling Disadvantages 20
Chapter 2: Special Abilities 21
Ability Modifiers 22
Corrupted 22
Al. Hedge Magician 22
Specialized 22
Bonus Uses 22
Basic Abilities 23
Reading The Entries 23
Extraordinary, Spell-Like,
And Supernatural 23
Ability Focus 23
Acrobatics 23
Action Hero 23
Heroism 23
Stunts 24
Crafting 24
Invention 24
Influence 24
Adaptation 24
Adept 24
Ambidexterity 24
Assistant 24
Augmented Bonus 25
Augmented Magic 25
Awareness 25
Berserker 25
Blessing 26
Blood Curse 26
Body Fuel 26
Celerity 27
Cloaking 27
Companion 27
Contacts 28
Countermagic 28
Costly 28
Create Artifact 28
Create Item 29
Create Relic 29
Damage Reduction 29
Deep Sleep 30
Device Use 30
Domain/Path 30
Metaspells 30
Dominion* 31
Dweomer* 31
Eldritch 31
Empowerment 31
Enthusiast 31
Equipage 31
Executive 31
Expertise 32
Favors 32
Finesse 32
Grant of Aid 32
Fast Healing and
Regeneration 32
Unlimited Abilities 32
Guises 33
Harnessed Intellect 33
Healing Touch 33
Hysteria 33
Inherent Spell 33
Immunity 34
Innate Enchantment 34
Innate Magic 35
Invocation 35
Jack-of-All Trades 35
Journeyman 35
Karma 35
Leadership 35
Lore 36
Luck 36
Mana 36
Mastery 37
Melding 37
Eclipse: The Codex Persona
4
Mentor 37
Mindspeech 37
Mystic Artist* 38
Mystic Link 38
Occult Sense 38
Occult Skill 38
Restricted Skills 39
Shadow Walk 39
Occult Talent 39
Opportunist 39
Poison Use 39
Power Words 39
Presence 39
Privilege 40
Professional 40
Reflex Training 40
Reputation 40
Researcher 41
Resist 41
Returning 41
Rider 41
Rite of Chi 42
Sanctum 42
Schooling 42
Self-Development 42
Shadowmaster 42
Shapeshift 42
Shaping* 43
Siddhisyoga 44
Skill Emphasis 44
Skill Focus 44
Snatch 44
Specialist 44
Spell Conversion 44
Spell Flow 44
Spell Mastery 45
Spell Pool 45
Spell/Power Resistance 45
Spell Shorthand 45
Spell Storing* 45
Spell Turning 45
Stoic 45
Superstition 46
Test of Wills 46
Thaumaturgy* 46
Theurgy* 46
Timeless Body 46
Tireless 47
Toughness 47
Traceless 47
Track 47
Travel 48
Triggering 48
Turn Resistance 48
Unity 48
Wayfarer 48
Witchcraft* 48
Workhorse 48
* These are gateway abilities. Full
descriptions appear in Chapter 3
Proficiencies 49
Armor 49
Weapon 49
Combat Enhancements 50
Anime Master 50
Augment Attack 50
Blind-Fight 50
Block 50
Bonus Attack 51
Chain of Ki 51
Defender 51
Doubled Damage 51
Enhanced Strike 51
Evasive 52
Far Shot 52
Favored Enemy 52
Favored Foe 52
Favored Enemy/Foe Types 52
Variants 52
Fortune 53
Imbuement 53
Improved Critical 53
Improved Initiative 53
Improvise Weapon 53
Legionary 53
Lunge 53
Maneuver 53
Martial Arts 53
Occult Combat 54
Overwhelm 54
Rapid Strike 54
Smite 54
Specialist 54
Spirit Weapon 55
Split Movement 55
Throwing Master 55
Trick 55
Metamagical Theorems 56
Metapsionic Equivalency 56
The Theorems 56
Amplify 56
Area 56
Battle Magic 57
Compact 57
Easy 57
Elemental Manipulation 58
Extension 58
Lacing 58
Multiple 59
Persistent 59
Sculpting 59
Stabilize 59
Transference 59
Triggering 60
Metamagical Upgrades 60
Glory 60
Streamline 60
Fast 60
Templates and Racial Abilities 61
ECL Adjustments 61
Racial Abilities 61
Amorphous 61
Attribute Shift 61
Energy Infusion 61
Extra Limbs 61
Non-Abilities 61
Size Modifications 62
Extended Size Chart 62
Growth 62
Shrinking 62
General Notes 63
Existing Templates 63
Half-Celestial 63
Half-Dragon 63
Half-Fiend 63
Afflicted Lycanthrope 63
Natural Lycanthrope 64
Variant Lycanthropes 64
Minor Monster Powers 64
Chapter 3: Paths and Powers 65
Channeling 66
Basic Factors 66
General Enhancements 67
Censure 68
Conversion 68
Damaging 68
Divine Command 68
Dualism 68
Great Channeling 68
Heightened 68
Sacred Hand 68
Glorious Touch Path 68
Hatred's Weal Path 69
Hand of Darkness Path 69
Planar Bonds Path 69
Path of Infusions 70
Divine Wrath Path 70
Tides of Light and Darkness 71
Boundless Realms Path 71
Dominion and Divine Ascension 72
Gaining Dominion 72
Personal Dominion 72
Political Dominion 72
Advanced Dominion 73
The Way of the Lands 73
The Way of Omnipresence 73
The Way of Valour 74
Wrath of the Overlord 74
The Path of the Pharaoh 75
Godfire 76
Gaining Godfire 76
Optional Rules 77
Using Godfire 77
Side Effects of Godfire 78
PC's, NPC's and Godfire 78
Hexcraft 79
Creating Hexes 79
Buying Hexcrafting 79
Assigning Spell Levels 79
Importing Spell Lists 80
World Laws 80
Martial Arts 80
[Martial Art], the Skill 80
Basic Abilities 81
Advanced Techniques 81
Eclipse: The Codex Persona
5
Master and Occult Techniques 82
Sample Martial Arts Skills 83
Adamantine Fist 83
Arctic Fire Kung Fu 83
Crane Style Kung Fu 83
Wind Dance 83
Cloak Mastery 83
Oaken Storm 83
Phantom Blade 84
Gungnir's Flight Kung Fu 84
Blood Blade Technique 84
Ghost Busting Technique 84
Mystic Artist 84
Basic Abilities 85
Inspiration Abilities 85
Positive Levels 86
Manipulation Abilities 86
Synergy Abilities 86
The Classical Bard 87
Basic Ability Modifiers 87
Amplification 87
Echoes 87
Enduring 87
Great Projection 87
Projection 87
Rapid 87
Seeking 87
Whispers 87
Enhanced Abilities 88
Path of Artistic Mastery 88
Path of Whispers 89
Chords of Fate 89
The Celebrated Way 90
Path of Dissonance 90
Art of the Occult 91
The Path of the Dragon 92
The Way of the Artificer 92
The Way of Inner Fire 93
The W. of Hosting the Essence 94
The W. of the Wings of Fire 94
The W. of the Dragon's Speech 95
The Way of the Dragon's Craft 95
Ritual Magic 96
Occult Ritual 96
Weird Science 96
Ritual Results 96
Rune Magic 97
Rune Casting 97
Rune Mastery 97
Minor Abilities 97
Magician 97
Runic Ritual 97
Spell Storing 98
Improved Activation 98
Multiple Embedment 98
Additional Media 99
Maximum Level Increase 99
Multiple Formula 99
Focusing 99
Thaumaturgy and Dweomer 100
Weaving Effects 100
Basic DC and Cost 101
DC Modifiers 101
Cost Modifiers 102
Special Benefits 102
Special Options 102
Thaumaturgy Sample Fields: 103
Necromancy 103
Weather Control 103
Dweomer Sample Fields: 104
Psychokinesis 104
Telepathy 104
Other Dweomer Fields 105
Warping 105
Healing 105
Extra-Sensory Per. 106
Mysticism 106
Practical Consideration 106
Theurgy 107
Theurgical Verbs 107
Theurgical Nouns 107
The Physical Elements 107
The Living Elements 108
The Hidden Elements 108
Sample Theurgical Effects 108
Customizing Theurgy 108
Witchcraft 109
Basic Abilities 110
The Adamant Will 110
Dreamfaring 110
Elfshot 110
Glamour 110
Hand Of Shadows 110
Healing 110
Hyloka 110
Infliction 110
The Inner Eye 110
Shadowweave 110
Witchfire 110
Witchsight 110
Pacts 111
Service 111
Vow 111
Sacrifice 112
Infusion 112
Energy 112
Types of Witches 113
Power Sources and Witches 114
Spirit Types 114
Advanced Witchcraft 115
Path of Coven Mastery 115
Path of Spirits 116
Path of Darkness 117
Path of Water 118
Path of Earth 119
Path of Fire 119
Path of Air 120
Path of Light 121
Chapter 4: High-Level Magic 122
Spell Key 123
The Spells 124
Tenth Level Spells 124
Eleventh Level Spells 127
Twelfth Level Spells 128
Thirteenth Level Spells 132
Fourteenth Level Spells 135
Fifteenth Level Spells 137
Sixteenth Level Spells 139
Seventeenth Level Spells 141
Eighteenth Level Spells 143
Nineteenth Level Spells 144
Twentieth Level Spells 146
Twenty-First Level Spells 147
Twenty-Second L. Spells 149
Twenty-Third L. Spells 150
Twenty-Fourth L. Spells 151
Chapter 5: Building a Campaign 152
Characters 153
Personality Traits 153
Granted Powers 154
Motivations 155
Character Profiles 156
The Questions 156
Interpreting the Results 158
Descriptions 159
World Construction 160
Sample World Templates 160
Putting Players to Work 162
Keeping Characters
Under Control 163
Sample Character Builds 164
Templates 167
The Faithful Steed 167
Nature Spirit 168
Realm Spirit 169
Epic Monsters 170
Appendix 1: Chakra 173
Appendix 2: Class Breakdowns 176
Standard Adventurer Classes 176
Non-Adventurer/NPC Classes 182
Prestige Classes 183
d20 Modern Base Classes 188
Companion Bonuses 189
Using Other DHG Products 189
Appendix 3: 3.5 Feat Conversion 190
Quick NPC Conversions 190
Afterword 191
Art Credits 192
Product Identity 192
Open Game License 193
Other Products 194
Character Persona Worksheet 195
Campaign Option Checklist 197
Eclipse: The Codex Persona
6
Definitions
! Base Caster Level: An option for
buying Caster Level independently of
spell slots.
! Basic Skills: An option for giving
each character a minimum cultural
skill package.
! (Cha Mod): Charisma Bonus.
Abbreviation.
! Channeling: The use of positive or
negative energy.
! Class: A characters personal
description of what he or she does
and how he or she does it.
! Corrupted: A fairly specific ability.
When capitalized, it refers to a feat
modifier noted on page 22!
! (Con Mod): Constitution Bonus.
Abbreviation.
! Chakra: Personal magical power
nexi, an in-game system for limiting
power combinations.
! Character Points (CP): Character
points granted by levels are used to
build characters or creatures.
! (Dex Mod): Dexterity Bonus.
Abbreviation.
! Disadvantages: Special character
limitations which provide a (modest)
number of extra CP when taken.
! Dominion: Gathering power from
the support of your followers.
! Dweomer: A scientific spellcasting
technique using specific magical
skills.
! Familiarities: An option for making
skills more important by penalizing
unskilled characters.
! Framework: Character construction
guidelines for a specific campaign.
! GM: Game Master: The Game
Master creates a plot or adventure for
the players.
! GMO: Game Masters Option: the
GM can decide what to do with or to
the party. This one doesnt get used
much in this product, but we
commonly use it in other Distant
Horizons Games books.
! Generic Spell Levels: These are
spell levels which are not bound to a
specific spell. Spontaneous casters
can use them to restore expended
spell levels (on a
1-for-1 basis).
Other casters
can not. Some
abi l i t i es ar e
f u e l e d wi t h
Generic Spell
Levels, much
like Power fuels
Psionics.
! Godfire: The
u l t i m a t e
ext ensi on of
Dominion. The
power source
used for major
divine miracles.
! Grandiose:
I t e m s o r
creatures of vast
size. These have
their own size
chart.
! Hexcraft: A
s p e l l c a s t i n g
system based on
cards.
! (Int Mod): Intelligence Bonus.
Abbreviation.
! Magic Level: A magic level is one
level of progression in any magical
system using spell slots. These can be
purchased directly.
! Mana: Generic power for all magic.
! Martial Arts: Combat skills which
specialize your style (and an
unrelated special ability).
! Metamagical Theorem: A general
metamagical effect which can be
applied in a wide variety of ways.
! Microscale: Creatures or things that
are too small to see. Microscale
creatures have their own size chart.
! Mystic Artistry: The use of art-
related powers.
! Path of the Dragon: A system of
arcane abilities based on personal
mystical energy.
! Power: When capitalized, psionic
energy.
! Proficiencies: Basic skills with
armor and weapons.
! Ritual Magic: A freeform, if slow,
technique for producing magical
effects.
! Rune Magic: A magical technique
relying on skills in specific magical
fields.
! SL: Abbreviation of Spell Level.
Mostly used for metamagic.
! Skill Points (SP): Skill Points are
just Character Points spent on buying
skills, or gained from Intelligence
bonuses.
! Specialized: A very specific ability.
When capitalized, it refers to a feat
modifier noted on page 22!
! (Str Mod): Strength Bonus.
Abbreviation.
! Thaumaturgy: A primal magical
technique using raw energy and a
specific theme.
! Theurgy: A spellcasting system
based on magical nouns and verbs.
! Traits: Character personality values
used to guide roleplaying in doubtful
situations.
! Warcraft: A characters skill with
all weapons and attacks (i.e., BAB).
! (Wis Mod): Wisdom Bonus.
Abbreviation.
! Witchcraft: A magical system
reliant on low-level psychic powers.
Another character sheet, Sir?
Eclipse: The Codex Persona
7
Chapter 1:
Getting Started
Eclipse: The Codex Persona
8
System Introduction
Point-based design allows endless versatility, adding
options for both games and characters. Here youll find
exotic techniques for warriors, skill options for experts
and rogues, strange new abilities for divine spellcasters
and exotic magical techniques for arcanists along with
whole new forms of magic and might.
Of course, with unlimited options, the first thing to
do is to start hacking away the ones you dont need.
GMs can use the handy worksheet in the back.
Each player needs to describe their characters class.
While this description doesnt need to be very long or
complicated, it should cover the basics of WHAT a
character does and HOW he or she does it. We suggest
three to four sentences, although sometimes a simple,
iconic name suffices. Either way, you need to set down
what the characters strengths are. For example:
Randir the Witch-Hunter has dedicated himself to
hunting and defeating rogue spellcasters. He has a solid
base in combat, though not exceptional, and has studied
counter-magic. He knows how to sneak around, how to
investigate - and how to cut an Wizards throat.
Result: Randir can be expected to buy a fair number
of levels in Warcraft (a.k.a., Base Attack Bonus) and
fair hit dice. While resembling a classic Rogue, he has
fewer skills, spending CP on defensive magical talents
instead. Randir wont be taking many strange innate
powers or major spellcasting, but may purchase some
abilities Specialized against mages.
Dont be this guy!
Bill So, what do you want to play, Mike?
Mike: Im going to play Volthar the Barbarian!
Bill: OK, what kind of class description do you have?
Mike: Hes a barbarian?
Bill: *Sigh*
Better... Volthar is a Barbarians barbarian, a
brutal destroyer who smashes people, places, and things.
For him, its not about the treasure, its about defending
the honor of his ancient people by killing everything in
his path and taking their stuff, if any. As a tribal
barbarian, he is well equipped for survival in his
wasteland home.
Result: Well, Barbarians are as Barbarians do. Even
without using the standard build, Volthar will probably
want a high combat skill, hit points, and probably the
Berserker abilities. With a bit more detail he could have
gone in for some totemistic magic or wilderness skills,
assuming he wanted any.
Of course, both of those characters could be built
more or less conventionally. Other players will get more
creative. This book is pretty much designed for them.
There are others: the Wolf-Binder, The Shamanistic
Lady of Many Spirits, The Trickster, The Thunderer,
The Mistress of Life and Fire, and the Lightbringer.
Each has their own task, and endures across the ages.
Ulric is the Wanderer. It is his duty to maintain the
ancient wards and to fulfill the mysterious dictates of
Wyrd. He does not know his age. He knows that he was
born in the far north, where he was called to battle a
spirit of winter that sought to engulf the world, but there
are centuries worth of gaps in his memory and his
power. He is a skillful physician-scholar, staff-fighter,
and dabbles in alchemical magic, but most of his power
is derived from the immortal fires of the Path of the
Dragon which burn within him.
Still, there are many who would open the gates of the
world and unleash what waits beyond. Until he regains
his full might, it will be necessary to conceal himself
from them.
Result: Well, Ulric is obviously going to be tough,
have quite a few innate magical abilities, some skills,
and some specialized combat and spellcasting. Probably
the player has a power build in mind; specializing some
of his talents will let him squeeze out a few extra points -
but since he intends to conceal some of his powers, and
is providing plenty of free plot hooks, that shouldnt be a
problem. At least this player really has something
definite in mind. For a writeup, see page 165.
Want a noble hero tormented by the dark powers of a
demon imprisoned in him? A merchant prince? A fallen
godling out to reclaim his throne? A renegade cyborg? A
social manipulator? An inventor?
Go right ahead.
Characters still may multiclass, only it revolves
around taking abilities outside their descriptions. Some
GMs may prefer that characters take levels from a
standard list of classes, in which case they should simply
select lists of abilities to suit their world and use the
normal d20 multiclassing rules. The Dabbler penalty
(page 17) and the Schooling ability (page 42) may apply.
Remember that "I'm Playing In Character!" does
NOT excuse being disruptive or demanding extra work
from the GM. You're the one who came up with the
character to begin with: it's your job to make him or her
acceptable to the group and to keep him or her involved
with it. Characters who will not work with the group will
be, quite rightly, abandoned by it. From the characters
points of view "PC" and "NPC" are quite identical. If
your character is interfering with other peoples ability to
play, invent a reason for him or her to grow, change, or
get along - or take him or her away.
Eclipse: The Codex Persona
9
Character
Building Basics
The character building system revolves around CP, or
character points. Everything is bought with them,
including skills, feats, and hit dice. Every character
receives 24 CP, to spend on upgrades per level.
Instead of gaining bonus feats at levels 1, 3, 6, 9, 12,
15, and 18, characters gain +6 CP. In any case, this
bonus represents things the character has picked up
through experience, rather than through training. They
can be used for pretty much anything, regardless of a
characters speciality, concept, or framework limitations
(page 16).
Instead of gaining the usual attribute boost at levels
4, 8, 12, 16, and 20, characters gain Improved Self-
Development. This raises low attributes more than high
ones but otherwise works much the same way. See page
42 for more information about Self-Development.
You may prefer to give epic-level characters fewer -
perhaps 12 - CP per level on the grounds that (1) theyve
already seen almost everything, (2) they have to spend
most of their time keeping in practice with their current
abilities, and (3) that theyre already about as powerful
as mortals get. For reference purposes, most epic level
feats cost about 12 CP to build.
Children, Growth, and Adventurers Table
Level Hit Points Life Stage CP and SP gained
-2" 1 Infant None. Helpless.
-1 1 +Con Mod Child +2x(Int Mod) SP
0 3 +Con Mod Youth +24 CP +Int Mod SP
1 Hit Die Max +
Con Mod Adult +24 CP +Int Mod SP
+1 Hit Die +
Con Mod Adult +24 CP +Int Mod SP
Most Game Masters start characters off at level one,
under the assumption that theyre successfully gotten
through childhood and adolescence. While exceptional
children may gain levels before adulthood, its relatively
rare. If it happens just move on up the chart.
Basic Expenditures
Hit Dice. While characters receive basic hits (1d4 +
Con modifier) for each level, they may buy larger hit
dice. Upgrading to a d6 costs 2 CP, a d8 costs 4, a d10
costs 6, a d12 costs 8, and a full d20 costs 16, if your
GM will allow you to take them. (These cost a number of
CP equal to the hit dies die type, minus 4.) Characters
who wish to become extremely tough may purchase a
second hit die at any level for 8 CP + the normal die type
cost listed above. Characters do gain their Con modifier
again for the second die.
Skills. 1 CP buys 1 skill point. The normal maximum
(Level + 3) for skill ranks remain unchanged. Any cross-
class (we call it irrelevant) skill on which a player
spends 6 or more CP becomes a class skill (relevant)
from then on. What skills start off in-class are designated
by the GM in consultation with the player according to
the class description. Most classes start off with 12-18
class skills, but skill-based characters often have more.
! Characters gain bonus SP for high Intelligence, as
listed on the Children, Growth, and Adventurers table
above.
! Characters may buy a specialty in a given skill for 1
CP; these add +3 to the roll, but only for a chosen limited
application. Only one specialty ever applies at a single
time, even if they overlap. For example, many riders
specialize in Horses.
! Unlike normal skills, restricted skills cant normally
become relevant without the Occult Skill (Improved)
feat. A restricted skill is simply a skill that most people
cant learn, usually because it's highly specialized,
requires secret lore, or has exotic prerequisites. The 3.0
Rogues Read Lips skill was restricted, even if that didnt
make much sense. There are better examples on page 39.
I s there something wrong
with being a stereotype?
Eclipse: The Codex Persona
10
General Skill Options
! Roll skill and attribute checks using 3d6 instead of
1d20. Since this gives much more consistent results,
averaging around 10, it makes skill ranks and modifiers
much more important.
! Use Familiarities. An untrained character takes a -4
penalty on skill checks. This can be eliminated by either
taking levels in the skill or by becoming familiar with the
skill; you can become familiar with 3 separate skills per
skill point invested. Skill enhancing devices do NOT
negate unfamiliarity penalties.
! Allow characters to spend CP and Int-based SP from
their next level in advance provided that the character
actually takes the time to learn a skill or skills in-game.
! Give every character some automatic skills at level
one. These normally include: Profession or Craft
(whatever your parents did) +2, and specialities in Sense
Motive (own culture), Handle Animal (those commonly
used in your culture), Knowledge: Local Area (where
you grew up), and Knowledge: (your) Religion.
Familiarities include: Bluff, Diplomacy Gather
Information, Hide, Listen, and Climb. For comparison,
this would have a total cost of 8 SP.
Creatures with distinctly different homelands or
physiologies should substitute something else for these
skills as appropriate. Monks raised in seclusion may not
have Profession or Craft. Centaurs wont have Climb.
Specific Knowledges
Specific Knowledges are straightforward; instead of
spending skill points on general information - such as
Knowledge: Geography - you spend them on specific
things, such as The defenses and layout of Castle
Eravain. In general, this can be treated as a +15 bonus
on relevant rolls. Of course, knowing exactly what some
authority has to say on a subject is only helpful if they
happen to be right.
Common types of specific knowledge include:
! Books normally cost 1-3 SP each. Theyre a good deal
harder to remember than poems and such. Quite a few
priests commit one or more major holy books to
memory, normally at a reduced cost of 1 SP each due to
their dedication.
! Epic Poems and Classic Ballads are designed to be
easily memorized, but are often very long. It costs 1 SP
to memorize three of them.
! Individual Studies are difficult to classify. In general
they can be treated as memorizing a book on the
subject in question.
! Mystical Rituals depend on their complexity. In
general, you can memorize (Int Mod +3) minor rituals
(burial, marriage, coming of age, etc) for 1 SP. Major
rituals with notable effects will probably cost 1 SP each.
Sadly, while memorizing a ritual provides the usual +15
bonus on knowledge checks about said rite, it only offers
a +5 bonus on actually performing the ritual.
! True Names are difficult to discover, learn, and
pronounce. Once found, you can memorize one major
(sentient beings, mystical entities, elements or forces),
three lesser (animal types such as Hyena, common
items, and organs), or twelve minor (plant types, e.g.,
Basil) names per skill point. Knowing somethings
True Name is usually worth a +4 bonus on any rolls
involving using magic against it. Other uses are possible,
but depend on the game world and the creature involved.
Saving Throws. Each point of bonus in a single
saving throw (Fort, Ref, Will) costs 3 CP. They can be
modified and limited to make them cheaper, but more
specific. See Resist on page 41 for more information.
Special Abilities. Characters may purchase feats and
special abilities. Most cost 6 CP, but some have varying
costs, or cost more or less than usual. See the Abilities
section (the abilities section starts on page 23) for more
details. Abilities can be modified and limited to make
them cheaper, but less effective.
! GMs must approve any Corrupted or Specialized
ability (page 22). Remember, if it doesnt hinder the
character, it isnt a downside. All class features are
available as feats or a combination of feats.
Proficiencies. These fall under abilities, and are
located on page 49.
BAB. Base Attack Bonus is purchased as Warcraft.
Each level of Warcraft costs 6 CP and adds +1 to the
characters Base Attack Bonus. It may be taken multiple
times, up to three points over the characters level, just
like a skill. This is the only attack-bonus purchase which
contributes to the characters attack progression. Other,
special-purpose enhancements exist for players to buy, of
course.
Base Caster Level works like Base Attack Bonus and
has the same cost and cap; 6 CP per level up to a limit of
+3 over the characters level. Basic spellcasters have a
Specialized (only for the progression it was purchased
with, 3 CP/level) version of this included with the cost of
their Caster Levels. Paladin and Ranger progressions are
an exception: since they have an effective Caster Level
equal to their (class level/2), they need only buy 10
Specialized Caster Levels, totaling 30 CP at level 20.
The cost of spell slots varies with the progression, as
shown under Magic Levels, below. Magic levels which
apply to two or three progressions are usually considered
Corrupted, and cost 4 CP each - making it slightly
cheaper to combine spellcasting progressions.
Casting a spell or using a power normally requires a
minimum Caster Level equal to (twice its level -1). The
Game Master may or may not enforce this. If not, it may
be possible to cast very powerful spells with very low
Caster Levels and spells with fixed, rather than per-level,
effects become far more valuable.
Eclipse: The Codex Persona
11
Magic Levels. Characters usually purchase
spellcasting abilities level by level, although alternative
systems exist for those who wish to use them (see
Chapter 3, page 65). Characters may not buy more than
two magic levels in any one progression per level, and
cannot buy a magic level higher than their (character
level + 3) in any case. See also Base Caster Level,
above.
Progression Cost
Paladin or Ranger 2
Psychic Warrior, Wilder, Adept 6*
Bard, Cleric (No Package), Druid 8*
Cleric Package 10*
Psion 12*
Wizard 14*
Sorcerer 16*
*Includes +1 Specialized Caster Level.
All magic levels are normally subject to at least two
of the following limitations:
! Components. Spellcasting requires extensive work,
including incantations, gestures, and weird material
components. Most effects are subject to armor-related
spell failure and cannot be used without pouches full of
spell materials. Arcane magic is usually subject to this
restriction.
! Conduct. The user must subscribe to specific beliefs,
behave in particular ways, or live up to various duties
and obligations, for his or her spells to work. This
usually applies to Divine magic, though some ascetic
Psionic or Arcane forms have this.
! Noncombative (3.5 Optional). The users spell list has
either very limited or virtually no combat applications.
The only standard classes using this modifier are the 3.5
Ranger and Bard; the 3.0 versions started with relatively
limited combat magic, but were free to develop it. The
3.5 versions may not.
! Restrained. The user can only produce a limited range
of effects - typically no wide-area destructive spells,
although many other limitations are possible. Divine and
Psionic powers are usually subject to this.
! Studies. Spells must be found and mastered, or the
user is limited to a modest list of inherent spells (and can
only trade around one per level). Arcane and Psionic
powers are usually subject to this restriction. Sadly, only
those using Inherent Spells can be spontaneous casters.
Removing a limitation adds +2 points to the cost of
each magic level. Extra ones reduce the per-level cost by
-1 point for every six points (or part thereof) of the cost
on the chart above. For example, a Prophet might use
the Sorcerer's charts (16 CP/level) but use the Conduct
restriction as well, reducing the cost to 13 CP/level.
Sadly, spell progressions have a minimum cost of 2
CP/level regardless of how many limitations are applied
and are always restricted to a general type of magic.
Beginning cleric magic is a considerable bargain. It
normally includes two domains (12 CP), their related
feats (12 CP), Spell Conversion (Healing OR Harming
spells, 6 CP) and a set of specialty Spell Slots (6 CP).
This is a sort of Divine Credit. It assumes that religion is
going to be a major part of the character's career. The
GM may opt to make dabblers buy these abilities
separately. In this case, the per-level cost of cleric magic
is reduced to 8, identical to the Druids. This actually is
a better buy at very high levels, starting at level 19.
To continue our first example, A Witch-Hunter
probably has only the Paladin/Ranger progression,
bought with the following limitations: Restrained (only
counter-magic spells with a few healing and banishing
spells) and Code of Conduct (user must not study other
Arcane or primal magic). While bought as Arcane here,
it could easily be bought as Divine for an order of holy
guardians or Psionic for an elite order of meditative
wardens. This will cost 2 CP/level and is usable in
armor, but will never become very powerful.
Spells. Characters may acquire an existing spell
formula of any spell they could cast but do not already
know for 1 CP. Original, customized spells cost 2 CP.
Casters who can use spells spontaneously pay double the
normal cost. Characters using psionic abilities which
may be augmented pay three times the normal cost. The
Spells known category in the progressions (page 12-
14) is only of interest to characters limited by Studies.
But she can so Read Magic!
Eclipse: The Codex Persona
12
Spell Progressions
All spell progressions include the numbers of spells
known for spontaneous sorcerer-style casters.
Paladin and Ranger Spell Progression
Spells gained per level/Spells known (if applicable)
Lv L0 L1 L2 L3 L4 Lv L0 L1 L2 L3 L4
1 1/2 0/1 -/- -/- -/- 11 3/5 2/4 1/3 1/2 0/1
2 1/3 0/1 -/- -/- -/- 12 3/5 2/4 1/3 1/2 1/1
3 2/3 1/2 -/- -/- -/- 13 3/5 2/4 2/3 1/3 1/1
4 3/3 1/2 -/- -/- -/- 14 3/5 2/4 2/4 2/3 1/2
5 3/3 1/2 0/- -/- -/- 15 3/6 3/4 2/4 2/3 1/2
6 3/4 1/2 0/1 -/- -/- 16 3/6 3/5 3/4 3/4 2/2
7 3/4 1/3 1/1 -/- -/- 17 3/6 3/5 3/5 3/4 3/3
8 3/4 1/3 1/1 0/1 -/- 18 4/6 4/5 3/5 3/4 3/3
9 3/4 1/3 1/2 1/1 -/- 19 4/6 4/5 4/5 4/5 3/3
10 3/5 2/3 1/2 1/2 -/- 20 4/6 4/5 4/5 4/5 4/4
Note that basic Paladins and Rangers start investing
points in spellcasting at level 4.
3.0 Psychic Warrior Power Progression
Power Points and Powers
Power - Powers Discovered -
Level Pts/Day 0 1 2 3 4 5 6
1 2 2
2 3 3
3 4 3 1
4 5 3 2
5 8 3 3 1
6 11 3 3 2
7 16 3 3 2 1
8 21 3 3 3 1
9 26 3 3 3 2
10 33 3 3 3 2 1
11 40 3 3 3 3 1
12 47 3 3 3 3 2
13 56 3 3 3 3 2 1
14 65 3 3 3 3 3 1
15 74 3 3 3 3 3 2
16 85 3 3 3 3 3 2 1
17 96 3 3 3 3 3 3 1
18 107 3 3 3 3 3 3 2
19 118 3 4 3 3 3 3 2
20 129 3 4 3 3 3 3 3
3.0 Psionic Powers are a great deal more specific
than the 3.5 powers. For example, the ability to summon
Astral Constructs included nine separate disciplines in
3.0; these were folded into one in 3.5. The 3.0 charts
thus offer substantially more powers. As a rule, the 3.0
chart should only be used with the 3.0 powers and the
3.5 chart with the 3.5 powers.
Characters who want to use psychic progressions for
normal spellcasting should divide the listed Power by 1.8
to convert it to spell levels, and may trade out one old
spell formula per level. Characters who want to use
normal magic levels for psychic progressions should
multiply the available spell levels by 1.8 to get Power,
use the total number of spells known as the number of
disciplines known, and use the maximum level of slot
available as the maximum level of power which they can
know.
3.5 Psychic Warrior Power Progression
Power Points and Powers
Daily Powers Max Daily Powers Max
Lvl Power Known Lvl Lvl Power Known Lvl
1 0 1 1
st
11 35 11 4
th
2 1 2 1
st
12 43 12 4
th
3 3 3 1
st
13 51 13 5
th
4 5 4 2
nd
14 59 14 5
th
5 7 5 2
nd
15 67 15 5
th
6 11 6 2
nd
16 79 16 6
th
7 15 7 3
rd
17 91 17 6
th
8 19 8 3
rd
18 103 18 6
th
9 23 9 3
rd
19 115 19 6
th
10 27 10 4
th
20 127 20 6
th
Wilder Power Progression
Power Points and Powers
Daily Powers Max Daily Powers Max
Lv Power Known Lv Lv Power Known Lv
1 2 1 1
st
11 106 6 5
th
2 6 2 1
st
12 126 7 6
th
3 11 2 1
st
13 147 7 6
th
4 17 3 2
nd
14 170 8 7
th
5 25 3 2
nd
15 195 8 7
th
6 35 4 3
rd
16 221 9 8
th
7 46 4 3
rd
17 250 9 8
th
8 58 5 4
th
18 280 10 9
th
9 72 5 4
th
19 311 10 9
th
10 88 6 5
th
20 343 11 9
th
Optionally, all chart-progression spellcasters have a
phantom slot one level higher than their current
maximum, representing whatever theyre studying at the
moment.
Unfortunately, using it requires a Fortitude save to
avoid (1d4 damage per spell level), and a Will saving
throw to avoid a spell misfire. Both DCs are (11+Spell
Level).
Fooling around with magic you havent yet mastered
under stress is not recommended. Still, when did player-
characters stick with what was recommended?
Eclipse: The Codex Persona
13
Like Spellcasters, Psionic characters get extra magic
for having a high score in their primary magical
attribute. In their case they receive (Att Mod) x Caster
Level/2 extra Power rather than bonus spells.
Adept Spellcasting Progression
Spells gained per level/Spells known (if applicable)
Lv L0 L1 L2 L3 L4 L5
1 3/4 1/2 - - - -
2 3/4 1/2 - - - -
3 3/4 2/2 - - - -
4 3/4 2/2 0/1 - - -
5 3/5 2/3 1/2 - - -
6 3/5 2/3 1/2 - - -
7 3/5 3/3 2/2 - - -
8 3/5 3/3 2/2 0/1 - -
9 3/6 3/4 2/3 1/2 - -
10 3/6 3/4 2/3 1/2 - -
11 3/6 3/4 3/3 2/2 - -
12 3/6 3/4 3/3 2/3 0/1 -
13 3/6 3/5 3/4 2/3 1/2 -
14 3/6 3/5 3/4 2/3 1/2 -
15 3/6 3/5 3/4 3/4 2/2 -
16 3/6 3/5 3/4 3/4 2/3 0/2
17 3/6 3/6 3/5 3/4 2/3 1/3
18 3/6 3/6 3/5 3/5 2/3 1/3
19 3/6 3/6 3/5 3/5 3/4 2/4
20 3/6 3/6 3/5 3/5 3/4 2/4
Bard Spellcasting Progression
Spells gained per level/Spells known (if applicable)
Lv L0 L1 L2 L3 L4 L5 L6
1 2/4 - - - - - -
2 3/5 0/2 - - - - -
3 3/6 1/3 - - - - -
4 3/6 2/3 0/2 - - - -
5 3/6 3/4 1/3 - - - -
6 3/6 3/4 2/3 - - - -
7 3/6 3/4 2/4 0/2 - - -
8 3/6 3/4 3/4 1/3 - - -
9 3/6 3/4 3/4 2/3 - - -
10 3/6 3/4 3/4 2/4 0/2 - -
11 3/6 3/4 3/4 3/4 1/3 - -
12 3/6 3/4 3/4 3/4 2/3 - -
13 3/6 3/4 3/4 3/4 2/4 0/2 -
14 4/6 3/4 3/4 3/4 3/4 1/3 -
15 4/6 4/4 3/4 3/4 3/4 2/3 -
16 4/6 4/5 4/4 3/4 3/4 2/4 0/2
17 4/6 4/5 4/5 4/4 3/4 3/4 1/3
18 4/6 4/5 4/5 4/5 4/4 3/4 2/3
19 4/6 4/5 4/5 4/5 4/5 4/4 3/4
20 4/6 4/5 4/5 4/5 4/5 4/5 4/4
Cleric and Druid Spellcasting Progression
Spells gained per level/Spells known (if applicable)
Lv L0 L1 L2 L3 L4 L5 L6 L7 L8 L9
1 3/5 1/3 - - - - - - - -
2 4/6 2/3 - - - - - - - -
3 4/6 2/4 1/2 - - - - - - -
4 5/7 3/4 2/3 - - - - - - -
5 5/7 3/5 2/3 1/2 - - - - - -
6 5/8 3/5 3/4 2/3 - - - - - -
7 6/8 4/6 3/4 2/3 1/2 - - - - -
8 6/9 4/6 3/5 3/4 2/3 - - - - -
9 6/9 4/6 4/5 3/4 2/3 1/2 - - - -
10 6/9 4/6 4/6 3/5 3/4 2/3 - - - -
11 6/9 5/6 4/6 4/5 3/4 2/3 1/2 - - -
12 6/9 5/6 4/6 4/5 3/5 3/4 2/3 - - -
13 6/9 5/6 5/6 4/5 4/5 3/4 2/3 1/2 - -
14 6/9 5/6 5/6 4/5 4/5 3/5 3/4 2/3 - -
15 6/9 5/6 5/6 5/5 4/5 4/5 3/4 2/3 1/2 -
16 6/9 5/6 5/6 5/5 4/5 4/5 3/4 3/4 2/3 -
17 6/9 5/6 5/6 5/5 5/5 4/5 4/4 3/4 2/3 1/1
18 6/9 5/6 5/6 5/5 5/5 4/5 4/4 3/4 3/4 2/2
19 6/9 5/6 5/6 5/5 5/5 5/5 4/4 4/4 3/4 2/3
20 6/9 5/6 5/6 5/5 5/5 5/5 4/4 4/4 3/4 3/4
The clerical progression does not necessarily include
domain spell slots. Those are gained via the Specialist
ability (page 44).
The other Druids thought that the
giant mouth tattoo was a bit much.
So it ate them.
Eclipse: The Codex Persona
14
3.0 Psion Power Progression
Power Points and Powers
Power -------- Powers Discovered -------
Level Pts/Day 0 1 2 3 4 5 6 7 8 9
1 2 2 0 - - - - - - - -
2 3 2 1 - - - - - - - -
3 4 2 2 - - - - - - - -
4 7 3 2 0 - - - - - - -
5 10 3 2 1 - - - - - - -
6 15 4 2 1 0 - - - - - -
7 20 4 3 2 1 - - - - - -
8 27 5 3 2 1 0 - - - - -
9 34 5 3 2 2 1 - - - - -
10 43 6 3 2 2 1 0 - - - -
11 52 6 3 3 2 2 1 - - - -
12 63 7 3 3 2 2 1 0 - - -
13 74 7 4 3 3 2 2 1 - - -
14 87 7 4 3 3 2 2 1 0 - -
15 100 7 4 3 3 3 2 2 1 - -
16 115 7 4 4 3 3 2 2 1 0 -
17 130 7 4 4 3 3 3 2 2 1 -
18 147 7 4 4 4 3 3 2 2 1 0
19 164 7 4 4 4 3 3 3 2 1 1
20 183 7 4 4 4 4 3 3 2 2 1
3.0 Psions also gain one power of each level from
their chosen speciality list. These become available at the
0" listings on the table.
3.0 Psionic Powers are a great deal more specific
than the 3.5 powers. For example, the ability to summon
Astral Constructs included nine separate disciplines in
3.0; these were folded into one in 3.5. The 3.0 charts
thus offer substantially more powers. As a rule, the 3.0
chart should only be used with the 3.0 powers and the
3.5 chart with the 3.5 powers.
3.5 Psion Power Progression
Power Points and Powers
Daily Powers Max Daily Powers Max
Lvl Power Known Lvl Lvl Power Known Lvl
1 2 3 1
st
11 106 22 6
th
2 6 5 1
st
12 126 24 6
th
3 11 7 2
nd
13 147 25 7
th
4 17 9 2
nd
14 170 27 7
th
5 25 11 3
nd
15 195 28 8
th
6 35 13 3
rd
16 221 30 8
th
7 46 15 4
th
17 250 31 9
th
8 58 17 4
th
18 280 33 9
th
9 72 19 5
th
19 311 34 9
th
10 88 21 5
th
20 343 36 9
th
Wizard Spellcasting Progression
Spells gained per level/Spells known (if applicable)
Lv L0 L1 L2 L3 L4 L5 L6 L7 L8 L9
1 3/8 1/6 - - - - - - - -
2 4/9 2/6 - - - - - - - -
3 4/9 2/7 1/3 - - - - - - -
4 4/10 3/7 2/4 - - - - - - -
5 4/10 3/8 2/4 1/3 - - - - - -
6 4/11 3/8 3/5 2/4 - - - - - -
7 4/11 4/9 3/5 2/4 1/3 - - - - -
8 4/12 4/9 3/6 3/5 2/4 - - - - -
9 4/12 4/9 4/6 3/5 2/4 1/3 - - - -
10 4/12 4/9 4/7 3/6 3/5 2/4 - - - -
11 4/12 4/9 4/7 4/6 3/5 2/4 1/3 - - -
12 4/12 4/9 4/7 4/6 3/6 3/5 2/4 - - -
13 4/12 4/9 4/7 4/6 4/6 3/5 2/4 1/2 - -
14 4/12 4/9 4/7 4/6 4/6 3/6 3/5 2/3 - -
15 4/12 4/9 4/7 4/6 4/6 4/6 3/5 2/4 1/2 -
16 4/12 4/9 4/7 4/6 4/6 4/6 3/5 3/4 2/3 -
17 4/12 4/9 4/7 4/6 4/6 4/6 4/5 3/4 2/3 1/2
18 4/12 4/9 4/7 4/6 4/6 4/6 4/5 3/4 3/4 2/3
19 4/12 4/9 4/7 4/6 4/6 4/6 4/5 4/4 3/4 2/3
20 4/12 4/9 4/7 4/6 4/6 4/6 4/5 4/4 4/4 4/4
Sorcerer Spellcasting Progression
Spells gained per level/Spells known (if applicable)
Lv L0 L1 L2 L3 L4 L5 L6 L7 L8 L9
1 5/4 3/2 - - - - - - - -
2 6/5 4/2 - - - - - - - -
3 6/5 5/3 - - - - - - - -
4 6/6 6/3 3/1 - - - - - - -
5 6/6 6/4 4/2 - - - - - - -
6 6/7 6/4 5/2 3/1 - - - - - -
7 6/7 6/5 6/3 4/2 - - - - - -
8 6/8 6/5 6/3 5/2 3/1 - - - - -
9 6/8 6/5 6/4 6/3 4/2 - - - - -
10 6/9 6/5 6/4 6/3 5/2 3/1 - - - -
11 6/9 6/5 6/5 6/4 6/3 4/2 - - - -
12 6/9 6/5 6/5 6/4 6/3 5/2 3/1 - - -
13 6/9 6/5 6/5 6/4 6/4 6/3 4/2 - - -
14 6/9 6/5 6/5 6/4 6/4 6/3 5/2 3/1 - -
15 6/9 6/5 6/5 6/4 6/4 6/4 6/3 4/2 - -
16 6/9 6/5 6/5 6/4 6/4 6/4 6/3 5/2 3/1 -
17 6/9 6/5 6/5 6/4 6/4 6/4 6/3 6/3 4/2 -
18 6/9 6/5 6/5 6/4 6/4 6/4 6/3 6/3 5/2 3/1
19 6/9 6/5 6/5 6/4 6/4 6/4 6/3 6/3 6/3 4/2
20 6/9 6/5 6/5 6/4 6/4 6/4 6/3 6/3 6/3 6/3
Eclipse: The Codex Persona
15
Corrupted and
Specialized Magic
Corrupting or Specializing (page 22) magic levels
allows for a great deal of variation over and above that
inherent in mixing and matching limitations, levels,
charts, and spell types. Either can be used to increase
the effective number of magic ranks purchased, to reduce
the cost, or alter the number of spells granted by each
level. Some common modifications include:
! Destructive. Your magic has dangerous and/or
destructive side effects, either environmental (usually
Corrupted), on your friends (usually Specialized), or
personal, such as insanity, progressive mania, damage, or
spiritual corruption (usually Specialized).
While this is a classic for evil
mages (who dont care what
happens around them), a player
character struggling with the
undesirable consequences of
power can be very interesting.
! Difficult. Your regain your
magical energy slowly. This is
usually Corrupted if it merely
requires a week or two, or
Specialized if you have to use
Rite of Chi (page 42) or a similar
ability to get it back.
This works well with
characters who draw their
magic from dangerous sources,
steal it from mystical beings, or
must pay for it in some fashion.
! Elemental. Your magic is
restricted to an unusually narrow
field. While the four elements
(Corrupted) or a single element
(Specialized) are common
choices, there are hundreds of
possible fields.
Almost too common to comment on, extreme
specialization is usually better for dabblers than for
magical experts.
! Focused. You need some vulnerable external device to
use your magic. This is Corrupted if the device is
something thats difficult to destroy or take away, such
as a sacred grove, temple, or series of tattoos on your
skin. Its Specialized if its easily taken away, such as a
staff or wand, or if it attracts trouble, such as a hidden
horde of treasure.
Perhaps this is part of how dragons become so
powerful - and why it angers them so much to have
something stolen from their hordes. Heh.
! Granted. You deal with a single mystical entity on a
personal level, and may acquire only those abilities
which it decides to grant. This is Corrupted if it simply
limits your choices, but Specialized if you have to debate
over your spells each day or if your patron keeps coming
up with missions for you.
This is a classic for clerics and for spellcasters who
are too impatient or greedy to actually study.
! Mysticism. Your magic relies on building up credit
with various types of spirits, and so cannot use external
power sources or batteries. This is usually Corrupted, but
Specialized if the spirits are unusually difficult to please
(i.e., you have a slow or difficult recovery).
This works well with Rune Magic (page 97),
especially when combined with Mana (Specialized to
create individual pools of favors with particular
spirits, page 36) and Reflex Training (so that spirits
can cast instant defensive spells for you, page 40).
! Ritualist. Your magic requires lengthy preparations
and many components. This is usually Specialized unless
normal magic is not available in a campaign.
The classic ritual summoner
can command tremendous forces
if he or she can keep summoned
creatures around for a while
with the Persistent metamagic
(page 63), but is helpless if
caught unprepared.
! Subsumption. You fuel your
magic by draining power from
others. This usually causes
mental problems. This is
Corrupted if you need steal
powers only to learn them (i.e.,
to buy a power you must first
defeat someone who has it) or
Specialized if someone must be
drained to regain your powers.
Less drastically characters
can buy a progression to store
but not cast spells, making them
a walking magical battery. This
Specialized power may require
buying off some limitations such
as Components or Studies.
! Unreliable. Your magic
simply fails to work sometimes. This may require a die
roll each time a spell is cast or there may be conditions
that block your abilities, such as being on holy ground,
carrying metal, or targeting someone carrying cold iron.
Corrupted or Specialized depending on the extent of the
limitation and how often it comes into play.
For a very Specialized version of this try magic
which only works on a particular set of targets.
! Wild. Your magic is unstable. It may be governed by
natural cycles, such as the phases of the moon, and thus
be reasonably predictable (Corrupted) or it may vary
randomly and/or have uncontrollable side effects
(Specialized).
Note that this is a LIMITATION. It never improves
your powers beyond what youve actually paid for,
although it certainly reduces them at times.
I t Slices! I t Dices! I t makes
31 varieties of Pancakes!
Eclipse: The Codex Persona
16
Control Mechanisms
While theres nothing wrong with a free-wheeling
game that allows people to spend their CP on anything
they want, its hard to run.
Since Eclipse is designed for use in any setting, it
offers far more character options than will fit into any
one game world. Sadly, such flexibility, like any point-
buy system, also allows many forms of character-design
abuse. Players may want to indulge in truly grotesque
min-maxing, create incredibly powerful specialists, take
points for irrelevant disadvantages (or even disguised
advantages), build characters that don't fit into the game
world, stack bonuses, and buy whatever they see as the
most convenient, best, or most cost-effective abilities
whether they make sense for the character or not.
Unfortunately, any given option will be abusive in
some worlds and with some GM's but not in or with
others. Trying to address this within the rules themselves
is a futile effort that simply creates more loopholes and
endless special cases. Ergo, here are some ways to
customize things for your particular world.
! Bloodlines. Many abilities can be learned, but
others require some innate mystical talent. If you're not
born with that special spark, such abilities are extremely
difficult (e.g., require a Wish, Miracle, great quest, major
mystical experience, or divine aid) or even impossible to
acquire. Players may pick a limited list of restricted
abilities for which their character has the necessary
spark during character creation.
! Ritual. Some abilities require specific rituals or
odd technological means to acquire. The ingredients,
places, times, and procedures to follow are all likely to
be more or less difficult to find or arrange. This method,
like Secrets, below, has the side benefit of being a rich
source of side-adventures.
! Secrets. The secrets of some abilities are guarded
by ancient hermits, hidden orders, supernatural beings, or
elder dragons, are buried in rare manuscripts, or are only
to be found in distant and dangerous places.
! Training. Some talents require months or years of
exotic training, are very time-consuming to maintain, or
have other special, or mutually exclusive, requirements.
No one can have more than a few of them. As a side
benefit, this option can be used to keep characters busy,
and spending money, between adventures.
! Development. Some abilities take months or years
to develop, may be erratic at first, and may cost more
points than usual. Characters list the abilities they want
and set aside points for them. The GM deducts points
from that pool if and when he decides to make an ability
available, may only allow a partial ability at first, and
may deduct extra points for overly-useful abilities or
combinations.
! Approval. This simple - if intrusive - method has
the GM approve only a limited number of special
abilities for each character. This is, of course, what most
methods come down to in the end - but in this case were
not bothering with an in-game justification. This works,
but its less satisfying for everyone.
! Framework. Characters must spend a minimum
number of points per level in various fields. This wont
keep people from going for the best abilities, but it
does force them to be tolerably well-rounded, cuts down
on the number of special talents any one of them can
have, and helps maintain the idea that theyre learning
from experience rather than picking from a menu. A
basic Adventurer framework is shown below. While
minor exceptions may be allowed, and points from bonus
feats and disadvantages are not subject to the template
limits, it should be suitable for most d20 settings.
Adventurer Framework
Per-Level Point Expenditure Restrictions
Ability Minimum Maximum
Hit Die 0* None
Skill Points 2* 12
Saving Throws 3* 12
Special Abilities 0 12
Warcraft 3+ 12
Magic Levels 0 18
Extra Spells 0 4
*More is usually a good idea
+This translates to a minimum BAB of (Level/2).
Most characters should be allowed to round down to the
nearest 6.
Special Abilities. Individual Game Masters may
make exceptions for heavily ability-dependent
characters, such as Monks, but dont count on it.
Adventurers may not invest more than (level+2) x 6 CP
in any one chain of linked special abilities OR have more
than (level+1) abilities from any one such chain. They
cannot add more than two links to such a chain per level.
Proficiencies. Characters may spend as many CP as
they wish on Proficiencies. As a practical matter, they
are expected to learn at least four weapons; almost
anyone should be able to pick up a club, crossbow,
dagger, or staff and use it immediately. In fact, most
adventurers should be able to use all simple weapons.
Magic Levels. No points need be spent here, but
characters cannot gain more than two levels in any one
magic progression per character level. Similarly, they
may not buy more than 4 extra spells per character level.
Eclipse: The Codex Persona
17
Slight modifications to the basic framework can
adapt it to particular campaigns. For example, in a
modern espionage setting characters are presumably
quite skilled, but cant have any mystical abilities
beyond trivial psychic powers. Ergo:
Modern Espionage
Framework: Minimum
6 CP per level spent on
skills, maximum of 2 CP
per level spent on
mystical abilities.
In a setting where all
the characters are a part
o f a me r c e n a r y
company, one might
reasonably require:
Elite Mercenary
Framework: Minimum
of 2 CP per level spent
on buying larger hit
dice, minimum of 4 CP
spent on skills per level,
maximum magic level
of (character level - 3).
This will keep the
characters reasonably
tough, but drastically
limits their spellcasting.
Per-Level CP Modifiers
If applied to a character, these modifiers add or
subtract the listed CP value at every level, starting at
level 1. Modifiers linked to a particular ability (such as
Very Limited Spell List) require the character to invest a
substantial number of points in that ability; 3 per level is
good minimum. Thats nearly 3 full levels at level 20!
Dabbler. (-2) A character with Dabbler either has no
class description or insists on taking abilities outside of
that theme. This penalty applies to each level until said
character takes out time (several months) to retrain.
GMO as to whether this or the 10% XP penalty applies.
Duties. (+2) A character with Duties has extensive
obligations. These restrict his or her time and freedom of
action, as well as draining his or her resources, but also
mean getting a lot of practice or extra training. This
typically includes Druids, Clerics, and Paladins. Ignoring
your duties brings on various penalties. Strangely, this
continues until the GM feels you have enough penalties
to equal the points you got from Duties.
Fast Learner. (+1) Actually purchased as a feat for 6
CP, this ability grants extra CP as the character rises in
level. Specialized versions are available and encouraged.
No one may take Fast Learner more than once unless its
been built into a template, race, or class by the Game
Master. For example,
wizards have Fast
Learner Specialized
in acquiring new
spells each level.
This doubles the CP
output; each spell
costs 1 CP, so
wizards gain 2 spells
per level.
The Game Master
should keep a careful
eye on Fast Learner;
it is very easily
abused.
Restrictions. (+1)
A character with
restrictions has major
limitations on the use
of some ability or
type of equipment.
He or she may never
(ever!) acquire or use
such talents without
major penalties. For
exampl e, Wi t ch-
Hunters never cast
spells except to fix
the problems caused by other magic on pain of losing
most of their abilities.
The point bonus is per category which applies. A
character only gains the bonus points for restrictions on
things that would obviously useful to him or her.
Common restrictions include wearing no armor, using no
weapons, using no magic or psionics, or skill-related
feats. A good explanation is in order. Why is the
character restricted in this way?
Untrained. (-6) This character has not been trained as
an adventurer, is hopelessly untalented, or simply isn't
interested. This modifier goes away - and the character
gets to spend those CP - when he or she gets trained,
starts to take an interest, or finds a talent (if any).
Very Limited Spell List. (+.5) The character's spell
lists are unusually specialized, or otherwise restricted,
for his or her magic style and class. The Paladin doesnt
receive this, because his or her spell list covers nearly
anything he or she might want to do and even offers
some unique and powerful spells. Rangers, on the other
hand, dont have nearly the versatility they arguably
should get, so they receive this small bonus.
You want to add what? Dont you think its
just a bit late for that? Youre down to 18 CP!
Eclipse: The Codex Persona
18
NPC Levels
How many levels should NPCs get? If it matters, we
recommend the following chart for non-adventuring
NPCs and for those for whom adventures are the
rare exception, not the rule.
! Level 1 for being a mature adult
! +1 per age category (middle-aged, old, and venerable)
! +1/2/3/4/5/6/7/8 for raising at least 1/2/4/8/16/32/64/
128 or more children to adulthood. Max
! +1 per social or guild rank climbed +4
! +1 for being knighted or publicly honored +2
! +1 for being ennobled or getting a major post +2
! +2 for being or becoming a ruler +4
! +2 for being worshiped as a god +2
! +2 for actually becoming a god +2
While the rules are exactly the same for adventurers
and non-adventurers, or for NPCs and PCs, most non-
adventurers invest their CP in things they actually use a
lot rather than in anything the players or Game Master
are likely to care about, or even notice.
Monster levels, of course, are whatever fits the story
and the needs of the Game Master.
Once-Off CP Bonuses
These apply only once, although the CP bonus is
permanent unless the character chooses to buy off a
disadvantage.
Package Deals. Some groups offer a set (usually 6-12
CP worth) of abilities to anyone who joins up - and takes
on their enemies and problems. This is a GM bribe to get
characters to take on particular roles and obligations in
the setting. If theyre available, go ahead and take one;
youll be playing in the setting anyway.
Retraining. This allows a character to regain CP lost
due to being Untrained or changing classes. It may also
be used to eliminate limitations and Disadvantages, but
character must pay off the bonus points derived from
them first. Retraining usually requires 2d6 months and an
in-game explanation of who, how, and where.
Unique Training. Popular with high-level characters,
this can come from ancient masters, divine or infernal
tutors, or simply spending six months disguised as a
smith. It adds +1d6 CP, up to a maximum of +(2 x
Intelligence) CP over a character's lifetime. Of course,
only the GM may decide what qualifies as unique
training.
Disadvantages. Each character may take 1/2/3 dis-
advantages, for a total of +3/+6/+10 CP when the
character is designed. Characters may not take more than
three disadvantages. While this is not strictly reasonable
- it would make more sense to have fewer CP since they
must deal with their disability - its more fun this way.
Most ordinary character disadvantages can be found on
the list below. If someone wants to get really creative, let
them. Its only three or four points.
Disadvantages List
All disadvantages are subject to a general rule: if it
doesn't cause you significant problems, then its not a
disadvantage, and is worth no points.
Accursed. The universe is out to get you. This covers
literal curses, such as dooming those you love, terrible
fates, bleeding fire instead of blood, or uncontrollable
lycanthropy, as well as lesser, persistent annoyances. The
latter might include being a preferred target for attacks
(you count as two people if random targeting is used),
unpleasant disabilities such as epilepsy, allergies and so
on. Your curse can be lifted, but it requires a great deal
of work or truly major magic.
Aged. You didn't take up adventuring until late in
life. You are middle-aged or older and may, at the option
of the GM, have an extra level or two with the points
assigned to abilities of little use in adventuring - giving
you a starting edge at the cost of a long-term penalty.
Blocked. You cannot use some type of ability to
which you'd normally have access. This is commonly a
magical school, but this may include racial abilities or
class abilities in games which use classes.
Broke. You start with only a third of the usual cash
and equipment you would be entitled to by your level.
You may have continuing money problems as well if you
add Obligations, Compulsive, or a similar flaw.
Compulsive. You have some particular mania or
code of conduct which influences everything you do.
Likely compulsions include the classic manias (like
Pyro- or Klepto-), an overwhelming love or hatred,
greed, dedication to some peculiar goal, truthfulness,
extravagant spending, or even virtue. Codes include
things like Hippocratic Oaths or Chivalry. Characters
that ignore their compulsions take a 20% experience
penalty.
Dependent. There is something you just have to have
to function effectively. You could be addicted to a drug,
rely on a special talisman, require constant support and
encouragement, or simply be so confused that you need
someone to tell you what to do. Unless theres a specific
effect involved this defaults to a -3 penalty on your rolls.
Eclipse: The Codex Persona
19
Foolish. You dont learn as quickly as usual, and so
take a 20% experience point penalty. This isn't, however,
cumulative with the usual penalty for multiclassing.
Frail. You must make a (DC 18) Fortitude save after
casting a spell of level 3+ or fighting for three rounds.
On a failure you take 1d6 points of nonlethal damage and
become staggered for 1d4 rounds. The GM may allow
this to be limited to spellcasting OR combat, but this
increases the save DC to 23.
Hallucinations, Flashbacks, and Visions. Your
version of reality doesn't always agree with that of those
about you. While this is common enough with respect to
details, in your case it may extend to things like whether
its daytime. More commonly, and most dangerously,
you may simply see a distorted version of what everyone
else sees. This is up to the GM, but the occasional Will
save (DC 18) is suggested, or you may react in a
radically different manner than those about you.
Healing Resistant. You get only half the benefit of
Cure Wounds or Heal spells. Additionally, Neutralize
and Remove spells grant you a save to throw off
whichever effect they are targeting, but arent automatic.
This does have an upside; the relevant Inflict Wounds,
Harm, Contagion, Poison, and Blindness/Deafness spells
are similarly reduced in effectiveness, allowing an extra
save or halving the effect.
History. The player has a few pages of notes for the
GM about the character's history, personality, and goals.
This should include some mention of friends and family,
old enemies or allies, and where the character got his or
her training or equipment. The GM should to allow the
player several sessions to come up with it all.
Hunted. Someones out to get you. You may be an
outlaw, have personal enemies, or have been marked by
some mystical entity. The nature of your foes should be
decided in consultation with the GM. As a rule, you
cannot simply confront your hunters and fight it out with
them. They're either numerous, powerful, or secretive.
Illiterate. An Illiterate character either cannot read or
write one language or all of the languages he or she
knows. This disadvantage has a flat cost and does not
refer back to the starting disadvantages price table. The
character gains +1 CP for the lone language version or
+2 CP for all languages. As a side note, this doesnt
count against the maximum disadvantage limit, since its
only here to be consistent with the standard barbarian
listing. In some settings the Game Master may choose to
make illiteracy the default for most characters.
Incompetent. You suffer from a -5 modifier on one
GM-selected skill, or a -3 modifier on a group of
related skills (e.g., anything high-tech).
Inept (select Int, Wis, Chr, or Dex). You suffer from
a -2 modifier on all skills linked to the chosen attribute.
Insane. Youre out of your mind. This is usually
limited to particular situations or subjects, leaving you
sane enough most of the time, but when that trigger
comes up you become completely irrational. This most
commonly shows up as phobias (darkness or a class of
creature are favorites), but there are innumerable ways to
go a little off your rocker.
Irreverent. You are fundamentally unable to accept
the divinity of gods. You recognize their might and
may even see one as a patron, but worship just isn't a part
of your nature; they're just really powerful people to you.
While gods generally forego directly smiting you, none
of them will grant you divine magic and many clerics
have a problem with you.
Obligations. You have responsibilities which you can
not easily discharge. You may have dependents, debts, a
geas, massive tithes, oaths to fulfill, a job which you
cannot readily leave, be sworn to the service of a lord or
ruler, or just have friends who need looking after. This is
a wonderful way to get dragged into adventures.
Outcast. You are socially unacceptable in a large area
or with a large and important group. You might be noted
as an oathbreaker, an untouchable, a kinslayer, or an
ex-slave, belong to a despised ethnic group, believe in a
heretical faith, or simply have numerous obnoxious
habits. In any case, a sizable segment of the people in the
campaign setting will have nothing to do with you.
Poor Reputation. Youre widely and unfavorably
known. This results in a -6 penalty on friendly social
skill and Charisma rolls throughout a major portion of
the setting. This may be combined with Outcast, in
which case there's not much use in trying to talk to
anybody. Even your companions will suffer penalties if it
becomes known that they associate with you.
Recorder. The player keeps records, and ensures that
the GM gets a copy. Acceptable forms are up to the GM,
but common variants include character diaries, letters,
campaign logs, and keeping a list of NPC's.
Secret. There is something buried in your past which
you must keep hidden. Your dark secret may range from
your unpopular ancestry to being a mass murderer, but
bad things happen if it is revealed (i.e., you will get two
shiny new disadvantages). Characters most commonly
get two from: Hunted, Outcast, Poor Reputation, or
Valuable, but things like Accursed, Insane, Obligations,
or Unluck may fit in some cases.
Eclipse: The Codex Persona
20
Showman. You
c o m p u l s i v e l y
posture, show off,
gloat, and brag -
giving away your
plans and wasting
t i me e v e n i n
combat. You take a -
3 Initiative penalty,
while others get a
+3 bonus on any
checks that involve
finding out what
you're planning to
do or are doing at
the moment.
Slow. You suffer
a - 2 I ni t i at i ve
penalty and a -10
feet per r ound
penalty to your base
movement rate, and
cannot buy feats
whi c h i mpr ove
either of these.
Stigmata. You have some injury which either cannot
be healed or has healed badly. It is both painful and
inconvenient. You must make a DC 24 Fortitude save at
the start of each session; if you fail you take a -1 morale
penalty on saving throws for the duration of the session.
Unarmoured. You refuse to use armor for some
reason. Characters who already suffer major penalties for
wearing armor can't take this disadvantage.
Uncivilized. You do not fit into anything beyond a
small tribe. Complex social situations, the sheer scale of
cities and towns, and business and banking schemes
(among other things) are all beyond your grasp. You
stick out like a sore thumb in civilized areas and greatly
prefer to stick with items, foods, and customs typical of
your tribe. You start off with little or no access to
advanced equipment or techniques for the setting, and
often take a -4 penalty when dealing with civilized
societies or technologies.
Unluck. Your life just keeps going wrong. You will
be afflicted with many small miseries that have no game
mechanic (the GM gets to screw with you). You always
fail on a d20 roll of 2, regardless of how large your
bonuses are, just as if you had rolled a natural 1.
Untrustworthy. You're hopelessly shifty, have an odd
aura, or just give the impression that you're guilty or up
to something all the time. As a rule, nobody will take
your word for anything, the local city guards tend to
blame anything that happens in the vicinity on you, and
you'll have to pay in advance most of the time. Do not
try to be the party spokesman. It just wont work out.
Valuable. You are worth a lot of money. This usually
means that there's a reward out on you, but it may mean
that you will bring a vast price on the slave market, have
some mystic quality about you which makes you
priceless to a mage, or, for truly exotic character races,
that your body parts are extremely valuable.
Vows. While closely related to Compulsive, Vows
are generally more restrictive. They're also far more
dangerous; those who fail to live up to their vows face
some form of retribution. On the other hand, they also
get some support; characters gain a +/- 3 bonus (as
needed) against attempts to make them break their vows.
Disadvantages are potentially far more trouble than
theyre worth. The GM shouldn't overstress them.
They're most valuable to the game when used as a source
of convenient plot hooks. Disadvantages may be bought
off with CP if the GM agrees. Doing so without
explanation costs twice the CP value. Doing so with a
good in-game explanation (training or building up a new
reputation) costs CP equal to the value. Doing so
through some major in-game quest or epic adventure
costs nothing. In any case, the GM must be consulted
and must agree to any such changes. Disadvantages
which are integral to the character, or have become
major plot elements, normally cannot be removed.
The eternal dilemma: healthy baby versus extra CP. Heh.
Eclipse: The Codex Persona
21
Chapter 2:
Special Abilities
Eclipse: The Codex Persona
22
Ability Modifiers
Ability modifiers cover the variations. Can it only be
used when the character has an audience? Then its
probably Specialized. Does it cause a single point of
attribute damage? Then its probably Corrupted. While
ability modifiers are usually applied only to special
abilities, characters can have them on basic abilities. This
commonly crops up in special saving throw bonuses
against particular attacks, in attack bonuses usable only
against certain creatures, or in magic levels with severe
restrictions (see page 15).
Corrupted. A Corrupted feat or ability is either more
limited than usual or comes with some sort of downside.
The effect of such a feat or ability is increased by 50% or
it costs only 2/3 the normal price.
For example, Ulric wants to buy Alchemical Hedge
Magic using the Paladin/Ranger chart and an
alchemically-based spell list.
Alchemical Hedge Magician Spell List
L0: Brew (makes instant tea), Detect Poison, Flare,
Glue (sticks things together), Identify Herb (obvious),
Phosphorescence (light), Smoke Cloud (makes a big
puff of smoke) and Spray (sprays a vial of something on
a nearby target).
L1: Bless (or Curse) Water, Cure Light Wounds,
Distillation (doubles the effect of a standard alchemical
compound for 2 XP), Entangle, Fastburn (turns a
burning object into a small explosion), Magic Weapon,
Obscuring Mist and Resist Energy.
L2: Alchemic Mist (turns a vial of something into a
small cloud), Blindness/Deafness, Delay Poison, Fire
Trap, Glitterdust, Acid Arrow, Pyrotechnics and Soften
Earth and Stone.
L3: Antitoxin (Neutralize Poison), Cure Moderate
Wounds, Dispel Magic, Ectoplasm (Shadow
Conjuration), Haste, Magic Circle (immobile but affects
all alignments), The Naming of Names (attempts to
control someone by invoking their true name. Nothing to
do with alchemy, but its a basic component of magic in
the campaign, so OK), and Poison (can produce various
toxins, not just Con poison).
L4: Break Enchantment, Hold Monster, Rusting
Grasp, Protoplasmic Salve (cures only 3d6 damage and
takes several minute to cast, otherwise as per Heal),
Stoneskin, Touch of Alkahest (as per Disintegrate, but
requires a touch attack since it has no range, resistance
to acid applies, the damage is distributed over several
rounds, it can be stopped by washing it off or applying a
base, and its capped at 30d6. It may be pushing it, but
the GM allows it), and Vital Elixir (a combined version
of Bulls Strength, Bears Endurance, and Cats Grace;
OK at level four).
Like a Paladin or Rangers spell list, these spells are
available to any alchemical hedge mage, but must be
prepared in advance.
Ulric wants to Corrupt the list, increasing his
effective level in the progression by 50%, by making
casting his spells require an Alchemy skill check at a DC
of [(Spell Level +1) x 5] and an alchemical lab to
prepare since they all revolve around tossing alchemical
compounds around. Fair enough.
Specialized. The ability is only usable in a very
limited situation or is otherwise severely restricted. This
either doubles the effect or halves the cost. This may
often be applied to feats which require substantial
psychic energy to function or need extra preparation.
! An ability that normally requires a specific situation or
other Specialization cant be cheated. If a character buys
all of his or her special attacks and abilities for the
weapon he or she uses all the time, this isnt much of a
flaw unless the Game Master then makes a point of
taking away that weapon occasionally. Characters may
come in for an ECL penalty if they specialize too much,
as per Keeping characters under control, page 163.
! Many abilities note that they apply only in certain
circumstances or special situations. If you want to
Specialize or Corrupt these, youre going to have to limit
them even further.
Ulric wants to make his alchemy cheaper. He wants
to Specialize it by reducing the number of spells he can
recover per day to 1d6 levels of spells (level zero spells
count as a spell level) per two hours of work with a
trunkful of alchemical equipment. Thats fairly
reasonable and his spell list doesnt seem likely to break
the game. Still, the GM warns the player that, if this does
turn out to be a problem, he may run short on some rare
or expensive alchemical catalyst and so find it harder to
renew his spells.
Bonus Uses (+6 CP). Bonus Uses increases the
number of times the user may indulge in a times-per-day
(or other appropriate period) ability by +4. At GMO, the
character may add a relevant attribute modifier to the
number of uses instead. Bonus Uses may be purchased
repeatedly.
! With the GMs permission, you may add more uses at
+1/2/3/4 uses for 2/3/5/6 additional CPs.
Eclipse: The Codex Persona
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Basic Abilities
Reading the Entries. Now and then youll see entries
like this: This costs +6/12/18 CP for spells of level 1-
6/7-8/9. What does this mean? It means the entry has a
variable cost depending on how powerful an effect you
buy. In the above example, the extra cost for buying a
spell from level 1 through 6 is 6 character points. This
rises to 12 character points for spell of levels 7 and 8, or
18 points for level 9 spells. Just count the slashes if
theres any question.
Some talents grant multiple abilities. Abilities listed
with a (+) sign next to the CP cost require the basic
ability (i.e., the first one named).
Most of these abilities
are extraordinary. As a
rule, only those which
grant actual magical
powers are spell-like or
supernatural. This doesnt
mean that you cant turn
them into supernatural
powers by corrupting them,
but this isnt really
recommended: sooner or
later someone will use a
major antimagic effect. If
word gets out, and a
character used this flaw too
much, theyll become
unplayable. Certainly no
evil mastermind would go
without a way to counter
some over-enchanted hero
or heroine!
Moreover, characters
(and often players) have
few ways of discovering
whether an ability is
supernatural or not, except
by trial and error. If the
characters neither know nor care about their own
abilities, why worry about it?
Ability Focus (3 or 6 CP). You add +2 to the DC of
resisting one of your specific abilities, such as a breath
weapon, special ability, particular spell, or specific
poison. At 6 CP this may be expanded to a particular
school, technique, descriptor, domain, or path of magic,
a small group of innate magical abilities, or another
modest group of abilities.
! For double the base cost (+3 or +6 CP) the DC of the
ability or abilities in question may be increased by +4.
! You may take this ability multiple times. Each time, it
affects another ability.
Acrobatics (6 CP). Acrobatics allows you to combine
several physical stunts into one roll. An example might
be, I flip over the railing, grab the chandelier, swing
across the room, tumble out the window, and land on my
horse! This would require one roll, at the highest DC
incurred by any single action. You may thus evade some
checks; in the example above the character wouldnt
need to make any Jump checks because the Tumble
check has the highest DC involved.
! Light Foot (+6 CP) allows combining an impractical
maneuver with normal movement, such as running on
walls or turning in midair while jumping.
Action Hero (6 CP). You gain (2 + level) Action
Points each time you gain a level and may accumulate a
pool of up to (2 x level +
10) Action Points at any
one time. Characters must
select one of the options
below to spend Action
Points on each time they
purchase Action Hero.
For each additional
+2 CP you gain one extra
AP per level and +2 to the
ma x i mu m y o u c a n
accumulate in your pool. If
you want to fuel other
abilities with AP, they can
normally be purchased as
Specialized.
! Heroism allows you to
spend one Action Point per
round to improve a single
character-action roll (NOT
a hit point or other
character development
check) by 1d6. At level 8+
roll 2d6 and apply the best
one, at 15+ roll 3d6 and
apply the best one, and at
22+ roll 4d6 and apply the
best one. Totaled multiple-
die rolls, such as the damage from a Fireball or a high-
level rogues Sneak Attack, may add the total instead of
keeping only the best die. An Action Point may be spent
on Heroism after the roll is made, but must be spent
before the Game Master announces the result. Action
Points cannot be used if youre Taking 10 or Taking
20.
For +3 CP you may roll d8's instead of d6's. For a
further +3 CP you may roll d10's instead of d8's. For
another +6 CP, you may spend two action points per
round if you want to. Finally, for +6 CP more, you may
spend one AP per day without having to reduce your
reserve. This last option is NOT usable with any of the
other expenditure options.
Why, yes, I am a Hero! How could you tell?
Eclipse: The Codex Persona
24
! Stunt temporarily enhances your current abilities by a
total of +6 CP. Constant-effect abilities purchased in this
fashion work for one minute. Other abilities last for one
round. In any case, the extra CP can only be used to
enhance abilities related to your current talents and must
be approved by the Game Master. They may, however,
exceed the normal purchase limits. Stunts may be
Corrupted or Specialized under the usual rules.
Popular uses of this ability include taking an extra
Standard Action (Reflex Training), gaining an extra use
of any uses-per-time period ability (Bonus Uses), or
automatically stabilizing your condition (Grant of Aid).
Taking 20 when this is not normally allowed (Luck),
making a mighty effort (Hysteria), instantly refreshing a
spell slot (Invocation), or throwing off mental
influences (Immunity; the influence is gone for good if
the power in question has a specified duration, but
comes back after a minute if its permanent) are also
popular.
! Crafting lets a character with the appropriate skills and
abilities expend Action Points in lieu of the time and XP
that would normally be required to complete a project;
the user is simply presumed to have been working on
it. In general, it costs 1 AP to complete a minor project,
such as forging a masterwork dagger, scribing a couple
of ordinary scrolls, or brewing a couple of potions.
Notable projects, such as a wand, cost 3. Impressive
projects, such as building a small boat or a minor
permanent enchantment, cost 6. Major projects, such as
building a private tower in the woods, enchanting
midrange permanent items, or making a lesser magical
staff, cost 10. Huge projects, such as enchanting a ship,
creating a powerful permanent item, or making a major
magical staff, cost 15. Finally, Grandiose projects, such
as creating an epic item or building a fortification, cost
21.
Crafting is useful in games which dont allow a lot of
downtime for would-be crafters and enchanters to work
in. Without it they may never get to use the abilities
theyve purchased. The Game Master is entitled to some
advance notice of any project worth 10 AP or more.
! Invention lets a character expend Action Points to
develop new technologies, jury-rig equipment, create
new spells, or simply to have brilliant ideas (i.e., getting
a suggestion from the Game Master). A simple idea costs
a mere 1 AP and a temporary jury-rig costs 1d3.
Inventions are quite expensive, however.
A minor improvement to an existing design costs 2
AP, an original design 4 AP, a minor innovation 7, a
notable development 10, a dramatic discovery 15, and
brand new fields of technology 25. Paying the base costs
results in a prototype that only the inventor can
effectively use or maintain. Twice that allows the
inventor to make and sell the item, but others cannot -
although they may begin investing AP in the invention as
well. When the total reaches three times the base cost,
the device can be duplicated by the creators students. At
four times the base AP cost specialists throughout the
campaign will be able to make devices using the
principles of the item, and at five times the base AP cost,
it becomes generally available.
! Influence allows you to spend AP to manipulate large-
scale events. For example, a minor change, such as
getting the taxes on a village reduced or forgiven for a
year, would cost 1 AP. Getting backing for an expedition
or getting someone pardoned for a fairly serious offence
might cost 3. Impressive requests, such as a raid or
rescue expedition across a border, cost 6. Major changes,
such as settling an inheritance dispute or getting a grant
of lands might cost 10. Huge changes, such as getting a
modest war started or settled, cost 15. Grandiose
changes, such as changing a state religion or starting a
crusade, cost 21.
Influence is particularly useful when some of the
players want to meddle in politics while the others
simply want to fight things.
Adaptation (6 CP). Adaptation allows you to become
accustomed to a stressful environment, position, or
situation, avoiding its penalties. For example, you can
become used to fighting while prone, while on the
pitching deck of a ship, while climbing, or while in zero-
or high-gravity environments. Adaption to the desert or
to an arctic environment would negate the effects of
environmental stress, movement penalties, and similar
annoyances in that environment. A social specialist could
even become used to working with a hostile audience,
and no longer suffer penalties to his or her skills in such
situations. Unless combined with some form of Damage
Reduction, or other appropriate defense, Adaption does
not suffice for survival in environments which inflict
damage on a per-round basis.
! You may take this ability multiple times. Each time, it
affects another combat situation or environment.
Adept (6 CP). Select four related (i.e., get your GMs
permission) skills, which you learn for half price. Each
rank of a relevant skill now costs only 1/2 CP. Each rank
of an irrelevant one now costs only 1 CP.
! You may take this ability twice, affecting two groups
of skills, if your Game Master gives you permission.
Adept is actually one of the most powerful abilities in
the system. It provides a huge skill bonus in exchange for
simply deciding on what youre good at. The Game
Master should keep a careful eye this. Its most common
in Prestige Class conversion.
Assistant (6 CP). Your Aid Another actions
provides a +4 bonus, instead of the usual +2.
! Aide (+6 CP) You may add your +2 bonus to mystical
and psionic actions by taking a similar action. For
example, you could assist a more powerful spellcaster in
casting a Lightning Bolt, adding either +2 Caster Levels,
+2 to the save DC, +2 to the spell level, or +2 per die of
damage, by casting Shocking Grasp as Aid Another.
Eclipse: The Codex Persona
25
Augmented Bonus (6 CP). You may add a second
attribute bonus to the usual one in some specific
situation, such as with a skill or set of linked skills, with
a specified type of weapon, or against a type of foe.
! Improved (+6 CP) makes the attribute bonus apply in a
fairly common situation. For example, saving throws
occur regularly in most games. The Paladin has
Improved Augmented Bonus for each saving throw,
adding his or her Charisma bonus to his or her relevant
saving throw bonus.
! Advanced (+6 CP) requires Improved and makes the
attribute bonus apply in some very common or repetitive
situation, such as to hit points or skill points per level.
! Adding a third attribute bonus to something triples the
total cost of this ability!
! You may take this ability multiple times. Upgrades do
not carry over. You may not take this more than twice
for a single situation, and may not add the same ability
bonus to one roll twice.
GMs normally want a good explanation for why you
get to do this, and should refuse to allow this ability
without one.
Augmented Magic (3 CP). This grants a +1 bonus on
an aspect (usually Caster Level or damage per die) of a
specific type of spell or under particular circumstances.
For example, Wizards might take this bonus for Caster
Level for their Illusion spells, or combat mages a damage
bonus on fire-based spells of any school. Non-
spellcasters may take this to augment specific effects,
such as the damage from flame-based weapons.
! You may take this ability up to three times on any
given power, but may only apply it once per aspect.
Awareness (6 CP). You suffer no defensive penalties
when youre surprised. You retain your Dexterity bonus
when caught flat-footed or attacked by an invisible
assailant and save without penalty against surprises.
! Flankless (+6 CP). You can no longer be flanked. This
is usually Specialized so that it does not function against
opponents with a 4-level or better advantage over you.
! Danger-Sense (+1 CP) provides a +1 bonus on AC
against trap attacks and on Reflex saves caused by traps.
You may purchase this multiple times.
! Defensive (+3 CP) permits you to take a defensive
action when surprised. You may take a Free Action and
activate any abilities used solely to defend yourself (such
as Expertise or Dodge), but not those which affect
anyone else or affect your combat abilities in other ways.
! Improved Defensive (+3 CP) requires Defensive and
permits you to take a Move-Equivalent Action when
surprised.
! Foresight (+6 CP) requires Defensive and allows you
to make a Wis check (DC at GMO; stealthy or quick
enemies mean much harder DCs) to gain a chance to
warn your friends, thus granting them the benefits of the
Defensive ability described above.
Berserker (6 CP). The Berserker ability grants
extreme but short-lived bonuses. The user normally gains
+4 to two attributes, +2 to a saving throw or AC, and -2
to another attribute, save, or AC for (3+Con Mod)
rounds 1/day. The user gains another berserk session per
day per 3 character levels or part thereof. The user
becomes fatigued after using Berserker. GMs should
note that the character may not generally do anything
else but a specified, focused task or similar stunt. For the
classic barbarian rage, the character can do little except
immediate, physical skills and tasks, mostly meaning
combat.
Note that the guidelines on where the bonuses should
go are not meant as absolute rules; let a character pick
something appropriate. AC, damage bonuses, to-hit
bonuses, Caster Level, or even turning might all be
acceptable choices depending on the character. The
bonuses must simply total +8 (the character may apply a
-2 penalty somewhere to add an additional +2).
Ability Level Standard Barbarian Bonuses
Berserker +4 Str, +4 Con, +2 Will, -2 AC
Odinpower +6 Str, +6 Con, +3 Will, -2 AC
Odinmight +8 Str, +8 Con, +4 Will, -2 AC
Look, I know you can build it, but I m
not putting up with a berserker squirrel
and his mighty butterfly companions!
Eclipse: The Codex Persona
26
! Controlled (+6 CP) allows the user to make a DC 18
Will save to do something outside of his or her focus
while berserk.
! Odinpower (+3 CP) usually increases the bonuses to
+6, +6 and +3 respectively. The total increases to +13.
! Odinmight (+3 CP) requires Odinpower and usually
increases the bonuses to +8, +8 and +4. The total
increases to +18.
! Enduring (+3 CP) removes the fatigue after the
berserker session. This is often combined with Corrupted
Bonus Uses (only to extend the duration).
! You may take this ability multiple times. You may not
use more than one Berserker effect at a time, and
enhancements to one Berserker do not carry over. Each
Berserker ability you buy can provide different bonuses.
Blessing (6 CP). Blessing allows you to give others
abilities equal to your own. Although powerful and
versatile, Blessing comes with built-in flaws: you can
only bless others when your abilities exceed theirs, and
you lose the difference. As an alternative, the user may
opt to share a particular item slot and the benefits of
whatever occupies it.
! For example, a character with Blessing and +8 BAB
could give another character with +5 BAB the
difference. His or her BAB would then fall to +5. The
Blessing lasts for 24 hours without being renewed, and
the Blesser may take back his or her abilities at any
time. The Blessing ends if either dies.
While advanced upgrades do exist, allowing the user
to bless groups of up to [Chr Mod +1] targets (+6 CP),
to share more item slots (+6 CP each), to pass on a
legacy after death (Unique Training, +6 CP), or
allowing the user to share his or her successful saves
or some other specific die check with those in the
immediate vicinity (+12 CP), we recommend that these
upgrades be left in the province of NPCs or at least be
carefully supervised. An elder mentor or other
companion who can share some talent or protect his or
her friends is a standard story element. A team made up
of an ultimate melee master, ultimate offensive
spellcaster, ultimate defender, ultimate stealth master,
and ultimate manipulator all sharing their talents with
each other is abusive, boring, and fabulously unlikely.
Blood Curse (6 CP). You may curse a single target,
suppressing 12 CP worth of their abilities as they select.
If the target dies, or if you triumph over them utterly in
another way, you may select another target after a month
has passed. If you die, nothing short of a special-purpose
epic quest or divine action can nullify your curse.
Sadly, a good curse requires at least a month to work
and must be directed at a precisely identified target (the
dark lord behind these attacks is not good enough).
Only the most powerful Blood Curse currently in effect
on any given target counts. A peasant granny may curse
the usurping demon prince, but she cant simply get
together a dozen friends and curse him into oblivion.
! Blood Tide (+6 CP) lets you upgrade your curse.
You may suppress up to 18 CP worth of your own
abilities (or spare CP) to suppress twice as many CP
worth of your targets abilities. Your suppressed abilities
will return a month after your target is slain or otherwise
completely defeated.
! Bane (+6 CP) lets you add a specific Disadvantage
(page 18) as a part of the effects of your curse.
! Doom (+6 CP) lets you select the abilities to be
suppressed rather than allowing the target to do so.
! Malediction (+6 CP) lets you curse an additional
(Cha Mod, 1 Minimum) targets. If youre using Blood
Tide your suppressed abilities will not return while any
curses powered by them remain active.
Blood Curse is not a very good investment for most
people - but it is very classic, the odd vengeful character
might want it, and it is very simple in this system. It fits
some campaigns better than others, particularly when
the Witchcraft rules are in play.
Body Fuel (6 CP). Body Fuel enables you to
transmute your own health into power. Every 2 points of
temporary attribute damage yields 2 Power, 1 Spell
Level, or 1/2 of a Mana point. Characters may allocate
spell levels to spells prepared and already cast without
resting, but cannot exceed their usual spell level limits.
Any attribute points expended on Body Fuel cannot be
regained by psionic or magical means short of a Limited
Wish, which translates the drain into an XP point loss as
listed under Versatile, below.
! Efficient (+6 CP) doubles your yield from Body Fuel.
Characters may take this multiple times to triple or even
quadruple the yield.
! Versatile (+6 CP) allows you to use 4 hit points or
(with GM permission) 50 experience points as 1 attribute
point for this feat. It may be possible to burn off other
types of points as well, but this will require permission
from the Game Master.
! Reserve (+6 CP) provides 6 phantom attribute points
to use for Body Fuel only. This may be taken up to three
times and, for +6 CP, may be expanded so as to be able
to divert other forms of attribute damage to this reserve.
! Kundalini (+6 CP) allows magical or psionic effects
powered by or with the assistance of Body Fuel to ignore
antimagic and anti-psionic effects. If the effect was
personalized (i.e., affects you only) it ignores dispel
effects as well.
While Kundalini can be a very powerful effect, it isnt
actually useful very often. Few powerful characters are
willing to work in an antimagic field anyway. Its a great
way to let one character assault that megavillian -
presuming that he or she doesnt have it, too.
! Blood Magic (+6 CP) allows the user to use the energy
from Body Fuel to spontaneously add levels of any
metamagic he or she knows to an effect, up to a limit of
+4 spell levels over his or her usual limits. This may be
taken twice, increasing the limit to +6, or three times,
increasing the limit to +7, the absolute maximum.
Eclipse: The Codex Persona
27
Celerity (6 CP). Celerity adds +10 feet per round to
one of your movement modes. This is considered bonus
movement for the purposes of skills; it does not apply
when calculating movement penalties on skill use.
! Improved adds +10' more movement per 3 CP
invested.
! Stunt Double (+6 CP) allows brief water walking,
running down cliffs, and similar wild actions provided
that you have a movement rate of at least 60.
! Additional (+12 CP) allows you to use Celerity to add
a new movement mode, such as Flight or Burrowing. A
creature with a movement mode enjoys a +8 bonus on
checks for using that movement mode and has a base
movement rate of 20 (Flight or Ground), 10 (Swim), or
0 (Burrow). Once again, the Game Master is likely to
keep a careful eye on this.
Cloaking (6 CP). A character with Cloaking has an
always-on disguise over his or her mystical and/or
psychic aura, although this has no effect on normal
senses. You must specify what the effect is. Cloaking is
often used to make one look like a honest fellow to fool
truth-detection, to alter your apparent alignment, or to
disguise yourself as a member of a similar species.
! For example, Davin the Diviner searches for the
human rogue Clara. But Clara has Cloaking to make her
look like an elf to divination magic. Davin passes her
over in his search without a second thought.
! Variable (+6 CP) allows you to alter the effect of your
disguise, although not what is disguised. If you can cloak
your alignment, Variable lets you appear to be of any
alignment you want - but it wont conceal whether or not
youre lying. If you can conceal lies, this lets you make
things look like lies, truths, or half-truths at will, but
wont conceal your species.
! Contact (+3 CP) allows you to use your personal cloak
on anyone you touch at the same time.
! Area (+6 CP) requires Contact and cloaks the entire
area around the character, making it difficult to locate
who, exactly, possesses the disguised aura.
Companion (6 CP). Used to gain familiars, psi-
crystals, animal companions, and sometimes mounts.
Companion empowers a sidekick usually an animal.
You may choose to apply the standard d20 Druids
Animal Companion bonuses, Wizards Familiar bonuses,
Paladins Mount bonuses, get a Psi-Crystal, or use any
similar progression. The base creature may not have an
ECL of more than 1/3 your character level.
! Template (+6 CP) adds a template of up to +2 ECL to
the companion. Only one Template can be applied to a
given companion, but you may pay the cost multiple
times to add a more powerful template. The ECL
addition is cumulative up to a maximum of +6.
! Storage (+6 CP) allows you to store a number of spell
levels in the Companion equal to the Companions
Charisma. You may release the spells as if you were
using a scroll, provided your Companion is touching or
adjacent to you. For an additional +6 CP you or the
companion may release a spell as if using a spell storing
device.
! Great Form (+6 CP) allows you to apply Righteous
Might (at a Caster Level equal to your level) to a
companion as a Free Action up to three times per day.
! Might (+6 CP) allows you to grant your companion the
benefits of two Positive Levels (see page 86) or of a
continuously active second level spell or psychic effect.
! Transform (+6 CP) allows you to take a form similar
to your Companions, and the
Companion to take a form of
your species. You both need not
use this ability at the same time,
but may if you wish.
! Transference (+Sp.) allows
you to give CP to your
Companion. He, she, or it
receives 2 CP for every 1 CP
you surrender.
! Additional (+6 CP) allows
you to gain another Companion.
The new Companion gains the
benefits of any Great Form,
Might, Storage, Transform, or
Template bonuses already given
to a previous Companion, if
applicable and you so desire.
If you want a normally-
sentient sidekick, take the
Leadership ability instead.
A Horse! A Horse? My Kingdom for a booster seat!
Eclipse: The Codex Persona
28
Contacts (1 CP each). Contacts are simply
(reasonably) reliable individuals in particular businesses,
or with a particular set of skills, which the character
knows. For example, a character might know a reliable
fence, a poison merchant, a skillful alchemist, and an
expert appraiser. Another might know a wise old priest, a
good scribe, and a translator of rare languages and
inscriptions. A contact can be discarded and replaced (or
regained later) in 1d4 weeks.
! Multiple (+6 CP) lets you multiply the number of
contacts you get for each CP invested by (Cha Mod + 1).
! Occult (+1 CP) grants a Contact with very powerful or
very strange abilities. This may be taken twice on a
particular contact, in which case it may be an entity, such
as a ghost, outsider, fey, monster, or
other unusual being rather than an
ordinary character type.
! Well-Traveled (+3 CP) lets you
locate new or old contacts in an area in
only 1d4 days rather than 1d4 weeks.
Countermagic (6 CP). With
Countermagic you may:
! Counterspell with any spell of the
same school of higher level than the
target effect.
! Use Dispel Magic and Greater
Dispel Magic with a +5 bonus on the
roll.
! Use an unused empty spell slot of
level 3+ like a normal Dispel Magic.
! Empty Mind (+6 CP) allows you to
use your unused spell slots as specific
counterspells, guaranteeing success.
! Reflexive (+6 CP) allows you to
reflexively use any Countermagic
technique. This is actually an example of the Reflex
Training feat (page 40), but requires the basic
Countermagic feat.
! The Spiral Dance (+12 CP) allows you to seize control
of a successfully-counterspelled spell, rather than simply
negating it. You may redirect the spell, even back upon
the original caster.
Costly (12 CP). Costly makes it harder to affect you
with mystical abilities of some type (typically Arcane
magic, Psionics, Thaumaturgy and Dweomer,
Witchcraft, or Divine magic).
! Magical effects cost 1 extra spell level to affect you
properly. The spell still functions either way, but if the
caster does not spend the extra level (they can sacrifice
any available spell level or generic levels), the magical
effect is weakened, lowering the required saving throw
DC (if any) and effective Caster Level by -1.
! Psionic and Witchcraft abilities require 2 extra Power
(easier to get than spare spell levels), but if the user
cannot pay, they are simply drained of all remaining
Power and the effect fails.
! Improved (+12 CP) increases the extra cost to 2 spell
levels or 4 Power.
! You may take this ability multiple times. Each time, it
affects another type of mystical ability.
Create Artifact (6 CP) You may create magical items
the old-fashioned way, with bizarre mystic ingredients,
strange rituals, and guesswork. While very powerful,
and supremely flexible, this is laborious, dangerous, and
unreliable, which is why modern methods supplanted it.
Occasional adventurers, whether in search of supreme
power, or simply because they prefer the quests and
mysticism of such creations to spending time and effort
to learn modern methods, still study such antiquities.
As an example, Fymbulwyntyr,
the Wand of the Winters Breath,
is a carved white dragons tooth.
The would-be creator must
submerge it for seven days in a
pool of unfreezing water at the
North Pole, have it blessed and
enruned by an Ice Hag, and only
handle it with gloves of Yeti hide
until activating it by solving the
riddle of the Icy King. On the other
hand, it holds up to 90 charges
and casts Ice Storm, Extinguish
Flames, and Wall of Ice (at 1
charge each), Cone of Cold and
Wall of Ice (at 2 charges each),
and Control Weather that
summons cold and winter storms
only (at 3 charges). It may or may
not negate fire-based attacks on
contact for an appropriate number
of charges, depending on how well
the maker paid the Ice Hag. Wielders can recharge it by
simply throwing cold-based spells at it. There is no XP
or GP cost, although accomplishing the necessary tasks
may take quite a lot of gold. The casting level and the
spells used in the creation process, if any, are specified
by the GM. If you make a mistake in the procedure, the
results become unpredictable. Small variations suffice to
ensure that no two artifacts are ever identical, so
characters cant mass-produce them. The Game Master
should make sure that theyre worth the trouble.
In practice, the player outlines the item and general
procedure, the Game Master makes whatever modific-
ations he feels appropriate, and the character first
researches the procedure and then undertakes it.
! Characters who want to know a specific item-creation
recipe may acquire it for 1 SP. Optionally, the Game
Master may choose to use this as the general method for
creating items. If you want to make an item youll need
to either develop the lore on your own (e.g., spend that
CP or skill point), locate a manual or directions for it (a
reason to go adventuring), or locate an NPC who knows
the secret techniques.
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29
Create Item (6 CP). You may create magical or
psionic items of some sort. Choose a standard item slot
or item type (Arms and Armor count as a single item
type in most worlds) or some other grouping, such as
Traps, Constructs, or Runes, items related to a particular
field of magic, such as fire or transformation, or items
related to a particular profession or occupation.
GMs should be restrictive about item categories.
! Accelerated (Special.) allows you to shorten the time
taken to craft an item. Divide the normal duration in days
by the number of CP paid into Accelerated. You may
upgrade this ability as often as you wish.
! Additional (+6 CP) gives you a bonus item slot.
Provided that its physically practical, the user can wear
one extra magic item and have it work. For example, he
or she could wear a headband and spectacles or an extra
ring. This is often Specialized in particular item slots,
such as rings.
! Artificer (+6/12/24 CP) reduces the GP or the XP cost
for making items by 25%/50%/75%. This talent is
commonly Specialized, but you cant get Double Effect.
! Artisan (+6 CP) allows you to half the XP cost of an
enchantment by doubling the GP cost or vice-versa. At
the GMs option this may be automatic (half GP and
double XP) on Tattoo Magic/Creature Enchantments. As
an alternative, the item may be assigned unpleasant or
dangerous side effects rather than doubling a cost.
! Transference (+6 CP) allows you to accept freely-
donated experience points for making magical items
instead of supplying them all yourself, although you
cannot use such donated points for any other purpose.
You can also put spirits into items to power them; this
provides the equivalent of (200 x creatures CR) XP. As
a rule, spirits are only willing if the binding is for a
limited time. For an additional +6 CP you may bind
unwilling spirits or drain XP from unwilling victims.
Unfortunately, items created in this fashion are
invariably cursed in some fashion. Secondarily, binding
spirits into items often upsets more powerful entities.
! Epic (+12 CP, minimum character level 20) lets you
create items up to twice as powerful as normal ones.
Multiply the base GP cost by 10 for making such items.
! Excellence (+3 CP) lets you add your full attribute
bonus to the DC of resisting an items functions rather
than the minimum bonus required to cast the spell.
! Harvest of Artifice (+6 CP) lets you gather and expend
up to 100 XP (+50 per additional +3 CP) per month on
item creation or Transmutations (below) at no personal
cost. You cannot add these points to your personal total,
accumulate them from month to month, or use them for
other purposes.
! Alchemic Mastery (+3 CP) lets you distill XP (whether
personal, donated or harvested) into alchemical mixtures.
These function as universal power components, storing
those XP for later use by anyone in making items,
transmuting, or in casting spells with XP components.
Unfortunately, it costs 2 XP to store 1 and the stored
points cannot be used for other purposes.
! Transmutation (+6 CP) lets you infuse XP into
material to transmute it into more useful mundane forms.
This costs 1 XP per 2 GP worth of equipment so
produced. We recommend that this be limited to
transmutations within the same general type of elemental
material and that labor costs be considered for things
like opening pits.
! Philosophers Stone (+6 CP, requires both Alchemic
Mastery and Transmutation) allows you to store both a
transmutation effect and the XP to power it in an
alchemical talisman, to be used at the whim of the
possessor. The user need not have any special abilities.
! You may take this ability multiple times. Each time,
you gain another kind of item creation ability. Upgrades
apply to all of them. In fact, they can also be applied to
any Spell Storing abilities (page 98) you happen to have.
Create Relic (6 CP). Another classical way to create
weird and wonderful devices, Create Relic allows you to
invest CP directly into items. Each 1 CP permanently
invested in such an item grants it 6 CP worth of abilities
to bestow on the user. While this is permanently weakens
you, and creates items which are intimately tied to you, it
does allow the creation of truly impressive devices
without having to expend a lot of CP on special abilities.
Such items are very good links to you for certain magical
activities.
Relics can come into being quite accidently. Gods
with the Divine Infusion ability often find themselves
endowed with relics, while magical disasters, heroic
deaths and final blessings/legacies sometimes begin the
process spontaneously. One relatively common relic
type simply includes an advanced version of the skills
needed to enchant it further, allowing its wielder to
invest his or her own CP, XP and wealth in doing so.
Typically 1-2 points invested is sufficient since such
abilities are - obviously enough - quite Specialized.
Game Masters should beware of players who want to
invest large amounts of CP in relics - although it usually
suffices to remind them that toys can be taken away.
Similarly, a group of characters who all want to create
relics to pass around the group are in search of a firm
No or an ECL penalty.
Damage Reduction. DR comes rated at 2/3/4/5/6/8/
10/12/15/20/25/30/35 points at a cost of 3/6/9/12/15/24/
36/45/60/75/96/120/150 CP. This applies to all damage
sources, including magical and energy-based attacks.
Characters commonly specialize it by applying it only
towards physical attacks, energy attacks, magical attacks,
or another GM-approved specialty. The Corrupted
modifier can be added by leaving an additional common
hole in your defenses. For example, silver weaponry or
fire spells would apply to physical reduction or magic
defenses, respectively.
! You may take this ability multiple times. Each time,
you add another type of damage reduction.
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30
Are you sure you want a
character who specializes in sleeping?
Deep Sleep (6 CP). Many ascetics study meditation
and mysticism. In d20, these skills are as useful as any.
With Deep Sleep, a character gains the benefits of a full
nights rest in only four hours and may ignore minor (up
to 15 minutes total) interruptions in that interval.
! Meditation (+6 CP) allows a character to regain his or
her spells or Power whenever he or she has enough time
to rest. At the very utmost, this can only work three
times per day, and even arranging that is usually quite
difficult.
! Self Healing (+3 CP) allows the character to enter a
healing trance, doubling his or her normal healing rate.
In addition, the character recovers 2 attribute points from
temporary attribute damage every day.
! Cosmic Awareness (+6 CP), allows the user to gain
mysterious insights into the universe with a successful
Wis check, obtaining obscure prophecies, strange clues,
odd riddles, a glimpse of the obvious, some good advice,
or whatever other information the Game Master feels
like giving out today. The GM sets the DC for deliberate
use, which increases by +5 per usage in a day.
Of course, this also helps get the party back on track
when they get lost.
! True Prophet (+6 CP), requires Cosmic Awareness.
You may shape destiny. Your words WILL come to pass
barring intervention by a deity or similar power. Your
pronouncements must, however, be either vague and
open-ended (Disaster and misfortune shall follow you
all the days of your life!), contain an either-or escape
hatch (Either all the clans shall be united or all shall
fall!), or be of very limited scope and fairly immediate
effect (Don't worry Madam! We WILL find your child
before he freezes to death!). The GM must rule on the
acceptability of a prophecy before the user pronounces it;
this may reveal information (e.g., if the kids already
dead no meaningful prophecy can be made about finding
him alive) otherwise unavailable, but does not count as a
use of this ability. The GM must pre-approve this
ability, since he or she has to work with the player to
produce interesting and appropriate prophecies. Always
remember; prophecies can be distinctly double-edged.
This ability may be used for both major (once per session
or game month, whichever is longer) and minor (up to
three times per session) prophecies.
! Body Control (+6 CP) allows the character to reduce
his or her need for sleep, oxygen, food, and water to one
quarter normal, or to resist poisons, with a successful
Wis (DC 15) check. Unfortunately, this requires sinking
into a meditative trance. Acting while maintaining such a
state requires the use of 1 Power or 1/4th point of Mana
per round.
! Stasis (+3 CP) requires Body Control and enables the
character to make a Wis check (DC 15) to enter stasis.
The character needs no air, food, drink, or rest, and does
not suffer from poisons, but cannot move or take any
physical actions. The character does not age in this state.
Device Use (6 CP). You may selects a type of racial
or professional item you cannot currently use. From now
on you may use it as if you possessed the required class,
race, sex, or other relevant characteristic.
! You may take this ability multiple times. Each time, it
adds another effective characteristic.
Domain/Path (6 CP). You gain access to either a set
of thematically linked spells or to a versatile metaspell
which can be cast at various levels to produce effects
within its theme. The domain, path, or metaspell selected
or created is subject to the approval of the Game Master.
Domains and paths usually include nine spells; one of
each of the usual spell levels. They do not include any
special domain powers: these must be purchased
separately.
! You may take this ability multiple times. Each time, it
adds another domain or path.
Metaspells can be cast at various levels to produce
effects within their narrow themes. For example, Weave
of the Spider King creates strands and cords of silk,
stickyness optional. Simple enough. On the other hand,
with a little imagination it can be used to weave nets,
hurl ropes, wrap up enemies, create clothing, and bridge
chasms. In game terms, a metaspells caster defines the
effect he or she is trying to produce and the GM rules on
whether or not it (a) fits the nature of the spell being
used, (b) is within the limits of the skills and knowledge
Eclipse: The Codex Persona
31
of the caster, (c) whether or not a check of some sort will
be required (very common if or when the caster is
pushing it), and (d) what the spell level will be.
Fortunately, most casters soon develop a repertoire of
more-or-less standardized applications, reducing the
GM's workload. A broad selection of metaspells is
included in our first work, Legends of High Fantasy.
Dominion (6 CP). With Dominion, a character may
draw power from those who acknowledge his or her
leadership. With the GMs permission he or she may
take the Dominion paths, presented on page 72, with the
GMs permission.
Dweomer (6+ CP). This alternative magic system is
based on groups of related magical skills. See page 100.
Eldritch (0 CP). You may call upon exotic forces to
power your magic rather than relying on the usual
sources. In other words, your magic may have strange
special effects for free. This has no direct game effect,
but gives you more style. Eldritch abilities that cost spell
levels do not extend the casting time.
! Subtle (+6 CP) your magic is hard to detect once cast;
even characters using Detect Magic or similar effects
must make a Will save (DC 10 + casters spellcasting
attribute modifier + spell level) to notice your magic.
! Enduring (+6 CP) makes your spells difficult to
counterspell. Enemies must make a Dispel Check to
counterspell them even if they would normally not need
to. Enduring costs +1 spell level like a metamagic feat,
unless the character also applies the same penalty to his
or her attempts to counter other's magic.
! Tenacious (+6 CP) adds +5 to others check DC to
counter the casters spells. Tenacious costs +1 spell level
like a metamagic feat, unless the character also applies
the same penalty to his or her ability to counter other's
magic.
! Characters using advanced Eldritch feats must select
and describe the source of their powers. Other characters
with the Eldritch feat and the same source receive no
penalties or advantages when facing the user.
! All three effects may be taken as a set for only 6 CP,
but this cannot then be turned off. It also limits use of
magic items to items made by a character with at least
one of these modifiers. Many settings have spells usable
only with Eldritch magic, and others not usable at all
with Eldritch magic.
Empowerment (6 CP). You may link your own
energies with those of a charged or uses-per-day magic
item in your possession up to (3+Int Mod) times per day.
The item uses the highest of its or your attribute
modifiers and Casting Level. The spell levels, psionic
Power, and other components for the effect come from
the item or from you as desired. XP costs are always
borne by you. You may Specialize in a particular type of
device. In this case, waive the times-per-day usage limit.
If you apply this variant to Siddhisyoga talents (page 44),
the effects you wish to enhance must have a particular
theme. You cannot simply apply it to all of your talents.
Enthusiast (3 CP). Enthusiast grants 1 floating CP.
Given 72 hours to retrain and redirect it you may put it
into anything you please save for Specific Knowledges
(page 10), boosting that ability until you turn your
enthusiasm in another direction.
! Double (+3 CP) upgrades Enthusiast so that it grants 2
floating CP instead of 1.
! Adaption (+3 CP) allows the user to redirect a CP in a
mere 1d4+1 hours.
This is very useful when Specialized in languages - or
in the creation of minor relics.
Equipage (6 CP). A character with Equipage can
always find minor items (with a maximum value of
2/5/10 GP per level per week for 6/12/18 CP) on his or
her person. It does not matter if the character is locked
naked in a dimensional vault; he or she can always locate
the required goods. Sadly, all versions of Equipage are
limited to things that the user can reasonably carry;
normal humans cannot pull five tons of dirt out of their
back pocket just because its cheap.
! Link (+3 CP) allows the user to bond with a specific
item currently in his or her possession. From then on, the
user may pull it out of nowhere on a moments notice.
! Purchasing (+6 CP) allows the character to stuff
money into his or her pockets and pull out gear in
exchange. Availability is up to the GM, who may require
Gather Information rolls or a similar check for exotic
items.
! Returns allows the character to put items into his or
her pockets to build credit for later purchasing. This
grants 50%/80%/90% of the items value for +3/6/12
CP). While most useful with Purchasing, this does work
with the basic version.
! Signature (+6 CP) lets the character instantly equip
himself or herself with an equipment package (designed
when this ability is taken) worth up to 12,000 GP. This
may include mounts and permanent magic items, but not
expendable ones, and lasts for 12,000/(GP value of
package) minutes. Consumables, such rations or rope,
will not disappear once used, but the character can only
replace them at a rate of 5 GP worth of material per
week. Characters may call on their signature packages up
to (Level/3 +1) times daily.
Executive (6 CP). Executives grant skill bonuses to
groups working on tasks. As long as those involved are
cooperating to achieve some end and are willing to listen
to the character they receive a +(Executives level/2)
cooperation bonus to relevant skill rolls. Executives can
normally lead a maximum of (Charisma) individuals at
one time, cannot do anything but issue orders while
providing this bonus, and cannot provide a bonus greater
than twice the number of people in the group.
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! CEO (+6 CP). You may provide bonuses for up to (5 x
Charisma) individuals at one time. This may be taken up
to three times, increasing the number to x25 and x125
respectively, but x125 is the upper limit.
! Tactician (+6 CP). You may command troops in
battle, providing bonuses of +(your level/4) to attack
rolls and damage, as well as the usual bonus to skills.
! An Executive can only help people who arent
interested in helping themselves so far. He or she can
only help a number of unwilling or grudging people
equal to the number of willing followers.
Expertise (6 CP). A character with Expertise selects
two related abilities, attributes, or other scores. He or she
may reduce one of the selected abilities bonuses at any
time by up to -5 to add a equal amount to the other
bonus. Usually, characters take this for Warcraft (BAB)
and AC or damage, but many other combinations exist.
! Improved Expertise (+6 CP) increases the upper limit
to + and -20.
Favors (3 CP). Characters with favors have
connections with a specified major group or with up to
(Cha Mod + 3) notable individuals and can call on minor
favors once in a while (usually once per game session).
While vastly powerful contacts are possible, theyre not
recommended, at least to start with. Contacts sometimes
ask for favors in return - and those are always about their
big problems. While favors shouldnt dominate the
game, they can still be quite important.
! Major (+3 CP) favors let you call on your contacts for
bigger things; you may get an actual prototype instead of
some information on its specifications, a letter of
introduction rather than a casual contact at a party, or get
something wiped off the record rather than getting it
overlooked.
! Enormous (+6 CP) favors require Major favors first.
You might be able to get someone into a witness
relocation program, get a raid launched, or get a set of
records inserted to back up a phony ID.
! You may take this ability multiple times. Each time it
adds a new set of contacts with their own favor rating.
Finesse (6 CP). A character with Finesse may
replace one attribute modifier with another in some
fairly common situation, such as for a particular saving
throw.
! Advanced (+6 CP) makes the attribute bonus apply in
some very common or repetitive situation, such as to hit
points or skill points per level.
! You may take this ability multiple times. Each time, it
affects another situation. Upgrades do not carry over.
GMs normally want a good explanation for why
you get to do this, and are likely to refuse to allow this
ability without one. This is especially true of the
advanced version.
Grant of Aid (6 CP). You are automatically healed of
1d8+5 points of damage or 1d3 points of attribute
damage or 1 negative level (select as needed) once per
day per three levels or part thereof. This does not require
an action; the player simply decides when it happens.
! Mighty (+3 CP) adds the characters (Con Mod) to the
amount of HP damage healed and +1 to either of the
other options.
! Regenerative (+3 CP) allows either slow (1d4 weeks)
regrowth of lost limbs and organs or the rapid re-
attachment of any bits that get chopped off.
Regenerative may be taken twice to get both effects.
! Spark of Life (+6 CP) allows the user to cling to life,
and heal or be healed normally, for (Con score x 5)
rounds after he or she ought to be dead unless driven
below (- Total hit points). This doesnt work with Stoic:
Ferocity (page 45); youll still lose consciousness once
you ought to be dead.
! Fast Healing is usually purchased using Specialized
(HP only, double effect) and Corrupted (slow, may or
may not work [GMO] versus tissue-destroying effects
such as fire and acid, x1.5 effect) modifiers, for a base of
1d8+5 (usually taken as 10) points per level per day.
This illustrates a notable point: very few abilities are
actually unlimited. We usually take creature listings
with unlimited use of particular abilities to simply
mean enough that the GM doesnt have to worry about
it during an encounter. Player characters are another
matter; they have to pay for their abilities.
Well, SOMEBODY has to be in charge!
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Guises (3 CP). Guises allows a character to create an
alternate identity, complete with whatever documents,
references, legal history, or acquaintances might be
necessary. This identity must be of the characters
species (and often ethnicity) but may have a different
public face or personality. Creating such an identity
takes a minimum of several weeks.
! Many allows the character to create up to two more
identities per +3 CP invested. The character need not
create them all at once.
! Racial (+3 CP) allows the character to appear as per a
foreign ethnicity or species the character is similar to. Be
reasonable. A human could probably pass for an elf with
a little cosmetic help, but not a dragon.
! Quick Change (+6 CP) allows the character to change
Guises or merely use the Disguise skill with a flourish of
a cape or any other Move-Equivalent Action.
! Cultural Adaptation (+6 CP) allows the character to
blend into other cultures as if he or she were a native, as
long as he or she has a relevant persona.
! Mental Guise (+6 CP) makes the personas real. Even
truth-detecting magic below 7th level will not reveal the
deception.
! Split Persona (+6 CP) requires Mental Guise and
allows the character to shift around up to 10% of his or
her skill points in each persona he or she has. The
character actually loses points from his or her real
skills while pretending to be someone else.
Harnessed Intellect (6 CP). With this ability a
character may sustain a spell or other power that
normally requires concentration for (Int Mod + 1) rounds
without concentrating, although he or she cannot control
the effect exactly during this period. The effect continues
doing whatever it was doing before. The user may take
control again when time runs out. This ability may be
employed once per minute
Healing Touch (6 CP). Healing Touch allows
characters to heal themselves or another by touch for
([Cha Mod] x [character level]) points per day. The
healing may be split up rather than used all at once.
! Improved (+6 CP) adds (character level/3) uses per
week of one of the following: Remove Disease, Lesser
Restoration, Remove Blindness/Deafness, Cure Serious
Wounds, or Remove Curse. The character chooses which
spell effect can be used when he or she gains Improved.
! Switch (+6 CP) requires Improved and allows the
character to mimic any of the above spells as needed.
! Empower (+6 CP) requires Switch and adds Neutralize
Poison and Restoration to the list.
The Accursed Touch variant simply uses the reversed
forms of most of the spells, substituting Vampiric Touch
for Lesser Restoration and Enervation for Restoration.
Many village healers and priests rely almost entirely
on Healing Touch. With Bonus Uses and an augmented
Charisma bonus it suffices for almost any local need.
Hysteria (6 CP). Similar to Berserker, Hysteria lets
the user briefly expand his or her own abilities. This
costs 4 Power or 1 Mana, and grants a +6 bonus to a
save, Caster Level, turning intensity, AC, skill or
attribute check, or similar trait. While the specific bonus
is selected by the user when he or she activates the
ability, he or she must select a theme (magical, physical,
or mental) when he or she purchases the feat and must
choose bonuses in keeping with the theme. This activates
as a Free Action and lasts for 1 round.
! Warding (+6 CP) allows the user to shrug off an
ability-draining attack with a use of Hysteria. The GM
may allow the character to shrug off other special attacks
appropriate to his or her theme, but may opt to charge an
additional +3 CP for the privilege.
! Extended (+6 CP) lets the user pay twice the normal
cost (8 Power or 2 mana), but extends the duration to one
minute.
! Great (+6 CP) halves the cost of using Hysteria,
usually to 2 Power or 1 mana.
! Mighty (+6 CP) lets the user invoke Hysteria to double
the effect of a spell, attack, or ability. This doubles the
Power or Mana cost of Hysteria and supersedes the
normal +6 bonus.
! You may take this ability multiple times. Each time,
you add another form of Hysteria. You may not stack
Hysteria with itself, although you can combine it with
Berserker if you can justify it to your Game Master.
Inherent Spell (6 CP). A character with this ability
possesses a natural spell or psychic power of up to level
3. Its usable once per day if its level 3, twice per day if
its level 2, and includes two different spells usable twice
per day each if theyre level 1. These spell-like abilities
are cast as if by a Sorcerer or Psion of the characters
level. Inherent spells generally have a minimum level
requirement of ([Spell Level x 2] -1), but the Game
Master may opt to allow exceptions for very low-level
characters and/or non-combative inherent spells. A first
level character with Scrying is much less of a problem
than one with Fireball in most games.
! Multiple adds +1/2/3/4 uses per day for +3/4/5/6 CP. If
this is applied to a pair of L1 effects it increases the uses
per day of both.
! Advanced adds a related (GMO) spell or power of
level (3 + the number of times Advanced has been taken
so far) to the characters repertoire. Grades 1 to 3 cost +6
CP each, grades 4 and 5 cost +12 CP each, and grade 6
(for an inherent ninth level spell) costs +18 CP. Each
spell is usable once per day as a base, but the number of
uses may be increased normally. XP and other special
costs remain unchanged.
! Internal (+6 CP) changes the ability from spell-like to
supernatural or possibly even extraordinary if the Game
Master feels that this is reasonable.
! You may take this ability multiple times. Upgrades do
not carry over; each base ability begins its own sequence
of related abilities.
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Immunity. Immunity helps protect a character from
some specified effect, environment, or attack. While
most often taken for some type of energy attack, it might
apply to anything the character can dream up. The cost is
calculated from what, specifically, the character is
warded against.
! How common is the attack or effect? Uncommon
effects like spider venom or hard radiation set the
base price at 3 CP. Common effects include specific
types of elemental damage, like Fire or Electricity,
specific types of magic such as Divination or Illusion.
and dangers such as poison or falling. Common effects
set the base price at 6 CP. Very Common effects would
include effects like weapon damage and set the base
price at 12 CP - if the Game Master allows them at all.
! How severe are the effects of whatever-it-is? Minor
effects such as Charm or Fear, pain, most weather,
truth detection and other divinations, or any other
inconvenience, cost nothing extra. Major effects, such as
damage, paralysis, and level drain cost +3 CP. Severe
effects such as transformation, death, full mind control,
being incarcerated, or anything else that pretty much
takes the character out of play, cost +6 CP.
! The amount of resistance the character purchases
changes the price. Trivial resistance (5 points of damage
or effects of up to spell level 1) costs 1/3 the cost
calculated above. Minor resistance (12 points or effects
of up to level 3) costs 2/3 the price calculated above.
Major resistance (30 points or effects of up to L5) costs
the full amount calculated above. Great resistance (60
points or effects of up to L7) costs twice the base price.
Epic resistance (90 points or effects of up to L9) costs
three times the base price. Finally, Legendary resistance
(100 points and reduce any remaining damage by 75% or
effects of L20 or less including Epic spells and
powers) costs four times the base price.
! If resistances dont fit, add typeless bonuses to the
relevant rolls instead. Trivial adds +2, Minor +4, Major
+6, and Legendary +8. Immunity is versatile, and
sometimes the GM may have to judge the amount of
resistance.
For example, the Improved Precise Shot feat from the
3.5 edition allows the character to evade all cover
penalties below total cover or concealment, including
grapples. This is a Major effect. If it allowed the
character to ignore even total cover or concealment, it
would become Legendary.
! Immunity also allows characters to bypass special
defenses. Simply take an Immunity to the defense in
question. This usually requires Major Resistance, unless
it would be easy (Minor) or very easy (Trivial) to bypass
the defense through other means.
! Characters may take immunity to aspects of reality if
the Game Master opts to allow it. For example, a super-
strong character might take Immunity to Leverage and be
able to pick up clumsy objects or carry heavy ones
without putting stress on the floor. Dimensional travelers
may opt to take an immunity to local conditions, so that
they can keep their abilities and equipment working in
realms that wouldnt ordinarily allow them, although this
is often Corrupted to require a roll. Immunity to range
penalties is always very popular, but Game Masters are
advised to keep a careful eye on such purchases.
! You may take this ability multiple times. Each time,
you add another type of Immunity.
Innate Enchantment (6 CP). With Innate
Enchantment, a character has two options:
! His or her innate power may duplicate the effects of a
magical item or items valued at up to 5000 GP
(according to the standard d20 rules). The character must
pay twice the normal experience point cost to create said
item. For every +1 additional CP invested, these innate
enchantments rise in value by 1000 GP.
! Absorption, a variant form, has no upper value limit
but the user must have the item to be absorbed. The item
is effectively destroyed, although theoretically a
sufficiently powerful spell or effect might reclaim it from
the characters body or corpse. For an additional +6 CP
you may change the bonuses, if any, granted by an
absorbed item to another type. Perhaps fortunately, the
choice of type is permanent even if you buy the Innate
Enchantment/Absorption ability again.
! You may take this ability multiple times. Each time
you gain a new inherent enchantment or can absorb an
additional item.
I mmunity: Cheesecake
Eclipse: The Codex Persona
35
Innate Magic (6 CP). Innate Magic converts a spell
slot to a permanent supernatural (for spells which affect
the user only) or spell-like ability useable 2/4/7/12/18/
24/36/60/Unlimited times daily for slots of 0/1/2/3/4/5/6/
7/8-9 levels above that of the desired effect. The spell
used must be one that the character could normally cast.
For example, Egrith the Thunderer could give up a
fifth-level slot to gain Lightning Bolt as a spell-like
ability usable seven times per day. If he restricted Fly so
that it only worked on him, he could take it as a
supernatural ability. If he wants to continue casting Fly
on other people, it would be spell-like.
! You may take this ability multiple times. Each time it
converts an additional spell slot.
Invocation (6 CP). Invocation grants one bonus spell
slot usable for any spell or power you can cast up to your
current spell level limit in a particular progression. This
goes up with the character, so it never becomes obsolete.
! Thematic (+6 CP) allows the bonus spell slot to be
used to spontaneously cast any spell within a chosen
theme, domain, or path thats currently within your
abilities otherwise. This may be considered Specialized
if the slot is not usable otherwise.
! Improved Thematic (+3 CP) requires Thematic and
makes a slot with Thematic even more versatile. Even if
a character prepares a spell in the slot it can still be used
for spontaneous spellcasting within the theme.
! Split (+3 CP) allows the spell slot to be broken up into
individual spell levels and allocated out as needed, either
spontaneously or prepared.
! Doubled (+6 CP) requires Split. This doubles the
number of spell levels in the pool created by Split but
does not increase the maximum spell level.
! Mighty (+6 CP) makes the bonus spell slot one level
higher then your previous maximum. This stacks with
itself, allowing the purchase of successively higher-level
slots with each purchase of Invocation (12 CP total).
Sadly, using an spell slot of level (N) still requires a
minimum Caster Level of (2N-1) and a casting attribute
of (10 + N).
! You may take this ability multiple times. Upgrades do
not carry over.
Jack-of-All-Trades (6 CP). Jacks-of-All-Trades gain
+1 bonus to all skill checks based on an attribute selected
when this ability is taken.
! Greater (+6 CP) increases the bonus to +2.
! Universal (+6 CP) gives the user an effective rank of 1
in any unrestricted skill. This does not decrease the cost
of actually buying the skill.
Journeyman (6 CP). A Journeyman may purchase
some type of ability (often skills or spellcasting) as if he
or she were one level higher, increasing the usual (Level
+ 3) cap.
! Master (+6 CP). You may buy abilities of the chosen
type as if you were two levels higher.
! Grand Master (+12 CP, requires Master). You may
buy abilities of the chosen type as if you were three
levels higher.
! You may take this ability multiple times. Each time, it
affects another ability.
Karma (6 CP). One a character takes the Karma feat,
he or she gains the attention of cosmic forces. The user
may gain and spend Karma points. One point of Good
Karma comes free with the feat.
! Characters may only accumulate 5 total Karma points.
Spending one gets the user a +10 synergy bonus to all
die rolls except damage for the next round.
! The character adds +1 Good Karma per level gained,
+1 per act of dramatic heroism, or +1 per CP spent.
! The character adds +1 point of Bad Karma per act of
gross villainy and evil. Bad Karma works just as well as
Good Karma for the user, but the Game Master then gets
to inflict random havoc on the characters allies. One of
the leading causes of death for characters who spend Bad
Karma is homicide by their former friends.
! Improved (+6 CP) raises the bonus to +15 and raises
the cap to 10 total Karma.
Leadership (6 CP). You have relatively obedient
followers who are willing to follow your orders. By
default theyre of your general type, but with +3 CP and
the Game Masters permission you may command an
exotic race, undead, elementals, demons or other
outsiders appropriate to your nature, or even (for another
+3 CP) animated objects or other constructs.
In any case, you gain followers with a total ECL of (2
x [your level + your Cha Mod]). While none of them can
have an ECL greater than (your character level - 3) or
less than 1, you may otherwise allocate levels, and
describe their personality traits and areas of expertise, as
desired. Their equipment is up to the GM, but is usually
typical for NPCs. Their levels may be increased, or
additional followers may be added, as you go up in level;
the Game Master should make adjustments.
While followers are not slavishly loyal unless the
character truly deserves such loyalty, they are reliable
within reason. Lost followers can be replaced as long as
the character is making a reasonable effort to do so and
isnt abusing his or her followers; this will usually
require 2d6 months.
If you want them, two L0 youths count as 1 level
worth of followers, as does a dozen or so small children
suitable for employment as pages.
! Strength in Numbers (+3 CP) allows you gain
numerous servants (dont worry about upkeep) who take
care of ordinary, everyday tasks. These servants can be
replaced if killed, but the character will not have many
willing servants on dangerous voyages or journeys.
! Horde (+3 CP) requires Strength in Numbers and adds
numerous level 1 warriors as ordinary guards and gofers.
Essentially, the character now possesses his or her own
guard troop, goon squad, mercenary troop, or any other
Eclipse: The Codex Persona
36
source of dependable thugs. These can be replaced if
killed, but the character will not have many guards who
are willing to go on dangerous voyages or journeys.
! Beast-lord (+3 CP) allows a character to take animals
or (with GM permission) magical beasts as allies instead
of sentient NPCs. Most wilderness types take this when
they gain the basic feat. In general, 1 CR equals 1
character level for the purposes of this feat, but GMs
may vary this for balance. Any creature with an exotic
unlimited-uses-per-day ability should cost +2 levels.
! Born Leader (+6 CP) increases the total number of
levels of followers available to [3x (your level + Cha
Mod)].
! Emperors Star (+6 CP) adds one Positive Level (see
page 86) to all your followers. You must describe where,
exactly, they gain the CP bonus, and it must be the same
for all of them.
Lore (6 CP). A character with Lore gains a broad-
based knowledge skill at (character level + Intelligence
modifier). Classical Bardic Lore covers Rumors and
Secrets, but fields such as Botany and Zoology, Arts and
Entertainment, Outsiders, World Politics, Dungeon Maps
and Secrets, and many others are equally appropriate.
! You may take this ability multiple times. Each time,
add another kind of Lore.
Luck (6 CP). A lucky character may either Take 20
in advance, without taking extra time and whether or not
this would usually be allowed, or reroll after the primary
roll once per day. Most characters also get Bonus Uses.
! Fortune (6 CP). If you simply want a character to be
generally lucky in life - always finding a parking space
just where and when they want one, having the correct
change, and otherwise having things go smoothly, buy
Fortune. While this makes life easier in many small ways
for the character, in mechanical terms the user may shave
20% off of any in-game time requirements.
! Many characters buy Luck Specialized without
changing the cost; this grants one reroll with a certain
kind of effect or a situation every time that effect, ability,
or situation is used or occurs. This situation must be
fairly rare; characters certainly may not reroll failed
attack checks or general saves in this manner. For
example, a warrior might buy this for Fort saves against
instant Death magic, granting a safety margin against
evil spellcasters.
Technically this is Specialized Luck with Bonus Uses
- but if a particular roll is called for and fails more than
five times a day on average it isnt really fairly rare.
Mana (6 CP). Every level of this ability taken grants
an extra 1d6 points of personal Mana, 2d4 generic spell
levels, or 3d6 Power. Characters without
other psychic abilities do not become
vulnerable to psychic attack modes if the
games current rules make psychics more
vulnerable to each other. Mana can help with
spellcasting, while Power often fuels
meditative or martial arts abilities aside from
psychic powers.
Unfortunately, while Mana is extremely
flexible, it recovers at a mere one point per
day, two with rest and meditation. Power and
generic spell levels recover each day, as
usual.
As a general rule, 1 point of Mana
equates to 2 spell levels or 4 Psionic Power -
or one charge from a magic item. Mana is
commonly used to power exotic abilities.
Abilities which would normally be uses-per-
day may be designated as using personal
Mana instead at 1 use for 2 Mana. If Mana is
required as an extra limitation, such powers
usually count as Corrupted.
Any character with Mana may select one
of the forms of Natural Magic described
below at no cost. Adding additional forms
costs +6 CP each.
! Reality Editing. You may spend Mana to
add details to the setting the GM has
described. A minor detail consistent with the
setting (say, a convenient tapestry or
chandelier in the castle hall) costs 1-3 Mana.
Notable, but plausible, additions (say a weak
Eclipse: The Codex Persona
37
link in the chains or a handy display of weapons on a
castle wall) cost 3-5. Major, unlikely, additions (a handy
secret passage in your palace, a rescue party showing up
two days early) cost 5-10 if the GM opts to allow them at
all. Reality editing is always subject to GM approval.
GMs who are quick-thinking and extremely flexible
may opt to allow Grandiose additions. Be warned; even
at a cost of 9-15 Mana this has the effect of turning over
much of the plot and mood of the game to the players.
! Resilience. You may spend Mana to counteract or buy
off attribute drains or damage at a 1 to 1 ratio, level
drains at 2 Mana per level drained, and to resist mind-
affecting powers at 2/3/4/6 Mana for effects of levels 0-
3/4-6/7-8/9. This is especially popular in Martial Arts
based games (see page 80).
! Spell Enhancement. You may spend up to three points
of personal Mana to enhance a spell. Each point may be
used to reduce the effective level of a spell (for casting
purposes only) by 1, to add 1 levels worth of known
metamagic to it, or to increase the effective Caster Level
by +2.
! Unskilled Magic. You may simply announce the spell
effect youre trying to produce and dump Mana into it.
Whatever-it-is youre trying to do will cost 2 Mana
per level of the effect - half of which is wasted and a
quarter of which goes into random side effects.
The Casting Level equals the users level or (Int/3 +
the effect level), whichever is less.
The maximum level of effect which can be produced
equals the users base Will save bonus or (Wis/3),
whichever is less.
Keeping the side effects down to displays and
inconvenient effects (rather than dangerous ones)
requires a Cha check at a DC of ([2x the Mana used] +
6). The side effects are always up to the Game Master.
Effects with an extended duration usually require that
the caster invest Mana in them; some or all of the Mana
used to cast them cannot be recovered while they persist.
This does make it easier to cast long-term spells.
Unlike most spellcasting, unskilled magic works
better under stress. Characters who are furiously angry,
utterly outraged, or otherwise on an emotional peak, gain
one free point of Mana, which may be spent in excess of
the above limits or be used to reduce the cost. Characters
who have just seen their lover or child die, are facing
certain death, or who are otherwise in the throes of some
great passion, get two. Characters who are dying, or who
are willing to die in the casting, get four. Even a
relatively unskilled dabbler may be able to manage a
decent dying curse.
Mastery (6 CP). Characters with Mastery may Take
10 under stress for a number of skills equal to 3 x their
Intelligence Modifier (minimum 3). Optionally, Mastery
may also be applied to Caster Level checks or other d20
checks, although this requires the consent of the Game
Master and usually only covers one type of check.
Melding (6 CP). A master of Melding adopts customs
and accents instantly. He or she may thus fit into any
social, ethnic, or religious group as if he or she had been
a member for years, whether this involves an actual
disguise or simply not offending the locals and picking
up their etiquette. While most casual contact will not
reveal the deception, the character also adds his or her
Intelligence Modifier to any relevant rolls made to
deceive others about the disguise. Melding grants no
special language capability.
Mentor (6 CP). You receive special training from
some individual or group, whether natural or
supernatural. As long as you obey the dictates of your
trainer(s) - taking on odd missions for the ancestor spirits
who show up to teach you, following the rituals of the
sect, or whatever other requirements the Game Master
imposes - you gain a 10% bonus on all earned
experience.
! Secret Master (+6 CP). Your mentor can teach you the
secrets of one or more exotic abilities when youre ready
to learn them.
! Prodigy (+6 CP). You dont need trainers, and so need
not listen to their dictates.
This is often taken Specialized, as in Bonus XP can
only be used to create items.
Mindspeech (6 CP). You gain the ability to send and
receive thoughts with willing (or at least not unwilling)
targets within a 60 radius.
! Beastspeech (+6 CP) allows full communication with
animals, rather than the simple communication of vague
emotions and urges possible with basic Mindspeech.
While animals generally arent very smart, this translates
things into rough speech.
! Mindlink (+3 CP) allows you to maintain a contact
with a single target no matter how long the range
becomes. You may maintain one additional link at a time
per +1 CP and may designate specific targets which you
can establish a link with at any range per +1 CP each
(yes, if they die, you can get in touch with their spirits).
Unfortunately, such targets cannot be changed after
being selected.
! Outreach (+6 CP) allows the user to attempt to set up a
Mindlink indirectly using a secondary link to locate the
target. Suitable links include being within the domain of
a Nature Spirit, having a piece of a deceased individuals
body or some other relic of theirs, being at a temple
dedicated to a particular god (such calls are normally
answered by a minor spirit in the service of the god), or
being at an elemental nexus. Unfortunately, this requires
at least 1d6 minutes and may require the expenditure of
Power or Mana at the option of the Game Master.
! Sense Sharing (+3 CP) allows you to see, smell, hear,
taste, and feel everything one of your targets does.
! Spell Transfer (+6 CP) allows you to give another
character youre linked to any beneficial spell effects
targeting you.
Eclipse: The Codex Persona
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! Spell Sharing (+6 CP) requires Spell Transfer and
allows you to share beneficial spell effects targeting you
with another character youre currently linked with.
! Spirit Speech (+6 CP) allows you to communicate with
unlinked creatures on coexistent planes. For an
additional +6 CP the user may attempt to communicate
with individuals on other planes in general.
! Skill Sharing (+6 CP) allows you to share up to 2 CP
worth of your skills and/or knowledge-based abilities
with anyone youre currently maintaining a Mindlink
with.
Mystic Artist (6 CP). Mystic Artists inspire and
manipulate others through art. While music, dance, and
oratory are the most common forms, storytelling,
painting, or architecture also work. See page 84.
Mystic Link (3 CP). A character with Mystic Link
has an occult bond with someone or something. He or
she may sense the target or the direction it lies in.
! Communications (+3 CP) allows the user to
communicate with the target. This normally only works
with living targets, although computers and sentient
magic items are eligible.
! Power Link (+3 CP) allows user to use spells or other
powers on the target, or have the target use spells or
other powers on him or her regardless of range.
Inanimate power sources can simply be tapped as if they
were in hand.
! Summons Link (+3 CP) grants the power for the
character to teleport the target to his or her location. This
costs extra (+3 CP) if the target is animate and only
works on things the user could pick up normally.
! Travel Link (+6 CP) requires Summons Link and
enables the character to teleport to the target.
! Identity Link (+3 CP) mystically bonds the character
and target. Any spell effects which affects one also
affects the other.
! Transferable (+6 CP) allows the character to
switch which person or object he or she has a
link with.
! Runebinding (+6 CP) grants the character the
ability to enchant a specific (non-transferable)
inanimate target. The character requires no other
feats to do so, but all enchantments are subject
to the approval of the GM.
! You may take this ability multiple times.
Each time, you a create a separate mystic link.
Upgrades apply to all your Mystic Link powers.
Occult Sense (6 CP). Occult Sense grants
the character a new sense, such as lowlight
vision, deathsight (allowing you to sense when
someone is near death), the ability to accurately
date objects by touch, the ability to sense
radiation or magnetic fields, the ability to see
ethereal spirits, automatically sensing the
current astrological modifiers (if such things are
used), and so on. Occult Sense generally
counteracts minor penalties or allows minor
added abilities.
! More powerful senses, such as Darkvision
(where the character sees even in total darkness)
cost the same, but come with limitations. This
usually amounts to either being usable 3/day
with a duration in rounds equal to the
characters level or greatly limited range,
usually 60. Extremely powerful senses are
usually only usable in special circumstances.
! Improved (+6 CP) allows the character to use a
powerful sense at will instead of 3 times per day or
extends the range to be like normal sight.
! You may take this ability multiple times. Each time,
you gain another sense.
Occult Skill (3 CP). Purchasing Occult Skill grants a
character access to any skill designated as Restricted
by the Game Master, usually because it requires secret
knowledge or special powers to learn in the campaign
setting. The skill becomes an irrelevant skill for the
characters class. This requires GM permission.
! You may take this ability multiple times.
! As usual, if you spend 6 CP buying levels in an
irrelevant skill, it becomes relevant from that point
forward.
So wheres the trigger on this thing?
Eclipse: The Codex Persona
39
Sample Restricted Skills
Shadow Walk (Wis, Trained Only)
Use this skill to navigate or adjust to areas of warped
reality - dimensional fringes, dream realms, and the
quasi-illusory legend realms shaped by popular tales and
myths. Note that navigating a dreamscape or legend
realm generally involves maneuvering through roles
and sequences of events as well as mere physical
movement.
Check: Shadow Walk is primarily an intuitive, rather
than a rational, skill; the DC is subject to unpredictable
changes.
Legendary Realm DC Dream Realm DC
Follow Plotline 10 Alter Scene 10
Locate Sidequest 15 Shift Scene 15
Locate Exit 25 Find Secret 20
Derail Plotline 30 Shift Dreamers 25
Dimensional Fringe DC
Follow marked path / tail someone 15
Locate stable path / memorize route 20
Locate loosely-defined dimension/realm 25
Locate specific hidden realm 35
Locate realm of hearts desire 45
Special: Characters with a Knowledge skill
appropriate to the dimensional region theyre operating
in at rank 5+ gain a +2 synergy bonus on Shadow Walk.
Of course, unless you live in an unstable dimension
or on the fringes of a dimensional crossroads realm,
youre unlikely to even know of the existence of such a
skill.
Some other restricted skills might include Glowstone
Alchemy (requires the use of glowstone - which is only
found in a few realms), Kel Vordant (a long lost tongue
of the high gods, a language of true names and the direct
command of reality), and Subsumption (a ritualistic way
to gain magical powers by eating people and creatures
who possessed them; this drives you more than a bit mad
and is only common among the Yer Cannibals).
Occult Talent (6 CP). Occult Talent covers a variety
of minor magical abilities. These require no components
but never rise above 1
st
level spells. The basic effect
allows a character four level 0 spells and one level 1
spell, which he or she may use 1/day each. This does not
allow the character to use items which normally require
spellcasting abilities.
! Improved (+6 CP) allows the character to expand his
or her repertoire considerably. He or she now has a
selection of five level 0 spells and three level 1 spells. He
or she gains 5 level 0 slots and three level 1 slots to cast
them with as a Sorcerer or Psion would.
! You may take this ability multiple times. Upgrades do
not carry over from one instance to the next.
Opportunist (6 CP). A character with Opportunist
selects a particular type of action (most often a single
attack) and particular situation when you normally could
not take that action. You may use your action under that
specific circumstance from now on. For example, the
basic Rogue can attack opponents who were just injured
by another character.
! You may take this ability multiple times. Each time it
applies to a new action and/or situation.
Poison Use (6 CP). Characters with Poison Use no
longer risk self-poisoning when using poison and may
make various toxins using Alchemy, assuming that is not
considered a normal part of the skill.
Power Words (6 CP). Power Words enable the
character to store up to (Con score/3) total spell levels
and release them as Move-Equivalent Actions. A
character may release one spell per round in this fashion.
! Improved (+6 CP) increases the total spell levels
which can be stored to (Con score/2).
! Superior (+3 CP) requires Improved and increases the
total spell levels which can be stored to (2*Con score/3).
! Harbingers (+6 CP) allows a character to release up to
two Power Words per round.
! Spellform (+6 CP) allows a character to invest 2 HP
per spell level to make a Power Word quasi-sentient. It
activates as desired without taking part of the characters
action. Most are purely mental constructs, but some
spellforms have material bodies and can fly about near
their owner. Unfortunately, killing them does nothing
aside from dissipating them for 1d4 minutes.
! Sendings (+6 CP) allows the character to send their
Spellforms on errands. While not very bright, theyre
capable of locating a place or person nearby (and going
off there) if given good directions or if the user is
familiar with the area.
If a character creates Spellforms, but doesnt use
them within a few weeks, they tend to become more alive.
More than one magician has discovered to his or her
shock that he or she now really does have an angel over
one shoulder and a devil on the other. While never
hostile to the character, such Spellforms might well
qualify as living beings, albeit immature and with one-
track minds stemming from the single spell they have.
These living Spellforms permanently take up spell levels
from the characters available Power Word pool, but
can use their powers twice per day without additional
cost or chance of spell failure.
Presence (6 CP). With Presence, your character
influences those around you. The base level extends to a
10-foot radius and can induce simple effects such as
courage (immunity to fear), a -2 morale penalty, or some
other specific effect similar to a L1 spell.
! Improved (+6 CP) adds +4 to any social skill roll made
with the backing of Presence. This means that characters
with auras of holiness or purity gain the bonus when
Eclipse: The Codex Persona
40
dealing with decent folk, while characters with auras of
evil and corruption gain the bonus when bribing or
intimidating others. Unlike the basic effect, such
modifiers can affect anyone and everyone you interact
with. Of course, this also marks you, and will doubtless
draw a good deal of attention.
! Superior (+6 CP) requires Improved and forces all
would-be attackers to make Will saves (DC 13 +
characters Cha Mod) or be unable to attack, either out of
fear, awe, loathing, love, insanity, or because theyre
rolling on the ground laughing. The save must be
repeated each round, although victims get a +5 bonus if
the user is currently attacking them.
! You may take this ability multiple times. Upgrades do
not carry over from one instance to the next and no more
than one roll is ever required to attack you.
Privilege (3 CP). Privilege grants the character
special legal and social advantages. The character must
define exactly what the privilege is (and preferably how
he or she obtained it). The ability to sell restricted goods
legally, carry weapons openly about a city, or come and
go from the palace make good minor privileges.
Characters may also simply come from wealthy families,
in which case theyre entitled to a few servants and some
extra starting cash at lower levels.
! Major (+3 CP) increases the entitlement to a higher
level. Being a guildmaster, high-ranking officer in the
army, or powerful bureaucrat are all good examples.
! Privileges vary considerably from place to place
within a campaign world. Since theyre almost always
tied to specific locations, organizations, or governments,
they are fairly cheap. Good examples of privileges
include Civil Authority, Minor Income (enough to
support a family on), Legal Immunities, or Guild
Membership.
! You may take this ability multiple times. Upgrades do
not carry over from one instance to the next.
Players often ask why they need to spend CP on
things they acquire through cleverness, roleplaying, or
grants from NPCs. Its simply because all of those things
require time and effort from the character - whether
coming up with and implementing the ideas, spending
time with the NPCs, or dealing with whatever
complications come with the grant. The character wont
have as much time to develop other abilities. Of course,
if the GM really wants to hand out freebies, so be it.
Professional (6 CP). Professional grants a +(level/2)
(rounded down, +10 Max) bonus on a particular skill.
Only levels gained after taking this ability count.
! You may take this ability multiple times. Each time it
applies to a new skill.
Reflex Training (6 CP). With Reflex Training, a
character gains a free, immediate, Standard Action under
some particular circumstance. You cannot string together
more reflexive actions than your relevant attribute bonus
(usually Str Mod or Dex Mod). Alternatively, the
character may instead simply take an extra Standard
Action at any time 3 times per day. You may not use this
version more than once per round.
! Improved (+6 CP) allows you to take as many actions
as you can trigger. The circumstances must be extremely
narrow. Extra Standard Actions require Bonus Uses.
! You may take this ability multiple times to gain
actions under multiple circumstances. Upgrades do not
carry over.
Reputation (6 CP). Reputation means the character is
widely known, at least in certain circles, for his or her
skills, talents, or deeds. Describe what he or she is
known for - and to which groups.
! The Game Master may simply note the reputation and
apply it when appropriate. If a mechanic is desired,
NPC's in the affected group make an (Int + Rep Score)
check at DC 20 to have heard of the character. A
characters base score is equal to his or her (level/3)
! If an NPC is aware of a character's reputation, the
character may gain - or suffer - a modifier of up to + or
-5 on relevant social skill checks. A reputation as a
criminal mastermind rarely helps with city guards, but is
often useful on the street.
! Improved (+3 CP) increases the characters reputation
score to Level/2.
! Superior (+3 CP) increases the characters reputation
score to (2xLevel)/3.
Characters who want to attract followers should
simply buy Leadership and describe it as an effect of
their reputations.
Do I need Presence to
look evil, or is that free?
Eclipse: The Codex Persona
41
Yes, you did chop all my limbs
off. But I ve got Returning.
Researcher (6 CP). Characters with Researcher may
invent new spells, arts, and items within a chosen
specialty in half the usual time and at half the usual cost.
Sorcerers and other intuitive spellcasters may simply
take original spells in their new spell allotment.
! Invention (+6 CP) allows the user to spend CP to
create new technologies or fields, rather than merely new
applications of existing techniques. The cost and actual
availability of technologies depend largely on the GMs
willingness to vet or create new material.
! Analyst (+6 CP) allows a character to discover the
mechanisms or principles behind any item or observed
effect related to his or her research specialty given a few
weeks to study it.
Resist (3 CP). This is the basic improved-saving-
throw effect. Each level of Resist grants a +1 bonus in a
saving throw category OR a +2 bonus on all saving
throws against some specialized group of effects (poison,
energy and ability drain, charm and mind control, etc.).
! You may take this ability multiple times, although the
Game Master should question huge specialized bonuses.
Returning (6 CP). A powerful but expensive
technique favored by villains, Returning allows a
character to return from death. The basic form requires
that enemies take special precautions, such as burning or
shredding the characters body or sprinkling his or her
grave with Holy Water, to prevent the return. Usually,
the character will return as an outsider, elemental, golem
(albeit sentient), or undead.
! Extraordinary (+6 CP) makes it even harder to keep
the user from coming back. For example, the users tomb
must be totally destroyed to keep him or her from
coming back.
! Unique (+6 CP) requires Extraordinary and allows the
character to return except for one particular method,
which alone may destroy him or her. Examples might
include a character who can only be killed by stealing his
or her signet ring and throwing it into the volcano in
which it was forged.
! Rewrite entitles a character to a minor (1/4 of CP),
major (1/2 CP), or total (all CP) rewrite of his or her
abilities at a cost of +6, +12, or +18 CP, respectively.
The character does not need to have Returning among
the new character abilities. Of course, this only activates
when the character revives.
! The GM normally gets to decide what type of being
the new character will be. For 6 CP, the character may
designate a type, such as undead or good outsider. For 12
CP, he or she may designate a specific form (such as lich
or archon), although his or her personal abilities may still
vary considerably from the norm for that creature.
! Returning never changes a characters alignment. The
character might change personality, but thats a decision
for the player. The GM is encouraged to enforce certain
limits; a character given to gross selfishness or acts of
wanton cruelty is unlikely to return in the form of a holy
champion of light without a very good explanation,
regardless of what the player wrote on the character
sheet.
Rider (6 CP). With Rider, characters can aid their
mounts in battle. This initially allows them to use a Ride
roll in place of his or her mounts AC to negate a hit on
the mount once per round. A Rider is not limited to any
specific creature or type of creature.
! Vehicle (+6 CP) allows these bonuses to apply to a
vehicle type instead of any creature. At the GMs option,
this may make a specific vehicle at least partially
sentient and give it basic mental ability scores. This
further applies to all future feats taken from this list.
Vehicles normally use a Pilot check instead of Ride,
but the skills are identical save for the name.
! Might (+6 CP) adds the Faithful Steed template to a
creature. See page 167 for the template.
! Psychic Bond (+6 CP) creates a subtle psychic bond
between rider and mount. This grants a +5 bonus to Ride
and allows the character to communicate with his or her
mount mentally. For an additional +6 CP the character
may call his or her mount and have it simply show up,
regardless of how impractical this is.
! Sensory Link (+3 CP) requires Psychic Bond and
allows a character to share senses with his or her Mount.
! Sharing (+3 CP) allows a character to share the effects
a beneficial spell targeting him or her with the mount.
Eclipse: The Codex Persona
42
! Ward (+6 CP) requires Sharing and allows any of the
riders personal magical, psionic, or ability-based
defenses to apply to the mount as well, at least as far as
the GM will put up with it.
! Spirited (+3 CP) adds +10 or +10% (whichever is
better) to one of the Mounts movement modes. This can
be taken repeatedly, but cant more than double a mode.
! Stable Seat (+3 CP) cuts the penalties for using ranged
weapons or other powers while mounted in half.
! Improved Stable Seating (+6 CP) eliminates all
penalties for using ranged weapons or other powers
while mounted.
! Battle Dance (+3 CP) allows a character to add his or
her (Wis Mod) to the Mounts AC.
! Overbear (+3 CP) allows the mount to use the
equivalent of a Trip attack without incurring an Attack of
Opportunity by ramming into people. The mount
receives a free attack if this succeeds.
Rite of Chi (6 CP). Given a few minutes of rest, one
with the knowledge of Chi may regain 4d6 power, 2d6
spell levels (the user allocates where these go), or 1d6
Mana once per day. Characters may use this more often,
but incur a cumulative -1 negative level each time (these
go away in 24 hours). Characters with Bonus Uses do
not suffer this as long as their Bonus Uses hold out.
Sanctum (6 CP). A character with Sanctum may
establish a personal place of power (such as a building,
grove, or dungeon) and gain +24 CP while inside it. The
character must define what bonuses he or she gains when
the sanctum is defined. These only apply in the Sanctum
(no, you cant count that as Specialized).
! Occult Wards (+3 CP) keep people from entering. The
player may designate the exact form (traps, force
barriers, secret doors, or simply steering people away are
common choices). The CR for any part of the ward is
equal to half the characters level.
! Guardians (+6 CP) protect the Sanctum from
intruders. The player may set the form (undead,
outsiders, and golems are common choices). The CR for
any creature is equal to half the characters level.
! Spirit-tie (+3 CP) summons the character back to the
Sanctum after dying, where he or she can hopefully be
revived (or he or she has a pre-existing resurrection
method). This prevents the character from moving on to
the afterlife unless he or she wishes it.
! Variable (+3 CP) allows the character to change his or
her Sanctum abilities whenever he or she gains a level.
Many characters experiment with feats or magic, buying
them first in a Sanctum and then permanently.
Schooling (+3 CP) Schooling allows characters to
use a variant class description for buying abilities
without penalty. For point-based characters this also
bypasses retraining time for changing classes.
! Additional Favored Class (+3 CP) allows characters in
games with more restrictive class systems to select an
additional favored class.
! Additional Favored Classes (+6 CP) allows a character
to select three classes as additional favored classes.
! All Classes Favored (+9 CP) allows a character to use
all classes or builds as favored classes.
Self-Development (6 CP). This feat increases a
characters attribute by +1 for a specific purpose, such as
Strength for to-hit bonuses or Dex for AC calculation.
! This ability helps low attributes more than high ones.
Attributes with a base score of 3-6 or 7-9 go up by +3 or
+2, respectively, instead of by +1.
! Improved (+6 CP) improves the attribute permanently
for all purposes, instead of only for a specific purpose.
! You may take this ability multiple times to boost your
attribute(s) to any desired level.
Shadowmaster (6 CP). Shadowmaster boosts the
reality of shadow magic (this primarily affects a small
number of Illusion spells) by 5% per spellcaster level, to
a maximum of +50% over the spell base or 100% in
total, whichever comes first.
! Upgrade (+6 CP) increases the maximum bonus to
+75%. The maximum possible total remains at 100%.
Shapeshift (6 CP) You may take Small or Medium
animal forms once per day per 3 character levels as a
Standard Action. You may not take a form with more hit
dice than you possess. All equipment you carry melds
with your new form and is unusable. The new form lasts
until you decide to change back. As a side effect,
shapeshifters can revert to normal form when
polymorphed.
I s it cannibalism if I wasnt
human when I ate him?
Eclipse: The Codex Persona
43
Shapeshift Type Extensions
! Beasts (+3 CP) allows the user to take on Magical
Beast forms. This is commonly Corrupted to a specific
form or small group of forms, but this is not required.
! Dire (+3 CP) allows Dire animals.
! Dragon (+6 CP) allows the user to take on Dragon
forms. The user is still restricted by size and hit dice.
! Elemental (+3 CP) allows Elemental forms as well as
animal ones. Characters who can take on elemental
forms may revert from petrification. For +3 CP the user
may take on all elemental creature forms.
! Ooze (+6 CP) allows Ooze transformations as well as
animal ones.
! Plant (+3 CP) allows Plant forms as well as animal
ones.
! Shape of Death (+6 CP) allows the user to take on
corporeal undead forms. The ability to take incorporeal
forms costs another +6 CP.
! Verminform (+3 CP) allows the user to take on Vermin
forms. For a further +6 CP, the user may take on the
Swarm type.
! Enchanted (+6 CP per form type) allows the user to
use a forms extraordinary and supernatural abilities, but
not its spell-like or spellcasting abilities. This only costs
3 CP for Elemental and Vermin forms.
Shapeshifting does not extend to Aberrations,
Constructs, or Outer-planar creatures unless the user is
already one of those types, in which case it extends to
that type only.
Shapeshift Size Modifications
! Growth* (+3 CP) allows Large or Huge forms. For +6
CP this can be extended to Gargantuan forms, for
another +12 to Colossal forms, and for a further +24 to
Mountainous. See page 62.
! Shrinking* (+3 CP) allows Tiny or Diminutive forms.
For +6 CP this may be extended to Fine and for another
+12 CP this may be extended to microscale forms (page
62)
Size changes may be pro-rated according to the
users normal size. For example, a creature which is
already Huge only needs +3 CP to reach Colossal, but
must pay +3 CP to reach Medium-sized.
Shapeshift I nternal Modifications
! Attribute Modifiers (+6 CP) allows the user to take on
the physical attribute modifiers of a form, instead of
simply taking its average physical attributes.
! Attribute Shift (+6 CP) allows the character to move
around up to 6 points of physical attributes when he or
she shapechanges.
! Hybrid (+6 CP) allows a shapeshifter to make a partial
change, mixing animal characteristics with their natural
form. In general, this means that they can continue to use
weapons, items, and sometimes armor, while in animal
form but must spend another +6 CP to be able to speak
clearly.
! Spirit of the Wild (+12 CP) allows the user to take on a
particular extraordinary or supernatural ability from
among those he or she could access via shapeshifting for
an hour without actually changing form. For example,
the user could take on a Cheetahs extraordinary speed.
! Variants (+3 CP), a catch-all category, allows the
shape-shifter to make alterations in his or her forms. He
or she may assume any variation available to any normal
member of any species he or she can become. This is
equivalent to a continuous Alter Self effect.
! Wild Essence (+12 CP) lets you use a shift to take on a
type from among those you can normally attain without
changing physically. For example you could change your
type from Humanoid to Plant to gain temporary
immunity to poisons. Each use of Wild Essence lasts for
one hour.
Shapeshift I nherent Constructs
! Creatures of Blood (+6 CP) allows shape-shifters to
create constructs from their own blood. These function
exactly like whatever creature the shape-shifter mimics
in creating it, which must be one he or she can turn into.
The shape-shifter must sacrifice a number of hit points
equal to the creatures normal maximum to create one.
These creatures cannot use supernatural or spell-like
abilities. They last for 1 hour per level. For +6 CP this
can be extended to one day per level.
! Magic of Blood (+6 CP) requires Creatures of Blood
and allows the creation of creatures which can use
supernatural or spell-like abilities.
Shapeshift Magical Modifications
! Exemption (+3 CP) allows the character to leave out
selected items while shapeshifting. Items which would fit
the new form will remain in place.
! Inanimate (+12 CP) allows the character to shapeshift
his or her equipment to fit his or her new form. This may
be Specialized if magical, psionic, or high-tech gear does
not function while shapeshifted.
! Natural Magic (+6 CP) allows a character in animal or
plant form to cast spells even without hands or the ability
to speak. He or she may use components if he or she had
them before transforming.
! Sharing (+6 CP) allows the character to transform a
willing subject other than herself. This lasts until the
creature decides to return to its normal form.
While there are hordes of other abilities which can
be described as shapeshifting, thats only a special
effect: buy them directly and describe them as you like.
Shaping (6 CP). Shaping allows you to channel
ambient magical energy into Prestidigitation at will. This
is the first step along the Path of the Dragon, as
presented on page 92, and is explained further there.
Shaping, and its higher-order variants, can also be
used to build characters with weak, but unlimited-use,
abilities, such as many minor superheroes.
Eclipse: The Codex Persona
44
Siddhisyoga (6 CP) You may sacrifice treasure to
give yourself innate mystical abilities (equivalent to
magic items) with a total price equal to one-half the
value of the sacrificed treasure. You may spend this on
any desired enchantment without regard for item slots.
Some effects, such as True Strike and Cure Light
Wounds may not be taken as unlimited-use (such effects
are normally limited to a maximum of three uses per
day). The powers purchased must be approved by the
Game Master.
! Fey (+6 CP). You may double the power gained from
your sacrifices by spending 1 XP per 20 GP worth of
treasure sacrificed. Thus gaining an innate enchantment
worth 1000 GP would cost 2000 GP or 1000 GP and 50
XP.
! Efficient (+6 CP). You gain abilities with a total price
equal to 2/3'rds the value of the
sacrificed treasure.
! Inner Whispers (+6 CP). You
may buy charged items and
recharge them by expending
twice the amount of XP it would
take to make them normally.
If you want the power in your
character, rather than in a pile
of items, this is the ability for
you.
Skill Emphasis (3 CP) This
grants a +2 bonus on any single
skill.
! You may take this ability
multiple times. Skill Emphasis
may only be taken once on any
single skill, though you may still
purchase it for other skills.
Skill Focus (2/4/6 CP). This
grants a +1/2/3 bonus to any
single skill. Skill Focus stacks
with Skill Emphasis.
! Mastery (+3 CP) grants an additional +1 bonus to any
single skill. It may be taken twice, for a maximum bonus
of +7 when combined with Skill Emphasis.
! Speed (+6 CP) reduces the required time to use the
skill by half. Skill-based actions which normally require
one round become Move-Equivalent Actions.
! Stunt (+6 CP) permits supernatural stunts with the skill
at the cost of 2 temporary attribute points or 2 Mana.
This covers things like using Escape Artist to escape a
Sphere of Force, stitching together a flesh golem with
Heal, or talking a berserk rampaging monster out of
eating the party with Diplomacy. Note that this doesnt
decrease the (likely high) difficulty of such actions; it
simply makes them possible.
! Epic Stunts (+6 CP) requires Stunt and a minimum
skill rank of 24. It allows you to perform astounding
feats using the selected skill up to (Skill Level/10) times
daily. Sadly, each such stunt must be researched as if it
was a high-level spell and will require a successful skill
check to use.
Yes, if you apply this to Spellcraft this is the Point-
Buy gateway to using the existing SRD epic spell system.
Personally, we recommend using Invocation (page 35)
and the high-level spell list (page 122) instead.
! You may take this ability multiple times. Each time it
applies to a different skill. Enhancements do not carry
over.
Snatch (3 CP). A character with Snatch may make a
Reflex check (DC 15) to grab any available or
unattended item, including the weapons of disarmed
opponents, in a free hand as a Free Action.
! Upgraded (+3 CP) reduces the DC to 10.
This variant on Reflex
Trai ni ng warranted an
independent listing.
Specialist (3 CP). With
Specialist, a character selects
one magical specialty, usually
an arcane school or a pair of
divine domains. The character
gains an extra spell slot of
each spell level he or she can
use of up to level 3. He or she
may only memorize or cast
spells using these slots with
t he chosen speci al i t y.
Characters may take this
without selecting a magical
specialty and put any spell in
it, but this doubles the base
cost as well as the cost of any
improvements. Characters
using Divine Magic need pay
only half price for Specialist.
! Improved (+3 CP) extends
the spell slots up to level 6.
! Superior (+6 CP) requires Improved and extends the
spell slots up to level 9.
Spell Conversion (6 CP). A character with Spell
Conversion selects a limited number of spells according
to his or her class theme, usually nine (one for each spell
level). The user may convert a prepared spell of equal or
higher level into one of them spontaneously. The user
must already have access to the spells he or she selects
for Spell Conversion.
Clerics use this the most, but anyone may have it.
Spell Flow (6 CP). A spontaneous caster with Spell
Flow adds up all the levels of spells he or she learns from
then on. Level 0 spells count as 1/2 spell level. The
caster may expend these as desired to learn any level of
spell he or she can cast.
Equipment? Bah! Equipment is a
crutch for the weak and untrained!
Eclipse: The Codex Persona
45
Spell Mastery (6 CP). Characters with Spell Mastery
no longer require source material (i.e., a spellbook) to
prepare a number of selected spells equal to their
Intelligence Modifier.
! Efficient (+6 CP) allows the user to double his or her
effective Int modifier as far as Spell Mastery goes.
! Rapid (+3 CP) allows such spells to be prepared in a
mere 1d6 rounds. Spontaneous (+3 additional CP) allows
the use of such spells as if the caster were a spontaneous
caster.
! Signature (+6 CP) allows the character to transform
other prepared spells of equal or greater level into one of
the mastered spells.
! You may take this ability multiple times. Each time, it
affects different spells. Any improvements other than
Efficient must be purchased for each set of spells.
Spell Pool (6 CP). A character with Spell Pool adds
up all available spell levels (level 0 spells count as 1/2
spell level) from a single chosen progression and uses
them as spell points. Each spell uses a number of
points equal to its level. This does not bypass the
limitations of the level of spells which may be cast.
The maximum number of spells of any one level
which can be cast or memorized equals ([spellcasting
attribute/2] - Spell Level). For example, a Wizard with
16 Intelligence could cast a maximum of seven 1
st
level
spells, six second level spells, five 3
rd
level spells, four
4th level spells, and so on.
Spell/Power Resistance (6 CP). Once purchased, the
character gains Spell or Power Resistance which rises
with his or her level, rated at (5 + character level).
! Improved (+6 CP) increases the resistance by +5. This
may be bought twice.
Spell Shorthand (6 CP). You may record your spells
in half the usual space, at half the usual expense, and in
half the usual time.
! Cryptoglypics (+3 CP). You can read dangerous
magical inscriptions, including Glyphs, Symbols, and
enchanted Tomes without triggering the magic they
contain.
OK, this is simply a minor Immunity, but its popular
with the more studious mages.
! Encryption (+3 CP). You may convert a spell formula
of any level into a one-page mystical diagram. Sadly, no
one without this ability can understand them at all.
! Formal Notation (+3 CP). Other spellcasters can
prepare spells from your books without a Spellcraft
check or having to already have the spell recorded in
their own books. Perhaps fortunately, thanks to the
special inks and procedures required, spellbooks still
cant be printed en mass.
! Runemaster (+3 CP). You may mystically inscribe
spells on bizarre mediums. For example, you may embed
them in pearls, paint them on shields, or tattoo them as
strange glyphs on the skin.
! Hieratics (+3 CP). You have an inherent ability to
Read Magic and can prepare spells from other
characters spell books without a Spellcraft check
Preparing a spell from another characters books
usually requires a Spellcraft check. Mastering a spell
book allows you to use the book as if you had written it.
This requires two weeks and a successful Spellcraft
check at a DC of (26 + The highest level of spell in the
book).
Spell Storing (6 CP). Spell Storing is sufficiently
complex to warrant its own section in Chapter Three
(see page 98).
Spell Turning (6 CP). With Spell Turning, a
successful counterspell enables the caster to redirect it
back at the caster or the casters location. If neither of
these is a valid target, the spell fails.
Stoic (6 CP). Characters with Stoic are not subject to
death by massive damage and may make a Fortitude save
(DC 15) each round to self-stabilize if below 0 HP.
! Improved (+6 CP) allows a character to survive until
he or she reaches -30 hit points, although he or she still
loses consciousness at 0 hit points.
! Ferocity (+3 CP) allows characters to act normally
while at negative HP (but not while dead) until after the
battle.
! Juggernaut (+6 CP) requires Ferocity and allows
characters to remain active for three rounds after dying.
Although no amount of healing can help them, only
resurrection magic, characters with this feat who die may
remain active and continue to fight, cast spells, or take
any normal action. The GM may or may not allow
characters disintegrated or otherwise destroyed to remain
active this depends on the world and whether or not the
thought amuses him or her.
Party! Party! Party! Wooh!
Eclipse: The Codex Persona
46
Superstition (6 CP) This interesting talent allows
Divine spellcasting without a supernatural patron or
quasi-sentient source of power. Characters may cast up
to level 2 spells with nothing more than their will to back
them. Level 3 spells require at least some sort of
personal belief or code of conduct (yes, you can decide
that youre a god and invoke yourself), and characters
who subscribe to a popular code, belief, or superstition
can cast spells of up to level 4 regardless of its validity.
Test of Wills (3 CP). Test of Wills enables a
character to use one action making an opposed Will save
against a nearby (60' or so) enemy. The loser becomes
Shaken. Creatures immune to fear take no penalties from
this ability, though if they win the opponent does receive
the penalty (unless the opponent
is also immune to fear). The
effect usually lasts for 1 round
per level of the initiator. This
does not work when youre
actually in battle, but does work
at any time before combat
actually begins, even if both
sides desire a fight.
! Checked (+3 CP) upgrades the
result so that the loser becomes
Checked.
! Subordinated (+3 CP)
requires Checked and makes the
loser becomes Subordinated.
(The winner gets a +2 on attack
rolls and the save DCs of any
powers used against the loser).
! Frightened (+3 CP) requires
Subordinated and makes the
loser become Frightened.
! Extended (+6 CP) makes the
effect last 1 minute per level of
the initiator.
! Binding (+9 CP) requires
Frightened and allows the user,
if victorious, to issue a
command to the loser. These
commands must be short, simple
orders. While the target must follow them for the
duration of the effect it will not normally attack its allies
or commit suicide unless it has severe loyalty issues or
just plain lacks sanity. Some effects, like commanding a
fiend to return to its native plane, can effectively take a
creature out without resistance or further complications.
! Mob (+6 CP) allows the initiator to stare down a mob
of low level people (half the initiators level or less).
Make the roll only for the enemy with the highest Will.
Thaumaturgy (6 CP). Thaumaturgy allows the control
of primal forces and powers. Often possessed by
Shamans and barbarian cultures, these allow for
powerful effects bounded not by mathematical law or
divine providence, but the limits of the users own will.
See Thaumaturgy and Dweomer, page 100.
Theurgy (6 CP). Youve found a way to link divine
and arcane magic. In general, converting between the
druid, bard, and wizard/sorcerer lists adds one level, as
does converting between the druid, ranger, paladin, and
cleric lists. Any other conversions, such as between
cleric and wizard, add +2 levels unless the Game Master
rules otherwise. The user must either have access to the
spell to be converted (whether personally or from a
friend, scroll, or deity) or must research it normally.
Thus a cleric who wants to learn Fireball can either
learn it from a wizard or research it, but it becomes fifth
level as a clerical spell in any case. The level adjustment
applies even if the spell is
present, and of lower level, on
the list in question anyway.
Converting the arcane version of
Bulls Strength to a clerical spell
results in an inefficient fourth
level spell.
A distinct and unrelated set
of skills called Theurgy appears
in Chapter 3. Sorry, but we ran
out of names.
Timeless Body (3 CP). You
no longer age, do not suffer
aging penalties (although
benefits still accrue), and will
not die naturally until reaching
your maximum racial lifespan.
Cosmetic aging may or may not
continue at the option of the
user. Most characters simply
look the same for the rest of
their lives, but sages and ancient
kung-fu masters are notorious
for looking fantastically aged.
Timeless Body is free in games
based around hacking monsters
to bits each week with little-to-
no downtime.
! Transcendence (+6 CP, minimum level 10) transforms
a character into some sort of magical being, without
altering his or her basic form or abilities. Native
Outsiders are the most common, but Plant creatures or
other strange variants are possible. This generally
includes DR 10/Magic, a change in type, and possibly
some minor abilities that come with the template.
! Rejuvenation (+6 CP) negates any age-based attribute
penalties the character may have suffered previously.
! Age Shifting (+3 CP, requires Rejuvenation) lets you
assume any desired physical age, including the age-based
physical attribute modifiers.
Characters who want to extend their natural
lifespans should purchase Immunity/Aging.
You kids today! When I started fighting
Evil all we had to work with was...
Eclipse: The Codex Persona
47
Tireless (6 CP) removes cumulative penalties for
lengthy efforts. The character never becomes exhausted
from normal physical efforts.
This is another Specialized Immunity, but was used
so often that it merited its own listing.
Toughness (2 CP). With Toughness, you gain +1 HP
per 2 CP invested. You gain no bonus or penalty for a
high or low Con modifier from these.
Toughness is included for 3.0 back-compatibility
only. Characters who seriously want more HP should
buy larger Hit Dice, increase their Constitution scores,
or buy special bonuses.
Traceless (6 CP). Traceless characters leave no
discernable traces of a particular type of activity. The
user must choose a specific form. Common forms
include:
! Travel means the character leaves no traces when
moving about. The character leaves no footprints,
disturbs no leaves, and breaks no twigs.
! Magic means the character leaves no aura behind and
his or her magic does not leave a discernable trace. It
does not help with enemies using direct divination or
assessing his or her aura in person.
! Genetic means the character leaves no personal
biological evidence, such as fingerprints or usable DNA.
! More exotic forms include Murder (the victim remains
dead, but there is no discernable cause of death and no
blood or other traces), Computer Hacking, Surgery, and
many more. This may be taken multiple times, each time
applying to another activity.
Track (3 CP). Characters with this feat select Urban,
Wilderness, or Dimensional tracking. Tracking requires
a Survival (for wilderness) or Gather Information (for
urban) check every mile to follow the target. This is DC
15 for favorable conditions, DC 20 for unfavorable ones.
Size bonuses on Hide checks apply, and unfavorable
lighting may inflict penalties. Dimensional tracking
relies on Spellcraft and can trace Gates or teleportation
and dimensional travel.
! Identification (+3 CP) allows the character to make a
relevant knowledge check to determine the species (and
any other tracking-related information, such as a limp
and its size) of creature he or she is tracking.
! Deduction (+3 CP) requires Identification and allows
the character to discover absurdly accurate information
(see below) with a successful (DC 35) tracking check.
! Style (+6 CP) grants another method of tracking. A
tracker might purchase Style: Scent, for example, and
trace the enemy by smell. Another character might
purchase Magical Traces, and could attempt to track by
observing residual spell energies. Either way, this
Eclipse: The Codex Persona
48
counters -10 points worth of penalties on the DC for the
tracking check. It grants no inherent ability to use the
selected sense, only the ability to track with it.
!You may purchase this ability multiple times. Upgrades
carry over.
There were two of them both using their left hands
and both master swordsman. They fought several hours
ago. They battled up here on the rocks, then moved down
there. Wait! One of them switched hands. They dueled
around the tree. Now the other one switched hands. The
winner disarmed the loser here, and then knocked him
out. It must have taken several minutes for him to come
round again, then he ran off that way.
Travel (3 CP). Travel grants the ability to move
unhindered by a particular type of natural terrain, such as
forest, mountain, tundra, or even asteroid field. It reduces
travel time by 25% in that terrain for the character, but
does not add to melee-scale movement.
! Add Terrain (+6 CP) adds one terrain type to the
terrains a characters Travel abilities function in. You
may add as many different terrains as you desire.
! Mount (+3 CP) makes the Travel ability affect your
horse, other riding animal, or vehicle as well.
! Group (+6 CP) makes the Travel ability affect your
whole party (up to [Charisma] characters). With Mount,
it affects the entire party and their mounts or vehicles.
! Fast (+6 CP) increases the characters travel time
reduction to 50%.
! Swift (+6 CP) requires Fast and increases the
characters travel time reduction to 75%. Zoom.
! Trailblazing (+6 CP) allows the character to avoid
random encounters. With a successful Survival (DC at
GMO, usually 15-25 depending on the monster), the
character may avoid a random encounter or allow his or
her allies to prepare for the fight. He or she may even set
snares, ambushes, and traps, time and skill permitting.
! Improved Trailblazing (+6 CP) entitles a character to a
3-round warning that he or she is entering a dangerous
area even on a failed Trailblazing check.
Triggering (6 CP). Triggering enables a character to
release a spell or power from his or her personal reserves
or from a type of item without expending a use of the
power. The user must specify a specific type of ability or
item (wands, staves, a specific spell-like ability or
prepared spell, etc.) when this ability is taken.
! This requires an attribute check (usually Int or Cha for
Arcane casters, Wis for Divine casters, or the relevant
attribute for a Psychic) with a DC of 11/13/15/17/21 for
level 0/1/2/3/4 effects. Failure means the character does
expend a use of the ability in question.
Turn Resistance (2 CP). This grants a bonus of +1
effective Hit Die for the purpose of resisting Channeling,
spells, and other Hit-Die based effects only per 2 CP
invested. Its most commonly found in the undead, but
can be useful to any character at times.
Unity (6 CP). In worlds where Psychic powers and
Magical effects are treated as distinct, non-interacting
forces, a character with Unity has found a bridge
between Psi and Magic. This character may treat them as
aspects of the same thing. This primarily means that his
or her psychic powers (or magic) interact with magic (or
psychic powers), including dispels or anti-magic or anti-
psychic fields. It also means that metamagic and meta-
psionic abilities are interchangeable for him or her.
Wayfarer (6 CP). This allows the user to be a priest
of an entire pantheon, force, or philosophy, rather than a
given deity. In practical terms, it means that in games
where the GM restricts spells from the normal lists based
on the deitys personality (i.e., the Ocean god doesnt
give out Flamestrike), the priest may still use them.
Similarly, youre much less likely to be assigned a quest,
can use spells with any alignment descriptor regardless
of your alignment, and generally dont have anyone
keeping an judgmental eye on you. On the downside,
there isnt anyone keeping an eye on you, so dont count
on divine intervention.
Witchcraft (6-18 CP). Buying this feat gives you
several powers under the Witchcraft rules. See page 109.
Workhorse (6 CP). Workhorse allows a character to
reduce his or her effective encumbrance by one level.
Can we get off the
Holodeck now, Captain?
Eclipse: The Codex Persona
49
Proficiencies
Armor Proficiency. A character with Armor
Proficiency knows how to use armor properly, has
practiced moving in it, and can maintain it given the right
supplies.
! Light Armor (3 CP) includes all armors listed as light.
! Medium Armor (+6 CP) requires Light Armor and
includes all armors listed as light and medium.
! Heavy Armor (+6 CP) requires Medium Armor and
includes all armors listed as light, medium, and heavy.
! Superheavy Armor (+6 CP) requires Heavy Armor and
includes all armors listed as light, medium, and heavy, as
well as superheavy armor, exotic forms, and peculiar
materials.
! Shield Use (3 CP) includes all shields.
! Smooth doubles the total cost of any armor or shield
proficiency (6 CP in total for Light, 18 for Light and
Medium, etc) and allows the user to ignore armor check
penalties and spell failure checks. You must buy Smooth
for Light before Medium, and Medium before Heavy. It
may also be applied to Shield Use.
! Powered Armor (+6 CP) allows the proper use of
armor that has built-in strength amplification, movement
modes, weapons, and other systems if you have
proficiency with that armors basic type. Do not include
the cost for Powered Armor when purchasing Smooth.
! Fast (+6 CP) allows the user to don or remove armor
in one round, regardless of its type.
Powered armor, obviously, leans more toward
science-fiction games. Still, more than a few fantasy
worlds have intelligent or animated armor.
Weapon Proficiency. Characters usually buy some
sort of weapon proficiencies. Its a poor adventurer who
cant even use a club to fight off some goblins. Unlike
Armor Proficiencies these are listed with separate costs,
both to cover the vast array of options and because
theres a lot more variety in weapons skills than in the
use of armor.
! Any one Simple Weapon (1 CP)
! Any one Martial Weapon (3 CP)
! Any one Exotic Weapon (6 CP)
! A small group of Simple Weapons (2 CP)
! All Simple Weapons (3 CP)
! All Simple Weapons and any one Martial Weapon (6
CP)
! All Simple and Martial Weapons (9 CP)
! All Simple and Martial Weapons plus any one Exotic
Weapon (12 CP)
! All Simple, Martial, and Exotic Weapons (15 CP)
! Limited sets of Martial or Exotic weapons (such as
those possessed by the Monk) cost 3 or more points,
depending on how limited they are. The character must
be able to use all simple weapons first. The list is subject
to the GMs discretion. Common examples of limited
sets include Bows and Crossbows (6 CP), Axes (6 CP),
Cultural Weapons (e.g., Oriental Weapons, 9 CP),
Blasters (All light, hand-held, energy weapons, 6 CP),
Pistols (3 CP), and Small Arms (modern pistols and
rifles, 6 CP).
! Gunnery (6 CP) covers all fixed-mount exotic
weapons, from steam cannon to catapults to laser
batteries.
! Elemental (6 CP) covers throwers (flame, acid, etc),
and small-scale explosive devices such as grenades.
! Only the very first listed items (Any One ... Weapon)
may be bought by characters after reaching level 2 unless
they use the retraining option (page 18). Characters just
cant suddenly master a variety of weapons after theyve
already molded their abilities.
! Bioweapons (6 CP) covers the offensive use of germs,
biotoxins, vermin, and similar items.
! Economics (6 CP) covers hostile business takeovers,
currency manipulation, unfair trade agreements and
tariffs, and similar tactics*. Barbarians hate this.
! Gases (6 CP) covers the effective use of irritant,
blistering, tissue-destroying, toxic, and lethal gases, as
well as the use of counteragents and protective gear.
! Psychological Weapons (6 CP) covers satire, insults,
whispering campaigns, leaflets, and other propaganda
techniques*. It also stretches the idea of a weapon about
as far as it will go.
*No, we arent joking. Just use the normal combat
rules on a slower scale if you want to use such exotic
forms of combat and define death appropriately.
Could someone help me out of
this getup? I m afraid to move.
Eclipse: The Codex Persona
50
Combat Enhancements
Anime Master (6 CP). Anime Master allows the user
to grapple, overbear, and wield weapons, as if he or she
was one size category larger.
Augment Attack (3
CP). Augment Attack
grants +1d6 damage or
+1 to hit in some
s p e c i f i c s i t ua t i o n
(essentially, this feat is
already Specialized),
per 3 CP invested (a
mere +1 damage costs 1
CP and +1d8 costs 4
CP). Characters may
double the cost to make
the situation relatively
common or triple it to
make it very common
(e.g., with a particular
type of weapon which
you almost always use).
No charact er may
possess more than 36 CP
wo r t h o f b a s i c
augment at i ons. The
following upgrades may
also be purchased:
! Crippling (+6 CP)
makes attacks cause one
point of ability damage. Characters must select the target
ability when this ability is taken.
! Extended Range (+6 CP) adds +45 to projectile
weapon ranges or +60 for thrown weapons.
! Continuing (+6 CP) lets an attack cause +1 point/
round of damage until treated with an easy (DC 13) Heal
check. It otherwise lasts up to twice the attacking
characters level in rounds.
! Silencing (+6 CP) keeps the target from speaking for
one round.
! Disabling (+6 CP) reduces targets movement by 10
(to a minimum of 10') for the duration of the encounter.
! If you want something else, make it up, and consult
your Game Master to determine the cost.
Creatures which are immune to critical hits or who
make a Fortification check are immune to extra damage
or special Augment Attack effects. This does not apply if
the bonus was purchased against such targets in the first
place, such as +3d6 damage versus undead (relatively
common, for 18 CP).
Game Masters may permit characters to purchase
more than 36 CP worth of Augment Attack as long as the
various bonuses apply to different situations.
Blind-Fight (6 CP). In melee, every time a character
with Blind-Fight misses because of concealment, he or
she may reroll his or her miss chance percentile roll once
to see if he or she actually hits. He or she does not lose
his or her Dex bonus to Armor Class, and the enemy
doesnt get the usual +2 bonus, for being invisible. An
i nvi s i bl e e ne my s
bonuses do still apply
for ranged attacks. In
poor light, the users
speed slows to normal.
! Combat Awareness
(+6 CP) prevents you
from being flanked.
! Darksense (+3 CP)
extends a characters
Blind-Fight senses out
to a 10 radius. For the
purposes of the bonuses
and penalties of Blind-
fight this is the melee
range. With ranged
attacks the user takes no
penalties due to lighting
within this range.
! 30 Darksense (+3
CP) requires Darksense
a n d e x t e n d s a
characters Blind-Fight
senses out to a 30
radius. For the purposes
of the bonuses and
penalties of Blind-Fight,
this is the melee range. With ranged weapons the user
takes no penalties due to lighting within this range.
! Sense of Perception (+6 CP) requires Darksense and
allows the character to sense the structure of matter
within the Darksense radius. The character can now feel
matter, its divisions, and any empty spaces (or spaces
filled with air or water). He or she can sense the internal
mechanism of a lock and the heartbeats of living
creatures. Creatures can still Hide from users, but the
user gains a +10 bonus to find hidden doors and spaces.
Block (6 CP). Block lets a character counter an
incoming attack with DC 20 Reflex save once per round.
This must be bought on a limited category. In general,
each Block attempt uses up an Attack of Opportunity and
provides Great Immunity to the attack. Attackers may
give up part of their BAB to increase the Block save DC
on a 1-to-1 basis. The following three forms are the
normal choices:
! Missile affects any thrown or projectile weapon.
! Melee affects any melee attack, including grapples.
! Arcane affects any single-target magic attack.
! Master (+6 CP) upgrades the roll, so that it requires
only a DC 15 save.
I ts all in the wrist.
Eclipse: The Codex Persona
51
! Riposte (+6 CP) allows the user to immediately
retaliate in the same mode, launching a single attack of
their own. This counts as an Attack of Opportunity and
requires a successful Block check - which also counts as
an Attack of Opportunity. Youll need extras.
! Catch (+6 CP) allows the user to grab a ranged
weapon aimed at him or her out of the air and keep it
with a successful block. If combined with Riposte, the
user may retaliate with the attackers own weapon.
! Deflections (+12 CP) allows the user to catch
individually-directed magical attacks to release on their
action next round. This can be combined with Riposte to
allow such spells to be retargeted against their casters.
! Multiple (+6 CP) allows the user to block 1 extra
attack each round.
No, you cant take Bonus Uses on actions per round.
This was actually asked.
! You may purchase this feat multiple times, each time
for a different category of attack. Upgrades do not carry
over from one instance to the next.
Bonus Attack (6 CP). The character chooses a
specific weapon type, style, or situation, which grants
one extra attack. The attack is made at the users highest
attack bonus, but all attack rolls are reduced by -2.
! Improved (+6 CP) reduces the penalties for your
normal attack sequence by 2.
! You may take this ability multiple times. Each time,
choose a different situation OR increase the penalties for
the new attack by -2, cumulative with previous penalties
on new attacks. Upgrades do not carry over from one
instance to the next.
Yes, this supersedes the standard rule for two-
weapon combat. Thats just a Corrupted version; you
have to give up using a shield. Otherwise a character
may use any weapon he or she can carry and effectively
use: natural weapons and unarmed attacks, off-hand
weapons, and shields.
Chain of Ki (6 CP). A martial arts technique with
broad applications, this allows the use of a length of
rope, cloth, or chain as a whip-like weapon without
penalty. Such weapons inflict 1d4 (ribbons, string), 1d6
(rope, cloak, light chain, barbed whip), or 1d8 (spiked or
heavy chain) points of damage and have reach.
! Varying Grasp (+6 CP) enables you to use the weapon
as a plain melee weapon (or double weapon with two
identical heads), using the Reach as needed. This incurs
no attack penalty when attacking inside your Reach
range.
! Entangle (+6 CP) enables you to use grapple as a
ranged attack up to the Reach of your weapon. Both you
and the target make checks normally. This deals no
damage unless you wield a barbed whip or spiked chain.
The target of the grapple cannot hurt you unless you are
within his or her own reach.
! Third Hand (+6 CP) allows the weapon to manipulate
items, as if it were your hand, up to its reach.
! Animation (+6 CP) requires Third Hand and turns any
single, modestly-sized flexible item youre touching into
a quasi-living thing, capable of acting and reacting (as
per a small Animated Object that acts on your initiative)
according to your desires even if youre unconscious. For
+3 CP you may upgrade its base abilities to those of a
medium Animated Object, and for another +6 to those of
a large Animated Object.
! Strengthen (+6 CP) adds +10 Hardness and hit points
to the rope, whip, cloth or chain. It also allows you to
ignore leverage; your Strength is transmitted through
whatever youre using.
Defender (6 CP). Defender adds a +(level/5 rounded
down) bonus to your AC. The character selects the bonus
type (Natural Armor, Dodge, or Deflection are the usual
choices). The type determines what effects or situations
will bypass it, and what magical effects fail, under the
normal rules.
! Improved (+6 CP) adds +1 AC and may be taken
multiple times. Characters dont actually have to take
Defender first, although it is recommended.
Many characters take a Corrupted version: not
cumulative with armor and shield bonuses.
Doubled Damage (6 CP) The character must choose a
very specific situation (this is difficult to Specialize
further), in which he or she deals double damage from
physical attacks. This situation must be so specific as to
make the ability rare and difficult to use.
! For example, a common use is to affect only mounted
charge attacks while wielding a lance or spear. This is
difficult to do in most places, particularly in dungeons,
buildings, mountains, forests, and cities, and so is
suitable for Doubled Damage.
! You may take this ability multiple times. Each time, it
covers a different situation.
Enhanced Strike (6 CP each). Enhanced Strike
includes a variety of combat techniques mostly used by
advanced characters. Each ability may be used once per
minute. If the character desires, he or she may pay 3
Power, or 2 spell levels, or 1 Mana to use an ability more
than once per minute, paying for each additional use. All
are full attack options. A character may purchase as
many versions of this ability as desired.
! Crushing applies all damage from an entire attack
sequence as a single attack.
! Focused changes the attack to a touch attack.
! Hurling throws a weapon for double damage; this
supersedes Doubled Damage. For an extra +3 CP, the
weapon returns after the attack sequence.
! Whirlwind allows the user to make a single full-BAB
attack against every target within reach.
! Hammer allows the attack to deal maximum damage
while gaining a +5 bonus to hit.
! Shattering ignores half the total hardness when the
character attacks an object.
Eclipse: The Codex Persona
52
Evasive. Evasive characters may take an action
(select one) that usually provokes an Attack of
Opportunity without being so exposed. You may take
this multiple times, selecting a different action each time.
! Uncommon Actions (3 CP) such as Bull Rush,
Disarm, Sunder or Attack an Object (carried by another),
or Grapple are cheap.
! Common Actions (6 CP), such as use the Heal skill,
retrieving stored items, Coup De Grace, or throwing a
weapon, cost more.
! Very Common Actions (12 CP) such as using
projectile weapons in melee, casting spells, moving by
opponents in the threatened area, fleeing combat, or
using spell-like abilities cost a lot.
! You may take this ability multiple times. Each time, it
covers a different situation and/or action.
Far Shot (6 CP). Far Shot multiplies projectile
weapon ranges by x1.5 and thrown weapon ranges by x2.
This may be taken multiple times.
Favored Enemy (6 CP, 3.0 Version). With Favored
Enemy, the character selects a type of enemy, either by
species or by type (although humanoids isnt allowed
for no known reason). This brings a bonus of +(level/4)
to damage and on Listen, Sense Motive, Spot, and
Survival skill rolls versus the chosen foe. The character
adds another foe type at a -1 (cumulative each time)
penalty whenever the bonus rises.
Favored Enemy and Favored Foe do not stack.
Favored Foe (6 CP, 3.5 Version). A character with
Favored Foe may select an enemy creature type at levels
1, 5, 10, 15, 20, and so on, gaining +2 to damage and on
Listen, Sense Motive, Spot, and Survival checks when
using these skills against a chosen enemy creature type.
Each time a new foe is added the character may select
one of his or her foes (including the one just chosen) and
increase his or her bonuses against that foe type by +2.
Favored Enemy and Favored Foe do not stack.
Favored Enemy and Foe Types
Type (Subtype) Type (Subtype)
Aberration Humanoid (reptilian)
Animal Magical beast
Construct Monstrous humanoid
Dragon Ooze
Elemental Outsider (air)
Fey Outsider (chaotic)
Giant Outsider (earth)
Humanoid (aquatic) Outsider (evil)
Humanoid (dwarf) Outsider (fire)
Humanoid (elf) Outsider (good)
Humanoid (goblinoid) Outsider (lawful)
Humanoid (gnoll) Outsider (native)
Humanoid (gnome) Outsider (water)
Humanoid (halfling) Plant
Humanoid (human) Undead
Humanoid (orc) Vermin
Favored Enemy and Favored Foe pull a fast one
there. Why should a four-armed unholy monster from the
depths of Heck, a slime creature from the abyssal mire,
and an evil alien swarm-mind all fall in one category
(Evil Outsider), while humans, elves, and dwarves are
too different? At the least, it ought to be arranged by the
creatures body type or affiliation. In the latter case, the
character targets members of a particular group: the
Order of Doom, or the servants of Demon Lord Belal.
While we included it for back-compatibility, we dont
really recommend using the standard type list.
Possible variants on Favored -Enemy and -Foe are
legion, and usually simply reassign a few of the bonuses
or alter the type list. A beastmaster might want
bonuses on Handle Animal (or whatever) and Heal
instead of on damage and Sense Motive. A diplomat
might want to take favored cultures instead of types,
gaining a bonus on Diplomacy and Knowledge skills
instead of on Survival and damage. Explorers might
want to take terrain types instead of creature types,
gaining bonuses to Hide and Move Silently instead of
Sense Motive and damage. Scholars might want to take
specific regions or periods, gaining bonuses to Appraise,
Decipher Script, relevant Knowledge skills (counted as
two or three of their bonuses), and possibly Use Magic
Device. Thieves might want to pick favored cities,
gaining bonuses to Appraise, Gather Information, Hide,
Move Silently, and Knowledge: Local while there. Those
Yeah. Favored Foe: Trees. So?
Eclipse: The Codex Persona
53
who hunt particular monsters might want to take extra
bonuses against them and their particular attacks. You
can even favor particular instruments, individual spells
(to increase the save DC, damage, etc), or declared
heretics and enemies of your church.
Used this way a somewhat illogical ability can
become a powerful and sensible tool for customizing
characters, without expending large amounts of CP (or
feats and levels) on abilities which are often of little use.
Fortune (6 CP). The ever-useful Fortune feat gives
the character the ability to entirely ignore certain effects
on a successful save. If a spell or effect has an entry such
as Fort Partial or Ref half, this feat works.
! Evasion covers Reflex saves.
! Impervious covers Fortitude saves.
! Defiant covers Will saves.
! Improved (+6 CP) upgrades the ability so that the
character takes half damage or effect even on an
unsuccessful save. Alternatively, for many Will or Fort
saves, half duration may be appropriate.
! You may take this ability multiple times. Each time, it
affects a different saving throw. Upgrades to not carry
over.
Imbuement (6 CP). Once taken, the user defines this
for a specific weapon type or for unarmed attacks.
! Weapons gain a +(level/4) enhancement bonus to hit
and damage. This does not stack with a magic weapons
bonuses.
! Unarmed attacks receive a +(level/7) enhancement
bonus to hit and damage, but may take special weapon
powers or spend a +1 to count as being of a special
material without the Focused upgrade. Characters with
the Spirit Weapon feat may select either the weapon or
unarmed version to apply to that weapon when they take
Imbuement.
! Improved (+6 CP) reduces the divisor for the weapon
formula to 3 and to the unarmed formula to 5. The
weapon formula becomes +(level/3) and the unarmed
formula +(level/5).
! Superior (+6 CP, requires Improved) reduces the
divisor for the weapon formula to 2 and to the unarmed
formula to 3. The weapon formula becomes +(level/2)
and the unarmed formula +(level/3).
! Focused (+6 CP) allow the user to change plusses
into specific magic weapon powers. Once spent on a
specific power (such as Holy or Shocking Burst), the
user may not reclaim the plusses. You may also count
your weapon as any given special material for a plus.
! Versatile (+6 CP) requires the Focused upgrade and
allows characters to reclaim and reallocate plusses
given 8 hours to rest.
Improved Critical (6 CP). Improved Critical doubles
a specific weapons critical threat range.
! Superior (+6 CP) allows the character to add personal
critical range improvements to a single magical one. Use
the standard rules for adding multipliers. Do not stack
increases directly.
For example, a character who doubles his or her
threat range through this feat and triples it through a
spell would have a total threat range multiplied by x4.
! Lethal (+6 CP) increases the critical multiplier by +1.
! You may purchase this feat multiple times. Each time,
it affects another weapon. Upgrades do not carry over.
Improved Initiative (3 CP). The character gains +2 to
Initiative per 3 CP invested, up to a maximum +8 bonus.
The maximum is intended for the players benefit, so
as to avoid pitting them in massive Initiative races
against monsters.
Improvise Weapon (3 CP). With Improvise Weapon,
a character may pick up and wield any item he or she can
handle as a weapon or shield with statistics identical to
manufactured weapons. Most items equate to clubs,
daggers, staves, or mauls of various types.
! Surprise Strike (+6 CP) lets the user select one
opponent, who is then considered flat-footed against the
user for one round. This works once per combat
encounter.
Legionary (6 CP). A Legionary has great
coordination when fighting in a team. The character
gains +1/2/3 bonus to AC, Attacks and Reflex Saves
when teamed with 1-2/3-4/5+ others with who also
possess this feat.
Lunge (6 CP). Add +5 feet to your effective reach.
Creatures with tentacles, stretching powers, or very long
limbs may take this more than once.
Maneuver (6 CP). You may use the Tumble skill in
combat to try to evade an Attack of Opportunity 1/round,
with a DC equal to the attack roll.
Martial Arts (3 CP). A character is considered armed
when using unarmed combat so long as he or she places
at least 3 CP in this ability. He or she gains a base
damage of 1d4 with unarmed attacks. Each +3 CP
invested after that increases the damage by one die type
(d6/d8/d10/ d12), up to a maximum of 1d12 at 15 CP.
! Characters possessing 1d12 damage may opt to invest
+6 CP to move the damage to 1d20 or 2d10 depending
on preference.
! In martial-arts based games, the GM should allow
other characters to increase base weapon damage using
this progression.
! Characters or creatures with natural or spirit weapons
may increase the die type in the same fashion.
! The users size has no effect on his or her martial arts
damage. Go ahead. Make that mighty pixie martial artist.
A distinct and unrelated skill called Martial Arts
appears in Chapter 3. Sorry, we ran out of names again.
Eclipse: The Codex Persona
54
Occult Combat (3+ CP). This talent grants the use of
one psionic or mystic combat mode (with a dramatic
name of choice) for every 3 CP invested. Each uses and
attacks an attribute chosen when this ability is taken. The
user and target make opposed (D20 + Attribute Mod +
Will Save Bonus) checks (Wis Mod may apply to both).
If the target loses he or she takes 1d4 points of damage to
the attribute attacked (Con may not be reduced below 1
in this fashion). Such attacks have a range of 60 feet and
cost 4 Power, 2 spell levels, or 1 Mana to launch.
Upgrades apply to all modes.
! Improved (+6 CP) boosts the damage done to 1d4+2
attribute points.
! Drain (+6 CP) is an advanced mode that uses opposed
will saves only: if the target loses he or she is drained of
spell levels (at 1 for 1) or power (at 2 for 1) instead of
attribute points. The target may decide what specific
spells or reserves are lost but the user may decide which
effect, spell levels or Power, to apply if the target has
both. The Improved modifier applies normally.
! Area (+12 CP) allows the user to affect either a 60'
cone or a 20' radius within range. Using either doubles
the cost of the attack. The second option may be added
for another +6 CP.
! Entrap (+6 CP) requires Drain and pulls 1d2 spell
levels (1d4 with Improved) or 1d8 Power (1d10 with
Improved) from a successful attacker using Occult
Combat. It is otherwise like Drain.
! Vampire (+6 CP) requires Drain and allows the user to
personally absorb half the spell levels or Power drained
from the target via the Drain or Entrap options. It grants
no special ability to use said energy.
! Occult Armor (+6 CP) protects the character from
mystic or psionic ability drains. The character is not
affected by Drain unless he or she fails the opposed
saving throw by 10 points or more. At the GMs option,
the character might be immune to similar minor ability
drains (i.e., 0-2
nd
level spells or weak side effects of
stronger spells) unless he or she fails the save by a
similar margin.
Classical psionic combat employs five basic attack
modes (15 CP), Area (Specialized in one mode, 3 CP),
Occult Armor (Specialized: costs 1 power per point
absorbed, 3 CP), Blessing (Radius, Specialized: may
extend Occult Armor to a 5' radius for 2 Power/round, 6
CP), and a +1 on Will Saves (3 CP), for a total of 30 CP.
Overwhelm (6 CP). A character with this may choose
to use Overwhelm Attacks. These function exactly as
normal attacks but can drive opponents back 5 feet.
Enemies resist as per Bull Rush. Note that this renders
any subsequent attacks without a ranged weapon useless
that round if it succeeds. Reach allows for subsequent
attacks as well.
Rapid Strike (6 CP). Normally, characters attack
every 5 BAB steps. With Rapid Strike, they may select
one specific weapon type (or unarmed attacks), and use
that attack every 4 steps instead. (BAB +20/16/12/8/4)
! Improved (+12 CP) grants the ability to attack every 3
BAB steps. (BAB +20/17/14/11/8/5/2)
! Superior (+18 CP) grants the ability to attack every 2
BAB steps. (BAB +20/18/16/14/12/10/8/6/4/2)
! You may take this ability multiple times. Each time, it
affect a different weapon. Upgrades do not carry over
from one instance to the next.
The Rapid Strike ability allows for some gross
overkill with high-level characters. Be careful about
allowing the higher end versions unless youre prepared
for this. Of course, the monsters can do it too, but this
can rapidly overwhelm less combative characters.
Smite (6 CP). The character adds his or her Charisma
Modifier to Hit, and level to damage, against a chosen
type of foe 1/day. Most characters take this with Bonus
Uses. See page 52 for some possible enemy types.
Specialist (3 CP). Specialist grants a +4 bonus on any
one of the following checks: Grapple, Trip, Sunder,
Disarm, Strength-based Overrun checks, or another
specialty attack the GM allows.
I f the sword is my soul...does using
it count as unarmed combat?
Eclipse: The Codex Persona
55
Spirit Weapon (6 CP for melee, 9 CP for ranged).
With Spirit Weapon, the character may manifest a
personal-use weapon which does subdual or lethal
damage. The character picks either subdual or physical,
not both, and the user also chooses slashing, piercing,
crushing, a magical energy type, or a non-magical energy
for the damage type. Most characters who take this also
purchase Imbuement (page 53). The weapon may be any
the user is proficient with including unarmed strikes.
Unarmed strikes bought with the Spirit Weapon power
are considered armed attacks. Spirit Weapon damage
may be upgraded as
per Martial Arts.
! Nonmagical energy
works in antimagic
fields and the like,
b u t h a s a
disadvantage. Targets
w i t h n o r m a l
insulating clothing
( l e a t h e r f o r
electricity, asbestos
for fire, wool for
cold, et c. ) have
resistance 5. Metal
armors normally do
not insulate.
! Switch (+3 CP)
enables a character to
do either stun or
lethal damage at will.
For each additional
+3 CP the user may
add an additional
type of damage to his
or her repertoire.
! Touch Attack (+6
CP) enables the
character to make
touch attacks rather
than normal ones.
Note that this costs
(+6 CP) per attack
p e r r o u n d s o
upgraded, not (+6 CP) for all attacks together.
! Exotic Appearance (+3 CP) upgrades the Spirit
Weapon to look like almost anything the user desires,
such as Bolts of Black Lighting rather than a short
bow.
The Evil Space Emperor leered, menacingly And
now, young Skyhopper, you will die! The Emperor
laughed hideously and pulled out a laser rifle, firing
wildly at Skyhopper. The Black Knight looked askance at
the Evil Space Emperor, quickly deciding that anyone
who wasnt willing to spend 3 CP for a decent special
effect was far too cheap to rule the cosmos.
Split Movement (6 CP). The user selects a specific
type of action (like attacking or spellcasting) He or she
may then split his or her movement up into sections
before and after that type of action. Consider each move
separately. He or she does not gain any bonus for using
Move-Equivalent Actions and may not use more of them
than he or she normally could.
The Game Master may want to draw a distinction
between ranged and melee attacks, schools of magic, or
disciplines, making this ability much more specific.
Throwing Master (6 CP).
With Throwing Master, the
character may throw any
object he or she can pick up
with one hand, with a basic
range of 10' (20 for light,
aerodynamic items) for 1d4
(lethal) bludgeoning damage,
or its usual base damage,
whichever is higher. Again,
the damage may be increased
as per Martial Arts.
Trick (6 CP). You may
make a special attack under
Specialized circumstances or
3/day, which forces a save
and causes a dangerous
special effect. The usual DC
stands at 10 +(1/2 your level)
+(any one relevant attribute
modifier). This usually uses
Intelligence or Dexterity, but
anythings possible.
! Death Attack kills the target
after the Trick-user studies the
victim for 3 rounds, if the
victim fails a Fort save. Death
Attack usually uses the
Intelligence bonus.
! Stun Attack forces the
victim to make a Ref save or
becomes Stunned for 3
rounds. You may either use this 3/day or under specific
circumstances. Stun Attack usually uses Dexterity bonus.
! Note that Death attacks, Fear attacks, Paralysis, or any
other power which takes the target out of the fight all
have the same cost. Essentially, a Trick can take a target
enemy out of the fight. In d20, this is as effective as
killing outright. Attacks which merely inflict a penalty,
such as entanglement, temporarily hindering movement,
or temporary blindness will either be more easily usable
or can be considered Corrupted.
While a Death Attack is slightly more useful, it
remains slightly less versatile due to the time
requirement - and the inability to ask questions later.
I took Exotic Appearance!
What do you mean I t goes on the weapon?
Eclipse: The Codex Persona
56
Metamagical
Theorems
Spellcasters may produce many powerful effects, but
few can claim to really understand magic. Those who
study metamagic have at least begun to do so, as they
learn to manipulate the inner structure of spells.
Early metamagic techniques soon multiplied beyond
what any spellcaster could keep track of, much less
master. Most, however, are simply individual
applications of one of the general metamagic theorems
listed below.
The metamagic feats
l i sted bel ow arent
limited to just the effects
me n t i o n e d h e r e .
Reasonable requests for
vari ant s shoul d be
honored, although the
Game Master will almost
certainly have to quash
overly potent effects and
i s e nc o ur a g e d t o
experiment until he or
she finds a good balance
for a particular effects
level modifier.
While characters can
build the same modifiers
into a spells original
design whether or not
they possess the theorem
in question, its often
more useful to have a
basic effect and many
potential modifiers to
match any situation.
One of the classic
me t a ma g i c f e a t s ,
Heighten, no longer
exists. In this system, any
spell caster may use a spell in a higher-level slot, and
gain all the benefits thereof. This does not apply to level
increases paid toward metamagic effects. The only real
benefit is the increase in save DC, and we feel this ought
not to require a feat. Of course, some GMs may
disagree, but we still suggest that it cost no more than 3
CP. That is just a variant of an ability they already
possess: putting low level spells in high-level slots.
All metamagic feats can stack with each other and
there is no upper limit on the number of spell levels that
can be invested in any one feat; putting in more levels
simply results in a higher-order variant on the basic
effect.
Metamagic and Metapsionic effects are equivalent.
+1 SL corresponds to +2 Power as per the normal rules.
The Game Master may or may not require that they be
developed separately, depending on the nature of magic
and psionics in the campaign.
Amplify (6 CP). You know how to increase the raw
power of your spells. Common applications include:
! Augment (+2 levels) adds +50% to the damage or
other effect inflicted.
! Maximize (+3 SL) automatically gets the maximum
value for damage or other random effects. Spells with
variable effects, such as Confusion allow the caster to
select the effect.
! Double Effect (+4
SL) simply doubles
the effect inflicted.
! Double Maximized
(+7 SL) maximizes
and doubles a spells
effects. Obviously,
this trick can exceed a
given spells normal
maximum damage by
far, but few casters
can use it.
Area (6 CP). You
know how to increase
the area of effect of
your spells. Common
applications include:
! Area (+1 SL) adds
+50% to the existing
area or radius of a
spell.
! Boost (+2 SL)
improves the spell,
changing Ray to Cone
(same range) or Touch
to a 10' radius.
! Hammer (+2 SL)
doubles a spells
radius, the length of a
cone, or any similar measurement.
! Ray Burst (+3 SL) causes a Ray to affect a 30' radius,
with those within 10' receiving no save.
! Boundless (+8 SL) allows a spell to affect an entire
battlefield. For example, a Magic Missile cast with the
Boundless modifier would inflict 5d4+5 force damage to
every enemy on an entire battlefield.
! Regional (+12 SL) allows a spell to affect an entire
state, region, or small continent.
! Grandiose (+20 SL) allows a spell to affect an entire
planet, pocket dimension, demiplane, or similarly-sized
realm.
We recommend against doing this with Fireball and
similar spells. You usually live there, too.
And now, for only +1 spell level, we bring you...
Eclipse: The Codex Persona
57
Battle Magic (6 CP). Battle Magic, unique among
metamagic, does not add levels to spells. It has other,
more expensive, requirements. Note that if the spell does
not include the ability to specifically target individuals it
will affect every valid target in its area of effect. This
includes the caster(s). Beware using attack magic with
this, as it tends to destroy everything and everybody in
range.
Area spells, while especially dangerous, do not strike
any one target multiple times, unless this is a normal
feature of the spell or was added through metamagic.
! Battlefield allows a character with a dozen aides
(usually minor spellcasters themselves), a trunk full of
gear worth 1000 GP, and 20 rounds to cast a spell
affecting a massive area (10x to 20x the normal scale,
targeting units instead of individuals). This can also be
used to enhance the effective Caster Level by up to +12
(+1 per available assistant) instead of expanding the
scale. This is mostly used when creating static wards or
for long-term projects.
! Epic allows a character with one month, a major
power source (usually an artifact with abilities related to
the spell to be cast) and 10,000 GP worth of gear to cast
a spell affecting an entire state or region.
! Universal allows a character with a year or more to
kill and a point of Godfire (see page 76) to craft a spell
which affects an entire planet or similarly sized world.
Only Gods normally have access to Godfire. Still,
some spellcaster might have been granted a point as a
boon, find one entrapped in an artifact, or be working
with some minor deity.
Compact (6 CP). You have learned to reduce the
level of spells by adding special requirements and
components to their casting. In general, no matter how
many conditions are added, spells cannot have their base
level reduced by more than 3. Another 3 levels worth of
conditions can be used to compensate for other
metamagics, however.
Unfortunately, what conditions may be applied to any
given spell or in any given world must be left to the
discretion of the Game Master. The following list should
cover most possibilities.
! (-1 SL) Taking 10 times the usual casting time.
Assume that this modifier has already been applied to
any spell with a casting time of one minute or more.
Using the Easy/Temporal metamagic on such a spell
requires buying off this bonus first.
! (-1 SL) Using expensive components or foci. Spells
that already require such things have this modifier
applied already.
! (-1 SL) Calling on a friendly extraplanar patron with
powers similar to the spell (and owing them a minor
favor). Most major divine magic already includes this
modifier.
! (-1 SL) Spending 10-200 XP. Spells which already
cost XP already include this modifier.
! (-1 SL) Taking 1d4 points of attribute damage from
the casting.
! (-1 SL) Taking 1d6 damage per level of the spell in
casting it (use the base level of the spell).
! (-1 SL) Becoming exhausted when you cast it.
! (-1 SL) Drastically reducing the range, duration,
and/or area of effect.
! (-1 SL) Working at an appropriate time or place of
power for the type of magic youre invoking.
! (-2 SL) Taking days or weeks to cast. This supersedes
the -1 SL time modifier. Only -1 SL for spells which
normally take a minute or more to cast.
! (-2 SL) Using outrageously elaborate or expensive
spell components, such as a large temple. This
supersedes expensive components, above.
! (-2 SL) Spending 201-1000 XP. See above.
! (-2 SL) Undertaking a quest for an extraplanar patron
with similar powers in exchange for their help (only -1
level for divine spellcasters).
! (-3 SL) Spending 1001-5000 XP. See above.
! (-4 SL) Dying to cast it. (Raise Dead still works.)
! (-5 SL) Being crippled or horribly, and nearly
irrevocably, cursed to cast it.
! (-6 SL) Dying irreversibly to cast it.
Easy (6 CP). You have learned to substitute raw
power for some of the usual requirements of your spells.
Common applications of this technique include:
! Material (+1 SL) removes the need for most material
components unless theyre integral to the spell effect. If
you have a spell which animates a sword to fight, you
still need the sword. However, you wont need ruby dust
to sprinkle it with.
The classic Eschew Materials feat does not increase
the spell level, but only works on materials and only for
those costing 1 GP or less. If you want that version, its
bought as Easy, with the Streamline metamagical
modifier, Specialized to materials costing 1 GP or less
only, for a total of 6 CP.
! Verbal (+1 SL) removes the need for incantations.
! Somatic (+1 SL) removes the need for gestures and
arcane spell failure chance.
! Temporal (+1 SL) allows the caster to use the spell as
a Free Action. Unfortunately, since you cant take any
time to speak, gesture, or get out components, you must
also apply the Material, Verbal, and Somatic effects for a
total of +4 spell levels. Using this effect on spells with
lengthy casting times requires another +1 SL, +2 SL if
the normal casting time is measured in hours or more.
The classic Quicken feat states that you can cast a
spell with a moments thought. It isnt quite clear as to
what this means or whether it effectively includes the
Silent Spell and Still Spell feats; official and unofficial
statements seem to go both ways. If you feel that the +4
level cost does not include one more of the earlier effects
simply increase the spell level adjustment for Temporal
by the number you do not include.
Eclipse: The Codex Persona
58
Elemental Manipulation (6 CP). Elemental
Manipulation allows the user to add additional energy
types to a spell. Possible effects here include:
! Alter (+0 SL) changes the elemental effect of a spell
from one type to another.
! Subdual (+1 SL) changes the damage from lethal to
subdual or vice versa.
! SFX (+1 SL) changes special effects so that the spell
looks and/or sounds different or even takes effect
invisibly. Inherently obvious spells such as Meteor
Swarm or Call Lightning may require +2 to +3 SL. This
is the same general effect as Lacing: Hidden.
! Ether (+1 SL) makes the spell affect Ethereal
creatures. Similar modifiers apply for other coexistent
planes or extradimensional spaces. For +2 SL all such
planes and spaces can be affected simultaneously.
! Infliction (+1 to +5 SL) causes the spell to inflict a
condition on those who fail to resist. Such conditions
normally last for one round per level of the spell. The SL
adjustment depends on what condition is inflicted.
(+1 SL): Blown Away, Dazed (1 round), Dazzled,
Deafened, Fatigued, Knocked Down, or Sickened
(+2 SL): Blinded, Confused, Energy Drained (1 level,
lasts 1 hour per Caster Level,
ma x 20) , Ent a ngl e d,
Exhausted, Frightened, or
Shaken
(+3 SL): Cowering,
Nauseated, Panicked, or
Stunned
(+4 SL): Paralyzed or
Unconscious
(+5 SL): Dead, Petrified
! Concussive (+2 SL) causes
the spell to toss those
affected out of the way
(either out of the area of
effect or 10 feet per level of
the spell), knocking them
prone and inflicting damage
as if they had fallen an equal
distance.
! Holy/Unholy (+2 SL)
makes half the damage
Sacred or Profane. The spell
gains the Good or Evil
subtype as appropriate. No,
you cant add both.
! Twining (+2 SL) adds secondary elemental effects at
half of a base elemental effect. This effectively increases
a spells damage by +50%.
! Improved Twining (+4 SL) adds a secondary
elemental effect at full power for +4 spell levels. This
effectively doubles a spells damage.
! Sacred/Profane (+4 SL) changes the damage to
Sacred or Profane damage as appropriate.
Extension (6 CP). Extension covers the fine art of
manipulating the range of spells. Common applications
include:
! Extension (+1 SL per step) increases the range of a
spell from Touch to Short, Short to Medium, Medium to
Long, Long to Extreme (800 ft + 80 ft/Level), and
Extreme to Line of Sight (limited only by the users
direct vision).
! Indirect Fire (+2 SL) allows the spell to hit targets
within range which the user is aware of but cannot see;
this is not compatible with Line of Sight.
! Global (+6 SL) amplifies the range so that it may hit
any known target on a planet (or in the atmosphere).
! Trans-dimensional (+8 SL) allows the user to target
through scrying effects, to hit targets across the
dimensional boundary, or to target people at interstellar
ranges. Strangely, Trans-dimensional doesnt take any
more time to reach the target than normal.
Lacing (6 CP). Lacing is the art of weaving in
counter-counter measures. While rare and difficult, it can
make spells almost unstoppable.
! Hidden (+1) uses a subtle Illusion effect to hide spells
that are already subtle or quiet.
The spell has no visible or
audible effect.
! Improved Hidden (+3 SL)
is required to hide spells that
otherwise would be flashy,
noisy, or otherwise wildly
obvious.
! Penetrating (Variable)
allows the caster to better
overcome Spell Resistance,
providing a +3 on the roll per
+1 SL applied.
! Brackish (+2 SL) renders
the spell unabsorbable by items
that can absorb and store spells
or spell levels. It does not stop
character abilities.
! Improved Brackish (+4 SL)
renders the spell unabsorbable
by character abilities as well as
items.
! Bypass (+1 to +4 SL) allows
a spell to bypass special
immunities, such as an
undeads resistance to mind-altering effects or a golems
magical immunity. The caster must specify which
defense when he or she prepares this spell, or casts it (for
Spontaneous casters). The GM must adjudicate the SL
cost as needed. The more powerful and less specific the
immunity, the more it costs to use Bypass.
! Dispelling counters defensive spells that would
otherwise immunize the target against the spell cast with
Lacing. Increasing the SL by +2/4/6/8 counters a spell of
up to level 4/8/12/16.
I ts 12 CP. Do you want it or not?
Eclipse: The Codex Persona
59
Multiple (6 CP). You have learned how to combine
multiple spells into one. Common applications of this
technique include:
! Combine. You may stuff a number of spell levels into
a single spell slot equal to the (slot level -1) and cast
them as one effect. Thus, several low level spells can go
off with one casting. The spells do not need the same
target, duration, or any other attribute. The sole
exception is if the caster uses a spell slot with inherent
limitations on it such as those possessed by a Wizard
with school specialization. In that case, every spell
within the slot must meet every requirement of the slot.
! Spamming repeats a spell multiple times.. The cost is
equal to (+2 SL + the number of times the character
desires the spell to activate). This cost is reduced by 1 if
the spell takes effect once per round instead of all going
off at once and by 2 if the user must recast each
successive repetition on successive rounds.
For example, a Fireball that takes effect four times
would cost +6 spell levels. If only one goes off per
round, its +5. If you have to keep casting, its only +4.
! The Chain variant (+3 SL) jumps from target to target,
just like the 3.0 Chain Lightning spell. It homes in on the
nearest available valid target, then strikes the next. GMs
and players should use some caution with this power, as
it tends to go out of control. This effect reduces the
effective Caster Level by 1 per jump.
Some spells, such as Charm Monster, may not be
suitable and the GM can ban them or increase the cost.
Reduce this option to +2 SL if the spell only jumps once
per round.
! Bump (+4 SL), similar to Chain, lets spells hit the
primary target, then affect one secondary target per
Caster Level at half power. Reduce this option to +3 SL
if the spell only takes effect once per round.
Persistent (6 CP). You have learned how to extend
the duration of your spells. The available effects include:
! Persistent (+1 SL) makes spells last longer, doubling
the duration.
! Improved Persistent allows the user to add +2/3/4
levels to change the duration from hours/a few hours/a
few minutes to 24-hours. This can only make the
duration 24 hours long.
After using Improved Persistent, a character may
make a spell last for a week with another +2 SL, for a
month with +4 SL, for a year with +8 SL, or permanent
until dispelled or cancelled for +12 SL.
! Sacrifice lets you make a spell with a duration truly
permanent in a different fashion; you must permanently
sacrifice a spell slot three levels higher than the level of
the spell in question. It then becomes an innate ability
and remains in effect permanently as a supernatural
power. Note that this does not mean that you can keep
casting it; if you give up a sixth level spell slot to gain
the ability to Fly indefinitely, you cant grant that ability
to other people.
Sculpting (6 CP). You have learned to manipulate the
shape and targeting of your spells. Common effects
include:
! Shaping (+1 SL) allows the caster to change an area-
effect spell into a predetermined, specifically shaped area
of effect with the same volume as it normally has.
! Instant Shaping (+2 SL) instead shapes the spell as
above while casting.
! Personal Immunity (+1 SL) renders the spellcaster
immune to his or her own magical area effects.
! Targeting (+3 SL) lets you select which targets within
the area of effect will actually be affected, exempting
anyone you please.
! Precision adds a +10/+15/+20 Insight bonus on the
attack roll for ranged touch spells for +1/2/3 spell levels.
Stabilize (6 CP). You can make your spells sustain
themselves. Common effects using this technique
include:
! Attend (+1 SL) lets a spell which normally requires
concentration sustain itself for up to (Cha Mod +1)
rounds, after which time the caster must concentrate on it
for one round before it can be left on its own again.
! Stabilize (+2 SL) removes the need to concentrate on
spells. Spells or powers which normally require
concentration instead run automatically. The user must
concentrate to actually control the spell.
! Obliging (+3 SL) allows a spell to both maintain and
control itself according to what the caster would want it
to do. The player can still control the spell even if the
character is unconscious or dead. Spells which do not
require concentration to maintain may be rendered
obliging for only +1 SL.
Transference (6 CP). You have learned how to
transfer magic to others. Some possible effects here
include:
! Grant (+0 SL) allows you to lend someone else one of
your prepared or spontaneous spells (chosen at the time
you grant it) to use when they need it. You may not
regain the slot until its used.
! Giveaway (+1 SL) allows you to hand over control
and concentration on a spell to another character after
casting it.
! Sharing (+2 SL) allows you to use a spell with a range
of self-only on another friendly character.
! True Grant (+3 SL) allows spells to originate from
another character who is both within the casters line of
sight and the spells basic range (120 feet minimum).
! Great Grant (+4 SL) allows spells to originate from
anybody the caster is in mental contact with.
! Grand Blessing (+6 SL) allows you to grant a spell to
someone else and still regain it normally. Unfortunately,
no one recipient can carry more than (Con) levels of
imbued spells, the limit includes the +6 spell levels, and
the spells dissipate in a week. Most people can only
carry one spell.
Eclipse: The Codex Persona
60
Transference is a wonderful way for your villains to
strike at the heroes - or unsuspecting victims - without
exposing themselves to harm - and, of course, theyll be
much more powerful in person.
Triggering (6 CP). You can set up delays or
activation conditions and program your spells to choose
between options on their own. Triggering options
normally persist for 24 hours, except where noted
otherwise.
! Holding keeps a touch spell ready while you do
something else for up to 10 minutes. This costs no spell
levels, although spontaneous casters do have the casting
time extended as usual.
! Simple Conditions (+1 SL) or a time delay costs +1
spell level. This includes Activate on command, Wait
ten minutes, and When the next group of people come
by.
! Complex Conditions (+2 SL) allow the caster to use
multiple Simple triggers at once.
! Programmed Conditions (+3 SL) allow the caster to
set up contingent effects (or several contingent effects)
with a specified target, such as Activate when I reach
half my hit points.
! Mobile Focus (+1 SL) allows the spell to locate and
select targets on its own initiative. These spells have a +0
ranged attack bonus, should it matter. This includes Fire
yourself at my enemies chasing after me past the
obelisk. Also, this
anchors the spell to
a physical item
which can be moved
or l eft behi nd,
w h e r e a s t h e
previous versions
either kept the spell
near the caster or at
a specific location.
! Clockwise (+1
SL) adds to the time
limit. Casters may
relax the limit by an
additional 24 hours
with Extension. This
doesnt increase the
spells duration, but
will allow a trigger
to remain active for
longer. The caster
may stack as many
of these as he or she
can afford.
General Metamagical Upgrades
This category includes upgrades applicable to any of
the feats presented previously.
Glory. (6 CP) Once Glory is applied to a metamagic
theorem the character may use it spontaneously, adding
up to +(Con Mod) spell levels worth of the effect to a
spell up to (Con Mod) times per day. This boost doesnt
allow any other metamagic feat, even if the character has
more spell levels left over. Casters who prepare spells
may still use this effect spontaneously, but the +(Con
Mod) must cover the whole cost of the metamagic that
they wish to add unless theyve prepared the spell in a
higher-level (but insufficient) slot.
! Improved Glory (+12 CP) allows the character to use
any metamagic feat he or she knows in this way, or any
combination of such feats.
Streamline. (6 CP) A favored ability for casters, this
reduces the level cost of any two metamagic feats by -1.
Casters may take this more than once, but cannot reduce
the level cost below 0.
Fast. (6 CP) For spontaneous spellcasters, Fast allows
the use all known metamagic feats without increasing the
casting time. In general, this replaces any special
preparation feats.
How many times must I tell you this? Glory, then Streamline!
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61
Templates & Racial Abilities
Templates are designed much like character levels,
but do not include a base hit die. Since this has an
effective value of 8 CP, a +1 ECL is worth 32 points.
Character races built on 31 points or less, like the
standard races, do not call for an ECL adjustment.
Point Cost Level Adjustment
0-31 (No level adjustment)
32-63 +1 ECL
64-95 +2 ECL
96-127 +3 ECL
128-169 +4 ECL
160-191 +5 ECL
The abilities listed below arent usually available
after character creation; theyre mostly used in creating
templates and creatures.
Amorphous (6 CP). Your body has no definite form,
and can squeeze through cracks, into oddly-shaped
spaces. You cannot be flanked since you have no facing,
implicit or otherwise.
Amorphous characters usually also purchase
immunity to the extra damage from critical hits and non-
flanking sneak attacks. This is not required though.
Attribute Shift (6 CP). You may apply a +2 bonus to
one attribute at the cost of applying a -2 modifier to
another. No single attribute may be changed by more
than 6 in this way.
Energy Infusion (6 CP). Your body is partially made
up of extra-dimensional or elemental energies rather
than mere flesh. This has several different effects:
! You are immune to damage or harmful effects derived
from the energy type youre infused with.
! You can easily survive in environments made up from
the energy type youre infused with.
! You take double damage from the opposing energy
type. While others are possible, likely energy sets and
pairs include the Elemental (Fire [Fire] and Water [Cold]
or Earth [Acid] and Air [Lightning]), Alignment (Good
[Sacred] and Evil [Profane] or Chaos [Sonic] and Law
[Force]), and Planar (Positive and Negative Energy or
Ethereal [Force] and Shadow [Illusion]). Some Game
Masters may also allow the Forces (Darkness and Light
or Gravity and Nuclear Energies). Truly odd Game
Masters may allow the Primordial Energies - (Astral
[Mind-Affecting] and Blood [Poison] or Dimensional
and Cosmological), but most sages claim that they dont
exist anyway.
! You acquire the appropriate type (Fire, Lawful, etc.)
and can be affected by spells and abilities which target
that type or types.
! You may take Energy Infusion more than once, as long
as you infuse yourself with only one force from each
possible group.
! For +3 CP you may infuse your natural weapons and
unarmed attacks with extra-dimensional energy so that
they do double normal damage against opposing types.
For +6 CP you may inflict damage of the appropriate
type rather than inflicting normal physical damage.
Extra Limbs (6 CP). You have additional arms, legs,
or other appendages. This does not grant extra actions,
but extra legs do allow the character to use the
Quadruped carrying capacity rules and provide a +10
foot bonus to ground movement. Extra arms let you carry
more things and may allow the use of two shields at once
if the Game Master is feeling generous.
Non-Abilities
Some characters lack one or more ability scores.
Such creatures do not have scores of 0; they lack the
ability altogether and have no attribute modifier for the
attribute. They automatically fail attribute checks based
on that attribute. Other effects are noted below. Dropping
an ability score costs no CP, but isnt recommended.
Characters with non-abilities tend to be virtually
unplayable.
! Strength: A creature with no Str score cant exert
force. If it can attack, it applies its Dex modifier to its
base attack bonus instead of its Str modifier.
For +12 CP a creature without a Str score can take
on the Incorporeal ability.
! Dexterity: A creature with no Dex score cant move. If
it can perform actions (such as casting spells), it applies
its Intelligence modifier to Initiative checks instead of a
Dexterity modifier. It automatically fails Reflex saves.
! Constitution: Creatures with no Con arent alive. They
are immune to ability damage, ability drain, energy
drain, and effects requiring Fortitude saves unless they
work on objects or are harmless. They cant tire, and thus
can move, work, or remain alert indefinitely. On the
other hand they cant be Raised or Resurrected and are
instantly destroyed at 0 HP.
For +12 CP creatures with no Con scores can gain
bonus HP from their size (Small +10, Medium +20,
Large +30, Huge +40, Gargantuan +60, and Colossal
+80).
! Intelligence: Any creature that can think or learn has at
least Int 1. Creatures with no Int are mindless
automatons operating on simple instincts or programs.
Having no minds, theyre immune to mind-affecting
effects (charms, compulsions, phantasms, patterns, and
morale effects). Mindless creatures do not gain level-
based CP bonuses.
Creatures always have Wisdom and Charisma scores
of at least 1. Otherwise theyre objects.
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Size Modifications
Playable characters normally occupy the middle of
the organic portion of the size scale: Small, Medium,
and Large. Characters outside of this range had best
have some type of shapeshifting. Beings beyond the
organic scale are subject to special rules.
Microscale creatures cant interact effectively with
beings or objects in higher size ranges, take no damage
from falls (theyre basically weightless), may take
days to move an inch, and are too small to see. Theyre
also extremely fragile; below a certain level of
complexity only the strongest life-forces can maintain
themselves, and even then they are extremely vulnerable
to area-effect attacks - such as a spray of disinfectant.
Grandiose creatures are virtually impervious to
attacks which do not affect an appropriately large area.
Similarly, their attacks all affect massive areas. Of
course, anyone silly enough to get into a physical
confrontation with an entity you can see from orbit
probably deserves whatever they get.
Size Modifiers; Str Dex Con AAM Fall SM AC Re
Microscale
Subatomic N/A N/A -18 N/A --- --- -- --
Atomic N/A N/A -16 N/A --- --- -- --
Molecular N/A N/A -14 N/A --- --- -- --
Cellular N/A N/A -12 N/A --- --- -- --
Microscopic N/A N/A -10 N/A --- --- -- --
Minuscule N/A N/A -8 N/A --- --- -- --
Organic Scale
Fine -8 +8 -6 +8 --- +16 10 --
Diminutive -6 +6 -4 +4 d1 +12 10 --
Tiny -4 +4 -2 +2 d2 +8 10 --
Small -2 +2 - +1 d4 +4 10 5
Medium - - - - d6 0 10 5
Large +8 -2 +4 -1 d8 -4 12 10
Huge +16 -4 +8 -2 d10 -8 13 15
Gargantuan +24 -8* +12 -4 d12 -12 19 20
Colossal +32 -16* +16 -8 d20 -16 24 25
Grandiose
Mountainous +40 N/A +20 Area d100 -24 30 Sp
Continental +48 N/A +24 Area 2d100 -36 36 Sp
Astronomical +56 N/A +28 Area 3d100 -48 43 Sp
Planetary +64 N/A +32 Area 4d100 -60 51 Sp
Stellar +72 N/A +36 Area 5d100 -75 60 Sp
Nebular +80 N/A +40 Area 10d100 -90 70 Sp
*: Only -4 for Initiative and AC purposes. Skill
checks and fine manipulation are subject to these
massive penalties.
**: Ditto. Same as above.
AAM: Armor Class and Attack modifier for the
creature.
Fall: Falling damage die used, per 10'. Creatures in
the Grandiose category do not usually fall at all. Other
things start falling to them. If you can make them fall, it
hurts a lot.
SM: Skill Modifier. This adds to stealth skills (and
similar skill checks) as well as to any knockback the
creature suffers. Its subtracted from checks for
grappling, smashing doors, and similar actions, as well
as from any knockback the creature inflicts physically.
Larger creatures thus receive bonus on such activities.
AC: A creatures basic Natural Armor Class (i.e.,
hitting a medium sized creature requires 10 if there are
no other modifiers).
Re: Reach, in feet. Sp indicates whatever the GM
likes - ranging from tens of feet to light hours.
Special Size Modifications
Physical Enhancements - Devices, Spells, and
Psionic Powers which enhance Str, Dex, or Con - lose
+2" from their effectiveness for each level of Growth a
creature has, but gain a +2 bonus for each level of
Shrinking up to a maximum of +12. Other devices may
also fail to work properly when overloaded.
Huge and Gargantuan creatures receive only half the
usual benefits of healing spells. Colossal creatures
receive only one quarter the usual benefits. Conventional
healing magic will not work on creatures on the
Grandiose scale.
Growth (48 CP per level). Each level of Growth
increases a characters size by one level with all
appropriate modifiers. The Game Master is encouraged
to play up problems with living expenses, fitting into
normal buildings and vehicles, and getting equipment.
Shrinking (12 CP per level). Each level of Shrinking
reduces a characters size by one level with all
appropriate modifiers. Tiny and smaller creatures
mostly find supplies very cheap but have an extremely
hard time dealing with practical matters, such as carrying
money.
I swear, the teeth were THI S BI G.
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General Notes
Immunities (page 34). Immunities are very common
in templates and as creature powers. Common
Immunities include extra damage from Critical Hits,
Sleep, Subdual Damage, Ability Damage and/or Drain,
Fatigue and Exhaustion, Energy Drains, Sleeping,
Eating, and/or Breathing, Paralysis, Stunning, Flanking,
Spell Immunities, Disease, and Death Effects.
Innate Spell (page 33). A great many creature powers
can be treated as Innate Spells, including abilities such
as Ability damage or Drain, Breath Weapons, Summon,
Gaze Attacks, Paralysis Attacks, and Poisons (Poisons
can also be built using Trick).
As previously noted, unlimited use is normally
taken to mean enough times per day that theres no
need to keep track during a single encounter. Few
abilities actually allow unlimited use.
Occult Sense (page 38). This is commonly used for
Blindsense, Blindsight, Tremorsense, and Scent.
Self-Development (page 42). When taken as a part
of a Template or Racial Package, Self-Development
costs are halved. They dont apply when transformed
and are selected and approved by the Game Master -
and so wont be as useful to each character or become
more effective when applied to low attributes.
Existing Templates
3.0 Half-Celestial, +4 ECL, 159 CP
Special Abilities: Low-Light Vision (Occult Sense,
6), Immunities Acid (6), Cold (12), Disease (6), and
Electricity (12), +4 to Saves versus Poison (Resistance,
6), +1 Natural Armor (Defense, 6)
Attribute Modifiers: Str +4 (24), Dex +2 (12), Con
+4 (24), Int +2 (12), Wis +4 (24), Cha +4 (24) = 174
Innate Spells: Protection From Evil 3/Day (L1+2
Multiple, 6), Bless and Detect Evil (L1+L1+1
Multiple/Combined, 3), Aid L2, Corrupted, 2), Cure
Serious Wounds (L3, +3), Neutralize Poison (L3, +3),
Remove Disease (L3, +3), Holy Smite (L4, 6), Dispel
Evil (L5, 6), Hallow (L5, 3), NO L6 (Specialized, only
for reaching higher levels, 3), Holy Word (L7, 12),
Resurrection (L7, 6), Holy Aura 3/Day (L8, 16), Symbol
(L8, 6), and Summon Monster IX (L9, 18). Total 96.
Corrupted; Gradual availability only; 64 points
All Half-Celestial abilities are considered Corrupted.
Yes, thats twice for the Innate Spells. Thats unusual,
but allowable with the permission of the Game Master.
They render the Half-Celestial vulnerable to many
Channeling powers, mystic bindings, summoning, and
banishment, make them very detectable, keeps them from
being Raised or Resurrected, and tend to make them
compulsively "good."
3.5 Half-Celestial, +4 ECL, 167 CP
The 3.5 Half-Celestial has some notable
modifications. They always have Wings (Celerity with
additional movement mode, Corrupted by need for space,
+12 CP), they get Smite Evil 1/Day (Smite, 6 CP), Mass
Charm Monster replaces Symbol (No cost), free use of
Daylight (upgrade the unused L6 innate spell slot and
apply the Innate Magic multiple for free, since its
already inherent, for 7 uses/day for +3 CP. For an
additional +3 CP this can be raised to 21 times, which
should suffice), they gain Spell Resistance (6 CP) and
DR 10/Magic (a base of 36 CP, but double-Specialized;
physical attacks only, not versus magical weapons, 9
CP).
On the other hand, they lose the Low-Light Vision (-
6 CP), and get resistances instead of immunities to acid,
cold, and lightning, reducing those costs to 3, 6, and 6
CP, for a net -15. The overall Corrupted modifier
continues to apply, for a net total of +8 CP. The 3.5 Half-
Celestial is fairly near the limit for +4 ECL, but still has
a 4 CP margin.
3.0 and 3.5 Half-Dragon, +3 ECL, 115 CP
Special Abilities: d6 Natural Weapons (Martial Arts,
3*), Breath Weapon 1/Day (Innate Spell, 6), Low-Light
and Darkvision (Occult Sense x2, 12), Immunity to Sleep
(6), Paralysis (6), and one Energy Form (12), +4 Natural
Armor (Defense, 12*)
Attribute Modifiers: Str +8 (24*), Con +2 (6*), Int +2
(12), and Cha +2 (6*)
Special Modifiers: Any racial hit dice are increased
by one size to a maximum of d12's. This may or may not
mean anything to a point-buy character. Its been
arbitrarily set at 10 CP - enough to boost 5 hit dice by
one size each. Player characters normally dont get
wings, so that cost is not listed.
*Specialized. These abilities mark the character as an
obvious monstrous supernatural being with scales,
bulging muscles, and the Dragon type. He, she, or it
can expect a lot of suspicion and minor difficulties in
civilization and in social situations.
3.0 and 3.5 Half-Fiend
The Half-Fiend build is so close to the Half-Celestial
build that it really isnt worth writing up. It changes the
spell selection and trades in four points worth of
attribute enhancements in favor of natural weapons and
an extra resistance.
3.5 Afflicted Lycanthrope, +2 ECL, 64 CP
Shapeshift, (with Attribute Modifiers, Bonus Uses,
and Hybrid, Specialized in a particular animal form, 12
CP), Defender (Natural Armor +2, 12 CP), d6 Natural
Weapons (Martial Arts, 4 CP*), Low-Light Vision
(Occult Sense, 6 CP), Animal Empathy (Mindspeech,
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both Specialized and Corrupted to apply to animals of
the lycanthropic type only, 2 CP), Scent (Occult Sense,
6), +2 Wisdom (12 CP), Curse of Lycanthropy (Innate
Spell, Curse, 1/Day. 4* CP and Damage Reduction
5/Silver (Afflicted Lycanthrope, 4* CP)
* While shapeshifted only.
A full lycanthrope normally also derives Feats, Skills,
HP, and special abilities from its animal form. Since
these vary with the animal but result in an additional
ECL modifier, theyre simply purchased to fit the animal
type and the resulting cost is added to the total.
3.5 Natural Lycanthrope, +3 ECL, 72 CP
The only noticeable
di ffer ence bet ween t he
Af f l i c t e d a nd Na t ur a l
werecreature is Damage
Reduction 10/Silver (12 CP
instead of 4 CP). While this is
enough to boost them up to the
next ECL, a few extra talents
might be in order to make each
one unique.
T h e C u r s e o f
Lycant hropy i s al most
entirely beneficial in d20; it
provides a variety of useful
enhancements and only causes
problems if the wereform has
an evil inclination. It also
makes it a bit hard to explain
why there are any humans left.
Of course, in Point Buy,
you eventually have to pay for
any powers you get; the
curse si mpl y causes
animalistic madness and
allows the victim to use the
powers. He or she can bring
things under control once he or
she actually buys them. Being able to inflict it once per
day is normally sufficient; stories about werecreatures
rarely have them infecting large numbers of people at
once. If that ability is desired, simply add more bonus
uses.
Some werecreatures retain enhanced physical
abilities in normal form; this simply makes the template
more expensive. Others actually have problems such as
frightening animals, showing telltale signs in normal
form, having to roll will saves against animalistic urges,
and so on. Such Corrupted packages are either cheaper
or more powerful.
Go ahead; be any kind of werething you want to try
out.
Minor Monster Powers
Breath Weapon. This is usually built using Inherent
Spell. Breath Weapons are often Corrupted (only usable
every-so-many rounds).
Etherealness. Simply living on another plane costs
nothing. Commuting usually requires an innate spell, but
accessing the co-existent planes is relatively easy; a
Blink spell does it repeatedly. A level one or two spell
should suffice.
Poison. This is usually built using an Inherent Spell
as a supernatural ability. Like it or not, nonmagical
poisons usually take more than one round to take effect
and work differently on different creatures. It can also be
taken as a Trick.
Pounce. This is just Reflex
Training (may make a full attack
after a charge). Its often
Corrupted to allow unarmed
attacks only.
Powerful Charge. Augment
Attack or Enhanced Strike as
required.
Rake. Reflex Training; bonus
natural weapon attacks when
grappling (usually +12 CP to buy
it twice).
Regeneration. This can be
purchased as Grant of Aid (the
fast-healing variant) coupled with
either lots of Damage Reduction
(Specialized: converts to stun
damage only and Corrupted: not
effective versus some attacks) or
as Immunity to Death from causes
other than X.
Swallow Whole. Creatures
with really big mouths and jaw
structures allowing it can swallow
a single grabbed creature one size
smaller then themselves, two of
two sizes smaller, four of three
sizes smaller, and so on, with a successful grapple roll.
This is simply a Trick. It can be used fairly often but
only does damage slowly.
Swarm. A Swarm simply needs Immunity to single-
target effects. This is expensive, but its usually
Corrupted to leave them especially vulnerable to area-
effect weapons and things like Gust of Wind. Buying
some area-effect damage is an optional extra.
Trample. Creatures with four or more legs and hard
feet (or hard foot coverings) may attempt to trample
creatures at least one size smaller than themselves.
Creatures with two legs can attempt to trample creatures
at least two sizes smaller than themselves, but must make
a DC 18 Reflex save to avoid falling. No save is required
if the target is at least three sizes smaller than the
trampler. This isnt really a special ability.
...Destroyer of Worlds, Ravager of...
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Chapter 3:
Paths and Powers
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66
The following sections present chains of abilities for
different kinds of campaigns. High-powered campaigns
might allow characters to take any of these, while low-
powered ones might restrict casters to Witchcraft only.
Different powers present different kinds of challenges for
Game Master and player alike, so feel free to
experiment.
Although the abilities presented here often only list
one specific requirement, they do indeed demand the
character have all the preceding abilities along the chain.
Fortunately, weve provided handy flowcharts where
needed.
Channeling
Channeling taps into powers of creation and
destruction, of life and death - more commonly known as
positive and negative energy. Its one of the more primal
paths available.
Positive energy can repel or even destroy the undead,
hearten or inspire living beings, counter or neutralize
negative energies, and reveal or disrupt various occult
effects.
Negative power, as might be expected, has opposing
effects. It can awe or command undead, inspire fear or
hopelessness in living beings, reveal or disrupt a variety
of occult effects, and counter or neutralize positive
energy effects.
Channeling effects have an Intensity, indicating the
maximum level of effect which can be produced or hit
die which can be affected, and a Magnitude, indicating
the scale of the effect which can be produced or the total
number of hit dice which can be affected. Unfortunately,
since Channeling involves spontaneously tapping into
extradimensional power sources, both are subject to
random influences (i.e., a d20 roll).
Basic Channeling simply involves buying some uses
per day. Intensity, Magnitude, and exotic enhancements
are optional, but useful. Basic Channeling can only
directly affect spirits sustained by pure positive or
negative energy, such as undead and any positive-
energy entities the Game Master brings into play.
Creatures who also draw strength from alignment forces
(outer-planar outsiders: good ones are normally linked
with positive energy, evil ones with negative energy),
elemental forces (most inner-planar outsiders), chemical
sources (most material plane creatures), or other energy
forms either cannot be affected or have an effective +20
Turn Resistance at the option of the Game Master.
Creatures partially sustained by raw magic, such as
Liches and Vampires, are more resistant than usual to
Channeling - an ability expressed as Turn Resistance.
Creatures which are affected (Intensity greater than
or equal to their effective hit dice) can be Turned
(Magnitude equal to their hit dice) or Destroyed
(Magnitude equal to twice their hit dice or more) if the
energy type opposes their own. If it matches, they can be
Rebuked (Magnitude equal to their hit dice), Bolstered*,
or Commanded (Magnitude of 2x hit dice or more).
*Gaining either Turn Resistance equal to [Intensity -
their level] or Positive Levels (see page 86) equal to
[Intensity - their level]/2 for ten rounds.
Buying Channeling
Uses Per Day: 1 (3 CP), 3 (6 CP), and +(Cha Mod)
(3 CP the first time, 6 CP for each succeeding time).
Characters may elect to channel either positive or
negative energy, not both. In general, evil characters
must pick negative energy and good characters must pick
positive energy.
Base Intensity = User Level. +2/4/5/6/7/8 for +3 CP
per step. The actual Intensity equals the base Intensity
modified by a d20 check on the chart below. While it is
possible to work without a holy or unholy symbol to
focus the energy, this results in a -10 penalty on
Intensity.
Channeling Intensity Checks
1d20 + 1d20+
Cha Mod Intensity Cha Mod Intensity
0- Base -8 13-15 Base -3
1-3 Base -7 16-18 Base -2
4-6 Base -6 19-21 Base -1
7-9 Base -5 22-25 Base
10-12 Base -4 26+ Base +1
Base Magnitude = 2d6 + Cha Mod + User Level.
Add +1d6 per +3 CP to a maximum total of +8d6 for
+18 CP.
Base Range = 60 Feet. This normally radiates from
the user, but may be projected in a cone if this is desired.
Basic Upgrades
Censure (6 CP). You may lace your Channeling
effects with additional energies, allowing you to affect an
additional category of targets. Common categories
include good and evil outsiders, elemental pairs, animals,
or plants. In the case of elementals or outsiders, you
bolster an allied type while rebuking its opposite (for
example, rebuking fire elementals while bolstering
water). Animals and plants are Bolstered through
positive energy and Rebuked by negative. You may take
Censure multiple times to affect multiple groups.
Such creatures are considered to have a base Turn
Resistance equal to one-half their Spell Resistance, if
any. Characters who opt to buy Channeling which only
affects creatures of a specific type may apply the
Specialized modifier.
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68
You want a blessing? I ll
give you such a blessing...
Conversion. You may convert the positive or
negative energy from a Channeling attempt into a single
divine spell effect (chosen when this ability is selected)
appropriate to the energy type of up to level 2/3/5/6 for
3/6/9/12 CP. For an additional +3 CP you may select a
group of four spells related to a particular theme. Gods
and epic-level characters may go up to ninth level spells
at a cost of 18/24/30 CP for levels 7/8/9.
Note that this may be used to power an Add
Metamagic spell like the Metamagical Rods, adding +2
metamagic levels per 3 spell levels.
Divine Command (6 CP). You may momentarily
imbue objects with life or unlife force, creating up to
(Magnitude) hit dice worth of Animated Objects up to a
limit of (Intensity) hit dice in size and lasting for
(Intensity) rounds.
Dualism (6 or more CP,
OPTIONAL). This allows use
of both Positive and Negative
energy. While it is possible for
a character to use both negative
and positive energy normally,
they must buy uses, Intensity,
and Magnitude modifiers
separately.
Heightened (6 CP). You
may reduce your base Intensity
(to a minimum of zero) to add
the subtracted value to your
Magnitude. Alternatively,
subtract dice from your
Magnitude and add the number
of dice so subtracted to your
base Intensity. The modifier to
be used must be declared
before rolling.
Damaging (6 CP). In place
of the usual turn/destroy result
y o u ma y d i s t r i b u t e
(Magnitude) d6 of damage among any targets within
range you would normally harm up to a limit of
(Intensity) d6 against any one target. This is considered
Divine-type damage.
Game masters may opt to make this the default
system for Channeling. In this case characters may buy
access to the usual turn/destroy results for +6 CP.
Great Channeling (6 CP). You may expend two
turning attempts in a single action to double your total
Magnitude.
Sacred Hand (6 CP). You no longer suffer a -10
Intensity penalty if you dont have a holy or unholy
symbol to work through.
Glorious Touch (Positive energy wielders only)
! Empower (6 CP). You expend a Channeling attempt to
imbue a weapon, shield, or tool, with (Cha Mod)
plusses, whether in the form of enhancement bonuses
or special functions, for (Magnitude) rounds. The
combination of abilities may be varied from use to use,
but no single special ability may have a value of more
than (Intensity/3) plusses.
! Might (3 CP). You may expend a Channeling attempt
to grant yourself, or anyone you touch, one of the
following Sacred bonuses (chosen when this ability is
selected): +2 to Str, Dex, or Con, +2 to all Saves, +10'
move, or +10 HP. For each +3 CP an additional effect
may be selected up to a maximum of 36 CP and twice for
any individual effect. The total number of effects applied
may not exceed (Intensity/2)
and the duration is (Magnitude)
rounds. For +3 CP you may
split this duration between
multiple targets.
! Meditations on the Divine (6
CP). You may expend a
Channeling attempt to throw
off the effects of any form of
mental control, including
induced fear, possession,
charm and dominate effects.
! Invigoration (6 CP). You
may spend a Channeling
attempt to gain (Intensity)
temporary HP and Fast Healing
1 for (Magnitude) rounds. For
+3 CP you may opt to apply
this to an ally instead.
! The Inner Fire (6 CP). You
may spend a Channeling
attempt to fill yourself with
sacred flames, burning away all
parasites, diseases, and toxins.
You gain fire resistance of
(Intensity/3) and can inflict 2d6
fire damage with unarmed
a t t a c k s f o r t he ne xt
(Magnitude) rounds. For +3 CP you may opt to apply
this to an ally instead.
! Lifegrant (6 CP). You may spend a Channeling
attempt to breath life into lifeless matter. For the newly
(less than an hour) dead, this equates to Resurrection.
Plants and Animals can be Awakened. Relatively
formless items, such as stones, generally become
elemental creatures. Items with reasonable forms, such
as a statue, become living things and may or may not (at
the users option) be transformed into flesh. Using this
ability normally costs 1 XP per 10 pounds of material
affected.
Yes, this will allow you to make new species or to
bring back extinct ones. Use with caution.
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Hatreds Weal (Negative energy wielders only)
! Dark Awakening (6 CP). You may gradually infuse
one or more corpses with negative energy, transforming
them into undead with a maximum Challenge Rating
equal to (Intensity) and a Hit Die total equal to
(Magnitude). This process requires at least three days,
but does provide some influence over such creations: the
user may employ social skills such as Diplomacy to
influence undead created in this fashion and they have a
base attitude of Neutral towards him or her.
As a note, this ability also allows the user to return
as an undead three days to a week after being killed. The
user must sacrifice character levels to apply an undead
template of his or her choice.
! Shadow Casting (6 CP). You may give up 1 HP
(which cannot be regained until the shadow is destroyed)
and 100 or more XP to create a shadowy copy of
yourself. Such copies have an effective XP total of 10x
the amount given up to create them (not to exceed the
creators remaining total). They can become incorporeal
as a Free Action and can possess helpless characters and
creatures who are already under their creators control
and are a lower effective level than themselves.
! Call Inner Demons (6 CP). You may expend a
Channeling attempt to project your own inner darkness
as a physical entity - an Astral Construct of level
(Intensity/2). While you can have only one such
construct in existence at a time and suffer 3d6 damage if
its destroyed, whenever it kills someone you gain 1d6
temporary hit points (+30 max), one Mana point (+6
above normal maximum), and +1 effective Caster Level
(+6 max). It can remain in existence for up to ten
minutes, plus ten minutes per sentient being it kills.
! Touch of the Reaper (6 CP). You may expend a
Channeling attempt to drain two levels with a touch
attack. These take 12 hours each to return and never
result in permanent level loss.
! Touch of Annihilation (6 CP). You may expend a
Channeling attempt to inflict Disintegration with a touch
attack. The saving throw is at DC (15 + Chr Mod).
! The Living Darkness (6 CP). You may expend a
Channeling attempt to manifest an astral construct (as
per Call Inner Demons) around yourself. You gain its
Strength if its higher than yours, it takes damage and
makes saves before you do (you dont need to save if it
succeeds), and you gain access to all of its other abilities.
Hand of Darkness (Negative energy users only)
! Shadowmastery (6 CP). You may expend a
Channeling attempt to fill an radius of up to (2 x
Intensity) feet with utter darkness for (Magnitude)
rounds. While normal darksight and light-producing
spells of less than 7th level will not penetrate this
darkness, within it you have Shadowsense - the ability to
pinpoint the location of anything within your darkness -
and suffer no penalties for being unable to see.
! Fearspeaker (6 CP). You may spend a Channeling
attempt to gain Frightful Presence (Will save DC 10 +
character level) for (Magnitude) rounds, affecting those
with (Intensity) or fewer levels in a 60 foot radius.
! The Dark Veil (6 CP). You may become a forgotten
part of the greater darkness. No one will remember your
origin, your name will persist in only the most obscure
references, and even the rumors of your doings will
become vague and confused. You may expend a
Channeling attempt to erase all memories of yourself
from any single creature within 60 feet, although this
may be resisted with a DC 18 Will save.
! Nightmare (6 CP). You may expend a Channeling
attempt to invoke a Phantasmal Killer, a horrific Major
Image, to Suggest some dreadful or paranoid thought, or
to simply inflict foul dreams and troubled nights on up to
(Magnitude) targets within (Intensity) miles.
! Vanishing Shadows (6 CP). You may expend a
Channeling attempt to erase up to (Intensity) specific
thoughts and/or memories of your choice from up to
(Magnitude) individual targets within 60 ft. Affected
individuals - those who fail a DC 18 Will save - are
likely to accept any suggestion you make in place of
their missing memories.
! Shadow Realms (6 CP). You may expend a
Channeling attempt to move to or from the Plane of
Shadows or to enter or depart a dream. The sleeper may
attempt to resist your entry to his dreams with a DC (10
+ Intensity) Will save and you may remain there, causing
trouble, for up to (Magnitude) minutes.
The following Channeling paths all have positive and
negative forms, with appropriate effects and targets.
Where opposing forms exist characters with Dualism
must learn each form separately if they want both. The
opposing forms can usually cancel each other out.
Planar Bonds
! Seal of Life/Death (6 CP). You may expend a
Channeling attempt as a Swift Action to invoke a Death
Ward (or similar protection from positive energy
effects).
! Seal of Light/Darkness (6 CP). You may expend a
Channeling attempt as a Swift Action to charge yourself
with (Magnitude) d6 of sacred or profane damage. Until
the supply is exhausted or (Intensity) minutes pass you
may expend up to three dice of damage against any
creature which strikes you in melee combat or which you
hit with a touch attack.
! Inner Light/Darkness (6 CP). You may expend a
Channeling attempt to take on the Half-Celestial
(positive energy) or Half-Infernal (negative energy)
template for (Magnitude) minutes with an effective
level for the purposes of using their innate spells equal
to (Intensity). Using this ability does, however, tend to
result in being called on for services by Celestial or
Infernal powers. For an additional +6 CP (Legacy) you
may pass on such a template to your offspring, if any.
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! Flow of Life (6 CP). You may expend a Channeling
attempt to provide 3d6 hit points and one Positive Level
(page 86) to all of your allies within 60 feet (Positive
Energy). Negative energy drains 3d6 hit points from all
of your enemies in a similar radius while granting you up
to 12d6 temporary hit points at two dice per enemy
affected. In either case, there is no effect on characters
whose level exceeds the effects Intensity and no more
than (Magnitude) characters can be affected in total.
! Aura of Light/Darkness (6 CP). You constantly radiate
an aura of energy in a 15' radius with a normal
Magnitude but a -10 penalty on its Intensity. For an
additional +6 CP you may add a first-level divine spell
effect relevant to positive or negative energy which you
can use as an Immediate Action on anyone within your
aura. It cannot affect any single character more than (Cha
Mod) times per day and requires a Intensity check with a
result of one or better after the -10 penalty to take effect.
! Energy Transformation (6 CP). You may expend a
Channeling attempt to become an incorporeal being of
pure positive or negative energy, gaining the Incorporeal
ability, Flight 60', (Intensity +10) resistance to positive
and negative energy effects (as per Spell Resistance) and
a touch attack inflicting either 3d6 profane damage (for
negative energy wielders) or your choice of 2d6 healing
or sacred damage. Your Channeling-based abilities will
continue to affect material creatures normally. You may
maintain this state for (Magnitude) rounds
Path of Infusions
! Imbuement (6 CP). You may infuse items or areas
with energy. You may expend a Channeling attempt to
bless a holy or unholy item, to create holy or unholy
water, or to Consecrate or Desecrate an area. Given a
few days for the ceremonies, and several Channeling
attempts, you can Hallow or Unhallow a structure.
! Spiritfire/Banefire (6 CP). You may expend a
Channeling attempt to neutralize (negative energy) or
generate (positive energy) simple physical energies, such
as heat, cold, and electrical forces within a 60 foot
radius. The user may inflict or negate up to (Intensity, 30
maximum) points of damage to up to (Magnitude)
targets.
! Living Matrix (6 CP). You may expend a Channeling
attempt to supply (positive energy) or drain away
(negative energy) three spell levels worth of magical
energy. For an additional +3 CP you may expend two
attempts to supply or drain up to six levels worth of
magical energy. For +6 CP you may expend three
Channeling attempts to supply or drain up to 12 spell
levels worth of energy. In either case, this can be treated
much like the effects of a Rod of Absorption, although
the user is not restricted to personally-directed spells.
! Hand of the (Un-)Maker (6 CP). You may expend a
Channeling attempt to create (positive energy) or destroy
(negative energy) up to (Magnitude) cubic feet of
inanimate material. Unfortunately, creation costs 1 XP
per 5 GP value of the materials created above 25 GP to
make real and permanent items. If the required amount is
not spent created items persist for only [Intensity] hours.
Attempting to entrap a creature allows a save. Attacking
a creature with negative energy acts as a Disintegration
spell with an effective Caster Level of (Intensity/2).
Using positive energy on a creature provides the effects
of Regeneration and Greater Restoration at Caster Level
equal to (Intensity) and heals (Magnitude) points of
damage. All of these effects have a range of 60 feet and
targets may make a Reflex save (DC 15 + Cha Mod) if
this is relevant.
! Forge of Will (6 CP). You may expend a Channeling
attempt to temporarily augment (positive energy) or
neutralize (negative energy) the powers of a magical
item within 60 feet. Neutralization affects an item with a
Caster Level of up to (Intensity) and renders it
effectively non-magical for (Magnitude) hours.
Augmentation effectively doubles the effectiveness of an
item (e.g., the Caster Level of a wand, the plusses of a
magical weapon, the amount of work done by a Lyre of
Building) but only lasts for (Intensity) minutes or
(Magnitude) total uses, whichever comes first.
! Lifeshaping/Plague Mastery (6 CP). Positive energy
wielders may expend a Channeling attempt to duplicate
the effects of Polymorph or Baleful Polymorph, but with
a range of 60 feet and an instantaneous duration.
Negative energy wielders may inflict new and hideous
plagues (in general as per Contagion, original afflictions
must be approved by the Game Master but their effect
should be related to the Intensity) on up to (Magnitude)
creatures. In either case a Fortitude save at DC (18 + Cha
Mod) negates the effect.
Divine Wrath
! Smite (6 CP). Once per round you may expend a
Channeling attempt as a Free Action to add (Cha Mod)
to one of your attack rolls and (Intensity) Sacred or
Profane damage to the damage it inflicts. A Smite
attempt may be held ready for up to (Magnitude) rounds.
! Wrath (6 CP). You may expend a Channeling attempt
to add (Magnitude) Sacred or Profane damage to a touch
attack.
! Cleansing/Corruption (6 CP). You may expend a
Channeling attempt and touch a target to either cure
(positive energy) or inflict (negative energy) various
forms of insanity, including obsessions, delusions, and
lack of self-control. Secondarily this can either cast out
(positive energy), or open the way for (negative) a wide
variety of possessing entities. The Intensity and
Magnitude must be high enough to affect a possessing
entity to cast it out. Inflicting or removing madness may
be resisted with a Will save versus a DC of (10 + Cha
Mod + User Level/2).
! Final Death (6 CP). Relevant targets (living creatures
for negative energy, undead for positive energy) cannot
return to life or unlife if you either kill them personally
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or ritually dispose of the body. This preempts
regeneration, a vampires ability to reform in its coffin, a
lichs phylactery, and even common resurrection magic,
although a Wish, Miracle , or any measures specified by
the Game Master will still work. Extraordinary and
Unique Returning override this (presuming the targets
weakness isnt Final Death), but Final Death may delay
the Returning.
! Holy/Unholy Strike (6 CP). As a Free Action you may
expend a Channeling attempt to add either (Magnitude)
points of Sacred or Profane damage to one of your
successful attacks or to add a Sacred or Profane bonus of
+(Intensity) to a single attack roll.
! Death Strike (6 CP). You may expend a Channeling
attempt when you successfully attack an appropriate
target (undead if wielding positive energy, living
creatures if wielding negative energy) to add (Magnitude
x 5, 200 maximum) points of damage to the attack.
Creatures slain or destroyed by this attack can only be
restored via a Wish, Miracle, Unique Returning, or
divine intervention. There is no saving throw, but a
Death Strike only affects creatures with an effective level
of less than (Intensity).
Tides of Light and Darkness
! The Reaching Hand (6 CP). The base ranges of your
Channeling abilities double (to 120 feet in most cases).
! Repulsion (6 CP). You may expend a Channeling
attempt to create a wave of force which can sweep away
up to (Magnitude) targets weighing up to (Intensity x
100) pounds apiece, depositing each up to 60 feet further
away. This can also be used defensively as an Immediate
Action to protect a 15 foot radius from a flight of arrows,
breath weapon, Fireball, or other massive attack.
! Force Barrier (6 CP). You may expend a Channeling
attempt to create a wall, dome, sphere, or other simple
form of pure force within your range. Such creations
must fit within a cube (Intensity) feet on a side and last
for (Magnitude) rounds. In other ways they are similar to
a Wall of Force.
! Armor of Light/Darkness (6 CP). You may expend a
Channeling attempt to create simple physical equipment
from pure force. You may create up to (Intensity)
individual pieces (complex items, such as a suit of plate
armor, may count as up to six items at the option of the
Game Master) which will last for up to (Magnitude)
minutes. Such items are effectively unbreakable and,
where relevant, have a +(Cha Mod) Sacred or Profane
bonus.
! Warding (6 CP). You may expend a Channeling
attempt to counter or command a spell. This requires an
Intensity of (2x Spell Level + the casters relevant
attribute modifier) and a Magnitude equal to the Caster
Level to counter, deflect, or neutralize an incoming spell
and twice that to control, retarget, or redirect it.
! Sendings (6 CP). You may expend a Channeling
attempt to create a quasielemental servant out of positive
or negative energy. Such servants can be treated as
Astral Constructs created with an effect of spell level
(Intensity/3), remain for up to (Magnitude) rounds, and
their attacks are treated as Holy (positive energy) or
Unholy (negative energy) weapons.
The Boundless Realms
! Circle of Power (6 CP). Your single-target Channeling
effects may be expanded to affect an area of up to [1+
CM]*5 feet provided that they can affect others.
Personal-only techniques remain personal-only.
! Sea of Light/Darkness (6 CP). You may enhance the
radius of basic Channeling effects by +60 feet, and may
even increase this by an additional +10 feet per +3 CP up
to a limit of +120 feet. Sadly, using this ability costs an
extra Channeling attempt.
! Lord of Light/Darkness (6 CP). The base Magnitude of
your Channeling attempts changes from (dice +
Charisma modifier + user level) to [(dice + user level) x
Charisma modifier] with respect to basic Channeling
functions. This may be taken more than once, each time
adding an additional (Cha Mod -1) to the multiplier. As a
side effect, the total hit dice of undead that a negative-
energy channeler can control is similarly multiplied.
! Strength/Weakness (6 CP). You may expend a
Channeling attempt to provide +2 Positive Levels (with
positive energy or negative energy to undead, page 86)
or to inflict 2 negative levels (positive energy versus
undead or negative energy versus normal creatures) on
up to (Magnitude) allies OR enemies (not both) within
your Circle of Power. No single target can have its
effective level increased above (Intensity). Unfortunately
the effect fades after (Cha Mod) rounds.
! The Focal Point (6 CP). You may direct and focus the
efforts of other channelers. The net Intensity of such a
combined effort is rolled by the user with a +1 bonus on
the roll per assistant. The net Magnitude is equal to the
total Magnitude of all the attempts combined.
This isnt all that useful for affecting resistant
targets, but it is very useful when smiting swarms of
lesser creatures.
! Worldspinner/The Great Unbinding (6 CP). You may
expend a Channeling attempt to create a private world
similar to that created by a Rod of Sanctuary. Such a
pocket dimension can accommodate up to (Intensity)
creatures and has a base duration of (Magnitude) days.
Characters using negative energy can temporarily
suppress planar traits in a radius of (5 x Intensity) feet for
up to (Magnitude) rounds.
Physics-minded Game Masters may opt to allow the
suppression of other natural laws and aspects of reality.
Those running dimension-hopping games may opt to
allow characters using positive energy to create other
types of pocket dimensions. This can be entertaining
either way, but is entirely at your own risk.
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Dominion and
Divine Ascension
Gaining Dominion
The Dominion ability (6 CP) allows users to gather,
store, and expend Dominion Points. Dominion points, or
DP, contain the psychic energy of those who trust in the
character and bow to his or her orders, will, or plans. No
individual contributes even one single DP, but a kingdom
can greatly empower its ruler.
Characters with Dominion may accrue up to
(Charisma/3) Dominion points per month, and may hold
up to (Charisma x 4) in reserve. Control of a village,
well-settled estate, minor guild, or small temple adds 1
Dominion point per month. Major positions of authority,
such as controlling an army or city, are worth 2 DP.
Running a major guild, church, or magical society is
worth 1-6 DP per month depending on its size. Ruling a
city-state, nation, or empire is worth from 2-8 points a
month, depending on the size and power of the nation.
Happy, proud citizens are worth much more than
weak, apathetic ones. Conversely, empires built on the
backs of terrified slaves also arrive at the upper end, as
fear and pain are also rich sources of power.
Dominion grants no easy method of gaining points;
the character must develop that on his or her own, and
must maintain good (or bad) rule carefully. Not only
does this provide the GM with a great source of new
plots and adventures, actually roleplaying leadership can
be quite rewarding.
Some domains might seem quite odd. A character
might, for example, adopt a forest and its creatures and
spirits as his or her domain or become leader of a strange
dimension or elemental plane. Whatever the source of a
characters power, this is his or her realm and many
Dominion-based powers will only work inside it.
Dominion makes a good background element, but its
most interesting if at least one player character has it.
Dominion works best in games built around it, where
most characters are rulers or have other powerful
abilities. Dominion generally requires an excuse to take,
which easily comes in a specialty campaign. The
character, for example, might need to be descended from
the last King or be given the rights to Dominion as a
special gift by a deity.
If all the player characters are of royal blood, or rule
fiefdoms, it gives the campaign a unique flavor. Plus, no
one character necessarily dominates events.
Personal Dominion
Characters may spend DP on themselves to enhance
their abilities or techniques for a time.
! Boost. A Dominion point adds a +5 unnamed bonus to
any single skill, save, or attack roll. Two will add +8,
and three will add +10, the upper limit.
! Defense. Dominion points may be spent to avoid
damage. Each DP stops 4 points of damage, regardless of
type (hit point, attribute, or whatever), after applying
damage reduction or immunities.
! Metamagic. A Dominion point may be spent to add +3
levels of metamagic to a spell. The character need not
actually know the metamagical technique in question,
but only one DP may be spent to enhance a spell.
! Replacement. Dominion Points may be given up in
place of attribute points which would otherwise be lost to
old age, ability drains, or ability damage.
Political Dominion
Characters may also spend DP to achieve political
ends, changing the workings of government to their
liking. This includes the following options:
! Bestowal. A Dominion Point may be used to bestow a
public office or knighthood, to invest a regent, to confirm
a heir (a confirmed heir will inherit a characters DP if
and when the character dies), or to grant other public
appointments. The recipient gains a whopping 15 CP of
new abilities - but the GM get to pick out three
Disadvantages!
Unfortunately, characters can only benefit from one
office at a time - and you cant give offices to yourself.
The disadvantages of an office usually revolve
around its responsibilities, political opposition, and the
attention paid a public figure. While some of the extra
CP usually go to perks, special privileges, and whatever
resources the office makes available, quite a few fantasy
offices carry special powers as a part of the package.
! Inspiration. You may Inspire (see page 85 for the
Mystic Artist ability) masses of your followers for one
day per DP point used. This covers an entire battlefield,
construction project, or expedition - usually up to 10,000
people.
! Scale. You can modify large events which are
occurring within your realm or under your direction. This
includes rolls to raise armies, revise government
bureaucracies, diplomatic negotiations between states or
cities, and establishing new trade routes. Each DP
expended adds or subtracts 1 (or 5%) on the roll as
appropriate. You can also spend DP to modify events
occurring in neighboring realms, but the effect is halved.
! Spellcasting. You may use the Battlemagic metamagic
feat even if you do not possess it by spending 1
Dominion point per level of the spell cast. If you know
how to use Battle Magic normally, this ability reduces
the casting time to 5 rounds.
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Advanced Dominion
Advanced Dominion abilities allow the user to direct
the energies of his or her followers in more sophisticated
ways.
The Way of the Lands
Landrule (+6 CP, requires Dominion). Lords with
Landrule may sense disturbances in their home realms.
Aside from that, you may use Commune with Nature at
any place within it at will.
Spirit Speech (+6 CP, requires Landrule). Spirit
Speech allows you to communicate with natural beings
who dwell within your realm. While it doesnt guarantee
cooperation, few creatures attempt to eat or attack
something talking to them, and if you keep the peace
within your realm most Nature Spirits will assent to
everyday requests. This doesnt allow you to contact
Realm Spirits, such as the spirits of mighty rivers,
storms, or whole forests unless you spend 5 DP to make
contact and more to influence them. See page 168 for a
description of Nature and Realm Spirits.
Spirit Call (+6 CP, requires Spirit Speech). You may
now contact all Nature Spirits, even Realm Spirits, as
long as they are within your realm, no matter how far
away you are. Realm Spirits will normally consider you
a youthful peer.
Spirit Channeling (+6 CP, requires Spirit Call). You
may spend 1 DP to tap into the power of any special
magical resources which are a part of your realm.
Inanimate resources, such as a healing spring or
enchanted forest, can be tapped automatically. Living
creatures, such as Nature Spirits, must consent to your
use of their power. In any case, you may use the power
youve called upon as many times as you can manage
within one minute or for up to an hour for ongoing
effects.
Naturally enough, what can be accomplished through
Spirit Channeling depends on how many power sources a
realm contains and how cooperative its spirits are.
One with the Earth (+6 CP, requires Spirit Channel-
ing). You become a Realm Spirit and gain the template
found on page 169.
Congratulations, you just retired!
More seriously, you dont actually need to take on
the template until you die physically. In the meantime,
you will automatically feel injuries to, and disturbances
of, your realm, may spend your vitality (HP) to enhance
its health and fertility, and may expend 5 DP and a
relevant spell to cast a spell on the Battle Magic/Epic
scale - enchanting your realm for a month, raising a
small army of summoned creatures, raising a fortress,
healing injuries to the land, surrounding your realm with
a wall of fire or an impenetrable mist, or some similar
feat. While this bypasses the usual 10,000 GP worth of
gear requirement, casting such a spell still requires a
full month.
The Way of Omnipresence
Ears of the Wind (+6 CP, requires Dominion). With
Ears of the Wind, you may hear a snippet of
conversation every time you are mentioned anywhere in
the plane. You can turn this ability off. This is identical
to the Path of the Dragon ability, but does not meet any
other prerequisites for progression along that path.
Multitasking (+6 CP, requires Ears of the Wind). You
may use whatever divination, clairvoyance, or similar
powers you possess to watch up to (character level)
events, locations, or situations at once. You take no
penalty for this, and may still act normally. In other
words, you can easily focus as much mental effort as is
needed on any one problem, without fragmenting your
mind.
Characters without clairvoyant powers may still
listen to multiple sets of advisors, read several reports at
once, keep an eye on the children, and practice fencing,
all at the same time.
Seal of Silence (+6 CP, requires Multitasking). This
impressive ability allows you to enforce silence on a
location, topic, or person, so that none within your realm
may speak on that subject and divinations fail. While
I ts good to be the king.
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expensive, it effectively controls public discourse by
denying opponents the ability to communicate ideas.
2 DP per month wards an area the size of a city
block, which also protects it from scrying or sensing
magic. 3 DP per month wards a group of people up to
100 members from such scrying and prevents anyone
from talking about the group. You may specify whether
the group members may talk about it. For 1 Godfire
point, you may enforce silence on an entire idea or topic.
This lasts for 6 months in all cases.
Know the Flock (+6 CP, requires Multitasking). With
Know the Flock, you automatically sense all major
influences on your followers, including influential people
and ideas. Furthermore, you know if any powerful or
important magical item, sentient or otherwise, currently
impacts your loyal subjects. You have a good idea of
what your followers are doing. This can extend beyond
your realm, but only where a large number of your
subjects dwell.
The Spark Within (+6 CP, requires Know the Flock).
Favored by deities, the Spark Within allows you to send
omens, visions, and to speak with your followers at will.
You are not limited by range or dimension.
Revelation (+6 CP, requires The Spark Within).
Revelation is used for large-scale conversion of groups
to your cause or religion. It does not compel individuals,
but the effects are noticeable on a grand level involving
thousands. First, you must a select a target, usually a
society, class, or subculture of no less than 500 people
and no more than 5000. You spend 6 DP, and roll
percentile dice. The dice indicate the percentage of
followers you convert.
Note that doing this is an open invitation to reprisals
from other lords, and the individuals in question will not
at first be particularly loyal or faithful. If you dont
deliver better conditions or otherwise please the targets,
they will revert to their original attitudes.
The Way of Valour
Voice of Command (+6 CP, requires Dominion).
People will obey you whenever you give out orders
appropriate to the situation. This doesnt help you against
enemies, but anyone who is looking for a leader, is
confused, is simply used to following orders and has no
urgent reason to disobey, or is in need of aid, will gladly
follow you. There is no save unless a given individual
sees him- or her- self as a competitor.
The Rightful King (+6 CP, requires Voice of
Command). Portents and signs cause everyone to
recognize you as a True King. Not only may you now
describe how glorious you look whenever you want, but
everyone must acknowledge that you are truly meant to
rule.
Add +2 to your level when determining how many
levels you have to allocate to your followers if you have
Leadership. Their maximum level does not increase.
Heroism (+6 CP, requires The Rightful King). With
Heroism, every 10 DP you spend allows you to gain +1
hit point, permanently. At best, this can increase your
pool of hit points up to what you could have had if you
rolled the maximum on each hit die. In effect, this ability
can maximize each hit die retroactively - given the DP.
Epic Heroism (+6 CP, requires Heroism). You may
temporarily awaken your latent abilities. Pick a template
worth up to +4 ECL when you select this ability. You
may take it on for the 24 hours by expending (2 x ECL)
DP. You may also spend 2 DP when theyre conceived
to pass the template in question on to your children.
Warband (+6 CP, requires The Rightful King).
Choose a circle of up to five close allies and trusted
friends. For every 5 character levels you have over an
individual, he or she gains +1 Positive Level (page 86).
Gift of Tongues (+6 CP, requires Voice of
Command). You now understand all languages, from
everywhere, including ones not subscribing to a mode of
thought or reality akin your own. No code, mis-
statement, or encryption can fool you. Lies can.
Wrath of the Overlord
Curse (+6 CP, requires Dominion). You may spend
DP to shape the destiny of those who oppose you. 2 DP
creates a minor curse, 4 DP fashions a major curse, and 6
DP fashions an awesome curse. These curses work on
groups or family lines, not individuals - unless that
individual is powerful enough to personally count as a
major factor in world affairs. Curses on individuals are
normally handled by simple spells. Curses have three
rules, listed below.
! They must be vague. You cannot describe an exact
effect, only a general idea. -6 Con Score is not
acceptable. The Curse of Wasting is good.
! Curses can produce backlash and cause you trouble
now and then. Normally, this means youll share the
curse for a while or have bad luck for a few weeks for
calling one.
! All curses have an escape hatch. You must think up a
particular method by which the curse can end, and if that
escape hatch closes, you get to think up another one.
True Aspect (+6 CP, requires Curse). You may spend
DP to increase your powers, putting into action things
youve merely been practicing. Each DP you spend (up
to a limit of 3) adds 12 temporary CP for the next hour.
Since this represents things youre working on, you must
permanently purchase at least two-thirds of the abilities
so employed within the next (one level per DP spent).
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The Path of the Pharaoh
Manipulation (+6 CP, requires Dominion). This
triples the bonuses received from the Scale basic ability.
Sphere of Influence (+6 CP, requires Manipulation).
You begin to embody some aspect of the universe. You
gain a Divine Portfolio and automatically sense related
major events. Select a relevant domain to grant to your
priests. You can grant spells of up to spell level 3 while
on the material plane. Increase this to level 9 if you
withdraw to the outer planes, a personal astral domain, or
another game-appropriate plane. Any magic cast which
touches upon your Sphere of Influence costs -1 spell
level for you to accomplish.
Bored, retiring, or dying gods may opt to merge with
one of their Spheres of Influence, becoming an eternal
part of the fabric of the universe. Such gods are beyond
mortal or even normal divine concerns, although they
may use a point of Godfire to elevate a successor and
give their remaining store to him or her on the way out.
Godfire (+6 CP, requires Sphere of Influence). You
gain the ability to hold, manipulate, and focus Godfire.
This feat opens up a whole new chapter in your power
and status. You are now considered a true god, if a minor
one. See Godfire (page 76, below) for more details on
this wonderful ability.
Like Dominion, it usually takes special circumstances
to gain Godfire, such as being initiated by another god,
being infused with the power of an ancient relic, having
divine blood, or some mighty ritual.
Divine Attribute (+6 CP, requires Godfire). You can
temporarily embody a Sphere of Influence you possess.
This causes you to lose control of your character; the
GM takes over, while you become a force of nature,
freely wielding the powers of one of your Spheres of
Influence. This often makes you unkillable (How can
you kill the Sea?) and grants a wide range of powers
which need little game description: they either are
appropriate to what needs to be done or they arent. This
may well result in you attacking or hindering the party,
or even eliminating your own home, friends, or magic
items. Be cautious.
Transcendence (+6 CP, requires Godfire). You may
now purchase abilities as if you had no purchase limits
imposed by character level or attribute requirements.
Minions (+6 CP, requires Godfire). You gain 2d12
supernatural followers, outside of any Leadership feats
you have. These followers are competent administrators
and have challenge ratings of 2/3'rds your level. Aside
from this, you gain a small horde of messenger spirits or
other minor helpers, useless in combat but very useful
for organizing and directing your followers. While
reasonably bright, they arent powerful at all.
Gateway (+6 CP, requires Godfire). You may open a
Gate to summon your minions through or travel to a
known location. You may use this ability (Con Mod)+1
times per day.
Creation (+6 CP, requires Godfire). You have created
a permanent divine realm (and presumably an afterlife)
for yourself and your followers. Once you reach this
level, pretty much everyone accepts you a deity, with all
the good and bad that entails.
Divine Infusion (+6 CP, requires Creation). Every
level after taking this ability, you gain a number of CP
equal to your (Cha Mod). This is good. However, the
Game Master allocates these points to conform to your
followers beliefs, tales, and ideas about you. While
rarely a bad thing overall, the character often gets points
in abilities he or she doesnt use or has little interest in,
general attribute enhancements, strange relics, and weird
minions. Much of it is likely to wind up in Endowment,
below.
Soulshield (+6 CP, requires Godfire). Soulshield
protects your followers after they die. In other words,
when one of them dies, their soul is automatically drawn
to your divine realm. It cannot be trapped or held on the
material plane or by a spell of less than 9th level. Any
creature, item, or spell that does so is immediately
brought your attention, so that you may rip the offender
into tiny pieces for having the effrontery to insult you so.
Sanctify (+6 CP, requires Soulshield). Select an non-
attack area-effect spell of up to 6th level. You may use
that effect at will and may set it as a constant effect over
your chosen holy city, in all temples dedicated to you, or
on another suitably limited set of locations as you prefer.
Such sites are automatically Hallowed or Unhallowed as
appropriate as well.
Endowment (+6 CP, requires Godfire). You grant 1
CP worth of abilities to all your priests and devoted
followers, everywhere. The ability applies to any priest
of an order or temple devoted to you, as well as laymen
devoted to your service and exemplifying your
principles. You may take this feat as many times as you
please. Go ahead. Your followers will love and worship
you for it.
Endowments based on adherence to principles and
traits are discussed further on page 153.
Greater Endowment (+6 CP, requires Endowment).
Greater Endowment causes any 1 CP from Endowment
to apply to all followers everywhere, including those not
exceptionally faithful. As long as they do believe and are
moderately loyal, they gain the 1 CP. You may take this
ability as many times as you please up to the number of
times that youve taken Endowment.
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Godfire
Godfire is that fraction of the energies of masses of
believers and worshipers than a single entity can focus,
channel, and direct. It may be the greatest and most
versatile power source in the universe.
Sadly, it isnt very easy to get. Most of that massed
energy isnt really focused on the deity. Its focused on
temples and religious sites, on priests and champions of
the faith, on the afterlife, on the needs of the worshipers
and on the visible aspects of the church. Only the
smallest, purest portion of it can be harvested as Godfire.
Even the most powerful gods rarely get more than two
points per month.
There are other ways to manipulate the energy of
believers. For example, characters with Godfire can
create realms, bless their worshipers, and otherwise
become an all-around great deity. These are handled
simply by taking the appropriate Dominion feats.
Godfire has many awesome uses on its own, however.
Gods dont really need anything except the will to use it.
Even Godfire cannot completely break the laws of
nature though. If the GM decides that Time Travel isnt
possible in the campaign, even Godfire cant do it. On
the other hand, Godfire can mimic any ability that does
exist, and allows events and actions which cant
otherwise occur. Godfire has further limits in that it must
reflect one of the users Spheres of Influence, or the task
must remain generic enough to apply to every god. Any
God can raise a temple out of thin air. The God of the
Oceans cant summon a meteor (unless ones already
handy and he or she just needs to give it a shove),
because that has nothing to do with the ocean.
Even a God can only hold up to (Cha Score) Godfire
points. Mortals can be imbued with a single point of
Godfire, but the god who grants it must specify, at least
in general, what it can be used for when granting it.
Note that Godfire Points are not referred to as GP to
avoid confusion. In fact, do not abbreviate Godfire in any
way. It doesnt like it.
Gaining Godfire
Being worshiped is the classical way to get Godfire,
but it takes a lot of worshipers to do it. While its easier
to join an established pantheon (at the State Religion
level or better) then it is to found your own religion, that
will only get you one Godfire Point per year. Note that
Being worshiped by bonuses dont stack; you only
get the best - and nobodys found anything bigger than
an inter-dimensional religion yet.
Being worshiped by... provides... Godfire per Year
A modest cult 1
A major movement 2
A state religion 3
A great regional religion 4
A planetary faith 5
A multi-planetary faith 6
An inter-dimensional religion 7
The spirits in your afterlife can generate up to seven
points of Godfire per year for you. Yes, this does include
captured enemy spirits and similar victims, but trying to
populate an afterlife that way is far more trouble than its
worth.
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Number of spirits in Afterlife Godfire per Year
1,000 1
10,000 2
100,000 3
1,000,000 4
10,000,000 5
100,000,000 6
1,000,000,000 or more 7
It doesnt get any better than that. After youre
getting 7 Godfire a year, your afterlife just cant provide
it more rapidly.
A few special events and accomplishments can also
supply Godfire. These include:
Becoming a God. You gain one free point just for
taking the Godfire feat. If you can find a way to do this
more than once youre very clever. If you can find a way
to do it more than once AND keep your Godfire in
between youre even more clever.
Gaining Experience. You gain +1 Godfire per four
experience levels gained after taking the Godfire feat.
Divine Gifts. A gift of a god; if the character cannot
normally use Godfire, the point must be pre-specified for
a specific task.
Epic Triumphs. You achieve some vast goal, such as
introducing your religion to an entirely new region or
plane. Doubling the home ground of your religion or
defeating your ancient arch-nemesis would count. This is
worth +2 points of Godfire.
Heroic Triumphs. When one of your chosen
champions succeeds in a mighty quest or task which
notably changes the world you get a point of Godfire. If
this constitutes an Epic Triumph for you as well, you get
both awards.
Holy War. Whenever you start a major crusade or
jehad against another deity or an organization of equal or
larger size than your church you gain +3 points of
Godfire. You lose them again if you give up or settle the
matter peacefully. If you dont have enough points you
lose whatever you do have and the basic Godfire feat
permanently, or at least until you buy it again.
This is extremely dangerous even if no other deity is
involved. If youve declared a jehad against another god,
theyre quite certain to declare one back - and if your
position looks really bad, so will their allies. After all,
thats 3 free Godfire points!
Fame and Infamy. Being hailed and celebrated as a
great hero or reviled and despised as an unholy terror is
worth one point of Godfire. The first time. OK, maybe
once each if the Game Master is feeling generous.
Optional Godfire Rules
The Game Master may opt to allow a few other ways
to gain Godfire. Possibilities here include:
! Dominance. Gods gain +1/2/3 Godfire Points per year
if they control 1-2/3-6/7+ uncontested spheres of
influence.
! Gathering Power. You gain +1 Godfire Point per 6
personal CP expended.
Regular ritual sacrifices, or the consumption of some
form of mystical resources, can supply Godfire Points
using the same scale as the Being worshiped by... table
- but exploiting this too much may well drive your
followers into looking for another god!
! Minor sacrifices, such as food and lifestock, building
small temples, or small tithes of mystical materials such
as adamantium provide (Scale-3) points per year. A great
regional religion making such sacrifices would thus
provide one extra Godfire Point each year. Most cultures
will accept this without too much fuss.
! Notable sacrifices, such as regularly raising statues to
you, building mighty cathedrals, small tithes of magical
items, or spending large amounts of time in ceremonial
worship provide (Scale-2) points per year and tend to put
a bit of a strain on things.
! Major sacrifices, such as large tithes of magic items,
occasional sentient beings, massive amounts of magical
materials, or having mages drain magical nexi to channel
their power to you, provide (Scale-1) points per year and
usually wont be acceptable unless theres a war on or
some such justification.
! Grandiose sacrifices, such as lots of sentient beings,
most of the energies of the realms arcane spellcasters, or
the labor of much of the population are worth (Scale)
points per year, but usually cant be sustained for long.
Using Godfire
Godfire avoids many restrictions on time and space.
A deity may use it outside of time, or even after dying,
which ensures that truly killing one is very difficult. If a
group of the deitys servants survive his or her death,
they can even supply him or her with more Godfire,
which he or she may use to reawaken someday. (Most
dead Gods wait even longer, to build up a decent
reserve).
Godfire takes no time or components to use, never
produces side effects, never goes wrong, and places no
strain on the user; he or she does not lose experience, hit
points, or even suffer from fatigue. The DC to avoid a
Godfire effect or any spell backed with Godfire is 28 +
(deitys Con Mod) + (deitys Int Mod). While some
grandiose acts may require multiple Godfire Points to
accomplish, common uses of Godfire include:
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! Acceleration. A Godfire Point equates to three months
work with all mundane materials and tools supplied
(free!) and all d20 checks treated as rolls of natural 30's.
No, thats not a typo. Natural 30's it is. We said
that Godfire could do things which were otherwise
impossible, and we meant it!
! Bestowal. You or a target gains +6 CP worth of special
abilities up to a lifetime maximum of +24 CP.
! Counter. You may automatically counter the effects of
another point of Godfire provided that you spend it at the
same time as your opponent. Undoing something thats
already taken place may be considerably harder.
! Creation. You may create mundane and/or magical
items worth a total of up to 60,000 GP or up to 120,000
GP if the item or items are closely tied to your Sphere or
Spheres of Influence (creating a personal palace or
temple always is). You may create artifact items, or add
to existing ones, if you possess the appropriate item
creation feat or already have a similar power to the one
you wish to imbue.
! Duplication. You duplicate or create and cast any spell
up to level 12 within one of your Spheres of Influence,
up to level 8 outside of that, or up to level 4 in an
opposing Sphere.
! Empower Champion. A mortal target receives a full
rewrite of their character if they desire, and can provide
you with more Godfire by accomplishing Heroic
Triumphs. This also allows a god to give special training
as he or she pleases in an instant on the target (see page
18). Up to three Gods (usually close allies) may give
such a bonus to any one character, but this is very rare.
! Grant. You may bestow an inherent bonus of +2 on
any attribute, +1 per additional point of Godfire
expended to a maximum of +6. This affects you or any
target which possesses the attribute.
! Life. You create a living being. You can define
appearance and form, traits, levels, and abilities up to 5
levels below your character level (counting racial ECL).
You can only give the new creature abilities which you
already possess however. Existing creatures may be
changed or simply enhanced up to the same limits -
which is why such a high percentage of divine offspring
go on to become gods, mighty heroes, or legendary
monsters themselves.
! Spellpower. A spell backed by Godfire gains +25 to
overcome Spell Resistance and the targets saving throw.
The God also applies +12 levels of any metamagics he or
she wishes, even if he or she does not normally know
how to use them. Battle Magic cast with Godfire
activates immediately, needs no other materials, and can
reach the highest limit of effect. Antimagic effects do not
block or cancel a spell cast in this manner and no spell
below its own level (after modification by metmagic)
may counter it.
Side Effects of Godfire
Using Godfire does cause side effects, though theyre
not what anyone would consider bad for the most part.
! Gods do not age and are immune to attribute losses
from disease (although they may carry diseases). They
do not die of old age or natural causes.
! Gods are fertile with virtually anything. This often
leads to unwanted divine offspring.
! Gods have an Awe (or Horror) score equal to their
current store of Godfire if they choose to use it. Anyone
who sees a god and fails a Will save against his or her
Awe score becomes stunned for 2d4 rounds.
! Gods can recover from Petrification and Polymorph
effects in (20 - Current Godfire reserve) rounds. At
reserve 20 this is instantaneous and takes no actions.
PCs, NPCs, and Godfire
The Godfire rules present a good reason for why and
how those great heroes can face off against Gods. Sure,
the God might be more powerful, but theyve sunk a lot
of points into buying those dominion and deity abilities.
The hero has put all of his or her points into buying
personal power. Since Godfire points are really valuable,
deities dont spend them just to avoid embarrassment.
They save them for major tasks and awesome miracles.
Therefore, characters can take on and defeat Gods,
without those deities being in serious danger.
Similarly, theres nothing wrong with a few player-
character gods running about. In fact, if you want to use
some horrific encounters, its a great failsafe; if you get it
wrong and score a total party kill they can recover
without Game Master intervention. In practical terms,
its a bit like letting the characters have a Ring of
Wishes. A sensible group will save it for extreme
emergencies.
The Dominion-Godfire system is set up to represent
ascending demigods and the fallible gods of ancient
mythology in a playable fashion, rather than having the
easily-fooled and impatient Thor get an automatic 45 on
all Int checks and Craft skills - including Embroidery.
Secondarily, it was designed to leave gods dependent on
their worshipers.
If you want your senior gods to be more independent,
simply assume that they can tap into some primal power
source exclusive to them. Perhaps something left over
from the creation of the world?
If you want the greater gods to be truly immortal and
near-omnipotent within their spheres simply assume that
theyve merged with their spheres via Divine Attribute
but still take some interest in less cosmic entities.
Finally, if you want a truly supreme being in your
cosmos, just put one in. You dont need rules for that,
since any such entity probably wrote them in the first
place.
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Hexcrafting
This magic system works best with story-driven
games, since determining its effects falls heavily on the
Game Master. It requires a deck of rune, tarot, totem, or
other symbol cards for each Hexcrafter. While each
character needs their own deck, they need not all use the
same type. Ideally, each deck should consist of at least
60 clearly-distinct cards.
To use a Hex, you announce which of your cards
youre calling on, and the effect youre trying for. A card
can be used to invoke any effect appropriate to the
symbol it portrays. For example, a Bear Totem card
could be used to invoke a berserk rage, sink into
hibernation, perform a feat of strength, frighten
creatures, or to heal someone (since Bear is a healing
totem), among other things. Then either mark off a free
invocation or discard one or more of your available cards
(this need not include the one youre calling on for the
spell effect) to power the spell. Hexcraft abilities refresh
on a per-session basis, not on a per-day basis.
The maximum level of effect a Hexcrafter can
produce is shown under Hexcrafting Invocation, below.
Hexcrafting Invocations
Caster --------Maximum level of effect for:--------
Level Invocation One Card Three Cards
1-4 Trivial Minor Common
5-8 Minor Common Major
9-12 Minor Common Major
13-16 Common Major Grand
17-20 Common Major Grand
21-24 Major Grand Epic
25+ Major Grand Epic
An extra card can be spent to bypass Spell Resistance
or to cast a defensive spell as an Immediate Action.
Free Invocations cost 3 CP each.
Card Slots cost 8 CP each. Each adds one slot to your
Hand. While cards are normally drawn randomly from
your deck at the beginning of each session, characters
may spend an extra +2 CP to designate a slot as Fixed
when they buy it, in which case they simply put that card
in their hand at the start of a session. The Game Master
may require that each Hexcrafters first Card be fixed.
Characters with spellcasting attributes of 12+ receive
an extra slot (provided that they qualify for any at all).
Those with an 18+ receive two extra slots.
Characters using exceptionally versatile or broad-
based decks may have to pay 10 CP per card slot. Those
using more narrowly-focused decks, such as a deck only
of totem animals, may only need to pay 6 CP per slot. In
either case, the Game Master must rule on it.
Caster Levels have their usual 6 CP cost, but may be
Specialized if applicable only to Hexcrafting.
Saving Throws against Hexes use the base DC listed
for each level of Hex plus the characters spellcasting
attribute modifier.
Divine Hexes must be appropriate to the users divine
patron, but may be used while wearing armor. Arcane
Hexes may not be used while wearing armor. Otherwise
they work about the same way.
Level Drained characters lose a random card from
their Hand for each level drained.
Hex Levels
Assigning levels to hexes is straightforward; the
Game Master simply assigns a level to a proposed effect.
The following list of benchmarks is suggested, but each
Game Master is free to make up their own.
Trivial Effects are often mistaken for skills or a bit of
sleight-of-hand. Causing a lock to open, stopping
bleeding, producing a small item, blocking a blow,
making a shadow deep enough to hide in, and such all
qualify, as does surrounding yourself with an glowing
aura and speaking in a voice of prophecy, making a
creature hesitate, and so on. These equate to cantrips and
have a base save DC of 10.
Minor Effects include breaking some bowstrings,
small amounts of healing, complex small-scale illusions,
simple spells of charm and confusion, modest mystical
bolts and shields and so on. These equate to L1 spells
and have a base save DC of 12.
Common Effects include casting several ordinary
guards into sleep, a sphere of invisibility, taking animal
form, sealing a portal, summoning a minor entity to
bargain with, telekinetically moving sizable items,
dispelling spirits, suppressing inherent abilities, and
localized area effects. These equate to L2 and L3 spells
and have a base save DC of 14.
Major Effects include single-target death spells (in
various forms), transforming someone, teleportation,
summoning fairly potent entities to bargain with or
compelling lesser ones, very large-area but fairly minor
attacks, binding beings to service, and so on. These
equate to L4-L6 spells and have a base save DC of 16.
Grand Effects include taking on powerful shapes,
shattering the defenses of a castle, resurrecting a
deceased friend, spheres of death which distinguish
between friends and foes, warding cities, ancestral
curses, and so on. Relatively little literary magic falls
into this category - unless you count effects with a very
heavy price. These equate to L7-L9 spells and have a
base save DC of 20.
Epic Effects include banishing cities across the
dimensions, transforming entire armies, summoning a
legion of undead, summoning gods, calming volcanoes
and other legendary acts of magic. These equate to epic
spells and are VERY rarely seen; after all, the world is
still mostly here. If it matters, they have a base save DC
of 24.
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Hexcrafters get relatively few, but extremely flexible,
spells. As a rule, the Game Master should be reasonably
generous about what they can do, since they wont get to
do it all that often. Remember that their magic is per
game session, not per day. If a session covers a six-
month trip they wont be using magic except at crisis
points. This fits in nicely with most tales of epic fantasy.
Game Masters who want to vary things may want to
import a spell list. After all, there are plenty of games out
there with extensive lists of spells split up by level of
effect. To convert one to a benchmark list, simply
multiply the levels it assigns to its spells by (the number
of levels in the system/12). Then, if it doesnt include
level zero spells, subtract 1. Anything that winds up at
level 10+ is Epic, other spells will fall into appropriate
levels. Players will inevitably propose effects which are
not on the list, but it provides benchmarks from which to
start.
World Laws - assigning a level modifier to types of
spells - can be used in either case. As an example, if the
Game Master feels that Teleportation effects make
things too easy, he may simply rule that all such spells
are subject to a +5 level modifier - making even short-
range effects near-prohibitive. Reductions - making a
field of magic easier to work with - are also possible, but
should generally be smaller and handled with caution. A
field with such an advantage becomes VERY powerful.
Localized versions do make a good way to portray
Mystic Nexi, Places of Power, or alternate
dimensions.
Martial Arts
The Martial Art skill is a method of building specific
martial arts as skills, rather than as a series of specialized
feats. While characters can usually purchase abilities
with CP directly, the Martial Arts system here allows
them to buy many combat-related abilities with Skill
Points instead. It doesnt require any other Point Buy
options and thematically fits into many specialized d20
games. This path has nothing to do with the Martial Arts
feat; characters may have both, either, or neither.
In reality, combat techniques are often specialized.
This isn't reflected in d20 outside of a very few feats;
most characters become equally skilled with a variety of
weapons. These rules change this, allowing characters to
specialize in a relatively few armed or unarmed
techniques. While this system does include a variety of
legendary-to-mythical skills, it does make a major
concession to reality; given near-equal training, a
character with a weapon is much more dangerous than a
character without one.
While most people think of eastern styles (such as
Kung-Fu, Karate, and Judo) when thinking of Martial
Arts, remember that distinct styles exist and existed all
over the world. European Knights studied several forms
of martial arts, Filipino Escrima teaches advanced club-
fighting, and Zulu warriors were rightly feared for their
spear techniques. Japanese Kyudo, a favorite advanced
martial art of the royal court, focuses solely on one
particular style of longbow. Even just considering
unarmed styles, you have Greek Wrestling, French
Savate, Brazilian Capoeira, and Malaysian Pentjak-Silat.
In other words, players have many different styles and
themes to play around with.
GMs need to consider how they want to allow
players to purchase abilities. Should they replace the
normal Combat Enhancements? While good for a game
of high-stakes martial-arts action, with many competing
schools (of which players might well master several
apiece), it is somewhat too restrictive for normal play.
[Martial Art], the Skill
In standard d20, Martial Arts is a class skill for the
Barbarian, Bard, Fighter, Monk, Rogue, Ranger, and
Paladin. The Fighter should receive an extra skill point
per level for learning Martial Arts. Monks already have a
good number of skill points, and receive many abilities
free, so do not gain any extra skill points. For all other
classes, this remains a cross-class skill. In normal d20,
the student must have Improved Unarmed Strike,
Weapon Focus, or Weapon Finesse, depending on the
style, to take the skill. Naturally enough, weapons-based
styles default to using the weapon while unarmed styles
default to unarmed strikes.
Always keep one up your sleeve.
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Characters receive a basic technique at skill level 1,
and obtain a new ability every odd skill level thereafter.
At even-numbered skill levels they may come up with an
impressive name for one of their techniques. The Seven
Thunders Kick is much more impressive than I use the
Kwan style and boot him. Martial arts do not stack;
only one applies at a time, although characters may
change their applicable martial arts package, if they have
more than one, as a Free Action on their turn.
Martial Arts skills start off with no key ability score,
but may get one after a few generations of development.
Arts with a history in the campaign, and masters to teach
them, have an innate advantage over off-the-cuff player
creations.
Skill level does not have to represent character level,
and in some martial-arts-based games, it might well be a
good idea to ignore character level limits for martial arts
skills. These are considered extraordinary abilities,
assuming it ever becomes important. While martial arts
have a theoretical upper limit of skill level 55 - where the
allowable number of techniques maxes out - we
recommend capping them somewhere in the 20's.
Basic Abilities
All apply only when using the forms default weapon
(whether thats armed or unarmed) or when using a
weapon kata. Each ability may be taken up to four times.
Attack You get a +1 bonus on rolls to Attack, Throw,
Grapple, and Trip opponents.
Defenses You gain +1 bonus to AC when you are un-
or lightly armored.
Power Increase your unarmed damage by +1 or
increase your weapon die type by 1 step, up to
a d12 maximum. Weapons that cause multiple
dice of damage increase them independently.
Strike You may deal lethal or nonlethal damage at
will without penalty. Your base damage is at
least 1d4. This may only be taken once.
Synergy You gain +2 on any related skill. Each time
this is taken it applies to a different skill.
Common synergies include Tumble, Heal, and
Move Silently, but others are possible.
Toughness You gain DR 1/-. This stacks with itself.
Advanced Techniques
GMs dont have to use advanced techniques. If you
do allow them, characters may start taking them at skill
level 7, in lieu of basic techniques. Characters may only
take four of the following abilities in total.
! Battlecry. You may unnerve your opponents. You may
use this power once per encounter with a group of
enemies. It affects all opponents with 30 and forces
them to make a Will saving throw at DC 10 +(Con Mod)
or become shaken for 1d6 rounds. This Standard Action
does not affect creatures that are higher level than you,
non-sentient, deaf, or immune to fear.
! Blinding Strike. You may attempt to partially blind or
otherwise disorient an opponent on a critical hit. The
effect, whether ringing ears, blood in the eyes, or vertigo
from a head wound, persists for 2d4 rounds. It imposes a
20% spell failure chance and a -2 circumstance penalty
on attack rolls, AC, and saving throws. It does not affect
opponents immune to critical hits or who are two size
categories or more larger than you, or who make a Fort
save at DC 15 +(Str Mod). The critical hit deals damage
as normal.
! Breaking. When attempting to destroy objects, you
may add your Martial Arts skill to the Strength check.
! Crippling. On a critical hit, you may opt to deal 1d4
temporary attribute damage rather than inflict extra
injury. Select Dexterity, Strength, or Constitution when
you gain this ability (it may be gained multiple times but
only once per attribute). It does not affect opponents two
or more size categories larger than you.
! Instant Stand. You may stand up as a Free Action if
unarmored or in light armor.
! Mighty Blow. On a critical hit, you automatically trip
your opponent.
! Mind Like Moon. You reflexively come on guard
when attacked. With a DC 15 Reflex save, you avoid
being surprised or flat-footed at the beginning of combat.
! Prone Combat. You take no penalties and opponents
gain no bonuses when you lie on the ground.
! Reach. You add 5 to your Reach in combat. This
usually represents lunging and darting in and out, but
could be a mystical ability.
! Sneak Attack. Add +1d6, as per a Rogues ability
(unlike many point-buy abilities, this does not affect
creatures immune to critical hits). This may be taken
more than once, up to a maximum of +4d6.
! Versatility. You may change your damage with the
specified martial arts weapon or unarmed attacks from
lethal to subdual without penalty, and between
bludgeoning, slashing, and piercing.
! Weapon Kata. The user may employ his or her martial
art with a particular weapon (e.g., Longswords). This
isn't relevant for dedicated weapon forms (e.g., those
based on Weapon Finesse rather than Improved Unarmed
Strike), although an Unarmed Kata might exist in an
advanced weapon form.
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Master and Occult Martial
Arts Techniques
Master Techniques work like Advanced
Techniques. These simply present odd feat-like abilities
which are normally generic, but can only be used when
the art is. Use the list of normal d20 feats for Master
techniques. Include the following: Blind-Fight, Combat
Reflexes, Deflect Arrows, Dodge, Expertise, Improved
Bull Rush, Improved Disarm and Improved Trip,
Mobility, Quick Draw, Rapid Shot, Sunder, and
Whirlwind Attack. The character need not meet any feat
prerequisites. These cannot be obtained until skill level
7, and an art may not contain a total of more than four
Advanced and Master abilities.
Occult Techniques draw upon the users life energy
to surpass the limits of ordinary physical skill. Theyre
extraordinary abilities that drain Con points to use (the
cost for each is listed after its name). A martial art may
include up to four such abilities, starting at skill level 11.
! Focused Blow (-2 Con). You may combine all your
attacks against a single target into a single mighty blow
made with your highest attack bonus. For example, if
you normally attacked at +12/+7/+2, a focused blow
would cause triple damage at +12.
Healing Hand (-3 Con). Your touch does any one of the
following:
(1) Cures 3d6 damage.
(2) Cures 2 points of temporary attribute damage.
(3) Provides a +8 bonus on a save versus a disease or
toxin. The target gets an additional save if you use this.
! Inner Strength. You gain six phantom Con points with
which to power your Occult Techniques. These do not
add to your hit points. This can be taken twice. Phantom
points regenerate like normal Con points.
! Iron Skin (-2 Con). You gain +4 natural armor for 1d6
minutes. This is fully effective against ghosts or other
intangible creatures, and allows you to make physical
contact with such entities.
! Ki Block (-2 Con). You may make a DC 20 Reflex
check to block or dodge a single successful melee attack
OR may make a second save (DC 15) against any attack
which normally allows a Reflex save. If either save
succeeds the effect is normal for a successful save. If
both do the effect is entirely negated.
! Ki Focus (-1 Con). You may grant yourself a +4
Sacred or Profane (choose when this ability is taken)
bonus on the effective value of a skill or attribute for 1d6
minutes.
! Light Foot (-2 Con). You gain +20 movement and
takes half damage from falls for 1d6 minutes. You may
expend a single Con point at any time to power an
incredible leap (+30 bonus) or a very brief run across an
unsuitable surface (such as water or grease).
! One Finger (-1 Con). You may launch a single melee
attack at a range of up to 60. It remains a melee attack
but is treated as force damage. When using a weapon
form, your weapon either returns or is merely the focus
for your attack; you dont have to go and get it back.
! Overburden (-3 Con). This allows you to render one
enemy you hit unconscious this round unless he or she
makes a Will save at DC 10 +(Wis Mod).
! Paralyze (-2 Con). This allows you to paralyze any one
enemy you hit this round for 1d6 minutes unless he or
she makes a Fortitude save at DC 10 +(Wis Mod).
! Resist Pain (-2 Con). You gain Damage Reduction 4/-
and the ability to remain conscious and functioning up
until the point of actual death, for 1d6 minutes. Any
effect that relies on pain or Stun effects fail against you
this period. This stacks with the basic Toughness ability.
! Serpent Strike (-3 Con). Serpent Strike allows you to
create dangerous imbalances in opponents life essences.
This allows you to deal 2d4 attribute damage to any one
attribute with one attack this round. if the target fails his
or her Fort save at DC 10 +(Wis Mod).
! Touch Strike (-1Con). One attack you make this round
is a touch attack.
! Vanishing (-4 Con). You may use a momentary burst
of incredible speed, taking an instant one-round Move
Action as if you had cast a Timestop spell.
! Wrath (-2 Con). Your martial blows inflict energy
damage, rather than physical damage, for 3d6 rounds.
You must select an energy form when taking this
technique. You also gain resistance 12 to that energy
type for the duration.
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Sample Martial Arts Skills
The sample listings include the techniques taught by
the form. Outside of the level-based restrictions on
technique types the abilities can be taken in any order;
different masters stress different techniques. The sample
listings each offer 12-15 techniques, sufficient for skill
level 23-29, regardless of how you get there. If you
progress beyond that point, youll just have to decide
what other techniques fit in.
Adamantine Fist (Str)
This brutal unarmed path does one thing only: hit
hard. Its not very subtle, but masters can shatter city
gates into splinters. Attacks against flesh are equally
vicious. If theyre available, bonus techniques are based
on Strength. While mildly fantastic, it works well in most
settings.
Requires: Improved Unarmed Strike or equivalent
point buy
Basic Techniques: Strike, Power 4 (1d12 unarmed
damage), and Toughness 1
Advanced Techniques: Breaking, Mighty Blow, and
Master Technique: Sunder
Occult Techniques: Inner Strength, Ki Focus (Str),
Focused Blow, and Overburden
Arctic Fire Kung Fu (Dex)
This fantastic form allows its users to summon up an
aura of flame or to suck the heat away from an opponent,
freezing them into a block of ice. While power-intensive,
it can be very useful against foes resistant to normal
attacks.
Requires: Improved Unarmed Strike or equivalent
point buy. Variants built around using a sword, with an
unarmed kata available later, may also be permitted.
Basic Techniques: Strike, Power 4 (1d12 unarmed,
1d12+2 with longsword weapon kata) and Defenses 3
Advanced Techniques: Instant Stand, Mighty Blow
Weapon Kata (Longsword) and Reach
Occult Techniques: Inner Strength, Wrath (fire
damage) and Paralyze (freezing cold entraps opponents
in ice)
Crane Style Kung Fu (Str)
A classical martial art, focusing on evasion and on
fast powerful strikes. Sadly, since this is a realistic style,
even advanced users may not employ the running on
water trick normally available through the Light Foot
technique. They can fight on poles and other unstable
surfaces without penalty however.
Requires: Improved Unarmed Strike or equivalent
point buy
Basic Techniques: Strike, Power 3 (1d10 unarmed
damage), Defenses 3, Synergy (Balance), and
Toughness 1
Advanced Techniques: Blinding Strike, Breaking,
Crippling (Dexterity) and Master Technique: Improved
Trip
Occult Techniques: Focused Strike and Light Foot
Wind Dance (Dex)
Balanced and graceful, practitioners of the mystical
Wind Dance gain a balanced style with strong reflexive
techniques. Masters can even summon the power of the
gales of the northern wastes to strike at their enemies.
Requires: Improved Unarmed Strike or equivalent
point buy
Basic Techniques: Defenses 4, Strike 1, Power 1,
and Synergy (Tumble)
Advanced Techniques: Mind Like Moon, Instant
Stand, Master Technique: Whirlwind Strike, and Master
Technique: Deflect Arrows
Occult Techniques: Inner Strength, Healing Hand,
Vanishing, and Light Foot
The Plague Winds school teaches Serpent Strike
(Con) and Touch Strike instead of Healing Hand and
Lightfoot.
Cloak Mastery (Wis)
Swiftly moving silken cloth can be as rigid as steel
and has edges just as sharp. The swirling cloak of a
master of this art is as dangerous as any sword. Its
favored by elegant assassins, courtiers, and martial arts
masters who like to show off.
Requires: Weapon Finesse (Cloak) or equivalent
point buy
Basic Techniques: Strike, Power 2 (1d8 damage
with cloak), and Defenses 4
Advanced Techniques: Sneak Attack 2, Deflect
Arrows, and Reach
Occult Techniques: Vanishing, Focused Blow, and
Iron Skin
OK. This is silly. But dont you now want to play a
lethally (but fashionably) dressed martial arts master?
+3 Vorpal cloak, anyone?
Oaken Storm (Dex)
This realistic staff art focuses on smacking anyone
and everyone hostile within reach as quickly as possible
while blocking their attacks. A master, whirling his or
her staff at near-invisible speeds, can often deal with a
considerable number of lesser opponents.
Requires: Weapon Focus: Staff or equivalent point
buy
Basic Techniques: Attack 4, Defenses 4, Power 1,
and Toughness 2
Advanced Techniques: Mighty Blow, Reach,
Master Technique: Deflect Arrows, and Master
Technique: Whirlwind Strike
Occult Techniques: Ki Block
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Phantom Blade (Dex)
While the common techniques of the Phantom Blade
style are conventional enough, its secret techniques use
the sword as a mere focus to channel ki energy.
Requires: Weapon Focus: Sword (any single type) or
equivalent point buy
Basic Techniques: Attack 2, Power 2, Strike, and
Toughness 2
Advanced Techniques: Breaking, Reach, Master
Technique: Combat Reflexes, and Master Technique:
Sunder
Occult Techniques: Focused Blow, One Finger,
Touch Strike, and Inner Strength
Gungnirs Flight Kung Fu (Con)
This straightforward art revolves around charging
into battle and spearing things. Barbarians (and other
people without patience) favor it.
Requires: Weapon Focus (Spear) or equivalent point
buy
Basic Techniques: Attack 4, Toughness 4, Synergy:
Survival
Advanced Techniques: Battlecry, Mighty Blow,
Master Technique: Mobility, and Master Technique:
Rapid Shot
Occult Techniques: Ki Focus and Resist Pain
Blood Blade Technique (Dex)
This outlawed assassins art allows an assailant to
strike in an instant, inflict potentially-lethal injuries, and
vanish as swiftly as he or she appeared.
Requires: Weapon Finesse (Dagger) or equivalent
point buy
Basic Techniques: Attack 3, Synergy 3 (Disguise,
Move Silently, and Hide)
Advanced Techniques: Sneak Attack 3 (+3d6), and
Master Technique: Quick Draw
Occult Techniques: Serpent Strike (Con), Light
Foot, Vanishing, and Ki Focus
Ghost Busting Technique (Chr)
This mystical path is designed for hands-on exorcism
via grabbing evil spirits and punching them out. This is
usually considered either very brave or very stupid.
Requires: Improved Unarmed Strike or equivalent
point buy
Basic Techniques: Attack 2, Strike, Power 3, and
Synergy 2 (Knowledge: Religion, Knowledge: The
Planes)
Advanced Techniques: Breaking, Instant Stand,
Reach, and Whirlwind Attack
Occult Techniques: Inner Strength, Iron Skin, Ki
Focus, and Wrath (Positive Energy: The "resistance"
translates into reducing attribute drains and damage from
negative energy by 4, reducing level drains by 2, and a
+6 on saves versus undead powers)
Mystic Artist
Great art always had the power to instill emotion, to
inspire, to convey messages beyond the rational, and to
touch the soul. Paintings, literature, architecture, and
music have had an impact on history as mighty, if more
subtle, as any king or general. Can you stand within a
great cathedral or view the art of Michelangelo and not
feel the strength and grandeur of the artists vision?
In d20, the power of art is a bit more literal.
Mystic Artists inspire or manipulate others through
their art. The exact type is irrelevant. Perform abilities,
like Music, Dance, and Storytelling, static media skills
like Craft: Painting and Sculpture, and even Knowledge:
Architecture all work. Most adventurers prefer quick and
portable performance arts, but those who choose
permanent arts wield a subtle and terrible power. All
mystic artist skills have a basic ability (listed below),
which is important in setting save DC.
Regardless of the skill used, the character gains one
of the Basic Abilities at skill levels 3, 4, 5, 6, 9, 12, 15,
18, 21, 24, 30, 36, 48 and 60. Abilities from any group
must be taken in order (the user may skip one and only
one ability from each sequence) and have a minimum
skill level to use, as shown with each ability.
Once purchased, Mystic Art can usually be employed
once per level per day and permits saves at DC (10 +
relevant Attribute Modifier + half the ability skill level).
The attribute modifier used depends on the type of art
involved; vocal and physical performances normally use
(Cha Mod), pure instrumental skills, sculpture, and
hands-on crafts use (Dex Mod), design skills such as
architecture use (Int Mod), and composition (literary or
musical) uses (Wis Mod).
Using Mystic Artist powers is a Standard Action.
The range varies. Targets must be close enough to
perceive details (musical or physical) in the work in
question.
Characters using static media may activate their
power once per day per character level if the art is
mobile. (If a character can handily pick it up and move
it, its mobile.) Immobile art, such as large statues and
buildings, is always active and affects all valid targets
inside or within range outside.
All Mystic Artist abilities derived from Performance
require at least one round of exposure to take effect;
static media and architecture require two. No matter how
many different mystic artist skills a character has, only
count the highest for the purposes of getting Basic
Abilities unless the character buys the Mystic Artist feat
again specifically for use with another skill.
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I dont play, actually. I
just strike inspiring poses.
Basic Abilities
Each basic ability has a number in parentheses. This
is the minimum skill you must have to acquire that
particular ability. Only a characters basic rank, attribute
bonus, racial bonuses, inherent bonuses, and feats apply
to meeting this requirement. Those that target creatures
are mind-affecting abilities. By default the effects of
performance arts last for the duration of the performance
and five rounds thereafter. The effects of static arts last
for up to an hour after the target leaves the affected area.
I nspiration Abilities
! Emotion (Skill 3). You can make everyone in the area
feel any strong emotion you care to evoke for up to five
rounds after you cease to perform or after they leave the
area of your art. In combat you may target either allies or
enemies, providing/inflicting a morale bonus/penalty of
up to (1 + Skill Rank/6) on saves against mind-affecting
powers and on attacks and damage. Out of combat this is
most useful for manipulating crowds or setting the mood
for negotiations, oratory, and diplomacy.
! Competence (Skill 6). Competence is more like it.
Now you can give someone a +2 morale bonus to any
skill check, attack roll, saving throw, or AC while you
use your art, albeit only one of these at a time. It only
affects one character.
! Greatness (Skill 9). The lucky target(s) of Greatness
becomes inspired to new heights. Up to (Level/3) targets
gain a +1 Positive Level bonus and 1d10 temporary hit
points.
! Excellence (Skill 12). Excellence grants the target two
+4 morale bonuses which can be applied to an attribute,
to all their saves, to their armor class, to their attacks, or
to the damage they inflict in melee combat.
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! Mass Greatness (Skill 15). This works as per
Greatness, except it affects (Cha Mod + Level) targets.
! Mass Excellence (Skill 18). This works as per
Excellence, except it affects (artists level/2 + Cha Mod)
targets.
! (Skill 24). [No ability; this does not count towards the
skipping limit.]
! Heroism (Skill 30). A target of Heroism becomes
inspired to, well, heroism. The target gains a +2 Positive
Level bonus.
! Mass Heroism (Skill 36). This works as per Heroism,
except it affects (level/2) +(Cha Mod) targets.
! Double (Skill 48). This doubles the power of any
ongoing lesser artist ability the character possesses, even
non-Inspiration ones. It doubles any one numerical
component, not including the save DC.
Positive Levels
A Positive Level adds +1 to the users BAB, saving
throws, and AC, and adds 6 CP to the character, which
he or she may spend on any desired feats or upgrades.
With Mystic Artist, the artist selects the effects of the 6
CP ahead of time and it must be the same for each
character affected. Positive Levels applied to Undead
work like a level drain against a normal character.
Manipulation Abilities
! Fascinate (Skill 3). People like your art. Its
fascinating and mysterious and you can even interest the
audience in whatever kind of art you do. Some of them
might even take it up themselves. More usefully to
adventurers, a Mystic Artist can Fascinate up to (Cha
Mod + Level/3) targets. If they fail to save, they remain
fascinated for up to (Att Mod + 2) minutes, or until a
performance ends, whichever comes first.
Mystic Artists with a perform skill of 6 or more may
attempt to use a Suggestion effect on any one Fascinated
target once per round. Those with a skill of 24+ may
attempt to Suggest something to all Fascinated targets at
the same time.
! Hold Audience (Skill 6). Hold Audience allows you to
keep the audience busy, and wile away their time without
them realizing it. Any who fail their saving throw
become enchanted by your performance or art, and spend
more time than they expected. Aside from its usefulness
for tavern owners (whose patrons mysteriously spend
more time drinking), its a great distraction.
With sufficient attribute and DC enhancements a
mystic artist with this ability could hold an entire army
spellbound for hours - or even days.
! Suggestion (Skill 9). With this ability, you may make a
Suggestion (as per the spell) to one target. Unlike the
Fascination-based ability, the art used may be as simple
as whistling a snatch of birdsong.
! Emotional Auras (Skill 12). Your art may create
drastic emotional effects, inducing Friendship (as per
Charm), Terror, Malaise or Grief (as per Exhausted) in
foes within range.
! Freedom (Skill 15). You can use your art to create an
effect equivalent to the Break Enchantment spell (Caster
Level equals your level). This ability functions on a
single target within 30 feet or on anyone in a particular
spot for static works. You can use Freedom on yourself,
but obviously may not be able to do this if youre already
magically ensnared.
! (Skill 18). [No ability; this does not count towards the
skipping limit.]
! Mass Suggestion (Skill 24). This works as per the
Suggestion ability, but affects (artists level/2 + Cha
Mod) targets. Unlike the Fascination-based ability, the
art used may be as simple as whistling a few notes.
! Greater Summoning (Skill 30). You may attempt to
call a creature to you from a known location anywhere
within one mile per level on the plane you currently
occupy. The affected creature travels normally to reach
you and you must continue to use your art for the
duration of the trip. The creature is free to dress and
bring along minions if he, she, or it so desires. As a static
effect this can be used to bind a creature to a location.
Alternatively, you may create a general summons,
calling any creatures of a specific (and non-immune)
type within several miles. These creatures wont be
initially hostile, and may be negotiated with. One could,
for example, call animals in general or opt to merely
call elephants and mammoths. The affected creatures
will be drawn to the location of the art, but travel
normally to get there.
! Alter Attitudes (Skill 36). Targets exposed to this art
who fail their Will save adjust one attitude, belief, or
opinion to match or fit with the mystic artists desires.
The effect lasts for one week. This does not change
alignments.
! Puppet Master (Skill 48). Target up to (Level/3 + Cha
Mod) individuals. Any target that fails to save comes
under your control, and may be directed to any non-
suicidal action.
Synergy Abilities
! Block (Skill 3). A mystic artist can use his or her art to
counter magical effects that depend on related abilities.
Music can block sonic effects (but not those that merely
use incantation). Painting can block effects relying on
light, shadow, or gaze attacks. Sculpture and architecture
can block effects like Turn to Stone, Mud to Rock, Rock
to Mud, Move Earth, Wall of Stone and so on.
The artist simply makes his or her skill roll as
normal. All characters in a 30 radius may use that check
in place of their saving throw before or after rolling.
Effects which do not grant saving throws force their
caster to make a Caster Level check instead, if the artist
wins the ability fails within the affected area. This ability
takes effect immediately, even without the Rapid Song
feat. Creatures already affected by affected powers treat
the perform check as a new saving throw each round.
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Performance-dependent blocks normally last for 3d6 +
(relevant Att Mod) rounds. Static media create
permanent blocks.
! Group Focus (Skill 6). With group focus, a character
may use his or her artist skill roll in place of a
Concentration check for any other character, or increase
the value of Aid Another actions by +2.
! Amplify (Skill 9). A mystic artist using this ability can
add to magical abilities used nearby. All friendly
spellcasters within a 30 radius receive a +2 Caster Level
bonus on all magical techniques.
! Harmonize (Skill 12). Harmonize allows you to select
two Mystic Artist powers and combine them into one.
Normally you can only use one at a time.
! Serenity (Skill 18). This tune spreads an aura of rest
and relaxation. Usable only once a week, it counts as a
nights rest and refreshes uses-per-day abilities.
! Rule the Horde (Skill 24). Any target that notices your
art within 30 of you must make a Will save or be
forcibly made non-hostile. The targets are also subject to
a Suggestion effect chosen by the mystic artist.
! Concerto (Skill 30). Concerto focuses the power of
occultists, allowing them to accomplish more than they
could alone. Up to four magic-users with compatible
styles (arcane, divine, psionic) and similar levels (each
must have a casting level at least two-thirds that of the
primary caster) may assist another occultist in weaving a
spell. The woven spell may be up to (number of aides/2)
levels higher than primary caster could normally manage
and gains a (number of assistants+1) Caster Level bonus.
The group must collectively contribute the necessary
spell levels during casting, but they may arrange that
however they please and need not know the spell chosen.
! Carrier (Skill 36). Carrier expands single-target artist,
magical, or psychic effects, including personal ones, into
a 30 radius effect.
! Dance of the Trees (Skill 48). This ability grants the
amazing power to affect inanimate objects with art.
Objects are affected as if by the Animate Object spell
cast at the users level and the user may apply any one
other basic ability to it or them - even though constructs
would normally be immune to such effects. Static media
create permanent animations, although they may not
leave the area of effect. Of course, if you animate the art
itself it doesnt need to.
Classical Bards
The classical Bard normally takes nine abilities and
is entitled to ten. Of course, theyll have to take either
Hold Audience or Emotional Auras as well; otherwise
theyll skip too many Manipulation slots. The standard
list includes:
Inspiration I (Emotion), II (Competence), III
(Greatness), IV (Excellence), and VI (Mass Excellence)
Manipulation I (Fascinate), III (Suggestion), and V
(Freedom).
Synergy I (Block).
Basic Ability Modifiers
Once acquired, these apply to all of the characters
mystic artist abilities.
! Amplification (+6 CP). Your art may affect twice the
usual number of targets. Add +6 CP per additional +1
multiple.
! Echoes (+6 CP). Your art takes effect again and again,
either lingering after the performance or if the target(s)
are reminded of it. You may add three minutes to the
normal duration of your arts effects, either using that
extra time after the effect would normally expire to
extend it or it to take effect up to three times when the
target(s) are reminded of your art* during the next two
weeks, expending one minute of the duration each time.
For example, a mighty orator might give his or her
men an inspiring speech the day before a battle, using
Mass Greatness. He or she will be able to remind them
of that speech (perhaps by shouting a phrase from it as a
battle-cry) and inspire them for a minute up to three
times during the ensuing two weeks.
*Echoes only works on creatures with memories that
can be reminded of your art. It generally doesnt work
on inanimate objects, although there have been reports
that it does work with Dance of the Trees.
! Enduring (+3/6/9/12 CP). The effects of your art
persist 2x/3x/5x/10x as long as usual after the exposure.
! Great Projection (+6 CP). You may project the sensory
aspects of your art to a new point of origin within one
mile. While this is basically an illusion, it still carries the
full impact of the art.
For example, a singer could project his or her voice
to roam sourcelessly through the halls of a castle, while
a sculptor could keep his or her work on display and
safely in a vault at the same time.
! Projection (+6 CP). Your art may affect people at
twice the usual range. +3 CP per additional +1 multiple.
! Rapid (6 CP). Your art takes effect immediately,
without the usual round of work. This isnt usually worth
bothering with for static art, but performance artists may
find it very handy.
! Seeking (+6 CP). You may limit the effects of a given
performance or piece of art to particular targets. If you
wish, it will be undetectable to others.
For example, a mystic harper could play a song of
summoning that no one except the target could hear or
use Shattering to selectively destroy weapons in an area.
An architect could design a building which only affected
creatures of a chosen species.
! Whispers (6 CP). The exact source of your effects is
difficult to determine without special senses related to
sound or sight (as appropriate for your art). While not as
useful for musicians (even without confirmation, its
often obvious whats being done) this can be a great help
to architects or sculptors.
Modifying abilities such as Bonus Uses, Skill Focus,
Skill Emphasis, Reflex Action, and Ability Focus may
also be of use to Mystic Artists.
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Enhanced Abilities
These abilities add new capabilities to a Mystic Artist
and offer specialists whole new paths of power.
The Path of Artistic Mastery
Composition (+6 CP, requires skill rank 10 in your
mystic artist skill). Your art may affect groups which do
not directly experience it. Reproductions and images of
your art carry half the power of the original.
U n f o r t u n a t e l y , l e s s e r
performance artists must spend a
skill point to commit your
composition to memory if they
wish to take advantage of it.
The power of a composition
does fade eventually; once it
becomes a commonly-known part
of the culture (or everyone in the
party is throughly familiar with
it) it will lose its special power.
Influence (+6 CP, requires
Composition). You may shift the
beliefs and attitudes of your
audience on a semi-permanent
basis. For example, you can
foster acceptance of another race,
c l e a r u p g e n e r a l
misunderstandings about a
religion, or raise support for a
rebellion against a corrupt
government. On the other hand,
you can also spread slander,
confuse issues, and make the
population accepting of ill
governance. Your targets will
gain the benefits, or suffer the
penalties, of a one-step shift in
reaction rolls throughout the
region. The modifier will remain
in force until its again changed,
whether by another mystic artist,
by publ i c a c t i ons a nd
explanations, or by some other means.
Mass Influence (+6 CP, requires Influence). Your art
may permeate a city or culture, manipulating entire
populations as per Influence, above.
Acclaim (+6 CP, requires Mass Influence). Your art
may focus the combined magic of your audience into
various effects. In general:
1) The effect always involves the entire assembly,
although the artist may exempt him- or her- self.
2) The audience must number at least 500. Audience
members who have participated in a similar performance
within the last three months do not count.
3) The effect must be something which the audience
wants. Most commonly this means:
! Escape, ranging from simply following the artist along
a mysteriously-appearing safe path on through everyone
being Plane Shifted or Teleported.
! Protection, such as a huge Wall (or Sphere) of Force, a
Hallow/Protection from Evil effect, or simply dousing
the fires burning throughout the city.
! Healing, most commonly Cure Disease although
effects up to Heal are possible.
Small audiences occasionally
get effects such as Cure Blindness,
Heal, and Raise Dead to work on
single individuals.
! Environmental changes, such as
banishing a drought or hurricane,
making plants grow in an icy
waste, or simply blessing the
flocks and fields. Such changes
will usually affect a radius of
several miles for 1d6+2 months.
! Summoning something (usually
a protector or guide). This usually
equates to a Planar Ally spell,
although no payment is required
and non-outsiders are available.
! Destruction, most commonly in
the form of blasting the
surrounding area with a Holy
Word, Unholy Word, or simple
wave of elemental force. This
isnt enormously powerful (Caster
Level= the performers Caster
Level) and is pretty unusual unless
the area is occupied by a hostile
force. Most audiences dont want
to blow up their homes.
If the audience is simply there
for the show and has no purpose in
mind, a result check of 20+ grants
the artist access to a Limited Wish.
Artists can save Limited Wishes
for later use, but they dissipate if
not used within a year, the artist must pay any excess XP
cost, and no one artist can save more than (Cha Mod + 1)
Limited Wishes at a time.
Static media and compositions created with Acclaim
must have their effects specified at the time of creation.
Song of Power (+6 CP, requires Acclaim). You create
a work of art with the power to alter reality - once, when
its first shown, played in full, or otherwise displayed. In
effect, its imbued with a single Godfire Point (see page
76 for more information). Song of Power may be taken
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once per decade at most and costs the full 6 CP and a
month to compose each time.
Touch the Soul (+6 CP, requires Song of Power). The
power of your arts may touch the world, resonating thru
the hearts and souls of every sentient being. You may
apply the effects of Influence throughout the world. Once
per year you may attempt to use Acclaim on a global
basis, either affecting the entire world or gaining a full
Wish. Once per millennia you may Call the Assembly
(page 149).
The Path of Whispers
Subliminal (+6 CP). Targets must make a DC 24 Int
check to notice that they are being influenced by your
art.
Conditioning (+6 CP, Requires Subliminal). Long-
term exposure to your art will have deep effects on the
mind. Static art normally induces a particular belief,
obsession, or compulsion. Performance art allows
complete mental reprogramming, altering the victim
attitudes, alignment, and beliefs pretty much as desired
as well as instilling compulsions, mental triggers, and
split personalities, or wiping memories. Unfortunately,
this requires months or years (for higher-level targets) to
complete and can be temporarily resisted or overridden
with Will Saves.
Compelling (+6 CP, Requires Subliminal). Your art
forces those exposed to it to behave in some fashion,
ranging from joining a festival to starting a bloodbath.
The user may provide a general direction, such as
Riot! or Dance!, but the details are up to the
individuals affected.
Immersive (+6 CP, Requires Compelling). Your arts
can convey memories and/or experiences to those
exposed. This can be used simply to let people
experience tales and myths or as an adjunct to other art
to add meaning and depth, but it can also be used to
grant those exposed XP equal to the skill check used up
to a maximum of once per week and a lifetime limit of
3000 XP for any given target.
Undertow (+6 CP, Requires Immersive). Your art
shifts reality, altering the nature of the setting within its
compass - for example, from Horror to Comedy or from
a City setting to a Wild Jungle. The behavior of objects,
creatures, and the world itself are all transformed. This
does not affect the underlying reality; it does affect what
conventions and implicit rules people follow. Fantasy
dwellers suddenly within a Western theme would still
use magic swords and Fireball spells, but would start
settling disputes with duels in front of the saloon at high
noon.
Worldgate (+6 CP, Requires Undertow). You may
carry those affected by your art into another realm,
essentially plane-shifting them into a world you describe.
While fine details are beyond your control, you can carry
a group into a historical setting, a myth, or a popular tale.
Those affected are generally given a general role to work
with but are not obligated to follow the plot. The artist
may accompany the group affected, but need not do so.
Once the plot is complete or utterly disfigured beyond all
recognition, they all are released back home again.
Characters with their own dimension-hopping abilities
can escape at any time.
The Chords of Fate
Harmonics (+6 CP). Your art affects beings of some
type which are normally immune, such as the Undead.
This may be taken repeatedly, each time adding a new
type of normally-immune creature to affect.
Spirit Summons (+6 CP, Requires Harmonics). You
may add your art skill to your Diplomacy skill check
when attempting to negotiate with, or obtain favors from,
any entity you can affect. Your art will also tend to draw
out the creatures youre targeting if theyre in the area.
You could thus play in the forest to try and get a favor
from the fey, for a dragon, or even at the gates of the
Abyss. (Hopefully, your artistic and diplomacy skills are
both very high).
Spirit Channels (+6 CP, Requires Spirit Summons).
You may create artistic works which can store one use of
a spell, spell-like, or supernatural ability supplied by the
artist or by some other, willing, entity. In the case of
performance arts, the ability will be unleashed the next
time the artist performs that piece (its best to use minor
variants for this to avoid accidentally triggering the
ability). The user may store a maximum of (Wis Mod +
1, 1 minimum) such effects at any one time.
The Great Summons (+6 CP, Requires Spirit
Channels). Your art transcends the barriers between
dimensions, allowing the artist to affect any or all
coexistent planes at his or her option. If this is combined
with Greater Summoning (Manipulation 30), Great
Projection, or some other long-range technique the effect
may be projected to a desired target on any plane.
Yes, you can try to call or manipulate gods, powerful
demons, and similar creatures. Even if you get it to work
it probably isnt a good idea. Still, who knows? They
might find it amusing.
Sense Harmony (+6 CP, Requires The Great
Summons). With Sense Harmony, the character notices
awesome occult disturbances of the cosmos (i.e., changes
in trans-planar wars or the birth of a new deity), in both
this and higher realms.
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The Celebrated Way
Fame (6 CP). Fame grants you fame, naturally
enough. With this, youre a celebrity, are recognized as a
great artist in your own lifetime, get invited to all the
best parties, have many close friends youve never met,
and may often obtain safe passage into restricted areas to
show off your art. Fans constantly ask for autographs or
whatever passes as the local equivalent.
Wealth (+6 CP, Requires Fame). You are supported
by your patrons, and may ignore normal monetary needs.
You are considered to have an excellent lifestyle and can
readily obtain fine food, housing, clothing, servants, and
vehicles in any civilized area. You can even tow along
your freeloading friends.
Bardic Immunity (+6 CP, Requires Wealth). Like
many celebrities you can get away with outrageous
behavior. You may escape moderate legal troubles,
dress, act, and speak in wildly obnoxious ways, and
commit huge social faux pas without long-term
repercussions. A character with Bardic Immunity can
easily get away with wearing the wrong clothes or
carrying a bunch of magic weapons to a nobles dinner
party. The character could not attack people safely,
however - at least not with lethal weapons. Occasionally
punching critics is virtually expected.
Touch of the Fey (+6 CP, Requires Bardic
Immunity). Major mystical beings will commission the
characters services for bizarre rewards. This feat is
limited only by the strange artifacts, weird powers and
problems, or extra-dimensional materials the GM wishes
to saddle the character with.
Hint: Dont take this feat unless you are very certain
of your characters abilities. You do not want to have
your latest symphony flop at a dinner party hosted by the
Lords of Chaos.
The Path of Dissonance
Note that Dissonance-based effects never affect the
artist. For +6 CP the character may learn to selectively
target dissonance-based effects against up to (Cha Mod
+ Level/3) specific targets within range. Otherwise
theyre either single-target or affect the entire area as
described. Mystic Artists specializing in Dissonance are
rarely popular.
Distracting (+6 CP). Your art is profoundly
disturbing. Those exposed have great difficulty focusing,
and must make Concentration checks (DC equal to the
mystic artists skill check) to focus on their tasks,
including spellcasting. While this normally affects an
area, artists may opt to target a specific individual within
range.
Disrupting (+6 CP, Requires Distracting). Your art
can disrupt other effects, or even life (or Unlife) force.
You may expend an art attempt to create a Dispel Magic
or Dispel Psionics effect or to inflict (art check result/2)
points of damage to all living and/or undead creatures
within range save yourself. For an additional +6 CP you
may upgrade to Greater Dispelling and (art check result)
damage.
Stunning (+6 CP, Requires Disrupting). Your art
overloads the senses. You may expend a use of your art
to attempt to Stun all those exposed for 2d4 rounds.
Maddening (+6 CP, Requires Stunning). Your art can
undermine sanity. Those exposed briefly must resist or
become confused, as if affected by the Confusion spell,
for as long as the art continues plus one round per level
of the artist. Long-term exposure (at least ten minutes
worth for performance arts, usually hours or days for
static arts) requires another save to avoid becoming
Feebleminded as well.
Banishing (+6 CP, Requires Maddening). Your art
can drive out various types of spirits and/or creatures,
creating effects equivalent to an Antipathy or Dismissal
spell.
Shattering (+6 CP, Requires Banishing and minimum
skill level 20). Your art is ultimately disruptive, capable
of damaging reality directly. You may expend a use of
your art to generate the effects of Circle of Death,
Undeath to Death, or Disjunction. You may also simply
opt to inflict (art check result) damage to any and all
inanimate objects within range.
Even the weather hates
Anguss disruptive piping.
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The Art of the Occult
The Hidden Way (+6 CP). The Hidden Way allows a
character to cast a spell simply by creating a piece of art
or playing music. This not only drastically increases the
Spellcraft check (+10 DC) to determine what is being
done, but usually wont be noticed as spellcasting at all!
Spellweaver (+6 CP, requires The Hidden Way).
Every minute you spend using your art in a normal
fashion (without invoking any magical effects other then
the use of mystic artist to activate this ability) allows you
to add +1 spell levels worth of metamagic to a spell you
cast immediately after you stop using this ability. You
cannot add more spell levels in this manner than you
have points of Charisma Bonus, but you need not
actually know the metamagic to be added.
Sphere of Mastery (+6 CP, requires Spellweaver).
Your art carries you out of the world. Performers can still
be seen and heard for the duration of their performances,
but they and the area immediately about them (a 5 foot
radius) exist in a pocket dimension of their own. Nothing
can enter that area or interrupt the performance unless it
can cross dimensional boundaries
or the artist permits it. Static artworks can be set into
their own pocket-realms, although the artist can leave up
to (Int Mod +1) routes open to reach them through.
One Gesture (Varies, requires The Hidden Way). You
can unleash minor, pre-prepared, art-related magics
with a single gesture, note, etc., as a Move-Equivalent
Action once a round. This is simply a version of Power
Words (page 39) with Corrupted effects restricting it to a
particular theme.
Numerous other special abilities can be created by
simply buying the ability and requiring a use of mystic
art to invoke it. For example, a harper who wanted to be
able to enhance a spellcasters abilities could buy Mana
and Blessing (Specialized: Requires a use of mystic artist
to invoke) so as to be able to power other characters
magic with art.
The inspiring architecture of the temple would aid
the defense of the city for many centuries to come.
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The Path of
the Dragon
Steeped in ancient mystery, the Dragon Path offers
great power to its students. The cost may be equally
great. Freed from many of the burdens of mortality,
practitioners often come to rely on magic, losing touch
with normal life. As their power grows they too grow
more distant from mortal concerns. Whether this is
transcending or abandoning humanity remains an open
question.
Perhaps fortunately, its almost impossible to master
the entire Path of the Dragon; most students stick with
one or two sequences of abilities. Nevertheless, the
choice is ultimately up to you.
The Path of the Dragon is very flashy and isnt at all
mysterious. Its at its best in high-powered, comic-book,
or kick in the door style campaigns. It probably wont
work well in more subtle, grim-and-gritty, or low-level
campaigns.
Shaping (6 CP). Shaping is the art of channeling
ambient magic into effects. It allows the user to create
effects like those produced by Prestidigitation at will.
The character may not use cumulative effects or grant
noticeable bonuses to anyone but may perform an
immense variety of minor tricks for comfort,
convenience, and amusement. As shown on the chart,
learning Shaping is the first step along the dragon path.
The Way of the Artificer
Charmsmith (+6 CP, requires Shaping). Charmsmith
allows a character to enchant an item with any specific
Shaping effect at a cost of 12.5 GP and 1 XP. Such items
include everfitting boots, self-repairing clothing,
waterproof cloaks, mood rings, rods of cleaning, self-
heating teapots, no-slip grappling hooks which
nevertheless come lose with a simple tug, and thousands
of other convenient, but unimportant, items. They
usually sell for 25-50 GP.
Spellforging (+6 CP, requires Charmsmith).
Spellforging allows the user to imbue items with minor
magical properties. He or she can make items other than
scrolls worth up to 4000 GP. Mundane costs for
masterwork items or materials are irrelevant; only the
magical costs matter when computing this limit. The user
must fulfill any prerequisite requirements other than the
usual Create Item abilities.
Spellforgers usually make Talismans instead of
Potions, but they work the same way.
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Dragonsmith (+6 CP, requires Spellforging). This
actually represents any one Create Item ability; a
character is automatically considered to have this if he or
she already possesses an item creation ability. Its listed
here because an item creation feat is required to achieve
the next ability.
The Philosophers Stone (+6 CP, requires Dragon-
smith). The magic of the True Philosophers Stone, long
sought after by alchemists and laymen alike, allows the
enhancement of the body. With this talent, a student of
the Dragon Path bind magical energy into flesh,
enchanting living (or unliving) beings as if they were
items. Additionally, the character may directly convert
experience points to rare metals, gems, and other
valuables at a rate of 2 GP per 1 XP.
The Way of Inner Fire
Dragonfire (+6 CP, requires Shaping). Dragonfire
enables a character to convert spell levels into flame
attacks, shields of energy, and the channeling of raw
magical power into other beings or items as a Standard
Action. Attacks do 1d6 fire damage/spell level sacrificed
to a 30 radius area or 2d6/spell level to a single target.
Shields cancel a total of 4 points of damage per spell
level sacrificed; a character may leave a shield up and do
other things, but it lasts only 1 round per spell level.
Shields may be used on other characters at ranges of up
to 120 feet, provided that the user can see them.
Channeling energy into creatures and objects is on a
1-to-1 basis. Characters converting spells for this
purpose can only sacrifice one spell, regardless of how
many levels it has, per round.
Breath of the Dragon (+6 CP, requires Dragonfire).
While Dragonfire is normally fire-based, with Breath of
the Dragon the character may make it into any energy
type he or she knows of other than divine or infernal
energy (unless the character happens to actually be a
deity). Holy, Unholy, Lawful, and Chaotic energy forms
usually require an appropriate alignment.
Living Fire (+6 CP, requires Breath of the Dragon).
With Living Fire, a character may create a Dragonfire
construct and use selective targeting effects. A
Dragonfire Construct can be treated as a fire elemental or
Astral Construct. Simply channel sufficient spell levels
using the Dragonfire feat to match a chosen level of
Summon Monster or Astral Construct. While the fire
elementals are automatons, and hence are immune to
mental attacks, they otherwise act just like a normal
summoned being.
The user may also selectively target creatures using
Dragonfire attacks, so that area effects ignore allies.
Aside from combat uses, the character can destroy
toxins, diseases and parasites by wielding a Dragonfire
blast targeting only the foreign element.
Body of Fire (+6 CP, requires Living Fire). Once the
true Fire burns within the body, a character may create a
Dragonfire construct (above) and then become one with
it, taking on its physical statistics and powers and adding
its hit points to his or her own. This also extends the
duration to minutes rather than rounds.
Eye of the Dragon (+6 CP, requires Dragonfire).
With Eye of the Dragon, a character may absorb up to
(Int score) incoming spell levels each day. He or she may
only store a maximum of (2 x Con score) at any one
time, however. Spell levels may be expended on other
Dragon Path disciplines or, for +12 CP, to power spells
as per a Rod of Absorption. Unlike the Rod, a master of
the Eye of the Dragon may absorb any spell which would
affect him or her, regardless of whether or not it has an
area effect. Eye of the Dragon may be taken up to (Wis
Mod+2) times and stacks with itself.
For +3 CP the user may learn to absorb magic from
items. Charged items yield 1 spell level/charge drained.
Permanent items yield (Caster Level/2) spell levels but
are negated for 24 hours.
Spells generally cannot be partially absorbed, but if
the Game Master allows this it results in a proportional
chance of spell failure. For example, absorbing 2 spell
levels from a 7th level spell results in a 2-in-7 chance of
failure (in this case use a d8 and reroll 8's).
Venom of the Dragon (+6 CP, requires Eye of the
Dragon). Venom of the Dragon allows a character to
store up to (Int score) levels of actual spells thrown at
them, which they may release and use as a Standard
Action even if they couldnt normally cast those spells.
This only applies to friendly incoming spells, cast by
an ally for the explicit purpose of absorption. Like Eye of
the Dragon, Venom of the Dragon may be taken up to
(Wis Mod +2) times and stacks with itself. The
absorption limit of the Eye of the Dragon.
Bones of Jade (+6 CP, requires Venom of the
Dragon). This allows a characters Venom of the Dragon
ability to absorb hostile spells as well as friendly ones,
allowing the user to catch incoming spells and throw
them back. The Eye of the Dragon limit still applies.
Ride the Dragon (+6 CP, requires Eye of the
Dragon). A character with Ride the Dragon may channel
their Dragonfire energy into actual spells. The character
may choose 10 spell levels worth of spells of up to level
4 and channel Dragonfire energy into them as a standard
action, casting them as spontaneous spells. Ride the
Dragon may be taken up to (Wis Mod +2) times to gain
additional spells.
Wings of the Dragon (+6 CP, requires Ride the
Dragon). The character adds a level 5 or 6 spell to his or
her Ride the Dragon spell list. Wings of the Dragon may
be taken repeatedly to gain additional spells.
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The Way of Hosting the Essence
Pulse of the Dragon (+6 CP, requires Shaping). Pulse
summons magical energy from the area, but is limited to
1 spell level per round. It grants no ability to store such
energy on its own. For another +12 CP the character can
summon two spell levels worth of energy, and for +24
more CP (42 total) he or she can summon up three per
round. This is the limit of the process; beyond this point
the magic begins to discharge at random.
Heart of the Dragon (+6 CP, requires Pulse of the
Dragon). With Heart of the Dragon, the character may
use the Shaping feat for higher-level spells. The basic
feat allows the character to use all level 0 spells as
desired, although those with cumulative effects, such as
Cure Minor Wounds, lose potency after 2d6 applications
to any one creature in a day. Using cantrips in this
manner requires no external magical energy.
For +12 CP, the character can cast level 1 spells, but
this suffers from the same usage restrictions and requires
that character have a level 1 spell available to substitute,
or another method of gathering the energy (Pulse of the
Dragon combined with Eye of the Dragon works nicely).
The cost doubles for every spell level thereafter: for a
further +24 CP, the character can use level 2 spells, then
he or she would pay another +48 CP for level 3, +96 for
level four, and so on.
Blood of the Dragon (+6 CP, requires Heart of the
Dragon). Once the power of the Dragon enters the
Blood, the character becomes a living source of magic.
The character can expend up to (Cha Mod) spell levels
each minute on Dragonfire, Breath of the Dragon, and
Shaping effects without personal cost and without
drawing on any other source of magic. The character also
becomes a valuable resource for other spellcasters,
enchanters, and anyone else who could use a powerful
source of magic - or some pieces therefrom.
The Dragons Bones (+6 CP, requires Blood of the
Dragon). With this, a character may sustain up to (Int
Mod) spells without effort, avoiding the need to
concentrate on spells which normally require it and
extending the duration of other non-instantaneous spells
until he or she ceases to maintain them.
The Way of the Wings of Fire
Kinetic Master (+6 CP, requires Shaping). A
mainstay of minor telekinetic talents, this allows the user
to manipulate objects within 60 feet with an effective
Strength of (Int/3). Unfortunately, skills like Sleight of
Hand, which require tactile or close-up visual feedback,
suffer a -10 penalty when used at range in this fashion.
Will of the Dragon (+6 CP, requires Kinetic Master).
This talent boosts the effective telekinetic Strength of
Kinetic Master by +3. It may be taken more than once,
but the characters effective telekinetic Strength cannot
exceed his or her Intelligence.
Scales of the Dragon (+6 CP, requires Will of the
Dragon). This personal armoring talent adds +2 Natural
Armor and DR 5/Magic. It stacks with itself up to a
maximum of +10 natural armor, and DR 15/Magic.
Mind Over Matter (+6 CP, requires Scales of the
Dragon). Characters with Mind Over Matter may spend
spell levels as needed to resist special attacks, even
during other characters turns. They may sacrifice 2 spell
levels per Negative Level, 1 spell level per point of
attribute drain, or 3 spell levels against Paralysis. GMs
may allow other, similar attacks to be resisted and set
their own prices.
Flight of the Dragon (+6 CP, requires Will of the
Dragon). With Flight, a character may zoom about at will
as if under the Fly spell. This is basically a telekinetic
effect, but special effects are optional.
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Might of the Dragon (+6 CP, requires Flight of the
Dragon). A favored trick in Superhero universes, Might
enables characters to add their Int Bonus to their Strength
score (not Strength Bonus).
Some GMs may opt to allow character to pretend
their Int mod is positive if its negative for the purposes
of this feat only and only when the user is in a berserker
rage. We dont really recommend this, but who are we to
resist the power of a stereotype?
The Way of the Dragon's Speech
Mindspeech (+6 CP, requires Shaping). This is
identical to the Mindspeech ability on page 37 but, with
a bit of shaping, the base range can be extended to line-
of-sight rather than 60 feet.
Tongue of the Dragon (+6 CP, requires Mindspeech).
Using subliminal telepathy, a user of the Tongue enjoys
enhanced persuasive powers and may insert thoughts
into peoples minds. This increases any Charisma-based
skill check by +2, allows the user to say one thing and
pass a hidden message to one particular target, lets the
user make ideas occur to people (this is no more
persuasive than whispering it to them, but theyll have a
hard time distinguishing such an idea from a passing
thought of their own), and allows the character to use
Suggestion a number of times per day equal to his or her
Cha Mod.
Ears of the Dragon (+6 CP, requires Tongue of the
Dragon). This receptive telepathy helps people sense
others feelings. This grants a +4 bonus on Sense
Motive, a continuous Detect Thoughts effect, and allows
the user to reach into the minds of weak NPCs (in game
terms, anyone with 1/5th or fewer of the characters
levels) and search for information without making a roll.
Ears of the Wind (+6 CP, requires Ears of the
Dragon). With Ears of the Wind, the user may hear a
snippet of conversation every time he or she is
mentioned anywhere in the plane. The user can turn this
ability off. This is identical to the Dominion ability, but
does not meet any other prerequisites for the Dominion
ability chains.
Glamour (+6 CP, requires Mindspeech). Glamour is a
sort of illusion magic. It alters how people interpret what
they see, but not the physical nature of it. It can make a
just plain ugly person look roughly distinguished or a
poorly-dressed person seem fashionably apathetic about
fashion (in the way only the super-rich might be able to
get away with). There is no save; the user simply gets to
describe him- or herself, and those in a 15-foot radius, in
his or her own words.
Awe of the Dragon (+6 CP, requires Glamour). Awe of
the Dragon allows a character to project emotions or
feelings across an area. This can increase or decrease any
appropriate attribute or statistics (such as BAB, Caster
Level, AC) by +2, and may have other effects, such as
swaying crowds or inciting riots. Normally, this is not
selective and affects a 100 radius. Common examples
include: Rage, +2 Strength; Calm, +2 Will save; Fear, -2
Will save (and may frighten weaker characters); and
Love, additional +2 when using Aid Another. A Will
save at a DC of (10 + Level/3 + Cha Mod) will negate
the effects.
Voice of the Dragon (+6 CP, requires Awe of the
Dragon). A character with Voice of the Dragon gains
enormous telepathic volume. He or she may:
! Project the Awe of the Dragon over a 1000 foot radius
! Project the Awe to another location he or she can see
or scry. Even characters not sensitive to psychic or magic
powers will sense this anywhere close to the area.
! Attempt to Stun (for 1d4 rounds), Fascinate, or Panic
those affected by the base radius of the Awe.
! Attempt to disrupt any other characters mind-
affecting abilities affecting those within the base radius
of the Awe. This allows affected characters to make a
new saving throw.
! Attempt to Stun, Fascinate, Panic, or free from mind-
affecting effects, any one target within line of sight
range. A Will save at a DC of (10 + Level/3 + Cha Mod)
will negate these effects.
The Way of the Dragon's Craft
Taskmaster (+6 CP, requires Shaping). Hephaestuss
pride and joy, Taskmaster decreases the time for small-
scale mundane tasks such as using most Craft or some
Professional skills, cleaning the house, or splitting and
piling firewood. Divide the normal length of time
required for such tasks by (Intelligence).
Hands of the Dragon (+6 CP, requires Taskmaster).
With a variety of minor magical effects (such as personal
memory enhancement and focused concentration), the
user gains a +3 bonus on all Craft, Knowledge, and
Profession skills.
Forge of the Dragon (+6 CP, requires Hand of the
Dragon). With this feat, a crafter no longer needs any
tools to produce equipment. Mundane tools grant a +2
bonus, while masterwork tools now grant a +5 bonus.
Manufacture (+6 CP, requires Forge of the Dragon).
With Manufacture, a character can speed up item
creation by a factor of ten. The quality of the characters
work does not suffer, and if he or she would normally
take extra time to create masterwork of other high-
quality items, it does not require that extra time.
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Ritual Magic
Occult Ritual (6 CP) is the art of causing singular
mystic events through Spellcraft and ceremony. Describe
the effect you want to produce; the Game Master then
assigns a base DC. You may then consult with the Game
Master and describe the ritual and up to seven
components thereof. Each of the eight ritual elements
(the description and the components) is worth a bonus of
up to +5 (as assigned by the Game Master) on the rituals
Spellcraft roll.
Unfortunately, rituals are much less cut-and-dried
than spells. They can succeed and fail in varying
degrees, and often produce unfortunate side effects. As a
rough guide to the DC of any given ritual, figure it at DC
(10 + twice the level of the character who would be
required to do it normally).
The Description may contain spells to cast, entities to
call upon, a specific time and/or place of power where
the ritual must take place, and various mundane
requirements (assistants, props, expenses, ornaments,
clothing, languages to chant in, mystic diagrams, XP
costs, and so on).
The value of the ritual Components depends on their
relevance to the rite, innate power, and scarcity. For
example, the legendary Staff of the Wind Lords provides
a +5 bonus when used in a ritual to raise a hurricane to
devastate an enemy fleet, but aids little in attempting to
awaken a volcano.
Sadly, you cannot artificially raise your Spellcraft
skill by magic or psionics during a ritual without
disrupting that ritual, unless you include such
enhancements as ritual components at the usual +1 to +5
set by the GM. Obviously enough, grandiose rites require
very special components, which the ritualist must go out
and get (thus giving the Game Master a break: it's always
nice to get the players do the work of setting up and
motivating some adventures).
This is not a combat technique. It's a way to
accomplish unique ends. Rites may remove specific
curses, break ancient mystical seals, summon unique
guardians, and so on, allowing characters to substitute
time and effort for raw power and high-level spells. They
usually require hours or days, assorted normal items (like
candles, chalk, incense, a furnace and fuel) and produce
special effects galore (howling winds, raging storms,
shafts of light, glowing runes or circles, disembodied
voices, etc).
Mad Scientists often use Weird Science instead
of Ritual Magic. While they get to use an engineering or
science skill instead of Spellcraft, they generally cant
get any credit for location, calling on beings of power, or
similar modifiers.
Ritual Results
DC+20 or more: Spectacular Success. The event
occurs. Side effects are minimal or nonexistent, and the
results are often better than the user anticipated.
DC+10-19: Success. The event occurs with minimal
side effects and only moderate fatigue for the caster.
DC+5-9: Marginal Success. The event occurs, but its
side effects are likely to be a bother and the user needs a
days rest to recover. Until then, he or she becomes
Fatigued.
DC+0-4: Minimal Success. The event occurs with
various drawbacks and annoying side effects. A
non-legendary component may be destroyed even if this
isnt required by the ritual or a legendary one may wind
up tied into the event, either permanently (in the case of
long-term enchantments and effects) or by shaping the
nature of the event according to its own nature and
purpose (for short-term or instantaneous events).
DC-1 to -5: Marginal Failure. A minor blunder. The
side effects may be bothersome - but a week or two of
research may reveal where the user went wrong,
allowing another try.
DC-6 to -15: Ordinary Failure. It doesn't work. Side
effects are troublesome, non-legendary components may
be destroyed, and at least three ritual components were
wrongly chosen. They must be replaced with new ones
before the user may try again.
DC-16 or Worse: Spectacular Failure. Things go
very, very, wrong. Bizarre events may occur, side effects
run rampant, and the results of the ritual become grossly
twisted. The ritual design was severely in error. Any
further attempts must start over from the beginning.
So by the time wed gotten the Rod from that old
tomb, located the Scroll of Tethis, gotten the Sigils
embroidered on the newly-woven Ceremonial Robes,
lured up a Seawyrm and defeated it to get its Ichor, had
the Cauldron blessed by each of the high priests of the
Element Lords, built a boat without the use of iron or
steel, had an astrologer determine the best day for it, and
run that little mission to earn the blessing of the Dragon
Lord of the Eastern Sea, wed just about forgotten why
we wanted to sail in and out of the great vortex in the
first place! Well worth it, though. Those of use who
survived could afford to retire after that trip. Two
thousand years worth of wrecked ships to plunder - and
two thousand years worth of undead as well.
-Retired Adventurer
Game Masters may opt to include preset rituals with
requirements other than Occult Ritual and Spellcraft. In
this case committing such a ritual to memory (at the cost
of one skill or character point) provides a +5 bonus on
any relevant check. In very low-magic worlds such
preset rituals may be the only way to work magic at all.
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Rune Magic
Rune Magic allows characters to develop skills in
very specific fields of magic, such as Illusion, Light,
Exorcism, or Transmutation.
Runecasters are free to try and create any effect
within the limits of their skills and power reserves. While
the level of a proposed effect must be set by the Game
Master, he or she should remember that more specific
spells are often easier. The chart under Hexcrafting (page
79) works nicely.
Sadly, skill-enhancing items grant only half their
usual bonuses to Rune Magic skills; their magical nature
interferes. Short term skill-
enhancing spells, powers,
and abilities do not work at
all. Feats and specialities
work normally.
Active Rune Magic
requires both the Casting
and Mastery skills for the
rune in question. The armor
check penalty reduces the
skill ratings with respect to
spellcasting; thus reducing
both the Casting Level and
maximum spell level of the
users magic. These skills
may be based on Int, Wis, or
Chr, depending on the users
spellcasting style. Once
made, the choice applies to
all Rune Magic skills taken.
[Rune] Casting (Varies,
Trained Only, Armor Check
Penalty) measures your skill
in manipulating the actual
energies of a rune. It may be
used in place of the
Spellcraft skill with regard
to its field of magic. This
skill/2 is your effective
Caster Level when casting
Rune Magic spells in this field. Its also occasionally
rolled for spellcasting under poor conditions. Having
[Rune] Casting 5+ provides a +2 synergy bonus on
Spellcraft with related rolls.
DC Task
15 Cast spell on fringe of field
15 Cast spell while restrained OR unable to speak
25 Cast spell while restrained AND unable to speak.
-5 Taking ten minutes to cast spell.
[Rune] Mastery (Varies, Trained Only, Armor
Check Penalty) measures your level of knowledge of a
particular rune. It may be used in place of Knowledge:
Arcana with regard to the fields of magic linked with the
selected rune. The maximum level of spell that may be
cast using a rune equals the relevant [Rune] Mastery
skill/4.
Having (Rune) Mastery 5+ provides a +2 synergy
bonus on Knowledge: Arcana with related rolls.
Runecrafting draws on Mana for power, but is
relatively inefficient; it costs one point of Mana per level
of the spell to cast a Runespell.
Characters may buy a Base Caster Level for Rune
Magic at +3 CP/level and add it to the base provided by
their skills, but this may not raise their effective Caster
Level above their base level.
Casting a rune spell is a
Standard Action.
For example, if Cerdwyn has
Ice Mastery 15, Ice Casting 14,
and 16 Mana, he can cast ice
spells of up to level 3 at Caster
Level 7, totaling up to 16 spell
levels. He can complicate this
with modifiers such as Hysteria,
Skill Focus, or wearing armor
with a skill penalty if he insists.
Minor abilities related to
Rune Magic include:
* Magician (+6 CP). You may
use the bonus spells from your
spellcasting attribute to power
Rune Magic.
* Runic Ritual (+6 CP). You
may reduce the effective level of
a spell (for casting purposes) by
1 using a dramatic invocation,
an extra round, and relevant
physical components, by 2 using
a multi-hour ritual with
assistants, mystic diagrams, and
suitably expensive props, and by
3 for enacting the ritual at an
appropriate time and place of
power. The player must supply the necessary details for
this to work. This is the runic version of the Compact
metamagic (Page 57).
Rune Magic can be used for general spellcasters, but
it really works best for characters with narrowly
specialized abilities. If your northern wilderness scout
wants to dabble in Ice Magic, he or she can simply buy a
bit of personal Mana and put some skill points into Ice
Casting and Ice Mastery without having to develop
broader magical skills. Similarly, NPCs using Rune
Magic can provide specialized services without
overshadowing the player characters.
The polite term is Living Impaired, buddy.
Eclipse: The Codex Persona
98
Spell Storing
Spell Storing (6 CP). You may store one-use spells
activated by spell completion in some type of inanimate
object chosen when this ability is gained. Common types
include powders, scrolls, gems, bones, wands, staves,
and knots. Doing so costs (Spell Level x Caster Level) x
(12.5 GP and 1 XP) plus any special costs of the spell in
question. L0 Spells count as level for this
calculation. The minimum Caster Level is whatever
allows the user to cast the spell.
On the market, such items have a base sale price
equal to the base cost plus 5 GP per XP invested plus any
special costs of the spell.
Classically, scrolls are the most common form in
which spells are stored. Especially awkward and bulky
media reduce the cost by one-third. Immobile
media, such as stone circles, reduce the base cost by
one-half - although few characters specialize in
such media to start with.
Upgrades cost +3 CP each and must be taken in
sequence. Sadly many of them make spells more
expensive to store. Unlike most multipliers, cost
multipliers for spell storing upgrades are directly
cumulative. Using a x2 and a x5 multiplier on a
single item results in 10x the base cost, not 6x.
Similarly, if more than one upgrade that limits the
level of spell which can be stored is applied, the
most restrictive limit takes precedence. Characters
may freely mix and match all their upgrades.
Improved Activation Methods make stored
spells easier to use.
! Magical Lore (+3 CP). The spell can be activated
as spell completion or with a successful Spellcraft
check at DC (10 + 2 x Spell Level). Applying this
upgrade limits the maximum level of spell which
can be embedded to level five and doubles the base
cost.
! Minor Ritual (+3 CP). The spell can be activated
via a complex, but still physical, procedure
requiring 2d6 or more rounds, such as a dance,
singing a song, burning incense and gesturing, or
drawing an intricate diagram. In general, this
requires precise instructions or even a skill check.
Applying this upgrade limits the maximum level of
spell which can be embedded to level four, but does
not affect the base cost.
! Simple Action (+3 CP). The spell can be activated by
some simple physical procedure, such as rubbing a gem,
holding out a talisman, speaking a command word, or
making a gesture. Applying this upgrade limits the
maximum level of spell which can be embedded to level
three and doubles the base cost.
! Thought (+3 CP). The spell can be activated either by
simply using the item in some practical way (e.g.,
swinging a sword) or as a Move-Equivalent Action.
Applying this upgrade limits the maximum level of spell
which can be embedded to level one and triples the base
cost.
! Programmed (+3 CP). The spell is self-activating. It
has senses equal to the creators base senses and is
always aware of its bearers physical condition, but has
no special senses or sensory skills otherwise. It may be
given up to 25 words worth of instructions as to when
and how to activate. Programmed magic is reasonably
sensible, and can count, but cannot make complex value
judgements. This upgrade can be applied to spells of any
level, but increases the base cost by a factor of five.
Multiple Embedment allows you to fashion items
with more than one charge or to make multiple single-
use items at the same time. There are at least three, and
possibly more, levels of this upgrade available.
! Level I (+3 CP). This allows the user to imbue an item
or items with a total of up to 10 charges as a single
enchantment. Multiply the base cost by (1 + Total
Charges / 2). Applying this upgrade limits the maximum
level of spell which can be embedded to level five.
! Level II (+3 CP). This allows the user to imbue an
item or items with a total of up to 50 charges as a single
enchantment. Multiply the base cost by (5 + Total
Charges / 2). Applying this upgrade limits the spells
which can be embedded to a maximum of level four.
OK. Which of you clowns coated
my staff with Sovereign Glue?
Eclipse: The Codex Persona
99
! Level III (+3 CP). This allows the user to imbue an
item or items with a total of up to 250 charges as a single
enchantment. Multiply the base cost by (20 + Total
Charges / 5). Applying this upgrade limits the spells
which can be embedded to a maximum of level three.
Higher multiples may be possible, but it's rare for
anyone to bother.
Optionally, the Game Master may opt to charge an
additional 3 character points for the ability to split
charges between multiple items. For example, a
character with Multiple Embedment III could elect to
brew 250 doses of Cure Light Wounds potion, 25 ten-
charge talismans, or one 250 charge staff for the same
cost.
Additional Media. This
simple upgrade allows the user
to embed spells in an
additional type of item. Likely
types include weapons,
gems and jewelry, candles,
compounds (potions, dusts,
salves, and oils fall into this
group), bones, rods, knots,
paper, and many more. Each
additional type costs +3 CP.
While it is possible to
learn to embed magic in living
creatures, this is a two step
process. The operator must
first learn to embed spells in
him- or her-self and then may
upgrade again to learn to
embed spells in other creatures
( f ami l i ar s ar e popul ar
choices). In any case, living
creatures may not carry more
than (2 x Con) total spell
levels. Creatures without a
Constitution score, such as
undead and constructs, cannot
be imbued with spells.
Ma x i mu m L e v e l
Increase. This upgrade
relaxes the spell level restriction imposed by many other
upgrades. Each time you take this upgrade, apply a +2
bonus to the stated level limits, at the price of increasing
the GP cost multiplier (not the XP multiplier) by a factor
of 3, 6, 10, and 50 for increases of 1-2, 3-4, 5-6, and 7-8
levels. Once a character can store ninth level spells with
a particular option, he or she has mastered the technique,
and so can use it to store spells of any level.
Multiple Formula. This upgrade allows the user to
imbue an item with multiple channels for the pool of
mystical power it contains, allowing that power to be
used in more than one spell. Each such spell must have
the same Caster Level and must cost at least one charge
(if they cost more than one charge, the cost of the spell is
divided by the number of charges used). Since they all
draw on the same pool of charges, the most expensive
spell costs full price, the second most expensive spell
only costs 75% as much as usual, and any additional
spells only cost half as much as usual.
For example, a Wand of Fire with Caster Level 7,
which casts Fireball (L3), Wall of Fire (2 Charges,
effective L2), Flaming Sphere (L2), and Burning Hands
(L1), has a base cost of (3 + 1.5 + 1 + .5 =) 6 x 7 x
whatever charge number multiplier is used x (12.5 GP
and 1 XP).
! Level I (+3 CP). Allows an item to be imbued with up
to four related spells (e.g., Fire spells, teleportation
spells, summoning spells).
! Level II (+3 CP). Allows
an item to be imbued with
up to a dozen related spells.
! Level III (+3 CP). Allows
an item to be imbued with
up to four totally unrelated
spells.
! Level IV (+3 CP). Allows
an item to be imbued with
up to a dozen totally
unrelated spells.
Fo c us i ng . T h e s e
upgrades allow the creation
of rechargeable items,
capabl e of absorbi ng
additional magical power to
supplement their original
reserves. Sadly, an item has
to have at least one charge
left to function. If all of its
charges are expended, any
powers dependent on
charges permanently cease
to function.
! Occult Focus (+3 CP).
These items have a built-in
version of Empowerment,
allowing the user to power
them with magical or psychic energies of his or her own.
If the user pays the costs of the spell, no charges are
expended. Applying this option divides the total number
of charges in the item by three.
! Rechargeable (+3 CP). The item may be recharged by
simply throwing appropriate spells at it with the intent of
recharging it. Applying this option divides the total
number of charges by ten. Self-Charging items are a
variant which have been imbued with a relevant uses-
per-day spell devoted to recharging the item via Create
Item. Absorbing items are simply rechargeable items
with a more or less specialized Absorption spell effect
(usually level 9) built into the via Create Item.
No one ever did figure out where
she kept her spell components.
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Thaumaturgy
and Dweomer
Thaumaturgy and Dweomer use a complicated
system intended for advanced players. Its fun and
versatile once you get the hang of it, but you need a good
grip on the rules.
Dweomer and Thaumaturgy employ primitive or
more accurately, primal methods of creating magical
effects. The practitioner uses his or her personal energies
to focus and direct external forces, manifesting various
effects without benefit of formal spells or disciplines.
While this intuitive approach offers great flexibility, it is
unreliable and demands exceptional levels of skill.
Thaumaturgists focus on particular magical themes,
such as Shamanism, Animal Magic, Weather, Ocean or
Water Magic, Necromancy, or even Hyper-speed. Such
themes are usually related to the natural world, and are
often seen as primitive magic - precursors of the later
magical schools.
Dweomer evolved much later than Thaumaturgy.
Although similar in principle, Dweomer revolves around
the myriad ways of using a particular technique or
scientific concept. It is organized by the tool, not the
goal, and is usually considered a precursor to psionics.
Most Dweomer users hail from magically and
scientifically advanced cultures, wielding their power to
explore the limits of possibility.
Mechanically, both powers are identical. Dweomer is
an artistic science. Thaumaturgy is a scientific art.
In contrast to Thaumaturgy and Dweomer, modern
arcane magic relies purely on external energies,
channeled into well-practiced intrinsic spells or bound
into the structure of prepared spells. Divine magic is
similar, though the power comes from a deity. While
arcane casters, tapping into primal energies directly,
have more raw energy available than divine casters,
whose magic comes channeled indirectly, that very
indirectness allows divine casters to use more refined
spells. Reliable but inflexible, modern magic also pays in
that it can easily be counterspelled or blocked by various
countermagics, although it demands little from the
wielder except practice.
Psionics discards external energy entirely, but still
relies on the use of refined, developed powers, which
means they are similarly inflexible. Their reliance on
internal energies offers superb control and grants a user
the ability to channel energy into powers as needed. This
sometimes opens a user up to manipulation by similar
energies (old Psionic Attack modes), and cant match the
sheer power available to spellcasters.
Thaumaturgy and Dweomer, unlike modern magical
techniques, leave much of the detail unsaid, relying on
unconscious and reflexive forces.
Weaving Effects
Both Dweomer and Thaumaturgy consist of a series
of feats which offer access to the skills in a given field;
such skills are NOT usable unskilled and have no
governing attribute. The (usually eight) skills in the field
are now considered relevant provided they fit the
characters concept.
Some sample listings of skills and fields are included
below - but these are not a comprehensive list. Indeed,
even two users of seemingly-identical types of magic
will not necessarily have the same skills.
Using Dweomer or Thaumaturgy is also relatively
simple; the user decides the effect to be produced and
the method (fields, skills, and modifiers) to be employed.
The GM may suggest modifications and assigns a DC for
the rolls required. The would-be user is entitled to
change his or her mind before rolling at this point. If not,
he or she pays the cost of the attempted spell and rolls.
For combat, try having a few spells jotted down on your
character sheet so you can toss them off without slowing
everyone else up.
On a success, the effect occurs more or less as
desired. The effects of a failed roll are unpredictable, but
usually involve getting a partial effect or simple failure.
Full-scale backfires and wild magical effects are
normally reserved for truly spectacular fumbles, where
the user misses the target number by a large margin
(10+).
Effects are broken up into seven basic categories,
ranging from trivial enchantments to epic feats of magic.
Typical equivalents are listed as a general rule of thumb
for the Game Master.
The base suggested DC for various effects is listed in
the DC column on the chart below; characters cannot
Take 20.
The second DC entry is for saves against the effect.
Add the casters Con Mod to the save DC.
Cost lists two numbers; the first is the cost in psionic
power, the second is the cost in generic spell levels.
Characters may substitute Mana at the usual rate; 1 Mana
= 2 spell levels or 4 Power or 1 spell level and 2 Power.
No feat is required to do this.
Cost Modifiers from Levels
Even if a character can manage the skill required,
they still need a sufficiently high level to channel the
flow of energy properly. A low caster-level character
simply doesnt have the necessary ability to pour energy
through themselves. Even if they can come up with
enough bonuses to manage the spell, a low-level caster
will expend more energy than a high-level one. On the
other hand, high-level characters find it increasingly easy
to use low-level magic.
Thaumaturgy and Dweomer use the standard Base
Caster Level, at 6 CP each. Caster levels for these
abilities only are Specialized or Corrupted as usual.
Eclipse: The Codex Persona
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Thaumaturgy and Dweomer
Effect is --DC-- --Cost-- Typical Equivalents
Trivial 10 / 10 Sp* Cantrip and L0 effects
Easy 15 / 12 2 & 1 L1 and L2 effects
Average 20 / 14 4 & 2 L3 and L4 effects
Difficult 25 / 16 6 & 3 L5 and L6 effects
Amazing 30 / 18 8 & 4 L7 and L8 effects
Grandiose 35 / 21 10 & 5 L9 and L10 effects
Epic 40 / 24 12 & 6 L11 and L12 effects
*Trivial effects cost either 1 Power OR spell level.
Character Level Cost Modifiers
Effect is 01-05 06-10 11-15 16-20 21+
Trivial --- --- --- x x
Easy --- --- --- --- x
Average --- --- --- --- ---
Difficult x2 --- --- --- ---
Amazing x2 x2 --- --- ---
Grandiose x3 x3 x2 --- ---
Epic x4 x3 x2 --- ---
Various items, personal abilities, feats, specialized
spells, sacrifices, skills, and environmental sources can
contribute towards the cost, at least if the user knows
how to use them. For these purposes:
! 1 Point of Temporary Attribute Damage = 1/2 Spell
Level or 1 Power (requires the Body Fuel feat).
! 1 Spell Level = 2 points of Power (requires the
Unity feat).
! 2 Power = 1 Spell Level (requires the Unity feat).
! 2 Points of Hit Point Damage = 1/2 spell level or 1
Power (requires the advanced Body Fuel feat).
! A user may also channel spare psionic Power or
spell levels into Thaumaturgy or Dweomer directly.
Some techniques in the Path of Dragon help
considerably.
DC Modifiers
Expertise. Having sufficient mundane skill in
something may make magical methods much easier.
For example, creating a mighty fortress would usually
fall under the Grandiose or even Epic difficulty. For a
character skilled in architecture, the effect might only
be Amazing. GMs must play this one by ear, but in
general mundane skill can reduce the DC by one or -
at the very most - two levels.
Restrained. If the character cannot move or speak
freely, increase the level of effect required by one
step. If he or she cannot speak or cannot gesture at all,
increase it by two levels. If he or she cannot do either
at all, increase it by five levels. Note that Metamagic
and Metapsionic feats do not apply to Dweomer and
Thaumaturgy.
Ritual Casting. Each ritual component used modifies
Thaumaturgy DC, with the GM deciding just how much
any one component can help (usually -0 to -2). The
possible modifiers include:
Place. An appropriate location, such as a crossroads
for travel magic.
! Time. During a lunar eclipse, at the stroke of
midnight, during a relevant astronomical conjunction, or
whatever fits the effect.
! Components. Candles, mirrors, sandpaintings, altars,
obelisks, and all the other paraphernalia of ritual magic.
! Ceremony. Taking lots of extra time, usually hours or
even days, to spend chanting, tinkering with components
and waving your arms around.
! Invocation. Calling on a greater entity or spirit with
relevant powers. Please note that this does run some
slight risk of actually being noticed by the entity in
question.
Many Knowledge skills (such as Arcana, History,
and Religion), Spellcraft, Auto-Hypnosis, and
Profession: Herbalist or Alchemy may prove useful or
necessary in ritual casting.
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Cost Modifiers
Environmental Conditions. Special locations often
offer special bonuses to Thaumaturgy. When the users
will coincides with a magic-rich environment or one in
harmony with the sort of power he or she wields, the
flow of energy comes much more easily. A good
environment, such as Pyramids built to focus Celestial
forces or Stonehenge for Earth magic, reduces the cost
by as much as the GM feels like allowing. This may even
reduce the DC check.
Skill and Luck. For every five full points by which
the user's roll exceeds the DC of the effect he or she is
trying to produce, the user may reduce the net cost by 1
Power point OR by 1/2 spell level to a minimum of 0.
Special Benefits
Knowledge and Saves. Studying Thaumaturgy or
Dweomer is not confined to merely tossing off spells.
True masters must understand the flow and feel of those
forces she controls. This grants a bonus of (Skill Rank/5)
on related Knowledge checks and saving throws against
such effects. A character may only use one skill in a
given field.
For example, a skill-18 user of Negative Energy
gains a +4 bonus on Knowledge checks (and Spellcraft)
related to Negative Energy, and a +4 bonus on saving
throws against those effects.
If a character has multiple applicable skills from
different Thaumaturgy or Dweomer paths, he or she may
use up to one skill from each for the purposes of this
ability, adding the ranks together. Since it is rarely cost-
effective, this isnt a common situation, but it does exist.
Special Options
While the normal system of feats, skills, personal
mana, and magic levels normally suffices to provide both
Power and spell energy for would-be Thaumaturgy
masters to work with, GMs may decide to include one
or more of the following options. GMs may choose to
split these bonuses into Power and spell levels instead of
just raw Mana. In that case, each point of Mana becomes
1 spell level and 2 Power. Even using all of these
together wont normally unbalance a character; it never
outshines all other magic or psionics, though we
recommend using only one of Attribute Base and Skill
Mana.
! Attribute Base. Characters gains a base level of Power
points equal to their (Cha Score/2) and generic spell
levels equal to their (Con Score/3). Note that, if this
option is used, it should probably apply to all characters -
whether or not they ever learn to use their potential.
! Body Fuel. Whenever characters take a Thaumaturgy
feat, they gain a limited form of Body Fuel for free,
which they may only use to pay for Thaumaturgy.
! Bonus Mana. With this, all characters receive Mana.
Appropriate for high-magic worlds where everyone has
at least some magical connection or potential, this grants
characters 1d6 Mana as a base. Very high magic worlds
may even allow this to
increase by one point
every three levels.
! Automatic Mana.
Each time a character
takes a Thaumaturgy or
Dweomer feat, they
gain 1d3 Mana.
! Skill Mana. Here
characters gain bonuses
to Mana for having
high skill. Characters
g a i n ( t o t a l
Tha uma t ur gy a nd
Dweomer skill levels/8)
Mana. This can amount
to quite a lot at higher
levels, but rarely allows
even a dedi cat ed
character to exceed the
number of spel l s
available to normal
spellcasters.
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Thaumaturgy Sample Fields
Necromancy
Students of the ways of life and death, Necromancers
have a bad reputation. Though most evil practitioners are
actually Wizards or Clerics, the stigma remains. Thaum-
aturgic Necromancers more often tend to the dead and
assist the living in the frightening process of dying. Of
course, the ability to actually look into the afterlife and
say Hello to the ancestors makes this easier.
The discipline is still open to abuse, and the creation
of undead remains a potential talent. Not all cultures
consider this evil in itself, but it only takes a few
madmen unleashing horrors on the common folk to fuel
widespread fear. The skills of a Necromancer include:
! Channeling. Positive Energy Manipulation is a useful
discipline. With effects similar to Channeling this allows
healing, blasting undead, powering mechanical or
electrical objects, generating light, dispelling negative
energy effects, and the creation of new life.
! Darkness Mastery. Also known as Negative Energy
Manipulation, this covers creating and manipulating
simple or tangible darkness, negative energy effects,
disintegrations, and countering positive energy effects.
! Entropic Manipulation. The manipulation of age and
decay. While an effective attack when used to speed up
such events, Entropy may also be reversed to repair
things. It can be used to reassemble ashes into a book,
cause someone to age and rot as they stand, or induce,
hasten, slow, or reverse the ravages of time. It can even
recreate fallen castles at the highest levels.
! Gates of Death. This interesting skill allows the user to
enter and leave the realms of the dead, to tap into the
powers of the dead via their relics, extend his or her
senses into afterworlds, lay unquiet spirits, communicate
with the dead, create undead, and even raise the dead.
! Life Force Transference. The ability to transfer and
manipulate the energies - and even the spirits - of living
creatures is a dangerous and often corrupting path to
walk. Transference is useful in draining or temporarily
transferring hit points, attribute points, and muscular
energies, in transferring spirits from one body to another
- even into inanimate objects - and in bringing inanimate
objects to temporary or permanent life.
! One With Death. One classic method of bypassing the
inconvenience of death involves transcending the
limitations of the mortal body by infusing it with positive
or negative energy. Uses range from seeing in the dark
and holding your breath on up through countering
poisons, grafting bones or parts of corpses to yourself
to tap into their power, intangibility, resisting the powers
of the undead, and becoming a spirit or undead being
yourself.
! Spirit Binding. As the name suggests, this includes the
ability to lay compulsions on and command the living
and the dead. Commonly used to frighten people, steal
spirits, or induce silence, characters can also make very
convincing requests of spiritual beings.
! Summoning. A relatively straightforward ability, this
allows the Necromancer to call up spirits and magical
beings. This does not necessarily indicate that the user
can control them! (See Spirit Binding, above.)
Necromancers deal with the spirits of the dead and the
other inhabitants of the afterworlds - typically Angels
and Demons, rather than pure elementals.
Weather Control
While its not the most powerful field to start with,
Weather Control is vital to every farmer, making it one
of the most popular. Sadly, a powerful weather-worker is
likely to be blamed for every storm for miles around.
! Cold. Ranging from a cool breeze to a frigid arctic
blast, cold enables the user to create freezing attacks. It
also allows the caster to create ice in whatever forms and
locations he or she desires.
! Heat. Hold the power of the roiling deserts in the palm
of your hand! While not as flashy as a wizards Fireball,
Heat magic enables the user to summon up blasts of
scalding wind to strip the bones from their enemies
soon-to-be desiccated husks, and is about as effective.
! Lightning. Straightforward and usually destructive,
this covers all lightning-based spells. Some users take it
a step further, using it manipulate electricity at smaller
scales even in their own bodies.
! Ocean Control. Ocean currents are a form of weather,
too. This allows the user to manipulate bodies of water,
tides, whirlpools, and to create and control hot and cold
currents to use as underwater attacks or simply to enable
fast travel. Sauna creation is very popular magic, but Red
Tide creation is less so.
! Personalization. Personalized effects allow a caster to
fly, resist similar weather magic, and even become a
weather spirit at higher levels. In essence, this takes the
power of other Weather Control skills and turns it
inward.
! Rain. Start singing in the rain. This allows the user to
summon, dismiss, or manipulate rain over large areas. It
can ensure the proper amount of rain for a region, cause
country-wide flooding at higher levels, or dry up a whole
nation. The user can create blasts of water for combat
purposes; while these do relatively little damage they can
knock opponents down quite effectively. .
! Weather Sense. Not normally taken to high levels,
Weather Sense allows the user to determine what the
weather will be like tomorrow. Higher levels do let the
user peer farther into the future, see the currents of solar
radiation across the cosmos, and look at the weather for a
whole plane, but this is rarely worth the effort.
! Wind. A master of wind may direct blasts of it, control
the direction of air flow, or even choke an enemy to
death. While a subtle tool in the hands of a cunning
caster, telekinetic tricks require higher level effects.
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Dweomer Sample Fields
Psychokinesis
The ability to manipulate matter and energy through
the application of force is a versatile discipline, favored
by scientists and researchers. While its also possessed
by wild talents, who predominantly focus on the brute-
force applications, this powerful technique offers
unlimited possibilities for matter reconstruction.
Psychokinetic skills include:
! Capacitance. This covers absorbing, storing, and
discharging various types of energy, as well as
converting energy from one form to another.
! Electrokinesis. Some people like it small. With this,
users may manipulate electrons, photons, and
electromagnetic fields. While extremely versatile, only
those knowledgeable about scientific matters (or the
fantasy equivalent) can use it to full effect.
! Nucleokinesis. Nucleokinesis allows characters to
manipulate atomic nuclei, protons, neutrons, mesons,
quarks, and other tiny particles. This covers generating
or neutralizing particulate radiation, catalyzing nuclear
reactions, and transmutations. While useful in
experimentation at low levels, the high-level effects
allow for truly stunning creations.
! Pyrotics. Heat is just a form of movement. Pyrotics
grants the ability to alter molecular energy states; heating
or cooling material, catalyzing or inhibiting reactions,
and selectively affecting particular types of molecules.
! Reconstruction. The ability to rebuild molecular
structures allows for vast increases in the quantity and
quality of compounds available. Aside from chemical
modifications, this includes forcing material into
unnatural states - like incandescent liquids or making
iron liquid at room temperature. This allows shattering,
extraction, purification, and friction manipulation. While
it is theoretically possible to rebuild complex things,
including living creatures, by Reconstruction, its usually
much easier to do it some other way.
! Stasis Fields. Stabilizing matter is a handy talent.
Aside from making unstable forms of matter more
permanent, at least for a while, this covers force fields
(by stabilizing air), preserving objects, holding an
unstable rock face together, the creation of temporary
objects from air, and paralysis effects.
! Telekinesis. A direct application, this covers the
manipulation of matter in relatively large chunks.
Characters can also compensate for inertia, fly, and
amplify their own muscular force.
! Vibration. This covers sound, earthquakes, shattering
effects, and whatever Vibratory Powers the user can
talk the GM into letting him or her get away with.
Please dont send us any ideas. We really dont want
to know.
Telepathy
Telepathy is a subtle, and widely feared, ability. Who
doesnt have a few things in their heads they dont want
anyone else to know?
On the other hand, are you sure that you want to?
! Astral Form. A classic application, this allows the user
to see or even travel into the astral realm for increasingly
long periods of time in relative safety. Disrupting such a
voyage violently from inside or outside the Astral is not
fatal, though it may cause shock. The ultimate expression
of this allows the character to physically enter astral
space or to survive physical death as a free spirit.
! Constructs. This allows a caster to create psychic
constructs, essentially like a Summon Monster spell or
Astral Construct.
! Disruption. Disruption simply involves a massive
psychic blast. By striking at an enemys nervous system,
the caster stuns them, causing subdual damage or
inflicting various negative status effects. At higher levels
this can induce paralysis, inflict various disabilities, or
even kill.
! Illusion. The creation of mental illusions is a versatile
discipline. These illusions become more realistic and
affect more people as the spells increase in power. While
they cant hurt people physically, they can frighten, lure
people into danger, render subjects unconscious or even,
like Phantasmal Killer, kill.
! Links. This ability can create psychic links between
people or objects, allowing one to communicate or
perceive through the eyes of another. At higher levels,
this can create links upon which magic might flow,
allowing one spell to empower two characters. Subtle
links allow various forms of mental probes and scans.
! Presence. More subtle than most Telepathy, Presence
creates an aura of glamour, mystery, or empathy around
the character. Aside from its utility in quiet Suggestion-
style spells, it can create area-effect attention-gathering
magic and multiply the characters force of personality.
! Projection. Sending ones thoughts into anothers
minds creates, at low levels, mere one-way telepathic
effects. This quickly evolves into mind control of various
flavors and powers, from the subtle to the brutal. At its
ultimate peak, this might even allow the caster to
command an enemy to commit suicide, to instantly
imbue others with his or her own skills, or to completely
rewrite a victims memories and personality.
! Void. Void represents the negation of the mind. At the
most basic this is a simple defensive technique that
empties the casters mind of all active thought, allowing
him or her to defend against telepathic attack. This can
grant bonuses on saves or damage from telepathic or
psionic attacks as well as canceling mental states. More
actively it can be used to wipe away memories and
perceptions, to negate psychic constructs, and to
suppress emotions.
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While Thaumaturgy has an almost unlimited number
of variants, Dweomer masters tend to be less varied.
Other common fields from our games include:
Warping
Warping covers the manipulation of space, time, and
dimension. Its a dangerous and destabilizing discipline.
! Dimensional Warping covers extradimensional travel
and gates, banishing things, and tinkering with extra-
dimensional spaces.
! Gravitic Warping covers changing to local gravity,
telekinetic effects, antigravity, and even the creation of
gravitational weapons, such as tidal effects, cosmic
string, and singularities. Be very afraid.
! Overlay covers forcing two regions into congruence.
Its used with one of the basic skills above to allow
things in different places, times, and/or dimensions to
interact or to alter planar traits in a localized area.
! Spatial Warping covers redefining straight lines,
altering distances, and teleportation.
! Stabilization covers closing down gates and rifts,
keeping other people from tinkering with space and time,
and maintaining your own existence when someone
alters the past. Its a good thing.
! Temporal Warping covers accelerating or decelerating
the flow of time, stasis and force fields, pre- and post-
cognition, and time travel. Its best used with extreme
caution.
! Transference covers shunting matter and energy into
and out of the dimension youre occupying. Its probably
the safest way to use warping to attack or defend.
! Warp Detection simply allows the user to sense and
analyze spatial, dimensional, and temporal disturbances.
Healing
Healing covers putting things right - implying that
there is a natural way for things to be - as well as simple
biophysical manipulations. Its also one of the most
popular magical fields around.
! Environmental Healing allows the use of the basic
healing skills on a wider scale and restores the natural
order - allowing the user to heal dimensional rifts and
disturbances, unnatural magical disturbances, expel most
outsiders, and deal with any similar difficulties.
! Life Transference covers donating or draining away
life energy, healing negative levels, moving souls from
body to body, and raising the dead.
! Mental Healing repairs insanities, feeblemindedness,
confusion, and amnesia.
! Physical Healing repairs bodily injuries and eliminates
poisons, diseases, and drugs. It can also be used for
cloning and to repair congenital problems.
! Shapeshifting covers whole-body transformations, and
can be used with the basic Healing skills to transform
other aspects of a creature as well.
! Spiritual Healing repairs emotional wounds, inspires
and aids, expels possessing entities, and dispels various
compulsions and geasa.
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! Stabilization allows the user to maintain and enhance
life. It can be used to resist aging, enhance attributes, hit
points, and toughness, to resist physical needs, and to
keep creatures alive and functioning long after they
ought to be dead.
! Transformation allows the modification of bodies and
life processes, including tinkering with the metabolism,
modifying or adding organs, and genetic engineering. A
through knowledge of biology is recommended as well.
Extra-Sensory Perception
ESP covers methods of extending and enhancing the
senses as well as information-gathering in general.
! Analytic Probe lets the user examine the structure of
matter, whether on the scale of how a fault line works or
on the atomic level. More directly, this can examine the
mechanisms of locks and traps, check for internal
injuries, locate hidden passageways, or work in the dark.
! Aura Sight covers the ability to detect and analyze
energy fields, including magical energy fields, life
energy fields, and simple physical fields.
! Awareness covers sensory integration and perception.
It allows the user to enhance his or her sensory skills, to
pick out the important elements in what he or she
perceives, to integrate minor clues (for example, putting
together the tiny indications that will reveal if someone is
lying), and keep detection effects running while he or she
is distracted, sleeping, or even unconscious.
! Clairsentience allows the user to extend his or her
senses elsewhere in time, space, and dimension.
! Dowsing covers basic Detect effects, revealing the
presence and general location of something.
! Hypersenses covers adjusting your senses sensitivity
as well as extending them, allowing the user to track like
a bloodhound or see into the radio spectrum.
! Intuition allows the user to pluck information out of
the universe at large, seeing large-scale patterns, future
trends, and simply knowing things that he or she has
no right to know. Unfortunately, Intuition-based effects
tend to be of higher level than information gathering by
more direct means.
! Psychic Awareness covers the ability to detect and
analyze the mind and spirit, noting thoughts, memories,
lies, possession, and all forms of mental instability.
Mysticism
Mysticism covers the manipulation of special
abilities themselves. Its usually combined with another
field.
! Amplification allows the user to enhance mystical
abilities, increasing their raw power, extending their
range, or penetrating various countereffects.
! Bestowal allows the user to transfer Power and other
mystical energies to other people and to give mystical
abilities to others, usually on a temporary basis.
! Imbuement covers storing mystical energy and powers
in objects or imbuing them with special properties.
! Linking covers just that; creating mystical links
between creatures and/or things. Links can be used for
communication, to transfer various energies, or to bind
things together so that they share a fate, can be
transported to each other, or can be used for travelling.
! Nullification lets you negate, dispel, or suppress
various mystical abilities, reduce other peoples talents,
break spells, and severely damage mystical beings.
! Permanency allows the creation of permanent power-
storing or mystical energy channeling devices and
making other effects permanent.
! Psi-Armor actually covers warding off and protecting
yourself from mystical powers and creatures in general.
Its effectively an anchored, ongoing, version of the
basic Nullification effect.
! Willcrystal allows the user to bind abilities, items, and
mental constructs such as thoughts, decisions, and even
memories to another creatures life force. It can be used
to personalize items, to steal the abilities of fallen foes,
to protect thoughts and decisions from external
influences, and to carry things with you into astral space
or into the realms of the dead.
Practical Considerations
A dedicated Thaumaturgist or Dweomer-master will
likely want to spend at least 4 CP on skills (presuming
both permissible levels of Adept have been taken), 6 CP
on personal Mana (probably Specialized as only usable
for Dweomer or Thaumaturgy), 3 CP on Caster Level
(Specialized in their field), and a couple of CP on other
magic enhancements or related fields each level, for a net
cost of 14-16 CP per level - as much as a Wizard or a
Sorcerer spends on their magic.
Thaumaturgical magic is expensive and requires a lot
of work from the player. Therefore, it should be at least
as useful as sorcery or wizardry, if not more so. Define
fields broadly and make every one useful out of combat,
with two or three of its skills useful in a fight.
On the Game Masters side Thaumaturgy works well
as a substitute for all other magic. Its flexible enough to
have value to dabblers while giving specialists an edge.
At the same time, since anyone can vary the specific
abilities in a given field, two different characters can
have the same Thaumaturgy fields and still feel as if
theyre not competing. The goal of Thaumaturgy is that a
player can enjoy experimenting with a single field for a
full year and still feel as though there are many tricks not
yet tried, things left undone, and more techniques to
explore.
On the downside, if you allow Thaumaturgy, youll
need to be able to think on your feet and deal with the
unexpected. Player-character Thaumaturgists tend to
come up with an astonishing range of things that never
occurred to you.
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Theurgy
Throughout the history of magic, magi have sought to
understand the magic of words, symbols, names, and the
tongue of creation. Theurgy draws upon that ancient
heritage, bringing unmatched flexibility to those few
who master it.
Theurgy allows its users to compose spells on the fly
by combining their skills in magical verbs and nouns.
Each verb allows a particular type of manipulation while
each noun covers one of the basic components of reality.
Naturally enough, each spell requires at least one noun
and one verb.
The mechanic is simple. The user describes what he
or she wants to do and the nouns and verbs it will
involve, gets a ruling on the level of the task from the
Game Master, marks off an open spell slot of the
appropriate or higher level (or aborts the spell if its too
high a level), and rolls (1d20 + worst verb skill involved
+ worst noun skill involved) against a DC of 5x (Spell
Level +1). On a success, the spell goes off. On a failure,
the spell fails and the slot is wasted. Theurgy is always at
least a full-round action.
Magic levels dedicated to Theurgy - with slots which
cannot be used for other purposes - are Specialized, and
so cost only half the usual number of CP. While
Theurgists can fuel their spells with raw Mana or generic
spell levels, they still need to buy a Caster Level.
Every noun and verb used in the spell must be
considered. A spell that transmutes rock into another
form of rock would require both the Transformation and
Earth skills. One that transformed rock into air would
require Transformation, Earth, and Air. If it then focused
and directed the flow of air from the transmuted stone, it
would require Control as well.
If the character
mimics a standard spell,
use the lowest listed spell
level for it. Theurgy can
have metamagic applied
to it either by building
the necessary modifiers
into the spell directly or
by buying the relevant
abilities. If the Thuergist
buys the abilities, the
spell levels applied from
metamagic do not add to
the DC of performing the
spell.
Theurgy sometimes
gives users access to
magic early, but always
carries the risk of failure.
Aside from that, all of
those skills are simply
expensive to buy.
Theurgical Verbs
! Creation (Dagaz, Genis) covers the ability to create
objects, materials, thoughts, and energy out of magical
power.
! Control (Thurisaz, Fiat) covers position, motion, and
animation, as well as making things act within their
nature (horses eat grass, not meat).
! Destruction (Eiwas, Perdo) covers damaging things,
destruction, uncreation, and negation. While it is all too
often used like a sledgehammer, the power of destruction
can be as artful as the finest scalpel.
! Healing (Uruz, Medi) covers the ability to heal, repair,
and maintain things by stabilizing their structure.
! Transformation (Kenaz, Muto) covers the ability to
reshape and transmute materials, to link things together,
and to imbue items with new properties. Like most
magic, this skill conveniently glosses over the immense
knowledge of biology, chemistry, and physics this would
seem to require.
! Understanding (Ansuz, Sapio) covers knowledge,
divination, and communication.
Theurgical Nouns
The Physical Elements
! Air (Perthro, Tempest) covers gases, air, weather and
wind, as well as sound and electricity. Oddly, Dexterity
is also tied to air magic.
! Earth (Jera, Terra) covers stone, soil, and metal. It also
covers gravitation and the nuclear forces - although there
are few spells or spellcasters who deal with such matters.
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! Fire (Naudiz, Flammo) covers heat and cold, flame,
energy, and chemical reactions, such as the metabolism.
Its easily turned to combative ends, hence a great many
Theurgist-adventurers are skilled in Fire magic.
! Water (Laguz, Aqua) covers fluids, syrups, acids,
bases, blood, and even most ooze creatures. It can
usually control ice as well, at least until it becomes so
cold that its internal water is completely locked up.
The Living Elements
! Body (Mannaz, Corpus) covers flesh, bone, leather,
and fur, as well as Strength and Constitution. Many of
the most useful enhancements fall under body magic.
! Mind (Isa, Mentis) covers thought, emotion, memory,
Intelligence, Wisdom and the mind in general.
! Plant (Fehu, Sero) covers plants and all products or
materials derived from plants, including ordinary objects
like straw hats and derived substances such as tar.
! Spirit (Kano, Animus) covers spirits, death, the dead,
incorporeal creatures, astral projection and the alignment
energies of the outer planes. Charisma and the Spark of
Life also falls under the dominion of Spirit magic.
The Hidden Elements
! Illusion (Sowilo, Lux) covers light, darkness, and
shadow, as well as the forces of positive and negative
energy which lie behind them. Unlike the other nouns,
the user must choose between the positive and negative
energy aspects when learning Illusion, suffering a -10 on
his or her effective score when dealing with the other.
! Magic (Wotan, Lammas) covers pure magical energy,
the amplification or suppression of supernatural abilities,
charging things with magical energy, and storing magic.
! Space (Raido, Vacus) covers space, dimensions, and
location, as well as direction and distance. It is subtle and
difficult to master.
! Time (Othala, Tempus) covers time, whether to speed,
slow, stop, reverse, or travel through it. Theurgists most
easily affect small aspects of time; getting extra time to
think is a mere L1 spell, but stopping time to do
whatever you want is L9.
Sadly, these skills have no governing attributes.
Sample Theurgical Effects
While the level of a proposed effect must be set by
the Game Master (if necessary, consult the Hexcraft
chart on page 79), it should be remembered that more
specific spells are often easier. For example, Baleful
Polymorph normally has range and allows a choice of
forms. Discarding those features in favor of a specific
spell (call it Porcine Polymorph with a touch range) will
probably reduce it to level three or four.
For a few examples of how to use Theurgy to create
spells, some common spell effects are described below.
These are rarely the only way to produce a given effect,
but theyre usually easiest.
! Analyze [X]. Understand/[Relevant Noun].
! Cure Wounds. Heal/Body.
! Death. Destroy/Body for simple physical death.
Control/Liquid or Body to simply keep someones heart
from beating. Destroy/Spirit to make someone really
hard to bring back.
! Disintegration. Destroy/[Whatever it is you want to
destroy].
! Energy Attack. Create/Fire for simple blasts. Create/
Control/Fire to make walls of energy or to shape a blast.
Add Spirit to affect incorporeal beings. Add Time to
create a spell which goes off later, then add
Understand/[X] to create a ward triggered by the
presence of [X].
! Flight. Usually Control/Body. Add Understanding/
Mind if you want to let someone else control the spell or
want it to fly you around without your concentration.
! Induce an emotion or implant ideas. Create/Mind
! Protection from [X]. Control/[X] (to keep it away),
Destruction/[X] (to weaken its effects on you),
Create/[As appropriate] (to create a counteragent).
! Reverse or neutralize gravity. Control/ or Destroy/
Earth.
! Sourceless Knowledge. Create/Understand/Mind.
! Telekinesis. Control/[Whatever you want to move].
! Transform to stone. Transform/Body/Earth. If you
want to transform yourself and keep moving youll need
Control as well.
If you want some entertainment from a curse, or a
Specialized (and hence cheap) version of Theurgy, make
some rune chits to represent your noun and verb skills
and draw a couple to use at random whenever you want
to cast a spell in a hurry. A sufficiently creative player
can usually come up with something to do, but it can be
quite amusing to watch someone trying to come up with
an offensive spell using Understanding/Plant.
Customizing Theurgy
A given game world might have different natural
forces and powers. Perhaps Communication is separated
from Understanding, or Darkness and Light form entirely
separate fields. Dividing or recombining fields easily
allows quick customization. Simply give any new
powers a neat name (ours come from the Norse Elder
Futhark alphabet and bastardized Latin). Note that
spreading the powers too thinly or combining them too
tightly make Theurgy very weak and very strong,
respectively. As it is, these skills cost 18 skill points to
maximize every level. Thats going to be expensive even
if you take Adept twice. Most Theurgists either
specialize or merely dabble, relying on finely-tuned
effects instead of raw power.
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Witchcraft
Witchcraft is flexible and versatile, but unspecialized
and relatively low-powered. Its best suited to low-magic
campaigns and subtle players. Its effects are often less
strictly defined in mechanical terms, as the personality
and intent of the user make a considerable difference.
Witchcraft is driven by its users internal energies.
While this has its advantages, its a very limited power
source, hence Witchcraft is a simple system suitable for
minor spellcasters in any game. It wont be a suitable
power base for player characters most of the time.
Witches are suitable as PCs primarily in low-magic,
grim-and-gritty, or horror-style game worlds.
Ordinary people often fear Witches, or at least view
them with suspicion. The old village herb-monger
probably isnt a threat, but everyone has heard tales of
cannibal Witches in the forest, of dark spellcasters who
can read your thoughts and curse your children. And in a
fantasy world, these things all exist. Pacts can make
Witches servants of powers, and sometimes those powers
are hostile or callous about human life and suffering.
Moreover, since Witchcraft involves few obvious
spells, its often a secret art. It doesnt require serious
study or adventuring to master either. Even a Dark
Overlord is likely to be more controlled and disciplined
than a village Witch, and that makes people nervous.
Those same Pacts can give people with a loose grip on
sanity tremendous power from the perspective of an
ordinary person. The most petty and foolish individuals
can still make dangerous Witches.
At best, ordinary people often seem somewhat
nervous about, and gratuitously respectful of, Witches
they know, trust, or like. At worst, they break out the
torches and pitchforks.
Witches as Player Characters
Witch player characters probably dont want to spend
everything on Witchcraft. In fact, its best left as a minor
talent rather than the focus of the characters powers.
Spellcasters probably dont need it, but warriors and
Rogues can find many uses for the numerous tricks and
talents of the Witch.
In a game where the only magic is Witchcraft, it can
wield a very subtle and dangerous power indeed.
Witchcraft is versatile and adaptable and gives those who
possess it an important leg up. Every player character
will probably want to dabble in Witchcraft, unless they
have another kind of power available.
Witches as Non-Player Characters
Witches make good contacts for players. They can
often perform minor tricks or obtain knowledge the PCs
cannot (without stealing the show). As such, they make
useful prophets or allies.
Witches make excellent opposition to player
characters. Despite the lack of raw power, Witchery has
many abilities suitable for magical sniping. That is, they
can hinder, curse, and otherwise impede players
progress. Since evil Witches often bargain with dark
powers, good characters have an excellent reason to seek
them out and put an end to their wicked ways. Although
Witches are unlikely to have vast treasures, they might
still have valuable collections of mystical gear or secret
lore.
Basic Witchcraft requires no external power source
and provides several minor abilities. Any character who
spends 6 CP on Witchcraft receives (Str + Dex + Con )/3
psionic-style Power points. Another +6 CP provides
access to three of the basic abilities listed below, and a
final +6 CP (18 total) provides an additional four powers
from the basic list.
Unwilling targets of a Witchs abilities receive a save
at DC 13 + the Witchs (Cha Mod). This is always a Will
save unless otherwise noted. All powers used on other
people grant saves even if not specifically noted, except
indirect effects. Witch abilities have a range of 20 feet
plus 20 feet per extra point of Power expended where
they pay any attention to physical distance. Witch
powers are invisible and generally require no physical
components, incantations, or gestures.
Witchcraft isnt all fun and games. Since Witchcraft
drains internal energies, a Witch who drains his or her
Power pool below 5 points becomes Fatigued. At 0
points the Witch becomes Exhausted.
Yes, I am a horrible hideous old Witch.
And the price is now 24 CP. J erk.
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Basic Witch Abilities
! The Adamant Will. This talent allows users to spend 2
Power to resist Fear, Possession, Charm, Hold effects,
and other forms of mind control. The user may spend the
Power each time he or she is affected by such an ability.
Ongoing powers, such as Fear auras, are resisted for 10
rounds. The user may make an extra save against mind-
reading or truth effects by spending a like amount, and
may present a false aura to detection spells or ignore pain
for 3 power. He or she may pay the Power without
spending an action when the effect takes hold.
! Dreamfaring. Dreamfaring allows users to enter a
trance and project their spirits into the Ethereal and near
Astral planes. They may detect and communicate with
beings in nearby dimensions without paying power. For
2 Power they may enter the dreams of others to torment
or communicate with them wherever they may be,
possibly causing them to lose sleep or worse. Traveling
about costs 3 Power plus 1 for every three hours and
allows for covert meetings with other Witches or for
clairvoyance-like effects via astral or ethereal spying.
! Elfshot. Elfshot allows the user to lay minor curses.
Such curses may reduce an attribute by -2, cause some
type of misfortune, penalize a group of checks by -6,
hinder activity, induce sterility or miscarriages, and so
on. Classic examples include causing cows to go dry,
mules and horses to bolt, and pets to bite their owners.
Such curses are generally either instant or last until they
are countered. Lesser diseases may also be inflicted in
this fashion. Curses usually cost 1 Power for quick
effects, 2 for lingering curses, and 3 for permanent ones.
The Remove Curse spell, or any effect which eliminates
the symptoms or curse directly, heals the mystical injury.
! Glamour. This projective telepathy works much like
the Path of the Dragon ability of the same name. It grants
a +6 bonus on relevant social skills (1 Power per 10
minutes), the sending of brief messages, emotional
influence and hypnotic effects (approximate relevant L0
or L1 spells for 1 or 2 Power respectively). Glamour is at
its best combined with Disguise skill and Shadoweave to
alter how people see the user. Its often used with the
Inner Eye, below, to allow rapid communications,
teaching, and mental probes. For +6 CP the user may
expand his or her repertoire to level 2 (2 power) and 3 (4
power) hypnotic and emotion influencing effects
(compare to the Sorcerer/Wizard list).
! The Hand of Shadows covers basic telekinesis. Minor
tricks (like bending spoons) cost no power. Exerting a
force equal to what you could physically handle costs 1
Power per minute. Light but rapid work (like sorting
wheat from chaff) costs 1 Power per hours worth of
work done. Minor animations (Entangle, Animate Rope)
approximate the relevant spells at a cost of 2 power, +2 if
excessive force or fine control is required.
! Healing. This accomplishes a full days worth of
healing in a mere hour at a cost of 1 Power and grants a
+5 bonus on any relevant checks (against disease or
toxins). This is also used to throw off the effects of drugs
and intoxicants with a flat duration. In emergencies,
Witches may simply heal 1d4 hit points per Power spent
up to a maximum of 3d4 hit points per round.
! Hyloka. The manipulation of biophysical processes is
a rare gift. This can be used to briefly move physical
attribute points around (up to 6 points for 1 Power per
hour), slip into hibernation (1 power; lasts up to a week),
help resist heat or cold (1 Power per hour, this grants 5
points of fire or cold resistance), stop bleeding, delay
poison (one hour per power), grow hair or make it fall
out (1 power), and to inflict or ease ailments like arthritis
(spend 1 power/week to inflict, 1 power/day to ease).
! Infliction. Often manifested as phantom force-claws,
heart attacks, inexplicable bleeding, and agonizing pain,
Infliction causes injury through psychic force. This can
include spectacular attacks - throwing fiery balls or
thunderbolts or such - but is usually subtle. In any case,
it deals 1d4 hit points of damage per character level, to a
maximum of 3/5/7 d4 damage for 1/2/3 power. Targets
may make a save for half damage, but the save used
depends on the form of the attack. Infliction normally
affects a single target, but may be expanded to a five-
foot radius for +3 power.
! The Inner Eye. Thought-sensing can be used to see
surface thoughts, to detect the presence of a hidden
being, to share a targets senses, or to read any psychic
impressions left behind on an object by strong emotion.
This provides a +6 on any relevant Spot, Sense Motive,
or Listen checks for 1 Power per 10 minutes.
! Shadowweave. Shadowweave manipulates light and
darkness to craft minor illusions. Normally 1 Power
grants 10 minutes of activity. Effects include will-o-the-
wisps, cloaking (+6 to stealth and disguise rolls), various
apparitions, spheres of darkness, blinding rays of light
and hiding small actions - such as slipping out a dagger,
picking a pocket, or a strike in combat (offers a +3
circumstance bonus to the users roll). For +6 CP the
user may expand his or her repertoire to level 2 (2
power) and 3 (4 power) illusion-casting effects (compare
to the Sorcerer/Wizard list).
! Witchfire. Molecular-level telekinesis. At its simplest
this can create and manipulate heat or cold (1d8/3d6
damage for 1/2 power, +1 if affecting a modest area, -1 if
using pre-existing flame), create effects on the
prestidigitation level (1 Power per turn), extract
essences from herbs, and infuse drugs and toxins into
objects. Talented Witches sometimes use this for
creating mysterious sounds and voices.
! Witchsight. Sharpening or expanding the users senses
is a simple trick. In general, this affects one sense at a
time, providing either a +6 bonus on relevant checks or
some special capability (Darksight, Scent, etc). As a rule
this costs 1 Power and lasts for about an hour. Witches
may triple the effect by reducing the duration to a single
round, allowing effects such as checking a meal for
poison with the slightest taste.
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Pacts
By accepting Pacts with alternative power sources,
Witches improve their magical abilities and gain new
powers. While Witchcraft doesnt require Pacts, they are
useful. Pacts dont necessarily involve actual contracts,
or even an interaction with another being. A Pact simply
means the character has sacrificed something be it
physical prowess, time and effort, or moral flexibility
in exchange for extra abilities. Each Pact gives the
character one additional ability from the advanced list.
Witches may take two Pacts at level 1, another at
level 3, one more at level 7, and a final one at level 12.
Sadly, Witches rarely get more powerful than that. Each
Pact adds 6 CP to the characters pool, though these may
only be spend on Advanced Witchcraft abilities. Witches
dont have to take a Pact at those specific levels, but they
cant take more pacts than their level permits.
A character who permanently fixes the problems he
or she takes on (with the exception of Epic Quest) loses
6 CP worth of Advanced Witchcraft abilities. Sorry, you
just cant have it both ways. Pacts dont have much in
the way of specific game effects. Most arent too
immediately troublesome, but Witchcraft is designed as a
cinematic magic style. If a player isnt role-playing their
restrictions, deny him or her advanced feats for a little
while to see if he or she shapes up. If theyre roleplaying
anyway, let them take a pact based on what theyre
doing. As always, a Pact which doesnt hinder the
character grants no bonuses.
Service
A pact of Service means you have an employer.
While a certain amount of respect and loyalty is
expected, the important part is getting the job done,
especially since the employer, as such, often lives in
another dimension.
! Guardianship, the classic duty, involves watching over
some relic, making sure that no one opens some mystic
gate, educating and guiding some young ruler-to-be,
protecting forests, or any other part-time but relatively
straightforward and perpetual task.
! Epic Quests are rare, but involve a years-long project
such as seeking out some powerful artifact or founding
and nurturing a major temple or order. Usually there is
no rush and once the character finishes the task, the
powers are paid for.
! Missions are much easier than quests, but never end.
The character simply undertakes periodic lesser tasks on
behalf of the spirit or force involved. A certain failure
rate is acceptable, but the character may often have little
time to arrive where he or she is needed and act.
! Arcanum allows the patron being to draw on your
power and strength when it needs to, resulting in
unpredictable periods of weakness. The GM gets to hit
you with random bouts of nausea or any other problem
whenever he or she feels like it.
! Spirit, means the entity will claim the characters spirit
upon death. The character cant be Raised or Resurrected
without potent magic (7th level or higher) or the
permission of the being involved. This usually, but not
always, implies that said entity is either too minor or too
unpleasant to get spiritual assistants in any other way.
Exceptions include gods who simply like to personalize
things, worlds with otherwise generic afterlives (such
as the Greek mythology), and so on. If the character
chooses a specific time limit of life (short compared to
his or her normal lifespan), this is worth 12 CP instead of
6!
Vow
Vows are oaths to act in specific ways if and when
some situation comes up. Unlike Service, however, the
personal commitment and effort, not success, is the
important part. Vows can be made for some being or
entity, but apply even if said entity is not paying
attention or is otherwise concerned.
! Advertising is a very common vow, and includes
recruiting, displaying the power of your patron and the
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benefits of entering its service, and making dramatic
appeals to your patron when spellcasting. Advertising
sort of spoils the subtle aspect of Witchcraft and may
or may not be a problem socially; it depends on how
others feel about your patron.
! Taboos, otherwise known as Geasa, consist of actions
you must not do; aid an agent of opposing powers, cross
a river after sundown, cut your hair, or drink wine.
Usually, the character must select three Taboos.
! Duties means the character has an obligation to act in
some specific circumstance. For example, a character
might be required to follow a Healers Oath, slay anyone
who fells a tree in the Sacred Wood, aid all members of
the coven who need it, teach the faith to children, or
spread plagues in large cities.
! Rituals require the character to regularly perform a
major ritual. It is an ongoing nuisance which takes up the
characters time and energy. Common rituals include
three-day celebrations at the passing of each season,
invoking the gods before each and every meal, or long
morning meditations.
! Exclusion means the character must not willingly draw
upon any other source of power, including items
enchanted by those following other patrons or none at
all. While not very popular for adventurers, it is often a
good boost for settled Witches. If the character refuses
all aid and association with those who use other powers,
this is worth 12 CP instead of 6.
Sacrifice
You pay as you go...
! Tithe requires that a character surrender at least 20%
of his or her gains (in experience, gold, land, or some
other valuable resource) to his or her patron.
! Blood drains hit points from the character whenever he
or she uses Witchcraft, at a rate of 2 HP per Power
expended. Some GMs may allow the Witch to substitute
the vitality of an ally - or someone under the Witchs
control - instead.
! Isolation requires that the character utterly dedicate
themselves to magic. This involves eliminating all
friendships, family ties, and everything which might
qualify as a social life.
! Essence demands the character give up some aspect of
themselves for power. As Odin gave up an eye for
wisdom, the characters must surrender a part of
themselves. It could be their shadow, sense of humor,
health (-2 Con Score), a valued skill, or a hand. If they
heal the wound (always possible), they lose the gift.
! Souls requires the character to commit blood sacrifice,
usually but not necessarily of sentient beings, or bring
new beings into the worship of his or her master. If the
character must sacrifice former loved ones and friends
(and eventually make more friends to kill) this is worth
12 CP instead of 6. While its rare for good entities to
demand blood sacrifices, there are a few who insist on a
steady stream of converts instead.
Infusion
Witches who take Infusions have instilled magical
essences into their very being. This drastic step
transforms the character into a minor magical being, and
isnt an easy process. Aside from the granted powers of
specific types of Infusions, this always causes problems
for the character. He or she might become a lycanthrope,
bear a Witchs Mark which frightens people, upset
normal animals, be damaged or driven off by Channeling
like an undead, or become an outsider (with all the
penalties and gifts thereof). If the GM enforces an
especially severe flaw, the character gains an extra 6 CP.
! Vampirism means that the Witch no longer regenerates
Power by rest, but must steal it from others. A touch
drains 1d4 Power (inflicting 1d4 points of damage if the
victim has no Power). This ability is much better for
opposition Witches than player-character ones, unless
there is a very friendly Psion around.
! Gateway makes you a living nexus for your patrons
power. Whenever you use your power it or its minions
may project their powers through you or even use you as
an actual gateway to visit the material plane. Its even
possible that other creatures may be pulled through.
While this can be both helpful and harmful, its probably
a good thing that the scale of the gateway is limited by
how much power you use.
! Corruption gradually transforms the Witch into a
fitting host as he or she goes up in level. Aside from the
physical transformation, the GM gets 2 CP out of the
characters pool every level to spend on whatever he or
she pleases. Fortunately, the GM actually spends 3 CP,
meaning the player gets a small bonus overall. Of course,
gradually transforming into an alien being makes you
stand out a bit.
! Possession takes hold of the character at various
intervals. On the bright side, the GM can sometimes take
actions for the character when he or shes been rendered
unconscious or stunned. On the downside, this causes the
character to sometimes take actions he or she doesnt
want to. NPCs sometimes go mad from the mental
strain, but most PCs are made of tougher stuff.
! Hunted means the character is being stalked by an
enemy of his or her patron. The Witch has become a
prime target in a feud that may be older than his or her
species. On the bright side, he or she has a handy party
for protection or the party is the foe and the GM
doesnt have to worry about complications. If the
character takes excessively powerful enemies, this grants
12 CP instead of 6.
Energy
Witches can easily gain access to sources of energy
which they cannot entirely control or which arent all
that reliable. These flawed sources come with distinct
sets of problems and limitations all their own.
! Karmic Links go around and come around. Sadly, in
Witchcraft, this is even more irritating. Using Witchcraft
linked to Karma means that the characters powers cause
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as many problems as they fix, especially if used with ill
intent. The user should very careful.
! Backlash causes curses or uncontrollable power flare-
ups on the user! While no single problem is permanent,
they keep showing up. The character may be able to
shrug off the effect or work past it, but another one will
soon come along to annoy him or her.
! Spell Failure causes the characters abilities to simply
fail against some opponents. Opponents Shielded by
Cold Iron is the classic, but priests, constructs, or
otherworldly creatures are all good choices. Characters
may also simply take a 20% failure chance, but this is
not really recommended. Its not very interesting.
! Madness stems from truly unnatural magic. A
character who spends more than his or her (Wis Score) in
Power on Witchery each day goes just a little bit nuts.
While it starts off as mere eccentricity, this grows a bit
towards true insanity each time the character overspends.
! Susceptibility means the character take 1 damage per
round from contact with some ordinary substance or in
some common situation, such as from holy or unholy
objects, from large bodies of water (or being doused in
it), iron weapons, and so on. Especially common objects,
substances, or situations merit 12 CP instead of 6.
Types of Witches
Some of the better-known types include:
! Shamanic Witches are, of course, simply Shamans,
and tend to take the Pacts Missions, Duties, and Rituals.
Shamanic Witches are usually much more popular than
other sorts, and are considered valued members of a tribe
or village. Shamans, however, are often barred from
positions of authority. Shamanic Witches speak with the
spirits of the ancestors and earth, and may be able to
locate information which no living being possesses.
! Druidic Witches tend to hide in the forests or other
wild places. While they gather in covens and circles,
they are equally likely to duel over territory and pride.
They tend to be a little touched and respond fiercely to
encroaching outsiders. Despite this, they often know
secrets of the natural world, and can locate monsters and
see the fates of mortal men. Druidic Witches often take
the Pacts Essence, Exclusion, Duties, and Guardianship.
! Infernalist Witches place their trust in dark forces and
evil powers. While not nearly as sensational as popular
imagination holds, they often display a viciously callous
evil, happily murdering those who get in their way.
Infernalists owe much to their Patrons, and protect those
Patrons interests out of fear of losing power. They often
take the Arcanum, Spirit, Missions, Souls, and
Corruption pacts. Infernalist Witches are equally at home
in the wilds or cities.
! Alienist Witches draw upon strange and eldritch
powers which they cannot entirely control. Often curious
dabblers who delve too deeply into something they dont
understand, these Witches cause havoc with the natural
order of things wherever they go. Alienist Witches often
take the Pacts Spell Failure, Madness, Vampirism,
Gateway, and Essence.
! Modernist Witches often begin as the children of
upper-crust families from the cities. Wealthy, jaded, and
often a bit spoiled, they study magic as much out of
sheer ennui as any actual interest in the magic itself.
While rarely accomplished on their own, they do
commonly take the Karmic Links (without even realizing
it), Tithes, Taboos, Advertising, and Spell Failure Pacts.
Many Modernist Witches become Alienist Witches or
Infernalist Witches looking for further secrets and
powers - preferably without any real effort on their part.
! Houngans are much like Shamans but embrace the
spirits of the Loa. Armed with wild magic and capable of
bending the spirits to their will, they command fearsome
powers unhesitatingly. A dark mirror to many Shamans,
they still offer great wisdom. Houngan often take the
Possession, Gateway, Blood, and Arcanum Pacts.
! Priestly Witches usually serve minor gods, or gods in
worlds where deities dont grant major spellcasting
powers. They tend to take the Advertising, Rituals, Tithe,
Missions and Spirit pacts. Priestly Witches often deny
any relationship to other Witches and are fairly well
accepted in most communities.
! Gypsies practice ancient magic passed on through their
bloodlines. Travelers and (at least in popular
imagination) tricksters of the highest (or lowest) sort,
they wander from town to town trading goods and
services and collecting bits of news and lore. They often
take the Spell Failure, Hunted, Taboos, and Guardianship
Pacts.
Sasha relied on the other fighters not
wanting to hit her. After the third
Resurrection, she got some armor.
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Power Sources and Witches
While not always different from the studies of other
spellcasting characters, Witches should still note where
or how they learned their talents. This has strong
implications on what kinds of beings they will make
Pacts with and what theyll use their powers for. Their
background affects what powers they should take, what
Pacts they might want, and what patrons might demand
of them or bargain for.
Most Witches learn powers from an elder Witch,
often the village healer or a tribal shaman. The vast
majority of village Witches, using only their personal
techniques, never make many Pacts or advance beyond
the hedge-wizard stage. The few who do become more
powerful are either shown the methods of learning Pacts
(especially Shaman, Houngan, and Infernalists), are
contacted directly by spirits (Druidic or Houngan), or are
dabbling in powers they dont entirely understand
(Infernalist, Alien, Modernist). A few Witches, mostly
Infernalists, actually inherit their powers from an
unsavory ancestor, and can expect to be bothered by
demons and monsters looking to enforce the old contract
by hook or by crook.
While almost any spirit might take an interest in a
Witch, some of the most common groups are discussed
below. After all, a characters mentor or patron may play
a major role in their development.
! Ancestor Spirits. Ancestor Spirits are actually a fairly
simple bunch. Being dead, they have little use for most
things of the mortal realm, but demand that Witches
serving them watch over descendants and relatives and
protect them from threats, particularly magical ones.
Ancestors also enjoy small offerings from time to time,
to assure them that mortal beings remember them.
! Chaos Entities. Chaos entities tend towards wild
humor, massive mood swings, and outright insanity.
Witches are advised to be careful about them, but they
are usually willing to grant strange powers and accept (or
inflict) equally strange Pacts. They dont care at all what
powers Witches take or how they use them, except as an
individual Patrons current whim. If a Witch later rejects
them, Chaos entities might take delicious vengeance or
just forget about it completely.
! Elemental Forces. Naturally, these promote whatever
element they favor. Fire elementals like burning stuff,
water spirits like people who protect swamps, lakes, and
rivers (oceans are normally fairly safe from mortal
interference), earth elementals promote good land
management practices, and air spirits like incense, clean
energy, and hate pollution. Elementals largely ignore
mortals, but dont mind lending powers if properly
invoked. If a Witch turns away from them, they are
likely to throw minor, annoying curses.
! Higher Powers. Various Higher Powers may be willing
to grant extra magic. The problem here is that these same
powers demand lots of hard work and dedication to the
cause. They will scrutinize the Witchs history and
personality, and have no compunctions about rejecting
him or her. Moreover, they will observe the Witchs
behavior, so that he or she never knows when they might
be taking accounts. A Witch that leaves behind a Higher
Power is unlikely to be attacked unless he or she does
something truly vile, but wont ever be able to gain their
assistance again unless he or she somehow manages to
make amends.
! Infernal Powers. Infernal powers will grant anyone
magical power, even characters obsessed with goodness
and light, but demand that the Witch use his or her power
for evil works in addition to anything else. In other
words, you can save your village or heal an old man if
you please, but they want to see some torment and havoc
in exchange for it. Characters who leave the Infernal
powers behind will probably get into severe trouble for
it. Evil powers are vindictive, and they dont like mortals
who mock them. These poor Witches can expect attacks,
curses, and severe limitations on their dealing with any
further lower planar creatures.
! Law Guardians. Law Guardians are simultaneously
loose and strict. Usually, in exchange for specified
contract services, they are willing to grant almost any
useful power. They demand absolute and unconditional
adherence to the contract, and will cut a character off in a
heartbeat if they are toyed with. Law Guardians are very
likely to require that Witches use their powers only or
always in certain circumstances. While unlikely to begin
reprisals against a character who leaves them behind,
they will never deal with them again without a great deal
of collateral and repayment, magical or otherwise.
! Loa. Loa are the spirits of elder Witches who managed
to become powerful enough in life to return after death.
They build Pacts with current Witches to increase their
personal might and become stronger. Loa tend to be
mysterious, being half-in and half-out of the realms of
the dead, and prone to unusual personality quirks. Loa
are not at all amused if a Witch leaves their service, and
will likely attempt to use both carrot and (especially)
stick to entice them back.
! Nature Spirits. Nature spirits run the gamut from near-
elementals, hardly aware of the existence of mortals, to
minor spirits intrinsic in keeping life alive. Many are
simply minor, almost forgotten, spirits, who take care of
minor tasks. Most Nature Spirits are at least moderately
benign. The wilder ones can become dangerous, as they
are feral hunting creatures, but rarely include sentient
mortals in their hunts. Different Nature Spirits may react
wildly differently when betrayed by a Witch, running
the gamut from total disinterest to becoming mad with
wrath. They may or may not get over it during the
Witchs lifetime.
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Advanced Witchcraft
Advanced Witchcraft feats cost 6 CP apiece. While
they are collected into Paths, there are no requirements
for any of these abilities except that the user must have at
least 12 CP in basic Witchcraft feats. The Paths are
merely collections of related abilities, not specific
progressions - unless the Game Master chooses to decide
otherwise.
Optionally, a character who chooses to develop six of
the seven abilities in each path may gain the seventh as a
bonus.
The Path of Coven Mastery
! Covenbond. Covenbond allows the Witch to focus the
strength of up to (Int Mod)+3 other Witches, pooling
available Power and multiplying range and radius factors
by the number of Witches in the group. Only one Witch
ability per round receives this bonus. The group leader
(whoever uses this discipline first), decides which magic
receives the benefit of the Covenbond.
! Dreamgathering. This technique summons the astral
forms of all coven members (i.e., anyone who agrees to
the use of this technique) to a specially prepared safe
astral location for 3 Power. For an additional 2, this
location has whatever furniture or scenery the user
wishes, though it is all merely illusion except to astral
forms. For an additional 4 Power, targets need not have
the Dreamfaring ability to join in. Those attending must
be asleep or entranced. Unwilling participants do receive
saving throws as normal.
! Familiar. The Witch gains a Companion, usually a
familiar or spirit guide. Aside from the normal
Companion benefits, one gained from this feat adds 6
points to the Witchs Power pool. If a Witch already has
this feat or a Companion, the bonus rises to 9 Power.
! Master of the Sabbat. A few Witches are capable of
mighty effects. This technique allows one to build up a
basic Witchcraft ability over up to 28 days. The Witch
uses the powers, but delays the effect, which becomes
cumulative based on the Power spent. The target must be
reasonably accessible the entire time. At its upper limit,
the user can bring down castle walls or stone bridges
with Hand of the Shadows, or use Elfshot to lay a
massive and terrifying curse.
Master of the Sabbat has great potential, but the
Witch must hang around the target for days on end. This
often raises suspicions.
! Master the Elements. The Witch may enter a trance
and travel the spirit realms to seek out a particular spirit
and either request a favor or do battle. For example,
when confronted with a severe drought a Witch could
either seek out and battle/defeat in a contest/appease/
negotiate with/command the Drought Spirit responsible,
attempt to get a Rain Spirit to bring rain, or seek a
patrons advice on how to deal with the situation. Such
advice may range from the eminently practical (build a
dam across the stream and irrigate) on through the
utterly mystical (when mourns the tribe with the mother
of thunder, the skies too shall weep). Either way, this
allows the user to personify abstract problems.
Regardless of how long a quest appears to the Witch, it
actually requires [1d8x1d8] hours. It generally takes a
fair amount of time to prepare for another such quest
after the first one is complete, hence a character cannot
undertake more than (Cha Mod) spirit quests per month.
! The Secret Order. The character gains the remaining 5
basic abilities and an extra 4 Power points per day. As
one might expect, this an extremely popular ability.
Unlike other Witch abilities, this requires a teacher
or, preferably, joining an actual secret order.
! Summoning. Summoning allows Witches to channel
their powers into other planes. While this is commonly
used with Glamour and The Inner Eye to contact patrons
and potential patrons, with Infliction to assault
troublesome entities, or with Spirit Binding to try and
control spirits, many other abilities can be used in
conjunction with it. Opening a link over which to use
you powers costs 3 power, opening the way for a spirit to
come through costs 7 or more. A Witch can attempt to
reach any being he or she knows the name of (or, in
some settings, the true name of), including the deceased.
This can bring a spirit of the dead or an extra-planar
creature into the world. While Witches cant bring forth
bodies (and must procure a vacant one or bind a
construct with Spirit Binding, below, if the entity wants
or needs one) they can still summon a spirit for 7 Power.
Note that this ability grants no power to control or
compel the spirit in question, but merely brings it forth.
If a Witch wants to control a spirit he or she will have to
use other means.
As a side benefit, various entities may be willing to
lend the Witch some extra magic, usually (Witchs Cha
Mod +3) spell levels worth of any spells or spell-like
abilities they possess of up to spell level 3. The bargains
the user needs to make obtain this are entirely up to the
GM and the type of creature shes contacting. Patrons are
more forgiving. Theyll provide those spell levels up to
(Cha Mod) times before requiring payment, assuming the
character uses them to advance the Patrons interests.
Entities may either imbue the Witch with specific spells
at the cost of 7 Power at the time of imbuement or have
the user contact them when they need the magic at the
cost of 3 Power and two Standard Actions; one to make
the contact and request an effect, and one to activate it.
While this is far more flexible, its also far more difficult
to use in a fight.
No, characters do not get retroactive spell levels if
they later increase their Charisma and item, equipment,
magical, or psionically-based bonuses do not count. You
cannot repeatedly put on and remove a Charisma-
boosting item to get infinite magic this way.
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The Path of Spirits
! Seize the Wandering Soul. This vicious ability allows
the user to kidnap a wandering spirit for 3 Power, plus 1
per 3 hours it is held. While primarily useful against the
very recently dead, it is an effective attack against
incorporeal undead, very sick individuals, dreamers
having out-of-body experiences, and non-physical astral
travelers.
A living character with fewer than 1/5th of his or her
total hit points is vulnerable, and if so trapped must make
an additional Fort saving throw or die. If they succeed,
their body remains comatose for the duration, or until it
starves. Spells to protect corpses preserve it undamaged,
as does expert medical care. Astral travelers, spirits and
dreamers dont need to make saving throws to survive
theyre already disconnected.
Unless they possess a special technique usable while
without a body (usually including Test of Wills,
Witchcraft, and Thaumaturgy) a spirit so trapped is
helpless. The Witch may telepathically communicate
with it at will, and enjoys a +6 bonus on any Intimidate
checks.
! Hag-Riding. Witches dont like spending Power. They
still like magic, so some develop the ability to steal
Power from other people. This special form of Body Fuel
draws Power from a willing victim or from a bound or
captured spirit. The Witch may inflict temporary up to 12
points of attribute damage on the victim per day,
although no attribute can be decreased below 6 in this
manner. Each stolen attribute point provides 1 Power for
the Witch.
According to classic, if sensationalist, literature,
Witches would seize a sleeping victims spirit (Seize the
Wandering Soul for 3 Power) then ride it, figuratively or
not, to the Coven and back (2 Power for holding the
trapped spirit for six hours and 4 for the astral trip),
leaving 6 points to spend on other magic - at a net cost of
only 3 points of their own power.
A Witch with a lot of bound spirits to draw on may
have a great deal of Power in reserve. Of course, a
Witch who makes a hobby of imprisoning spirits is likely
to attract a lot of opposition - and that reserve doesnt
recover very quickly.
! Spirit Binding. Spirit Binding allows a Witch to entrap
spirits in objects (including constructs), areas, or non-
sentient animals permanently, or at least until whatever
was used is destroyed, slain, or exorcized. First, the
Witch must have another ability to get a spirit, either by
using Seize the Wandering Soul, having a friendly
incorporeal creature, or using Summoning. He or she
may then put the spirit in a living but presumably animal
or soul-less body for 5 Power or anchor it in an
inanimate object or area for 7. The spirit gains control of
living or animated bodies, although ones stuck in the
form of a lantern or duck likely wont be doing much of
use. The spirits mental attributes remain the same.
Lesser bindings cost 3 Power, and include forbidding
certain actions, the classic love spell, and other
compulsions roughly equivalent to a Lesser Geas.
As a secondary effect, the Witch may seal a bargain
for 1 Power, so that neither party can willingly violate it.
A save applies only if one or both parties is acting under
duress. The Witch will know if either party attempts to
save - and whether or not they
succeed.
For +6 CP the user may attempt to
simply command a creature to
undertake some simple, and relatively
safe, action. If the target fails to save
it continues to follow directions for up
to ten minutes per level of the user.
Typical commands include leaving the
area, surrendering, renouncing
possession of someone elses body,
paying no attention to the user,
answering some questions, or
returning home. It costs 3 Power to
target a normal creature, but 5 for
spirits, outsiders, and magical beings
such as dragons (theyre virtually
certain to successfully resist anyway).
In some worlds inanimate objects
have their own spirits, even if they
dont usually pay any attention to
mortals. If this is true in your world,
Witches with this ability may attempt
to command inanimate objects (as per
Animate Object) for 7 Power.
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If your world really does have gods, or if Witches
have real supernatural Patron beings, remember that
Seizing and Binding the souls of their followers is a
major insult, affront, and travesty. Exceptionally devout
individuals, and certainly Clerics and Paladins, will
have defenses against this sort of thing. A Witch who
tries to take anyone protected by a higher power must
make a Fort save against his or her own magic or take
5d4 damage. Protected targets, including normal but
strongly religious people, get a +5 bonus on their save.
! Apparition. Apparition allows the Witch to manifest a
semi-tangible body on the material plane while using
Dreamfaring. Such forms are equal to an Astral
Construct IV, and while shadowy, appear in whatever
shape the Witch desires. The destruction of this form
forces the Witch to make a Fort save against his or her
own magic or take 1d4 temporary Con damage and 2d6
normal damage (the wound corresponds to the killing
blow on the construct, allowing alert investigators to note
the connection between the apparition and the Witch).
This costs 2 Power plus 1 per hour. The user may spend
another 6 CP to upgrade to an Astral Construct V, and an
additional 6 for Astral Construct VI.
! Ridden by the Loa. This ability allows Witches to
temporarily gain the benefits of an appropriate Template,
with built-in downsides. It may grant a Template of up to
+4 ECL and costs 1 Power per hour. Any attribute
change from the Template does not affect the characters
Power pool. The Witch may also change his or her
Template simply by reusing this ability. The GM decides
what appropriate is according to the game world.
Unlike normal Templates, however, the character is
actually possessed. The characters basic goals remain
intact, but the spirit (of a type related to the Template) is
mostly in control and does as it pleases. By spending an
additional 6 CP on this ability, the character becomes an
equal partner, but the spirit is still able to control much
of the affected characters actions. For a further 6 CP, the
character becomes firmly in control. The spirit still has
the strength to do minor acts and can keep the character
from doing things it doesnt like.
Game masters who dont mind improvising may
allow characters to host a wide variety of spirits, such as
the spirit of the forest or the spirit of darkness. This
usually means gaining access to various supernatural
abilities and some extra hit points. Sadly, unique spirits
cannot be reduced to less than equal partners (gods
are always mostly in control, but almost never allow
this sort of thing anyway). The Witch usually has no idea
what powers such a spirit may have anyway.
! Siphon. Siphon allows the Witch to bargain with
spirits for a reflexive powers - continuous links which
dont need to be invoked before each use. For example,
the Witch could borrow a fire spirits elemental attack or
resistance. There are problems with this ability of course.
First and foremost, the Witch must actually find and
bargain with the relevant spirit meaning the GM has
final say over any deal (theyre usually for a limited
time, expensive, may or may not cost Power, and restrict
how the granted power or powers may be used). The
Witch must also spend actions to use the power. Purely
defensive powers use Immediate Actions, while
offensive ones are Move-Equivalent Actions. Finally,
while Witches may bargain with many spirits, they can
only have one link active at a time.
! Possession. The master of Possession may project
him- or herself into anothers persons body to seize
control. The Witchs body remains in a deep trance for
the duration. The initial attempt costs 3 Power, plus 1
Power per hour the effect is maintained. This Power only
works on living creatures roughly like the Witchs own
species. Another +6 CP eliminates the maintenance cost
and +6 CP more allows the character to abandon his or
her own body and eject the old characters soul (either
simply sending it on to the afterlife or forcing it into their
old body with Spirit Binding). Finally, for an additional
+6 CP, the user may possess dead or alien bodies.
The Path of Darkness
! Web of Shadows. Some Witches devote their magic to
gaining mundane influence, spinning a Web of Shadows.
This allows the character to gain influence in a region or
city and support a network of minions or like-minded
individuals. Normally evil, subversive, or criminal, these
groups always have something to hide and something to
hide from. The Witch has general connections with the
underworld and may specify 2d4 + (Cha Mod) specific
contacts, though the GM can veto any with unbalancing
power or utility.
Theoretically theres no reason why a good or
neutral Witch cant take this to set up an underground
railroad or group of revolutionaries, found a secretive
church or guild, or otherwise put together a conspiracy.
Its just that darkness magic always seems to work better
for the bad guys.
! The Dark Flame. The character gains a limited version
of Hysteria (+6 Charisma), which requires 1 Power for
every 10 minutes of use.
! Voice of the Dead. The Witch gains the ability to
communicate with the undead and to use social skills on
them without penalty. Undead have a base attitude of
Neutral towards such attempts.
Witches who want to work extensively with undead
would be well advised to pick up some Channeling as
well, just in case diplomacy fails.
! The Umbral Form. A Witch with this ability may
transform him- or herself into the form of a Shadow (the
creature, not a generic shadow), expending 3 Power per
hour that he or she uses the form.
! Lure of Darkness. Darkness lure allows the Witch to
gather slaves or servants from among those vulnerable to
evil or at least vulnerable to temptation. The user gains
(Cha Mod) x 2 minor servants, who will serve loyally
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almost to the point of suicide, if necessary. The user also
gains 1d4+1 apprentices or allies at half his or her
character level. The user should define how all of these
were attracted: money, addiction, blackmail, insanity, or
sheer morbid curiosity are all good choices.
! Nightforge. Witches with this ability may create solid
darkness for 1 Power per hour per 20 lbs. of material. It
is treated as being Adamantine for the duration. This can
be used as an attack, to trap someone in manacles or a
cage, in which case the victim receives a Reflex save.
! Tenebriums Coin. Your powers bring you a steady
income. You gain 1% of your base cash allowance for
your current level in common goods or services, albeit
not direct cash, every month.
Magic applied to acquiring wealth has major impacts
on some campaigns, so be warned.
The Path of Water
! Brewing. The fine art of herbs, poisons, narcotics, and
other drugs comes into full bloom with this discipline. In
general, preparing a brew requires a selection of herbs
and 1d4+1 days. This can be reduced to 1d4+1 hours for
2 power. Brews usually remain potent for 1d6 weeks. If
a dose is more than a week old roll when its taken to see
if its still potent.
Using Witchfire can reduce the preparation time to
1d4+1 minutes at the cost of 5 additional power.
Enhancers boost one of the users abilities by 1d4+2
for one hour, after which the user becomes Fatigued.
Power brews grant 2d4+2 extra Power. Sadly, theyre
prone to side effects, which continue to apply even if the
brew has lost potency otherwise. Roll 1d6 when one is
taken; (1-3) no side effect, (4) user cannot regain Power
naturally for 2 days, (5) the user takes 1d4 damage to a
random attribute, (6) the users Power drops to zero after
an hour and must be recovered normally.
Poisons can be prepared whenever the appropriate
ingredients are available. Lesser poisons can be prepared
at any time, but must be ingested or inhaled and take
hours to take effect. Oddly enough, poisons often remain
potent for considerable periods, so roll for months
instead of weeks.
Antidotes can be prepared in only 1d4+1 rounds at
the cost of 5 power. They grant a second saving throw
versus poisons, intoxicants, and other compounds with a
+6 alchemical bonus. The creator must specify the
poison to be affected when making the brew, although
the one affecting him! is sufficient when the Witch
needs an immediate cure.
Dream Ointment reduces the cost for Dreamfaring by
2 Power and induces uncontrolled astral projection in
those without that discipline. This is very dangerous.
Aside from these major uses, Witches can brew many
useful potions and drugs to cause hallucinations, treat or
cause illness, cause minor magical effects (such as
blemish removal, minor alterations to facial features, and
similar herbal magic effects), ease pain, and induce
sleep.
! Dismissal. Dismissal disrupts and erases extra-
dimensional energies. For 1 Power, the user may erase
lingering traces of spellcasting or outsiders. For 2, they
may deal 3d8 damage a specified class of extra-
dimensional being (i.e., all evil outsiders) in a 15 radius
or Dispel Magic. At 3 Power, the character deals 5d8
damage. For 7 Power, the character may send all such
beings within range back to their native plane if they fail
their saving throw or attempt to disrupt a dimensional
gateway as per Greater Dispel Magic.
! Flesh Like Mist. Flesh Like Mist enables the character
to take on a favored animal form for 2 Power (the user
may pick (Con Mod +2) favorites). For a full 5 Power,
the character may take on any animal form up to Large
creatures. In either case, the user gains the benefits of a
full days healing the first time this is used in a day. For
+6 CP the user may take on gaseous form (for 3 power)
and reduces the base costs by 1 Power each.
! Spirits of the Deep. A Witch using Spirits of the Deep
infuses the target with wild, celestial, or infernal energy,
depending on the targets own nature, not the Witchs
desires. This means the GM gets to decide what
Template to apply to the target and what influence it has
on his or her behavior. It is otherwise similar to Ridden
by the Loa. This commonly grants the target the Celestial
or Fiendish Template, or induces Lycanthropy, but other
results are possible. While the first two are generally
useful to the subject, Lycanthropy is considered a major
curse by most people. This costs 7 Power.
For +3 CP the user may imprint a mass of elemental
energy with a bit of his or her consciousness, creating a
minor elemental servant (equivalent to a Mephit) for 4
power. For +3 additional CP the user can make servants
equivalent to medium-sized Elementals. In either case
such servants last for about an hour and serve willingly.
! Sympathetic Link. A master of this discipline may
ignore the range limitations of Witchcraft (and possibly
of other spells) as long as he or she possesses an
appropriate material link to the target or is working
through a familiar within range of the target. Hair, nail
clippings, dried bloodstains, or family heirlooms are all
common links, though for inanimate targets a small piece
of their structure will do. Poor links, such as mere
scrapings of blood or an old, forgotten piece of clothing
grant the target a +5 bonus on their saving throw. A link
may only be used 1d4+1 times before the sympathy is
exhausted.
Exceptionally good links, such as a piece of a childs
placenta or fresh blood, are good for 2d4+2 uses and
increase the DC of resisting by 3.
! Venomed Touch. The user of Venomed Touch may
spend 1/2/3 Power to create a poison capable of inflicting
1d6/1d10/1d12 attribute damage to any one attribute or
double that for extremely specific effects, such as
reducing Wisdom modifiers with respect to sight only.
Delaying the poisons effect for hours or days costs +1 or
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119
+2 Power, respectively. The form is up to the user; the
Witch may choose to envenom his or her blood, sweat,
saliva, flesh, or other bodily secretion.
! Wrath of the Sea. The character gains a limited version
of Hysteria (+6 Strength), which requires 1 Power every
10 minutes of use.
The Path of Earth
! Bones of Iron. Some Witches call the strength of the
Earth into their bodies, enhancing them in a wide variety
of ways. The simplest technique knits bone and sinew
together more strongly, adding 6d4 temporary hit points
for 4 Power. Unfortunately, these may not be renewed
until the duration runs out.
The Iron Fist variant allows the user to treat his or
her fists as maces, through which he or she may also
channel Infliction as a Free Action when he or she strikes
an enemy once per round. This costs 2 Power.
The Iron Skin variant allows the user to gain +4
Natural Armor for 1 Power.
The Iron Lung variant suspends the users
metabolism, briefly eliminating the users need to
breathe, stopping any poisons or bleeding, and making
the Witch impervious to pain. This increases Fort saves
by +4.
The Iron Flesh technique provides a +2 enhancement
bonus to the users Str and Con for 2 Power.
All these effects last for 10 minutes and are not
cumulative with themselves. The Witch may activate one
per round as a Free Action.
! Essence of Earth. The character gains a limited version
of Hysteria (+6 Constitution), which requires 1 Power for
every 10 minutes of use.
! Longevity. Add 2d6x10 years to the duration of each
of the Witchs age categories. Adding 6 CP to this ability
allows users to modify their apparent age and any
physical details of their appearance at will.
! Mouth of the Earth. A vicious assault discipline, this
calls upon the dark side of the earth the grave mother,
the mouth of the tomb to cause severe disruption in the
targets life. With this ability the Witch can upgrade the
Affliction ability to cause d8s of damage instead of
d4s, for +1 Power. An enemy killed by this dies in a
spectacular fashion, such as rotting instantly, burning
away into ash, or melting into goo. The Witch may also
use a Paralyze attack (target must save or be Paralyzed)
for 1d4 rounds/hours/days/decades for 3/6/9/12 Power,
instantly rot away or render useless inanimate organic
material (10 cubic feet per point of power, often used to
dispose of bodies or sabotage food supplies), and inflict
horrific diseases (as per Contagion, for 3 power).
While tales persist of Witches with the power to kill
with a glance, most Witches regard them as mere legend.
What price the Dark Mother would demand for such a
talent (essentially Finger of Death), and how much
Power it would take, are matters of speculation.
! Sleep of Stone. The Sleep of Stone allows the Witch to
enter total metabolic and physical stasis, during which he
or she lacks any need for food, water, or air and doesnt
age. Diseases, poisons, and parasites all fail to affect him
or her during this period. The user can survive wounds
up to and including total dismemberment, so long as
someone puts him or her back together eventually and
uses some healing magic to seal over the wounds. This
costs 3 Power to induce.
Alternatively, the Witch may use a healing trance to
gain a full days healing in one hour, and purge any
poisons, parasites, or diseases from his or her body. This
costs 2 Power.
! Rushing Blood. This special variant of Body Fuel
allow the Witch to expend both attribute points and hit
points to gain extra Power points. All damage taken in
this manner must be healed naturally, as the mystic fuel
is not easily restored. Each attribute point or 3 hit points
so burned becomes 2 Power.
! True Prosperity. Some Witches like to help people, or
they just like to make nice, big gardens. True Prosperity
allows them to enhance the fertility of a wide area, such
as the fields of an entire village. Moreover, this effect is
selective, allowing the Witch to exclude weeds, focus on
just horses, or hinder disease.
Some evil Witches use this ability to enhance the
virulence of diseases and plagues, induce birth defects,
and otherwise spread desolation. When combined with
Covenbond, it can affect an entire city or forest.
The Path of Fire
! Ashen Rebirth. In using the magic of fire, some rare
Witches discover the ability to transform themselves into
beings of pure energy. The user gains DR 10/- and Fire
Resistance 10, along with flight (30 per round), a minor
fire energy touch attack at 2d6 + (Dex Mod) with a range
of 20 feet, and is considered intangible. This costs 1
Power per minute.
Characters who keep this effect active for more than
1 minute place their forms under considerable strain. The
character becomes fatigued. After 2 minutes, he or she
becomes exhausted. After 3 minutes, he or she begins
taking 1d4 damage per round.
Rumors whisper that a few Witches have found ways
to transform permanently. If these are true, it could
probably be done by managing to keep the effect going
(without dying) for several hours.
For +3 CP the user gains the ability to jump from
point to point while in energy form by spending 2 Power.
This requires an open path, however crooked, between
the starting and ending points but is otherwise equivalent
to Dimension Door. For an additional +3 CP and 7
Power this becomes equivalent to Teleportation.
Variants for other energy types are quite acceptable.
Its the transformation which makes it a fire discipline.
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! Breath of Puruza. Witches with this ability may
support their life processes with Power rather than
relying on metabolic activity. This can override paralysis
or agony for 2 Power, or suspend the need to eat or drink
for up a week by spending 2 Power per day. A character
with appalling injuries, such as a sucking chest wound or
with his or her heart ripped out, can survive for a time by
spending 2 Power per 10 points of damage beyond what
they could normally endure, though this lasts only 10
minutes per Power spent. As a side benefit, they can
automatically resist poisons and drugs while their
metabolisms are shut down (although they will take
effect later) and can pretend to be dead quite effectively
by shutting down their pulse, respiration, and production
of body heat.
! Dance of Flames. The character gains a limited version
of Hysteria (+6 Dexterity), which requires 1 Power every
10 minutes of use.
! Leaping Fire. A master of Leaping Fire may enhance
his or her metabolism. This means the user may add a
Move-Equivalent Action in any given round by spending
2 Power or gain a +4 bonus to Initiative for the same
price. For 3 Power they may Haste themselves for 3d4
rounds. On a lesser level, it can induce rapid healing,
allowing the user to heal 1d4 + (Con Mod) hit points per
round for 5 rounds for 1 Power. Eliminating fatigue costs
1 Power and eliminating exhaustion costs 3.
! Grounding. Grounding allows the user to dissipate
energy into the environment. Used passively, this grants
a +2 bonus on any saving throw against an energy effect
for 1 Power per use. Used actively, the Witch may be
able to drain machinery, extinguish fires, or neutralize
radiation. The exact cost of active use varies, but
normally 1-2 points for minor effects, 3-4 for major ones,
or 5-6 for great effects. Usually cutting off a normal fire
costs 1, draining an electrical device 3, and canceling a
Fire Wall spell 5.
! Birth of Flames. The Witch gains an Astral Construct
(cast at level 6) as a permanent companion. It may be
healed at a rate of 1d6 HP per Power expended, and
takes 2d6 days to restore if outright destroyed. The
construct may become material, or be returned to mental
storage, for 1 Power.
! The Inner Fire. Inner Fire activates all bonus spell slots
for one of the Witchs attributes up to his or her current
level. This may seem powerful, and it is, but the magic
comes with a vicious price: attempting to use this ability
on magic beyond the characters control leads to nasty
side effects. The user must choose a specific type of
magic (e.g., Druidic, Sorcery, Wizardry) and a source of
spells (e.g., a bargain with a Nature spirit, an infusion of
blood from a demon, a tome of ancient spells). The GM,
of course, must let him or her get away with it.
The user gains access to six spells of each level he or
she can now cast. The Caster Level equals only half the
characters level. The maximum level of spell which he
or she may cast safely is equal to his or her level/4,
rounded down. Attempts to exceed this require a Will
save at a DC of (12 + the number of levels until the spell
could safely be cast). If the user succeeds, the spell goes
off, but a failure on the check means that the caster must
refer to the table below.
Inner Fire Failure; Roll 1d20+Spell Level
1-3 Backlash damage of 1d6 per Spell Level to
the caster; Spell is cast
4-7 Backlash damage of 1d6 per Spell Level to
the caster; Spell fails
8-9 1d4 temporary damage to all of the casters
attributes; Spell is cast
10-12 1d4 temporary damage to all of the casters
attributes; Spell fails
13-14 Caster loses 2d4x100 experience; Spell is cast
15-17 Caster loses 2d4x100 experience; Spell fails
18-19 Serious wild magic transforms spell into a
minor disaster for the party, Spell fails
20-25 Massive wild magic eruption turns spell into a
major disaster for the party; Spell fails
26+ Would-be caster is disintegrated, dragged into
another dimension, or suffers another horrible
fate. Spell fails.
The Path of Air
! Spirit of the Sage. The character gains a limited
version of Hysteria (+6 Intelligence), which requires 1
Power every 10 minutes of use.
! Kinetic Master. Functionally identical to the Path of
the Dragon ability, this mainstay of minor telekinetic
talents grants the ability to move objects about like a
Mage Hand spell, but with Line-of Sight range and an
effective Strength score of (Int Score/3). Unlike the Path
of the Dragon version, this costs 1 Power per minute of
constant use; if the user takes frequent breaks, it costs no
Power.
! Whisper Step. This technique employs subconscious
telekinesis to aid movement. The Witch may use this
ability to make great leaps, easily handle dangerous or
shifting terrain, or walk across the surface of a thick
snowdrift. Whisper Steps primary use is to grant a +5
bonus on any Balance, Tumble or Jump check for 1
Power (its use is a Free Action).
! The Sight. This (sometimes uncontrollable) ability
allows the Witch to see other times and places, read the
future written in the stars, cards, or crystal balls, or
otherwise seek guidance by auguries. A reading costs 1
Power, and may sometimes give the Witch a vague idea
of whether the future holds danger or peace (i.e., which
one the GM has planned today). Using clairsentience
costs 3 Power unless it is being used on very close things
(like listening accurately through a wall), in which case it
costs 1 Power.
Similar effects, such as pathfinding or locating
thieves of the Witchs personal goods cost 2 Power.
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121
! Weathermonger. The Witch may foresee and
manipulate the weather in small ways. If relevant to the
task at hand - such as in piloting a ship through a
hurricane - this provides a +5 bonus for 1 Power.
On an active level, the user can attempt to raise
winds. Unfortunately, while a gust of wind will work
almost anywhere, there has to be an ongoing electrical
storm before one can channel lightning effects. Raising a
gust of wind costs 1-3 Power depending on the strength
of the gust desired (1 will blow out torches or supply a
cooling breeze for a while, 2 can provide wind for a ship
for a few minutes or sweep someone off their feet - while
3 can produce a hurricane strength gust equal to a Wind
Wall spell).
Users may channel existing storms into creating
snow, rain, sleet, or lightning. This costs 2 Power.
Lightning effects deal damage as per Infliction, but with
a maximum range of the entire storm region.
If there are any Witches powerful enough to do it,
creating a storm would cost at least 20 Power.
! Breath of Life. This talent allows the Witch to use
Animate Object on any single object of large size or
smaller for 3 Power; the effect lasts for 1 hour.
! Darksense. The user may sense disturbances in the air
as well as the use of Power. The Witch cannot normally
be surprised in a melee situation (though ranged attacks
or spells can surprise him or her) and gains Motion
Sense. He or she sees anything which disturbs the air
around him or her in a 20 radius. This costs 1 Power for
every hour the Witch keeps it active.
The Path of Light
! Light of Truth. A Witch with this rare ability may call
forth holy energy to drive off evil beings. This deals 3d8
damage and forces a creature to save or be stunned for
1d4 rounds. Neutral creatures can be stunned with this,
but not injured, and even good ones can be momentarily
blinded. This costs 2 Power.
On a less combative level, this dispels darkness and
illusion effects up to 2/3 of the characters level (if the
target spells caster fails the save) and reveals the true
forms of shapeshifters. It can grant a +5 bonus to Sense
Motive, Spot, and Search. These effects cost 1 Power.
! Inner Light. The character gains a limited version of
Hysteria (+6 Wisdom), which requires 1 Power every 10
minutes of use.
! Blessing. The user may bestow a +2/+3/+4 luck bonus
to any one of BAB, AC, Saves, a Skill, or an Attribute
Roll at character level 3/7/12+ for ten minutes for 3
Power or to all desired targets within range for 7 Power.
Witches on their way out of this mortal coil may
surrender their life to give this bonus permanently to a
favored pupil, child, or ally.
! Aegis. The Protection of Light is a powerful thing. A
character with Aegis may spend 1 Power (even while
unconscious) per day to effectively be under the care of a
skill rank 10 healer at all such times. An infant upon
whom the Aegis blessing is bestowed re-rolls his or her
lowest attribute (this cannot result in reducing it).
More actively, Aegis destroys all poisons, parasites,
and diseases afflicting the target for 3 Power. Sentient or
powerful parasites (those written up as monsters) receive
Fort saves.
! Sanctify. Sanctify allows the Witch to imbue an area
with holy light, warding off evil beings and protecting
those inside. A quick ward can be used by adventuring
Witches or those in a fight to grant a +2 bonus to saving
throws, AC, and attack rolls against devils, demons,
undead, and any other creature the GM feels fits the
definition of evil entity. This costs 5 Power, covers a
40 radius, and lasts for 1 hour.
More lasting wards cost less Power but must be
powered each day. These cost 2 Power, but increase the
above effect to a +4 bonus. For an additional 1 Power
each day, the site so sanctified has a cumulative +2
bonus or 10% chance each day of negating most curses
or induced disorders, such as blindness caused by the
Blindness/Deafness spell. These sites purify food and
water on the grounds.
! Warding. This deceptively simple ability allows the
user to share his or her defenses with others, without
reducing them thereby. Protecting those within a 10'
radius costs 3 Power, but lasts for at least ten minutes.
During this time the user makes a saving throw first, and
only if he or she fails do the protected individuals make a
check. The user may also opt to share specific saving-
throw bonuses, but in this case everybody must save on
their own. Bonuses to AC may be shared in the same
manner, as may resistances and any other special defense
the GM allows. Laying a long-term warding on an
individual is possible, but costs 3 Power which cant be
recovered until the ward is dropped.
! Divination. The Witch may draw on the powers of
light to detect and analyze creatures, forces, and objects
in the immediate vicinity. Detect effects, as well as spells
such as Locate Object and True Seeing, fall into this
category. Simpler scans cost only 1 Power, while
detailed analyses or searches cost 2. Piercing countering
spells or Eldritch-based magic costs 3. Constant effects
are charged every 10 minutes.
Witchcraft cannot match the raw power available to
a high-level spellcaster. It simply doesnt offer access to
effects of that level.
On the other hand, thanks to their flexibility and
efficiency, Witches can be extremely effective if they have
enough Power available. The Game Master should
probably be wary of any character whos combining
substantial psionic abilities or power-boosting abilities
with Witchcraft.
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Chapter 4:
High-Level Magic
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123
If you dont like the Epic Magic System and wonder
why spells stop at level nine, heres a list that doesnt.
Characters with very high levels can reach these spells
via (Mighty) Invocation.
They also make wonderful plot devices.
As a practical matter, many of the spells listed here
are noncombative. Using metamagic or just increasing
the damage from normal spells easily handles most such
effects, and so including mere advanced versions here
adds nothing.
Many of these spells arent as directly deadly as
simple Death, Disintegrate, or Polymorph effects; high-
level opponents often make themselves immune to such
things. High-level characters must use increasingly
obscure spells as they rise in power until they reach the
point at which they begin battling solely through indirect
assault.
Spell Key
The high-level spells still use general format as the
basic SRD spells, but do have a few new options.
Schools: Spells this powerful often
involve more than one school. This entry
lists the schools the caster normally must
be able to use, but variants that use other
schools may exist if the GM agrees.
Level: To facilitate picking spells for
those grandiose NPC villains the spell
lists are arranged first by level and then
alphabetically. Similarly, no distinction
has been made between caster types; it
makes little difference in magic of this
level.
Components: Components are
Verbal and Somatic unless listed
otherwise.
Range: Two additional range
categories appear here; Extreme (800 ft +
80 ft/Level) and Line of Sight. LOS
spells have a soft maximum of one mile;
beyond that its hard to see your target,
and a ranged touch attack roll (at a
cumulative -2 for each mile) may be
required. In general, if you can see it
clearly, you can hit it.
Target, Effect, or Area: If
applicable, this is explained in the
description. Spells this powerful dont
have to target a specific kind of creature
or object. Theyll affect anything, though
often the magic is wasted. A spell to make the targets
metabolism faster does nothing for a sword, while metal-
strengthening spells rarely enhance humans.
Duration: As normal, although a few have very long
durations indeed.
Casting Time: Theres a new option here: Ritual.
Ritual spells take time to cast, anywhere from 1 minute
to 8 hours. Ritual spells require that a character have
plenty of free time to use, but the exact amount doesnt
matter.
Saving Throw: As normal. All spells which help a
creature are by definition harmless. If a the target wishes
to forgo their save, then so be it; it isnt important to note
specifically.
Spell Resistance: As normal, except as noted above
under Saving Throw.
Note that mind-affecting enchantments of level 10
and up trump most type-based immunities as long as the
target has a mind at all. Intelligent undead and
constructs can be affected normally.
Who says subtlety is best?
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The Spells
Tenth Level Spells
Arcane Geist
Evocation, Necromancy, Transmutation
Range: Touch
Duration: Ten minutes per level (D)
Casting Time: One Standard Action
Saving Throw: Will negates
Spell Resistance: Yes
The target transforms into a being of pure magical
energy. He or she gains flight (60 feet./round), the
Incorporeal ability, the Body Fuel feat along with the
Efficient and Blood Magic upgrades, and the ability to
freely weave spell effects of up to level three powered by
either Body Fuel or by giving up other memorized or
spontaneous spells. If the target already has the Body
Fuel abilities he or she gains an extra level of Efficient
and/or Blood Magic up to the normal maximums.
Bloodmight
Necromancy, Conjuration
Components: S
Range: Medium (100 ft + 10 ft/level)
Duration: Three days.
Casting Time: One Standard Action
Saving Throw: Will negates (for still-living targets)
Spell Resistance: Yes (for still living targets)
Bloodmight drains the energies of a dying (at -1 HP
or less) or newly dead (ten minutes or less) target into
the caster. The caster gains 3d8 temporary hit points, a
+2 bonus to Strength and Constitution, and the use of
any remaining spells, spell-like powers, or supernatural
abilities which the target had available for the day.
Defensive and personal powers continue to work for the
duration, while externally-directed powers are good for
one use each.
Cleanse the Soul
Abjuration, Necromancy, Transmutation
Range: Touch (May affect noncorporeal entities)
Duration: Instantaneous
Casting Time: Ritual
Saving Throw: Will negates
Spell Resistance: Yes
A spirit targeted by this spell is cleansed of all bonds
and taints and released cleanly into the greater
multiverse. This generally means it wont be coming
back anytime soon. As a side effect, any pre-existing
pacts (as with demon-lords or similar ilk) or preset
destinations are voided. This may incur severe irritation
towards the caster on the part of said demon-lords.
Coronation
Divination, Enchantment
Components: V, S, M (Crown and anointing oil)
Range: Touch
Duration: Instantaneous
Casting Time: Ritual
Saving Throw: Will negates
Spell Resistance: Yes
Coronation acts like a limited version of Dominion.
The ruler so crowned gains an intuitive sense that allows
them to rule well (+10 competence bonus on Profession:
Administrator and Gather Information within the nation),
senses any major disturbances, and may channel magical
energy to and from the land. This allows the new ruler to
spend his or her personal vitality (HP) and magic on
repairing damage to the land or to draw an extra (Con/3)
points of Mana from it each day while within the realms
boundaries. On the downside, the ruler is bound to the
land and cannot willingly leave his or her domain for
more than (Con) weeks. Coronation fulfills any in-game
requirements for taking the Dominion ability.
Distillation
Conjuration, Transmutation
Range: Close (25 ft + 5 ft/2 levels)
Duration: Instantaneous
Casting Time: One Standard Action
Saving Throw: Fort or Will negates as appropriate
Spell Resistance: Yes
This spell extracts an essence from the target and
stores it in a small container which the caster must
provide (any will do, with certain exceptions as noted
below). Exactly what gets extracted depends on the
caster, but he or she can cull even abstract ideas. The
caster may then use it any manner he or she deems fit.
For example, Mervin the Mage calls out the humor in
a joke book (he stores it in a hollow rubber chicken),
getting a cheery, bubbling, sparkling liquid. Mervin
could then drink it and gain a half-way decent knowledge
of jokes and stand-up comedy for a day or two, fling it at
the enemy to make them laugh (not that this keeps them
from beating up the party), or give Humbug Harry a
decent sense of humor for the evening.
Dangerous qualities may be extracted, too, but must
be contained carefully. Fire-extracts will burn through
weak containers, for example. Character abilities and
statistics can be extracted, but fade within a day or two.
Theyre only good for a temporary boost. Inanimate
objects lose the culled quality permanently, but
characters recover 2 attribute points or 6 CP every day.
Excellent Lore
Divination, Transmutation
Components: S
Range: Touch
Duration: 24 Hours (D)
Casting Time: One Standard Action
Saving Throw: Will negates
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Spell Resistance: Yes
The target gains +(Int) skill points or half that in CP
for the next 24 hours.
The L14 version provides +(Int) CP, while the L18
version provides +2 x (Int) CP. Sadly, the spell does not
stack with itself or with similar effects.
The Excellent Sphere of Disintegration
Evocation, Conjuration, Transmutation
Range: Long (400 ft + 40 ft/Level)
Duration: Instantaneous
Casting Time: One Standard Action
Saving Throw: Fort partial
Spell Resistance: Yes
All desired items and characters within a 15 radius
suffer the effects of Disintegrate. Anything which the
caster does not want to disintegrate remains unaffected.
The Executioners Cell
Abjuration, Conjuration, Transmutation
Range: LOS
Duration: One hour per level (D)
Casting Time: One Standard Action
Saving Throw: Reflex negates
Spell Resistance: Yes
This spell imprisons the target within a pocket
dimension (similar to Imprisonment) filled with a hostile
elemental force. This means that the target takes 3d6 fire
(fire), crushing (earth), or cold (air) damage each round.
Alternatively, the target begins to suffocate if not
protected from suffocation (water, vacuum, or earth).
Fastness of the Heart
Abjuration, Enchantment, Illusion
Range: Touch
Duration: Instantaneous
Casting Time: Ritual
Saving Throw: Will negates
Spell Resistance: Yes
You create an impenetrable seal over the targets
personal secrets and desires. They cannot be forced from
the target or involuntarily betrayed. Divination magic
and psionic effects of less than 12th level cannot reveal
such secrets, nor can mind-control magic, torture,
threats, or blackmail compel the target to speak them.
Grandiose Summoning
Conjuration, Transmutation
Components: V, S
Range: Medium (100 ft + 10 ft/level)
Duration: 1 minute/level (D)
Casting Time: 1 Round
Saving Throw: None
Spell Resistance: No
Grandiose Summoning is simply the high-level
version of the standard summoning spells and can be cast
at higher levels than this; the spell automatically adjusts
to the slot it occupies. A Grandiose Summoning can
summon 1d4+1 creatures of up to CR ([Spell Level x3/2]
-2) or a single creature of up to CR (Spell Level x3/2).
Specialized versions that summon specific creatures
can be designed. Such individualized spells can summon
creatures with a CR of up to ([Spell Level x2] -2).
The Irresistible Lure
Divination, Enchantment, Illusion
Range: Medium (100 ft + 10 ft/Level)
Duration: One hour per level (D)
Casting Time: One Standard Action
Saving Throw: Will negates
Spell Resistance: Yes
This creates a total and complete illusion of the
targets desires. If the victim fails to save, he or she will
follow the illusion anywhere, accept it as a bribe, and so
on. Of course, the GM may occasionally state that this
spell is ineffective against a given NPC, assuming they
have no desires that the spell is incapable of simulating.
This occasionally turns up with undead and constructs.
Marketing
Divination, Conjuration
Range: Personal
Duration: Instantaneous
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
This spell puts you (only the caster) in contact with
individuals who need 1d6 of your spells and can afford
them. You receive half the usual fees if you choose the
spells or full price if you allow the GM to do so. This
spell cannot distinguish between merit or morals of the
targeted individuals, but does distinguish between would
-be ambushers and deadbeats and those who are actually
going to pay. It counts as having studied carefully for
the purposes of Teleporting to the target location.
Rain of Ooze
Conjuration, Transmutation
Range: Long (400 ft + 40 ft/Level)
Duration: One full round
Casting Time: One Standard Action
Saving Throw: None (except for a specific Ooze effect)
Spell Resistance: No
Rain of Ooze causes a rain of any toxin, nauseating
goo, acid, corrosive, glue, oil, honey, or even slime or
ooze monsters of up to 10 hit dice to rain down in a
radius of up to 60 feet. The glop is real and permanent.
Sending
Divination, Conjuration
Components: V, S, M (a written description of the task
to be accomplished)
Range: Personal
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Duration: Instantaneous
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
This spells locates several reliable subcontractors for
a particular task, including an estimated price, contact
method, and a few notes on the advantages and
disadvantages of each.
Shadow Vitae
Conjuration, Illusion, Necromancy
Range: Long (400 ft + 40 ft/Level)
Duration: 2d6 x 10 Minutes
Casting Time: One Standard Action
Saving Throw: Fort Negates
Spell Resistance: Yes
All allies within a 30 radius recover to full health,
shrug off any status effects or negative levels, and
recover all lost attributes. Sadly, all of this is temporary.
Ship of Shadow
Conjuration, Evocation
Components: V, S, M (the relevant element)
Range: Close (25 ft + 5 ft/2 levels)
Duration: 1 Day /Level (D)
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
This forges a craft of raw elemental force. Earth
creates a Mole Drill, which travels through dirt, rock,
and stone at 30 per round. Air creates a Cloudship,
which travels at 60 per round and comes equipped with
catapults and ballistas. Water creates a Kraken
Submarine, which travels underwater at 60 per round
(and can attack as a normal kraken). Fire creates a
Dragonship, capable of reaching orbit, which travels at
90 per round and can fire 10-die Fireballs once per
round. Each ship has a climate convenient for the caster
and can travel along the land. The craft has DR 10/-, AC
10 (-8 Size, +8 Natural), 250 HP, and counts as a
construct. It carries up to 20 passengers in comfort, or up
to 60 in extremely cramped conditions.
Ties of the Blood
Divination, Enchantment, Necromancy
Components: V, S, M (the item used as a link)
Range: Special
Duration: 1 minute or 3 spells, whichever comes first
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
For this spell, the caster needs a material item with
psychic or physical link to the target. A favored watch or
piece of cloth the target has worn will do, but hair is
better - and there isnt anything much better than blood.
The caster can transmit level 4 and under spells to the
target at any range, and across dimensional barriers.
Especially good ingredients increase the spell level limit
to 5, while poor ones reduce it to 3.
Higher-level variants can transmit higher-level spells
at +2 spell levels per +1 level of the spells transmitted.
True Polymorph
Enchantment, Transmutation
Range: Short (25 ft + 5 ft/2 Levels)
Duration: Special (D)
Casting Time: One Standard Action
Saving Throw: Fort negates
Spell Resistance: Yes
Treat this spell as Polymorph any Object with a +2
bonus for duration calculations and a limit of 1000 cubic
feet per level. It may also be used to manufacture up to
5000 GP worth of materials without any XP cost or other
strain on the caster.
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Eleventh Level Spells
Antitechnological Sphere
Abjuration, Enchantment
Range: Long (400 ft + 40 ft/Level)
Duration: One full day (D)
Casting Time: One Standard Action
Saving Throw: None
Spell Resistance: No
You set a specific technology threshold or principle.
Technology which uses that principle or goes beyond
that threshold fails to function. This does not affect the
natural functions of creatures, though it might affect
constructs. The sphere covers a 30 ft radius.
Apportion
Abjuration, Conjuration
Range: Medium (100 ft + 10 ft/Level)
Duration: Instantaneous
Casting Time: One Standard Action
Saving Throw: Ref negates
Spell Resistance: Yes
Treat this spell as per Teleportation without Error,
except that the caster doesnt have to travel, it will affect
unwilling targets, and the weight limit is 250 lbs. per
level.
Higher-level, or metamagically-modified, versions of
this spell often throw in area-of-effect.
Danse Macabre
Enchantment, Necromancy
Range: Medium (100 ft + 10 ft/Level)
Duration: Instantaneous
Casting Time: One Standard Action
Saving Throw: Fort negates
Spell Resistance: Yes
This brutal spell animates the skeletons of up to
level/2 targets. Victims suffer a -10 penalty to all
physical checks if they resist the casters commands and
can be made to take 1d4 hit points per round (unaffected
by damage reduction) if the caster commands their bones
to rip free. Outside of the fact that the flesh on them is
still alive and protesting these are perfectly normal
skeletons and can be Turned or Destroyed normally.
Detonate Life Force
Evocation, Necromancy
Range: LOS
Duration: Instantaneous
Casting Time: One Standard Action
Saving Throw: Fort partial
Spell Resistance: Yes
The unfortunate victim detonates, causing 2x(current
hit points) points of damage in a 30' radius. Yes, the
target dies outright if they fail the save. If the target
saves, his or her life force only partly explodes, dealing
4d6+8 (or his or her current hit points, whichever is
lower) damage in the same area. This spell does not
affect creatures without an active life force, such as
undead and constructs.
Great Channels
Abjuration, Conjuration, Transmutation
Range: Touch
Duration: One hour per level or until used (D)
Casting Time: One Standard Action
Saving Throw: Will negates
Spell Resistance: Yes
The next three spells the target casts have a trans-
dimensional range, as if modified by the Extension
metamagic.
Interdict
Abjuration, Conjuration
Range: LOS (Touch for ritual version)
Duration: Special
Casting Time: One Standard Action or Ritual
Saving Throw: Will negates
Spell Resistance: Yes
The target temporarily loses access to a source of
supernatural power. Common power blocks include gods
(and therefore divine magic), particular planes (which
may block negative energy attacks and the like) and
arcane energies. This only lasts 1 minute per level if cast
as a normal spell, but can easily tilt the odds of a fight. If
its cast as a Ritual the effect lasts for one week per
Caster Level on a successful save and is permanent until
some countermeasure is found otherwise.
Life Leech
Conjuration, Necromancy
Range: 60 ft radius burst
Duration: Four hours.
Casting Time: One Standard Action
Saving Throw: Fort half
Spell Resistance: Yes
This spell transfers 12d6 HP from each desired target
within 60' to the caster as temporary hit points. While the
caster can gain a maximum of 240 hit points in this
fashion, the damage inflicted is not so limited. A target
who makes his or her Fort save takes only half damage.
Mall of the Gods
Conjuration, Divination, Illusion
Components: V, S, M F (cash, gems, or other items to
trade worth at least 10,000 GP)
Range: Personal
Duration: Instantaneous
Casting Time: One Standard Action
Saving Throw: None
Spell Resistance: No
You get an instant shopping run. You may spend up
to 120,000 GP normally in cash or trade, but no item
from the mall may ever be returned. No single purchase
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may exceed 1000 GP per character level. This spell does
not work until the 22nd level Grand Opening of the Mall
of the Gods spell is cast in a given universe, but most
places have had their malls open for eons.
Reforging
Illusion, Transmutation
Components: V, S, M (a toolkit suitable for working on
an item of the desired form)
Range: Touch
Duration: Instantaneous
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
Reforging alters the form of magic items, but not
their magical function. It could turn a pair of bracers into
a sword or a cloak or vice versa without altering the
magical power of the item in question. It does alter
which item slot it occupies, however, as well as all of its
mundane statistics.
Runic Enhancement
Conjuration, Evocation, Transmutation
Range: LOS
Duration: One hour per level or until expended (D)
Casting Time: Ritual
Saving Throw: Will negates
Spell Resistance: Yes
Specify up to +8 levels of metamagic. Add them to
any other single spell which you cast during this spells
duration.
A L13 version allows the metamagic(s) added to be
selected when the second spell is cast.
Sight from Beyond
Divination, Enchantment, Illusion
Components: V
Range: Personal
Duration: One minute per level (D)
Casting Time: One Standard Action
Saving Throw: None
Spell Resistance: No
You gain a +20 insight bonus on AC, attacks, saves,
and those skills where seeing the future would help. The
character not only sees the future, he or she can scan
through every possible future until the end of the spell,
seeing which action results in what. This has no separate
effect from the bonus and does not protect the caster
from all error; there are limits to comprehension, if not to
the spell.
Spellsharing
Conjuration, Enchantment
Range: Personal
Duration: One hour per level (D)
Casting Time: One Standard Action
Saving Throw: Will negates
Spell Resistance: Yes (for caster and allies)
The caster (and only the caster) may share all single
target spells cast on him or her with up to (Int Mod)
allies with a 30 radius of effect if he or she so desires.
Spellweaving
Abjuration, Enchantment
Range: Personal
Duration: One hour (D)
Casting Time: One Standard Action
Saving Throw: None (Normal for the secondary spells)
Spell Resistance: No (Yes for the secondary spells)
You may manipulate the flow of magic around you to
produce minor (L2 and under) spell effects. You may
create such effects up to once per round, but cumulative
effects such as Cure Wounds will only work 2d6 times
on any single target. Secondarily, your enhanced magical
senses effectively grant you the Countermagic ability
with the Reflexive improvement.
Higher-level versions of this spell increase the limit
on the level of spells which can be woven by +1 per +2
levels.
Torims Superlative Porter
Conjuration, Evocation
Range: Special
Duration: Special (D)
Casting Time: Ritual
Saving Throw: Will negates
Spell Resistance: No
This spell creates a 20 cubic trans-dimensional space
which exists only in relation to the caster (in effect it
follows him or her about) along with quasi-intelligent
unseen servants to manage it. The user merely holds out
his or her hand and asks for an item or places an item in.
This effect is permanent, but occupies one active spell
slot until dismissed. Dismissing it dumps all objects on
the ground. If the caster dies while this spell is active, it
becomes a permanent hidden pocket dimension until he
or she is resurrected (if ever).
Twelfth Level Spells
Anagathic
Abjuration, Necromancy, Transmutation
Components: V, S, M (a small mirror)
Range: Touch
Duration: Instantaneous
Casting Time: One minute
Saving Throw: Fort negates
Spell Resistance: Yes
The target does not age for the next week, whether
from natural or unnatural causes. Alternatively, his, her,
or its age may be reduced by one day.
As hard as it is to prevent aging, its even harder to
undo it.
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Animate Implements
Conjuration, Enchantment
Range: LOS
Duration: One hour per level (D)
Casting Time: One Standard Action
Saving Throw: None
Spell Resistance: No
A target item or set of tools gains competence or
enhancement bonuses totaling +10 (usually +10 on any
single skill or +5 each to hit and damage) and may act on
its own as if the caster was wielding it. Thus a sword
may be sent to fight, tools put to work on their own at a
skilled task, or a wand given an extra +10 on Spot and
left to guard your campsite.
Cloak of Grandeur
Illusion, Enchantment
Range: LOS
Duration: One full day (D)
Cas t i ng Ti me: One
Standard Action
Savi ng Throw: Wi l l
negates (others only)
Spell Resistance: Yes
(target only)
E v e r y o n e w h o
encounters the target sees
him or her as a figure of
aut hor i t y a nd gr eat
importance, to be obeyed
without question, if they
fail their saving throw.
Variants exist: Cloak of
Normalcy lets the target
pass without attracting
attention, Just Sovereign
causes the local populace to
accept even tyrannical
incompetents as just and
fair rulers, and Cloak of
Supremacy allows the target
to impersonate gods, rulers,
and mighty heroes.
Characters who know one version may memorize and
cast the others; they are all one spell, which allows the
character to choose what aspect he or she wishes to
present. Cloak of Grandeur is also as effective as mind-
control gets, though a few more specialized spells exist.
Genetic Adaptation
Conjuration, Necromancy, Transmutation
Range: Touch
Duration: Instantaneous
Casting Time: Ritual
Saving Throw: Fort negates
Spell Resistance: No
Two beings may produce healthy, fertile hybrid
offspring regardless of species, age, sex (or lack thereof),
or infertility if either has this spell in effect.
Some worlds have this spell as a World Template,
thus neatly explaining where Genasi come from, given
the obvious difficulties in the consummation of a
relationship between a being of living fire (or water or
earth or air) and a normal mortal.
Grand Creation
Conjuration, Transmutation
Components: V, S, possibly XP
Range: Medium (100 ft + 10 ft/level)
Duration: Instantaneous
Casting Time: 1 Standard
Action
Saving Throw: Special
Spell Resistance: Special
Grand Creation allows
the user to create nonmagical,
nonliving, matter with a total
value of up to 200 GP per
level of the caster +5 GP per
XP expended during casting.
Such materials are real and
permanent. If the materials
are created around or directly
above another creature it may
make a Reflex save to avoid
them. If an attempt is made to
create items in contact with
another creature - such as in a
pocket, inside their armor, or
to encase them in iron - Spell
Resistance also applies.
A L15 version allows the
creation of nonsentient living
things. A L18 version allows
the creation of magical items.
Grand Sphere of Invulnerability
Abjuration, Conjuration
Range: LOS
Duration: One minute per level (D)
Casting Time: One Standard Action
Saving Throw: Fort negates
Spell Resistance: Yes
No spell up to level 8 can affect one defended by
Grand Sphere of Invulnerability, unless they choose to
allow it. The spell otherwise resembles Lesser Globe of
Invulnerability.
Higher-level variants are even more potent. The L15
version protects against spells thru L10, the L18 version
works against spells through L12, and so on.
I ts a bookmark. Why?
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Grandiose Inflation
Evocation, Transmutation
Components: V
Range: LOS
Duration: One minute per level (D)
Casting Time: One Standard Action
Saving Throw: Fort negates
Spell Resistance: Yes
This spell enlarges a target creature or object to
Colossal size after a moments delay. This is a nasty
thing to do to a pebble before tossing it, since the
resulting thousand-ton boulder will squash virtually
anything (via entirely nonmagical physical damage) and
gets a +20 on any to-hit rolls.
Great Dispelling
Abjuration, Conjuration
Range: LOS
Duration: Instantaneous
Casting Time: One Standard Action
Saving Throw: None
Spell Resistance: No
Treat this spell as Greater Dispel Magic, except as
noted above and that you receive a roll of 1d20+ your
level with no upper limit.
Greater Antimagic Field
Abjuration, Evocation, Transmutation
Components: V, S
Range: Up to 20 feet emanating from the caster
Duration: 10 minutes/level (D)
Casting Time: 1 Standard Action
Saving Throw: None
Spell Resistance: No
Unlike a standard Antimatic Field, a Greater
Antimagic Field offers several different options and can
be cast at higher levels than this; the spell automatically
adjusts to the slot it occupies. Its shape is adjustable
within the spell limits, from simply surrounding an item
in the casters possession up to the full 20 ft radius.
If cast to block all magic it follows the usual rule for
antimagic - it can be overloaded and destroyed from the
outside only by spells which exceed twice the level of
the antimagic spell used. From the inside it requires a
spell of three times the level of the antimagical effect.
If cast to dampen incoming supernatural effects only,
it reduces the effective level at which such effects
operate by twice the spell level. For example, a L12
antimagic effect would reduce the effective Caster Level
of an incoming spell by 24. Thus an incoming Fireball
spell with a Caster Level of 28 would only inflict 4d6
damage. Spells with their Caster Levels reduced to 0 or
below simply fail. Such a ward will be overloaded and
destroyed by any incoming spell with a Caster Level of
more than three times the level of the antimagic spell
used.
Antimagic may also be attuned to specific types of
magic. Such fine-tuned effects increase the effective
level of the spell by one when used in conjunction with
one of the other two options.
Prismatic Lance
Evocation, Conjuration, Illusion
Range: LOS
Duration: (Level/5) Rounds
Casting Time: One Standard Action
Saving Throw: As Prismatic Spray
Spell Resistance: No
Prismatic Lance creates a quarterstaff which lasts for
(level/5 rounds). The staff shimmers with various colors
brightening and dimming along its length and glows
brightly overall (rather like a disco globe). Any creature
struck by the staff (a touch attack) other then the caster
suffers all the effects of Prismatic Spray. If thrown (with
a range increment of 60) it dissipates after striking the
target. Since the staff must already hit the target, the
unfortunate victim receives no Reflex saves for any
prismatic effects.
Prismatic Storm
Evocation, Conjuration, Illusion
Range: 150 cone
Duration: Instantaneous
Casting Time: One Standard Action
Saving Throw: As Prismatic Spray
Spell Resistance: Yes
All effects of Prismatic Spray strike all targets in a
cone 150 long. Targets do not receive Reflex saves, but
may save versus other aspects of the Prismatic Spray.
The Prison of the Self
Abjuration, Enchantment, Illusion
Components: V
Range: Close (25 ft + 5 ft/2 Levels)
Duration: Permanent
Casting Time: One Standard Action
Saving Throw: Will negates
Spell Resistance: Yes
The Prison of the Self allows the caster to imprison a
spirit or outsider within his or her own flesh and mind.
While perilous, its very effective: actual escapes are
rare. However, the entity can use mental powers of level
4 or lower on its captor. If the caster is mentally but not
physically incapacitated (not just sleeping), the entity can
temporarily take over control of the body. If the caster
dies, the entity will not only have the body, assuming it
remains intact, but may well gain some of the casters
own power.
Relocation
Divination, Conjuration
Range: Special
Duration: Instantaneous
Casting Time: Ritual
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Saving Throw: None
Spell Resistance: No
Moves up to a square mile of terrain, and all its
inhabitants, to a new location of your choosing within
range of a Teleport Without Error spell. The old location
will slide shut to eliminate the hole left behind, while
the new locations borders will fit smoothly.
The L15 version can move the territory across planes
and adapt it to survive in its new location either by
altering it to fit into its new environment or by setting up
an environmental barrier around it.
Venom Cadavari
Evocation, Necromancy, Transmutation
Components: S
Range: LOS
Duration: Ten minutes per level (D)
Casting Time: One Standard Action
Saving Throw: Fort negates
Spell Resistance: Yes
Select a poison. The target becomes immune to all
poisons and his or her flesh, breath, sweat, saliva, and
blood becomes filled with the chosen poison. The user
may opt to emit a toxic miasma in a 30 foot radius and
may poison weapons, wells, food, and drink with a
simple touch. A user bathing in a river is likely to cause
illness and perhaps even a scattering of deaths among all
the communities downriver for several miles. While the
targets flesh returns to normal after the spell expires,
any venom he or she has released is real and permanent.
Warp Sphere
Conjuration, Illusion, Transmutation
Range: LOS
Duration: Instantaneous
Casting Time: One Standard Action
Saving Throw: Special
Spell Resistance: No
Two target regions of space (each up to a 15 radius
sphere) swap places. Characters with 5 of the edge
receive a Ref save to dodge inside or out.
The L14 version allows a target area to be swapped
with a target area on another plane. The L16 version
throws in a Dimensional Anchor lasting one hour per
level on each creature and object within the transported
area after their arrival.
Web of Space
Conjuration, Illusion, Transmutation
Range: LOS
Duration: One day per level (D)
Casting Time: One Standard Action
Saving Throw: None
Spell Resistance: No
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Choose an area up to a 1000 radius. It becomes
spatially bound. While characters may attempt to leave,
whether physically or by occult means, they find
themselves arriving on the other side. This does not
affect light, but does affect all other energy including
spells and psionic powers.
Wings of Magic
Conjuration, Transmutation
Range: Medium (100 ft + 10 ft/Level)
Duration: 1d6 Hours
Casting Time: One Standard Action
Saving Throw: Will negates
Spell Resistance: Yes
The target gains +24 CP to spend on Path of the
Dragon abilities for the next 1d6 hours.
Similar spells exist for Channeling (Sphere of Light
and Hand of Darkness at L15), Witchcraft (Waking the
Serpent, L14), Martial Arts (The Stalkers Wheel, L13),
and a variety of other ability sequences.
Thirteenth Level Spells
The Attentive Slave
Divination, Enchantment, Transmutation
Range: LOS
Duration: Instantaneous
Casting Time: One Standard Action
Saving Throw: Will negates
Spell Resistance: Yes
The victim of this spell will do as the caster desires
without any need for orders. In effect, caster simply
takes over control of the target. The target will continue
to do what the caster would have wanted even if the
caster dies, is dominated themselves, or is otherwise
incapacitated. While the effect is instantaneous, targets
with an inherent Will save bonus of +8 or more gradually
revert to normal (the process normally requires 1d4
weeks) unless the caster occasionally reinforces his or
her control. The caster is effectively limited to a
maximum of (Cha Mod +1, 1 minimum) long-term
servants.
Babe in Arms
Divination, Enchantment, Transmutation
Range: LOS
Duration: Special
Casting Time: One Standard Action
Saving Throw: Will negates
Spell Resistance: Yes
The targets mind is erased by this spell. While the
mind (with skills and abilities) recovers at the rate of one
effective year of life per week, the victim is extremely
impressionable as a child would be during this period,
and may be trained and taught as a child. This also
allows a limited character rewrite (reallocating up to
25% of the targets character points).
If the target is of animal intelligence it can normally
be fully domesticated and trained by the time it reaches
adulthood for its species.
Dance of Blades
Conjuration, Enchantment, Transmutation
Components: V
Range: LOS
Duration: Five rounds per level
Casting Time: One Standard Action
Saving Throw: Ref partial
Spell Resistance: No
You surround the target with an aura of whirling
force-blades. Any unwelcome entity which approaches
the target within 20 or remains in that area takes 15d6
damage per round, unless they make a Ref save for half
damage each round.
Dark Trinity
Conjuration, Necromancy, Illusion
Range: LOS
Duration: Special
Casting Time: One Standard Action
Saving Throw: As per specific effects
Spell Resistance: As per specific effects
You may invoke any three entropic effects (any
Illusion, negative energy, darkness, or Disintegrate
spells) of up to level 8. All three go off at the same time,
although they may be independently targeted.
Dozens of odd variants - positive energy, Evocation,
Illusion, weather effects, demon-summoning effects -
exist, and a caster could develop many more.
Eternal Torment
Abjuration, Conjuration, Necromancy
Range: LOS
Duration: Instantaneous
Casting Time: One Standard Action
Saving Throw: Will negates
Spell Resistance: Yes
This spell works as Imprisonment, but the victim is
subjected to unending torment if he or she is in any way
vulnerable to pain. If returned to the world, the target is
stunned, nauseated, staggered, and fatigued and has half
his or her hit points in subdual damage. These flaws go
away in that order at the rate of one a week.
Evolution
Enchantment, Transmutation
Components: V, S, MF (creatures to be bred)
Range: Special
Duration: Special
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
Select a species or subspecies. Over the course of
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several generations, you may work to breed desired
attributes and abilities into up to a hundred of those
creatures who are under your control.
Drastic changes (such as giving Gnomes six arms and
innate Fireball spells) may take repeated castings and
may affect abstract game terms such as increasing the
level cost to play one. Less drastic changes, such as
breeding a subtype of horses which can eat seaweed and
drink salt water for use on rocky islands, can usually be
completed within a single generation.
In any case, such modifications become a natural part
of your new species or subspecies from then on.
Fist of Insert Preferred Deitys Name Here
Conjuration, Evocation
Range: LOS
Duration: 1 Round /Level (D)
Casting Time: One Standard Action
Saving Throw: Ref half (per strike)
Spell Resistance: No
Named by an eccentric spellcaster who forgot the
brackets, Fist of Insert Preferred Deity Name Here
creates a giant hand of force that slaps a 30 radius area
for 12d6 damage or punches a single 5 square for 20d6
damage. The caster may select a new target each round.
It lasts 1 round per level, but thats often enough. Any
target which makes the save take half damage.
Gates of the North Wind
Evocation, Necromancy
Range: LOS
Duration: Instantaneous
Casting Time: One Standard Action
Saving Throw: Ref half
Spell Resistance: Yes
You hurl a 30d6 cold damage frostball. Any slain by
this are animated as if by a Caster Level 15th Create
Undead. Any target which makes the save takes half
damage, but if they die anyway will still be animated.
The Hidden Ways
Divination, Enchantment, Illusion
Components: S
Range: Touch
Duration: One hour per level (D)
Casting Time: One Standard Action
Saving Throw: Special
Spell Resistance: No
All alarms and traps the target would otherwise
trigger overlook the targets presence if they fail the
saving throw (they receive one even if unattended). All
guards, construct or otherwise, must make a Will save or
simply ignore the target. This effect fails if the target
actively tampers or attacks with the alarms, traps, or
guards in question. Affected alarms, traps, and guards do
not remember the intrusion after the spell wears off,
although guards which it fails to affect can detect the
target normally.
Greater Familiar
Evocation, Enchantment, Transmutation
Range: None
Duration: Instantaneous
Casting Time: Ritual
Saving Throw: Will negates
Spell Resistance: Yes
The user may create a Companion or Mount (bestow
the Familiar template or Paladins mount abilities) from
an agreeable creature with a CR of up to one-half the
casters level.
Plague Arcane
Abjuration, Necromancy, Transmutation
Range: LOS
Duration: Instantaneous
Casting Time: One Standard Action
Saving Throw: Fort negates
Spell Resistance: Yes
Choose a magical disease to affect up to ten targets
within range. Such diseases include any outright
magical infection, lycanthropy, possession by an evil
entity (or possibly good ones for already-evil creatures),
or loss of access to an arcane school. Outside of outright
possession such diseases are contagious, and can spread.
This spell can generally be countered by the reversed
13th-level spell Cure Arcane Plague, fittingly enough. If
not so cured affected creatures may be cured normally
via fortitude checks, specific curatives, or whatever other
means the Game Master specifies.
I f you dont stop pooping down my
back, I m replacing you with clockwork.
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Scrying Maze
Divination, Enchantment, Illusion
Components: S
Range: None
Duration: One day per level (D)
Casting Time: One Standard Action
Saving Throw: Will partial
Spell Resistance: No
Once cast, this spell wards a 100 foot radius of the
target against clairsentience, scrying, astral intrusion, and
other divinatory effects of less then tenth level. Anyone
who attempts such an intrusion and fails the saving
throw finds their mind drawn into a crystal maze on the
astral plane. This takes them at least one day to escape.
They may attempt a new saving throw each day until
they escape or the spell ends. Hopefully someone will
have been taking care of their bodies. Those who make
the saving throw still alert the caster to their presence.
A Scrying Maze placed on a location may be made
permanent at the cost of 10,000 XP.
Shattering Word
Evocation, Necromancy, Transmutation
Components: V
Range: LOS
Duration: Instantaneous
Casting Time: One Standard Action
Saving Throw: None
Spell Resistance: Yes
You may disrupt the structure of space around a
target, crushing matter and scattering energy with a
word. Any target with a CR of up to (Casters CR - 6),
including creatures, traps, walls, gates, buildings, and
spells, will be destroyed or damaged at the option of the
caster. Targets with a CR above the destruction limit will
still suffer 15d6 damage.
The Game Master may opt to modify the casters CR
according to his or her current condition. If the caster is
currently low on spells, badly hurt, and short of gear, he
or she may find that such distractions weaken the effects
of a Shattering Word.
Spell Bank
Conjuration, Evocation
Components: V, S, MF (item to be imbued)
Range: Touch
Duration: Permanent until used (D)
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
You may store up to a number of spells in an object
equal to your spellcasting attribute modifier. You may
release one each round as a Free Action. You may give
this item to other and split the spells between multiple
items, but may not exceed the above restriction on the
number of spells for all such items together.
Synthesis
Schools: Evocation, Transmutation
Components: V, S, MF (materials to be manipulated)
Range: Touch
Duration: Instantaneous
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
Synthesis allows you to manufacture matter. It can
create any molecular composition for which you have the
appropriate atoms (or the local equivalent) available.
This produces up to 10 pounds of material per Caster
Level.
Unleashed Potential
Abjuration, Evocation
Range: LOS
Duration: Instantaneous
Casting Time: One Standard Action
Saving Throw: Ref negates
Spell Resistance: Yes
Unleashed Potential triggers the uncontrolled release
of energy from something, usually an item with charges.
GMs may allow this to work on characters; in either
case, all charges or uses of a selected ability activate at
once; if they require a target, they strike the holder or the
square he or she stands on (multiply the affect and area,
if any, by the square root of the number of charges or
uses. It does not work on the nuclear or total-conversion
potentials inherent in normal matter, but quantities of
chemical or radioactive nuclear fuels (up to several
thousand tons) work quite nicely.
Unseen Horde
Divination, Conjuration, Transmutation
Range: Special
Duration: One hour per level (D)
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
You create (Int Mod) x 100 unseen workers. These
act as unseen servants, except that they have 18s in all
physical attributes and mental attributes of 12, move at
30 feet per round, and get any three physical skills at
+12. You may also equip them with (equally unseen)
tools or weapons as needed.
Like regular unseen servants, these can be killed
readily. They have 12 hit points and AC 22 (+4 Dex, +4
natural armor, +4 invisibility).
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Fourteenth Level Spells
Altar of Blood
Enchantment, Necromancy
Components: V, S, MF (altar or structure)
Range: Touch
Duration: Instantaneous
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
Altar of Blood transforms an altar or structure into a
nexus of evil and a storage point for magical power
derived from blood sacrifice. Each intelligent being slain
on the altar contributes (CR/2 -1, rounded down) levels
of spell energy to the reserve. Lower-level creatures can
be sacrificed in groups to raise their effective CR and the
fresh life energy of a small child is always worth at least
1 level of spell energy. Spellcasters who have personally
sacrificed at least one sentient being at the nexus may
draw on those spell levels as if they were using spell
levels from a Rod of Absorption. Unfortunately, for
every 100 spell levels a caster draws from the reserve, he
or she suffers some minor deformity or curse which can
only be removed via Wish, Miracle, or similar high-order
spells.
Any undead created or blessed by you or an evil
cleric (such clerics use a turning attempt to do this) at the
sacrificial site gain +4 hit points per hit die. Additionally,
the sacrificial site radiates fear and despoils the land for
miles around, though this has no effect on creatures
above four hit dice or levels.
Annihilation
Conjuration, Evocation, Necromancy
Range: LOS
Duration: Instantaneous
Casting Time: One Standard Action
Saving Throw: Best saving throw of Fort, Reflex, or
Will negates
Spell Resistance: No
Annihilation crushes the targets body, turns it to
subatomic particles (or whatever), spreads them across
the universe, and then grabs the targets soul and drags it
as far as magic reaches before flinging it further. This is
as final as death-type spells get. If the target comes back
from this, you probably need to just agree to disagree.
Most souls hit by this are simply trapped in a limbo until
they fall into another universe.
Construction
Conjuration, Divination, Transmutation
Components: V, S, M (construction materials)
Range: Extreme (800 ft + 80 ft/Level)
Duration: Instantaneous
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
Using available materials (wood and stone are best
for medieval construction, but the spell can incorporate
metal, rubber, brick, or any other suitable material) this
spell creates any structure up to a fortified keep, bridge,
cathedral, or 20 miles of road.
Forge of Time
Abjuration, Evocation, Transmutation
Range: Medium (100 ft + 10 ft/Level)
Duration: One hour per level (Permanent as ritual) (D)
Casting Time: One Standard Action or Ritual
Saving Throw: Special
Spell Resistance: No
You create time-stopped areas and items
customized to your whim. Areas and items appear as
perfectly reflective surfaces, although they may be either
solid or hollow (in which case time continues
normally inside them; only an infinitely-thin wall exists).
Such items are unbreakable by physical force. Only
magic-absorbing or dissipating attacks or time control
techniques can undo them.
All items created must fit within a 20 foot cube and
may not include portions of living creatures; its all or
nothing. If the caster attempts to entrap a living creature
it may make a Reflex save to avoid being chained, caged,
or otherwise entrapped.
Grand Projection
Conjuration, Enchantment, Illusion
Range: Touch
Duration: One hour per level (D)
Casting Time: One Standard Action
Saving Throw: None
Spell Resistance: No
This spell resembles Project Image, but can transmit
all sensations and sounds to or from the target, allows the
user to cast spells of up to eighth level through the
image, and provides a constant Telekinesis effect which
allows the user to affect physical objects as if he or she
was actually present with a Strength equal to his or her
Intelligence. The image can be projected to any point on
the planet.
A L16 variant can project the image to any place in
the same dimension. A L18 variant can project the image
across dimensions as well.
Holding Thunder
Conjuration, Evocation, Transmutation
Range: Special
Duration: 1 Day /Level (D)
Casting Time: One Standard Action
Saving Throw: None
Spell Resistance: No
When cast, Holding Thunder also activates another
normally-instantaneous spell of up to 6th level which
you have memorized or can spontaneously cast. The
second spell will remain continuously active for the
duration of Holding Thunder, assuming that this makes
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some sort of sense. Damaging effects typically apply
each round to anyone who enters or remains in the
affected area, while spells such as bless water are
effectively cast each round.
Inner Thunder
Evocation, Necromancy
Components: V
Range: 30 ft radius burst emanating from the caster
Duration: Instantaneous
Casting Time: One Swift Action
Saving Throw: None
Spell Resistance: Yes
You radiate a 20d6 forceblast. All Force constructs
and spells within that radius are automatically destroyed
(no save). All those within 10 are hurled away to a
radius of 40. The spell has a built-in version of
Advanced Body Fuel; the caster may spend 14 hit points
instead of actually expending the spell to cast it.
Mana Vortex
Conjuration, Evocation
Range: Touch
Duration: 1 Round /Level
(D)
Casting Time: One Standard
Action
Saving Throw: Fort negates
Spell Resistance: Yes
This spell provides 4
bonus Mana for the target
(may be the caster) every
round for 1 round per level.
This cannot be used to regain
personal Mana, but it can be
channeled into spellcasting
or other effects.
Shattering
Divination, Conjuration, Evocation
Range: 200 ft radius burst emanating from the caster
Duration: Instantaneous
Casting Time: One Standard Action
Saving Throw: None
Spell Resistance: No
Shattering destroys 20d6 CR worth of barriers, traps,
vaults, constructs, and other obstacles within a 200 ft
radius burst. Weaker and closer targets are affected first.
Targets with 20+ CR individually are not affected and do
not count against the total.
Wall of Sorcery
Evocation, Transmutation
Range: Long (400 ft + 40 ft/Level)
Duration: Permanent (D)
Casting Time: One Standard Action
Saving Throw: None
Spell Resistance: No
This creates a potent and permanent Wall of Force.
Those who touch it become subject to a spell up to 5th
level which you know and can cast. Hold Monster is the
favorite choice; it will activate on the target every round,
so to successfully evade it after touching the wall, the
target must make a great many saves in a row. Most
dont live that long.
Higher level variants can increase the level of the
secondary spell; L6/7/8/9 secondary spells can be used
at L15/17/19/21. Its worth nothing that the secondary
spell can be a metamagically-modified effect if the caster
knows the metamagical technique in question.
Wandbane
Abjuration, Divination, Evocation
Range: 10 ft/Level radius emanation from caster
Duration: One hour (D)
Casting Time: One Standard Action
Saving Throw: None
Spell Resistance: No
Wandbane blocks the
release of stored spells from
s p e l l - t r i g g e r , s p e l l -
completion, and command-
word items within a radius of
10 ft per level of the caster.
Uses-per-day and unlimited-
use items are not affected.
The L18 variant King of
Wands grants awareness of
each attempt to release a
stored spell in the affected
area and the ability to
sel ect i vel y vet o such
releases, allowing the caster
and his or her friends to use
s t o r e d s p e l l s wh i l e
preventing enemies from
doing so.
Whispering Winds
Divination, Enchantment, Illusion
Components: V
Range: Special; anywhere on the plane
Duration: 2d12 days (D)
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
With this spell, you may spread rumors and ideas
throughout an entire province. Against susceptible
individuals, this may be treated as a Suggestion effect,
but given the sheer number of affected people, it likely
wont matter. This can be used to cause unrest, promote
ideas, advertise products, promote your reputation,
subvert nations, spread hope or despair, and so on.
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Fifteenth Level Spells
Divine Spark
Conjuration, Evocation, Necromancy, Transmutation
Components: V, S, MF (a realm to claim)
Range: None
Duration: Instantaneous
Casting Time: Ritual
Saving Throw: Will negates
Spell Resistance: Yes
You may purchase the Godfire Dominion ability
without inheriting it, the aid of a god, or fulfilling any
other story based requirements.
Evil Eye
Conjuration, Evocation, Enchantment
Components: V
Range: Personal
Duration: 2 Rounds /Level
Casting Time: One Standard Action
Saving Throw: None
Spell Resistance: Yes
Choose a spell of up to level 6 to use as a gaze attack
with a 60 range. While offensive spells are traditional,
this is not required. If youre passing through a plague-
ravaged village and want to Heal everyone who meets
your gaze, this is quite permissible.
Forest Haven
Enchantment, Transmutation
Range: Touch
Duration: Instantaneous
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
Every plant and animal within 1 mile per level of the
caster becomes a friendly, communicative ally. The spell
includes the ability to speak with all plants and animals
(to the extent their limited capacities allow) within that
region, an effect which persists as long as the target
accepts the task of taking care of the area. The target will
never lack for herbs, spell components, or food within
the area as long as the environment is half-way
reasonable to begin with.
Forge Avatar
Conjuration, Enchantment, Necromancy, and
Transmutation
Components: V
Range: Touch
Duration: One hour (D)
Casting Time: One Standard Action
Saving Throw: Will negates
Spell Resistance: Yes
Forge Avatar merges a group of 2-7 volunteers into
one. The merged entitys attributes are equal to the
highest base attribute in the group +2 for each member
past the first, its saves use the highest base in the group
plus one per member past the first, and it gets the groups
total hit points. The avatar has all the best talents, magic
levels, Warcraft, and other abilities from the pooled
characters, and gets its choice of their equipment as well.
Finally it gets one extra action per round per 2 people in
the group and meets any and all requirements that one of
the group members met. In other words, if a magic item
or ability requires elf-blood, and one member out of the
group is an elf, then the Avatar meets that requirement.
Strangely, this spell sometimes comes bound into
giant golem bodies, which the characters must pilot.
Obviously, this is the result of a poorly-thought design;
any good construct ought to be able to act on its own.
Ka Effigy
Divination, Enchantment, Necromancy
Range: Close (25 ft + 5 ft/2 Levels)
Duration: Permanent (D)
Casting Time: One Standard Action
Saving Throw: None
Spell Resistance: Yes
Ka Effigy creates a exact duplicate of the caster (and
only the caster) at three-fourths of his or her current
level. The duplicate is fully real and comes with
appropriate gear for its level, although this vanishes with
it. The Effigy lasts until killed, but the user is at -2 levels
while the duplicate remains. The Ka Effigy transmits all
its memories, experiences, and any XP it has earned to
the caster when the spell ends or it dies.
The Opening of the Ways
Divination, Conjuration, Transmutation
Components: V
Range: None
Duration: Instantaneous
Casting Time: One Standard Action
Saving Throw: None
Spell Resistance: No
Also known as The Hand of Ptah, this spell opens all
gates, tunnels, doors, locks, seals, and barriers you can
see or know about within a 1-mile radius. It will even
rebuild small cave-ins and reveal hidden passages, if you
have some idea of what youre looking for. It can open
any and all magical seals up to 12th-level effects.
Prismatic Armor
Evocation, Illusion
Range: Touch
Duration: 10 minutes per level (D)
Casting Time: One Standard Action
Saving Throw: Special
Spell Resistance: No
Prismatic Armor has the effect of Prismatic Sphere
but only affects those who come into contact with the
wearer. The wearer casts spells as if they were cast
through a Prismatic Sphere. The user may use touch
attacks to body-slam people with the armor, which they
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are unlikely to enjoy, although the usual saves apply to
reduce the prismatic effects.
Prosperity
Evocation, Necromancy, Transmutation
Range: Anywhere on the planet.
Duration: One Season (usually used during the fall.
Three months for regions without seasons.)
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
Prosperity blesses a province - a fair-sized country or
major chunk of an empire - with fertility and health,
ensuring healthy flocks and herds, bountiful crops, and
plenty of wild game. The people will flourish and grow
fat. This spell may be cast reversed, in which case it
causes blight, disaster, and famine. Individual farmers
and herdsmen may make Will saves against the reversed
form to protect their own lands and animals, but no
general save applies unless the local ruler is bound to the
land (see Coronation, page 124) or possesses the
relevant Dominion or Domain abilities.
Righteous Wrath
Conjuration, Enchantment, Necromancy
Range: Long (400 ft + 40 ft/Level)
Duration: One hour
Casting Time: One Standard Action
Saving Throw: None
Spell Resistance: No
You sanctify the area. This short-term burst of holy
power creates a Holy Aura effect over a 300 radius.
Additionally, undead and evil outsiders inside the effect
take 3d6 holy damage per round and cannot be created or
summoned in the area. The caster may describe up to
three additional spells (level 4 maximum) which affect
the chosen area or those in it. Sadly, the spell requires
the support of a faithful community inside the zone of
effect; normally it only is used by deities slightly irritated
by an evil horde or swarm of undead come to sack the
temples of the just.
Spatial Soliton
Conjuration, Evocation
Components: S
Range: Special; originates adjacent to the caster.
Duration: Instantaneous (technically 12-48 hours since
the beam only travels at near light speed)
Casting Time: One Standard Action
Saving Throw: Reflex half
Spell Resistance: No
You fire a shaped gravity pulse, a relativistic stream
of microscopic black holes. This causes 12d6 points of
damage to everything in a 5' wide (and high) pathway
many light hours long, bypassing all defenses save for
gating away the stream or not being there. This includes
cover (walls, mountains, stars or anything other than a
bigger black hole), time-stopped areas, force walls,
armor, damage reduction, immunities, and resistances.
Fortunately for the rest of the universe, the beam does
gradually dissipate, losing 1d6 of its damage potential
every 1d4 light hours (generally theres no need to
check). If a Soliton beam passes through a Gate effect,
the beam dispels it en route if the caster succeeds in an
opposed Caster Level check.
The Triune Self
Enchantment, Transmutation
Components: None
Range: Touch
Duration: Ten minutes per level
Casting Time: One Standard Action
Saving Throw: Fort negates
Spell Resistance: Yes
The targets mind becomes three minds, although they
draw on a common pool of spell slots, power, and other
resources. One mind acts physically, doing physical
actions and attacks, and feeling pain. The other two may
use magical or psychic powers or speak (the spell
provides for that supernaturally), essentially giving the
user three actions for each one he or she would normally
get. He or she also gains three saving throws against any
mental effect, which generally includes all Will saves.
Note that this spell does not make any changes to the
users body; he or she can still cast only one spell per
round that requires gestures without using special
techniques, and if the physical self begins staff-fighting,
the mental selves may have no hands left over to gesture
with.
Many users combine this effect with Alter Self, so as
to provide more limbs. This works perfectly well.
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The Venomd Flood
Conjuration, Necromancy, Transmutation
Components: S
Range: Long (400 ft + 40 ft/Level)
Duration: Instantaneous
Casting Time: One Standard Action
Saving Throw: None
Spell Resistance: No
You spray up to 1500 cubic feet per level of any fluid
selected. Normal materials, such as whipped cream, olive
oil, or boiling water are permanent. Exotic materials,
such as liquid helium or molten gold last only level/2
rounds. The spray itself may be directed at a square or
hex, in a 5' wide or 10' wide stream, in a cone, or at an
arc of squares or hexes within range at the option of the
caster. Similarly, the spray may be discharged in a single
round or over up to ten rounds at the option of the caster.
Sixteenth Level Spells
Brisnells Final Thievery
Conjuration, Divination, Transmutation
Components: S
Range: LOS
Duration: Instantaneous
Casting Time: One Standard Action
Saving Throw: Ref special
Spell Resistance: Yes
Every item the target carries or wears must save or be
teleported to the caster. The caster may exempt items he
or she doesnt want, since the spell provides the list as it
transports everything.
Celestial/Infernal Crown
Conjuration, Enchantment, Transmutation
Range: Close (25 ft + 5 ft/2 Levels)
Duration: One hour per level (D)
Casting Time: Ritual
Saving Throw: Will negates
Spell Resistance: Yes
You become a true celestial or infernal entity for the
duration, gaining a doubled-up (double the attribute
bonuses and spells per day) version of the Half-Celestial
or Half-Infernal template. Sadly, the user takes on the
Outsider type as well, and so becomes vulnerable to
banishment, holy or unholy water, and spells or powers
which target outsiders for the duration. Any items which
rely on a mortal racial heritage, such as an elf-specific
item, will not function for the duration.
Chain the Cataclysm
Abjuration, Evocation, Transmutation
Range: LOS
Duration: Instantaneous
Casting Time: One Standard Action
Saving Throw: None
Spell Resistance: No
You prevent or halt an earthquake, volcanic eruption,
flood, landslide, hurricane, or other natural disaster in a
radius of 1 mile per level, dissipating the forces that
drive it. While another eruption, storm, or earthquake
may occur later, it will not be for some time.
Disciples of Power
Divination, Enchantment, Illusion
Components: V, S, 1000 XP per minion
Range: Close (25 ft + 5 ft/2 Levels) initially. Once set
up, the link has transdimensional range.
Duration: Instantaneous
Casting Time: Ritual
Saving Throw: Will negates
Spell Resistance: Yes
You may create a permanent link with up to (Cha
Mod) +7 voluntary subjects. This will permit you to tap
into their senses, speak to and through them, and to
channel spells of up to L9 through them at will
regardless of range or dimensional barriers.
Envenomed Darts
Conjuration, Evocation, Necromancy
Range: Extreme (800 ft + 80 ft/Level)
Duration: Instantaneous
Casting Time: One Standard Action
Saving Throw: Special
Spell Resistance: Yes
Envenomed Darts hurls 24 magic missiles at the
target, each of which can carry one of your daily 4th
level (or less) spells or a poison provided by you. Targets
receive saves only against the carried spells and poisons.
Eternal Banishment
Conjuration, Enchantment, Evocation
Range: LOS
Duration: Instantaneous
Casting Time: One Standard Action
Saving Throw: Ref negates
Spell Resistance: Yes
You send the victim (1d4+1) x1000 years into the
future or to a random dimension from which the target
cannot normally escape. Of course, any target likely to
be targeted by a 16th level-spell probably has highly
unusual options in either case, and just might find a way
back. Even if they do, however, it will probably take
them quite a lot of work.
Light of Truth
Conjuration, Divination, Evocation
Range: Personal
Duration: Ten minutes per level (D)
Casting Time: One Standard Action
Saving Throw: Special
Spell Resistance: No
Light of Truth grants the caster a +30 circumstance
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bonus on Decipher Script, Search, Sense Motive, Spot,
and most Diplomacy checks by enforcing the absolute
and awesome truth around him or her. It also dispels all
illusions he or she can see (attended ones receive Will
saves) and automatically blinds all evil beings unless
they make a Fortitude save.
Maze of Doom
Conjuration, Evocation, Illusion
Range: Long (400 ft + 40 ft/Level)
Duration: Special (D)
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
Much like the Maze spell, Maze of Doom transports
up to 6 targets within a 30 ft radius into an extra-
dimensional maze of shifting force-planes. Unlike a
Maze spell, the labyrinth is filled with 4d6 deadly traps
and monsters. Each trap or monster may will have a CR
of 15 to 20 (1d6+15), and while creatures are not
actually alive or intelligent, they act sufficiently like it to
fool almost any observer. The targets may make DC 24
Int check to escape after each trap or monster is
successfully dealt with instead of every round, as they
would in a Maze spell. If the supply of traps and
monsters is exhausted, any surviving victims escape
automatically.
Mindworm
Enchantment, Necromancy
Range: Long (400 ft + 40 ft/Level)
Duration: One hour per level (D)
Casting Time: One Standard Action
Saving Throw: Will negates
Spell Resistance: Yes
The caster gains total control over the victims mind
and even metabolic functions, and may transmit spells up
to level 6 through the target, as well as tap into the
targets senses. Victims with 5 or fewer hit dice are
permanently bound regardless of the normal duration.
Sacrificial Transference
Conjuration, Enchantment, Necromancy
Range: Touch
Duration: Permanent
Casting Time: Ritual
Saving Throw: None
Spell Resistance: Yes
This vicious spell transforms its victim into a small
statue or talisman and links it to the caster. Until the
victim dies, he or she takes all damage, attribute drain or
damage, negative status effects, or level drains that
would otherwise affect the caster. While the victim can
be saved (and the spell ended) by using a Wish to return
the victims body to normal and True Resurrection to
return him or her to life, its much easier to simply
destroy the talisman or statue, even though it has
hardness 20, 50 HP, and saves as per whoever it was
made from. Furthermore, if the statue is destroyed, the
caster takes 50 points of damage. A spellcaster can only
have one Sacrificial Transference spell in effect at any
one time.
For those using Ties of the Blood, or similar effects,
the statue makes an absolutely superb link to the caster.
Not only is the level of spells which can be transmitted
over such a link increased by +2, but the caster saves at
-10 against any spells cast by someone in possession of
the statue.
Sphere of Life
Conjuration, Evocation, Transmutation
Range: Extreme (800 ft + 80 ft/Level)
Duration: 2d4 Years
Casting Time: One Standard Action
Saving Throw: None
Spell Resistance: No
You create a fertile oasis complete with air, water,
and light over a 50 radius per level. It lasts for 3d4 years
and works nicely even in a complete vacuum, deep
underground, or a demiplane of endless infernos.
Tale-Spinner
Enchantment, Illusion, Transmutation
Components: V
Range: None
Duration: Instantaneous
Casting Time: Ritual
Saving Throw: Will negates
Spell Resistance: No
You implant detailed memories into the minds of all
desired targets within the range of your voice. The caster
may spin any tale he or she wishes to make a part of the
targets memories. Such memories are so vivid and real
that the targets can actually gain experience from them if
the caster chooses to tell tales of adventures, battles, and
challenges overcome. Sadly, this is subject to a limit of
2d6x100 XP per casting and a lifetime limit of 7000 XP
for any given target.
Timejump
Conjuration, Evocation, Transmutation
Range: Medium (100 ft + 10 ft/Level)
Duration: One round or Concentration (up to one round
per level)
Casting Time: One Standard Action
Saving Throw: None
Spell Resistance: No
This opens a circular gate 5 to 20 feet across (at the
option of the caster) through time and space. While
superficially similar to a normal Gate, time is trickier
than space and dimensions. Travel into the past is an iffy
proposition if its possible at all. The Game Master is
free to require Int checks to target the spell, may drop
travelers into existing roles in the past or alter them to fit
in, and may or may not allow modifications to the real
past or the creation of new timelines.
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And even the gods may not know if your information
about what was really going on in the past is correct in
the first place. History is rarely really as it was reported.
Virtually every world, however, allows travel into the
future. Whether its THE future, and so inevitable, or
whether its only a possible future and the characters can
return to the past and change it, is up to the Game
Master.
Tithe
Conjuration, Illusion, Transmutation
Range: LOS
Duration: Instantaneous
Casting Time: One Standard Action
Saving Throw: None
Spell Resistance: No
Tithe restocks all armories, larders, and dry goods
stores for an outpost, temple, mansion, fortification, or
other large dwelling. This also renews minor special
substances such as holy water or flaming oil (presumably
not flaming when it arrives) and repairs all damage to the
structure.
Seventeenth Level Spells
The Dark Hordes
Conjuration, Enchantment, Necromancy
Components: V, S, M (an appropriate offering)
Range: LOS
Duration: Instantaneous
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
The Dark Hordes summons and binds up to 36 CR
worth of infernal beings (maximum 9 CR each). They
must serve the caster obediently in all things for a year
and a day. The powers of the underworld may notice and
harass the caster, demand payment, or even attack him or
her outright (assuming they think they can defeat a caster
this powerful).
A good variant exists, and summons up 48 CR worth
of celestials with a 12 CR maximum apiece, but these
serve only at their personal whim and arent bound to
obedience.
In either case, no single caster may call forth more
than (Cha Mod) Hordes at any one time.
Evasive Tessaract
Abjuration, Divination, Conjuration
Components: Mental only
Range: Touch
Duration: One round per level (D)
Casting Time: One Standard Action
Saving Throw: Will negates
Spell Resistance: Yes
The user is automatically teleported up to 30 ft away
whenever attacked. Any individually targeted attack or
effect has a 5 in 6 miss chance. Area effects have a 4 in 6
miss chance if theres a spot within range that would be
outside the area of effect, the spell is ineffective if no
such area is available. The user never winds up in a
dangerous location due to evasive teleportation and may
control the spell enough to start their turn on each round
in any location within 60 ft of their final location last
round.
Genetic Reconstruction
Divination, Transmutation
Range: Medium (100 ft + 10 ft/Level)
Duration: Instantaneous
Casting Time: One Standard Action
Saving Throw: Fortitude negates
Spell Resistance: Yes
The caster may arbitrarily rearrange genetic
structures throughout the targets body; an advanced and
extensive knowledge of biology is highly recommended.
Supplementary divinatory spells are common, to ensure
it all will work out as planned.
I m... too sexy for my mail.
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Geologic Mastery
Enchantment, Evocation, Transmutation
Range: LOS
Duration: 10 minutes per level (D)
Casting Time: One minute
Saving Throw: None
Spell Resistance: No
You gain vast telekinetic powers over earth and
stone. You may create a volcano or mountain, cause
earthquakes covering miles upon miles of terrain, or
open crevasses with a thought. While this isnt really
suited to small-scale destruction the user may opt to
simply create the effects of an Earthquake spell each
round.
Inquisition
Enchantment, Illusion
Range: None
Duration: Permanent (D)
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
You create an occult secret police throughout a
province. You may spread rumors, give citizens a
constant awareness of being watched, automatically
know of almost any activity of note in the area, and gain
a +20 bonus on any actual Gather Information checks.
Pillars of the Temple
Conjuration, Evocation
Components: V, S, relevant DF (even if arcane caster)
Range: Touch
Duration: Instantaneous
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
A building, structure, or entry becomes a permanent
pathway into a chosen divine realm. This generally
results in it being occupied as an outpost of that realm
and thus gaining some guardians. Priests of the god in
question gain two clerical magic levels while within one
mile of the structure, and the location is automatically
Hallowed or Unhallowed. Unlike the basic Hallow and
Unhallow spells such a temple can support up to three
secondary spell effects; these are often provided by the
deity in question and thus may surpass normal limits.
If a structure has already has this spell cast upon it,
repeat castings fail. Despite occasional attempts, this
cannot be cast on a structure which is occupied by forces
opposed to the deity in question. In fact, it can only be
cast on a location which has been ritually purified and
prepared for the opening of such a gate.
Master of Space and Time
Abjuration, Conjuration, Divination, Evocation,
Illusion
Range: Personal
Duration: One hour per level (D)
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
The caster may walk across space and time, leading
as many others as he or she cares to (this can stretch into
moving whole a planes population if they all follow the
leaders). The user simply casts this spell and begins
walking; the company will move through a series of odd
dimensions and demiplanes to the targeted area, with the
transitions always seemingly more or less gradual.
If this is combined with the appropriate Rider talents
the caster can lead watercraft, spaceships, and high speed
land vehicles as well. Without such enhancement the
user is limited to leading walkers, riders, and animal-
drawn vehicles.
Reforging
Divination, Evocation, Transmutation
Components: V, S, MF (tools appropriate to the item to
be repaired)
Range: None
Duration: Instantaneous
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
Reforging repairs broken, disenchanted, or otherwise
damaged magic items of non-epic status. It also restores
all charges on charged items which produce effects of up
to level 7.
Song of Orpheus
Divination, Enchantment, Illusion
Components: V
Range: Personal
Duration: One hour per level (D)
Casting Time: One Standard Action
Saving Throw: Will negates
Spell Resistance: No
You gain total emotional control over all targets who
fail the save in a 60 radius per level and may manipulate
their feelings in any way you wish at will. You may even
kill mortal targets or drive them insane through intense
emotional trauma if you wish. Immortals cannot be slain
by emotion, but may be driven into deep depression or
otherwise manipulated.
Spiritual Transformation
Conjuration, Transmutation, Enchantment
Range: Touch
Duration: Instantaneous
Casting Time: One Standard Action
Saving Throw: None
Spell Resistance: No
The target is permanently transformed into another
kind of creature, such as an outsider, Nature Spirit, or
even a Realm Spirit. This spell pays for up to 5 levels
worth of templates or monster levels and can be cast in
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advance, to take effect when dying. Unfortunately, it
may take several years for the user to fully adapt to his or
her new status. In effect, the target is out of action until
the campaign catches up enough to make them an
acceptable character again. Of course, by the time
anyone is fooling around with seventeenth level spells,
the Game Master may not care...
Temporal Stabilization
Conjuration, Divination, Evocation
Range: Personal
Duration: Instantaneous
Casting Time: One Standard Action
Saving Throw: None
Spell Resistance: No
You render yourself and any desired creatures or
objects within a 30 radius immune to the next reality-
altering event caused by individuals tinkering with the
past.
The Ultimate Counterspell
Conjuration, Evocation
Range: LOS
Duration: Instantaneous
Casting Time: One Standard Action
Saving Throw: Will negates
Spell Resistance: No
You break cancel, or counterspell any other spell or
effect up to level 21 magic, provided it does not require
special means, such as a quest. Alternatively, you can
dispel up to a dozen lesser effects (spell level 10 or less).
Youth
Enchantment, Necromancy, Transmutation
Range: Close (25 ft + 5 ft/2 Levels)
Duration: Instantaneous
Casting Time: Ritual
Saving Throw: Fortitude negates
Spell Resistance: Yes
You rejuvenate the target, granting another 70 years
of life. If the target isnt well past 70 years old, he or she
returns to a just post-pubescent state and the remainder is
added to his or her natural lifespan. Repeated castings
stack infinitely. The target resumes aging normally after
the spell is cast.
Eighteenth Level Spells
Blood River
Enchantment, Necromancy, Transmutation
Range: Affects any location on the planet.
Duration: Instantaneous
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
All water, plants, and animals within a country or
province becomes poisonous with a user-chosen venom;
each creature gains immunity to the venom it produces.
If all are keyed to different venoms, most of the species
will die off (very) soon, leaving only the hardiest and
most desperate creatures. Either way, its very
dangerous.
Variants on this spell can be used to adjust the plants,
animals, and environment of a province in a variety of
other ways. For example, if a mighty series of volcanic
eruptions was rendering the country uninhabitable, a
spell of this sort could adapt the plants and animals to
survive happily amidst a rain of molten rock.
Civic Benefactor
Conjuration, Enchantment, Transmutation
Range: Affects any location on the planet
Duration: One year
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
Choose a city; its production, trade, rate of growth,
and revenues double. It gains excellent public health,
waste disposal, firefighting, police, and other public
services and the effects of Cure Light Wounds apply to
every citizen in it up to once a day as needed by the
individual. In general, the people become quite content.
Cosmic Awareness
Divination, Enchantment, Conjuration
Range: Personal
Duration: Instantaneous
Casting Time: One Standard Action
Saving Throw: None
Spell Resistance: No
You analyze everything on the entire planet. Any and
all locations hidden by divination protection are noted,
along with their exact shape, power, and scale. While
this spell doesnt cut through any divination protection, it
tells the user what kind of effect (personal spell, magic
item) is active. Secondarily, you may make an one
Intelligence-based check with a +40 insight bonus on the
roll or gain brief (but 95% accurate) answers to any
seven questions you choose to ask the Game Master
provided that the desired information isnt protected by
antidivination magic. Sadly, this does not guarantee that
your questions will be good ones. Thanks to the immense
mental strain of such cosmic knowledge, this spell
cannot be used more than once a week.
Flask of Solomon
Conjuration, Enchantment, Evocation
Range: LOS
Duration: Instantaneous
Casting Time: One Standard Action
Saving Throw: Will negates
Spell Resistance: Yes
You trap the target or targets with a 5 radius of your
spell in a tiny, timeless pocket dimension, normally
placed within a gem, bottle, or crystal for safekeeping.
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Planar Seal
Conjuration, Evocation, Illusion
Range: Special
Duration: 1 Day /Level (D)
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
You enact a global-scale Dimensional Anchor, which
affects all creatures and objects whether they are coming
or going, for the duration. A great many supernatural
beings are likely to be annoyed by this.
Sphere of the Archmage
Divination, Enchantment, Evocation
Range: Personal
Duration: Ten minutes per level (D)
Casting Time: One Standard Action
Saving Throw: None
Spell Resistance: No
You gain complete and detailed knowledge of all
spellcasting and magical effects within 50 per level, and
may use Greater Dispelling reflexively against any of
which you disapprove.
Summon Personification
Divination, Conjuration, Enchantment
Range: Close (25 ft + 5 ft/2 Levels)
Duration: Instantaneous
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
You call up the personification of a natural force or
concept, such as Winter, Sea, Death, Order, Gravity
anything. You can converse safely, though the spirit
cannot be compelled or damaged. It remains to talk for at
least five or ten minutes and will be reasonably friendly,
but you cant actually compel it to go away unless you
cast this spell again in reverse.
Most such forces have no awareness of human-scale
events, but have an absolute knowledge of their force or
concept and can inform the caster of many strange events
or changes related to its nature. Gravity, for example,
could locate or describe a Black Hole and tell if someone
has been using magic to travel through one, teach
gravity-related magic, or turn aside an onrushing neutron
star (if you can persuade it that something as trivial as
the destruction of a solar system is important for some
reason).
Some entities - such as Death - are uncomfortably
aware of human-scale events. In many ways this can be
harder to deal with than the reverse.
True Shapechange
Conjuration, Necromancy, Transmutation
Range: Medium (100 ft + 10 ft/Level)
Duration: 10 Minutes/Level (D)
Casting Time: One Standard Action
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell works as per Shapechange. While still
limited to generic forms, you gain all supernatural
powers up to level 6 effects and spell-like powers up to
level 8 effects. All your items are adapted to the new
form.
Nineteenth Level Spells
Devouring Sphere
Conjuration, Evocation, Transmutation
Components: V, S, M (a black pearl worth 1000 GP)
Range: Medium (100 ft + 10 ft/Level)
Duration: 10 minutes per level (D)
Casting Time: One Standard Action
Saving Throw: None
Spell Resistance: No
You create a self-guided Sphere of Annihilation, with
an animal-like sentience, which will follow your orders
to the letter. It moves at 30 per round and has a similar
range to project itself as a touch attack (+5 attack bonus).
While it possesses Spell and Power Resistance 35 versus
mind-affecting spells and psionic powers, it can be
affected by mental attacks. Otherwise its impervious to
magic and physical attacks that wouldnt affect a normal
Sphere of Annihilation.
Dragon-Bond
Conjuration, Necromancy
Range: Close (25 ft + 5 ft/Level)
Duration: Permanent
Casting Time: One Standard Action
Saving Throw: Will negates
Spell Resistance: Yes
Dragon-Bond links the lives of two target creatures
together so that they pool their hit points, can each share
48 CP worth of abilities with the other, can share senses,
and can use abilities or spells on or through each other as
needed. Once in place, a Dragon-Bond is permanent and
irrevocable; killing (or, for that matter, resurrecting) one
of the pair does the same to the other. Sadly, the one with
the higher base Will save always dominates the pairing;
the other will automatically give in to the dominant
partners plans.
Grim
Conjuration, Evocation, Transmutation
Range: LOS
Duration: One hour per level (D)
Casting Time: One Standard Action
Saving Throw: See text
Spell Resistance: No
You create a hellish sentient storm. This has all the
effects of a Storm of Vengeance each round, poisons all
those within it or exposed to it as per Cloudkill, travels at
60 feet per round (and can run), and is self-directing. It
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Many people underestimated Marie. Who
knew that the doll was actually a spellform?
can be sent in pursuit of a group, to attack a city, or on
some other simple mission, which it will do its best to
fulfill. Fortunately, it cannot travel more than 200 miles
from its creator.
Historical Revisionist
Divination, Enchantment, Transmutation
Components: V, S, M (a history book modified to show
the desired version of events)
Range: Emanates from the caster
Duration: Permanent
Casting Time: One Standard Action
Saving Throw: Will partial
Spell Resistance: No
You subtly alter memories, records, and physical
evidence to erase or insert specific facts of history.
This initially affects a radius of 20 miles per level, but
tends to slowly spread over time. Note that the caster is
not immune to this affect and may come to believe it
over time. Those who make their saving throw retain
hazy memories or a suspicion that the commonly
accepted version of history is incorrect, but are rarely
entirely clear on what did happen.
Lifemaker
Necromancy, Enchantment, Illusion
Range: Touch
Duration: Instantaneous
Casting Time: One Standard Action
Saving Throw: None
Spell Resistance: No
You may create arbitrary lifeforms from your own
blood. For every 1 hit point you spend, you may create a
creature with another hit die, or add a hit die to any
creature so created. These hit points can be regained only
with rest and time, not magic. The creatures created in
this fashion are friendly, but are not always obedient.
Only genuinely living creatures of flesh and blood
can be created in this fashion; elementals, outsiders, and
constructs cannot be fashioned with Lifemaker.
Facilitation
Abjuration, Conjuration, Divination, Evocation,
Enchantment, Illusion, Necromancy, Transmutation
Range: Medium (100 ft + 10 ft/Level)
Duration: Permanent
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
Choose a laboratory, shrine, or other research center.
Any and all alchemy, spell research, or item creation
carried out there costs half the usual price (in experience
and wealth), is completed in one-quarter the usual time,
and enjoys a +10 circumstance bonus on any relevant
rolls.
Penultimate Shield
Divination, Evocation
Components: S
Range: LOS
Duration: Instantaneous
Casting Time: One Immediate Action
Saving Throw: None
Spell Resistance: No
This spell cancels any attack, single-target or area,
automatically except for the Gravatational Soliton spell.
Casting this spell is instantaneous and may be done
reflexively even if you have no actions to take.
Photon Transformation
Illusion, Transmutation
Components: V
Range: Touch
Duration: One minute per level (D)
Casting Time: One Standard Action
Saving Throw: Fortitude negates
Spell Resistance: No
The target becomes a being of pure energy and can
fly at anything up to lightspeed, take five times the usual
number of actions per round, shift up and down the
frequency scale at will, and move through solids and
liquids. He or she can generate 16d6 fire-based ranged
touch attacks with a 400 ft range increment at will or
blast 20 ft radius areas with 8d6 at the same range (these
are in no way magical and no save applies). The target
need not breathe, eat, or drink, and is considered
incorporeal in this state. The user can be reflected by
mirrors, cannot penetrate darkness-based effects of 8th
level or above, and can get lost awfully easily if they
actually do opt to approach any significant fraction of
lightspeed.
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Shadow Castle
Conjuration, Evocation, Illusion
Range: None
Duration: Permanent (D)
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
You shape a castle from one of the following forces:
shadow, light, fire, water, earth, air, cold, acid, positive
energy, or negative energy (or any other the GM lets you
get away with). The castle lasts as long as you live and
you may freely alter the floorplan and generate any
cantrip, first, or second level spell related to the energy
type at will while inside. The spell slot used to cast it
remains occupied until the castle is dismissed.
Ultimate Defeat
Abjuration, Necromancy
Range: See text
Duration: Instantaneous
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
When cast at the site of the defeat of a foe, it undoes
the lingering effects of his or her accomplishments,
powers, and successes This may take millennia to finish
and doesnt necessarily affect similar powerful
characters who may be allied with or share the same
goals at the defeated one.
Twentieth Level Spells
Annihilus Strike
Abjuration, Conjuration, Evocation
Range: LOS
Duration: Instantaneous
Casting Time: One Standard Action
Saving Throw: None
Spell Resistance: No
Combining an anti-matter strike with a spherical
Gate, Annihilus Strike deals 2500 damage to everything
in a 10' radius of effect.
This is almost the upper limit as far as damage goes.
Its possible to go higher, but that risks runaway total-
conversion reactions or ripping a hole in the universe.
And if 2500 non-magical no-save damage doesnt cut it,
you probably need to rethink your strategy anyway.
Army of the Dead
Conjuration, Necromancy
Range: Long (400 ft + 40 ft/Level)
Duration: Instantaneous
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
This raises up a horde of undead (5,000 total hit dice
to start with, anything up to CR 16. This may expand
rapidly when the undead start killing people) and
transforms the caster into a Lich, if desired, to lead them.
The caster completely controls the undead and they are
treated as having a minimum Intelligence of 10,
regardless of their actual Intelligence, when it comes to
obeying orders, carrying out military operations and
procedures, and making stereotypical remarks.
Blood Wreaking
Conjuration, Transmutation
Range: Touch
Duration: Instantaneous
Casting Time: One Standard Action
Saving Throw: None
Spell Resistance: No
The target may create a magic item or items directly,
without resorting to any special techniques or feats.
Items created with this spell cost twice the base
experience point cost, but have no GP cost. The caster
may choose to create up to (Cha Mod +1) items when the
spell is cast.
Genesis Wave
Evocation, Necromancy, Transmutation
Range: LOS
Duration: Instantaneous
Casting Time: One Standard Action
Saving Throw: Fortitude partial
Spell Resistance: Yes
You deal 40d6 damage to everything within a 50 ft
radius per Caster Level. Destroyed items and creatures
are refashioned according to your whims into any objects
you desire, or into creatures assuming the total hit dice
remains the same or less. Those who make the Fortitude
save take only 30d6 damage and are not subject to the
reshaping effect if killed.
Grand Awakening
Conjuration, Enchantment, Transmutation
Range: LOS
Duration: Instantaneous
Casting Time: One Standard Action
Saving Throw: None
Spell Resistance: No
This spell awakens something. The mighty spirit of a
volcano or forest. Dormant deities. A swarm of plant and
animal spirits. The sleeping dead of an ancient battlefield
(not necessarily as undead; they may turn up as positive-
energy spirits, as psychic haunts, or simply return to
life). A burned-out sun. The latent consciousness of the
world.
All such creatures, if not already sentient, become so
as per the Awakening spell. They are generally friendly,
at least at first, and can usually be talked into doing
something for the caster. After that, however, they tend
to simply do their thing - which may or may not cause
problems. Awakening a volcano may disrupt the
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geography and start the formation of whole mountain
ranges you didnt want.
On a less grandiose note, the spell can be used to
animate a golem or other construct of up to CR 16 with
no preliminaries, to raise the dead, to activate latent
powers (in settings featuring such things), to raise a
character to level five, or simply to trigger physical
events such as volcanic eruptions.
Heritage
Evocation, Enchantment, Illusion
Range: Personal
Duration: Instantaneous
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
You grant 1d2 CP per caster level from any ability
you have to your descendants for generations to come.
This fades over time if careful breeding is not ensured,
but an occasional lucky and powerful child will emerge
even centuries after the casting.
Iron Heart
Conjuration, Illusion, Transmutation
Range: Medium (100 ft + 10 ft/Level)
Duration: One day per level (D)
Casting Time: One Standard Action
Saving Throw: Fort negates
Spell Resistance: Yes
The target gains all the special abilities and traits (but
not the vulnerabilities or limitations) of an Iron Golem, a
+20 alchemical bonus to his or her Strength, and 150
additional hit points.
Phoenix Wings
Conjuration, Evocation, Enchantment
Components: V
Range: Touch
Duration: 1 Round or 3 Months, depending on your
point of view
Casting Time: One Standard Action
Saving Throw: Will negates
Spell Resistance: Yes
The target may take three months off in a pleasant,
well-stocked private pocket dimension (beachfront
property is favored with this spell) while only 1 round
passes outside. During this time the caster may heal up,
engage in spell research, memorize new spells, make
magical items, and otherwise do what he or she pleases.
Sadly, casting this spell requires the expenditure of
10,000 experience points.
Sarthims Evasion
Conjuration, Evocation, Transmutation
Range: Personal
Duration: 10 minutes per level (D)
Casting Time: One Standard Action
Saving Throw: None
Spell Resistance: No
You are considered to be out of range for any effect
beneath Line of Sight range. This includes ranged
weapon attacks but does not apply to your attacks; you
can throw daggers or short-range spells at people while
remaining out of range of their longbows.
The L24 version extends to melee attacks.
Sphere of Circumstance
Divination, Enchantment, Evocation
Range: Extreme (800 ft + 80 ft/Level)
Duration: 10 minutes per level (D)
Casting Time: One Standard Action
Saving Throw: Will negates
Spell Resistance: Yes
You gain a +20 circumstance bonus on all saves,
attack checks, and skill rolls. Your allies within a 30
radius gain +10 on all of those, and your foes face a -10
penalty.
Twenty-First Level Spells
Boundless Sea of Flames
Conjuration, Evocation
Range: LOS
Duration: 5 rounds (D)
Casting Time: One Standard Action
Saving Throw: None
Spell Resistance: No
You unleash a vast flood of force from the elemental
planes dealing 3d6 damage per round for five rounds to
everything in a small continent-sized area (no, we are not
going to give an exact scale). Despite the name, the spell
is not limited to flame; it can flood, blow everyone
about, or cause awesome earthquakes. Vicious casters
might use a massive rain of acid. Of course, there
probably arent any non-vicious casters of this spell.
Demiplane Creation
Conjuration, Evocation, Transmutation
Range: Transdimensional
Duration: Instantaneous
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
You create an astral or ethereal realm of arbitrary size
and complexity to your whim, complete with plants,
animals, and even sentient beings (or constructs and free-
willed spells, if you like). You determine natural,
magical, and physical law within the realm.
This is generally limited to a few solar systems or
modest star cluster. If you want a galaxy or two, youll
have to use a L24 variant.
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Euclidean Revocation
Abjuration, Conjuration, Evocation
Range: Emanation from caster
Duration: 10 minutes per level (D)
Casting Time: One Standard Action
Saving Throw: None
Spell Resistance: No
You may warp distance in a 50' radius around you at
will by a maximum factor of 1000. This can be
incredibly annoying; people attacking you with ranged
weapons can now face a distance of at least 50,000, at
which point even the best archers are rather unlikely to
hit. This does not have to be consistent; if you want to
have Joe be 500 feet from
Fred from Joes point of
view, Fred may still be
within arms reach of Joe
from his point of view.
Worse, you can change
such adjustments at whim
whether or not its your
action.
Forbidden Lore
D i v i n a t i o n ,
E n c h a n t m e n t ,
Necromancy
Range: See text
Duration: Permanent (D)
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
You can attach any
curse you can cast or
inflict to an idea, symbol,
or piece of knowledge.
Anyone who has that
information, entertains
that idea, or knows or
sees the symbol will be
affected. Victims may opt
to forget the idea or knowledge or to forsake and destroy
the symbol rather than face the curse. Either way, this is
a wonderful way to enforce silence or forgetfulness on a
subject or a penalty on an enemy force.
The Grand Muster
Conjuration, Divination
Range: See text
Duration: Instantaneous
Casting Time: One Standard Action
Saving Throw: None
Spell Resistance: No
You may summon up to 100,000 individual beings
loyal to you from anywhere, even if they are not together
or even on the same plane as you or each other.
Great Foreseeing
Divination, Enchantment, Evocation
Range: Touch
Duration: Instantaneous or one minute per level
Casting Time: Ritual or 1 Standard Action (see below)
Saving Throw: None
Spell Resistance: No
As a ritual spell, the target may scan through possible
future timelines, and may therefore learn of probable
threats, interference, complications, and disasters. This
will give general information about almost any future
event. It remains somewhat unreliable, since there are a
limitless number of possible futures and a limited
amount of time to scan them in.
If used as an immediate
spell, the target gains a +20
insight bonus on AC, saves,
skills, and attacks for one
minute per level.
Molecular Mastery
Divination, Enchantment,
Transmutation
Range: Short (25 ft + 5 ft/2
Levels)
Duration: Instantaneous
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
You arbitrarily change the
form and properties of matter,
affecting up to 1 ton of material
per level. You can create any
matter you can imagine and the
GM will let you get away with.
Seal of Eternity
Abjuration, Enchantment,
Transmutation
Range: See text
Duration: Instantaneous
Casting Time: One Standard Action
Saving Throw: None
Spell Resistance: No
A chosen spell you just cast or cast immediately after
using this spell becomes effectively unbreakable and
irreversible at the permanent cost of 2 attribute points, 12
CP, or two spell slots equal to the spell used. While
breaking such a spell is theoretically possible, its also a
good multimillenial project for a god.
Stars like Dust
Conjuration, Evocation, Illusion
Range: LOS
Duration: Instantaneous
Casting Time: One minute
Saving Throw: None
Charisma? Bathing?
A Barbarian craves not these things.
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149
Spell Resistance: No
You summon and contain a mass of fusing hydrogen.
This can provide heat and light for a radius of 150 miles
quite well and lasts 1 year per level. More martial uses
include flinging it at an enemy, which causes 2000 points
of fire damage to everyone in a 12 mile radius in a
multimegaton blast, projecting 1d4+1 plasma flares each
capable of doing 1000 points of fire damage in a 100 foot
radius with LOS range, or projecting up to 100 40d6
plasma bolts at individual targets with LOS range. While
the 40d6 bolts still cause 20d6 damage in a 30 foot
radius of their targets, theyre far more controlled than
anything else you can do with this monstrosity.
Twenty-Second Level Spells
Ban of Heaven
Abjuration, Enchantment, Transmutation
Range: See text
Duration: Permanent
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
A particular spell or ability stops working
permanently on a global basis. Alternatively, the caster
may simply ban the advancement or the development of
a particular ability, or may simply keep anyone from
gaining it after the spell is cast.
Call the Assembly
Divination, Enchantment, Illusion
Range: See text
Duration: Instantaneous
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
This spells calls a universal vote in which all sentient
beings unconsciously receive a vote on the structure,
natural laws, and organization of the universe. The
majority rules regardless of the wishes of any gods, great
powers, or creator deities.
Perhaps fortunately, most sentient beings are fairly
conservative at heart.
Rejuvenate Star
Evocation, Necromancy, Transmutation
Range: None
Duration: Instantaneous
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
The complex heavy elements in a star revert back to
hydrogen, while the magic keeps the star stable. This
counters Destabilize Star, below.
While much the same thing could be accomplished
with The Great Awakening, that spell could also trigger
a nova, is extremely unpredictable, and would likely
leave the star as a sentient, self-willed, entity. This spell
is much, much, safer.
Temporal Reversal
Abjuration, Evocation, Transmutation
Range: None
Duration: Concentration
Casting Time: One Standard Action
Saving Throw: None
Spell Resistance: No
You rewind time at one to ten times normal speed in
a 30 per level radius. This doesnt affect the minds of
anyone present, but will cancel all effects of combat and
replenish any magic items, spells, or abilities which were
used up in the rewound period. Note that, while this spell
causes things to revert to previous states, it does not
affect items which are not currently present. If someone
stole a precious manuscript ten hours ago, you cannot
rewind time until they walk backwards into the area and
put it back; neither the thief nor the manuscript are
present to be affected. If the thief and manuscript had
been burned to ashes by a trap, that would be another
matter entirely.
Unrelenting Glacial Advance
Conjuration, Evocation
Range: None
Duration: 100,000 Years
Casting Time: Ritual
Saving Throw: None
I d like to show you a little trick
Mother taught me once while
you were out being evil.
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150
Spell Resistance: No
You cause an ice age or other major climactic shift.
Cooling would become noticeable in a few weeks, much
of the winter snow would fail to melt when spring came
next year, and full-scale glaciation will be well underway
in a few years.
Twenty-Third Level Spells
Destabilize Star
Evocation, Enchantment, Transmutation
Range: LOS
Duration: Instantaneous
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
The targeted star is diverted off main sequence, with
the potential for becoming a red giant or supernova, or
dropping into dwarf status. This usually takes several
years to really start taking effect, and may not be
complete for a hundred thousand. The process can
usually be interrupted in the early stages, but after a few
years the changes in the core may be complete. They just
wont be visible from the outside for a bit.
Extinction
Divination, Necromancy
Range: See text
Duration: Instantaneous
Casting Time: Ritual
Saving Throw: Fortitude partial
Spell Resistance: No
Select a specific species or subspecies. All creatures
of that type across the world must save or die. Those
who do make the save take 6d6+40 damage. This will
reduce almost any living species to much less than 1% of
its previous number, and the remainder will often be
unable to find mates ever again, resulting in the titular
extinction.
Note that any magical ward capable of holding off a
sixth level spell will suffice to block the effects of
Extinction. Most of the spells power goes to increasing
the area affected rather than into the death effect.
Lair of Dreams
Enchantment, Evocation, Illusion
Range: See text
Duration: See text
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
Lair of Dreams causes an aspect of the users psyche
to intrude on the physical world in the form of a
dungeon, structure, or area of wilderness. The user may
cut the link at any time in theory, but rarely this turns out
to be impossible or simply doesnt cause the Lair of
Dreams to vanish. A few users have been kidnapped by
powerful creatures from the depths of their subconscious
who dont want to vanish with the spell. Abductees wind
up being stashed in cold storage in the depths of their
own creations. It differs with every caster and with what
part of the mind is involved, although most Lairs have as
many levels as their creator.
Why cast it? Well... characters venturing inside may
be able to fix psychological problems, remove pesky
invasive mental attacks, or ferret out long-forgotten
secrets. Its an unequaled defensive stall (To reach me
you must penetrate the 15th level of the Lair of
Dreaming Shadows!). It can even be a resource and a
source of strange minions. After all, many people live
inside their own heads, but how many of them can move
the furniture?
Orbital Adjustment
Evocation, Transmutation
Range: LOS
Duration: Instantaneous
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
You arbitrarily change the course of major celestial
objects, at least within the local solar system. You may
summon comets, change the lunar phase, and start
moving your solar system out of the galaxy among other
ridiculously impressive feats. Note: this may result in a
hideously awful climate change and/or the death on all
life. Please be careful when employing celestial objects
as melee weapons.
Ultimate Unity
Abjuration, Conjuration
Range: See text
Duration: Instantaneous
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
Ultimate Unity merges pocket dimensions together,
or grafts a pocket dimension onto a large universe. This
may cause catastrophic instabilities and shifts in natural
laws.
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Twenty-Fourth Level Spells
Armageddon
Conjuration, Divination, Evocation
Range: See text
Duration: Instantaneous
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
The destined End of the
World, if there is one for this
particular realm, begins. This may
still be halted by great heroes on
an epic quest to save the world. It
does not function on worlds with
no overly dramatic predestined
end.
Fork of Time
Abj urat i on, Di vi nat i on,
Evocation
Range: LOS
Duration: Instantaneous
Casting Time: One Immediate
Action
Saving Throw: None
Spell Resistance: No
You may make a decision in
two ways and observe the result
for up to three days, before
deciding which timeline to make
real.
The Passing of the Age
Abjuration, Conj uration,
Illusion
Range: See text.
Duration: Instantaneous
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
You bar major intervention by
the gods. Divine magic will
slowly fade. Each god may leave
a few relics, choose an occasional
champion, and tinker in minor
ways, but the destiny of the world
is now in the hands of mortals.
Note that trying this spell without the permission of a
substantial proportion of the gods generally results in
dying before the completion of the ritual, unless the
caster is already capable of withstanding the wrath of the
local gods or theyre so self-involved that they dont
notice. Most sages suggest offering the Gods excellent
retirement packages first.
Temporal Halt
Abjuration, Conjuration
Range: Long (400 ft + 40 ft/Level)
Duration: Instantaneous
Casting Time: One Standard Action
Saving Throw: Ref negates
Spell Resistance: No
The target simply stops in time, permanently left in
the past. From the point of view of everyone else, he,
she, or it simply vanishes totally.
Countering this spell requires that
someone (presumably a powerful
spellcaster) know when and where
Temporal Halt was cast, on whom or
what, and then must find a way to cast
a spell into the past. Obviously, this
wont happen very often.
The Thousand Excellent Herbs
Conj ur at i on, Enchant ment ,
Transmutation
Range: Affects any single country or
province on the planet
Duration: Instantaneous
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
This spell causes 100,000 doses of
plants, each type of which contains the
effects of a random but useful (to the
eater) spell of level 1-3, to grow oer
the land. Patches near magical power
nexi, blessed temples, or other sources
of magical energy may continue to re-
grow each year indefinitely.
Walk the Dark Lands
Schools: Enchantment, Evocation,
Necromancy
Range: Touch
Duration: Instantaneous
Casting Time: Ritual
Saving Throw: Will negates
Spell Resistance: Yes
The target transcends flesh and
blood and may move freely between
physical and spiritual realms and
manifest a body as required, in any
shape you please. If blown up or
otherwise destroyed, the target can create a new body in
1d6 hours.
Theoretically there may be spells of still higher level.
Of course, at this point, most characters are going to be
hitting the limits of their imaginations, if not their power
(and the patience of the Game Master). Will they even be
able to think of anything that calls for a higher-level
spell?
Back in my day, we didnt have
spells! And even the gods had to
walk five miles in the snow...
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Chapter 5:
Building a Campaign
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153
CHARACTER
TRAITS
Classical mythology and fantasy is full of tests of
will and character. Will the hero persevere, give into
fear, resist temptation, remain faithful, or be merciful? Is
he or she truly worthy?
Unfortunately, in d20 (and in most other RPGs) the
answer is almost always of course! If the players are
warned of dire consequences if they turn around while
leaving the land of the dead, their characters wont do it
no matter what the Game Master says about noises and
doubts. Why should they? Its not like the long trek, the
awful cries, and the footsteps behind them are preying on
the players nerves - and its the players who make the
decisions.
The Game Master may attempt to arrange tests in
advance; but this simply frustrates some players,
confuses others, and leads to arguments. Someone
always manages to totally misunderstand the test and
players never do any of the things you thought they
would anyway.
Character traits are for games where the game-master
wants psychological tests and temptations to actually
mean something. They describe a characters personality
and act as a set of general guidelines for roleplaying, a
way to measure a characters level of attunement to
whatever higher or lower powers a world may boast, a
way to tell if a character is worthy of wielding
particular items, and provide something to roll against
when a player is in doubt or when a character is faced
with a psychological test.
For example, taking a blow unflinchingly requires a
Valorous check, using a Healing Cup requires Merciful
15+, and resisting the temptation of Orpheus requires a
Steadfast check. In general, the player may apply the
characters (Wis Mod + 1, 1 minimum) to such checks to
modify them up or down as desired. The GM may also
modify the basic 21 DC based on circumstances; its
easier to resist a small bribe than a massive fortune.
Player characters may, of course, defy the results of a
trait roll, but this will cost them one action point or the
loss of a point from the trait in question.
Traits come in linked pairs; if the value of opposed
trait is desired it can be calculated at (21-Value, one
minimum). Traits may either be selected by the player,
or rolled like the other attributes - in which case the trait
rolled for in each pair is up to the player. Any trait at
15+ is quite noticeable.
Cultural origins commonly modify traits; cultures
tend to encourage or discourage various behaviors,
resulting in modifiers of up to + or -2 on 2-5 traits
selected by the GM.
Characters who were brought up following a
particular faith or philosophy may add a +2 bonus to the
value of the relevant traits.
Traits may also be raised or lowered by spending 1
CP per point of change desired. While this can be done at
any time its quite unusual for characters to change their
traits by more than a few points per level this way.
Characters who consistently use their Wisdom
modifiers to favor a particular trait may, at the option of
the Game Master, gain a free point in that trait when they
next gain a level. For example, if Friar Adric is
consistently trying to overcome his cautious nature
(Caution 14), the next time he gains a level he may well
drop to Caution 13 - and rise to Valorous 8.
Magic affects traits roughly twice as strongly as it
affects the more definite attributes. This is best used with
caution; a Ring of +8 Valor could be a boon or a
deadly curse depending on the circumstances.
The basic trait pairs for most settings include :
Altruistic / Selfish
Chaste / Hedonistic
Cultured / Barbaric
Curious / Focused
Energetic / Apathetic
Enthusiastic / Steadfast
Faithful (or Loyal) / Treacherous
Forgiving / Vengeful
Helpful / Argumentative
Honest / Manipulative
Leader / Follower
Merciful / Cruel
Modest / Proud
Mystic / Worldly
Objective / Prejudiced
Open / Secretive
Optimistic / Pessimistic
Organized / Anarchic
Patient / Restless
Physical / Cerebral
Principled / Expedient
Sociable / Antisocial
Stoic / Expressive
Temperate / Indulgent
Trusting / Suspicious
Valorous / Cautious
While there are many other possible pairs of traits,
those cover things in most settings. Horror settings may
want to add a Sanity / Madness trait. If so, we suggest
starting the Sanity trait off with a substantial bonus.
Rolling for sanity randomly doesnt seem like a good
idea.
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Granted Powers
Optionally, a settings higher and lower powers may
each be associated with a set of 3 to 6 Traits. Characters
with an average score of 16+ in those traits will attract
the notice of those powers, gaining (number of
associated traits) x (average score -15) CP worth of
special abilities provided by the power in question. In
general, its fair enough to let the player choose from
whatever the powers offer.
For Example:
Hargrim is a citizen of the Elari Isles. Originally
settled by refugees from the fall of Kirall, the Elari tend
to be a bit short, sturdy, stoic, and self-reliant. Thanks to
the poor soil and limited resources of the Isles they have
come to value hard work greatly, but are suspicious of
strangers. Elari have a +2 modifier to Stoic and
Suspicious along with +1 modifiers to Physical and
Energetic. Theyre inclined to rough humor and long
hours.
Hargrim was educated by the monks of Amitrage, an
order devoted to the service of Mithris the Light-bringer,
patron of Paladins and Guardian of Mankind. Being
brought up in the faith, Hargrim gains a +2 modifier on
his Altruistic, Merciful, and Valorous traits.
Some years later Hargrim has achieved an average
score of 16 in Mithriss favored traits: Altruistic,
Faithful, Honest, Merciful, Physical, and Valorous. Well
pleased with such a splendid example of a mortal knight,
Mithris grants Hargrim a bit of aid. The Game Master
lets the player choose from among Mithriss possible
gifts: Grant of Aid, Healing Touch (the Improved option
is available for later), Companion (a noble steed),
Augmented Bonus (Chr Mod adds to Str Mod when
defending or aiding the innocent), and +6 CP worth of
Channeling. If Hargrim should ever get his trait average
up to 21 - a near-impossible feat - he will be have earned
the entire package, and will doubtless be widely
recognized as a paladin of Mithris.
Other gods, such as Elengil, god of Scholars and
Magi, favor entirely different sets of virtues and grant
entirely different sets of abilities. Elengil tends to favor
Curious, Mystic, Cerebral, Temperate, Organized and
Treacherous. He usually grants the ability to read
languages and magic, various Metamagic Theorems,
Mana, bonuses to Knowledges, and Augmented (Sneak)
Attack.
Later on, his motivations grew more complex.
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Motivations
Every character needs something beyond the basic
statistics sheet. They need motivations and history - a
reason to be involved, to be out adventuring instead of
safe at home. Some common motivations are listed
below; we recommend starting with a one major
motivation and two or three secondary ones. There will
be plenty of time for adding complications later on.
Accomplishing a Quest, Mission, or Oath is there
something specific you need to do or have you dedicated
yourself to an open-ended mission?
Being the Best in a Field or the First to do something
is there something you need to succeed at?
Vengeance, Death, Hatred, or Chaos is there a
single driving force that forces the character onward? Is
it an elemental force, or something personal? Is there
anything you would not do in its pursuit?
Service to a God, Order, Lord, or even Humanity in
general is there someone you obey implicitly, or do
you use your own judgement in deciding where your
efforts can be best applied?
Wealth, Power, Prestige, or even the Possession of a
particular item or items what do you want to get?
Knowledge, Research, Enlightenment, Mystic Lore
what do you want to know?
Honor, Reputation, Glory, Excitement, or Virtue
what do you want to be known for? Must others know, or
is it enough for you to know yourself?
Find the Truth or Uncover a Mystery are you
looking for answers? Do you simply pursue the unknown
for its own sake?
Love, Companionship, Loyalty, Family, or Faith
whom do you need to protect? Are you still looking?
Survival, Escape, Redemption, or Unjust Pursuit is
something chasing you? Is it justified?
Unwanted Power, Obligation, Artifact, or Destiny
is your blood, a possession, or some power forcing you
to take this path?
Reclaim a Heritage, Liberation, or Ascension is
there something you need to do or become?
Wanderlust, Travel, Exploration, or Discovery do
you just like adventure or do you feel compelled to push
the frontiers outward?
Creation, Art, Teaching, Building for the Future
what is your legacy for tomorrow?
Habit, Instinct, or Compulsion have you known any
other life?
Herkan the Swordsman, unjustly accused of
assassinating Earl Caderman, wishes above all to clear
his name and return home to his family a free man.
Second to that, he also wants to find glory and evade his
pursuers.
The Sorcerer Marius wants to avenge her teacher,
slain by a demon sent by the terrible dark lord Mar Kris,
by slaying both Kris and the demon assassin. Yet she
does not realize this quest will involve the secrets of her
own ancestry and the power in her bloodline.
Ragnar the Berserker is driven by his rage and the
bloodthirsty nature of his accursed enchanted battleaxe;
he seeks peace, but it never lasts for long. Fate and his
own uncontrollable battle-fury and barbaric excesses
always drive him on.
Merilla, priestess of the Holy Earth Shrine, wants to
rescue her younger brother and reclaim the Valin Forest
from the horde of monsters that have seized it and
corrupted the land. Secretly, she blames herself for
fleeing, rather than fighting an impossible battle when
the monsters came.
Complexity can come later, if at all. A few good
sentences will suffice to start with - and may be the
better idea at least at first, since it allows the player to
concentrate on the important stuff. Players should also
check with the Game Master as well as the other players
before beginning, to avoid strained party relationships
and intra-party conflicts. Fugitives from the law and
dedicated enforcers of it rarely work well together, and
there may well be no dragon of the icy wastes for you to
devote your life to slaying. Things can often be worked
out (perhaps the character is really innocent and the
dedicated enforcer is trying to help prove it) but
sometimes there is no help for it save starting over (No,
you cannot have a plasma rifle! We are playing fantasy
today!).
Characters who are pursuing a motivation other than
getting richer and more powerful are usually eligible
for some sort of bonus. After all, theyre both making the
Game Masters life easier and roleplaying - and isnt that
what the game is all about?
Possibilities along this line include:
! A morale bonus. Detectives pursuing the solution to a
mystery, romantics sneaking into the fortress to rescue
their true loves, and faithful followers pursuing the will
of their god would all gain a +2 morale bonus on attacks,
damage, saves, and checks while doing so.
!Simply awarding experience points based on pursuing
goals, rather than on defeating opponents. Of course, this
removes a lot of the games focus on combat.
!Allowing characters to purchase abilities that can only
be used in pursuit of their motivations as Specialized.
!Allowing each character to spend a few Action Points
using the Heroism or Stunt options (page 23) each game
session when theyre pursuing their motivations.
Now that your character has some personality traits
and motivations, its time to consider his or her ethics.
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Character Profiles
Civilizations often argue (internally and externally)
about ethics: what is and what is not Good, Evil,
Honorable, Courageous, Law-Abiding, and so on, in
various situations. These questions have been asked for
millennia and will continue to be asked for many more.
Despite the publication of thousands of learned volumes
of philosophy, theology, morality, and law, people have
yet to come to an agreement.
Were not going to try to settle it here either, and a
point-based game may have no great pantheons which
care to enforce their notions on the topic. The questions
in the character profile are intended to act as a guide to a
characters general behavior - how they go about doing
things. Why they do it is a topic for motivations, above.
To use the quiz simply move down the list of
questions and answer them, adding up the numbers to the
right of your responses as you go. You might want to put
the questions and answers on the back of your character
sheet. The results should suggest, but dont dictate, a
characters alignment.
! When would you break your word?
(+2) Not in the very face of death.
(+1) It's become one hell of a pain.
(+0) It's really inconvenient or expensive.
(-1) It's something of a bother.
(-2) Who needs a reason?
Personal loyalties and enmities may shift this rating
up or down a notch. People will go to more trouble for
someone they feel loyal to, but far less for an enemy.
! When would you torture someone?
(+2) The very idea is unthinkably repellent.
(+1) Only if the situation is absolutely desperate.
(+0) It's a routine police procedure.
(-1) I need to make a point.
(-2) Whenever I felt like it.
Social attitudes may shift this rating up or down a
notch. For example, someone who would normally have
to be desperate to use torture might routinely use it to
discipline slaves and yet would never torture a priest.
Similarly, even individuals who would never normally
advocate torture might stoop to using it against an
outcast to prevent a major catastrophe.
! Lying is...
(+2) An ineradicable stain upon one's very soul.
(+1) A shameful last resort.
(+0) Something to avoid if at all possible.
(-1) An easy way to smooth things over.
(-2) One of the best ways to manipulate people.
This often goes up or down a notch depending on the
general seriousness of the situation and whether or not
you respect the people youre dealing with.
! Your reputation and social status is
(+2) More important than my life. I could never let an
insult or slander pass.
(+1) A big part of my self image. Never be shamed.
(+0) Of some importance.
(-1) Only my friends opinions are of any import.
(-2) Who cares what anyone else thinks?
This tends to go down when you're abroad. When
you're at home, especially in those cultures which are
based on shame rather than conscience, it may rise.
Quite a few people regard glory and fame as major goals.
! What are you looking for in life?
(+2) Virtue, Honor, and Service are their own rewards.
(+1) Knowledge and Art are the highest of callings.
(+0) Family, Friends, and Community are to be sought
(-1) Pleasure and Security are my rewards.
(-2) Wealth and power are what is truly real.
Where will you go from here?
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When you've truly, and securely, achieved one goal,
shift one up. If you're deprived and despondent, shift one
down. Starving people usually dont worry too much
about art or honor. Perhaps fortunately, nobody ever has
enough Virtue, Honor, and Service.
! When would you betray or abandon a family member,
close friend, companion, liege, or ally?
(+2) I care not if he has turned to the Dark Side!
(+1) They did something unspeakably horrible.
(+0) It's absolutely vital.
(-1) It's important.
(-2) It's convenient.
This is usually shifted by a step by their attitude
towards you. Loyalty tends to reinforce itself, as does its
lack. More obviously, short-term allies are a lot easier to
abandon then long-term friends and companions.
! You would defy the local laws and authorities
(+2) Under no circumstances. The law is the law.
(+1) On behalf of a higher cause (Justice, Mercy).
(+0) For honor, duty, or (major) personal motives.
(-1) For money, power, or other personal benefits.
(-2) For the fun of it.
This tends to be shifted up or down by the severity of
the consequences, and by how much respect you have for
the authority in question. Trivial penalties usually shift it
down a notch, severe ones raise it. People are more
willing to defy the local etiquette maven on manners than
an angry god on religious doctrine.
! Success can best be achieved through
(+2) Careful planning and organization. It's foolish to
gamble more than you must.
(+1) Planning and organization are important - but I
have to be ready to seize opportunities.
(+0) Nobody can plan for everything. I must be ready
to improvise when things change.
(-1) Sketching in broad outlines is good, but trying to
make detailed plans is a waste of time.
(-2) It's the long odds that offer great rewards. Go
with the flow of events.
This is usually modified by how much time you've
got available. Plenty usually moves it up a notch, but
when you're really pressed for time you just can't afford
to plan as thoroughly as you'd like, shift it down.
! How much attention do you pay to faith and religion?
(+2) It is the duty of every man to serve the gods.
(+1) They set ideals, but everyone fails at times.
(+0) I set some time aside for them every week.
(-1) Don't we support priests for that?
(-2) I look after myself and don't bother them. They
should look after the universe and not bother me.
While some characters follow philosophical paths or
vaguely-defined greater powers, most fantastic worlds
have fairly obvious gods and religions. Atheism is rare in
fantasy settings - although one can claim that the known
gods arent truly divine (whatever divine is). Unlike
most personality traits, religion commonly varies by +/-2
or more under extreme stress or when the character is
heavily involved in worldly affairs.
! The welfare of other people is
(+2) More important than my own welfare.
(+1) Just as important as my own welfare.
(+0) An important factor in your decisions.
(-1) Nice if it's not too big a bother.
(-2) Irrelevant. Why should I care about anyone but
ME?!
Relationships may shift this character rating up or
down a notch. People will generally go to more trouble
for a child or relative then for someone who's simply a
member of a group - and generally choose the welfare of
their group over that of foreigners.
! Tradition is
(+2) The pillar that upholds the world against chaos.
(+1) An anchor that keeps one from drifting about.
(+0) An important guide to life.
(-1) The voice of experience, if old-fashioned.
(-2) Nothing but fossilized thinking.
Tradition is a wonderful anchor for group identity.
Beleaguered, prosecuted, or minority factions (at least
those groups who see themselves that way) tend to cling
to it desperately. It does tend to break down among the
young or in times of great change. Oddly enough, minor
traditions are often the most durable and fiercely clung
to.
! The best way to achieve a widespread goal is
(+2) Authoritarian or Divine Rule.
(+1) A tightly-knit organization with set rules.
(+0) Getting a large but loose association together.
(-1) Starting a grass-roots movement.
(-2) Inspiring, skillful individuals who can go out and
get things moving without wasting more time!
Surprisingly enough, this doesnt shift around very
much. Those who believe in organization and groups or
in individualism tend to work that way in almost any
situation that doesn't obviously require the opposite
approach.
! Issues, competitions, and conflicts should be
(+2) Contested openly, fairly, and with courtesy.
(+1) Taking full advantage of my opponent's errors.
(+0) Manipulation is a part of the game.
(-1) Everybody cheats a bit, and so do I.
(-2) Winning is what's important. Be expedient.
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This tends to shift a bit depending on the stakes and
on the consequences of getting caught cheating. A knife
fight in a dark alley tends to override scruples, while
poetry competitions usually dont. Oddly enough though,
it rarely shifts by more than +/-1.
! Power
(+2) Corrupts. It must be used with caution and should
be laid aside as soon as the crisis is past.
(+1) Is dangerous. It should be used with restraint and
wisdom - and as little as possible.
(+0) Comes with an equal measure or responsibility.
(-1) Comes with many cool perks.
(-2) Is there to be used and enjoyed. Responsibility is
a myth invented by the powerless.
Power is always a dilemma; the ramifications of any
action are almost impossible to predict. Does one act and
accept the risk, or wait and see? Oddly enough, those
who acquire power often find their actions sliding down
the scale, while those born to it are more aware of the
limitations of their knowledge.
! How often do you take time off?
(+2) Whats this Time Off you speak of? Legacies
require constant work and self-discipline.
(+1) I have to relax at times or Ill go nuts, but Im
building a better life for my kids.
(+0) Everybody indulges a little sometimes.
(-1) I work hard, I play hard. You take what fun you
can find in life, a vacation renews the soul.
(-2) Life is short. Party on!
Sheer dedication has much to do with
accomplishment, although judgment, skill, and even luck
also influence it. Still, the level of stress involved often
shifts this up or down a notch.
! How important to you are your possessions?
(+2) Material possessions are of no consequence.
(+1) Be practical. You gotta have tools and supplies.
(+0) My souvenirs have great sentimental value.
(-1) You're nobody unless you're a man of property.
(-2) Life's not worth living without a few luxuries.
Curiously enough, whether or not someone can
afford it rarely has much influence on their
possessiveness or generosity - only on its scale.
! Fools, Criminals, and Enemies should be dealt with
using
(+2) Patience and persuasion.
(+1) Conversion, firmness, and pressure.
(+0) Firm legal and social control.
(-1) Sterilization and/or enslavement.
(-2) Fear and extermination.
Due to the wide variation in the definition of Fools,
Criminals, and Enemies, this can get tricky. In the end,
quite a variety of methods work reasonably well, but no
entirely satisfactory system has yet been found. This
tends to vary a bit depending on how potentially valuable
the targets appear.
! Strangers and Foreigners are
(+2) People, to be respected and trusted unless they
prove unworthy.
(+1) Possibly odd, but generally decent enough.
(+0) To be treated with respect, but caution.
(-1) Untrustworthy, and likely inferior. Respect must
be earned.
(-2) Resources, to be exploited.
Attitudes towards those outside a group - like those
towards Fools, Criminals and Enemies, above - tend to
have less social impact then behavior patterns directed
towards those within it. On the other hand, they vary a
lot less. After all, if you knew them well, theyd be a part
of your social group.
Minor Traits have relatively little social impact,
and so are not rated, but they do add some detail to your
characters personality. What does your character love?
Like? Dislike? Hate? Do when bored? Enjoy Eating?
Flesh out a character by giving him or her some
everyday traits.
Interpreting the Profile
Like most high-level abstractions the simple scale
given below is quite generalized. Positive scores have
been assigned to behaviors that promote long-term group
survival and negative ones to behaviors that benefit the
individual at the expense of the group. Naturally enough,
surviving groups tend to be those which promote and
encourage positive traits as desirable and good while
discouraging the negative ones as irresponsible,
undesirable, or even evil.
This isnt an ironclad principle. Negative traits
occasionally prove highly effective, especially in
emergencies, and so retain an equilibrium frequency in
the population. Its just not a good idea to overdo them.
Similarly, an excess of positive traits is good for your
group - but may be very bad for you. Martyrdom is not a
career choice with long-term prospects.
! 27 to 34: You are principled and scrupulous beyond
all expectations. If you actually manage to live up to
this youre a likely candidate for sainthood - if your
companions let you live that long. Holy items will
respond to you with enthusiasm.
! 18 to 26: You are noble and honorable. You have a
few flaws, but youd make a splendid Arthurian
knight.
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! 08 to 17: Youre an upstanding citizen.
! 07 to -7: You are about average. Your scruples and
principles will often take second place to expedience
and survival, but youre basically decent enough.
! -8 to -17: You may have many attractive traits - but
youre generally considered something of a
scoundrel.
! -18 to -25: Youre often unwelcome or disruptive in a
group, but theyll turn to you when someone needs a
bit of dirty work done.
! -26 to -34: Congratulations! You apparently have
few, perhaps no, redeeming features as far as
functioning in your group is concerned. Unless your
talents are both exotic and utterly indispensable no
sane group will put up with you for long.
Profiles are not static - although its rare for one to
change abruptly. Youthful optimism, flexibility, and
impatience tend to give way to cynicism or rigidity with
age, while life and experience drive unpredictable
changes in other attitudes.
Major, rapid profile changes are usually the result of
equally major traumas or transcendent experiences.
Others, of course, simply find a reaffirmation of what
they already are under such circumstances. In either case,
an experience that profound should either change her
profile or reinforce her previous traits.
Character Description
Background material doesnt have game mechanics,
but its at least as important as the items which do. A
character without a background is only half complete.
Character descriptions should always include the
basics - a name, title, or alias, general concept, species (if
more than one is allowed), some plot hooks to draw the
character into adventures and - perhaps most vitally -
both a reason for staying with the group and a reason for
the group to want to keep them around. Characters
lacking any of these elements should be rejected out of
hand.
Give at least a bit of consideration to:
Physical Elements: What will people see when they
glance at you? General height, build, coloration, age,
gender facial cast, and other distinguishing features go
here as well as any personal symbols, and how the
character dresses and acts.
-Pictures are very helpful here if the player is any
good as an artist or can simply find one they like.
Mental Elements: What will people find out if they
talk to you? Minor quirks and/or behaviourial tags,
simple, ordinary, things the character likes to do for fun,
would go well out of their way for, or just cant stand,
hobbies, personal loyalties, quotes, and fears and the
belief system the character subscribes to all go here.
Social Elements: What will people find out if they
ask around about you? Items such as how other people
tend to see the character, family, friends and relatives,
lovers, children, siblings, parents, spouses, and other
major involvements all go here. This may include
memberships in organizations, legal status, legitimacy,
clan membership, your reputation, and any traits youre
known for - such as those with scores of 15+.
Historical Elements: What will people find out if they
investigate your past? The characters place of birth,
how he or she acquired or discovered his or her talents
and skills, education or teachers, major turning points in
the characters life - whether triumphs, discoveries, or
tragedies - portents or omens and prophecies involving
you (If any), previous jobs, old companions (and why
youre no longer with them), your personal secrets or
guilts, and where you were raised all go here.
-Your family - who they were, what they did, whether
youre like them or not - is a good place to start.
Current Affairs include where, if anywhere, you
live at the moment, how the character sees him- or her-
self (And what he or she would say his or her occupation
is), any usual hangouts, your adventuring and civilian
personas (if different), sexual preference, and any current
mysteries or ongoing plots and schemes.
Rostav began to regret becoming a priest...
of the god of Male Pattern Baldness.
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World Construction
So youve got a clever idea for making a world. You
have a grand and glorious vision of such awesome depth
and emotional power that people will flock for just a
peek, and you in your infinite kindness have chosen
to deliver this vision unto the players in your usual game.
Well, youve got a few options now. You can just use
the rules as presented, or you can start working on a
World Template.
Like a template applied to a character, a World
Template has simple, clear changes to the rules applied
to the world in question.
In other words, theyre packages of house rules
designed to show players what kind of a world theyre
entering. Usually, Templates are built around a specific
theme or style, and change the nature of the game to
match. Instead of going from one fantasy universe with
generic rules to another, you can customize your
experience.
World Templates are not filled with descriptive
material, only rules. There is a reason for this: anyone
can say a thing is so, but it takes work to make it so. The
World Template needs to reflect how the rules impact
events, not how characters should feel about them. These
Templates apply both to characters and NPCs equally,
though some of them explicitly help the heroes more
than the villains.
Sample World Templates
108 Stars of Destiny. The players may switch
characters from the character pool as long as they play
only one at a time and have time to switch. They may
create more characters and add them to the groups pool
between sessions; players may use any character,
including those they didnt personally make. The
selection should contain a healthy selection of people
with useful non-combat skills and talents as well as
combat-based characters. It is suggested that GMs limit
the maximum character level.
Anime. In Anime, characters dont actually take
damage. In fact, in order to kill anyone, characters must
simply meet or exceed the targets maximum hit points
in one hit. This makes it difficult to kill enemies. Dont
worry too much about which active or offensive powers
PCs have, and eliminate all maximums on buying
abilities. Let them go wild. Watch the defensive powers
PCs stack, and make sure they dont make themselves
invulnerable.
Energetic. Characters start off with 1d6 Mana and
gain +1d2 every four character levels (whenever they
would gain an attribute point). This makes certain
branches of magic easier, and allows even combat-
oriented characters to use a decent spell now and then.
Planet under construction. Please pardon the mess.
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Grim. Grim limits humans and humanoids to a
maximum of 45 HP (characters cant take more than 1d6
per level). This roughly matches the heights of real
human toughness.
Limit. This options simply limits the normal
maximum character level to some arbitrary number.
Level 10 is good for semi-realistic worlds, where
characters must live by their wits. Some worlds may
have limits for specific character races, classes, or
abilities (limits to the number of points or effective user
level). Templates can often go beyond the level limits.
Mass Murder. The characters
have an infinite supply of goons to
attack. In a world with this rule,
the characters can wipe out whole
segments of the population, only
to see them return, mysteriously
unharmed. This ensures an infinite
supply of thugs for the villains.
Powerful characters might even
look into changing this law over
the entire world. Remember, this
isnt just a convention, its an
actual law of the universe, albeit
one which presumably was
created artificially.
Mini Mighty Monster. This World Template turns the
game upside down. Whenever a character gains a level,
he or she becomes a character of that level (and requires
the normal amount of experience to gain another) but
gains only 6 personal CP and no extra HP or bonus
abilities, including skill points. In fact, theyre always
considered level 1.
The other 18 CP, and level-based bonuses, go to
buying or enhancing Companions - although any single
companion may not have more than 48 CP invested in
him, her, or it. Sadly, for some strange reason, only one
Companion may be active at once. This is a very strange
World Template, but the genre is popular.
Natural Magic. Anyone, anywhere, can cast magic
spells as per Natural Magic (Page 36). Treat this as
divine spellcasting.
This works best with simple effects like Burning
Hands - something that anyone can imagine in a pinch.
Penumbra. The Penumbra Template takes the
already-powerful and makes them gods. Quite often
literally. In Penumbra, there are no limits on what feats
characters may or may not take, and how many of them
they may take. Characters can apply flaws to every
ability they choose to.
The more damage, the better. If one character ignores
hit points and saves totally and concentrates solely on
becoming the ultimate Thaumaturgy master, so be it.
It calls for a very good GM to steer the game and
may require some amazingly powerful monsters, but its
actually quite fun every now and then. Everyone has a
secret desire to become all powerful, and heres the
chance. Strangely, after playing Penumbra once or twice,
many players go on to try non-combat characters, like
gadgeteers or bards.
Power Sink. Powerful magic requires extra energy in
this system. Specifically, characters can cast spells of
level 0-2 without any extra juice. At levels 3-5, character
must pay one extra Mana point or spell level, or 2 extra
Power, to cast the spell. At
levels 6-8, character must
provide 2 extra Mana or spell
levels, or 4 extra power. Level
9 spells require 3 Mana or
Spells levels or 6 additional
power. Power Sink rules make
spellcasting difficult on the
high end, but also means that
it becomes impressive and
rare again.
Wu Xia. In Wu Xia,
characters split up their hit
points. They choose part to go
into Dodge Points and the rest remains hit points. The
difference is this: DP are used up first, but exactly in the
manner of hit points. DP return every time the character
can rest for at least ten minutes.
Some spells and abilities can target HP directly,
usually for a +5 level modifier on the spell level. For
example, a 9th-level spell can deal direct HP damage as
if it were a 4th-level spell. A special attack that works
1/day and allows the user to target hit points with his or
her next blow costs 12 CP, +6 CP for every 1/day
thereafter (do not use the normal Bonus Uses feat).
Critical hits also go directly to HP.
Superheroic. Superheroic worlds are very simple.
Each major character can spend (Con Mod) free points of
Mana each round without drawing on their personal
reserves - although they cant save up those points. They
usually have some Damage Reduction as well, although
often only to convert some lethal damage to stun. NPCs
are usually either very low level (normal people) or of
fairly high level (heroes and villains).
Once done choosing your world templates, all you
have to do is decide what special paths (from Chapter 3)
and basic feats you wish to leave out. Mystic Artist and
Channeling are the only normal Paths. For abilities, just
jot down a few that dont fit in the with the style of game
you want - and note any which are secret techniques held
by limited groups - and viola! One finished setting, ready
to play.
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Putting Your
Players to Work
Lets say you get through your idea and select a
Template and realize, I want to play an iconic game
with great warriors and wizards. I want characters to
represent archetypes, not built on a players passing
whim! Dont worry, cause weve got a solution for you.
(You didnt think wed waste your time here, eh?)
Theres a lot of room in the archetypes for variability.
After all, one can imagine a world where the Fighter is a
butt-kicking knight-errant Paladin-lite, or a tough-as-
nails desert soldier. Now, you probably dont want to go
through and think up new ideas for every character class.
But on the other hand, you might want new material.
So get your players together, pick out a bunch of
ideas and archetypes, and simply hand them out.
Everyone grabs a couple and writes up ideas and builds,
at least out to level 10 or so. The players dont have to
play the builds they develop. Instead, they hand them
back and you sort through them, sort out whats useful
and whats silly, and polish them off. Then you go back
to the players with these and start the campaign.
If youre starting a spur-of-the-moment game, let
everyone pick out a few abilities but hold off on anything
deep, and play through. Next week, they can come back
with some material.
You can even do this
with magic systems. One
old, but rarely used trick has
the GM set up the game so
the players are foreigners
and dont understand the
local magic. The GM
defines the outcome of using
spells. Let the players work
t hrough, bui l di ng t he
magical principles (and
rules and formula) as they
go. Not only does this
reduce the strain on you, but
it involves each and every
player in the process of
world creation, and gives
them a stake in it. All of this
really helps breathe life into
the campaign.
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Keeping Characters
Under Control
Here at Distant Horizons Games were well aware
that systems can be abused. Its inevitable in any system
with many options, and certainly happens in d20. Rather
than pretend it cant happen, we present this guide to
keeping things under control. Characters can still be
powerful - but they shouldnt be abusive about it. If
someone makes a PC completely out of character for the
game, then they need to rethink their build. Here are a
few steps for getting them to do just that.
Some cruel GMs like to screw
with the player first before delivering
the final blow, taking away favorite
toys first. But not everyone is that
mean and we dont recommend it.
Explaining rationally why theyre
spoiling the game works a great deal
better than smiting them without
explanation.
1) No is a powerful word. Every
character should be examined and
vetted regularly. Some players are
simply willing to write powers and
abilities down or conveniently
interpret the rules. Somehow, they
convince themselves theyre not
cheating everyone else. If they do, tell
them No. If theyre making a
character that does not fit into the
world, tell them No. If theyre using
or combining abilities in a way that
you have doubts about, tell them
No.
No is a good thing. The fun is in
trying to overcome obstacles, not in
having omnipotence handed to you on
a silver platter.
2) Bring in similar NPC's. If
necessary, simply run two-level
battles: a grossly powerful enemy for
the abusive character or characters
and normal ones for the rest of the
party. Even if the abusive character
loses, the grossly powerful enemies
took enough damage to allow the reasonable PCs handle
them or their powers have been weakened from the
preceding part of the battle. And if you dont have any
ideas, just copy the abusive characters sheet and add in
another 2 levels worth of abilities.
3) Assign ECL penalties to overly-powerful character
designs. If theyre more powerful than other characters
of their level, then an ECL penalty is obviously in order.
4) The Master Blaster Trick. Under these rules, forget
about buying hit points for villains and monsters. They
simply can fight for a number of turns or survive a
certain number of attack actions. If the party
(specifically, the non-abusive ones) is doing well, getting
a bit lucky, figures out a good trick, or comes up with a
good plan, then cut down on the villains survival times.
This actually works out roughly similar to playing with
hit points, but keeps those few characters with massive
attack abilities from dominating the fights. Just describe
the villains amazing (but limited-use defenses) that they
only bring out against the massive attacks. If you want to
take the time you can even just buy that for them.
5) The Booster Trick. Create a
GM character who can boost other
characters abilities up to the level of
the abusive ones. Furthermore, make
this NPC vulnerable and restrict it by
making those boosts unable to affect a
character as powerful as the abusive
ones. Now the party is all roughly in
the same power level, and has a nice
new dependant NPC to defend from
monsters and villains.
6) Tell the player to stop using the
abusive character. Theyre spoiling
the game for everyone else.
Conversely, if everyone is really
having fun, its probably not that
abusive.
7) Decide that they, and no one
else, must use standard builds or GM-
made ones. The point-buy system can
be reserved for people who dont
abuse it.
8) Kill them. Why put up with
deliberate sabotage?
9) The abusive character keeps
running into evil twins. Dont bother
running any actual battles for this; just
assume the two of them fight it out for
2d6 hours. Then spend that time in-
game playing with the normal, non-
abusive characters and pay no
attention to the abusive ones. Once
its over, give the abusive player a new chance to play it
straight. If not, rinse and repeat until they get bored.
10) Allow the abusive character to gain omnipotence.
No! Really! Hear us out! Let them gain omnipotence,
then hand them any GMs notes you have, pull out your
new character and ask them when you can join up with
the rest of the party. No, were not joking.
-20 Circumstance
Penalty on Read Lips.
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Sample Character Builds
These sample builds give you a further idea of the
basics of making a character. While we dont go for an
in-depth examination of attributes, equipment, skills, and
spells, it does contain all the basics. Aside from that,
these present useful character ideas if you just need a
quick NPC or arent sure what you want to play.
Sneak-Thief: Character Level 3
The Sneak-Thief is a cowardly figure with a pocket
full of other peoples money. How he or she got started
adventuring is a total mystery, except possibly that sheer
greed overrode common sense. While somewhat useless
in a fight, the sneak-thief has some talents for getting out
of trouble and a knack for lucky breaks. This is a pretty
basic build; at higher levels many sneak-thieves rely as
much on magical tricks as on skill. Others, especially in
low-magic settings, simply rely on skill boosters and
Mastery (for Taking 10 on all those skills).
Available 96 CP (Base)
Hit Die: 3d4 (0 CP)
Saves: +5 (15 CP; +1 Fort, +3 Ref, +1 Will)
Warcraft: +1 (9 CP; the character will spend 3 CP
next level to gain another +1)
Special Abilities: (18 CP) - Luck (Bonus Uses, 12
CP), Immunity/Divination (Uncommon/Major, 6 CP)
Proficiencies: All Simple Weapons, Light Armor (6
CP)
Skills: 48 skill points (48 CP; taking thieving, spying,
and athletic skills)
Total: 96 CP out of 96
Desert Raider: Character Level 5
Desert Raiders live a precarious existence on the
most marginal terrain a frozen waste, a dry grassland,
or a burning desert. Using the harshness of such lands to
become strong, they prowl the land fiercely. Hunting for
game or material wealth depending on where they find
themselves in the wastes or near settled areas the
desert raider strikes with fearsome swiftness. No caravan
can cross their domains without either paying the tolls or
risking a swift and merciless death at their hands.
Available 144 CP (Base)
Hit Die: 5d10 (30 CP)
Saves: +8 (24 CP; +4 Fort, +3 Ref, +1 Will)
Warcraft: +5 (30 CP)
Special Abilities: (15 CP) - Track (Wilderness, 3
CP), Traceless (Wastes, 6 CP), Reputation (Desert
Warrior, 6 CP)
Proficiencies: All Simple and Martial weapons,
Light Armor (12 CP)
Skills: 33 skill points (33 CP; taking sneaking and
wilderness skills)
Total: 144 CP out of 144 CP.
Mini-Monk: Level 8
So shes short. So shes not so good at getting along
peacefully. She can kick butt, instead! The Mini-Monk is
knows Kung-Fu and likes to hit people. Hard. Often.
Aside from that, she has all sorts of tricks for not getting
hit back, because she just doesnt fight fair. And every
now and then, when she really needs it, she can just let it
all out. All those years of being picked last in sports, of
being laughed at for her size, of straining to reach the top
cabinets and its going to hurt somebody else this time.
Fear the short one.
Available 216 CP (Base)
Hit Die: 8d4 (0 CP)
Saves: +12 (36 CP; +2 Fort, +5 Ref, +5 Will)
Warcraft: +8 (48 CP)
Special Abilities: (84 CP) Ambidexterity (6 CP),
Acrobatics (6 CP), Odinmight Berserker: +16 to-hit and
damage, +8 to AC (Specialized: only after being picked
on for being short, 12 CP), Karma (6 CP), Defender (6
CP), Bonus Attack: with Quarterstaff (6 CP), Improved
Imbuement (12 CP), Enhanced Strike: Crushing,
Focused, Whirlwind, Hammer, Shattering (30 CP).
Proficiencies: All Simple Weapons (3 CP)
Skills: 45 skill points (45 CP)
Total: 216 CP out of 216 CP.
Actually theres nothing wrong with it. But
theres no penalty and the patch looks cool.
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Ulric the Wanderer, Chosen of Fate: Level 8
Remember Ulric, back in the basics section on page
8? Here he is, a full-blown player-designed power build,
just to horrify you.
Available 216 CP
Hit Dice: L1/d20 (16 CP), L2/d4 (0 CP), L3 to L8/d8
(Corrupted: magical healing only, multiply rolls by 1.5,
16 CP)
Saves: +4 each (Corrupted to +6; The bonuses dont
work if the attacker knows his true name. 36 CP)
That was a bit cheap, but I, as the Game Master, did
say that characters would be magically vulnerable to
opponents who knew their true names, and this is an
acceptable mechanism. I pointed it out to everyone else
of course - and used it on the NPCs as well.
Warcraft: +4 (24 CP)
Proficiencies: Simple Weapons and Bows (6 CP)
Skills: 23 CP.
This was pretty minimal, but between two levels of
Adept and enhancing an already-high Intelligence, Ulric
wound up with plenty of skill points anyway.
Magic Levels: 8 (12) Levels of Alchemical Hedge
Magician (page 22, 8 CP) plus Base Caster Level 8
(Specialized; only with Alchemical Hedge Magician, and
subject to the same limitations. Specialized and
Corrupted again. 8 CP).
That was a stretch. I ruled that only one level of
Specialization applied in this case, and upped the cost to
16 CP. Still a bargain, though.
Special Abilities: Immunity To Aging (0 CP for a
basic campaign), Self-Development (+2 Int with regard
to Skills, 6 CP), Adept (Healing skills, buys Physician,
Herbalist, Alchemy and Diplomacy skills at half cost, 6
CP), Adept (Scholar, buys Knowledge, Spellcraft, and
Sense Motive skills at half cost, 6 CP), Augmented
Bonus: Int Mod to AC (Specialized; only while wielding
a staff, 3 CP), Augmented Bonus (Int Mod to Str Mod/
Melee Bonus. Specialized; Only while wielding a staff, 3
CP), Reflex Training (Bonus Spellcasting action. Ride
The Dragon abilities only, only when channeled thru a
staff, 3 CP), and Grant of Aid (6 CP).
Given an Intelligence-boosting item, two level gain
bonuses added to Intelligence, and an 18 to start with,
Ulric was pretty dangerous in a fight. In fact, he tended
to operate more as a warrior than a mage.
The Dragon Path: Shaping and Heart of the Dragon
(L0 and L1. Corrupted; Requires gestures and minor
special effects. 16 CP), Charmsmith, Spellforging, and
Dragonsmith (Arms and Armor) (18 CP). Eye of the
Dragon (Three times, 18 CP), Dragonfire (6 CP), Pulse
of the Dragon (Corrupted; Maximum of 1/minute, 4 CP),
Ride The Dragon (III, 18 CP; Ulric took a bunch of very
convenient low-level spells, including curative magic,
skill boosters, and some especially designed to boost his
staff-fighting and defensive skills - extra attacks, damage
and AC boosts).
Level-Based Bonus Feats (Effectively 6 CP each):
Fast Learner (Specialized: The Dragon Path), Mana
(Spell Enhancement option), Hysteria (Magic), and
Cloaking (seems to be a minor herb mage at most).
Duties: Gets mysterious missions and assignments
from his magical patrons and/or wyrd. +2 CP/Level
Disadvantages (10 Points): History, Hunted (crazed
cultists, horrors from beyond) overblown sense of
responsibility, partial amnesia (doesnt remember his full
history - or most of his enemies), Secret (Immortal
mage-guardian).
Actually thats two gratuitous disadvantages, since
only the first three count for getting points, but thats to
the GMs advantage anyway.
Total: 258 CP. Available 216 CP (Base) + 16 CP
(Duties) + 16 CP (Fast Learner) + 10 CP (Disads) = 258
CP.
Ulric was an extremely versatile minor magician, a
superb staff-fighter as long as his magic reserve held out
(and a fair one after that), and turned out to be extremely
durable. That was a good thing for him, since the
campaign only allowed limited healing magic and did
not allow resurrections of any kind.
Thanks to his Duties and list of Disadvantages he
also proved to be an endless source of plothooks and
adventures - and his strong mythic background brought
a lot of depth to the game. Cutting the players a bit of
slack for their characters can be pretty rewarding.
Scholarly Dweomerist: Character Level 12
Some people cant stand a mystery they cant solve.
The Dweomerist cant stand the mystery of matter, and
wants to find out exactly what it is. Depending on the
universe he or she hails from, this could take a very, very
long time, or might be finished before lunchtime. Either
way, he or she also gains impressive powers of matter
control, thoroughly enjoying the ability to transform or
manipulate it as he or she pleases. While flexible, the
Scholarly Dweomerist tends to be a bit low in the raw
power department - but is capable of powerful, if poorly-
controlled, feats of magic in a true emergency.
Available 312 CP (Base)
Hit Die: 12d4 (0 CP)
Saves: +12 (36 CP; +0 Fort, +0 Ref, +12 Will)
Warcraft: +6 (36 CP)
Feats: (66 CP) - Adept x2 (For his or her dweomer
field skills, 12 CP), Thaumaturgy (6 CP), Researcher
(Analyst upgrade, 12 CP), Mana (8d6, 42 CP), Hysteria
(Magic, Mighty upgrade, 12 CP), 2x Professional Skills
(favored magical techniques, 12 CP).
Magic Levels: 12 Caster Levels (Dweomer Only, 36)
Proficiencies: All Simple Weapons (3 CP)
Skills: 108 skill points (108 CP)
Total: 312 CP out of 312 CP.
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Mormvandus: Character Level 18
Guardian of the Dead, the First Warrior,
Balancer of the Scales, Protector of Moi, Keeper of
Knowledge, Lord of the Seas and Winds
Mormvandus is like a Greek God. In fact, he IS a
god! He got into the professional god business some time
ago, grabbing up several juicy Spheres of Influence
while they were still open. He has a rather high opinion
of himself, but he figures he earned it, and enjoys
helping out heroes now and then. On the downside,
Mormvandus has a nasty temper when he doesnt get his
way, and tends to raise up mountains and send tornadoes
around until someone does what he wants.
Despite being a power build, Mormvandus is
tolerably versatile, although his specialities are time and
negative energy magic.
Mormvandus is a power build within the normal
rules. Designed to be a major opponent for entire parties,
he can quite possibly win. As a matter of fact,
Mormvandus almost certainly will win if he needs to,
because he has Godfire. On the other hand, Godfire isnt
terribly common, so its best to leave it alone unless the
need is great. Just as importantly, since he normally pays
for his Theurgy with Body Fuel, major spellcasting will
leave him drained for some time. Thats why he limits
his interventions. Of course, he generally doesnt show
up without several enhancing and protective spells
running on top of his magic item collection.
The Divine Infusion feat hes got gives him a major
boost in character points, and some, if only by accident,
have to arrive somewhere useful.
Available 456 CP (Base)
Hit Die: 1d20 +2d6 +17d4 (20 CP)
Saves: +25 (75 CP; +8 Fort, +5 Ref, +12 Will)
Warcraft: +13 (78 CP)
Special Abilities: 162 CP. Adept 2 (Theurgy, the six
Verbs, Illusion [negative energy aspect] and Time, 12
CP), Fast Learner (Specialized in SP for theurgy, 6 CP),
Augmented Bonus (Int to Theurgy Skills, 12), Self
Development (+6 Int for skill points for theurgy and for
theurgy skills, 36 CP), Efficient Body Fuel: Versatile,
Kundalini Upgrade (24 CP), Manipulation (6 CP),
Sphere of Influence (War, Death, Knowledge, Weather,
24 CP), Godfire (6 CP), Minions (6 CP), Creation (6
CP), Divine Infusion (6 CP), Soulshield (6 CP), and 2d6
Mana (Spell Enhancement option, 12 CP).
Magic Levels: 20 Caster Levels (Theurgy only, 60
CP)
Proficiencies: Simple Weapons (3 CP)
Skills: 94 skill points (94 CP) - plus, of course, quite
a few from Fast Learner and his enhanced Intelligence.
Total: 492 CP out of 492 CP (456 CP [Base] + 36 CP
[Duties; originally to a mystical order, currently to the
rest of the pantheon]).
The Foot of Doom: Character Level 20
And Yea, the Foot cometh right hard, and sweepeth
away all upon the path, and obliterating with great
stomps, it cleareth the field. And Yea, mine eyes have
seen the Foot, for it is evil. When cometh the Foot, let all
ye powerful bow down and recognize the Foots
dominance, Yea, it shall surely smite those who doeth it
not. And stomping them, it crusheth their bones to tiny
pieces, and then feasts.
The Foot of Doom is purely and simply silly. Its a
power build designed to need no equipment to kill
people. And thats all it does. It randomly shows up and
blasts the intestinal contents of the chosen victim
everywhere. The Foot of Doom is essentially the GMs
shotgun, applicable to any ultimate opposition the GM
wishes to use.
And when we say ultimate, we mean it. This thing
can teleport in, hit 11 times on a full action, all as touch
attacks, deals at least 1d20+(Hysteric Str Mod)+12d6,
keeps fighting long after dying, and will come back even
if killed. Since with karma and luck it should never miss,
that means the Foot of Doom is something akin to a
magical ballistic missile, dishing out an average 621.5
damage, not counting actual attributes or any other
bonuses. Weve seen players come up with even worse
builds, but thats a lot of work to go to just for a No.
Like we said, its a ridiculous creature solely built to
(a) demonstrate how far you can stretch the system, (b)
just how boring it really is, and (c) make those player
characters back way, way off from trying to power-game
the GM.
Available 504 CP (Base)
Hit Die: 20d4 (0 CP)
Saves: +0 (0 CP)
Warcraft: +21 (126 CP)
Feats: 355 CP Improved Karma (12 CP), Luck
(Bonus Uses, 12 CP), Poison Use (6 CP), Unique
Returning (18 CP), Stoic (Ferocity, Juggernaut, 15 CP),
Blindfight 30 Darkvision (12 CP), Enhanced Attack
(extra 12d6 damage when stomping on enemies,
Silencing, 42 CP), Enhanced Strike (all, 36 CP), Favored
Enemy (Player Characters, 6 CP), Superior Imbuement
(Unarmed, 18 CP), Superior Rapid Strike (30 CP),
Martial Arts d20 damage (21 CP), Spirit Weapon (Touch
Attack all, Exotic Appearance, Unarmed attack as Giant
Foot, 75 CP), Inherent Spell Mirror Image 4/day
(Advanced, Teleport, 18 CP), Hysteria Strength
(Corrupted: only when stomping, 4 CP),
Proficiencies: None (0 CP)
Skills: 26 skill points (26 CP, all in one martial art
and Jump)
Total: 504 CP out of 504 CP.
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The Living Destruction: Character Level 20
Wed like to write something cool for the Living
Destruction, but its nothing more than the Foot of Doom
as a spellcaster. A horrible spellcaster. This isnt a
character write-up, its a cheat-sheet for GMs.
Available 504 CP (Base)
Hit Die: 20d4 (0 CP)
Saves: +0 (0 CP)
Warcraft: +0 (0 CP)
Magic Levels: 23 Sorcerer (extra restriction:
conduct, 299 CP)
Feats: 200 CP - Amplify (6 CP), Area (6 CP),
Elemental Manipulation (6 CP), Extension (6 CP),
Lacing (6 CP), Multiple (6 CP), Sculpting (6 CP), Glory
(18 CP), Streamline (6 CP), Fast (6 CP), Improved
Initiative (12 CP), Evasive (Melee Spellcasting, 12 CP),
Unity (6 CP), Theurgy (6 CP), Improved Stoic (Ferocity,
Juggernaut, 21 CP), Spell Flow (6 CP), Returning (30
CP), Superior Power Words (Harbingers, Spellform,
Sendings, 33 CP), and Luck with Bonus Uses (12 CP)
Proficiencies: None (0 CP)
Skills: 5 skill points (5 CP)
Total: 504 CP out of 504 CP.
Templates
The Faithful Steed
To arms, Chevalier!
Eighteen hands high fights not alone,
Eyes alight with battle-lust.
With blade and hoof we strike as one,
Murderous, each battle-thrust.
About we lay, our lives entwined,
War in every pulsing breath.
The wicked barbs flow fore and hind,
Till all but we be dead and left.
The fight is won, though victry hard
Our hearts beat wild and spry.
Few blows slipt through past our guard,
Bloodened brothers, Chevalier and I
A Faithful Steed is just that: a loyal and dependable
companion who carries you. This Template can apply to
any creature which will carry a rider. Obviously, this
usually means that humanoids, goblinoids, and outsiders
are right out. Still, any reasonable mount will do, which
depends on the nature of the rider as much as the Steed.
To create a Faithful Steed simply apply the
following modifications:
Superior Breeding. A Faithful Steed gains a
+2 bonus to its Initiative, Natural Armor Rating,
and Saves.
Furious Defense. A Faithful Steed becomes
berserk when its master is gravely wounded. When
the master is dealt a lethal blow or falls below 10%
of his or her hit points, the steed gains +4 Strength,
+4 Con, +2 on Will saves and -2 on its AC for the
next 10 combat rounds.
Calling. A Faithful Steed knows intrinsically
when it will be needed. Not only can a character
direct it to a specific place with any kind of
communication, but the steed automatically comes
to a location if the character will need it there soon.
This doesnt help the Steed to move through terrain
is cannot normally bypass, but may allow it to meet
up with the master after being separated.
Challenge Rating. If it matters, this template
carries a +1 ECL adjustment since its worth 45
CP [Improved Initiative +2 (3), Defense +2 (12),
Resistance +6 total (18), Berserker (6), and an
Occult Sense (6)].
Players who design their own companions are,
of course, free to modify this template as usual.
You wouldnt like me when I m angry.
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Nature Spirit
Varska silently crept by the forests river bank,
closely following his prey. Licking his ragged lips,
anticipating the kill, he knew only that the elfs flesh
would feed his carnivorous kin. Unfortunately for the
troll, his preoccupation with blood meant he did not
notice the man-like form rise from the swelling waters.
The encounter was quick and decisive, and the Troll
never returned to haunt the forests beyond the great
river, for it was well protected from evils like him.
Though his arm returned in time, the growing was both
slow and painful, a lesson well paid for.
Nature spirits are just that spirits of natural
elements and forces. Just as people have spirits, so do
streams, trees, and forests. An ordinary spirit can be
quite formidable. A powerful one is nigh-invulnerable.
They are also relatively immobile. They can never leave
the confines of their domain and have few ways of
affecting the world outside of it.
To create a Nature Spirit simply apply the following
template:
Base: Outsiders, humanoids, goblinoids, animals, or
any plant creature with 13 or more hit dice.
Type: Change to Native Outsider.
Special Features
Immortality. A spirit is tied to a natural feature, such
as a stream, a herd of animals, or a grove of trees. They
cannot be killed permanently without destroying their
natural feature entirely. This goes right down to
slaughtering cubs and tearing out seeds. Damming
streams will only annoy the spirit in charge. If killed
without such measures the spirit returns in 28 days.
Discorporation. A Nature Spirit does not need to have
a physical body. It can transform itself into a free-
floating ethereal entity. In this state it can see, hear, and
perceive all along its stream, pack, grove, as if it were
looking out through them from all angles.
Mind. A creature who takes this template can project
Clairvoyance to any section of its stream, a grove it
controls, or whatever appropriate section it possesses.
Any animal or plant creature may use this on any animal
or plant under its care instead. It may use this power
even while using a physical body.
Static. A Nature Spirit cannot leave its personal herd,
pack, lake, river, wood, etc. They have no way around
this, although they can go on astral journeys or similar
adventures with the proper magical aid.
Special Abilities
Elemental Control. Nature Spirits can use Telekinesis
at will on whatever their domain is (water, plants, soil)
anywhere within their domain at any time. In the case of
animal, humanoid, or goblinoid Nature Spirits, they may
use their Telekinesis as if it originated from any creature
of their type within their domain.
Variable Powers
Incorporeal. All elementals, humanoids, or
goblinoids, including earth elementals, who receive this
template gain the incorporeal type; they simply allow
attacks to slide right through.
Privilege: A Nature Spirit may subtract 6 CP from a
target once per day per target. The spirit chooses where
the CP are lost from, although they do not gain any
information about the targets abilities except from their
own observations. This lasts for 24 hours and has a range
of 30 feet. There is no save. They may similarly add 6
CP to a character once per day per target for 24 hours,
although the ability bestowed must have something to do
with the feature the spirit controls. A deer spirit might
thus grant increased celerity or enhance Survival skill
checks.
Summoning. Plants and animals who have this
template gain Summon Natures Ally (at a Spell Level
equal to half their Charisma score) 3/day.
Level Adjustment: +6
Nature Spirits in the Game
As you might expect, elementals who take this
template normally look after natural features, plants after
flora, and animals after living creatures. Most often,
these are separate from actual elementals, plants, or
animals. While these can become Nature Spirits in some
settings, as a default Nature Spirits do not actually come
from such beings. Humanoids and goblinoids with this
template normally follow the lead of the elementals or
look after mortal beings homes and structures. They
tend to be the dead ancestors of the living.
Nature spirits are not always good, at least not in the
way people think of good and evil. They are protectors of
things far larger or more intricate than mortal empires,
and which survive far longer. Nature spirits can even war
for control of packs and herds, forests, or rivers. They
tend to have a feudalistic outlook. The more powerful
ones make vassals of the weak. The greatest may go on
to become Realm Spirits.
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Realm Spirit
I am Gormnadus, Master of the Earthern Bones,
Render of Rifts, Ruler of the Continental Divide! You had
better have a very good reason as to why you think I
should stop my battle with the Subcontinent because of
your pitiful little civilization.
Realm spirits are the great form of Nature Spirits.
They control whole regions or domains, such as a forest,
mountain range, mighty river, a hurricane, an entire
species of animals, or the sea. Each looks after many
small Nature Spirits. They can be fierce if provoked, but
doing so is rather difficult. The fact is that such beings
find humanity (along with elves, dwarves, and so on) too
small to notice. They might notice giants or dragons, but
probably wouldnt care; they think on the scale of eons
and continents. In most games, all of human and even
elven civilization is simply not worth noting.
Realm spirits are immortal. Unless an adventure
actively destroys the entire realm from the roots up, the
Realm Spirit will remain. And while wizards are
powerful, few of them have the power to destroy a
mountain range, permanently stop a mighty river, or
obliterate a whole species.
Such entities often have great wisdom and
knowledge, and may well be willing to extend a bit of
aid to those who require assistance. More than anything
else, they merely enjoy appreciation. As Realm Spirits,
they have no need of magical power, wealth, or servants.
The only thing one could possibly need is help on some
mighty project to improve the land, sea, sky, or ecology.
Like Nature Spirits, Realm Spirits are immobile,
although their greater scope means they have less to
worry about outside their domains.
The Realm Spirit Template
Base: Outsiders, humanoids and goblinoids, Animals,
or any Plant creature with 13 or more hit dice.
Type: Change to Native Outsider.
Special Attacks
Improved Elemental Control. Realm spirits may
manipulate animals, plantlife, and natural features with
ease on a whim within their domain. If used as an attack,
they can usually deal anywhere from 4d6-10d6
bludgeoning damage (or other appropriate type) and they
do not miss unless theyre just giving warnings.
Special Qualities
Immortality. These spirits have the same immortality
as Nature Spirits: if you destroy every last scrap of their
realm, they die. However, this amounts to attempting to
kill mountains, eradicate every last tree in a forest, or
exterminate whole species.
Resurrection. A Realm spirit can Truely Resurrect a
truly deceased Nature spirit at will. It must, however,
first locate a spare stream, herd, grove to settle them on,
as appropriate to the spirit.
Typeless. Realms spirits have no type. They are
immune to all spells which target creatures by type or
which have different effects depending on the type of
creature affected.
Whole Mind. Realm spirits are immune to mind-
affecting spells and effects. Trying to use such magic on
a Realm spirit causes the caster or user to become
stunned for 24 hours, as the vast mental flow of the
Realm Spirit overwhelms him or her. Additionally,
Realm Spirits are always aware of everything that
happens in their realms.
Masters Privilege: A Realm Spirit may subtract 18
CP from a target (dividing the 18 CP any way it pleases)
once per month per target. The spirit chooses where the
CP are lost from, although they do not gain any
information about the targets abilities except from their
own observations. This lasts for one month and affects
any target within the spirits realm. There is no save.
They may similarly add 18 CP, although the abilities
bestowed must have something to do with the spirits
realm. A mountain spirit might grant damage reduction,
enhanced strength, or superb climbing abilities.
Static. A Realm Spirit cannot leave its domain. They
have no way around this, although they can go on astral
journeys or similar adventures with the proper magical
aid.
Level Adjustment: +9
Realm Spirits in the Game
Realm spirits are not generally meant as characters.
Only the most powerful of mortals or most important
changes in the world can attract their attention. They can
and will carry on a conversation normally, but they
rarely find anything or anyone interesting enough to try.
Finally, a Realm Spirit cannot lie (at least, not
intentionally). Their connection to the vast world has
rendered them incapable of using mere deception on a
scale intelligible to mortals. Realm spirits can deceive,
but only on a scale so large it means nothing to humans.
A Realm Spirit deceives about where a volcanic eruption
or continental shift may occur, and does so only with
other Realm Spirits, gods, or other greater beings. It also
does so implicitly, by body language, not with mere
words.
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Epic Monsters
No matter what you do with basic creature statistics,
someones going to get themselves enough power to
handily smash it. If you want a truly Epic monster, it
should come from outside the normal world, obey alien
laws of nature, be unique, and be nigh-indestructible by
simple violence. Defeating it should be a matter of wits
and quests, not a numbers festival.
Therefore, these monsters cant die from ordinary
attacks. All those super-death spells and mega-vorpal
blades do virtually nothing to these things. The key to
victory lies in discovering their weaknesses and finding a
way to use that to defeat them. This makes the monsters
listed here an appropriate challenge for any party with
strong magical resources. It can even become another
type of quest, with the party searching out a specific
artifact or the materials to make such an item.
GMs can follow your players leads on this. If they
analyze its weaknesses and think up a device or
technique that you think could work, let them give it a
shot. If they go asking greater powers for help, let them
run an adventure that way. If they seek out magical items
to do the trick, run the adventure on that basis. Let them
come up with the solution.
Each creature here isnt meant to be the entire
adventure in and of itself. The real adventure may
involve encountering or avoiding the monster several
times, then searching for information on it. The
characters can finally develop a theory of its weaknesses,
develop the weapons needed, and ultimately kill it.
The Beast
Characters can become very frustrated when fighting
the Beast. A vast animalistic monster, with a hide far
thicker than a dragons and enough spines to impale a
mountain, the Beast consumes whole regions in a
destructive fury beyond any other beings. The Beast is
composed of only three things: an awesome amount of
raw life energy imbued with utter hatred, the ability to
feed off positive or negative energy, and a shell of meat
covering the energy within. It automatically strikes any
creature below the size of a large mountain that it
chooses to hit and deals 10d6 damage per strike, striking
three times per round and bypassing damage reduction.
In essence, it attacks the targets life force and is big
enough to attack whole towns with a single stomp.
It has AC 60 and near-unlimited hit points. It has no
vital points and does not need its head to survive. Unless
utterly incinerated (and even then the dust may still be
dangerous) any blood or bits of tissue it sheds spring to
life as vicious monsters, attack any creature or plant
nearby, and begin feeding vitality back into the Beast,
regenerating it at an exponential rate. Essentially, it
regenerates all damage within moments, providing the
creatures (plants and animals) near it have sufficient hit
points in total to heal it. The secondary monsters vanish
after an hour or so and dont spawn others. A large-scale
area attack (like a Fireball, but covering a whole
mountain-sized area) should handily destroy the minor
creatures.
How to win. The Beast can theoretically be killed.
Dealing enough damage fast enough to kill it is the trick.
It cant regenerate if there are no living creatures or
plants nearby, so casting it into a void or barren plane
works. If the characters can halt it along a planetary ley
line or other mystically important site, they might be able
to trap it under the earth. That might call for some
amazing grapple checks (with DCs measured in the 100-
150 range) if they actually plan to physically haul it
down or for some awesome magical ritual otherwise.
The Rad-Fiend
This terrifying monster has a fascinating power: it
exudes radiation which breaks down organic matter into
more radiation. It has no body; the creature simply is
nothing more than radiation with a simple program and
magical sensors system attached. It is considered a
construct, cannot be mind-controlled, and has specific
invulnerability to all physical, energy, and magical
damage, ability drain, disintegrate and all other instant-
death effects, albeit only a few hundred hits. Damaging
negative energy turning can cause injury, but it has
Resistance (not Turn Resistance) 20 to that. Positive
energy turning heals 12 hit points. In order to turn it, a
creature must be inside the Rad-Fiends radius.
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The creature is a 5-mile sphere of radiation. Any
creature caught within it takes 5 damage per round. Any
creature that leaves the radius after taking damage takes
1 point per round until they die or something stops the
progressive disintegration. A limited wish or special-use
effect can fix this. This is considered radiation type
damage and bypasses all damage reduction and magical
resistances. Only special-purpose radiation resistance
works. The creature can sense life and attacks it, but
probably wont even notice the characters Rad-Fiends
attack cities and forests, not individuals.
How to win. Try using the weakness to damaging
negative energy. Turning causes it no damage unless the
cleric is very skilled, but if he or she can gain a power
boost, it might be possible due to the really low hit
points. Alternative methods might include using negative
energy from another plane where it is an abundant
resource, combining the efforts of hundreds of negative-
energy users, or gathering such power from a large stock
of potent undead.
The Madscimind
The Madscimind has no physical presence, existing
as a pure unconscious impulse. It lives (if one can call it
that) solely to put ideas for horrible and awesomely
destructive weapons into the minds of individuals insane
enough to use them and talented enough to make them,
thus neatly explaining where a great many artifacts came
from. The Madscimind works on the level of dreams and
nightmares, lying in a twisted labyrinth of arithmetic and
magic.
How to win. In order to attack it, the characters have
to realize it exists at all. One way to suggest this might
be to suddenly have a rash of madmen get their grubby
hands on some strange, insane weaponry. Aside from
running several fearsome fights this way, the players
(and hopefully characters) will wonder whats going on.
Any investigations into the minds, magical auras, or
homes of the madmen could reveal a connection to the
realm of dreams. Actually getting to the monster requires
them to keep going into the darkest nightmares. Theyll
have to face their own fears and others terrors, finally
entering a horrific realm of utter madness.
The creature, once reached, dies easily its nothing
more than an unconscious urge combined with vast
technical knowledge and has very little real power.
Unfortunately, to finish the job, theyll have to locate
every mind it has touched and clean them of the
Madsciminds influence. Otherwise, it will be reborn.
This could be quite troublesome if its given any of the
player characters ideas. Still, throughly killing it in the
dream world will keep it quiet for centuries or eons -
although eventually some naturally-occurring mad
genius might respawn it.
The Orb
The greatest project and ultimate weapon of some
mighty evil race, the Orb is hundred-miles wide golem-
construct powered by the collected life forces of scores
of Gibbering Orbs or thousands of their lesser relatives.
Piloted and enhanced by a group of evil entities using the
Rider ability sequence to augment the Orbs already-vast
powers and defenses, the Orb is a base from which to
subjugate entire galaxies. Its antimagic ray can shatter
the mightiest city-based or even planetary wards, its
charm-beam can ensorcell a continent with a single blast,
and its onboard legions suffice to seize the wealth of an
entire world in short order before moving on the rest of
the galaxy. Now that its operational, the Orb is the
greatest power - and threat - which the galaxy has ever
seen. Before it the gods themselves are mere outmoded
superstitions and their flame shall vanish from the
universe!
How to win. A heroic group could sneak aboard and
try to deactivate the antimagical ray, allowing a massed
attack from the planetary surface. Since no design is
perfect, perhaps they could somehow steal the plans and
find some vital or vulnerable spot. Given the immense
scale of the Orbs abilities, the energies bound up in its
power core must be equally great; a courageous and fast-
moving group might be able to strike at that core (and
hopefully outrun the ensuing explosion). Of course, the
Orb will have many Eye-Fighters at the ready to counter
this.
The Page Demon
The Page Demon is a vicious, cruel monster. Its also
nearly invincible. Able to transfer itself to any book,
page, magazine, newspaper, catalogue, or any paper-like
substance with a written word on it, and survive the
destruction of any such media, ordinary weapons wont
do. If it targets a character, it will attempt to draw them
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into its maw (Ref save DC 24 to resist), imprinting them
on the page. A Resurrection spell, Wish, or Miracle can
restore the deceased. Unlike most of these monsters, the
Page Demon isnt very dangerous to powerful player
characters, but it can anger them or hinder them (by
screwing with scrolls, books, and so on), and so interest
the party in killing it.
How to win. The Page Demon exists on a level
mortal beings cant comprehend. Killing it would
involve erasing that dimension in one of two ways:
destroying all written words and/or paper on the plane
(guaranteed not to be popular) or entering its realm and
hunting it out. Since it doesnt have a 3-dimensional
form, would be visitors must transform themselves into
2-dimensional beings or cast a spell to temporarily
translate information from that two-dimensional world
for them. Either is likely to involve considerable magical
power. Once inside, it has the stats of a Hunefer or any
other big, scary creature you want to use.
The Worm-Thing
Similar to a Worm that Walks, only much, much
worse, the Worm-Thing attempts to become the last
word in survival. Its body is made of a roiling mass of
Worms or it may take any other shape (given that these
are high-level spellcasters by definition, they can easily
transform). As it happens, it can also take over a vast
number of creatures by attacking them with its worms.
The worms attack and take over the host; the Worm-
Thing can control them (theres a reason we dont bother
with a save see below). Even better, if even a single
worm survives, so does the Worm-Thing. They usually
also lock up several spare bodies in protected pocket
dimension stasis cocoons, several in other planes, and
have a few stashed around for general use.
How to win. As it happens, killing the Worm-Thing is
almost impossible. It can be done by getting every last
worm in every dimension and safe house. That isnt
likely. Fortunately, the Worm-Thing has one weakness:
its too reasonable. While inhuman, it has no reason to
hurt anyone. Becoming a weird monster has the unusual
effect of making them simply apathetic. Worm-Things
dont care about ruling or leading hordes of darkness.
They might become mercenaries for other powerful
beings because it pays well and there are some things
more easily bought than found or taken. They dont
usually bother to take over sentient beings forms. Why
would they, when taking over a large, dumb beast and
transforming it into a more useful shape is so much
easier and safer? They dont worry about food, shelter, or
clothing. Theyre just nigh-impossible to kill.
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Appendix 1: Chakra
Players usually dont need to worry about Chakra;
theyre simply an example of an in-game reason to limit
certain combinations or quantities of powers.
In classic mysticism the seven great chakra are the
major life-force nexi of the mind, spirit, and body, the
energy centers which power and bind together the entire
assembly. Fantasy biologists see them as major neural
connections, and thus as primary centers of bioelectrical
activity.
In game terms Chakra are balance points for mystic
energies; the locations where external sources of power
may be safely bound to someones essence on a
permanent basis. Trying to do it elsewhere will create
severe imbalances, leading to madness, bizarre physical
distortions, or even death. Trying to link two differing
sources of power to a single chakra is likely to produce
similar results, since they will essentially be short-
circuited through the characters mind, body and spirit or
forced together on the same wavelength.
In practical terms, this means that there is an upper
limit to the number of power sources any one character
can tap, and on their types; some chakra are suitable for
particular power sources and some are not. This is why,
for example, a character can be a either were-wolf or a
were-tiger (or any other were-creature) but not both; the
relevant chakra can only be linked to a single one of the
two totems. The basic seven Chakra are:
Muladhara rests at the base of the spine. Its linked
with earth, survival, physical health, prosperity, and
strength. This primal chakra, present in every multi-
cellular organism, also relates to shamanistic and
Hoarding magic. Lycanthropy results when a character
is linked to a totem through this chakra.
Svadhisthana swirls in the lower abdomen. Its
associated with water, emotions, sexuality, growth,
Charisma, and transformation, and is tied to the Dragon
Path.
Manipura burns in the solar plexus. Its associated
with fire, psychic energy, vitality, Constitution, strength
of purpose, and action. It fuels Psychic abilities.
Anahata breathes in the heart. Associated with air,
balance, relationships, and dexterity, its the only active
chakra in mindless undead, and is linked with Dweomer,
Thaumaturgy and Divine Magic.
Visshudha throbs in the throat. Its associated with
communication, creativity, manipulation, and self-
expression. Its also associated with Mana, and so
expresses the bond between magic, names, speech, and
language. The psychic aspects of Charisma, as well as
Theurgy and Arcane magic, and the way of the Mystic
Artist, are tied to this chakra.
Ajna peers out from the brow. This third eye is
associated with perception, imagination, illusion,
intuition, light, and darkness. The intellect, in both
knowledge and ignorance, flows from it, as does
Channeling.
Sahasrara bathes everything in light at the crown at
the top of the head. Associated with awareness, Wisdom,
cosmic consciousness, and the astral plane, this chakra
controls the users Dominion.
Gods, Spirits, and a few epic heroes have two
additional Chakra:
Kihadhara. The Celestial Chakra usually drifts just
above the head, extending tendrils of light to surround
the possessor. A manifestation of a link between the
possessor and the abstract realms of the deeper astral, it
is associated with spheres of influence, synchronicity,
immortality, and the creation of new realms. In
traditional theory, full development of Kihadhara offers
unity with the cosmic all. It governs the use of Godfire.
Bindhudharma. The Anchoring Chakra floats just
below the feet, with its whirls also surrounding the
possessor. Its a manifestation of the possessors bond
with the material world, whether through some relic,
emotional tie, magical effect, or dedicated worshipers.
Associated with manifestation and channeling power to
others, it also promotes preservation, order, and stability.
Chakra are usually more or less self-contained; their
energies interact with those of other living beings and
fuel an entitys personal talents. The seven common
chakra are not linked by default to any other source of
power.
Once opened, a difficult and sometimes dangerous
process, each Chakra can be bonded to or infused with
one other source of power over and above the characters
personal energy sources. Common power sources
include:
Enchanted and Psychically-imbued items. These may
be Absorbed (Innate Enchantment), Linked (Mystic
Link), or Bonded (symbiotic or parasitic items). Those
using Mystic Links can partially get around the one-
power-source-per-chakra limitation by binding together
many items as a single horde - but such hordes are
tempting targets. Sets of more mundane items linked
psychologically or via some minor common charm, are
also manageable.
Power-Dimensions and Nexi. Stonehenge,
Elemental Planes, Ley Line Nexi, and sometimes even
sources of physical energies fall into this category. It is
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wise to have a selection of channels ready to direct
such forces into. User should beware of overloads when
tapping into such near-limitless sources. The typical user
will gain a variety of innate talents, but will also suffer
from a severe vulnerability to opposing forces.
Runes, Domains, Paths, and Spheres. These resemble
Power Dimensions and Nexi at first glance, but have less
defined locations and, as philosophical entities, are
more subject to the users will. Overload is not a
problem, but the mental effects can be severe. Characters
drawing on the same runes will always be at least
subliminally in contact, and some foes may be able to
use this as a weakness. Divine spheres are even more
dangerous; they greatly influence their users. Those who
claim a sphere must either rigidly stress their differences,
fight constantly, or risk drowning themselves in a
common conceptual reality, forgetting where it stops and
they begin. Paths and Domains are far more limited and
far safer.
Beings, Familiars, and Spirits. In general, these only
work smoothly if one of the entities involved is firmly in
control of the energy flows. Subsumption - incorporating
other spirits into your Chakra - is an easy shortcut to
great power, but has severe mental side effects. Pacts
allow the user to tap into a portion of the power of some
mighty entity, but theres usually a price. Either the
entity will charge for the access in some way, or the
character must take great pains to maintain the link.
Examples include priestly orders, totem magic or
lycanthropy (the distinction depends on whos in
control), and familiars (minor entities which draw extra
power from you).
Energy Storage. Opened, but unbonded, Chakra can
be used to simply store power, either raw, in the form of
Mana, Psi-Energy, spell levels or purely physical
energies, or in the far more stable and thus more readily
stored and controlled forms of preset effects. In general,
the power which can be stored in any single chakra this
way is related to its level of development as measured by
the related attribute.
Chakra usually hold positive aspects, their energies
devoted to growth, expansion, achievement, and the
development of life. They can be negatively oriented
(although this is rare among playable species) directed
towards the destruction of the qualities they normally
enhance. If the balance of a characters chakra runs too
strongly towards the negative he or she may come to
embody the entropic energies of the universe - falling
into undeath or becoming a demon. Similarly, sufficient
focus on, and development of, positive aspects can raise
a character into the ranks of the celestials or pure spirits.
In theory Chakra should all be developed at the same
time, opened in sequence along the spine, and be
correctly balanced so as to finally flower into the
Kihadhara and Bhindudharma chakra simultaneously for
a harmonious ascension into the higher realms.
Like most other ideal paths of self-development this
hardly ever occurs. Unbalanced development can, at
least in theory, cause various psychological and even
physiological imbalances or ailments. In practice, such
effects are generally so mixed with environmental,
genetic, and personal factors as to be indistinguishable.
Note that lacking a chakra does not (necessarily)
indicate that a creature cannot have any of the related
abilities; it simply means that they are either quite weak
or not self-generating.
Mindless Plants have only the Muladhara chakra. Its
normally in positive mode, save for fungi and other
parasitic species. Certain animals, such as sponges, also
fall into this category. While their struggles are slower
then those of animals, plants battle with a ruthlessness
unheard of in animals. Plants face a constant contest for
survival. They know neither rest nor peace, so while
their bodies may work without haste, on that scale of
time they fight with all their might. Only in a few
locations well regulated by higher powers do they grow
unmarred.
Sentient plants have the Muladhara, Manipura, and
Ajna chakra. They tend to be a bit uninterested in higher
forces, somewhat unemotional, and ruthless when
dealing with animal creatures - but are less so than their
primal relatives. Many recognize concepts such as
offspring and have families, though they still care little
for the world outside their chosen home.
Nonsentient animals lack the Ajna and Sahasrara
chakra. Of course, equipped with effective instincts and
senses, they quite arguably have little need of them.
Sentient animals (i.e., people) have all seven of the
major chakra, although as always, they may be more or
less developed in any given case. Actually developing
chakra and their associated powers will usually take a
good deal of time, effort, and CP.
Mindless undead have only the Anahata chakra in the
negative mode. This is why they tend to attack old
friends and kin in preference to other targets when
uncontrolled, and are so vulnerable to divine magic.
Sentient undead lack two Chakra, Svadhisthana and
Sahasrara. Even at their best, undead tend to be lacking
in true wisdom, uncharismatic, and detached. Generally
all their chakra will all be in negative modes. Undead
have been known to bypass this lack and reach godhood
- but this is extremely rare. Most undead gods achieved
godhood first, enabling them to retain all chakra
regardless of their physical forms status.
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Gods normally have all nine of the great chakra,
although there are occasional exceptions. This is why
even the greatest of gods may not have more than nine
spheres and rarely more than seven since the Kihadhara
and Bindhudharma Chakra are inactive (or more
accurately, enveloped) when the character is in the
related deeper astral realm.
Spirits may have various combinations of Chakra, but
usually have all nine when active within the material
plane. Elemental beings usually have substantial
weakness associated with opposing elemental chakra.
Magical theorists note a correspondence between the
six higher chakra and Theurgys six magical verbs:
Svadhisthana/Transform, Manipura/Destroy, Anahata/
Control, Sahasrara/Heal, Visshudha/Create, and Ajna/
Perceive. A true master of the chakra should - at least
theoretically - be able to draw vast power from the upper
astral thru the Kihadhara chakra, focus and transform it
through the seven basic chakra and release it into the
world through the Bindudharma chakra. Unfortunately,
or perhaps fortunately, such a transcendent Kundalini
state risks (offers?) true unity with the higher realms
and the consequent inability to return to the normal
world.
For reference purposes the following feats usually
require bonding to one of the users Chakra: Blessing,
Companion (when mystically linked to the owner),
Domain/Path (other than those provided by another
entity), certain variants of Eldritch, Innate Enchantment
(Absorption), Invocation (unless accomplished by calling
on an entity which consciously decides whether or not to
respond), Karma (at GMO), Mystic Link (Spell/Power
links and up), Dominion/Godfire, Rite of Chi (if taken
with bonus uses), Channeling, and the Dragon Path (Eye
or Pulse of the Dragon). Thus, each of these abilities (but
not necessarily individual feats) takes up an available
slot. Shamanism, Lycanthropy, and Priestcraft usually
require one as well. Thus, characters have some limits on
the special powers they may take, even in the wildest
games.
Theoretically, one
might be able to
el i mi nat e Chakr a
bindings and free them
up again (also freeing
up the CP spent on
those abilities). No, we
dont have a specific
way to do this. It
would take a lot of
power, access to the
most puissant lore, and
a lot of finesse to
accomplish. A greater,
nearly transcendent
being might be able to
do it for someone else,
and some forms of
personal transformation might succeed. For an example
of the latter, it might be possible for a deity to leave
behind the immortal power of the spheres to a successor
and live out a quiet life somewhere else.
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So I like shish-kabobed Ork.
Whats wrong with that?
Appendix 2:
Class Breakdowns
Standard Character Classes
Note that the following class breakdowns are based
on Level 20 characters. The standard 3.0 and 3.5 classes
assign a disproportionate quantity of abilities and skills
to the first few levels. While this effectively assigns
starting characters well-defined roles within a group, and
partially compensates for the inherent penalties of
multiclassing (seriously delayed access to powerful high-
level abilities), it has the peculiar effect of allowing
characters to instantly master large blocks of skills.
Equally important, characters abruptly cease to improve
abilities which they constantly use.
Point-based characters don't gain this edge. They're a
bit weaker to start with and, since multiclassing is
meaningless for them, can't pick up large blocks of new
abilities quite so readily. On the other hand, they can
acquire whichever abilities suit their conception and
wont give up on advancing older "class" abilities to
acquire new ones unless they choose to.
Also note that these classes have a base of 504 CP for
the whole 20 levels. This includes level 0, giving them
an extra 24 points. Later entries for Prestige Class
breakdowns dont include level 0, for obvious reasons,
and only go to level 10.
Where it might be confusing, we have added small
notes in parentheses to mention specifically what the
ability used to be called. Other notes in parentheses
mention which upgrades an ability has (the + sign) and
the CP cost. Abilities taken multiple times are noted with
Roman numerals.
Barbarian Class Descriptions
The Barbarian, a brutal warrior from outside the
civilized world, fights with fearsome passion. Destroying
enemies with the savage glee of a raging combatant, the
barbarian specializes in toe-to-toe combat. Barbarians
learn the ways of the world on a practical level,
eschewing glamour and superficial objects.
(3.0)
Available 504 CP (Base) +2 (Illiterate) = 506 CP
Hit Die: 20d12 (160 CP)
Saves: +24 (72 CP)
Warcraft: +20 (120 CP)
Abilities: (37 CP) - Berserker (12 CP), Celerity (6 CP),
Awareness (Uncanny Dodge, with Danger Sense II,
Danger Sense Corrupted to +4 bonus only, 10 CP),
Damage Reduction 4/- (9 CP)
Proficiencies: Simple and Martial Weapons, Light and
Medium Armor, and Shields (21 CP)
Skills: 92 skill points (92 CP)
Total: 502 CP out of 506 CP
The 3.0 Barbarians damage reduction seemed to be
unrestricted, at least until the DMG came out. Its been
purchased that way here. The Illiteracy appears to be
irrelevant, as might be expected since it automatically
disappeared if and when the character multiclassed.
(3.5)
Available 504 CP (Base) +2 (Illiterate) = 506 CP
Hit Die: 20d12 (160 CP)
Saves: +24 (72 CP)
Warcraft: +20 (120 CP)
Abilities: (39 CP) - Berserker (15 CP), Celerity (6 CP),
Awareness (Uncanny Dodge, +Danger Sense II, 12 CP),
Damage Reduction 5/- (Specialized versus physical, 6
CP)
Proficiencies: Simple and Martial Weapons, Light and
Medium Armor, and Shields (21 CP)
Skills: 92 skill points (92 CP)
Total: 504 CP out of 506 CP
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Bard Class Description (3.0 & 3.5)
The Bard, a mystically skilled song-farer, travels
about the world in search of new knowledge and art.
Able to penetrate the deepest mysteries and sing praises
of the heroes he or she travels with, the Bard lives today
to write the legends of tomorrow.
(3.0 & 3.5)
Available 504 CP (Base)
Hit Die: 20d6 (40 CP)
Saves: +30 (90 CP)
Warcraft: +15 (90 CP)
Magic Levels: 20 Bard (160 CP or 120 CP with the 3.5
Noncombative limitation)
Abilities: (12 CP) - Mystic Artist (6 CP), Lore (Bardic
Lore, 6 CP)
Proficiencies: Weapon and Armor (18 CP)
Skills: (3.0) 92 skill points (92 CP)
(3.5) 132 SP (132 CP)
Total: 502 CP out of 504 CP
Bards need the Mystic Artist rules in play to use all
of their abilities in either 3.0 or 3.5. The 3.5 Bard gets a
few additional Bardic Music (Mystic Artist) effects, but
that list has been expanded considerably anyway.
Cleric Class Description (3.0 & 3.5)
Steeped in the mysteries of the Gods, a Cleric
worships divine or supernatural forces, calling upon their
aid in time of need. While many priests tend the temples
and shrines dedicated to their god or pantheon, the
adventurer Cleric prefers a more direct approach to
furthering the demands of his or her faith. Secure in the
knowledge of his or her deitys power, the Cleric walks
the earth with a fearsome faith.
(3.0 & 3.5)
Available 504 CP (Base) + 40 (Duties) = 544 CP
Hit Die: 20d8 (80 CP)
Saves: +30 (90 CP)
Warcraft: +15 (90 CP)
Magic Levels: 10 Cleric Package (200 CP)
Abilities: (15 CP) - Turn/Rebuke Undead (3 + Cha Mod
times per day at +4 on chart, 15 CP)
Proficiencies: Weapon and Armor (21 CP)
Skills: 46 skill points (46 CP)
Total: 542 CP out of 544 CP
Clerics probably ought to learn something about
their god on a mandatory, rather than optional, basis.
Spending those last 2 CP on one rank in Knowledge:
Religion with a specialization in their deity would be
nice. On the other hand, d20 religions are much more
businesslike than real ones .
Druid Class Descriptions
Guardian of nature and the things that dwell within it,
Druids protect the earth from major menaces. While not
always openly hostile to cities and towns for life dwells
there, too the Druid rarely feels comfortable in a
crowded metropolis. The elements hear and obey his or
her call, and the Druid readily wields the magic of the
earth in battle.
(3.0)
Available 504 CP (Base) + 80 (Duties and Armor and
Weapons restrictions) = 584 CP
Hit Die: 20d8 (80 CP)
Saves: +30 (90 CP)
Warcraft: +15 (90 CP)
Magic Levels: 20 Druid (160 CP)
Abilities: (48 CP) - Occult Sense (Nature Sense, 6 CP),
Travel (Forest, 3 CP), Traceless (Travel, Specialized:
natural surroundings only, 3 CP), Resistance (+4 on
Saves verses Fey, 6 CP), Shapeshifting (21 CP),
Immunity (Poison, Corrupted to natural poisons only, 6
CP), and Timeless Body (3 CP or free depending on the
campaign)
Proficiencies: Weapon and Armor (21 CP)
Skills: 92 skill points +1 Language (93 CP)
Total: 579 or 582 CP out of 584 CP
(3.5)
Available 504 CP (Base) + 80 (Duties and Armor and
Weapons restrictions) = 584 CP
Hit Die: 20d8 (80 CP)
Saves: +30 (90 CP)
Warcraft: +15 (90 CP)
Magic Levels: 20 Druid (160 CP)
Abilities: (57 CP) - Companion (6 CP), Lore (Animals,
Specialized only to understand how to get along with
them, Wild Empathy, 3 CP), Skill Focus II (Nature
Sense, 6 CP), Travel (Forest, 3 CP), Traceless (Travel,
Specialized: natural surroundings only, 3 CP), Resist (+4
on Saves verses Fey, 6 CP), Shapeshifting (21 CP), Spell
Conversion (Summon Natures Ally, 6 CP), Timeless
Body (Resistance to Age, 3 CP or free depending on the
campaign)
Proficiencies: Weapon and Armor (21 CP)
Skills: 92 skill points +1 Language (93 CP)
Total: 588 or 591 CP out of 584 CP
In many ways the Druid is the generalist among the
basic classes. Theyre fairly good in a fight, have decent
(but not overwhelming) offensive and healing spells,
have a fair number of skill points, and have a few useful
special abilities - but not too many. Unfortunately, being
fair at many things costs more than being tremendously
good at one.
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If you have enough Diplomacy you dont really need
Wild Empathy. Theres a large penalty for the lack of a
common tongue and another for dealing with creatures
with radically different minds, but there are other talents
and spells for dealing with that.
Fighter Class Description (3.0 & 3.5)
Master of battle, the Fighter knows every trick in the
book and probably wrote a few others into it. Likely able
to defeat any other character at his or her preferred range,
the Fighter studies a dozen styles and techniques for
killing quickly and efficiently.
(3.0 & 3.5)
Available 504 CP (Base)
Hit Die: 20d10 (120 CP)
Saves: +24 (72 CP)
Warcraft: +20 (120 CP)
Abilities: (66 CP) - Bonus Feat XI (66 CP)
Proficiencies: Weapon and Armor (27 CP)
Skills: 46 skill points (46 CP)
Total: 451 CP out of 504 CP
By this calculation the Fighter is somewhat
underpowered. This is true. While they are the best of the
standard classes at small scale combat, they aren't all
that much better than some of the others (especially if
enhancing magic is used), and they are much less
flexible. They appear equal simply because most games
spend a great deal of time on small scale combat. Those
extra points are best spent giving them some non-combat
skills and abilities to work with, just in case the GM
leans towards intrigue scenarios or otherwise mostly
non-combative adventures.
Monk Class Descriptions
(3.0)
Available 504 CP (Base)
Hit Die: 20d8 (80 CP)
Saves: +36 (108 CP)
Warcraft: +15 (90 CP)
Abilities: (138 CP) Martial Arts V (21 CP), Trick
(Stunning Blow, 4 CP*), Improved Fortune (Improved
Evasion, 8 CP*), Improved Trip (2 CP*), Block (Missile
Weapons, 6 CP), Celerity 6 (14 CP*), Augmented Bonus
(Improved, Wis to AC, 8 CP*), Defender (4 CP*),
Immunity (Poison 9 CP, Falling 4* CP, Disease, 6 CP),
Enhanced Leap (no normal limit, 2 CP*), Healing Touch
(Specialized, self only, 2 CP^), Spell Resistance
(Level+10, 8^), Bonus Attack (Flurry of Blows, 6 CP)
Resist (Still Mind, +2 on saves versus Enchantment, 3
CP), Rapid Attack 2 (Unarmed Only, 6 CP), Imbuement
(unarmed version, 6 CP), Inherent Spells (Dimension
Door, Etheralness, and Quivering Palm, 10* CP),
Mindspeech (Gift of Tongues, 6 CP), Timeless Body
(Perfect Self, +Transcendence, 6 or 9 CP depending on
the setting)
Proficiencies: Weapon (6 CP)
Skills: 92 skill points (92 CP)
Total: 516 out of 504 CP
Representing the no multiclassing rule in point-
buy is difficult. The best way to do it - and incidently the
best way to bring down the CP cost a bit - is to buy Fast
Learner Specialized so that it only works as long as the
character continues with a rigid, preset, program of self
development. We dont really recommend bothering
though. That rule always seemed pointless anyway.
(*) Corrupted. These abilities are not usable while
wearing armor.
(^) Corrupted. These abilities suffer from "armor
failure percentages" as per arcane spellcasting.
Note that the 3.0 Improved Trip (and similar Feats)
only cost 3 CP. The 3.5 version adds additional abilities
as shown in the feat conversion appendix.
(3.5)
Available 504 CP (Base)
Hit Die: 20d8 (80 CP)
Saves: +36 (108 CP)
Warcraft: +15 (90 CP)
Abilities: (142 CP) Martial Arts V (21 CP), Improved
Fortune (Improved Evasion, 8 CP*), Celerity VI (14
CP*), Augmented Bonus (Improved, Wis to AC, 8 CP*),
Defender (4 CP*), Immunity (Poison 9 CP, Falling 4*
CP, Disease, 6 CP), Healing Touch (Specialized, self
only, 2 CP^), Spell Resistance (Level+10, 8 CP^), Resist
(+2 saves vrs Enchantment, 3 CP), Imbuement (unarmed
version, spent on Lawful [+2], Magic [free with Lawful],
and Adamantine, 6 CP), Inherent Spell (Etherealness,
Dimension Door, Quivering Palm, (10* CP),
Mindspeech (All living creatures, Specialized must
actually speak, 6 CP), Timeless Body (Perfect Self,
+Transcendence, 3 CP), Flurry of Blows (2x Bonus
Attack 8 CP*, +4 Warcraft, Specialized [only to make up
for Flurry penalties], Corrupted*, 8 CP*). Optional
Ability Sets: Trick (Stunning Blow, 4 CP*) OR
Improved Grapple (4 CP*), Improved Trip (4 CP*) OR
Improved Disarm (4 CP*), and Block (Missile Weapons,
6 CP*) OR Reflex Training (Combat Reflexes, 6 CP).
Proficiencies: Weapon (6 CP)
Skills: 92 skill points (92 CP)
Total: 518 CP, 502 with Fast Learner, out of 504 CP
(*) Corrupted. These abilities are not usable while
wearing armor, using a shield, or carrying a medium or
heavy load.
(^) Corrupted. These abilities suffer from "armor
failure percentages" as per arcane spellcasting.
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The 3.0 monk had a great many abilities which were
not usable while wearing armor or suffered arcane
failure when wearing armor. The 3.5 monk does not have
such a restriction listed on a few of those abilities. Were
retaining it anyway, since (a) it seems to fit, and (b) no
one in their right mind will take a bunch of levels of
monk and then negate the remaining abilities which are
listed that way. Improved Disarm and Trip has improved
since 3.0, adding Specialist. Personally, wed have
assigned them either some duties - on the theory that you
have to go back and look for more advanced training -
or Fast Learner (Martial Arts) to represent their being a
natural who doesnt really need training. With Fast
Learner theres a net profit of 14 points, bringing the
3.5 monk down to 506 CP out of 504.
Paladin Class Descriptions
A righteous champion
and crusader for justice, the
Paladin travels the world to
spread joy and crush evil.
Using their divinely-granted
might to smite the wicked
and heal the afflicted,
Paladins exemplify the
noblest aspects of civilized
lands. Or theyre mad killers
who only happen to whack
evil creatures. Cest la vie.
(3.0)
Available 504 CP (Base) +
40 (Duties) = 544 CP
Hit Die: 20d10 (120 CP)
Saves: +24 (72 CP)
Warcraft: +20 (120 CP)
Magic Levels: 17 Paladin
(34 CP) + 10 Specialized
Caster Levels (30 CP)
Abilities: (78 CP) - Occult
Sense (Detect Evil, 6 CP),
Immunity (Disease, Fear, 12 CP), Improved Augmented
Bonus III (Divine Grace, Specialized; only while truly
good and pure in faith, 18 CP), Smite (6 CP), Turn
Undead (3 + Cha Mod times per day at +2 levels, 12
CP), Presence (Aura of Courage, 6 CP), Healing Touch
(with Remove Disease, 12 CP), Companion (Mount, 6
CP)
Proficiencies: Weapon and Armor (27 CP)
Skills: 46 skill points (46 CP)
Total: 527 CP out of 544 CP
(3.5)
Available 504 CP (Base) + 40 (Duties) = 544 CP
Hit Die: 20d10 (120 CP)
Saves: +24 (72 CP)
Warcraft: +20 (120 CP)
Magic Levels: 17 Paladin (34 CP) + 10 Specialized
Caster Levels (30 CP)
Abilities: (84 CP) - Occult Sense (Detect Evil, 6 CP),
Immunity (Disease, Fear, 12 CP), Augmented Bonus III
(Divine Grace, Specialized; only while truly good and
pure in faith, 18 CP), Smite (+Bonus Uses, 12 CP), Turn
Undead (3 + Cha Mod times per day at +2, 12 CP),
Presence (Aura of Courage, 6 CP), Healing Touch (with
Remove Disease, 12 CP), Innate Spell (Summon Mount,
+4 bonus uses, Specialized; as a creature of the upper
planes the mount will only serve while its summoner
remains truly good and pure in faith. 6 CP)
Proficiencies: Weapon and Armor (27 CP)
Skills: 46 skill points (46 CP)
Total: 533 CP out of 544 CP
The Paladin comes out with a few points left over. A
Paladin, however, usually
has some other benefits.
Most should have Good
Reput at i on ( 6) and
P r i v i l e g e ( C h u r c h
Membership, entitled to
assistance, 6 CP). A few
aut omat i c poi nt s i n
Knowledge: Religion (at
least of his or her own)
might also be in order.
P s i o n C l a s s
Description (3.0 &
3.5)
Where Wizards turn
outward, Psions look
within. Though wielding
similar powers, they study
the mind and its hidden
might, eschewing the flows
of mystic power. Usually
controlled and calm, a
Psion enjoys the benefits of long hours of meditation on
his or her chosen disciplines.
Available 504 CP (Base) = 504 CP
Hit Die: 20d4 (0 CP)
Saves: +24 (72 CP)
Warcraft: +10 (60 CP)
Magic Levels: 20 Psion (240 CP)
Abilities: (36 CP) - Companion (Psicrystal, 6 CP) and
either Occult Combat 10 (3.0 version, 30 CP) or five
bonus psionic feats (3.5 version, 30 CP)
Proficiencies: Weapon (3 CP)
Skills: 92 skill points (92 CP)
Total: 503 CP out of 504 CP
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Psychic Warrior Class Description (3.0 &
3.5)
The power of the mind may also be turned to war.
The Psychic Warrior studies combat, adapting his or her
mindscape to its ever-changing conditions. While
wielding some of the abilities of a Psion, they also
become skilled with physical combat.
Available 504 CP (Base)
Hit Die: 20d8 (80 CP)
Saves: +24 (72 CP)
Warcraft: +15 (90 CP)
Magic Levels: 20 Psychic Warrior (120 CP)
Abilities: (3.0) (90 CP) - 9 Bonus feats (54), Occult
Combat 10 (30 CP), and Fast Learner
(6 CP)
(3.5) (48 CP) 8 Bonus feats (48 CP)
Proficiencies: Weapon and Armor (27 CP)
Skills: 46 skill points (46 CP)
Total: (3.0) 525 CP out of 520 CP with Fast Learner
(3.5) 483 CP out of 504 CP
The 3.0 Psychic Warrior was a trifle overpowered.
The 3.5 version is slightly underpowered but, like the
fighter, excels at small-scale combat so it usually passes
unnoticed.
Ranger Class Descriptions
The Ranger masters the spirits of the wild, living on
the outskirts of civilization. Unlike Druids, Rangers do
not wield excessive magical power, but become one with
the roaming beasts, the nimble prey, and the deadly
predator. Armed with weaponry for a quick and sudden
kill, Rangers pounce upon their prey.
Ranger 3.0 Class Description
Available 504 CP (Base) +10 (Very Limited Spell List)
= 514 CP
Hit Die: 20d10 (120 CP)
Saves: +24 (72 CP)
Warcraft: +20 (120 CP)
Magic Levels: 17 Ranger (34 CP) + 10 Specialized
Caster Levels (30 CP)
Abilities: (20 CP) - Track (6 CP), Favored Enemy (6
CP), Ambidexterity (Corrupted only in light or medium
armor, 4 CP), Bonus Attack (Corrupted only in light or
medium armor, 4 CP)
Proficiencies: Weapon and Armor (21 CP)
Skills: 92 skill points (92 CP)
Total: 509 CP out of 514 CP
Many people feel that the 3.0 Ranger isnt very
powerful, and might object to rating them with more
points than the Fighter. The sheer number of points
doesnt indicate anything about power. Some very
powerful characters, at least in combat ability, can come
from very few points. The Ranger isnt built to be the
same kind of combat machine as the Fighter or
Barbarian, regardless of how many points they have.
(3.5)
Available 504 CP (Base) +10 (Very limited spell list)
+40 (Noncombative Spell List) = 554 CP
Hit Die: 20d8 (80 CP)
Saves: +30 (90 CP)
Warcraft: +20 (120 CP)
Magic Levels: 17 Ranger (34 CP) + 10 Specialized
Caster Levels (30 CP)
Abilities: (51 CP) Companion (Specialized half level,
3 CP), Lore (Animals, Specialized only to understand
how to get along with them, Wild Empathy, 3 CP), Track
(6 CP), Travel (Forest, 6 CP), Favored Enemy (6 CP),
Combat Style feats (Corrupted only in light or medium
armor, 12 CP), Fortune (Evasion, 6 CP), Celerity
(Corrupted only increases tracking speed, 3 CP), [Skill
Focus] (Hide, +Stunt, No skill bonus, Only in
Wilderness, 3 CP), Immunity (Environmental Hazards,
Common/Minor/Trivial 3 CP)
Proficiencies: Weapon and Armor (15 CP)
Skills: 138 skill points (138 CP)
Total: 558 CP out of 554 CP
This Ranger has a lot of relatively minor abilities
that enhance skills while (in 3.5) upgrading in almost
every other way. However, despite the fact that theyd be
very useful to a warrior-scout, the Ranger has virtually
no offensive, illusory, or stealth-related spells. The
Noncombative modifier at least explains why not.
Rogue Class Description (3.0 & 3.5)
Trickery and deceit fill the Rogues purse and ensure
his or her survival. Whether for good or ill, a Rogue
studies people, learning their foibles and weaknesses.
Whether disarming a trap set by a self-confidant
merchant or slitting a throat of a foolish foe, the Rogue
dances through the city with an easy grace only
possessed by those who know their own skill.
Available 504 CP
Hit Die: 20d6 (40 CP)
Saves: +24 (72 CP)
Warcraft: +15 (90 CP)
Abilities: (81 CP) - Augment Attack (Sneak Attack 10,
30 CP), Fortune (Evasion, 6 CP), Awareness (Uncanny
Dodge, +Danger Sense II and Specialized Flankless, 15
CP), Occult Skill (Use Magic Device, 6 CP), Special
Ability selection (x4 at 6 CP each for 24 CP)
Proficiencies: Weapon and Armor 12 CP)
Skills: 184 skill points (184 CP)
Total: 479 CP out of 504 CP
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The 3.0 version Corrupts the Danger Sense to reduce
the bonus to +4, thus saving 2 CP and winding up with
27 CP left over.
The 3.5 version drops the Occult Skill feat, since Use
Magic Device is no longer a restricted skill, but no
longer Corrupts the Danger Sense, and winds up with 29
CP left over.
The Rogue is thus slightly under-powered. While
Rogues may develop in many different ways, some of the
most common places to expend a few of those points
include: Contacts, Guild Membership (3 CP), Immunity
to Divination (a must for thieves given the ready
availability of reliable divination, 6 CP), and enough
magical skill to spot it if you are up against major occult
defenses (3 levels of Paladin/Ranger spellcasting mostly
detection and illusion spells, 12 CP).
Sorcerer Class Description (3.0 & 3.5)
Often wielding magic gained from an inborn gift, the
Sorcerer channels raw magical energy into inner magical
channels, letting spells fly left and right. Less studious
than the Wizard because he or she relies less on study,
the Sorcerer gains power from exploring the very limits
of his or her ability.
Available 504 CP (Base)
Hit Die: 20d4 (0 CP)
Saves: +24 (72 CP)
Warcraft: +10 (60 CP)
Magic Levels: 20 Sorcerer (320 CP)
Abilities: (6 CP) - Companion (Familiar, 6 CP)
Proficiencies: Simple Weapons (3 CP)
Skills: 46 skill points (46 CP)
Total: 507 CP out of 504 CP
Hmmph! Those Sorcerers must be stealing a few
extra CP from the Fighters and Rogues.
Soul-Knife Class Description (3.5)
A Soul-Knife hones his or her mental edge to razor
sharpness, eschewing psychic disciplines for the ability
to create and control force internally. Relying on his or
her mind and body in equal measure, the soul-knife
creates a deadly weapon from his or her own mind,
imbuing it with his or her most lethal thoughts.
Available 504 CP (Base)
Hit Die: 20d6 (120 CP)
Saves: +30 (90 CP)
Warcraft: +15 (90 CP)
Abilities: (80 CP) - Spirit Weapon (Ranged, Exotic
Appearance, 9 CP), Augmented Attack (+5d8 weapon
damage with spirit weapon [x3]. Specialized, only when
a Move-Equivalent Action is taken to charge the
weapon, does not affect creatures immune to mind-
affecting attacks, 30 CP), Upgraded Imbuement
(+Versatile, 18 CP), Opportunist (draw weapons in
combat, 6 CP), Whirlwind (Corrupted cannot stack other
abilities, 4 CP), Celerity (Corrupted not in heavy armor,
4 CP) Trick (Attribute Drain, 6 CP), and +1 Warcraft
(Specialized: +2 with with Spirit Weapon only, 6 CP).
Proficiencies: Weapon and Armor (9 CP) - Light Armor,
Shields, All Simple Weapons
Skills: 92 skill points (92 CP)
Total: 484 CP out of 504 CP
The Soul-Knife comes out a bit short on points. They
should probably add an Occult Sense feat tailored to
psychic powers and perhaps a few defensive abilities. As
it is, theyre awfully vulnerable and rely too heavily on a
single powerful strike.
Wilder Class Description (3.5)
The Wilder, a psychic talent with a penchant for just
unleashing it all, has much to offer as an adventurer.
Despite their lack of versatility relative to Psions, they
have just as much power, and even more punch in battle.
Wilders can enter a state of absolute focus, channeling
extra energy through their psychic disciplines.
Available 504 CP (Base)
Hit Die: 20d6 (40 CP)
Saves: +24 (72 CP)
Warcraft: +15 (90 CP)
Magic Levels: 20 Wilder (120 CP)
Abilities: (55 CP) - Hysteria (Psychic Powers Caster
Level, Powered by risk of backlash rather than Mana or
power, 6 CP), Augmented Bonus (Cha Mod to AC for
Touch Attacks, 6 CP), Enhanced Attacks (Corrupted
after Hysteria use only, +3 to hit +1d6 damage, 9 CP),
Inherent Spell (Corrupted after Hysteria use only, +3
saves, 4 CP), Reflex Action (use Inherent Spell
immediately after Hysteria, 6 CP) Costly (+Improved, 24
CP), Rite of Chi (Specialized, only to reduce cost of
augmenting powers during Hysteria [x2 effect, 4d6
power], +Bonus Uses III, Specialized to double available
number of uses, 25 total, 24 CP)
Proficiencies: Weapon and Armor (9 CP) Light
Armor, Shields, All Simple Weapons
Skills: 92 skill points (92 CP)
Total: 504 CP out of 504 CP
While the Wilder works perfectly well in point-buy,
there are easier ways to temporarily boost your abilities.
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Wizard Class Description (3.0 and 3.5)
Deeply entranced in quiet, contemplative study, the
Wizard learns to feel and harness the flow of magical
energy. While Wizards weave spells in a manner similar
to Sorcerers, externalizing the formulae grants them far
greater versatility. In ritual, the Wizard learns the deepest
secrets of magical power, increasing both the force and
complexity of his or her spells.
Available 504 CP (Base)
Hit Die: 20d4 (0CP)
Saves: +24 (72 CP)
Warcraft: +10 (60 CP)
Magic Levels: 20 Wizard (280 CP)
Abilities: (42 CP) - Bonus Feats IV (24 CP), Companion
(Familiar, 6 CP), Fast Learner (2 spells/level, 6 CP),
Spell Storing (Scribe Scroll, 6 CP)
Proficiencies: Weapon (2 CP)
Skills: 46 skill points (46 CP)
Total: 502 CP out of 504 CP
NPC Classes
NPC Classes simply take the untrained per-level
point cost modifier (page 17). They can be adapted as PC
classes by simply adding 120 CP worth of abilities. Extra
skills, special abilities, and minor spellcasting commonly
and easily fit in. Commoners have a very useful extra
power, too, but it usually doesnt work well for PCs.
Adept Class Description (3.0 and 3.5)
The Adept, a primitive spellcaster, sees no distinction
between the divine and the arcane. Both natural forces
respond to his or her call. Adepts intercede between the
Gods and the spirits and his or her fellows for the good
of all or for his or her own empowerment.
Available 384 CP (Base)
Hit Die: 20d6 (40 CP)
Saves: +24 (72 CP)
Warcraft: +10 (60 CP)
Magic Levels: 20 Adept (may take any kind of spell)
(160 CP)
Abilities: (6 CP) - Companion (Familiar, 6 CP)
Proficiencies: Weapon (3 CP)
Skills: 46 skill points (46 CP)
Total: 387 CP out of 384 CP
Alright, they do come out 3 CP over the limit. Most
such characters will have a Disadvantage or two,
however. For example, Shamans often seem a little
insane. Many such characters have Duties as well, and
pick up additional social feats.
Aristocrat Class Description (3.0 and 3.5)
Usually a wealthy individual, the Aristocrat leads his
or her fellows by right of heritage, popularity, subtle
influence, bribery, or naked force. Depending on the
society he or she lives in, an Aristocrat might be a
properly called a statesman, Senator, councilman, Baron,
or Pasha the role differs slightly, but the essence of
leadership remains.
Available 384 CP (Base) +40 (Duties) = 424
Hit Die: 20d8 (80 CP)
Saves: +24 (72 CP)
Warcraft: +15 (90 CP)
Abilities: (0 CP)
Proficiencies: Weapon and Armor (27 CP)
Skills: 92 skill points (92 CP)
Total: 361 CP out of 424 CP
The costs given above dont include Aristocrats
implied social and legal advantages. They should also
get Privileges [Wealth (6 CP), the right to go armed (3
CP), various Legal Immunities (12 CP), and membership
in the aristocracy (3 CP)], Favors (18 CP), Contacts (9
CP), Professional (+L/2 to rolls involving politics and
favors, 6 CP), and Reputation (6 CP). This uses up those
extra points quite precisely - and neatly explains why
newly ennobled characters rarely rise to the level of
influence of nobles by birth: they have fewer points
invested in those abilities.
Commoner Class Description (3.0 and 3.5)
Most happy when the tax collectors forget them, the
commoner wishes to be left alone. To most commoners,
the world is a fine place right where they live. Other
lands might be nice to visit, but never to stay in. It just
wouldnt be home. Strangely, commoners simply ignore
the horrible supernatural menaces around them and
expect the same in return. They mostly get it, too.
Available 384 CP (Base)
Hit Die: 20d4 (0 CP)
Saves: +18 (54 CP)
Warcraft: +10 (60 CP)
Abilities: (200 CP) Ignored (200 CP)
Proficiencies: Weapon (1 CP)
Skills: 46 skill points (46 CP)
Total: 361CP out of 384 CP
Commoners should probably have some connections
with a local lord, and perhaps a few more skill points
but who cares? Somehow I just can't bring myself to
spend any more time on commoners.
They probably like it that way.
Eclipse: The Codex Persona
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Ignored. The commoner is basically defenseless and
ought to make an attractive target. Nevertheless, in a
world filled with horrible monsters, demons, gods, and
incredibly powerful adventurers, commoners somehow
survive in large numbers, usually relatively happily.
Somehow, they even cause many of those powerful
entities to spend a lot of time looking after them. In many
worlds adventurers hire commoners as porters and find
that even after a huge battle with fireballs flying
everywhere, the porters have simply "stayed out of the
way" somehow. They wont even be singed. Sadly, this
costs 10 points per character level or it has no effect,
and doesnt work for anyone who actually is a threat.
Expert Class Description (3.0 and 3.5)
Someone has to make intricate clocks, advise the
aristocrats on the proper method of irrigation, and
orchestrate the construction of the new town hall. That
person is the Expert. Armed with knowledge both
practical and theoretical, most experts make a fine living
by their own crafts, skills, and ideas. Some of the best
Experts live on in legend forever far longer than a mere
hero by expanding the sciences, discovering new
principles of magic, or by finding uses for medicinal
plants.
Available 384 CP (Base)
Hit Die: 20d6 (40 CP)
Saves: +24 (72 CP)
Warcraft: +15 (90 CP)
Abilities: (3.0, 18 CP) Occult Skill II (access any two
exclusive skills, 12 CP), and
Reputation (Master, 6 CP)
(3.5, 6 CP) Reputation (Master, 6 CP)
Proficiencies: Weapon and Armor (6 CP)
Skills: 144 skill points (144 CP)
Total: 358 or 370 out of 384 CP
The 3.0 Expert has 14 extra CP left over. A pair of
Skill Emphasis feats should come in around level 8 and
level 16, with two extra points left over for skills. With
the elimination of the 3.0 Exclusive skills, the 3.5 Expert
has 26 CP left over, and can probably afford to pick up a
hobby or to dabble in a bit of professional magic.
Warrior Class Description (3.0 & 3.5)
Usually a guard or soldier, the Warrior doesnt spend
his or her entire life looking for new combat tricks and
techniques. Simple, everyday hacking is more than
enough for a Warrior, enabling him or her to defend his
or her employers, village, or nation with sufficient
ferocity.
Available 384 CP (Base)
Hit Die: 20d8 (80 CP)
Saves: +24 (72 CP)
Warcraft: +20 (120 CP)
Abilities: (0 CP)
Proficiencies: Weapon and Armor (27 CP)
Skills: 46 skill points (46 CP)
Total: 345 CP out of 384 CP
See the Fighter entry. Honestly, much the same
commentary applies. Unfortunately, the Warrior has
such a limited advantage in physical combat that he or
she really needs something extra there, too.
Prestige Classes
These classes all have a maximum level of 10 and
can only be taken after level 1 in normal d20. They thus
have a 240 point base and often include redundant
abilities. Weapon and Armor proficiencies aren't
considered; the vast majority of characters gain nothing
from Prestige Class proficiencies, since they overlap
entirely with what the character will almost certainly
have already gained. Prestige Classes wont come out
quite as evenly as full 20 level classes, since these try to
give abilities at least every level.
Note that there are no requirements for any of these
classes in point-based games. After all, you can just buy
the relevant abilities directly if you want them. You can
be a Paladin with Assassin abilities if you want, though
this might break your restrictions. You can be a
Paladin/Blackguard, too, but youll have to swap the per-
level flaws out for something more appropriate. You also
dont really need to worry about levels, specifically,
though as always taking abilities outside your theme
could earn you penalties from the GM.
Finally, we decided to be a bit humorous about these
last classes. We figure youve gone all this way and you
may as well get some entertainment out of it.
Arcane Archer Class Description (3.0 & 3.5)
Arcane Archers fire magic arrows at people. They
have some extra abilities to fire specially-enchanted
magic arrows, too. This is much like any other d20
archer, but he or she fires magic arrows without having
to buy them, enchant them, or find them as treasure.
Available 240 CP (Base)
Hit Die: 10d8 (40 CP)
Saves: +17 (51 CP)
Warcraft: +10 (60 CP)
Abilities: (42 CP) - Imbuement (Missile Weapon only,
12 CP), Inherent Spell 5 (30 CP)
Skills: 40 skill points (40 CP)
Total: 233 CP out of 240 CP
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Arcane Trickster Class Description (3.5)
Now, you wouldnt think you needed this class. Isnt
d20 supposed to be about letting you do this kind of
thing with multiclassing? But, here it is: breaking the
multiclass restrictions one at a time, the Arcane
Trickster. I suppose he would do it, too.
Available 240 CP (Base)
Hit Die: 10d4 (0 CP)
Saves: +17 (51 CP)
Warcraft: +5 (30 CP)
Magic Levels: 10 Special (Bard, Wizard, and Sorcerer,
averaging 120 CP)
Abilities: (24 CP) - Augment Attack V (15 CP), Inherent
Spell (with +2 uses, 10 CP*), Immunity (Opponents
Dex bonus to AC, Very Common/Severe/Major,
Specialized 2/day only, 9 CP)**
Skills: 40 (40 CP)
Total: 275 CP out of 240 CP
* Theres no reason why one cant use skills though a
telekinetic spell. This ability is a minor upgrade on Mage
Hand due to increased range (30), but isnt nearly as
powerful as Telekinesis. The character may have to
design a special spell for the Inherent Spell feat, but
thats nothing for a point-buy character.
** Any opponent without a Dex bonus becomes
vulnerable to Sneak Attack damage, unless they are
totally immune. A good point-buy character pays
attention to little rules like that.
This class presents a conversion problem; a Sorcerer
with a few Rogue levels loses nothing at all by taking it -
and is already spending all of his or her points on
Sorcerer abilities each level. Even a Wizard only loses a
couple of feats. A level of Fast Learner and one or two of
Adept will make up most of the difference if you want to
play a character that matches the original build, but a
limitation or two might be in order.
Archmage Class Description (3.5)
The Archmage does get some useful abilities, but it
doesnt even translate as a class. If you want to be a full
Archmage just spend 18 CP or three bonus feats.
Arcane Fire, Arcane Reach, Mastery of Elements,
Mastery of Shaping, Spell Power, and Mastery of
Counterspelling all translate as Metamagic: Persistent
with Sacrifice (6 CP) and a specialized spell (1 CP each,
total of 6 CP). For example, the Arcane Reach spell
simply says for the next one minute any touch spells I
cast have a range of 60 feet. Seems fairly reasonable for
a fourth level spell, no? Now sacrifice a 7th level spell
slot to turn it into a permanent supernatural ability, and
there you are.
Spell-Like Ability: Innate Magic (6 CP)
Assassin Class Description (3.0 & 3.5)
Some people just gotta die, says the Assassin, and he
or she makes good on his or her word. Killing people for
money has always been a sturdy business plan, and the
Assassin is good at it. She, uh, sneaks up and attacks
people. And they die.
It might hurt, but not for long.
Available 240 CP (Base)
Hit Die: 10d6 (20 CP)
Saves: +13 (39 CP)
Warcraft: +7 (42 CP)
Magic Levels: 14 Paladin/Ranger (28 CP) + 10
Specialized Caster Levels (30 CP)
Abilities: (41 CP) Trick (Death Attack, 6 CP), Poison
Use (6 CP), Augment Attack V (Sneak Attack, 15 CP),
Awareness (Uncanny Dodge, 6 CP), Resist III (+6 on
saves versus Poison, 9 CP)
Skills: 40 skill points (40 CP)
Total: 240 CP out of 240 CP
* The 3.5 Assassin changes only one thing: the magic
progression goes to 17 Paladin/Ranger, and costs 34 CP
instead of 28.
Blackguard Class Description (3.0 & 3.5)
Mwah ha ha ha ha ha haaaa! I am so Evil! This
distinctive, if somewhat tasteless, motto of the
Blackguard pretty much says everything you need to
know about one. In fact, you probably dont want to
know anything more. Theyre just like Paladins, except
just the opposite. Unpleasant.
Available 240 CP (Base) +20 (Duties: Evil) + 40 (2
Restrictions: Hated and Feared, Inherently Evil and
Hunted by Good) = 300 CP
Hit Die: 10d10 (60 CP)
Saves: +13 (39 CP)
Warcraft: +10 (60 CP)
Magic Levels: 14 Paladin/Ranger (56 CP)
Abilities: (69 CP) - Occult Sense (Detect Good, 6 CP),
Poison Use (6 CP), Augmented Bonus III (Dark
Blessing, 18 CP), Smite (6 CP), Command Undead
(3/day, -2 level penalty, 12 CP), Presence (Aura of
Despair, 6 CP), Companion (Fiendish Servant, 6 CP),
Augment Attack 3 (Sneak Attack, 9 CP)
Skills: 20 skill points (20 CP)
Total: 304 CP out of 300 CP
*The 3.5 Blackguard gains 2 additional uses of Smite
Good, which cost an extra 3 CP. (Its Specialized for half
the usual number of uses).
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Dragon Disciple Class Description (3.5)
Dragon Disciples claim they have mystical dragon
ancestry. Given that dragons seem to reproduce with
everything and have been around for eons upon eons,
theyre right. They just leave off the fact that everyone
else has it, too.
Available 240 CP (Base)
Hit Die: 10d12 (40* CP)
Saves: +17 (25* CP)
Warcraft: +7 (21* CP)
Magic Levels: 7 Bonus Spells (Invocation; Specialized,
spell slots cannot be reassigned after theyre acquired, 21
CP)
Abilities: (121 CP) - Occult Sense (Blindsense 60, 4*
CP), Half-Dragon Template (105 CP), Wings (Celerity
with additional movement mode, +12* CP)
Skills: 20 (20 CP)
Total: 248 CP out of 240 CP.
*Specialized. These abilities mark the character as an
obvious monstrous supernatural being with scales,
bulging muscles, and the dragon type. He, she, or it
can expect a lot of suspicion and minor difficulties in
civilization and in social situations. If the game revolves
entirely around killing things and stealing their stuff this
is fairly meaningless, and the Dragon Disciple is likely
overpowered.
For a class originally presented in a book on mages,
the Dragon Disciple is a surprisingly good deal for more
combat-oriented types and a poor one for spellcasters.
Duelist Class Description (3.5)
Like the Arcane Trickster, the Duelist also fills a hole
in the game system. Normally, there is no good way to
do a lightly-armored fencer character, except by having
piles of magic items. This is quite realistic given the kind
of firepower monsters are throwing around, but since
when did d20 and reality ever meet?
Available 240 CP (Base)
Hit Die: 10d10 (60 CP)
Saves: +15 (43 CP)**
Warcraft: +10 (60 CP)
Abilities: (39 CP) - Advanced Augmented Bonus (Int to
AC, Corrupted +1/class level maximum, 5* CP),
Improved Initiative +4 (6 CP), Immunity (+4 AC versus
Attacks of Opportunity, Common/Major/Minor, 4* CP),
Augment Attack II (+2d6 damage with light or one
handed piercing weapons; does not affect creatures
immune to critical hits, cannot be used with Bonus
Attack, 4* CP), Immunity (rough terrain while charging,
Minor/Minor/Trivial, 1 CP), Defender IV (Specialized:
only while fighting defensively or using total defense in
melee, 15 CP), Block (Missile, 4*** CP)
Skills: 40 (40 CP)
Total: 242 out of 240 CP
* Corrupted. Not usable while wearing armor or
using a shield.
** Counts the Reflex bonus which, for no apparent
reason, comes from a special ability. It does save 2 CP
due to not being usable with armor or shield however.
*** Must be using a light or one-handed piercing
weapon at the time.
Standard Duelists apparently lose their proficiencies
with armor and shields. Unlike most classes which list
A xxx gains no... a Duelist is noted as possessing no
type of armor or shield [proficiency]. This appears to
be unique.
Dwarven Defender Class Description (3.0 &
3.5)
A Dwarven Defender (though any point-buy
character can possess these powers) stands there and
allows people to run at her. Then he or she swats them
and more people run at him or her. This continues until
the Defender gets really tired, dies (difficult), or runs out
of people to hit.
Available 240 CP (Base)
Hit Die: 10d12 (80 CP)
Saves: +17 (51 CP)
Warcraft: +10 (60 CP)
Abilities: 6 (36 CP) Berserker (Defensive Stance,
+Odinpower, +Bonus Uses, Specialized cannot move, 8
CP), Awareness (Uncanny Dodge, 6 CP) Damage
Reduction 6/- (15 CP)
Skills: 20 skill points (20 CP)
Total: 240 CP out of 240 CP
*The 3.5 version relaxes the Berserker to Corrupted,
since they can take a 5-foot step. This adds +2 CP. They
also gain the +Danger Sense augmentation to
Awareness at +3 CP.
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Eldritch Knight Class Description (3.5)
While not particularly weak, the Eldritch Knight gets
our vote for Most Boring Prestige Class Ever
Designed. One feat and nine levels of magic? And all to
patch the fact that Fighter/Mages werent very good?
All right. Its a Sorcerer or Wizard (could be a Bard,
but theres no point) with one extra hit point per level
(Self-Development: Constitution for HP, 12), one extra
Feat (6 CP), +5 BAB (30 CP), the saving throws shifted
around (free), and a few more points in Weapon
Proficiencies (+6 CP). Thats +54 CP. Theyre normally
giving up two levels of spellcasting (28 or 36 CP) and
any special class bonuses theyd normally get other than
Magic Levels; thats familiar advancement (Corrupted to
limit it, saves 2 CP) and 12 CP (two feats) for wizards.
Thats a net profit of 12 or 16 CP. Just Corrupt or
Specialize something.
Hierophant Class Description (3.5)
Supposedly the greatest blessed servants of the divine
powers, Hierophants are surprisingly balanced. Their
special abilities are rarely worth five full levels of
spellcasting, but many divine spellcasters find one or two
levels of Hierophant valuable.
Available 120 CP (Base)
Hit Die: 5d8 (20 CP)
Saves: +9 (27 CP)
Warcraft: +2 (12 CP)
Magic Levels: +5 Caster Level (15 CP)
Abilities: (30 CP or less, select five of them)*
Skills: 10 (10 CP)
Total: 114 CP out of 120 CP
*Abilities translate as follows.
! Blast Infidel: Maximize (Glory, Specialized only
affects negative energy attack spells against targets with
opposite alignment, 6 CP)
! Faith Healing: Maximize (Glory, Specialized only
affects positive energy healing spells against targets with
same alignment, 6 CP)
! Divine Reach: Inherent Spell (Estimated to be a 3
rd
level spell, 6 CP)
! Gift of the Divine: Blessing (Only works on Turn
Undead, 3 CP)
! Mastery of Energy: Channeling (+6 CP spent on basic
Channeling abilities)
! Metamagic Feat: Any Metamagic Feat (6 CP)
! Power of Nature: Blessing (Specialized only works on
Shapeshifting, 3 CP)
! Spell Power: Increase Caster Level (3 CP)
! Spell-like Ability: Innate Magic (6 CP)
Horizon Walker Class Description (3.5)
A wanderer in unknown lands, the Horizon Walker
travels the world and worlds beyond. Most just plain like
to travel. And with that many worlds to explore, why not
do so?
Available 240 CP (Base)
Hit Die: 10d8 (40 CP)
Saves: +13 (39 CP)
Warcraft: +10 (60 CP)
Abilities: 64 to 74 CP (66 to 76 CP depending on ability
selection* plus Augment Attack: +1 to hit and damage
against creatures native to mastered terrain types (8 CP)
Skills: 40 (40 CP)
Total: 243 to 253 out of 240 CP
* A b i l i t i e s
translate as follows.
! Aquatic. Celerity I
(Swim speed, 6 CP)
OR Skill Focus and
Skill Emphasis Swim
(totaling +4, 7 CP)
! Desert. Immunity
( E x h a u s t i o n ,
U n c o m m o n /
Minor/Minor, 2 CP)
! Forest. Skill Focus
and Skill Emphasis
Hide (totaling +4, 7
CP)
! Hills. Skill Focus
and Skill Emphasis
Listen (totaling +4, 7
CP)
! Marsh. Skill Focus
and Skill Emphasis
Move Silently (totaling +4, 7 CP)
! Mountains. Celerity I (Climb speed, 6 CP) OR Skill
Focus and Skill Emphasis Climb (totaling +4, 7 CP).
! Plains. Skill Focus and Skill Emphasis Spot (totaling
+4, 7 CP)
! Underground. Occult Sense (Darkvision, 6 CP)
! Fiery. Immunity (Fire, Common/Major/Major,
Corrupted only 20 resistance, 6 CP)
! Weightless. Celerity III (Corrupted and Specialized:
only works on Flight speed without gravity, 6 CP)
! Cold. Immunity (Cold, Common/Major/Major,
Corrupted only 20 resistance, 6 CP)
! Shifting. Occult Sense (natural spatial distortions in the
direction you want to go, 6 CP)
! Aligned. Immunity (Outer-planar alignment magic,
Common/Minor/Major, 6 CP)
! Cavernous. Occult Sense (Tremorsense, 6 CP)
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Loremaster Class Description (3.0 & 3.5)
The Loremaster collects lore. And he or she gets
some minor abilities for it. Well, were about done here.
Available 240 CP (Base)
Hit Die: 10d4 (0 CP)
Saves: +13 (39 CP)
Warcraft: +5 (30 CP)
Magic Levels: 10 Special (120 CP)*
Abilities: (30 CP) - Bonus Feat V (Secret, average 18 CP
total), Lore (Greater, True, 12 CP)
Skills: 40 skill points +2 Languages (42 CP)
Total: 261CP out of 240 CP
*This number comes from the average of Cleric,
Druid, Sorcerer, and Wizard progressions.
As expected, a Sorcerer or Wizard turned Loremaster
is a bit overpowered in comparison to the standard
classes, since it offers more skill points and level benefits
at a cost of 2 feats for Wizards and nothing at all for the
Sorcerer. Clerics break even, while Druids lose a bit.
Mystic Theurge Class Description (3.5)
Entry number four in the Theres gaping hole in the
multiclass system parade, the Mystic Theurge lets you
boost up your arcane and divine spellcasting. For most
arcane casters, this is a very good deal in the long run,
though you wont get your top level or two of spells.
Available 240 CP (Base) + 40 CP (Cleric Restrictions) or
80 CP (Druid Restrictions).
Hit Die: 10d4 (0 CP)
Saves: +13 (39 CP)
Warcraft: +5 (30 CP)
Magic Levels: 10 Divine (normally 80 or 100 CP) + 10
Arcane (normally 40, 90, or 130 CP; Base - 2 CP/Level
for upgrading divine Caster Level to cover two lists at +1
CP/level rather than +2, and 2 or 3 CP/level off for
applying the priestly conduct limitations) for a net total
of 120 to 230 CP
Abilities: (0 CP)
Skills: 20 (20 CP)
Total: 209 (Druid/Bard) to 319 (Cleric/Sorcerer). A
Cleric/Wizard - the apparent goal of the class - actually
comes out just about right, at 279 CP out of 280.
Shadowdancer Class Description (3.0 & 3.5)
The Shadowdancer dances with the Shadows!
They strike from the Shadows! They flee to safety
in the Shadows!
Er... they see in the dark in the Shadows?
Alright, lets face it, were dont really need all that
space to describe her. A Shadowdancer is a Rogue with
some shadow-based inherent magic.
Available 240 CP (Base)
Hit Die: 10d8 (40 CP)
Saves: +13 (39 CP)
Warcraft: +7 (42 CP)
Abilities: (60 CP) [Skill Focus] (Hide, +Stunt,
Specialized no skill bonus, 3 CP), Fortune (Improved
Evasion, +Improved 12 CP), Occult Sense (Darkvision, 6
CP), Inherent Spell (Defensive Roll, 6 CP), Awareness
(Uncanny Dodge, 6 CP), Companion II (Summon
Shadow, +Template, Specialized potential XP loss, 9
CP), Inherent Spell (Shadow Illusion, Shadow Jump, 9
CP), Luck (Slippery Mind, +Bonus Uses, Enchantment
only, 9 CP)
Skills: 60 skill points (60 CP)
Total: 241 CP out of 240 CP
Thaumaturgist Class Description (3.5)
This poor build offers very few useful abilities, and
normally has particularly useless prerequisites. You can
get much the same effect by just taking the Leadership
feat in any version of d20. A couple of the abilities
(Persistent and Triggering) would have been nice, except
that they were specialized almost out of utility.
Available 120 CP (Base) + 20 (Cleric Limitations)
Hit Die: 5d4 (0 CP)
Saves: +6 (30 CP)
Warcraft: +2 (12 CP)
Magic Levels: 5 Cleric (50 CP)
Abilities: (35 CP)* - Inherent Spell (Augment
Summoning, +Multiple, +4 Str and Con for summoned
creatures, 12 CP), Persistent (+Glory, Corrupted
Summoning spells only, 9 CP), Triggering (+Improved
Glory, Specialized in Summoning spells only, Corrupted
only one such spell at a time, 6 CP), Leadership
(+outsider followers, Specialized no followers except
cohort, 5 CP)
Skills: 10 (10 CP)
Total: 134 out of 140 CP
*Improved Ally is a not a special ability. If the
character has a plausible bargain to strike with a
summoned creature, why shouldnt he or she be able to
make a Diplomacy check to reduce the hiring price?
Being a member of a special class has nothing to do with
it. If the character has leverage or common goals, he or
she has a means of convincing a summoned creature to
help for less. If not, he or she doesnt. If the character
doesnt want to take any time with said negotiations, he
or she needs to buy the Reflex Training Point-Buy feat.
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D20 Modern
Base Classes
d20 Modern characters have Talents as well as
Feats. In general, these are simply restricted-list feats,
and so are covered under that entry. Since d20 Modern
classes are ten-level classes with no special restrictions,
they have a total of 264 CP available (counting level
0"). Being far less variegated than fantasy classes, they
are listed here in an abbreviated fashion. Unsurprisingly,
most of them are a few points underpowered compared
to the Fantasy classes.
Strong Hero; Hit Die: 10d8 (40 CP), Saves: +11 (33
CP), Warcraft: +10 (60 CP), Feats: 10 (60 CP),
Proficiencies: Simple Weapons (3 CP), Defender 5 (24
CP), Skills: 26 skill points (26 CP), Action Hero
(Heroism Option, +3 Bonus AP per level, 12 CP). Total:
258 CP out of 264 CP
Fast Hero; Hit Die: 10d8 (40 CP), Saves: +11 (33
CP), Warcraft: +7 (42 CP), Feats: 11 (66 CP, 10
general and Fast Learner specializing in Defense),
Proficiencies: Simple Weapons (3 CP), Defender 8 (22
+ 20 CP from Fast Learner), Skills: 52 skill points (52
CP), Action Hero (Heroism Option, +3 Bonus AP per
level, 12 CP). Total: 260 CP out of 264 CP
Tough Hero; Hit Die: 10d10 (60 CP), Saves: +11 (33
CP), Warcraft: +7 (42 CP), Feats: 10 (60 CP),
Proficiencies: Simple Weapons (3 CP), Defender 5 (24
CP), Skills: 26 skill points (26 CP), Action Hero
(Heroism Option, +3 Bonus AP per level, 12 CP). Total:
260 CP out of 264 CP
Smart Hero; Hit Die: 10d6 (20 CP), Saves: +11 (33
CP), Warcraft: +5 (30 CP), Feats: 11 (66 CP, 10
General Feats plus Fast Learner specializing in Skills),
Proficiencies: Simple Weapons (3 CP), Defender 3 (12
CP), Skills: 104 skill points (84 CP + 20 SP from Fast
Learner), Action Hero (Heroism Option, +3 Bonus AP
per level, 12 CP). Total: 260 CP out of 264 CP
Dedicated Hero; Hit Die: 10d6 (20 CP), Saves: +13
(39 CP), Warcraft: +7 (42 CP), Feats: 10 (60 CP),
Proficiencies: Simple Weapons (3 CP), Defender 5 (24
CP), Skills: 52 skill points (52 CP), Action Hero
(Heroism Option, +3 Bonus AP per level, 12 CP). Total:
252 CP out of 264 CP
Charismatic Hero; Hit Die: 10d6 (20 CP), Saves:
+13 (39 CP), Warcraft: +5 (30 CP), Feats: 10 (60 CP),
Proficiencies: Simple Weapons (3 CP), Defender 3 (12
CP), Skills: 78 skill points (78 CP), Action Hero
(Heroism Option, +3 Bonus AP per level, 12 CP). Total:
254 CP out of 264 CP
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Companion Bonuses
Familiars and Psi-Crystals use the base statistics for a
creature (becomes a magical beast) or Animated Object
(construct) of CR 1 or less but gain a bonus of (Masters
Level/2, rounded up) on their Natural Armor and
Intelligence (Base of 5) and Improved Fortune (Evasion).
As extensions of their masters they use their attribute
modifiers with his or her base Skills, Saves, BAB, and
Effective Level wherever these exceed their natural
values. Familiars use 1/2 of their masters HP, animated
objects gain +12 HP, heal 2d4 points per day, and have
a +4 base in Spot, Listen, Move Silently, and Search. In
either case their master may communicate with them, opt
to share the effects of spells and powers used on him or
her with them, and touching one counts as touching their
master - allowing them to both deliver touch-based
effects and act as channels for them. All of these effects
have a base range of one mile.
Unfortunately, if such a companion is destroyed or
dismissed the master must make a DC 15 Fortitude save
or lose (200 x Current Level) XP. Success reduces the
lost by 50%. In either case the companion cannot be
replaced for 3D6 months.
As the master goes up in level, the companion gains
some inherent abilities. At L1 the link allows an
automatic Aid Another action on Spot and Listen
checks if the companion would also get a roll in its
current location and allows the companion to augment its
master, adding 6 CP worth of abilities appropriate to it -
whatever it may be - to him or her. At L3 the link allows
location and emotion-sharing. At L5 it allows telepathic
speech. At L7 it allows a Familiar to speak with other
animals of similar types. Animated Objects gain the
ability to speak normally. At L9 Familiars gain the
ability to speak normally while Animated Objects gain
the ability to fly at 50 (poor). At L11 either gains its
masters choice of Spell or Power Resistance. At L13 the
link allows sense sharing. At L15 it allows the master to
channel spells and powers through the companion. At
L17 the link has planetary range and at L19 and up it has
transdimensional range.
Mystical Mounts and Companion Creatures use the
base statistics for a creature of CR 2 or less (optionally
higher, but reduce the Masters effective level for
determining their bonuses by 3 per +1 CR, must be at
least 1 to have such a companion), but gain Improved
Fortune (Evasion) and use their masters base saving
throws with their own attribute bonuses. While not as
strongly linked to their masters as familiars, they still
gain a (Masters Level/2, rounded down) bonus to their
Hit Dice (usually d8's), Natural Armor, and Warcraft, a
+1 bonus to Str or Con for every 5 levels or part thereof
which their master possesses, +3 CP to spend for every
level their master has, and an Int of 8. Their master may
communicate with them, opt to share the effects of spells
and powers used on him or her with them, at ranges of
up to one mile. Theyre usually animals (which become
magical beasts), but other creatures are possible.
Animal Companions use the base statistics for a
creature of Int of 2 or less and a CR of 1 or less
(optionally higher, but reduce the Masters effective
level by 3 for determining their bonuses per +1 CR, must
be at least 1 to have such a companion) and are only
loosely linked with their master. They do gain +2 (d8)
Hit Dice, +2 Natural Armor, +2 to Reflex and Fortitude
Saves, +2 to Warcraft, a +1 to Str, Dex, and Will saves,
and +1 trick (as per Handle Animal) for every three
levels their master has. Handling or pushing an animal
companion is a free action and the master gains a +4
bonus on Handle Animal checks or social checks
involving the companion. Their master opt to share the
effects of spells and powers used on him or her with
them if theyre within five feet. Animal Companions
gain 3 CP to spend for every level their master has but
are NEVER smarter than Int 2. This can make them
rather unreliable at times.
Eclipse and other DHG books:
Using Eclipse with Paths of Power and Legends of
High Fantasy is straightforward. While both of these
include (entirely different) extensive systems of
Metaspells, new Domains, and groups of spells
organized into Paths, those function perfectly as a
resource for point-based characters. The various Races,
Feats (at 6 CP each), and full-scale Ritual Magic systems
are also perfectly compatible with Eclipse.
The Practical Enchanter is devoted to Spells and
Constructs, creating Magic Items, Spell Research,
Spellcraft Effects, and Ritual Magic, all of which are
quite compatible with Eclipse. Similarly, the various
Feats are compatible (at 6 CP each), as are the Social
Magic Items. The Wealth Level Templates, Charms and
Talismans, and and Great Enchantments also work.
We dont recommend using Talents in a point-buy
game. Since theyre also a freeform, design-it-to-suit-
yourself system, allowing both in the same game is
asking for super-specialists and power-gaming. Point buy
characters can usually find ways to compensate for a
lack of conventional magic items anyway - although the
Game Master may want to award bonus Feats and a free
level of Self-Development every two levels rather than
every three and four respectively. In general, items other
than Relics - including Great Enchantments - in such
games should be built using the Action Hero (Crafting
option) ability rather than with time, XP, and money.
If you want to run a game without using experience
points at all, youll want to consult our OGL web
supplement. We cant tell you how to do that in a d20
product.
Eclipse: The Codex Persona
190
Feat Conversions
This section converts the d20 3.5 feats into Point-Buy
feats. A very few come out more expensive than before,
but most stayed the same or fell in price (or rose in
capability). A "*" mark means the feats includes the cost
of previous feat required under the point-buy system. A
character who already possesses the previous feat
doesnt have to pay the full cost.
Acrobatic: Skill Emphasis II (6 CP)
Agile: Skill Emphasis II (6 CP)
Alertness: Skill Emphasis II (6 CP)
Animal Affinity: Skill Emphasis II (6 CP)
Armor Proficiency (Heavy): Armor Proficiency (15 CP)*
Armor Proficiency (Light): Armor Proficiency Light (3
CP)
Armor Proficiency (Medium): Armor Proficiency (9
CP)*
Athletic: Skill Emphasis II (6 CP)
Augment Summoning: Inherent Spell(+4 Str and Con for
summoned creatures, +Multiple, 12 CP) [This
probably suffices for any character, given the limited
number of useful summons per day]
Blind-Fight: Blind Fight (6 CP)
Brew Potion: Spell Storing (6 CP)
Cleave: Bonus Attack (6 CP)
Combat Casting: Skill Emphasis II (6 CP)
Combat Expertise: Expertise (6 CP)
Combat Reflexes: Reflex Action (AoO after using AoO,
6 CP)
Craft Magic Arms and Armor: Create Item (Arms and
Armor, 6 CP)
Craft Rod: Create Item (Rod, 6 CP)
Craft Staff: Create Item (Staff, 6 CP)
Craft Wand: Create Item (Wand, 6 CP)
Craft Wondrous Item: Create Item (Wondrous Item, 6
CP)
Deceitful: Skill Emphasis II (6 CP)
Deflect Arrows: Block Ranged (6 CP)
Deft Hands: Skill Emphasis II (6 CP)
Diehard: Stoic (6 CP)
Diligent: Skill Emphasis II (6 CP)
Dodge: Improved Defender (against one target, 3 CP)
Empower Spell: Amplify (6 CP)
Endurance: Immunity (Environmental Hazards,
Common/Minor effect/Major resistance 4 CP)
Enlarge Spell: Extension (6 CP)
Eschew Materials: Easy (Material, 6 CP)
Exotic Weapon Proficiency: Weapon Proficiency (Any
One Exotic Weapon, 6 CP)
Extend Spell: Persistent (6 CP)
Extra Turning: Bonus Uses (6 CP)
Far Shot: Far Shot (6 CP)
Forge Ring: Craft Item (Ring, 6 CP)
Great Cleave: Reflex Training (Cleave after successfully
using Cleave, +Improved, 12 CP)
Great Fortitude: +2 Fort Save (6 CP)
Greater Spell Focus: Ability Focus (6 CP)
Greater Spell Penetration: Immunity (Spell Resistance,
Common/Major effect/Trivial resistance, 6 CP)
Greater Two-Weapon Fighting: Bonus Attack (18 CP)*
Greater Weapon Focus: Augment Attack (6 CP)*
Greater Weapon Specialization: Augment Attack (12
CP)*
Heighten Spell: Heighten Spell no longer exists. It has
been replaced by an inherent ability.
Improved Bull Rush: Evasive (3 CP)
Improved Counterspell: Countermagic (6 CP)
Improved Critical: Improved Critical (6 CP)
Improved Disarm: Evasive (3 CP) and Specialist
(Disarm, 3 CP)
Improved Familiar: Companion (6 CP)
Improved Feint: Reflex Training (One attack after
successful Bluff, 6 CP)
Improved Grapple: Evasive (3 CP) and Specialist
(Grapple, 3 CP)
Improved Initiative: Improved Initiative (3 CP)
Improved Overrun: Immunity (Avoiding Overrun,
Uncommon/Major effect/Trivial resistance, 3 CP)
and Specialist (Overrun, 3 CP)
Improved Precise Shot: Immunity (Cover and
Concealment, Common/Maj or effect/Maj or
resistance, 9 CP)
Improved Shield Bash: Bonus Attack (6 CP) [Bonus
Attacks dont have the weaknesses of a Shield Bash]
Improved Sunder: Evasive (3 CP) and Specialist
(Sunder, 3 CP)
Improved Trip: Evasive (3 CP) and Specialist (Trip, 3
CP)
Improved Turning: +1 Intensity (3 CP)
Improved Two-Weapon Fighting: Improved Bonus
Attack (12 CP)* and Bonus Attack (6 CP)
Improved Unarmed Strike: Martial Arts I (3 CP)
Investigator: Skill Emphasis II (6 CP)
Iron Will: +2 Will Save (6 CP)
Leadership: Leadership (6 CP)
Lightening Reflexes: +2 Ref Save (6 CP)
Magical Aptitude: Skill Emphasis II (6 CP)
Manyshot: Bonus Attack (6 CP)
Martial Weapon Proficiency: Weapon Proficiency (Any
One Martial Weapon, 3 CP)
Maximize Spell: Amplify (6 CP)
Mobility: Immunity (AoO from movement, Common/
Minor effect/Major resistance, 6 CP)
Mounted Archery: Immunity (Half ranged penalties from
mount, Uncommon/Major effect/Major resistance, 6
CP)
Mounted Combat: Rider (6 CP)
Natural Spell: Shapeshift Natural Spell (+6 CP over cost
of Shapeshift)
Negotiator: Skill Emphasis II (6 CP)
Nimble Fingers: Skill Emphasis II (6 CP)
Persuasive: Skill Emphasis II (6 CP)
Point-Blank Shot: Evasive (12 CP)
Eclipse: The Codex Persona
191
Power Attack: Expertise (6 CP)
Precise Shot: Immunity (Firing into Melee penalties,
Common/Minor effect/Minor resistance, 4 CP)
Quick Draw: Reflex Training (Pull weapon at start of
combat, 6 CP)
Quicken Spell: Easy (6 CP)
Rapid Reload: Reflex Training (Reload after attacking, 6
CP)
Rapid Shot: Bonus Attack (6 CP) or Rapid Strike (6 CP)
Ride-by-Attack: Split Movement (6 CP)
Run: Celerity (6 CP)
Scribe Scroll: Spell Storing (6 CP)
Self-Sufficient: Skill Emphasis II (6 CP)
Shield Proficiency: Armor Proficiency Shield Use (3 CP)
Shot on the Run: Split Movement (6 CP)
Silent Spell: Easy (6 CP)
Simple Weapon Proficiency: Weapon Proficiency (Any
One Simple Weapon, 1 CP)
Skill Focus: Skill Focus (6 CP)
Snatch Arrows: Block (+Catch, 12 CP)*
Spell Focus: Ability Focus (Half effect, 3 CP)
Spell Mastery: Spell Mastery (6 CP)
Spell Penetration: Immunity (Spell Resistance,
Specialized half-effect, Common/Major effect/Trivial
resistance, 3 CP)
Spirited Charge: Doubled Damage (Only while charging
from horseback, 6 CP)
Spring Attack: Split Movement (6 CP)
Stealthy: Skill Emphasis II (6 CP)
Still Spell: Easy (6 CP)
Stunning Fist: Trick (6 CP)
Toughness: Toughness (3 CP)
Tower Shield Proficiency: Armor Proficiency Shield Use
(3 CP)
Track: Track (6 CP)
Trample: Rider Trample (12 CP)*
Two-Weapon Defense: Defender (Half effect, only while
wielding two weapons, 6 CP)
Two-Weapon Fighting Weapon: Bonus Attack (6 CP)*
Weapon Finesse: Finesse (6 CP)
Weapon Focus: Augment Attack (6 CP)
Weapon Specialization: Augment Attack (6 CP)
Weapon Focus and Specialization are priced
assuming the user does regularly employ other weapons.
Whirlwind Attack: Enhanced Strike (Whirlwind, 6 CP)
Widen Spell: Area (6 CP)
Quick NPC Conversions
Few Game Masters have the time to design each
NPC from the ground up - and most generic NPCs will
be less specialized than the PCs. Players invariably try
to get the most out of every CP. To quickly convert old
NPCs, simply give them 6 CP per level to spend on
whatever helps them out without worrying about
specialization or corruption.
Afterword
Weve heard a couple of protests that Eclipse is
unbalanced.
Personally, we wonder how a system in which every
character, both PC and NPC, has exactly the same list of
powers and options to choose from can ever be
unbalanced. Youre not even at the mercy of players with
many books and the time to go through them.
What such protestors usually seem to mean is that
Eclipse makes it easy to build extremely specialized
characters. This is true. Of course, for every speciality,
there is a weakness - and the monsters and NPCs can
specialize as well.
And there are more of them.
The system is the same for everyone, and so is
inherently balanced. The game never is. Are some of the
players more cunning than others? More used to the
Game Masters style? More familiar with the books and
creatures? More widely read? Related to, close friends
with, or sleeping with the Game Master? Very
persuasive? Have a knack for making whatever they
want to do sound eminently logical? Have a knack for
finding a way to apply small effects to critical points? Is
someone simply lucky? Foolish? Not paying attention?
Not able to make it until a bit late every other session?
Insists on playing character concepts who dont fit in the
game? Impatient with research and planning?
Have you ever played chess against a grand master?
Chess is about as balanced as a system can get - but
somehow that game wasnt balanced at all.
Weve had a character with a silver piece and a
Major Image spell defeat an entity which was devouring
entire universes - and collapse the whole group with
laughter at the same time.
Weve also had characters destroy themselves and
cause major disasters without an enemy in sight because
they failed to think things through.
Theres only one form of game balance that
matters: is someone indulging themselves at the expense
of everyone elses fun?
Then squash them. Thats a big part of the GMs job.
Eclipse: The Codex Persona
192
Art Credits
Line-art character portraits used in this product are
from the OGL supplements Character Portraits: Fantasy
Heroes and Character Portraits: Fantasy Heroines by
Mongoose Publishing. Artists whose work appeared in
this series include:
Chad Sergesketter, Nathan Webb, David Griffiths,
Anne Stokes, Stephen Shepherd, Marcio Fiorito, Steven
Cook, Alejandro Villen, Danilo Moretti, Carlos Henry,
Patricio Soler, Eric Bergeron, Eric Lofgren, Shane
Coppage, Gillian Pearce, Sarwat Chadda, Andrew
Jordan, Renato Guedes, Rene Brandt, Brent Chumley,
and Fred Rawles. Unfortunately, we cant tell just who
did what.
Other art used in this product is from classical
artists. Per the U.S. Copyright Office Information
Circular, the U.S. copyright on any work published or
copyrighted prior to January 1, 1923, has expired by
operation of law, and the work has permanently fallen
into the public domain. Modified versions of such
works may or may not be subject to copyright depending
on the extent of the modification and whether or not it
involves creativity, compilations or collections can be
as a whole, but individual reproductions, where the
object is to reproduce the original as closely as the
technique permits, apparently are not - per
BRIDGEMAN ART LIBRARY, LTD. v. COREL
CORP., 36 F. Supp. 2d 191 (S.D.N.Y. 1999, Lewis A.
Kaplan, United States District Judge). While this case
appears definitive and does not seem to have been
altered by the Digital Millennium Copyright Act, given
that copyright law is quite complex, and our time is
limited, we opted to search for scans which are stated
onsite to have been publicly released. Many such files
are freely available at http://www.the-athenaeum.org/ - a
site well worth a visit and your support.
Personally, I like classical art, and I think that it
deserves a bit more exposure anyway. The painters
whos art has been used here include:
Frederick Arthur Bridgeman, 1847-1928. An
American painter of the Orientalist school who painted
most of his more famous works in Paris and Algeria in
the 1880's and 1890's.
Sir Lawrence Alma-Tadema, 1836-1912. Dutch,
later became an English citizen. Extremely popular at the
time, now relatively little-known. Specialized in painting
scenes of the ancient world.
Fredrich Edwin Church, 1826-1900. A U.S.
romantic painter, and the most prominent member of the
Hudson Valley School. Notable for his allegorical series.
Maxfield Parrish, 1870-1966. An American painter
noted for his richly decorative style and for the
widespread reproduction of his artwork. While no
copyright renewal records were found under his name in
the US government renewal archives, our use of his work
has been limited to pre-1923 works, just in case.
Ferdinand-Victor-Eugene Delacroix, 1798-1863. A
French painter of the Romanticist period who had some
influence on the later Impressionist school.
Raphael von Ambros, 1854-1895. A notable
orientalist painter.
William Adolphe Bouguereau, 1825-1905. A
French painter noted for his tender portrayals of children
and domestic scenes.
William Holbrook Beard, 1824-1900. An American
painter specializing in animals.
Fredrich Arthur Bridgman, 1847-1928. A US
painter and one of the major members of the Orientalist
school.
Elihu Vedder, 1836-1923. A US painter of the
Symbolist school.
Open Game Content
and Product Identity
The following items are hereby designated as Product
Identity in accordance with section 1(e) of the Open
Game License, version 1.0a: The Introduction and How
do I use this product section, the explanatory text under
Corrupted and Specialized Magic, the Control
Mechanisms section other than the Adventurer
Framework, the Disadvantage Descriptions, the Pacts,
Types of Witches, and Power Sources and Witches
sections, the Characters section of Chapter Five, the
Chakra section, and the Epic Monsters section outside of
the game statistics. Descriptive material other than game
mechanics, including captions, invented quotations,
and elements of game setting, including but not limited
to, capitalized names, names of artifacts, spell names,
characters, countries, creatures, geographic locations,
gods, historic events, lands, magic items, organizations,
secret societies, legends, and original storylines. The
product identity listed above is not Open Game Content.
Permission is hereby granted to refer back to this book
when presenting characters in point-buy format in other
products.
Eclipse: The Codex Persona
193
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast,
Inc. and is Copyright 2000 Wizards of the Coast, Inc
("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright
and/or trademark owners who have contributed Open Game
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transmit or otherwise distribute; (d)"Open Game Content"
means the game mechanic and includes the methods,
procedures, processes and routines to the extent such content
does not embody the Product Identity and is an enhancement
over the prior art and any additional content clearly identified
as Open Game Content by the Contributor, and means any
work covered by this License, including translations and
derivative works under copyright law, but specifically excludes
Product Identity. (e) "Product Identity" means product and
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2. The License: This License applies to any Open Game
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You must affix such a notice to any Open Game Content that
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5.Representation of Authority to Contribute: If You are
contributing original material as Open Game Content, You
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7. Use of Product Identity: You agree not to Use any
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12 Inability to Comply: If it is impossible for You to
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13 Termination: This License will terminate automatically
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breach within 30 days of becoming aware of the breach. All
sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to
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extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the
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 original material by E.
Gary Gygax and Dave Arneson.
Character Portraits: Fantasy Heroes copyright 2003,
Mongoose Publishing
Eclipse: The Codex Persona copyright 2005 by Paul
Melroy and Patrick Bryant. Distributed by Distant
Horizons Games, WWW.DistantHorizonsGames.Com
Mongoose Publishing repeated the Fantasy Heroes
entry rather than Fantasy Heroines in Fantasy Heroines.
In accord with the OGL we have not corrected this.
Eclipse: The Codex Persona
194
If youve enjoyed Eclipse, try...
The Practical Enchanter covers magical items and powers the same
way that Eclipse covers character abilities! This ultimate enchanting guide
covers all magical enhancements, items, and enhancing powers!
! Spell Templates covering (quite literally) millions of spells.
! Heartstones and Wards Major - the great enchantments at the core of
magical lands and mystical orders!
! Full rules for designing your own Constructs - and another approach to
Templates, allowing you to precisely measure - and buy off - ECL penalties.
! Rules for extraordinary Talents, Superheroes, and Cybernetics!
! Living in a Magical World - a guide to life, and the social impact of magical
items, in a fantasy world.
! Full rules for Curses, Summoning, and Feat-Granting Enchantments!
Legends of High Fantasy adapts the d20 system for genuine High
Fantasy play! In these pages youll find epic adventure and fearsome
villains: become one today, and shake the world to its foundations in
Legends of High Fantasy!
! Full coverage of the Core Classes - adaptions for High Fantasy play!
! Hundreds of new Metaspells integrated into a complete magical system!
! A Wealth System designed to take the stress off of counting coins and allow
princes and paupers to work in the same group!
! Innate Talents, designed to take the power out of your magical equipment
and put it back into the character!
! Charms and Talismans; two new types of magical items designed for the kind
of results found in fantasy novels, guaranteed not to wreck your game!
! Advanced Ritual Magic - far beyond the basics in Eclipse.
Paths of Power covers magical paths based on Alignment, Personality
Type, Class, Prestige Class, Creature Type, Martial Arts, and Magical
Fields. This complete magical overhaul rewrites spellcasting. From the
most flexible Wizard to the most focused Sorcerer, no spellcaster will regret
walking the Paths of Power!
! Explore the mysteries, powers, and dangers of the mighty Elder Paths.
! Expand your world with new Domains and more than 250 new Spells.
! Give each spellcaster - and spellcasting creature - their own, unique
specialities and spell lists - along with their own personal Marker Traits and Power
Signature!
! Explore the frontiers of magic with Path Quests and Skills!
The Practical Enchanter, Legends of High Fantasy, and Paths of Power are
available through Amazon.Com, and your local game store.
Eclipse: The Codex Persona
Persona Worksheet
195
Character Traits
Trait pairs always sum to 21. To check a trait roll
(1d20 + Trait +/- any positive Wis Mod [per player
decision]). The default DC is 21, but the GM will often
modify this.
Altruistic / Selfish
Chaste / Hedonistic
Cultured / Barbaric
Curious / Focused
Energetic / Apathetic
Enthusiastic / Steadfast
Faithful (or Loyal) / Treacherous
Forgiving / Vengeful
Helpful / Argumentative
Honest / Manipulative
Leader / Follower
Merciful / Cruel
Modest / Proud
Mystic / Worldly
Objective / Prejudiced
Open / Secretive
Optimistic / Pessimistic
Organized / Anarchic
Patient / Restless
Physical / Cerebral
Principled / Expedient
Sociable / Antisocial
Stoic / Expressive
Temperate / Indulgent
Trusting / Suspicious
Valorous / Cautious
Deity
Favored Traits
Granted Powers
Motivation
Morale Bonus Option. +2 Morale Bonus to
Attacks, Damage, Saves and Checks while
pursuing the characters motivations.
Experience Option. Character gains XP for
pursuing his or her goals, rather than for defeating
opponents.
Specialization Option. Character may buy abilities
that may only be used while in pursuit of his or her
motivations as Specialized.
Action Point Option. Character gets to spend
(____) free AP per session while pursuing his or
her motivations on:
Heroism Stunts
Description
What do people see when they glance at you?
What will people find out if they talk to you?
What will people find out if they ask around about you?
What will people find out if they look into your past?
Permission is granted to copy this page for personal use.
Eclipse: The Codex Persona
Persona Worksheet
196
Personality Profile
When would you break your word?
When would you torture someone?
Lying is...
Your reputation and social status is
What are you looking for in life?
When would you betray or abandon a family member,
close friend, companion, liege, or ally?
You would defy the local laws and authorities
Success can best be achieved through
How much attention do you pay to faith and religion?
The welfare of other people is
Tradition is
The best way to achieve a widespread goal is
Issues, competitions, and conflicts should be
Power
How often do you take time off?
How important to you are your possessions?
Fools, Criminals, and Enemies should be dealt with
using
Strangers and Foreigners are
Profile Score
Special Notes
Permission is granted to copy this page for personal use.
Eclipse: The Codex Persona
Campaign Options Checklist
Use an X to mark abilities youre not allowing. Use a / for those that youre limiting with control options or mandatory restrictions.
197
Basic Expenditures
Skill Options
G 3d6 Checks
G Familiarities
G Advance Skill Training
G Basic Skills
G Specific Knowledges
G True Names
G Base Caster Level
G Spells
G Magic Levels
G Limitations
G Clerical Magic Package
G Spell Progression Tables
G Paladin/Ranger
G 3.0 Psychic Warrior
G Psychic Spellcasting
G 3.5 Psychic Warrior
G Wilder
G Adept
G Bard
G Cleric/Druid
G 3.0 Psion
G 3.5 Psion
G Wizard
G Sorcerer
G Corrupted Magic
G Specialized Magic
G Phantom Slot Option
Per-Level Modifiers
G Duties
G Fast Learner
G Restrictions
Once-Off CP Modifiers
G Disadvantages
G Package Deals
General Abilities
G Ability Focus
G Acrobatics
G Action Hero
G Adaptation
G Adept
G Ambidexterity
G Assistant
G Augmented Bonus
G Augmented Magic
G Awareness
G Berserker
G Blessing
G Blood Curse
G Body Fuel
G Celerity
G Cloaking
G Companion
G Contacts
G Countermagic
G Costly
G Create Item
G Create Relic
G Damage Reduction
G Deep Sleep
G Device Use
G Domain/Path
G Eldritch
G Empowerment
G Enthusiast
G Equipage
G Executive
G Expertise
G Favors
G Finesse
G Grant of Aid
G Guises
G Harnessed Intellect
G Healing Touch
G Hysteria
G Inherent Spell
G Immunity
G Innate Enchantment
G Innate Magic
G Invocation
G Jack-of-All Trades
G Journeyman
G Karma
G Leadership
G Lore
G Luck
G Mana
G Natural Magic
G Mastery
G Melding
G Mentor
G Mindspeech
G Mystic Link
G Occult Sense
G Occult Skill
G Occult Talent
G Opportunist
G Poison Use
G Power Words
G Presence
G Privilege
G Professional
G Reflex Training
G Reputation
G Researcher
G Resist
G Returning
G Rider
G Rite of Chi
G Sanctum
G Schooling
G Self-Development
G Shadowmaster
G Shapeshift
G Siddhisyoga
G Skill Emphasis
G Skill Focus
G Snatch
G Specialist
G Spell Conversion
G Spell Flow
G Spell Mastery
G Spell Pool
G Spell/Power Resistance
G Spell Shorthand
G Spell Turning
G Stoic
G Superstition
G Test of Wills
G Timeless Body
G Tireless
G Toughness
G Traceless
G Track
G Travel
G Triggering
G Turn Resistance
G Unity
G Wayfarer
G Workhorse
Combat Enhancements
G Anime Master
G Augment Attack
G Blind-Fight
G Block
G Bonus Attack
G Chain of Ki
G Defense
G Doubled Damage
G Enhanced Strike
G Evasive
G Far Shot
G Favored Enemy
G Favored Foe
G Variants
G Fortune
G Imbuement
G Improved Critical
G Improved Initiative
G Improvise Weapon
G Legionary
G Lunge
G Maneuver
G Martial Arts
G Occult Combat
G Overwhelm
G Rapid Strike
G Smite
G Specialist
G Spirit Weapon
G Split Movement
G Throwing Master
G Trick
Racial Templates
G Exotic Races
G Player Modifications
G Player Designs
Metamagic Feats
G Amplify
G Area
G Battle Magic
G Combine
G Compact
G Easy
G Elemental Manipulation
G Extension
G Lacing
G Multiple
G Persistent
G Sculpting
G Stabilize
G Transference
G Triggering
Metamagical Modifiers
G Glory
G Streamline
G Fast
Paths and Powers
G Channeling
G Basic Upgrades
G Advanced Abilities
G Dominion
G Advanced Abilities
G Godfire
G Hexcraft
G Martial Arts
G Advanced
G Expert
G Master
G Mystic Artist
G Basic Modifiers
G Enhanced Abilities
G Path of the Dragon
G Ritual Magic
G Rune Magic
G Spell Storing
G Thaumaturgy & Dweomer
G Theurgy
G Witchcraft
G Pacts
G Advanced Abilities
_________________________
_
Put a %-mark by all the
following World Templates and
options which ARE included in
your game.
Campaign Building Options
G High-Level Spells
G Personality Traits
G Motivations
G Character Profile
G Control Options
G Chakra
World Templates
G 108 Stars of Destiny
G Anime
G Energetic
G Grim
G Limit
G Mass Murder
G Mini Mighty Monster
G Natural Magic
G Penumbra
G Power Sink
G Superheroic
G Wu Xia
Special Options
G Framework Required
G Maximum Available Spell/
Power Level: _______
Permission is granted to
copy this page for personal
use.
Eclipse
The Codex Persona
! Build exactly the characters you want, exactly the way
you want them, with hundreds of new and expanded character
abilities, feats, and completely personalized classes!
! A unified set of rules covering everything from post-
apocalypse through fantasy, modern, cyberpunk, futuristic,
superheroic, and historical settings, all fully compatible and
transferable.
! New magic systems: Hexcraft, the Path of the Dragon,
Ritual Magic, Rune Magic, Thaumaturgy, Dweomer, Theurgy
and Witchcraft, plus corrupted and specialized spellcasting, to
accommodate many different campaign worlds and thousands
of different types of spellcasters!
! Integrate restraints on special abilities and powers into
your campaign setting, not with arbitrary restrictions and a
cumbersome array of prestige classes!
! Drastically enhanced Metamagic, Spell Storing, Item
creation, plus expanded Turning feats, Bardic abilities,
leadership options, martial arts, proficiencies, combat
techniques and more!
! Use Disadvantages, Character Motivations, and
Ethics to add depth to characters and worlds. Eliminate
pointless restrictions on character development! Customize
templates to your every whim. Why should every Half-Celestial
have the same powers?
! Playable rules for the Divine - from Channeling to
Dominion, on to Divine Ascension - and beyond!
DHG 1007
! Alternative rules for Epic Spellcasting.
Why should the spell list stop at level nine?
! New Abilities for Barbarians, Bards,
Clerics, Druids and every other type of character!
! Full back-compatibility, for seamless
integration into your existing campaign and use
with any other sourcebook!
Requires the use of a Roleplaying Game
Core Book published by Wizards of the Coast,
Inc. This product utilizes updated material from
the v.3.5 revision.
A Distant
Horizons
games product