Mutants of the Eclipse Part VII – The Speedster and his Spells

   To continue with Mutants in Eclipse, here’s a set of nine spells for speedsters and the sixth set of power packages for Class I and higher Mutants – The Speedster at ECL modifiers +1 through +7. As usual, their powers are built using Unlimited-Use Use-Activated Innate Enchantments – at an effective “Cost” of (Spell Level x Casting Level x 2000 GP x Modifiers).

   The Speedster tends to occupy an awkward space both in teams and in the reality of comic-book settings. As far as the setting goes, there are a host of problems with gravity, friction, momentum, turning, inertia, and other natural interactions. Speedsters tend to run down stairs faster than you can fall, sweep people up without injuring them, and otherwise do things that would set even the most accommodating physicists teeth on edge – and that’s without getting into questions like how much work can they get done.

   On a team, the questions tend to revolve around “how fast can this guy make decisions?”. If it’s not much faster than a normal person, then how can they use their super-speed without killing themselves? If it is inhumanely fast, what prevents them from zipping about with a sap and giving each non-invulnerable opponent a quick shot to the head faster than they can react?

   Fortunately, the way we’re building our heroes this time around tends to solve that; their powers are fundamentally “psionic” or “magical” (if there really is a meaningful distinction between those terms) and thus override questions of physics – and they’ll have specific abilities and only get to attack a limited number of times simply because those are the abilities they happen to have. Those mechanics actually make this a more viable type of character in the game than they are in the source material. Speedsters do NOT get a great many extra actions or attacks. That’s to keep them from dominating combat and to keep the rest of the players from getting bored while the Speedster gets to act again and again.

   The Class-I Speedster is inhumanely fast and agile, capable of running over water or other surfaces that would not normally support him or her, of hitting opponents very rapidly, dodging attacks, and completing simple projects in mere moments. Outside of their speed, however, they are relatively fragile; if someone does hit one of them, it’s going to hurt. Worse, their attacks – while very fast – are not all that individually powerful; it’s fairly easy for a Strongman, or any other heavily-defended character to shrug them off for a time.

  • Personal Haste (+30′ Move, +1 Attack at full BAB, from The Practical Enchanter, Spell Level One x Caster Level One x 2000 GP for Unlimited-Use Use-Activated = 2000 GP).
  • Light Foot (Below, +30 circumstance bonus ground movement speed a +10 circumstance bonus on jump checks, and DR 10 versus Falling Damage [only], Spell Level One x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x .7 Personal Only = 1400 GP).
  • +2 Dexterity (Enhance Attribute, from The Practical Enchanter, Spell Level One x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x .7 Personal Only = 1400 GP).
  • +3 Competence Bonus to all Dexterity-Based Skills (Skill Mastery, from The Practical Enchanter, Spell Level One x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x .7 Personal Only = 1400 GP).
  • +2 Competence Bonus on Reflex Saves (Sidestep, from The Practical Enchanter, Spell Level One x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x .7 Personal Only = 1400 GP).
  • Lightning Fists: “Unarmed” strikes do 1d8 Stun or Lethal damage, Crit 20/x2 as Natural Weapons. The user may make a full attack using both at full BAB. (Level One Spell x Casting Level One x 2000 GP for Unlimited-Use Use-Activated x .7 Personal Only = 1400 GP). Yes, this is yet another variant on the same basic effect.
  • Wind Dance (Below, Spell Level Two x Caster Level Three x 2000 GP for Unlimited-Use Use-Activated = 12,000 GP).
  • The Laborer’s Word (Hedge Wizardry List, this site, using the Ambient Magic limitation to reduce it to spell level one. Spell Level One x Caster Level One x 2000 GP for Unlimited-Use Use-Activated = 2000 GP).
  • Stepping Disks (Below, Level Zero x Casting Level One x 2000 GP for Unlimited-Use Use-Activated x .7 Personal Only x 2 Rapid Casting x .7 Only to allow the user to run over inappropriate surfaces and up walls or to break falls and such, only works while the user remains in rapid motion = 980 GP).
  • Greater Mageshot (Below, Level One x Casting Level One x 2000 GP for Unlimited-Use Use-Activated = 2000 GP).

   Choice of any three of the following abilities:

  1. Elemental (Sonic) Missile (Below, Level Zero x Casting Level One x 2000 GP for Unlimited-Use Use-Activated x 2 Rapid Casting = 2000 GP). In combination with Greater Mageshot this allows the speedster to launch tolerably effective vibratory attacks.
  2. Hammerfist (+1d8 Force damage with Fists) (Level One x Casting Level One x 2000 GP for Unlimited-Use Use-Activated = 2000 GP).
  3. Incredible Reflexes (Glimpse of Time, Below, Level One x Casting Level One x 2000 GP for Unlimited-Use Use-Activated = 2000 GP)
  4. Rapid Recovery (Cure Light Wounds four times per day and Lesser Restoration three times per day. (Both Level One x Casting Level One x 2000 GP for Unlimited-Use Use-Activated x .7 Personal Use Only. Cure Light Wounds x .8 for four uses per day, Lesser Restoration x .6 for three uses per day. That’s 1120 GP for the Cure Light Wounds and 840 GP for the Lesser Restoration, for a net total of 1960 GP).
  5. Supercharged Metabolism (Relieve Illness three times per day and Relieve Poison four times per day. (Both from the Hedge Wizardry list, this site, Level One x Casting Level One x 2000 GP for Unlimited-Use Use-Activated x .7 Personal Use Only. Relieve Poison x .8 for four uses per day, Relieve Illness x .6 for three uses per day. That’s a net total of 1960 GP).
  6. Swift Mastery / Dexterous Fingers (Trickster Magi List, this site. Reduces the time required to use a skill by three rounds. (Level One x Casting Level One x 2000 GP for Unlimited-Use Use-Activated x .7 Personal Use Only = 1400 GP) plus Quicker Then The Eye (Trickster Magi List, this site. Lets the user move things around his or her body as a free action even off action. Level Zero x Casting Level One x 2000 GP for Unlimited-Use Use-Activated x .7 Personal Use Only = 700 GP).
  7. Upgrade Greater Mageshot with Rapid Casting (+2000 GP). This will allow the user to launch several sets of attacks – at least potentially.
  8. Vibratory Shield / Mage Armor (Level One x Casting Level One x 2000 GP for Unlimited-Use Use-Activated = 2000 GP). This protects whoever the user is touching or carrying as well as the user – and also protects against air friction.

   Class-II Speedsters don’t really pick up much speed in combat, but they can travel considerably greater distances – and get devices to start responding to them much more quickly than normal.

  • Upgrade Greater Mageshot to Riptide (below, +7000 GP)
  • Lightning Step (From The Practical Enchanter, Spell Level Three x Caster Level Five x 2000 GP for Unlimited-Use Use-Activated, x.8 User must remain in contact with a surface = 24,000 GP).
  • Jumpstart (Hedge Wizardry spell list, this site. Spell Level Zero x Caster Level One x 2000 GP for Unlimited-Use Use-Activated = 1000 GP).

   Class-III through Class-VII Speedsters simply upgrade with one of the following packages per additional class.

   Dimensional Traveler Package:

  • Any one additional optional ability from the Class-I Speedster Package (2000 GP).
  • Ethereal Phase (Below, Spell Level Two x Caster Level Three x 2000 GP for Unlimited-Use Use-Activated = 12,000 GP). This will allow our Speedster to “vibrate” through solid objects, even while carrying someone else.
  • Vibratory Adjustment (Plane Shift with the Ambient Magic limitation – reducing it to a level four effect at the cost if it taking minutes to “cast”, Level Four Effect x Caster Level Seven x 2000 GP for Unlimited-Use Use-Activated x .8 Must include the caster, cannot affect more material than the caster can carry x .4 Only usable twice per day = 17,920 GP).

   Far Traveler Package:

  • Upgrade the Dexterity Bonus to +4 (+7000 GP).
  • Upgrade the bonus to Dexterity-Based Skills to +7 (7000 GP).
  • +2 Constitution (Attribute Enhancement, from The Practical Enchanter, Spell Level One x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x .7 Personal Only = 1400 GP).
  • Extended Lightning Step / Add Metamagic / Range (From The Practical Enchanter, adds +2 levels of Range to a spell of up to level three. In the case of the Lightning Step spell, extending it’s “range” to line-of-sight; roughly ten miles in open territory or about one mile in more crowded areas. (Level Three Spell x Level Five Caster x 2000 GP for Unlimited-Use Use-Activated x .5 can only be applied to the Lightning Step Spell = 15,000 GP).
  • Lesser Remove Paralysis (as per Remove Paralysis, but only affects a single touched creature, Level One Spell x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x .7 Personal Only = 1400 GP). With this package, a Speedster is impervious to Paralysis and Slow effects.

   Wind Master Package (I, II, and III):

  • Any one additional optional ability from the Class-I Speedster Package (2000 GP).
  • Wind Mastery (a level three Greater Invocation from The Practical Enchanter, produces any simple Wind effect of up to level two, such as Gust of Wind, Feather Fall, binding winds, small whirlwinds, shoving things around with wind, Pyrotechnics (via blowing out the flames), and Wind Walls. Any continuing effect requires that the user keep maintaining it or it will end in 1d4 rounds, Level Three Spell x Caster Level Five x 2000 GP for Unlimited-Use Use-Activated = 30,000 GP).
  • The Wind Master Package may be taken up to three times. The second time it boosts the Greater Invocation to level four at caster level seven (+26,000 GP) to allow the creation of third level effects and provides an additional two optional abilities from the Class-I Speedster Package (4000 GP). The third time it boosts the Greater Invocation to level five at caster level nine to allow the creation of fourth level effects (+34,000 GP, which is why the second package only contains 30,000 GP worth of abilities).

   New Spells:

   (Elemental) Missile:

  • Conjuration, L0 Sorcerer/Wizard, Bard, Paladin/Ranger, Components: V, S, Casting Time: One standard action, Range: Personal, Target: You, Duration: Instantaneous.
  • (Elemental) Bolt conjures up one arrow, quarrel, knife, shuriken, or similar missile of a specified (each element calls for a separate spell) form of elemental energy. Regardless of the form, these can be thrown or fired normally (requiring a separate action), striking as a ranged touch attack and inflicting 1d6 points of damage. Such missiles dissipate upon impact or after three rounds in any case.

   Ethereal Phase:

  • Transmutation, L2 Sorcerer/Wizard, Bard, Assassin, Components: V, S, Casting Time: One standard action, Range: Touch, Target: Creature Touched, Duration: Three rounds (D).
  • The target phases partially into the ethereal plane. He, she, or it remains visible, and can see and hear clearly, and can be affected both by gases and effects which would affect the ethereal plane, but is otherwise intangible – able to freely move through both creatures and objects and capable of moving in any direction (even up or down, albeit at half normal speed). If the spell ends while the user is still inside a solid object, such as a wall, the user will be shunted off to the nearest open space and take 1d6 points of damage per five feet that he or she so travels.
  • Yes, this is considerably lower level than Ethereal Jaunt. Of course, the Blink spell manages this effect repeatedly, and more effectively, and with a greater duration, at level three.

   Glimpse of Time:

  • Divination, L1 Cleric, Druid, Ranger, Paladin, Blackguard, Bard, Components: V, S, Casting Time: One standard action, Range: Personal, Target: You, Duration: One hour or until discharged
  • Glimpse of Time provides the caster with a +4 bonus on his or her next initiative check.

   Hammerfist:

  • Transmutation, L1 Sorcerer/Wizard, Paladin, Blackguard, Components: V, S, Casting Time: One standard action, Range: Personal, Target: You, Duration: 1d4 rounds.
  • Hammerfist allows the user to do +1d8 points of force damage with his or her fists. He or she is considered armed in unarmed combat.

   Light Foot:

  • Transmutation, L1 Druid, Ranger, Sorcerer/Wizard, Components: V, S, Casting Time: One standard action, Range: Touch, Target: Creature Touched, Duration: 1d6+2 Rounds, Save: Reflex Negates (Harmless), Spell Resistance: Yes
  • Light Foot makes the user extremely light on his or her feet, gaining a +30 circumstance bonus on his or her ground movement speed a +10 circumstance bonus on jump checks, as well as DR 10 versus Falling Damage [only]. The user is, however, considered one size category smaller in a Bull Rush, Grapple, Trip, or Overrun situation.

   Mageshot, Greater:

  • Transmutation, L1 Sorcerer/Wizard, Components: V, S, M (the missile or missiles to be launched), Casting Time: One standard action, Range: Touch, Target: Special, Duration: Instantaneous, Saving Throw: None, Spell Resistance: No
  • Greater Mageshot will launch up to four arrows or bolts (as if fired from an appropriate weapon) or eight small hand-launched projectiles, such as daggers, shuriken, or vials of holy water. Outside of the fact that the missiles need not be drawn and no launcher (bow, crossbow, etc), is required, this is a normal attack – an attack check is required, range modifiers apply, and relevant Feats, attribute bonuses, and similar effects all apply normally. Where more than one possible launcher or mode applies, such as longbow or composite longbow, the choice is up to the caster. All shots are made at the user’s full BAB, they need not be launched at the same target, and the user may opt to either roll once for all the shots against a single target or for each independently.

   Riptide:

  • Transmutation, L2 Sorcerer/Wizard, Components: V, S, M (the missile or missiles to be launched), Casting Time: One standard action, Range: Touch, Target: Special, Duration: Instantaneous, Saving Throw: None, Spell Resistance: No
  • Riptide will launch up to three projectiles, such as arrows, bolts, shuriken, vials of holy water, or whatever, at each of up to four selected targets within a cone – although this is limited by the number of missiles that the caster has available to launch. Outside of the fact that the missiles need not be drawn and no launcher (bow, crossbow, etc), is required, this is a normal attack – an attack check is required, range modifiers apply, and relevant Feats, attribute bonuses, and similar effects all apply normally. Where more than one possible launcher or mode applies, such as longbow or composite longbow, the choice is up to the caster. All shots are made at the user’s full BAB and the user may opt to either roll once for all the shots against a single target or for each shot independently.

   Stepping Disks:

  • Evocation (Force), Level: 0 Bard, Sorcerer/Wizard, Components: V, S, Casting Time: One standard action, Range: Close, Effect: See Below, Duration: One round per level, Saving Throw: None, Spell Resistance: No.
  • Stepping Disks creates up to three immobile two-foot in diameter disks of force within close range. They’re capable of supporting one medium sized creature and it’s gear, but wink out of existence when the spell duration expires.

   Wind Dance:

  • Enchantment, L2 Speedster, Components: V, S, Casting Time: One standard action, Range: Personal, Target: You, Duration: One round per level.
  • Wind Dance resembles Blink – but the user is simply dodging around at incredible speeds. Sadly, this requires room to move, and means that the user has a 25% chance per round of getting into any ground-based hazards (caltrops, grease, tripwires, land mines, etc) in the immediate area each round. On the other hand, physical attacks and individually-targeted spells directed against the user have a 50% miss chance, the user takes no damage from area effects if a reflex saving throw succeeds, and the user gains a +2 Circumstance Bonus to Hit. In addition, the user may take two extra 5′ steps each round.
  • Yes, that’s right. This is a limited, customized, version of Blink just for speedsters. Remember; Innate Enchantments, Inherent Spells, and similar instinctive effects do not have to be drawn from any particular spell list; any effect is fair game as long as the game master approves of it.
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One Response

  1. […] Foot (Speedster List, +30 circumstance bonus ground movement speed a +10 circumstance bonus on jump checks, and DR 10 […]

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