Eclipse and Skill-Based Partial Casters II

And for today, it’s another offline question…

Is there a way (other than Stunts) to cast spells or otherwise empower magic with your normal skills?

Well, yes; of course. This IS Eclipse after all. Even discounting the Martial Arts Skill Magics that Kelelawar uses, you could buy:

  • 30d6 Mana with the Unskilled Magic Option, Specialized and Corrupted / only for Unskilled Magic, cannot spend more mana per day on unskilled magic in a given field then one point per rank in an associated skill (60 CP). That’s about 105 points of Mana, An approximation, but many characters have few skills and others are unlikely to be called on much. How often are you going to need your full supply of Knowledge/Geography spells?
  • Rite of Chi with +48 Bonus Uses, Specialized / only to restore the mana pool for unskilled magic (39 CP). Even with seriously below-average rolls that ought to do it. The total of 49D6 will pretty reliably beat the total of 30D6 – reliably enough so that there is little need to bother rolling.

Of course, unskilled magic eventually starts becoming ineffectual. You’d want some Augmented Bonus or Berserker (or both) to boost it, and perhaps an Immunity to wasting Mana with side effects, and so on. Worse, since this covers every skill… so eventually you’re going to start wondering what kind of magic “Profession/Lawyer” and “Craft/Carpentry” cover. Not all skills are really that well-suited for powering spellcasting.

Worst of all… this involves extra bookkeeping since your Mana pool is very unlikely to match your skill ranks exactly and you’ll need to keep track of both. This only approximates what is wanted.

As is fairly common when someone wants a new magic system, The best option here is to go with Immunities: Admittedly, these will be natural-law immunities, and so will require permission from the game master, but – as such things go I suspect that these are going to be relatively low powered compared to most natural-law immunities. Permission shouldn’t be a problem.

So first up…

Crafting Skills should probably be better at empowering items than at spellcasting – although you could do both. Why can’t you use Smithcrafting Magic to produce a “Heat Metal” effect? Still, the number of suitable spells for “Craft/Perfumer” is going to be fairly limited. Ergo, take…

  • Touch Of The Svartalfar: Immunity/The Normal Limits Of Craft Skills. Each Craft Skill now provides “points” equal to it’s base rank. These may be invested each day in personal magical devices suited to the skill in question. It takes 1 point to empower a Charm, 2 for a Talisman, and (2+ Value / 2000 GP) to empower a more powerful item – although item slots are not relevant, since these run on personal magic. (Very Common, Major, Variable: 5 CP to empower 1-point items. 10 CP for 1-3 point items, and 15 CP for up to 5-point items (6000 GP). After that… this starts becoming prohibitively expensive. It’s 30 CP for up to 7-point items, 45 CP for 9-point items, and 60 CP for up to 20-point items.

This is very useful at lower levels, where a handful of low-powered items can be a major power boost, but becomes less relevant at higher levels – although a handful of slot-free minor items can still be fairly handy. Whether or not that’s worth 15 CP and keeping some Craft skills up is up to you.

For most other skills we’re going to want actual spellcasting. To get that, take…

  • Occult Master: Immunity / The normal limits of 2-4 Skills (2 for low magic settings, 3 for moderate magic settings, and 4 for high magic settings – like most standard d20 games). Each affected skill now provides daily “points” equal to it’s rating. These “points” can be used for Unskilled Magic, but only for effects appropriate to the skill. The point cost can be halved, and the side effects eliminated, by using the points to set up prepared spells instead of using them spontaneously. Very Common, Major, Trivial (maximum of level one effects, 5 CP), Minor (maximum of level three effects, 10 CP), Major (maximum of level five effects, 15 CP), Great (maximum of level seven effects, 30 CP), Epic (maximum of level nine effects, 45 CP), and Legendary (maximum of level 20 effects, 60 CP). Of course, since this is still limited by the rules for Unskilled Magic (below), this means that most characters might as well stop at the 15-point level – and they’ll likely need to buy further boosts to fully exploit even that.

Unskilled Magic:

  • Whatever-it-is you’re trying to do will cost 2 Mana (“Points”) 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 user’s level or (Int/3 + the effect level), whichever is less.
  • The maximum level of effect which can be produced equals the user’s 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


This Immunity is useful, and actually reasonably powerful – but after going for the most obvious set of skills (Knowledge/Arcane (Wizard Spells), Knowledge/Religion (Cleric Spells), and Knowledge/Nature (Druid Spells), you’re going to be trying to figure out what can be done with spells appropriate to Profession/Lawyer, Survival, and Perform/Woodwinds. I can think of plenty of useful things to do with all three of those – but few of them are going to be major contributions to any specific adventure and most are extremely situational. Worse, at lower levels… if you have +10 in Knowledge/Arcana, you’re going to run out of your spontaneous Wizardry after five levels of spells – and while a timely Fireball, a Magic Missile, and a Grease spell are all very useful, that’s not going to carry you through an adventure.

Just for fun, you can give these individual names:

    • The Lotus Of Jade for Knowledge Skills. Probably the first choice, since it provides classical, broad-themed, spellcasting.
    • Channeling The Dragon Lines for Physical Skills, such as Acrobatics, Escape Artist, Ride, and Martial Arts. This will let you pull off anime-style stunts like a cut-down Tome Of Battle character.
    • The Cunning Man for sneaky skills – Bluff, Disguise, Intimidate, and Stealth. If you want illusions, enchantments, and shapeshifting, this is for you.
    • The Secret Arts for skills like Diplomacy, Handle Animal, Heal, and Survival. With this you can fascinate and persuade, summon and control animals, heal, and create traps and camps.
    • Master Of The Secret Order for Profession skills.
    • Master Of Sleights for Disable Device, Linguistics, Sleight Of Hand, and Use Magic Device. Go ahead, destroy your enemies weapons, speak power words, teleport items about, and enhance and manipulate devices.
    • For Perform Skills…there is nothing at all wrong with simply using art-based magic. Still, you might want to consider taking either Mystic Artist (6 CP Each) or Performance-based Ritual Magic (6 CP) – perhaps committing a few rituals to memory with the remaining (3 CP).

To be an even halfway decent spellcaster, you’re going to want to take three or four versions of Occult Master – totaling 45 to 60 CP. You’ll also need to take…

  • The Immaculate Will/Immunity: Loss of Mana/”Points” to Side Effects when using unskilled magic (Very Common, Major, Variable Trivial (the first point, 5 CP), Minor (the first three points, 10 CP), Major (the first 5 points, 15 CP), Great (the first 7 points, 30 CP), Epic (the first 9 points, 45 CP), or Legendary (the first 20 points, 60 CP).

Once again, the first 15 CP worth of this is generally sufficient. Still, we’re now up to 75-90 CP.

Lets now throw in…

  • Tongue Of Magic/Augmented Bonus: Add (Att Mod, Choice of Cha Mod, Con Mod, or Dex Mod) to the calculated Minimum Caster Level and (Att Mod/2) to the Maximum Spell Level when using Unskilled Magic – both Corrupted for Increased Effect (adding an Attribute Modifier to things that don’t normally get one) / this will not increase the caster level above the user’s level and only increases the maximum spell level by half the relevant attribute modifier. Sadly, this will not let the user exceed the spell level limits of the purchased immunities that let him or her use this version of Unskilled Magic in the first place (6 CP).

Without this, even a high-intelligence character is going to peak out at around caster level eight or so. With this… they can keep up for a few levels longer, which is pretty reasonable for a cheap power.

After that, they’ll need…

  • Occult Focus/Berserker with Enduring: +6 to effective Caster Levels, +4 Charisma, -2 AC for (Con Mod + 3) rounds, activated as a free action (1 + Level/3) times daily (9 CP).
  • At really high levels they’ll need to add Odinpower and Odinmight for Berserker (increasing the total to +12 Caster Levels, +8 Charisma, and -2 AC for +6 CP). They’ll still be using lower-level magic, but at least it will be reasonably EFFECTIVE low-level magic.

Finally, of course, to make this build work you’re going to need to keep 9-12 (or even more) skills at or near maximum. That’s going to call for both permitted instances of Adept (12 CP), Fast Learner Specialized in Skills (6 CP), and Advanced Improved Augmented Bonus (Add a second Attribute Modifier to your Intelligence Modifier for Skill Purposes, 18 CP).

Which takes us up to… 126-141 CP. Plus any more skill boosters or Mystic Artist you decide to throw in.

That puts us firmly in the “Partial Caster” category – which, with a maximum of fifth level effects, fits nicely. The Skillmaster Caster will have quite a lot of magic to work with at high levels – but it will be divided into many small special-purpose (if freeform) pools, so they’ll have to be pretty clever about using it if they want to be effective at really high levels. Still, they’ll have a much easier time remaining relevant than most skill monkeys.

You could pursue things up to the “Full Caster” level with skill boosters, but at least those are dual-purpose; higher skill bases are generally useful for more than magic. As a better alternative… Take a Companion (Familiar) with a +4 ECL Template (18 CP): Returning (Corrupted / must be resummoned by master), Occult Master x 3 (45 CP), and The Immaculate Will (15 CP). Since a Familiar has your skills – if not all your bonuses – this will let it cast spells too, if at a much lower caster level. Getting to routinely cast two spells a round, even if they are lower level spells  and the second one is at a lower caster level, can be quite useful. It probably still isn’t a match for the ability to cast ninth level spells, but even at 160+ points its still notably cheaper than spending 280 CP buying the full Wizard spellcasting progression.

A Skillmaster Caster neatly breaks down the boundaries between Skills and Magic – which is entirely sensible in a world of magic. I think I’d welcome one in any one of my fantasy-based settings.


2 Responses

  1. Quick list of other ways to do it: Buy it as a dweomer / thaumaturgy field, with 6-10 fields of (skill) magic, Buy wizard or other normal spellcasting specialized or corrupted to only do skill based effects, Reality editing, higher leveled general skill magic using path of the dragon, something like the ‘magecrafter’ ability using rune magic, build it as specialized theurgy, and possibly using specialized witchcraft or an innate spell invocation effect.
    It’s eclipse, there are *lots* of ways to build such things.

    • Oh yes, there are endless ways – but they did specifically want to use their normal skills to do it and this seemed like a nice tight way to tie it to them.

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