Eclipse d20 – Binding Mysterious Spirits III, Ahazu / Ahazie, Andromalus, Focalor, Ile Zeremika, The Swashbuckler, Eligos, and The Presence.

It’s important to note that Mysteries build on the Bokor power package, so anyone calling one (or who wants to use one as a template) is assumed to have Witchcraft II, +6d6 Power, Dismissal, The Sight, and Divination already – although those are limited in the Bokor build to wind up with a total cost of 14 CP. Thus, if you like the power-package associated with a particular Mystery, all you need is 49 CP to buy it directly. It’s more efficient to just take the 24 CP Bokor package to start with but it is a way to add a particular Mystery to your arsenal permanently, and without taking up one of your channeling slots.

Level Three Mysteries:

Ahazu or Ahazie (probably singular, although this is uncertain due to references to Ahazu-demons, possibly originating in Babylon or Assyria) is a semetic night spirit that apparently caused a seizure-related illness (“Ahazie”; whatever this was it cannot be identified in modern terms due to lack of information) by touch. Or may have kidnaped people, although that seems likely to have been “briefly taken away” – another way of saying a seizure. Given that, I suppose that giving such an entity the ability to see at night, make people lose actions, and torment the righteous is reasonable enough.

Of course, the fact that the Wizards of the Coast version requires poking around in the depths of the Abyss would be limiting, if the standard Binder couldn’t bypass the whole “epic level quest” part with a single generic feat that negates the special requirements for calling Vestiges. (Doesn’t that seem a little cheap somehow)? In any case… Ahazu comes in the darkness, bringing seizures, diseases, and death to those he touches and bringing his summoner abhorrent secrets and the perilous shelter of the void.

Ahazu the Seizer (32 CP + 3 CP Disadvantage / Compulsive hoarder. Ahazu wishes to stash away captured foes, valuables, caches of weapons, and more).

  • Whispers of the Void: Enthusiast, Specialized and Corrupted for Increased Effect; only for Skills, only for the Secrets skill, the secrets known are determined randomly by the GM each time Ahazu is called upon, many of the secrets are maddening and/or dangerous to know (3 CP). Each time Ahazu is called upon, he will bring along knowledge long lost in the depths of time – the maddening meaning of a terrible symbol, the incantation to open a gate long sealed, the location of some ancient city overthrown for defying the gods, or (just as likely) some useless bit of ancient trivia.

Secrets (Intelligence, No Unskilled Use, Restricted) originally appeared in the Ancient One Template. Each skill point invested in the “Secrets” skill brings extraordinary knowledge – the names of a dozen powerful fey, the routes through the crypts beneath the sacred mountains, how to open the seven gates of the netherworld, or the summoning chant of the three winds. The game master may let a character roll against his or her Secrets skill to see if they know some bit of lost information – or simply give the user additional secrets/plot hooks when it’s convenient.

  • Wrapped In Sheltering Darkness: Immunity to effects that target the Mind or Soul (Common, Severe, Epic, Specialized and Corrupted/if you die while using this ability you cannot be Raised or Resurrected, it requires a standard action to activate, it may attract the notice of entities from the void beyond the planes or even let them follow you back, and it blocks all related beneficial effects as well, 12 CP).
  • What Waits Between The Stars: Witchcraft III (6 CP).
    • Infliction (with the Mouth of the Earth (Abyss) upgrade (6 CP).
    • Hyloka, Specialized and Corrupted for Triple Effect / One Effect Only, the Grasp of Darkness. The user may spend 3 Power and a Standard Action to cause a Seizure (Will Save DC 18 + Cha Mod) in any creature within 60′. A creature which fails to save may take no actions for 1d3 rounds and is Fatigued afterwards if subject to Fatigue.
    • Hand of Shadows / Touch of the Ebon Gate. Specialized and Corrupted for Triple Effect / One Effect Only; Remote Theft. The user may spend 1 Power and an Standard Action to attempt to steal an item weighing up to eighty pounds from any target within 60′. If the target fails to save (Will DC 15 + Cha Mod) the item (armor, weapon, ring, pants, or whatever) appears in the user’s hands. The user must have a free hand to use this effect.
    • Witchsight / Eyes of the Uttermost Night, Specialized and Corrupted for Triple Effect / the user may only manifest Blindsight out to 5′ per level (100′ maximum) although this costs no Power.
  • +2d6 Mana as 6d6 (21) Power, Specialized and Corrupted/only to power What Waits Between The Stars, above (4 CP).
  • Rite of Chi with +4 Bonus Uses, Specialized and Corrupted/only usable between encounters to regain the What Waits Between The Stars Power Pool, above (4 CP).

Ahazu or Ahazie provides a powerful – if somewhat risky – mental defense, free game master plot hooks, a vicious set of attacks (including the option for pretty much permanent paralysis), handy Blindsight – and an incredibly bothersome “steal your equipment at range” effect. It’s hard to get much more annoying than – say – stealing someone’s plate armor while they’re wearing it.

Andromalus the Judge (32 CP + 3 CP Disadvantage / Compulsive. Andromalus hates being taken off a case. If ordered not to investigate, threatened, or blocked, his channeler will go undercover and continue to investigate).

Yes, it’s another visitor from the Ars Goetia, where – at least according to the Lesser Key of Solomon – “His Office is to bring back both a Thief, and the Goods which be stolen; and to discover all Wickedness, and Underhand Dealing; and to punish all Thieves and other Wicked People and also to discover Treasures that be Hid.”

OK. So we have a beat cop of sorts – or possibly a hard-boiled detective. Given that the Bokor is a magic-using class focused on divination, manipulation, and minor illusions, channeling Andromalus is clearly going to turn the user into a card-carrying member of the Trenchcoat Brigade.

  • Under Arrest: Presence, Specialized Increased Effect (Double Radius), Corrupted for Reduced Cost / only usable once every five rounds, allows a new save every round of effect. All enemies within 30′ must save or be affected as if by Hideous Laughter – albeit with slightly different special effects (4 CP).
  • Eyes of the Judge: Improved Occult Sense/Detect Trickery. Reveals the presence of intentional deception. In general this reveals invisible and actively hidden creatures and items, but not those which simply happen to be behind things or are unintentionally concealed, such as by darkness. It reveals attempts at sleight-of-hand, cons, and picking pockets, reveals secret doors that have been intentionally concealed (but not one that’s been accidentally wallpapered over), reveals the presence of (but does not let you see through) intentional disguises, shapeshifting used as an intentional disguise, and illusions, reveals intentional counterfeits and forgeries (but not that items that have been misidentified), and grants a +6 bonus on Sense Motive and Appraise checks (sadly, since few if any statements are untainted with falsehood, and attempts to make the speaker look better, this sense can only provide bonuses to detecting major prevarications). If this ability opposed by magical effects such as Glibness or Nondetection a Will roll-off will determine the result (12 CP).

Since the basic Bokor package provides access to The Sight (covering short-range clairvoyance and postcognition, reading auguries, pathfinding, and locating thieves) and Divination (covering various Detections, Locate Object, and True Seeing), they already have access to most of the basic divinatory magic an occult detective is likely to need. Still, there are a few higher level effects which would be very handy. Ergo, take…

  • Enthusiast, Specialized for Increased Effect (+2 CP) and Corrupted for Reduced Cost (2 CP). Only to expand the user’s Witchcraft Abilities, and only two choices, selected from when the Vestige is summoned: either +10 Power or to upgrade The Sight and Divination to Corrupted for Increased Effect (the two abilities also offer access to Blood Biography (Pathfinder), Discern Lies, Mind Probe (Pathfinder) and Contact Other Plane. All, where relevant, require a Standard Action, the expenditure of 2 Power, and have a Will Save DC of (16 + Cha Mod).
  • Enthusiast, Specialized and Corrupted for Increased Effect: Only to buy Privilege/recognized as a magical detective entitled to cooperation and assistance from the local law enforcement (3 CP). As long as you host Andromalus, you are officially on the job.
  • Enthusiast, Specialized and Corrupted/only to buy a Contact, specified when Andromalus is summoned (1 CP).
  • Enthusiast, Specialized and Corrupted for Increased Effect (3 floating CP): Points are set when Andromalus is summoned, points may only be used with “Create Relic”, relics may not augment each others effects, may only create 1 CP relics at levels 1-6, may create a 2 CP relic at levels 7-12, and may create a 3 CP relic at level 13+ (3 CP).
  • Create Relic, Specialized and Corrupted/only usable to make personal relics, only usable with points from Enthusiast, and all relics carry a disadvantage – although this does help reduce their cost (2 CP). This is typically used to create dramatic magical weapons (bonus sneak attack, double damage versus a group, etc), trenchcoats with protective functions (spell resistance, damage reduction, or storing things), and similar paraphernalia.
  • Witchcraft III, provides access to The Adamant Will, The Inner Eye, Witchsight, and Witchfire, subject to the same limitations as the basic Bokor witchcraft package (2 CP).
  • +2d6 Sneak Attack (6 CP).

This version of Andromalus makes his channeler into a formidable occult investigator – albeit one who’s best suited to mid-level settings and who has relatively limited use of his or her magical powers. That’s intentional, as full spellcasting tends to make solving most mysteries pretty trivial.

Focalor, Master of the Storms (32 CP + 3 CP Disadvantage / Accursed. A channeler hosting Focalor constantly drips sea water, leaving an easily followed trail, soaking all their gear, adding +50% to the weight of their armor and clothing, and causing various other minor difficulties).

According to the Ars Goetia Focalor appears in the form of a man with a griffin’s wings, drowns men, and overthrows warships; but if commanded by the conjurer he will not harm any man or thing. Focalor has power over wind, sea, and storm, but is much less effective on land. I tend to presume that – when channeled – Focalor also allows his summoner to operate underwater.

  • Speak Language: Aquatic (1 CP).
  • Aura of the Storm: Presence / Those channeling Focalor cause all enemies within 10′ to suffer a -2 penalty to attack rolls, saving throws, skill checks, and ability checks (6 CP).
  • Innate Enchantment (12 CP).
    • Ocean Spray (Salt Water, 2000 GP).
    • Crystal of Aquatic Action (3000 GP). Armor does not penalize swim checks, swim speed equal to one-half your ground movement, take no penalties for attacks or movement while underwater, can breathe water as easily as air.
      • Immunity/The need to attach this crystal to Armor to use it (Uncommon, Minor, Trivial, 1 CP).
    • Ball Lightning (As per Produce Flame, but Lightning Damage, 2000 GP).
    • Storm (Blood) Wind: User may take a swift action to give his or her melee attacks and combat maneuvers a 20′ range increment (Personal-only, 1400 GP).
    • Produce Water (1000 GP).
    • Resist Energy (Lightning Only, x .5, Personal-only, 700 GP).
  • Immunity to Dispelling effects (Common/Minor/Great, Specialized and Corrupted / only to protect Innate Enchantments, Only those that come with this Mystery, 4 CP).
  • Empowerment, Specialized for Increased Effect (the user’s level functions as the caster level) and Corrupted for Reduced Cost/only applies to Spray, Ball Lightning, and Resist Energy (4 CP).
  • Metamagical Theorem: Multiple, Amplify, Streamline II, Specialized and Corrupted, only to add a secondary Shocking Grasp effect to Produce Flame to increase it’s damage and change the type to Conjuration (Creation), thus bypassing Spell Resistance (8 CP).

This winds up as a ranged touch attack, inflicting (2 + User Level, 6 Maximum)d6 + (User Level, 5 Maximum) points of electrical damage as a touch attack at up to 120′ range or in melee and can be used to make iterative attacks. There is no save and spell resistance does not apply.

Spray: Conjuration (Creation), Level; 1 (Almost anyone), Casting Time; One Standard Action, Components; S, Range; Short, Effect; Spray of material, Duration; 1d4 rounds (blindness) plus Special, Saving Throw: Fortitude (affects objects), Spell Resistance; no.

Spray actually comes in hundreds of variants – one for each caster. Regardless of whether the spell throws dust, water, pie filling, paint, vinegar, whiskey, etc, the basic effect is to Blind a victim who fails to save for 1d4 rounds. A secondary L0 effect also applies, regardless of the success or failure of the save, until the victim gets a few rounds to clean up. Thus glowing dust makes the target glow (Light), Dust makes them dirty (Prestidigitation), Pie makes them covered in goo (Prestidigitation I suppose), Water makes them wet (Drench), and so on.

D20 spells are a mixed bag on Blinding effects. You find area effect spells that inflict permanent blindness at Druid 4 (Murderous Mist), Blinding Spittle at Druid 2, Flashburst at Wizard 3, Glitterdust at Wizard 2, and Dirty Tricks to cause it temporarily without using a spell at all. Personally, I think that “Pie in the Face” works just fine at level one.

Focalor could really use Witchcraft’s Weather Control discipline – and could get it for only 2 CP given the Bokor’s limitations – but the only real way to squeeze out a few more points is to limit or take a few items off the Innate Enchantment, and given d20’s usual focus on personal combat, and the limited combat uses of witchcraft-based weather control (it’s very expensive to use much of it), I couldn’t justify it. Still, Focalor is a fairly decent choice for a ranged combatant and a Bokor who wants the weather control abilities can pick them up on the cheap anyway.

Ile Zeremika (32 CP + 3 CP Disadvantage / Irreverent. While you channel Ile Zeremika you are unable to turn away from arcane magic long enough to renew any divine spells you may have).

A demigodling character named Karsus originally turned up in The Enchanted Wood module for Dragonquest (still among the top five modules I’ve ever seen), Dragonquest was bought out by TSR, and Karsus wound up as a very vaguely related character from Netheril – an archmage who tried to steal the power of the goddess of magic with an epic spell. In the Tome of Magic he got turned into a not-very-effective Vestige who basically lets you detect magic, use magical items a bit better, and use Dispelling Touch every so often.

That’s not actually very interesting, and is cheap to build to boot – so the Mystery Ile Zeremika basically lets you play Harry Potter. You can still use Wands and Staves, but your wizard spellcasting (if any) gets a big boost in caster level – and you can invoke a wide variety of minor spells pretty much at will as long as you have your staff/wand/rod.

  • Device Use: The channeler may use magical devices as if he or she was a wizard of equal level, Specialized/spell trigger items (Wands and Staves) only (3 CP).
  • Empowerment, Specialized and Corrupted / only for Zerkika’s Pranic Mantras (for unlimited use), Requires the use of the Rod of Power (2 CP).
  • +6 Caster Levels, Specialized in Wizard Spellcasting (18 CP). If the channeler has no other Wizard Spellcasting levels, this gives the Pranic Mantras (below) an effective caster level of six.
  • Zerekika’s Pranic Mantras are the Secret Words of Creation, Preservation, and Destruction, given form by Breath and Voice and focused via a Rod of Power. In game terms… Innate Enchantment: Specialized and Corrupted for Reduced Cost / the user must wield a ritually purified rod, staff, or wand carved with occult runes to use these powers, if the wand is lost or destroyed it will take at least twenty-four hours to attune another. A character channeling Ile Zeremika may use only one of the “level zero” and one of the “first level” effects available per character level they possess, although they may change their selection with each summoning. All effects Spell Level 0 (1/2) or 1, Caster Level One, Unlimited-Use Command Word Activated (36,000 GP total value, for a total of 12 CP after Specialization and Corruption).
    • Level Zero (All SRD): Arcane Mark, Dancing Lights, Detect Magic, Ghost Sound, Light, Mending, Message, Open/Close, Prestidigitation, and Produce Water (9000 GP Effective Value).
    • Level One (SRD): Charm Person, Grease, Hideous Laughter, Magic Missile, Obscuring Mist, Protection from Evil, Silent Image, True Strike, and Unseen Servant. (16,200 GP Effective Value)
    • Level One (Exotic) (10,800 GP Effective Value):
      • Augment Device: You may empower a magical device you touch as a swift action, increasing the DC to save against its effects by two for one minute per caster level.
      • Dispelling Touch (The Practical Enchanter). Basically Dispel Magic as a single-target touch spell.
      • Glitterblast: As per Glitterdust, but single target.
      • Impedimentia: Perform a Dirty Trick combat maneuver at medium range with a CMB equal to (Caster Level + Int Mod + 6). If you succeed the penalty lasts for 1d4 rounds, +1 round for every 5 which your attack exceeds the targets CMD. Removing the condition requires that the target expend a standard action. This does not provoke an Attack for the maneuver, although the spell casting may. There is no save, but spell resistance applies normally.
      • Kinetic Blast: Make a Bull Rush (you do not have to move), Disarm, or Trip attempt at medium range and without provoking attacks. CMB = (Caster Level + Int Mod + 6). There is no save, but spell resistance applies normally.
      • Minor Earthward (Paths of Power): Blocks 1d8 + Caster Level (5 Maximum) incoming damage. May be used once per round on or off initiative without requiring an action. A second use in a turn counts as an immediate action.

Ile Zeremika (OK, I confess… according to Google Translate that’s “Hair Pottery” in Basque) can make you a fairly formidable trickster mage, equipped with a wide variety of useful minor abilities that you can use all you want to no matter what your personal abilities are – and provides some major boosts if you happen to dabble in actual wizardry.

The Swashbuckler (32 CP + 3 CP Disadvantage / Showman. Those channeling the Swashbuckler are unable to resist posturing, explaining their plans, making dramatic entrances, and otherwise acting like they are in a movie. They take a -3 penalty on Initiative (although that is generally not enough to cancel out the Swashbuckler’s bonus) and others gain a +3 bonus to figure out what they’re up to).

In the Ars Goetia the Demon King Paimon was more or less a generic “good for anything” sort of summons. He taught everything, could reveal anything you wanted to know, granted magical servants, social positions, and political power, and bound others to the summoners will. That’s… pretty much enough right there isn’t it? It’s really no wonder that Wizards of the Coast cut him down a bit – turning him into a Casanova type who grants martial skills and a bonus to Perform (Dance). That really has nothing much to do with Paimon, but it’s easy enough to go with a fairly generic dexterity-based swordsman styled after Cyrano de Bergerac, Errol Flynn (in a variety of roles), John Carter, Zorro, and dozens of similar characters.

  • Proficient with Rapiers, Corrupted/only with Rapiers that have been professionally personalized for the user and have his or her name engraved upon them (2 CP).
  • Augmented Bonus: Add (Cha Mod) to (Int Mod) for Skill Points through L1, Specialized and Corrupted for Triple Effect/may only be spent on the three Adept skills, must be evenly split between them. This effectively provides a bonus of (Cha Mod) x 4 skill points in Blade Dance, Tumble, and Perform (Dance) (6 CP).

Blade Dance is a Dex Based Martial Art, so the user’s score will be (Cha Mod x 4 + Dex Mod). For totals of… 01: +1 to Attacks, 03: +1 to AC, 05: d8 Base Damage, 07: Combat Reflexes, 09: +5′ Reach, 11: Crippling, 13: Improved Disarm, 15: +2 to Attacks, 17: +2 to AC, 19: d10 Base Damage, 21: +3 to Attacks, 23: +3 to AC, 25: d12 Base Damage, 27: +4 to Attacks, 29: Inner Strength, 31: Touch Strike, 33: Focused Blow, 35: Vanishing, and 37+: +4 to AC. Bonuses to Attacks and AC are not cumulative; use only the best modifier the user qualifies for.

  • Presence/Dance of Blood, As a standard action the user may make a single normal melee attack at his or her full BAB against any enemies within ten feet. If the user is moving, he or she may strike at every enemy within 10′ of their path. (6 CP).

This is pretty powerful, but since WOTC introduced the Serpents Strike spell, evidently allowing a normal attack is within the power of a first level spell – and so is within the limits of Presence. Whirlwind Attack (at the same cost, but not mobile) can affect a larger area if you have a long reach though.

  • Augmented Bonus: Add (Dex Mod) to (Str Mod) when wielding one-handed blades, Specialized in Rapiers Only (3 CP).
  • Augmented Bonus: Add (Cha Mod) to (Dex Mod) for AC Purposes (6 CP)
  • Augmented Bonus Add (Cha Mod) to (Dex Mod) for Initiative Purposes (6 CP)
  • Awareness (6 CP). No defensive penalties for Surprise, retaining Dexterity Bonus when caught flat-footed or attacked by an invisible opponent, suffer no save penalties for surprise attacks.

The Swashbuckler is focused entirely on Rapiers, but is actually extremely competent with them – although it suffers from the obvious weakness that, without an personalized, prepared in advance, weapon to use, the Swashbuckler is fairly useless unless you want to dance or tumble. Even better, with Augmented Bonus, the Swashbuckler will scale somewhat with the channeler’s level.

Bonus Mystery:

Personally , for a master of the martial arts, I’d prefer something like…

Eligos the Warmage (32 CP + 3 CP Disadvantage / Compulsive. Those channeling Eligos will find it near-impossible to turn down a personal challenge to battle).

According to the Ars Goetia, Eligos discovers hidden things, knows the future of wars and how soldiers should meet, attracts the favor of important persons, and is a powerful warrior. I’m going to say that he knows the hidden arts of battle, the secrets of a thousand tricks that can meet even the most exotic of attacks on equal terms.

  • Enthusiast, Specialized and Corrupted for Triple Effect, only for Weapon Proficiencies or more Rite of Chi (+2 Uses) if the user is already proficient with his or her preferred martial or exotic weapon, must be selected when Eligos is summoned and cannot be changed thereafter (3 CP). This will either grant the channeler proficiency in any one Martial Weapon or the +2 uses on the Rite of Chi.
  • Mythic Martial Arts: Mana, 3d6 (10) points with Reality Editing, Specialized and Corrupted for Triple Effect / Mana can only be regained via Rite of Chi, may only be used for reality editing, only for wild “martial arts” stunts related to Swords, user may only expend one point of Mana per turn per four levels or part thereof (18 CP). The Mythic Martial Arts rules cover a variety of tricks that this can be used for.
  • Rite of Chi, with +5 Bonus Uses, Specialized and Corrupted for Triple Effect (recovers 10 points per use), only usable between encounters, only restores Mana to the Mythic Martial Arts pool (14 CP).

Eligos can’t be your sole go-to solution since he can only invoke a few special tricks per fight – but he can supplement pretty much any combative build or Mystery very effectively indeed.

The Presence (32 CP + 3 CP Disadvantage / Inept. Anyone channeling the Presence suffers a -2 modifier to actions taken in violation of the local laws).

The Presence is a remnant of a primitive divine order, of a simple and inflexible belief that even the most trivial social assumptions were ordained by the gods. Unfortunately, that belief tended to fail the moment that a tribe with different customs was encountered – and so, today, the Presence is a mere Mystery, a haunted remnant of what it once was.

According to Wizards of the Coast, Primus used to be a Lord of Order – and still is, since a new Primus was promoted after the Modrons found out that the old one was dead, thus transforming a figure whom no one cared about and who was replaced by an effectively identical version into a Vestige that no one would want to bother with. According to Wizards of the Coast, Primus gets a small bonus when being boring by doing the same thing over and over again (and so rewarding boring play), makes your attacks lawful and +1d6 versus Chaos, and (once every five rounds) can use Command – albeit not language based and with the side effect that the victim cannot hear or see the user for 1d4 rounds or until they attack.

OK, that last bit is interesting, but overall this is a pretty poor bit of design – and is tied to a very specific bit of cosmology and a particular adventure within it at that. Ergo I think that I’ll create The Presence – an enforcer of a near-forgotten notion of divine order who’s mere existence on the mortal level can cause a variety of effects on those about it.

  • Skill Bonuses: +1 to Knowledge/The Planes, Knowledge/Arcana, Knowledge/Religion, Knowledge/Engineering, and Knowledge/Local.
  • Commanding Presence: Presence, Specialized and Corrupted for Triple Effect: Only usable once every five rounds, requires a standard action, limited to (Cha Mod) targets within 30 feet. Targets who fail a Will save are subject to a Command effect (as per the spell, but not language dependent), are forced to ignore the user’s presence for 1d4 rounds if he or she does not directly interact with them, and becomes Shaken for the next 1d4 minutes (6 CP).
  • Lawful Presence: Presence, Specialized and Corrupted for Triple Effect: Affects a maximum of (Cha Mod) targets at any one time, requires a standard action, 30′ foot initial range. Affected weapons (or sets of 50 projectiles) within range become +1 Chaos Bane Brutal Surge weapons for the next ten minutes per level of the user. This does not stack with other magical properties however (6 CP).
  • Leading Presence: Presence, Specialized and Corrupted for Triple Effect: Affects up to (Cha Mod) targets (which may include yourself) at any one time, requires a standard action, 30′ foot initial range. Affected targets gain a +3 morale bonus on saving throws, attack rolls, checks, and weapon damage (6 CP).
  • Fateful Presence: Presence, Specialized and Corrupted for Triple Effect: Only usable once every five rounds, requires a standard action, limited to (Cha Mod) targets within 30 feet, although you may include yourself. Those affected gain a +(Level/3, +5 Maximum) luck bonus to Saves, Hit, Damage, Checks, and AC for the next minute (6 CP).
  • Accursed Presence: Presence, Specialized and Corrupted for Triple Effect: Only usable once every five rounds, requires a standard action, limited to (Cha Mod) targets within 30 feet. Targets who fail a Will save are Cursed, as per Bestow Curse. The curse must be the same for all targets (6 CP).

There. That’s quite effective in the “bestow a stack of orderly fixed bonuses” fashion – and is still quite boring. Still, there are times – especially when you’re getting your more active effects from some other mystery – that a stack of bonuses can be handy.

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