Eclipse d20 – Craftsman Of Azeroth, Steel Driving Style, Fairy Sail Style, and Whips In D20 / Nemesis Scourge Style

And for today, it’s a few more exotic Martial Arts styles.

Craftsman Of Azeroth Style (A.K.A. “Azeroth Engineering”)

Spellcasters produce magical items through mystical disciplines, combining their own energies with their raw materials to create items of various categories. That method is fast and potent, yielding results in the time-frames that adventurers commonly demand and offering precise control of the results. Rune Forges produce items through brute magical force. Those using Dream-Binding, Legendarium, Glowstone Alchemy, or Gadgetry can producesome items through their own exotic procedures. Heroes, Villains, and Gods sometimes spawn relics in the course of their adventures and confrontations. In some settings there are even move ways. For example, in Ailewelia, items can be “farmed”. The physical form is primed with minor magics, placed in rune-inscribed box to draw and pattern the wild magic of the world, and simply left (most often buried) deep in the mystical wilderness for a few years to “ripen”. Sure, the process often runs wild (especially if something gets forgotten or conditions shift; the process does use WILD magic after all) – but the rate of return is more than enough to keep basic magical items common.

There are a lot of ways to make magical items.

Magical items can also be made by skilled craftsmen – but that takes more time than most crafters are willing to invest. Does a weaponsmith wish to forge a mystical blade? At Skill 10… crafting a magical sword worth 10,000 GP will require approximately (Price In SP)/(Skill Result Squared) weeks of work. That’s 250 weeks for “taking 10” – just a bit under five years. That isn’t very practical – unless, of course, you have either immense skill or have Taskmaster and/or other high-powered work multipliers. On the other hand, it DOES bypass all those pesky special requirements; all you need is the price of your raw materials (one-third the final price of the item being made), basic tools, and lots and lots of patience.

Azerathian Engineering could be built as an Occult Skill – but given that I don’t actually play WOW in this case I’m going to stick with more or less standard Eclipse mechanics rather than trying to write something up to more closely approximate a set of rules that I don’t know. Sure, given the focus on crafting instead of fighting this counts as a variant form of “martial arts” – but Eclipse specifically allows variants.

Craftsman Of Azeroth (Str)

  • Requires: Taskmaster and Hands Of The Dragon. That’s just about the best long-term speed multiplier for crafting in the system, and is pretty much required to get any worthwhile results out of crafting items this way.
  • Basic Abilities: Synergy IV (For any three Craft Skills and Spellcraft), Toughness I (protects the user from minor accidents and crafting-related injuries), Strike (the user’s hands serve as effective tools), and Power I (if the user’s hands already count as tools (for whatever reason) they now count as masterwork tools).
  • Advanced And Master Techniques:
    • Immunity (the normal limits of crafting techniques with craft skills that this style is providing a synergy bonus for. The user may craft magical items using the normal crafting procedures. Uncommon, Major, Major, 6 CP). I don’t think that this is needed, but if your game master feels otherwise, here it is.
    • Occult Sense (resources for crafting). Azerothian Craftsmen can often find magical ingredients which will cover a large part of the costs of their crafting. Sadly, what resources can be found, and what they can be used to pay for making, is up to the game master.
    • Use of Charms and Talismans (QV): An Azerothian Craftsman may use seven Charms and three Talismans while using this style. An Industrious Tool is almost mandatory.
    • Occult Sense/Appraisal. The user may accurately evaluate the function and value of any item covered by his craft skills.
    • Augmented Bonus / Add (Con Mod) to the user’s Craft Skill Totals. An Azerothian Craftsman works long hours to get more work done. Take this one if the Immunity to the normal limits of crafting is not required.
  • Occult Abilities: Inner Strength II, Healing Hand, and Ki Focus (Strength). Crafting is hard and dangerous work, calling for occasional mighty efforts and the patching up of various minor injuries.

In game terms this is a lot like Alchemy; you can pick up ingredients (covering a chunk of your raw materials cost) when the GM is feeling generous, you can do something that is arguably within what the craft skill should already be able to do (after all, it does not say you can’t use a superhuman skill in a magical world to craft magic. How many real-world smiths put runes on blades? How many real-world wielders named their weapons and felt that that helped somehow?). And, of course, why WOULDN’T a craftsman be able to evaluate the value of items within his or her field?

Overall, this is potentially quite useful – like anything else that you might reasonably spend character-building resources on – but it shouldn’t disrupt the game much if at all.

Steel Driving Style (Str)

The village smith is the classic example – but many craftsmen and laborers know the secret; once you’re used to spending much of a workday wielding some heavy implement with speed and precision… it’s not much of a step to using said implement to turn some luckless opponent into a bloody pulp.

And it doesn’t much matter if said implement is a hammer, a butchers knife, an agricultural flail, a pruning-hook, a shovel, a machete, or a scythe. There is a reason why so many weapons are either repurposed tools or derived from tools. A healthy, well-exercised, angry man wielding a dangerous implement with a decade of practice in using it is bad news.

While this is a weapon style, it isn’t associated with any particular weapon; it can simply be taken for any appropriate tool – presumably one that the user has spent years wielding working in some craft or profession.

  • Requires: At least +1 BAB specialized in Melee Combat, a Craft Skill total of 5+, and Proficiency with Simple Weapons.
  • Basic Abilities: Attack 4, Defenses 4, Power 4, Strike, Synergy (a Craft skill that uses the implement in question).
  • Advanced And Master Techniques: Crippling, Mighty Blow, Weapon Kata II (up to two additional tools/weapons).
  • Occult Techniques: Inner Strength II, Ki Focus (Strength), and Resist Pain.

This isn’t a particularly exotic style – but it offer an unusually broad selection of basic abilities. If someone wants to build an “everyman” character who wields common tools as weapons, this should help.

Fairy Sail Style (Dex):

Combat Piloting is relatively rare in most d20 games, and if you want to be really, REALLY, good at it you will want the Rider ability sequence – which can drastically upgrade your vehicle. For those who just wish to dabble, however, here is the Fairy Sale style.

Requires: Command of a vehicle (The Fairy Sale, Apparatus, etc). This style is inherently Specialized for Increased Effect (applies to the vehicle the user is operating -and ONLY to the vehicle the user is operating).

Basic Abilities: Attack III (Vehicle Weapons), Defenses III (Vehicle AC). Synergy (Whatever skill is used for piloting).

Advanced And Master Techniques: Instant Maneuver (Once per round you may maneuver the vehicle as a free action), Combat Reflexes (you may fire vehicular close-range anti-personnel weapons up to (Dex Mod) times each round, although each such use uses up one of your Attacks of Opprotunity), Combat Piloting I and II (May use a Piloting check as AC versus one / up to five attacks each round).

Occult Techniques: Inner Strength II, Light Foot (“We Need More Speed!” “More Sail!”, “Gun The Engine!”), and either Ki Block (“All Power To Shields”, “Evasive Maneuvers”, or whatever) or Healing Hand, Specialized / only for use on the ship (“Re-rout The Power!”, “Splice The Mast”, “Get A Sail Over That Leak!” , allowing the user to perform or organize emergency repairs even while under fire).

The Fairy Sail Style really is absurd – but it’s also both literary and cinematic. Odysseus, Horatio Hornblower, Nemo, Hans Solo, Jack Sparrow… Legends, tales, novels, and movies are full of commanders who – despite lacking the overt supernatural talents of the Rider ability sequence – somehow manage to coax more speed and firepower out of their ships than is reasonably possible. If you really must take your dirigible out dog-fighting dragons, or sail your frigate through a blockade, then this is the style for you.

Whips as d20 weapons:

Whips represent a design problem; In game terms, they’re fairly ineffective. After all, in reality, people can generally survive a LOT more strikes with a whip than they can, say, hits with an axe – and even fairly light armor or tough hide makes whips pretty ineffectual. That’s why they’re usually (despite Indiana Jones) used as tools, not serious weapons. On the other hand, they offer lots of range – so if you stack the right enchantments on them, or target unarmored spellcasters you can be quite a pain. The classical d20 “solution” is to make them Exotic Weapons – which also contradicts reality. Whips are commonly used for animal handling and are fairly easy to learn to use. I got to play with one as a kid because my father bought one (along with some snowshoes and other bits and pieces we really had no earthly use for) for some reason, but I soon got bored.

So let us be more occult. Almost uniquely among d20 weapons, d20 whips are commonly made of monster hide. But leather gloves or armor do nothing to stop the user from making touch attacks with magical spells. How about if we assume leather from magical monsters -at least if properly alchemically treated – conducts magic? That will give whips a unique niche beyond just “having lots of reach”. However, instead of writing up new rules and a unique weapon, I think I will just model a whip as a martial art using chain, rope, wire, or some other suitable item. I’ll make it an “unarmed” style because such things – including realistic whips – simply are not particularly effective weapons. On the other hand, that offers it’s user’s the option to deliver touch-based effects with their whip. To use it to effectively grab things or push buttons, and to make touch attacks with it if they’re willing to forgo inflicting weapon damage with it.

This also eliminates the “Provoking AoO” angle, allows you to do damage normally, and lets you threaten the area through which you can attack That pretty much fixes the various problems with the basic whip, even if it does mean that you will have to invest a fair number of skill points to fully master it. This gives us the…

Nemesis Scourge Style (Dex)

Using a whip is not hard. Apprentice drovers, animal handlers, and torturers can pick up the knack quite quickly – although learning to judge the best use of one and improving their aim requires a but of practice.

Using a whip in combat – at least as something more than an annoyance and a distraction – is a good deal harder. For that, we have the following martial art…

Requires: A whip (enchantments optional) – preferably a leather bullwhip made of hide from a magical monster – despite being built as an “Unarmed Style”. As this is technically an unarmed style, said while it can be used to make touch attacks – but not to inflict non-magical touch based damage.

Basic Abilities: Strike, Power I, Attack III, Toughness I, Synergy / Intimidate, and Synergy / Handle Animal,

Advanced and Master Techniques: Lunge x 3 (while I’d be quite dubious about this in most styles, it’s certainly appropriate for this one), and Evasive (May attempt Disarm and Trip maneuvers without provoking AoO).

Occult Abilities: Inner Strength, Iron Skin, Light Foot, and Touch Strike.

Practical use of a whip as a tool requires nothing much in game terms. Practical use of a whip in combat will generally call for Strike and at least two levels of Lunge – requiring a skill total of 9 or more. That’s not actually very hard to reach; even without any kind of boosters you can have a skill total of (4 + Dex Mod) at level one. To make it really effective though will require a fair investment in touch-based effects.

Mystaran Immortals And Eclipse D20

The question here (From “Frank”) is whether or not I ever did an Eclipse conversion for Mystara’s Basic Dungeons and Dragons Immortals.

Now I have to admit that I hadn’t: most of the early games I played in or ran started with the little blue book edition – the “starter kit” that led into 1’st edition AD&D rather than with “Basic D&D”- and the AD&D rules had been almost entirely supplanted by Continuum II rules by the time 2’nd edition came along. Still, it’s an interesting question – so lets take a look at it. After all, Basic D&D had some campaign options, and a mass battle system, and the Immortals rules, all of which were well ahead of their times.

Basic D&D to Eclipse covers a pretty big jump in editions, mechanics, and game assumptions – but probably the biggest difference between the Immortals of Mystara and the Gods of Eclipse is that Immortals cross a sharp dividing line after they hit level thirty-six – basically starting over again at “Immortal Level One” with a modest selection of Immortal-level powers, a brand new thirty-six level progression to work on, a modest number of hit points, and the ability to (fairly cheaply) create mortal-level avatars of any mortal level up to thirty-six. Now, admittedly basic D&D levels didn’t offer nearly as many options as levels in Eclipse and were generally less powerful – but “level thirty-six” was still a pretty high bar to clear and those levels were scaled to the game environment just as much as the levels in later versions of the game were. For comparison purposes I’d peg a level thirty-six basic D&D character at at least low epic level in Eclipse – call it level twenty-four. That’s two-thirds their base level, which seems fair enough.

Secondarily, Mystaran Immortals were subject to a lot of social rules about their interactions with mortals – basically handwaving away why Immortals didn’t just handle a lot of their own affairs. Most settings will not have this universal treaty between the gods or anything similar to keep PC’s from running amuck – so the rules will have to allow for mortals and immortals to interact on relatively even terms rather than drawing a sharp distinction between “mortal” and “immortal” abilities.

Eclipse, of course, treats godhood / immortality / gaining a sphere of influence as a slow evolution; With GM permission it is perfectly possible to have a god as a part of a first or second level party – and the system is set up to make that playable. A low level god has purchased a few extremely powerful “divine” (and almost never usable) powers instead of more typical stuff that may be weaker, but can be used far more often. Those rules have been used a number of times, mixing minor gods in parties with mortals – and it worked just fine. The player-character gods did indeed have major divine powers in the form of Godfire – but Godfire recovers so slowly that such gods had to rely mostly on the same sorts of abilities that every other character relied on in their everyday adventures.

Thus Eclipse has no hard-and-fast dividing line between mortal and immortal powers beyond “I upgrade this power beyond all reason by backing it with Godfire” – and even then a powerful “mortal” can boost their powers to match. In Eclipse, there is nothing actually preventing a normal character from learning to create galaxies or throw planets around; it will just take a lot of work and levels. Sure, the spell for creating a dimension of your own design of arbitrary size is level twenty-one – but there are several ways for mortals to achieve the ability to cast that spell well before level thirty-six.

So there’s the first major difference: In Eclipse terms, “Immortals” are just high-level characters who have bought a few specific abilities. Since buying Godhood doesn’t cost them any of their old powers – in fact, those usually continue advancing – quite a few a few of Mystara’s “Immortal Powers” are utterly irrelevant. An Eclipse character who controls undead, or turns into a dragon, or is an expert thief, doesn’t need any special abilities to retain those abilities when they ascend to godhood, unlike Mystaran Immortals who only got to take four “Immortal Powers” and lost their “mortal” abilities. For that matter, Eclipse “Immortals” get to keep their racial abilities too.

So we can eliminate the Mystaran Immortal Powers of…

  • Control Undead. This is Negative Energy Channeling – a basic cleric ability that commonly starts at level one. Like a lot of this stuff, if you want it, by level twenty-four you should have had it for a very long time.
  • Dragon Form: Shapechange. The original version provides lots of extra attacks, but the Eclipse version provides various inherent powers and a LOT more uses of a breath weapon. It’s a wash – and if a character wants this, they should (once again) already have it by level twenty-four.
  • Dragon Breath: Inherent Spell with Bonus Uses or Path of The Dragon or similar. Dragon Breath in Eclipse is just a high-powered attack spell. Why not try a set of Martial Maneuvers instead?
  • Extra Attacks: Any skilled combatant gets some of those automatically thanks to iterative attacks, and there are plenty of ways in Eclipse to get more.
  • Fighter Abilities: Half of the special maneuvers of Basic D&D are now standard elements of the combat system – which is good; you do not need to be a high level fighter to learn to brace a weapon against a charge – and the rest are just combat feats. Are you a fighter type? You probably already have the maneuvers that you want.
  • Increased Movement. Immortals basically get a +20′ on their movement modes. Is there an epic level type running around without access to Haste? (You can buy it later with Legendarium)
  • Leech: This attack lets the user drain levels or “Immortal Power”. So… Trick (6 CP).
  • Mystic Abilities: You get some Classical Monk-style powers. As usual on this list… If a character wants these, they should already have them. The Monk Package is relatively cheap.
  • Poison Bite/Sting: Trick (6 CP). Yes, the venom described is exceptionally deadly – but given that the save DC’s for Tricks go up with level, that will happen automatically.
  • Spit Poison: Trick (6 CP). Possibly combined with a way to make melee attacks at range. There are first level spells for that.
  • Summon Weapons: Spirit Weapon, use of Charms and Talismans (Tulthara), various spells and lots of other ways – including just paying for the appropriate enchantment. In fact, the cheap weapon enchantment is better than the original immortal ability; it doesn’t cut out if someone moves your weapon.
  • Swoop: Basically double damage on a flying charge. So (Doubled Damage, 6 CP) if you don’t already have it – which you should if you’re into charging.
  • Thief: This lets you keep your Thief skills (although the basic rules didn’t offer the equivalent of modern “epic uses” or even a lot of the current standard ones). Again, unnecessary in Eclipse where your skills won’t vanish just because you developed Godfire.
  • Turn Undead: This is Positive Energy Channeling, a mainstay of every basic good cleric.
  • Weapon Mastery: This lets you be exceptionally good with a few weapons, like almost any d20 fighter – or any combatant at all in Eclipse, where Martial Arts skills are a thing.

A few “Immortal Abilities” are things you might want to buy – but as “divine powers” they’re kind of pathetic. They’re also available to perfectly normal people.

  • Detection Suite lets you detect stonework traps, sliding walls, sloping corridors, new construction, and hidden or secret doors like a Dwarf or Elf. As an “Immortal Power” that is more than a bit sad. Just take Occult Sense / Architecture (6 CP) and you can do all that and much more.
  • Height Decrease lets you escape bonds fairly easily and makes sneaking easier. Otherwise it’s entirely cosmetic. That’s… the equivalent of a first level Liberating Command effect and some Skill Bonuses. As an immortal power this does not impress.
  • Height Increase lets you throw rocks like a giant and is otherwise cosmetic. So a basic rock-throwing spell? Why is your EPIC LEVEL IMMORTAL DEMIGODLING throwing rocks? If they actually have nothing better to do in a fight (or virtually any other situation other than, perhaps, a rock-throwing contest), they should probably go home and think about their wasted levels.
  • Improved Saves is a specialized and weakened version of the Fortune ability. 6-9 CP altogether. Also something that almost any epic-level character will already have a better version of.
  • Increased Damage lets you add up to two extra dice to your damage with weapons or unarmed attacks – but Eclipse offers lots of better ways to do a little more damage.
  • Increased Initiative is just (3 CP) worth of Improved Initiative.
  • Snap lets you grab an opponent up to twenty feet away, drag them in, and hit them. This is another waste-of-time power. Sure, you could use Lunge or Telekineisis or Taunt or something to build an equivalent ability – but why bother? Buy a harpoon.

Honestly, if you think that any of this stuff is really worth bothering with in your character build, a high-level Eclipse character should almost certainly have it already. And if you don’t want it… well, that solves that problem. Ergo, this entire section is basically “no cost”.

Immortal Powers that are actually somewhat useful include:

  • Call Other: This is a much weaker version of Gate that costs 10 Temporary “Immortal Power”, has a fair chance of success but no certainty, cannot be used to simply escape, and is expensive for any immortal to travel through. You ‘ll want Path Of The Pharaoh / Gateway – and with anything approaching those limits it will only cost about (2 CP). Don’t be cheap. Pay the other 4 CP and travel for free. (This is the only thing in the “Immortal Powers” list that actually calls for being an “Immortal” by the way).
  • Groan costs 20 Temporary Immortal Power and forces everyone within a 180′ radius to save or be paralyzed for ten rounds. That;s actually a pretty good effect – but 20 TP is fabulously expensive and this edition used fixed saves (so anyone important was very likely to resist). What you’re going to want in Eclipse is Hold Monster with Battle Magic (Specialized and Corrupted / only for Hold Monster, 2 CP) and Power Words (Specialized for Increased Effect and Corrupted for Reduced Cost / only to store Hold Monster Effects (4 CP). That has limited usage at any given moment, but will let you try bind entire armies – and you don’t need any “Temporary Immortal Power” to run it.
  • Howl causes those in a 180′ radius to flee in terror for 3d6 rounds, although it suffers from the same low save DC’s as Groan. Since this has no listed cost, this is actually pretty good – although fear immunity/protection seems to apply normally. I’d probably go for a Fear effect, with Battle Magic (Specialized and Corrupted / only for Fear, 2 CP) and Power Words (Specialized and Corrupted / only to store Fear Effects (2 CP). That has limited usage at any given moment, but will let you try and terrify entire armies.

Presuming that any given Immortal will want to pick up Gate and perhaps Groan or Howl… setting aside 12 CP should cover that.

Now, to actually become an Immortal / God, you will need to buy Dominion (6 CP. By level twenty-four you are almost certainly in charge of SOMETHING), Manipulation (6 CP), Sphere of Influence (6 CP), and Godfire (6 CP). Congratulations. At the low, low, price of 24 CP you are now a God – if a fairly minor one. Unlike Mystaran gods, who all use basically the same power set, your choice of your Sphere of Influence will affect a lot of aspects of your character.

Next up we have the Immortal Spells. Some (Most? All?) will not actually be spells in Eclipse of course, but these are powers that all Mystaran Immortals have.

  • Bestow/Diminish. Costs permanent Immortal Power, can grant or remove abilities. This is a basic function of Godfire.
  • Conceal Magical Nature: This is capable of concealing artifacts and such for up to a year. You can do this with cloaking spells and Metamagic, a tailored spell (designed or freeform), Godfire, or Reality Editing – but as a God you have access to Seal Of Silence (6 CP), which is a much more impressive and far more versatile way to hide things.
  • Create Species: Another function of Godfire.
  • Detect Immortal Magic: Since there’s no difference between mortal and immortal magic, the basic detection function isn’t complicated – but the global area and one-day duration is trickier. On the other hand, you’re only interested in genuinely major acts of magic, not in having an alarm going off every time an avatar of some mercy goddess casts “Cure Light Wounds” or better (probably about twenty times a round, all day, every day. Mercy goddesses are popular, numerous, and BUSY). Ergo, you could take this as an Occult Sense (6 CP). Of course, “Automatically sense related major events” is a built-in part of the path to Godfire, so you don’t even necessarily have to buy anything at all for this.
  • Hear Supplicants: For this you want Ears Of The Wind and Multi-Tasking (12 CP in total). If you want, you can extend this with Know The Flock (+6 CP), and automatically know what’s up with all of your followers and anything that’s influencing them. Multi-Tasking also has the benefit of letting you do many things at once, which Immortals normally cannot.
  • Immortal Eye: Lets you use Clairvoyance on anywhere you have an interest. Arguably covered by Know The Flock, but you could easily add an Occult Sense, use Spells, or just Specialize the Multi-Tasking for increased effect.
    Increase Spell Duration: There is metamagic for this. Taking it with with Glory will let you do this readily enough (12 CP, or only 6 CP if you specialize down to this specific effect).
  • Power Attack: This really doesn’t mean anything in Eclipse, where there is no such thing as “temporary (divine) power”, but various forms of power draining or blocking, or other incapacitating effects, can be built – most easily with Trick (6 CP) and an option to make melee attacks at range.
  • Probe: In Eclipse terms, this tells you if someone has Godfire. Given that Godfire is a massive cloud of magical potential that gathers around gods… this can be done pretty easily. It also tells you peoples names – which is a very impressive parlor trick, and is sometimes taken as an Occult Sense (basic information about those you look at, 6 CP). Rather like MMORPG’s. You can see the tags – “Arif Meldoon, Level Six Expert (Tailor and Crafting Magic), Has a Minor Quest to offer.”. The original version will not reveal mortal avatars, which is less than helpful.
  • Probe Shield protects against Probe. Unfortunately, as written, it is short-term, moderately expensive, and only protects against the “name” part of Probe. It’s a game mechanic meant to help enforce the non-intervention rules. In Eclipse you can just buy Cloaking (6 CP) and be done with it forever.
  • Reduce Saving Throw: This makes a mortal-level spell harder to save against. Of course, with three or four levels of the Amplify metamagic, you can basically eliminate the save entirely. You can get Amplify and Glory, Specialized in this specific trick, or in drastically reducing saves, for a mere (6 CP).
  • Shape Reality: This one is a biggie! It has several separate functions:
    • Create a Heavenly Body. They start uninhabited, but that’s fairly readily fixable. In Eclipse, this calls for very high level magic – mostly because it is recognized that creating heavenly bodies with an arbitrary size, velocity, and composition, can easily destroy solar systems. Say “Asteroid, One Foot above the Campaign Planet, Orbital Velocity of 99.9999999999% of Light Speed, Directed straight towards the Campaign Planet”. For a Mystaran Immortal that’s 5 Immortal Power and well within the capabilities of a first-level new Immortal. Eclipse wants to know “then why is the setting still around?”. So this one converts as “you must work very hard and have vast magical powers to be able to do this”. No cost, because most immortals in Eclipse CANNOT do it. And thank them for that.
      • Sadly, this was one of the items that Frank was specifically interested in – but it’s simply too potentially destructive. On the other hand, you can easily create your own dimension in Eclipse; you just can’t ram it into another one.
    • Move a Heavenly Body: Another job for very high level magic – and for the same basic reason. This one also basically converts as “you need loads of power for this” and has no cost because, if lots of people can do this, the setting will have been destroyed before the game begins.
    • Create a Plane: Ah, an easy one! Take Creation (6 CP) and get your own dimension built to your personal specifications. You want more? Take Bonus Uses (+6 CP).
    • Move A Plane: This doesn’t actually make sense in Eclipse. Even in Mystara it really only moved established planar access routes and only worked if no other immortal was on the plane – and in Eclipse it’s not really a big deal to create and destroy dimensional weak points and you don’t actually have to use them to travel anyway. There are spells for manipulating portals, color pools, and similar, or you could just take a little Mana with Reality Editing to do it. Most simply, take it as a Minor Privilege (Can re-arrange planar access routes if no other divine power is objecting, 3 CP).
    • Alter A Plane: This lets you control your personal planes. This is a basic function of Godfire. – and there are some rules for dimension design in this article. (The subject was too esoteric to make space for it in Eclipse).
    • Transform: Basically a high-powered Polymorph or Reincarnation effect. Like most things that cost permanent Immortal Power, this is a function of Godfire.

Now that mess is a little more expensive – a total of up to 69 CP. Admittedly a 24’th level character will have around 650 – 700 CP as a base, and a 48’th level character may have twice that – but 69 CP is still enough to buy plenty of other tricks for the non-immortals in the party.

Basic Immortal Abilities:

  • Armor Class: An Immortal has a base AC of 20, and gains up to a +20 bonus at level 48. Buy Defender (All three possible variants, 18 CP). Done.
  • Artifact Creation: Take Create Artifact (6 CP). A level one Eclipse character can make artifacts – although an epic level character will probably find it a great deal easier to do so.
  • Aura Attack: Awe. A basic function of having Godfire.
  • Combat Abilities:
    • Proficient with All weapons and armor. By the time you hit level twenty-four you should be proficient with whatever you want to be. No cost here.
    • Base Attack Bonus: While the Immortal class basically sets this at (Level/2), or (2 x Level / 3) when translated, Eclipse characters are free to buy more or less – and should already have BAB. Again, no particular cost.
    • Damage: Immortals do up to two extra dice of damage, on top of a 2d6 punch. That’s convenient I suppose, but fairly meaningless in Eclipse. If a character is interested in doing extra direct damage in combat, they should be doing a LOT more than this by the time they reach epic levels. For this, I’ll refer you to the Advanced Fighter series.
  • Communication (Telepathic): Mindspeech (6 CP).
  • Creation Of (Temporary) Magic Items: Now this is a little odd by later edition standards, where your array of magic items is a much more important part of your character. To do this buy access to the Occult Skill Dream-Binding (3 CP) and spend some skill points. Viola! Temporary magic items.
  • Granting Power Points: A basic function of having Godfire; you can use it to boost yourself or others.
  • Improving Ability Scores: A function of Levels, Dominion, Godfire, and Epic Items. Immortal Statistics went up to 100, but the actual bonuses were spread out more and only went up to +20. Ergo, in current d20 scaling, Immortal Attributes peak at 50. Still pretty high – but hardly unreachable. Worse, most of the attributes other than Strength pretty much no longer had any effect for Immortals. Really, no cost. If you want to leverage your better scores, try Augmented Bonus and/or Finesse.
  • Immunities:
    • Immunity to Aging and Diseases is a part of having Godfire.
    • Immunity to “Mortal Dragon Breath” is nonsensical in Eclipse, where there is no sharp dividing line between “mortals” and “immortals” – but is mostly just equivalent to having a decent Energy Resistance, or Fortune and Luck (for Saves) or any of several other defenses that any epic level character should have. No cost.
      Immunity to Level Drain. There are pretty basic protective spells, as well as a choice of armor enchantments, to cover this. Any epic level character should have this covered already. No cost.
    • Immunity to having to Eat and Drink. If you actually care, less than a single CP worth of Innate Enchantment (a couple of Everfull Mugs (400 GP) and Everlasting Rations (350 GP) – perhaps x.8 (Cannot Share) covers this. When was the last time that your epic level character was at risk of starving to death anyway? Legendarium (see below) will cover this easily.
    • Immunity to having to Breathe: You could buy this straight as a minor Immunity, or just buy a Necklace of Adaptation (9000 GP) – but the effective way to do it is to buy access to Occult Skill (Legendarium) (3 CP). At level twenty-four that will provide a fair amount of inherent items/powers, which will come in handy later.
    • Immunity to Life Trapping: Godfire will handle this.
    • Immunity to Mortal Magic. Again, meaningless in Eclipse – but being nigh-immune to minor spellcasters is appropriate enough. Buy Spell/Power Resistance (6 CP). At epic levels this is pretty well proof against normal spellcasters.
    • Immunity to Mortal Poisons. Well, that’s Immunity (Common, Major, Major, Corrupted / not against attacks by creatures with Godfire, 6 CP). That won’t completely protect you against really powerful poisons – but that also is fairly classical. Buy a small attribute-healing effect with your Legendarium to recover quickly from anything that does get through.
  • Resistant to Mortal Attacks. Meaningless in Eclipse due to the lack of a hard division between “mortal” and “immortal” abilities, but the basic result was that ordinary creatures had a hard time damaging an immortal. Buy some Damage Reduction, Specialized in Physical Attacks and Corrupted / not versus creatures with access to Godfire, both for Increased Effect (6 CP for DR 9/creatures with Godfire). Buy a small healing effect with your Legendarium to handle any damage that does get through.
  • Infravision: Occult Sense (6 CP). Darksight has long since replaced Infravision in the system, but this is Eclipse: you can buy either one you want.
  • Movement: Immortals can walk, swim, turn incorporeal, and fly a bit faster than normal. Buying this gets expensive in CP terms, but by the time level twenty-four rolls around your Legendarium will neatly cover some of those abilities (and probably a good deal more).
  • Regenerate 1d8 HP/Day. D20 characters heal a lot better than this automatically. No cost. Immortals may have lots of hit points (the sources contradict themselves somewhat) – so this is probably Augmented Bonus (18 CP to add a second attribute modifier to their Con Mod for Hit Point purposes).

That’s 78 CP. Again, somewhat pricey – but easily manageable at epic levels.

Forms: Mystaran Immortals can take on their True Form, a non-corporeal Spirit Form, and Mortal Forms – but they can only take on one form at a time. Eclipse characters can use Multi-Tasking to keep an eye on many places at once (pretty much what the Spirit Form is good for) and communicate with followers. Eclipse characters can use Godfire to make mortal avatars (Basically by Creating Life as the desired Avatar), and thus can be in many places at once and do many things at once – an optional rule for Mystaran Immortals. Overall, this is a bit of a wash, and so has no cost.

Unlimited Spellcasting: This costs a lot of Temporary Power each day, but offers unlimited access to all the mortal-level spells in the book. Of course… those spells were weaker, were of far more limited level, and had far less variety than the current d20 spell lists – even discounting the multiple styles of freeform magic in Eclipse. Just as importantly, Eclipse d20 has no “mortal level” magic. It’s just magic. Worst of all… this makes no sense. The writers had to throw it in on Mystara because non-spellcasters had no options comparable to spellcasters – and they had to allow spellcasting, or the players would rebel. Yet if they threw in a spellcasting option like the “Fighter Abilities” option it would be a must-have, or you’d be crippling your character. Yet most classical godlings didn’t do much spellcasting, if any. Hercules and Frey had some powers, but they certainly weren’t druids, mages, or d20 clerics. So it had to be something optional, yet available to every immortal. Ergo… spend a bunch of temporary power, get unlimited magic for the day.

But nothing in any mythology works this way. This compromise simply will not work in the game. It was acknowledged that it didn’t work properly in the original rules with the bit about “Most immortals… spend 100 TP every day so as to be able to cast any spell (magical, clerical, and druidic) any number of times per day”.

Honestly, you can punch people, or use a dragon’s breath weapon twice per day – or cast limitless high-powered spells. Which do YOU pick?

So this one is a flat “No”. Immortal characters in Eclipse get whatever spellcasting they’ve purchased, just as they get whatever combat abilities and skills they’ve purchased. That offers monstrous amounts of power at epic levels already. Go ahead and dabble in Hexcrafting, if you want a cheap option that allows some epic-level casting for your dramatic deific effects. Or just take Divine Attribute (6 CP). If you are REALLY lucky you may be able to persuade your game master into letting you Corrupt and Specialize it for Increased Effect – you only get a few effects, but you retain something reasonably close to control when you use them. Regardless, I’m not going to count that option since it goes well beyond what a Mystaran Immortal could normally do simply because Divine Attribute takes you straight into “Game Master Fiat” territory.

In practice, this super-spellcasting option is mostly unplayable anyway. D20 quite literally offers (thanks to Distant Horizon’s own Spell Templates in The Practical Enchanter) hundreds of millions of possible spells. There are tens of thousands of individual spells scattered over hundreds or thousands of sources. There are dozens of types of spellcasters with their own spell lists. To use this power effectively the player and game master would have to be familiar with a large chunk of that material, sort through it for items to allow and disallow, and keep track of it. Even –>I<– do not want to try and do that! The game is for having fun, now for nightmare thesis projects!

So that gives us a total: “Immortal Powers Template” cost of (12 CP) + Basic Godhood (24 CP) + Immortal “Spells” (69 CP) + “Basic Immortal Abilities (78 CP) = 183 CP. That’s in +5 ECL territory (albeit with a few points to spare if I’ve forgotten something) – and I don’t see much in the way of drawbacks to cut down that cost with.

So: you hit level twenty-four (or higher), go on a series of mighty quests, and – at the end – pick up a +5 ECL template and then sit out of play until the other characters catch up with you. After that… you use your new powers to adventure on a larger scale until you hit level 48 (ECL 53), where it’s probably long past time to retire.