Mutants of the Eclipse Part II – The Element Master

   To continue with Mutants in Eclipse, here’s the first set of power packages for Class I and higher Mutants – The Element Master at +1, +2, and +3 ECL modifiers.

   The Element Master controls some particular aspect of reality, whether that’s one of the classical elements (fire, earth, air, or water), light, magnetism, gravity, or electricity. This, of course, is a classic shtick; when it comes to superhero comics, elemental masters may well outnumber every other type of character put together.

   Regardless of the “element” involved, an Element Master usually possesses the ability to use it as armor or as a shield of some sort, the ability to throw blasts of it around, resistance to it, and the ability to use it to move around somehow – usually by flying or some equivalent.

   Of course, while Element Masters are powerful and versatile monotalents, they’re still monotalents, and are pretty much normal human beings outside of that single talent.

   The easiest way to build a Class-I Element Master is to simply buy

  • Greater Invocation, Level Three at Caster Level Five, Unlimited-Use Use-Activated (30,000 GP). (from The Practical Enchanter). This will allow the Element Master to produce effects of up to level two within his or her chosen special effect.
  • Lesser Resist Energy (from The Practical Enchanter), Level One at Caster Level One, Unlimited-Use Use-Activated, Personal Only, Only versus the energy form they manipulate and it’s opposite (x.5) (Net 700 GP).
  • +2 to any one attribute (various versions of Enhance Attribute, from The Practical Enchanter), Level One at Caster Level One, Unlimited-Use Use-Activated, Personal Only (1400 GP).

   Alternatively, if the game master is being restrictive about that theme, it may be just as useful to buy a set of specific effects, such as:

  • Personal Flight (Level Two Spell x Caster Level Three x 2000 GP for Unlimited-Use Use-Activated) = 12,000 GP.
  • Scorching Ray (or whatever elemental equivalent is appropriate) (Level Two Spell x Caster Level Three x 2000 GP for Unlimited-Use Use-Activated) = 12,000 GP.
  • Mage Armor (Level One Spell x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x.7 for Personal Use Only ) = 1400 GP.
  • Resist Energy (Level Two Spell x Caster Level Three x 2000 GP for Unlimited-Use Use-Activated x .7 for Personal Use Only x .5 (Only versus the energy form they manipulate and it’s opposite) = 4200 GP.
  • +2 to any one attribute (various versions of Enhance Attribute, from The Practical Enchanter), Level One at Caster Level One, Unlimited-Use Use-Activated, Personal Only (1400 GP).
  • Detect (Elemental) Energies (Level One-Half Spell x Caster Level One x 2000 GP for Unlimited-Use Use-Activated = 1000 GP).

   Class-II Element Masters almost always use Greater Invocation – and an upgraded version at that.

  • Greater Invocation, Spell Level Four at Caster Level Seven, Unlimited-Use Use-Activated (56,000 GP). (from The Practical Enchanter). This will allow the Element Master to produce effects of up to level three within his or her chosen special effect.
  • Lesser Resist Energy (from The Practical Enchanter), Level One at Caster Level One, Unlimited-Use Use-Activated, Personal Only, Only versus the energy form they manipulate and it’s opposite (x.5) (Net 700 GP).
  • +2 to any one attribute (various versions of Enhance Attribute, from The Practical Enchanter), Level One at Caster Level One, Unlimited-Use Use-Activated, Personal Only (1400 GP).
  • +2 to any other attribute (various versions of Enhance Attribute, from The Practical Enchanter), Level One at Caster Level One, Unlimited-Use Use-Activated, Personal Only (1400 GP).
  • Sense (Elemental) Energies and Effects (Level One Spell x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x .7 for Personal-Only Use = 1400 GP).
  • +1 Competence Bonus to all Saving Throws. (Sidestep, from The Practical Enchanter, Level One Spell x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x .7 for Personal-Only Use = 1400 GP).
  • +1 Resistance Bonus to all Saving Throws. (Warding Rune, from The Practical Enchanter, Level One Spell x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x .7 for Personal-Only Use = 1400 GP).

   Class-III Element Masters upgrade their Greater Invocation yet again – to Spell Level Five at Caster Level Nine – allowing level effects at a net cost of 90,000 GP out of the 96,000 they have available. However, at this point, their own energies start to swamp their ability to sense elemental energies and effects unless they’re paying attention. Otherwise, they’re the same as the Class-II Element Masters.

  • Greater Invocation, Spell Level Five at Caster Level Nine, Unlimited-Use Use-Activated (90,000 GP). (from The Practical Enchanter). This will allow the Element Master to produce effects of up to level four within his or her chosen special effect.
  • +2 to any one attribute (various versions of Enhance Attribute, from The Practical Enchanter), Level One at Caster Level One, Unlimited-Use Use-Activated, Personal Only (1400 GP).
  • +2 to any other attribute (various versions of Enhance Attribute, from The Practical Enchanter), Level One at Caster Level One, Unlimited-Use Use-Activated, Personal Only (1400 GP).
  • +1 Competence Bonus to all Saving Throws. (Sidestep, from The Practical Enchanter, Level One Spell x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x .7 for Personal-Only Use = 1400 GP).
  • +1 Resistance Bonus to all Saving Throws. (Warding Rune, from The Practical Enchanter, Level One Spell x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x .7 for Personal-Only Use = 1400 GP).

   As their Greater Invocation effect becomes more and more expensive, Element Masters become more and more individualized.

  • Level Six Greater Invocation – allowing the creation of effects of up to level five at caster level eleven – costs 132,000 GP, and so is only available to a Class-V Mutant, with 160,000 GP worth of Innate Enchantments.
  • Level Seven Greater Invocation – allowing the creation of effects of up to level six at caster level thirteen – costs 182,000 GP, and so is only available to a Class-VI Mutant with 192,000 GP worth of Innate Enchantments.
  • Level Eight Greater Invocation – allowing the creation of effects of up to level seven at caster level fifteen – costs 210,000 GP, and so is only available to a Class-VII Mutant with 224,000 GP worth of Innate Enchantments.
  • Level Nine Greater Invocation – allowing the creation of effects of up to level eight at caster level seventeen – costs 306,000 GP, and so is only available to a Class-X Mutant with 320,000 GP worth of Innate Enchantments.

   As a rule, anything beyond Class-V – a +5 ECL modifier – is poor idea for player characters. It’s more fun to use finesse than it is to rely on raw power – and there are usually more interesting and effective things to do with levels.

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