Eclipse Witchcraft – Skills, Actions, and Concentration

And today, it’s a question. This one has actually been asked in various forms several times recently, so it’s moved up the priority list.

What are the actions of the various abilities which do not specify? For example, Leaping Fire’s (Witchcraft) ability to put Haste on oneself, or Occult Martial Art techniques like Wrath or Healing Hand?

-Various, most recently (and on the blog), River.

This one is actually a little awkward since it runs into a problem that’s not entirely specific to Witchcraft, but which stands out a lot more there since players (of course) have no practical real-world comparison to draw on.

Witchcraft abilities are essentially skills – and, like most skills, the listed options are hardly an exhaustive list of things you can do.

For a comparable example, lets say you have Craft (Pottery). According to the rules…

You can practice your trade and make a decent living, earning about half your check result in gold pieces per week of dedicated work. You know how to use the tools of your trade, how to perform the craft’s daily tasks, how to supervise untrained helpers, and how to handle common problems. (Untrained laborers and assistants earn an average of 1 silver piece per day.)

The basic function of the Craft skill, however, is to allow you to make an item of the appropriate type. The DC depends on the complexity of the item to be created. The DC, your check results, and the price of the item determine how long it takes to make a particular item. The item’s finished price also determines the cost of raw materials.

  • Can you roll it to – say – recognize a Potters Wheel or other basic paraphernalia? Of course you can – and that’s a free action. Any decent potter should recognize a Potters Wheel at a glance. I can, and my pottery experience is limited to a couple of experiments as a kid and a short segment in a high-school art course.
  • Can you judge how to break an amphora so that you wind up with a shard attached to the handle that you can use as a weapon? You can probably make that one as a part of the swift action of breaking the amphora you’re holding.
  • Can you roll it to tell if a pot was slip-cast or thrown? Yes you can. If the maker was a poor workman and left the ridge where the two halves of the mold met, you might be able to tell at a glance. If they scraped it away carefully it will be much harder and will require a careful examination that may take a minute or two.
  • Can you compound and apply glazes before firing a delicate set of teacups? Certainly. But now we’re looking at a lengthy project.
  • Can you tell a kiln from a bread oven? Build a kiln or Potters Wheel? Wedge clay? Make a slip-casting mold? Recognize a bed of fine clay suitable for making porcelain? Know what Grog is and how to use it? Determine what types of clay are best for high- and low-temperature applications?

Of course you can. All of that, and much more, is a fairly basic part of Craft (Pottery).

  • You can make heat-resistant tiles for a space shuttle, or for making high-tech bulletproof armor as well, but now we’re getting into some fairly tricky rolls, at least if you’re working with a set of medieval tools and a wood-fired backyard kiln.

Now, most people know enough about clay, pottery, and water to take a good-enough-for-game-purposes guess at how long this kind of thing is going to take. The same goes for a lot of other skills. There aren’t any rules about how hot a fire has to be to soften iron for forging, or how long it takes to bash out a crude dagger, or how to alloy steel for various purposes, or about refining iron ore into various types of iron. In large part that’s because those skills aren’t used in combat – although there’s also the fact that it doesn’t really matter for game purposes. D20 just assumes that all those basic uses of various skills are automatically successful.

Witchcraft extends that idea. It’s basically a no-roll skill system – mostly because adding yet more rolls to d20 combat situations is generally counterproductive to enjoying the game. So with Witchcraft you either have a skill or you don’t – and instead of advanced techniques having higher DC’s (and requiring rolls) you just buy packages of specific advanced techniques that you can use when you want to. The general idea, however, is the same: since witchcraft abilities are psychic skills, you can do quite a few things with them that aren’t specifically listed – and how long it takes depends on just what you’re doing.

So lets look at Hyloka, a Witchcraft ability which it allows you to adjust biophysical processes. That’s kind of delicate, so most of it’s tricks are probably at least a standard action – but a few things are obviously easy.

  • You want to adjust your eyes to full night-sensitivity when the lights go out? A free action. That happens automatically anyway, if normally more slowly. It might cost a point of power if you want to do it in a fraction of a second in combat though. The same goes for holding your breath a little longer and fooling lie detectors (which don’t work very well anyway). Tricks like this might cost a point of Power if you are under stress and in a rush, but that’s rarely a big problem.
  • You want to suppress a sneeze? Neutralizing the irritating effect of poison ivy? Not even an action and almost certainly no cost.
  • You want to increase the melanin content of the skin to prevent a sunburn or facilitate a disguise? Minutes and no cost for a bit of tanning to perhaps an hour (and likely a couple of points of Power) if you want to go from “Albino” to “Deep Black”.
  • Triggering or suppressing ovulation or the implantation of a fertilized ovum? Given that this needs to be done at least a bit in advance the action type is irrelevant, even if it does likely cost a Power point or two. This can be a very useful trick, but it’s almost certainly not going to come up in a combat situation unless something really strange is going on.

And that’s why Witchcraft effects mostly don’t list specific action types. They can be used in so many different ways that trying to do so is yet another doorway to an endless list that would inflate the book by hundreds of pages. There are some rules-of-thumb though – pretty much the same ones that apply to all other skills.

  1. If an effect specifies a type of action or time, you use that. For example, The Adamant Will specifies that it can be used defensively as needed, and that this does not count as an action. On the other hand Brewing requires hours and Master The Elements involves a spirit-quest requiring 1d8 x 1d8 hours.
  2. If an effect simply gives you something, no action at all is required. For example, Longevity adds to the duration of a character’s age categories while The Inner Fire activates bonus spell slots – both useful effects, but not something that the character needs to “turn on”. Once such abilities are acquired they’re pretty much permanently in effect.
  3. If an effect augments another action, it’s a part of that action. Thus using Glamour to boost a Social Skill Check is a part of that skill check, as is using The Inner Eye to boost Sense Motive or Shadowweave to enhance Stealth. Have you got Voice Of The Dead and want to use Diplomacy on some undead that would normally be immune? It’s use is a part of that skill check. If you’re a martial type and you’ve got a version of Elfshot specialized in inflicting minor curses (in the form of hindering wounds) on those you hit with a weapon, triggering that effect is a part of rolling damage. Using Whisper Step to enhance your movement is often a part of a movement action, using Witchsight to boost your Perception check is a part of that action, and so on. On the other hand, using Witchsight to give yourself Darkvision isn’t so simple; that’s a more complex, enduring, effect and is an action of it’s own.
  4. If an ability is being used for trivial purposes or as a minor special effect for dramatic purposes, it’s generally a free action and usually won’t cost anything. Do you want to use Witchfire to light your cigarette, or warm your tea, instead of spending one power point on Witchfire to hurl a bolt of fire? A free action. Want to use Shadowweave to add a glint of light from your shiny white teeth when you smile? A free action. You want to use Hand Of Shadows to set your cloak flowing in the (non-existent) breeze? A free action.
  5. If a specified effect needs to be of a particular action type to function, it’s of that type. Thus, Leaping Fire (among other applications) lets you add a Move-Equivalent Action during any given round. That obviously wouldn’t work if that particular effect required a move-equivalent or higher action type; it wouldn’t have any effect. Just as importantly, it’s “during the round”, not “during your turn” – so it can only be an Immediate Action. Sure, that only adds a Move Action – but that’s a potential lifesaver. Breath Of Peruza can be used to allow you to survive what would normally be an instantly-mortal injury. For example, Dark Lord Kevin used it to survive being Vaporized – reduced to minus several hundred hit points in an instant (admittedly, he had an awful lot of support available that helped him pull off that trick). That’s about as extreme as it gets – but that was either an Immediate Action or Not An Action at all. After all… surviving something that ought to have killed you instantly pretty obviously won’t work if you have to wait until your turn to use it.
    1. Unspecified effects may not be possible at all. Sure, The Adamant Will can “protect your mind”, but that doesn’t mean that you can use it to block a blow to the head. It doesn’t work that way. Similarly, using Healing to “Regenerate Your Body” when  you’ve been decapitated might have to be an immediate action to work, but since it’s well beyond the limits of that power it’s not going to work in the first place – and so it doesn’t matter what kind of action it might be if it could work. And yes, that kind of question has come up.
  6. If a power doesn’t need to be a quicker type of action to work, but isn’t particularly complicated and is relevant to combat, it’s probably a standard action. You want to use Elfshot (sometimes known as “The Evil Eye”) to put a minor curse on someone? Use Healing to counter the effect of a toxin? Invoke Ridden By The Loa to call on a tiger-spirit and use part of it’s power? Use Witchfire to fuse an iron door to it’s frame? Use Nightforge to try and entrap something in “adamant” bonds? Use Dismissal to try and banish a demon? All of those actions, and hundreds more, are going to be standard actions.
  7. If a power is a long-term (but not permanent) thing, or especially complicated, it’s almost certainly at least a full-round action – and may well take even longer than that. If you’re planning to use Dreamfaring to sink into a trance, project your spirit into the Astral or Ethereal Plane, seek out the restless spirit which is haunting a location, and persuade it to leave… it is going to take a bit – and it doesn’t matter exactly how long. Want to use Hyloka to hibernate or grow hair? Healing to induce an hour-long healing trance? Witchfire to infuse carbon into cold iron to produce a high-carbon tempered steel blade without losing it’s “cold iron” properties? True Prosperity to enhance a farming villages harvests? It may take quite a while or simply require your attention occasionally – but exactly how long or how often generally doesn’t matter because they’re not combat abilities.

There’s a secondary consideration here too; Witchcraft can produce effects equivalent to many spells – but unless you’ve modified it with Specialization and Corruption to act like a spellcasting system it’s still a set of skills – NOT a fire-and-forget magic system.

If you use Shadowweave to create some sort of illusion, that’s something you’re actively doing – just as a ventriloquist can make his or her voice seem to be coming from somewhere else, a lasso artist can make jumping through his or her spinning loop seem effortless, and someone making shadow-pictures on a wall can make them seem to move, yet none of those effects persist after the operator stops producing the effect. How much concentration this takes is open to question though. Use Shadowweave to create a light or darken an area? Not much; the effect may be being maintained, but it’s simple and low powered and you can probably keep it up without paying much of any attention to it. Are you trying to maintain active camouflage or “invisibility”? That’s probably going to require concentration since that’s going to require constant adjustment as you move and have to change what you’re doing.

Other effects have a degree of built in “inertia”; once you use Glamour to convince someone that you are a homeless bum rather than a wealthy eccentric (or vice-versa), it usually takes some time and evidence to overcome that impression. If you use Leaping Fire to accelerate your healing rate to absurd levels it takes a few moments for the effect to run down. If you change the weather with Weathermonger to produce a storm and stop your working… the storm will clear up shortly unless the environmental conditions are right to sustain it, but it won’t just vanish.

Finally, of course, there are effects that produce permanent changes. Most of those are fairly obvious; if you use Witchfire to extract a drug from a plant, or infuse poison into some wine, you’ve basically just moved some molecules around – and they don’t go back when you stop. If you dissipate the energy of a fire with Grounding, it will stay out after you stop unless someone or something re-ignites it. There are a few techniques that let you invest a portion of your Power or even Life in something to maintain an effect indefinitely, but they’re rare – and require a willing decision to do so.

And hopefully that adds clarity instead of confusion!

Building “Lifebonds” in Eclipse

Today’s question is related to the Valdemar articles from a little while back, and is basically “How to build a Lifebond in Eclipse”. Given that that question is a near-perfect example of the problems inherent in building things from literature in games, it’s gotten the full treatment as an example.

As so often happens when converting from Literature, the first thing to consider is “what does this never clearly defined literary thing actually do anyway?”. Fortunately for us, there’s actually quite a lot of information about them scattered across various books. Possibly even enough to reach some actual conclusions.

Lifebond (Noun, Fictonal, Mercedeys Lackey): An intimate and very strong connection between two people’s minds.

To summarize the available information about Lifebonds…

  • Some characters say that they’re rare, but the actual books show them to be surprisingly common among the (relatively few) characters who get their emotional status discussed in detail. There’s no apparent reason why they shouldn’t also be fairly common in the general population. (Various books, Wiki list of known Lifebonds).
  • They are independent of active gifts or other special powers, although they may be more common among those who do possess mental powers (Various Books).
  • They are apparently pretty much unbreakable by common magic or psychic means, although the transmission of most useful information can be blocked effectively (Arrows Fall) and the rules may or may not apply to full-scale divine magic. Partially blocked links do not cause emotional traumas, although they might cause anxiety.
  • Magical barriers do not seem to block simple awareness though; Dirk claimed that he would KNOW if Talia was dead and – since he retains enough awareness of her to locate her through magical barriers – he is probably right (Arrow’s Fall).
  • They manifest spontaneously and involuntarily when potential bondmates meet (Magic’s Pawn, Arrow Series, various other books).
  • They can transmit large amounts of psychic/magical energy (Magic’s Pawn, Tylendel drawing on Venyel’s latent mage-gift to power a Gate, the backlashing gate-energy jumping to Vanyel).
  • They cannot be turned off or “refused”. Even attempting to resist causes psychological problems (Magic’s Price).
  • They can only be initially established at short range. (Various books. Canon lifebonds do not seem to appear before people meet and no one at all seems to be lifebonded to someone that they HAVEN’T met – even if the potential for the bonds seems to be established pretty much at birth).
  • According to Firesong everyone has a potential lifebonded partner, but he was more than a bit insane at that point (Winds trilogy).
  • They cause immense emotional trauma when one partner survives the other and may represent a constant or near-constant psychic drain under such conditions (Magic’s Pawn. Note that – according to Kethry, an adept-class mage – “Emotion WAS power. That was what mage a death-curse so potent, even in the mouth of an untutored peasant”).
  • They seem to persist beyond death however; otherwise the mental injury could be expected to “heal” – or it would at least be possible to seal it off – and it would be extremely unlikely for Tylendel to be reborn as Stephen and be able to forge a NEW lifebond with Vanyel (Magic’s Price).
  • Vanyel seemed to be able to function more or less normally after a few years. Interestingly, that partial recovery seems to have occured about the time that Stefen was born (interpolation from the Valdemar Companion and various Wiki timelines).
  • Vanyel seemed fully recovered on the psychc powers level – if still emotionally traumatized after years of warfare without his partner – after meeting Stefan (Magic’s Price).
  • Surviving partners can sense when their bondmate dies, usually experiencing something related to their final seconds (Magic’s Price, other books)
  • The pain of the broken bond apparently went away when Stefan met Vanyel’s spirit – manifested once more on the physical level in the Forest Of Sorrows. Again, Death did not actually break the bond. The pain may have stayed gone too. Admittedly, there isn’t much more to the book – but just because Vanyel was incarnated as a forest didn’t mean that he didn’t have a physical body and a presence on Velgarth – and there’s no suggestion of either of the pair being utterly miserable for decades to come. Just a bit sad about being separated for a while (Magic’s Price).

I know some people who have read the series and have concluded that a Lifebond is a curse. It makes you miserable until you acknowledge it, then there is a bit of great happiness – and then you have the extra pain of remembering what you once had when it plunges you into utter misery for the rest of your life. It can even make people who DON’T have a Lifebond miserable; the desire to experience a Lifebond nearly drive Firesong insane (Winds Trilogy). This, however, is mostly an artifact of Mercedes Lackey’s writing style, wherein she tortures her characters to involve the reader with them. I’m not going to count it as hard data.

Now Life and Death seem to be deeply involved in this. So, what do we know about the afterlife on Velgarth?

  • People do continue to exist after death (Vows And Honor series; Kethry’s Oathbreaker Ritual, Tarma’s Spirit Tutors, Magic’s Price (Vanyel getting a choice of afterlives), Ex-Heralds reincarnating as Companions, Ex Sons Of The Sun reincarnating as Firecats, etc, etc, etc).
  • The dead can intervene if summoned by a powerful mage (Vows and Honor, Kethry’s ritual. It is noted as being power-hungry, but then it is an ancient (and possibly inefficient?) ritual that opens the gates of death for angry ghosts to come through and take someone away), if empowered to by a god (Tarma’s tutors), or – more subtly – on their own if they’re strong-willed enough. This even happens in Valdemar – where, for example, Herald Kris promised a bouquet of Maiden’s Hope flowers to Talia for her wedding – and delivered, despite both him being dead and them being out of season (Arrows Fall). (I think there was also a contact in a dream, but the dead speaking in dreams is a basic feature of pretty much every fantasy world ever).
  • The dead do not, however, seem to gain much of any supernatural wisdom (Vows and Honor, Tarma needs new teachers as individuals reach the limits of what they know. In Oathbreakers, Tarma’s spirit-teachers don’t, and perhaps can’t, tell her much of anything about Heralds. The Star-Eyed came to tell her that they could be trusted – and to let her know that the Companions were spirit beings – in person).
  • The dead aren’t tremendously powerful either. Tarma’s tutors have a hard time reaching her to bring her an emergency warning in the face of some basic magical resistance (Vows And Honor).
  • The magical sword Need contains the spirit of a long-dead mage-smith, who continues to use her various powers quite freely – albeit possibly drawing to some extent on her bearer’s strength (Vows and Honor, By The Sword, Winds Trilogy). It also bonds with it’s bearer – another bit of evidence that the nature of the body doesn’t much matter; an embodied spirit can bond with, and interact with, a living person.
  • Spirits incarnated in objects, places, and exotic bodies can all bond with, interact with, and often communicate clearly with, the living without losing their spiritual nature (Companions, Need, Vanyel as the Forest Of Sorrows).

So… affection and loyalty provide a strong enough bond for a dead person to intervene on the physical plane – although this might (or might not) require that they had psychic powers in life (although reincarnation does seem to change those fairly often, since Heralds reincarnated as Companions don’t always seem to have the same gifts – Various Books).

Yet if simple bonds of affection, friendship, and memory can be enough to bridge the gap between life and death… why can’t the apparently-greater power of a Lifebond do it? Why does one partner dying mean more than the survivor gaining the bittersweet knowledge that their loved one remains always near, waiting for them to join them in the afterlife? Why do deceased parents sometimes seem to look after their children and beloved spouses hang around invisibly and comfort their elderly partners? It seems to work that way for some of the peasants of Valdemar and the other nations of Velgarth (Various books).

To talk about that, we need to look at the nature of Magic in Velgarth.

Have you noticed that something is very, VERY, wrong about how magic behaves in Velgarth? It flows into the world through living things and then acts a bit like water – flowing together into lines or rivers of power, which then flow into the great power-pools of nodes.

But… when water flows into rivers, it loses energy. That swift stream rushing down a mountain has a lot of potential energy per unit volume. The water in a valley river that the stream flows into… has less. The water in a lake is calm and still, much of it’s gravitational potential energy given up. A lake in a valley has much less energy available per unit volume than rain falling onto the top of a mountain. That’s entropy. That defines the flow of time. Yet magic in Velgarth flows and gathers like water – but once it has gathered it somehow has vast amounts of energy and becomes too energetic for lesser mages to handle in despite of entropy and time.

That means that it must have a secondary energy potential. Something that is the same anywhere in the world. It must have somewhere else to “flow” to. Somewhere far “lower” than any place in the physical world – “low” enough to dwarf the energy it’s given up in collecting in one spot. Somewhere that it flows into as it is used, giving up that energy to power acts of magic.

  • Magic comes into Velgarth through Life, and leaves through Death (as explained by Kethry). Living things on Velgarth give up their magical energy when they die. That’s the basis of Blood Magic (as explained in many places). Unless harvested by a blood mage… that energy flows out into the world, forms streams and pools, and eventually leaves it to somewhere else (from whence it returns once more through living things).

Ergo… the realms of the dead are a natural sink (or recycling center) for magical energy.

Normal bonds of affection, friendship, and memory… are weak bonds. They cannot transmit much energy. The dead may enjoy receiving a trickle of power from the living who think about them – but the drain / grief it causes is minor – and the mild pain of that drain may be counterbalanced or outweighed entirely by the contact with, and comforting presence of, someone who is loved and missed. Thus thinking about the beloved dead on Velgarth… is always a mixed experience. There are joyful memories, a sense of presence, and grief, and sorrow.

A lifebond however? A lifebond can transmit large amounts of magical and psychic energy. Someone who is Lifebonded to someone in the realms of the dead has an open energy-sink in their mind, draining them constantly. Grief, depression, misery, and constant fatigue is only to be expected. Weaker spirits may lose their grip on their bodies and be drawn into the realms of the dead themselves – dying of grief whether mysteriously or through suicide.

This means that an (un-)“broken” Lifebond between the Living and the Dead can be treated. All you need to do is to restrain the flow of energy over the link to a reasonable level. Eventually most minds will learn to do that themselves – but there’s no reason why a spell couldn’t do it or a telepath couldn’t show someone how.

So why doesn’t that happen? And why isn’t “suffering from a broken lifebond” a fairly common ailment in the population? After all, everybody dies at least once and the books show lifebonds as being fairly common, portraying thirteen pairs amidst a cast of a hundred or two major characters (Valdemar Wiki, since I never bothered to add up either number).

The simple answer as to why “suffering from a Broken Lifebond” isn’t a common ailment is that those without magical or psychic abilities are much less easily drained and can more rapidly adjust to cut down the flow of energy to a reasonable level. “Broken Lifebonds” are thus only a problem for those with substantial special powers. Everyone else can just feel their loved ones comforting – if distant – presence. Their beloved dead can show up to escort them to the afterlife when they’re on their deathbeds and so on. And nobody considers that a “Lifebond” because – having no significant power to share – they never showed signs of power sharing and AREN’T suffering from a “Broken Lifebond”.

As for why no one has ever analyzed the issue and developed a treatment… to get that answer we’re going to have to look at the behavior of Velgarth’s gods.

  • Oddly enough, despite the various gods, spiritual appearances and experiences, mages summoning ghosts, obvious-to-the-reader reincarnation, and other spiritual interactions… no one in the books seems to be particularly clear about the afterlife. In fact the Companions – the most direct divine representatives around – habitually inflict laser-guided amnesia on their Heralds whenever they find out too much about the afterlife. That’s partially explained by how awkward it would be, and how many social effects it would have, to let people know that their loved ones could opt to come back, and the kind of expectations it would place on the Companions – but that’s still “The gods have said to erase chunks of peoples minds to keep them from knowing too much” (Winds Trilogy). That’s kind of disrespectful at best and treacherous at worst. I certainly wouldn’t like having my mind messed with that way – especially by a creature who was supposed to be my greatest and most loyal friend.

So why are the gods giving such directives?

  • It is well-established in the books that the gods are generally non-interventionist if they think that mortals can handle a problem (Vows and Honor; the Star-Eyed speaking to Tarma, various other places) – although they CAN intervene if they feel that a problem is beyond mortal ability – such as sending the first Companions to Valdemar (the founder) to help him set up a good government (Winds Trilogy and others. I think that I’ll just reference the Valdemar Companion this time).
  • The gods have the Companions – their agents – meddle with Heralds minds to conceal their true nature and other spiritual truths (Magic’s Price, Storms trilogy). That was also established in Vows and Honor, where Tarma noted that the Heralds were not aware of the true nature of their companions – even though the Star-Eyed had seen fit to tell her and there were plenty of clues. Itt was reaffirmed in Mage Winds by Ulric’s explanations about Firecats and Companions.
  • No one has developed an effective treatment for “Broken Lifebonds” because they only affect a minuscule percentage of the population – and because the information about how they work and what is happening to the victims is being wiped out of the minds of all the potential researchers. After all, Lifebonds have been known for thousands of years on Velgarth – but in all that time, no competent research on them has ever been done. And who but the gods has been around for long enough to ensure that?

Would the gods do that? They seem to be generally “good”; would they actually be willing to be that ruthless and cruel? Well… Vkyandis COULD have dealt with his corrupt priesthood at any moment – he simply vaporized the corrupt high priest when he did decide to intervene (Winds I think) – but he let his corrupted priests burn generation after generation of children (who certainly COULDN’T “handle” being arrested by a massive military organization with magic-users) without doing a thing about it (Storms Trilogy). Evidently the gods are quite ruthless enough to leave some people to suffer horrible fates at times. Presumably that is for “The Greater Good”. I have VERY serious doubts about that argument – but I suppose that gods have a better claim to it than most.

Now that got rather long – but it gives us a reasonably solid theory to work with. There are probably spots in the books that it doesn’t quite fit, and it can rightly be regarded as Headcanon (even if it’s a fairly well researched and supported one) – but it does seem to work with the preponderance of the evidence, which is all you can expect when dealing with a literary work; they’re very  rarely completely consistent about how things work.

So, if you and a partner want to buy a Lifebond in Eclipse, you’ll want…

Mystic Link with Power Link (Power Sharing Variant) (6 CP Base). Specialized and Corrupted for Reduced Cost:

  • The character point cost must be shared between the individuals involved.
  • Creates and extremely powerful emotional bond between the individuals involved.
  • The user will become frantic or upset if his or her partner is seriously harmed unless the link is being actively blocked.
  • If one partner dies, the other will suffer extreme depression, grief, and a psychic shock, usually incapacitating them for several days.
  • Power sharing is only possible at close range.
  • If one partner is deceased, the power-flow becomes one way to him or her. The living partner will become fatigued more easily and will suffer a minor loss of Power/Mana/Magical Energy over the course of each day until he or she learns to block it off (paying 1 CP to learn to do so).
  • The user can be affected by hostile magical or psychic attacks directed at his or her partner.
  • If one partner becomes irrational, upset, or is suffering from Morale penalties, the second one will suffer similarly – although bonuses also transfer.

That’s a net cost of 2 CP – one from each partner. Not too surprisingly… about as cheap as any special power comes in Eclipse.

  • Partners who get along especially well may also share the cost of Inherent Spell (Personal Good Hope, L2) with a total of four uses per day (9 CP, split and rounded down to 4 CP apiece) – with each being able to trigger the effect twice. That way they can encourage each other and derive some actual game-mechanical benefit from the warm feeling of being loved.

And there you go. One Lifebond. Occasionally useful, but mostly only really effective at causing emotional turmoil. Just like in the books.

Passions, Apathies, and Relationships in Eclipse

To the last I grapple with thee! From hell’s heart I stab at thee! For hate’s sake I spit my last breath at thee!

-Moby Dick

Passions are larger than life commitments. They are the things that drive you to accomplish impossible feats, to push far beyond normal limits to save a loved one, to find the strength to hurl back a mighty demon that seeks to extinguish the light you guard, to stand alone and hold a pass against an horde of foes seeking to attack your city, and to crawl out of the very grave to avenge yourself upon your enemy. Passions – whether of hatred, of love, or of simple determination – are strengths that drive mighty deeds, both foul and fair. They both create and destroy. They both protect and torment. A Passion is always focused on doing or accomplishing something of importance – at least to you. A book-lover may collect and preserve books while a book-hater seeks then out to burn them – but both can be equally passionate about it.

The trouble with Passions is that they need to be reasonably specific and only help you out when they apply. Hating the Viking Raiders with all your heart won’t help you out against the wicked King John and his oppressive reign. Secondarily, positive Passions – a desire to defend, or serve, or build – are much safer than negative ones. Positive Passions tend to be open ended; if you are willing to die to defend someone… the Passion is still better fulfilled by you surviving unless it’s a choice between them and you. That way you can continue to defend them in the future. With negative passions… if you’re willing to die to destroy the evil emperor… then hurling yourself into a magma pool while grappling with him works just fine. You may die – but you have fully fulfilled your purpose. The tradeoff is that positive passions are often harder to invoke. A Passion to defend your city won’t do much if no one is currently threatening it unless you’re currently building up its defenses.

A Passion defines your relationship with something – whether that’s a rival, an enemy, a friend, a companion, a place, or a thing.

The inverse version – Apathies – is used in stories when you want to make a character suffer. For an all-too-common example… you can have a character lose their great love. Then have them be overcome with grief, make a great point of their terrible suffering, and have them refuse to take an interest in life. You can even have them attempt suicide. That’s an easy way to appeal to those audience members who feel unjustly put upon by powers beyond their control (most people, and especially teenagers), to the hopeless, and to those who can think of no way to try and overcome their own issues. That makes them a splendid audience sympathy character, sure to appeal to everyone who is either depressed already or who feels that “I probably couldn’t handle that either”. Unlike a Passion, an Apathy takes a character out of action rather than driving them to it. In Eclipse, that’s generally a disadvantage – most often Dependence or Accursed.

Has a person of Passion lost someone they love? Whether they succeed or fail… they DO SOMETHING.

  • Orpheus – and many other heroes – challenged the powers of Death itself.
  • In more realistic tales they often swear vengeance, and go forth to destroy the people who slew their loves, to sell their families into slavery, to burn their homes to the ground, and to sow their lands with salt!
  • If the loss was caused by some impersonal force… perhaps they found an orphanage or build a temple or erect a safety rail, or dedicate themselves to finding a way to prevent similar tragedies, in memory of their lost one.

Such people may despair for a time – but they take their Apathy and they turn it into Passion.

Many years ago… a man down the block from my parents house was informed that his wife was dying of cancer. There really wasn’t anything he could do – it was in the hands of the doctors – but he was a man of Passion, and he decided that cancer was the result of some sort of “magnetic imbalance” and started trying to build a machine to cure her. That wasn’t sane by most standards – but he kept trying in her memory even after the various medical treatments had failed and she had died. If he and his wife had only lived in a world of magic… he might well have succeeded.

So can you build Passions in Eclipse?

Of course you can. There’s already an article on building True Love over HERE.

If you just want die roll bonuses you can use the Bonds effect from the Nobilis articles.

But if you really want to break reality… you’re going to need something a little stronger than die roll bonuses. If what you want is something more like…

The battle was fell indeed, and the stench of burning powder and spilled blood lies thick. Despite your efforts your greatest enemy has won. Your ship is in a race between burning and sinking, your crew lies dead, your bowels are scattered across the deck and your shoulder is nailed to the mast by a sword. Your final words are an oath to all the powers that may be, and upon your very soul, that somehow, someday… your enemy WILL PAY.

And two years later, as the moon eclipses the sun and unnatural darkness falls… your ghostly ship, well-armed skeletal crew, and your wrathful spirit rise from the depths, launching a raid against your enemies homestead – a last chance to gain your vengeance against your enemy and all he values before you and your ghostly ship of the dead go on to become a curse upon the world.

Die roll bonuses won’t get you that. They won’t let you defy death and hold the way against a horde of enemies while others escape despite your mortal wounds. They probably won’t even let you duplicate some stuff that’s actually happened in the real world, such as Gladys May Aylward managing to tow more than a hundred children through the mountains to safety in the midst of an invasion. Fitting a feat THAT unlikely into a game will usually call for more than some die roll modifiers!

The path of the righteous man is beset on all sides
By the inequities of the selfish and the tyranny of evil men.
Blessed is he who, in the name of charity and good will,
Shepherds the weak through the valley of darkness,
For he is truly his brother’s keeper and the finder of lost children.
And I will strike down upon thee with great vengeance and furious anger
Those who attempt to poison and destroy my brothers.
And you will know my name is the Lord when I lay my vengeance upon thee.

-Quentin Tarantino

In Eclipse Passions are built with Mana and Reality Editing. They are Specialized and Corrupted for Reduced Cost.

  • Each die of Mana must be assigned to a particular Passion. While Passions may change over time – each session the character may reassign one die of Mana – it’s a slow process. If a passion is fulfilled – lets say you had “Slay The Dark Lord!” as a driving passion at six dice – then it will take six sessions to transfer them to something else after you succeed.
  • Mana may only be expended on reality editing in pursuit of the passion the die is assigned to.
  • A Passion must be assigned at least one die of Mana to allow Minor Edits, two for Notable Edits, three or four for Major Edits, and five or more for Grandiose Edits. Edits don’t count as actions, but you can only invest (Cha Mod) points of mana in edits per turn – unless the GM thinks that your proposal for an edit fits into the flow of the narrative really, REALLY, well. Edits that directly affect someone another being – such as trying to inflict a crippling wound – always allow a Will save. Edits always require the permission of the game master and will only work if they are dramatically appropriate.
    • Minor Edits are things like finding a weapon ready to hand when you need one, taking a move action without provoking attacks of opportunity, taking 20 on a roll, halving the damage from an attack on you, pulling out (and using up or having to leave behind) some convenient minor item of gear, taking an attack meant for someone else nearby, taking a player minute (with free kibitzing from other players and the GM) to come up with the perfect remark, briefly throwing off the effects of an enchantment, or making a brief speech. Dramatic special effects (similar to area-effect Prestidigitation) fit in here too; do you want to swear so foully that metal tarnishes, plants wither, and surfaces corrode in the area? Or scream so that sensitive individuals hear you in distant places? Or make a cutting remark so cold that everyone in the area feels chilled? Go right ahead.
    • Notable Edits include things like taking a Standard Action without provoking AoO, copying a feat or 6-point ability that you are eligible for but haven’t yet taken for ten round, maximizing the effect of a spell, power, or other roll, emulating a first or second level spell effect as long as you can describe some reasonably plausible method for doing so, greatly impressing someone with your courage, vulnerability, or whatever, or inflicting a crippling wound (equivalent to a “Bestow Curse” effect). You can perform a stunt so impressive (or comical) that everyone around you who isn’t doing something extremely urgent and important will take a few moments out to wonder or laugh over it. You might parry – and possible even reflect – a spell with a physical manifestation (for example, knocking away a Fireball before it detonates). You can draw on your Passion for strength to throw off fatigue or other minor conditions or to make a spell or other power last longer than it should. You can simply shrug off the damage from an attack (it’s merely a flesh wound!) or manifest an intimidating psychic aura. You can even improvise whatever simple tools you need at the moment. This is Reality Editing. It can do a LOT of things.
    • Major Edits include things like taking a Full Round Action without provoking AoO, getting a +15 on a roll, copying a feat for the duration of a scene, emulating a third level spell provided that you can describe some reasonably plausible (by Hollywood logic) method of doing so. You might impress someone so much that they might well offer you a job or perhaps some patronage. You might change a relationship in a dramatic scene – perhaps turning a Rivalry into (unrequited?) Love. You can focus utterly on a task, ignoring any die-roll penalties you would normally suffer from with respect to that task for a scene or initiate a confrontation, leading someone to either have to face you directly or back down. YOu can draw on the strength of your Passion to throw off the effects of poison, negative levels, or other major conditions or to remain standing and functioning despite mortal wounds. You can survive an accident that should have killed you; go ahead and throw yourself off a cliff, into a river, or into some other situation that should be lethal and vanish, returning (considerably) later having somehow survived.
    • Grandiose Edits are legendary deeds. You might drive off a far superior foe in a surge of berserk power, hold a chokepoint against an army for long enough for backup to arrive (the GM may call for a check to see if you survive), sacrifice yourself to accomplish some great goal or lay a great curse (usually with delayed effects). You might even go on a sidequest to call upon some hidden resource, such as Aragorn’s Spectral Army. Why not break something important and start some form of countdown to an enemies base or vehicle collapsing or exploding for no apparent reason? Grandiose edits are feats out of legend – but you shouldn’t always expect a game master to allow them.
  • The mana pool of a highly specific passion (“Defend the Princess!”) automatically refreshes daily, while the mana pool of a general passion (“Defend the Kingdom”) automatically refreshes weekly.
  • The mana pool of a Passion can also be refreshed by doing things directly related to the Passion. For example, if your Passion is defending the kingdom, then renewing your vows of service before the king will refresh your pool. Sadly, no more than one pool per day can be refreshed in this way.
  • Passions are major motivations. Characters who go directly against their Passions may suffer backlash. Perhaps Moroch The Implacable has sworn to destroy The Dark Lord at all costs and has invested seven mana dice in that Passion – but, when it comes to the confrontation and the Dark Lord says “Hey! Join Me! Let us Rule Together and I shall share with you the Secret of Eternal Youth!” Morloch says “Hey! That sounds pretty cool!” and joins the Dark Lord. In that case that Mana is going to spend itself at the discretion of the game master – perhaps ensuring that Moroch’s once-allies will become aware of his base betrayal, or arranging some terrible weakness, or creating a terrible rivalry with some other dark power, or notifying demons that Moroch’s soul is forfeit, or assisting other enemies, or causing his once-invincible sword to snap, or all of those things. And the next session Moroch may reduce his once-passion by one die, but the remaining dice will once more spend themselves whenever their pool refreshes. And so it will go until the Passion is spent and those dice are invested elsewhere.
  • Any given character can have a maximum of (Charisma) dice of Passions.

It thus costs 2 CP for one Passion die.

Some possible Narrow Passions? I Will…

  • Destroy the Dark Lord And Free The World From His Thrall.
  • Aid My Blood Brother In Both War And Peace.
  • Love, Protect, And Uplift My Family At Any Cost.
  • Serve My Friend And Liege Beyond Death Itself.
  • Drive Back The Horrors From Beyond And Preserve Our World.
  • Reclaim My Rightful Lands And Title From Those Who Hold Them.
  • Slay The Dragon That Ravaged My Home And Rebuild It Greater Than Before. .
  • Document This War And Compose The Greatest Epic Ever Known That It Will Be Forever Remembered.
  • Find True Love, Though Hell Should Bar The Way.
  • Allow Neither Rain, Not Snow, Nor Gloom Of Night To Stay Me From Delivering Messages!
  • Escape Unjust Restraint, For I Am The Captain Of My Soul.
  • Let Nothing Bar Me From Your Side, For I Will Always Be There For You.

Some possible Broad Passions? I Will…

  • Defend The Kingdom Against All Who Threaten It.
  • Be The Greatest Pirate Ever In Both Truth And Legend.
  • Assist My Friends Out Of My Matchless Loyalty.
  • Strike Down Evil Wherever It Arises That The Light May Triumph.
  • Protect And Aid The Innocent No Matter What The Threat. .
  • Drive The Usurpers From The Kingdom Into The Outer Darkness.
  • Hold To My Word, No Matter What The Price.

“Upon him I will visit famine and a fire,
Till all around him desolation rings
And all the demons in the outer dark
Look on amazed and recognize
That vengeance is the business of a man.”

-Patrick Rothfuss, The Name of the Wind

So go forth, and play with Passion.

Using Valdemaran Gifts, Part II

One of the major tricks of using Gifts effectively is to work gradually. After all… if you’re not in too much of a hurry, treating a flu patient with specific level zero effects – “reduce production of mucus”, “expectorate”, “reduce inflammation”, “weaken virus”, “bolster immunity”, “heal trivial damage to the throat lining” (a variant of “cure minor wounds”), “bolster immune system”, “drain lungs”, “spring tonic” (A.K.A. “provide vitamins”), and “relieve aches and pains” – probably followed by bit of cleaning up and an “resist flu infection” effect on yourself – is just about as good as zapping your patient with a level three “Cure Disease”. It just takes a few minutes instead of a single turn and requires that you have some idea of what you’re doing. Sure, you might not be able to handle a retrovirus hidden in the patients genome, but how often does that kind of distinction come up in most d20 games?

Unfortunately, that kind of gradual approach isn’t too effective in combat, where you’re usually in a rather large hurry. It’s also less effective in the original books, since there even minor uses of a gift often seem to be a bit of a strain and going step-by-step would bore the readers – but telling the players that even trivial uses of their Gifts are draining is just going to frustrate them.

Personally, I’d recommend that the “chaining minor effects” approach be limited by how well you understand what’s going on in the first place – so you can’t effectively chain more minor effects than your baseline bonus (ranks plus attribute modifier plus permanent feats) in a/the relevant skill – possibly subtracting a few points for general difficulty. Thus the step-by-step treatment for the flu described above would call for a minimum of a +10 total in the Heal skill so as to know what to do and not forget things and might even call for a few more points than that if there’s a penalty. That’s not really much of a limitation, but in a low-level game it’s reasonable enough.

 

Gift Of Tongues

This barely gets a reference in the books – mostly as “Companions understand what people are saying” – but I’m going to presume that it covers vocal and written communication in general.

  • Basic Level Zero Effects: Double Meaning, Message, Read Magic, and Imitate Voice. You can also sketch accurately, make sure that your words cannot be accidentally misunderstood, and understand any normal language given a minute or two to listen to it being spoken. This won’t let you speak it though.
  • Level One Effects: Aphasia, Comprehend Languages, Compulsive Liar, Fumbletongue, Share Language, Memorize Page, Command, Enthrall, Litany Of Sloth (usually via distraction and insults) Litany Of Weakness, and Vocal Alteration. At this point you can get a general message across pretty much any language barrier, identify relationships between languages, give a fair description of the attitudes and beliefs of the author of any extensive written work, and give excellent motivational speeches.
  • Level Two Effects: Glibness, Codespeak, Heckle, Steal Voice, Hidden Speech, Suggestion, Tongues, Voluminous Vocabulary, Castigate, Litany Of Eloquence, and Speak With Animals. At this level you will also automatically take on an appropriate accent, use native turns of phrase, no one will notice anything odd about your speech, and you can reconstruct messages, books, and instructions presuming that you have at least a third of the original material to work with.
  • Level Three Effects: Curse Of Babel, Demanding Message, Confess, Lesser Geas, Illusory Script, Secret Page, Communal Share Language, Deflect Blame, and Triggered Suggestion. At this point you can understand utterly alien languages, translate technical and magical material, understand blueprints and other plans, reconstruct books and messages from small fragments, and communicate directly with computers.

 

Healing:

In the original books healers are rarely chosen as Heralds, simply because they’re very badly needed in the general population and because Heralds have very short life expectancies. Of course, in d20, any rational party will find SOME excuse to have a healer along – especially since a d20 Healing Gift is far more effective than the ones in the books. Maybe the party healer was chosen in an utter emergency because bonding with a companion boosts gifts – and healing someone was vital to the future of the country. Maybe their Healing Gift was too weak to use without a Companion. Maybe it was triggered accidentally and unexpectedly. Maybe there was just a special reason – perhaps a healing gift that would have been wasted in a bad situation so there was no reason not to choose an otherwise-suitable person with the healing Gift. It’s not as if it never happens, as shown by Shavri, (and, according to the Valdemar wiki I consulted, a Herald named Shia whom I do not remember). Just go with it. There’s no point in arguing.

It is important to remember that – the way Gifts are built – cumulative effects are limited to 2-12 uses of the same basic effect per day per target – so “unlimited use of level zero effects” doesn’t equate to “unlimited healing”. What it means is “somewhat faster healing” – even if the baseline healing in d20 is already better than healer-assisted healing in the original books, a gifted d20 Healer can come close to matching some fairly significant Valdemaran miracles – and we’re bowing to d20 here. In the books many or most healers have ethical problems with using their ability to manipulate the body to harm others, but it’s possible (and, with player characters, all too likely).

  • Basic Level Zero Effects: Cure Minor Wounds, Detect Poison, Diagnose Illness (Hedge Magic), Transfuse (Hedge Magic), Stabilize, Touch Of Fatigue, and individual Polypurpose Panacea effects. A healer at this level can also remove rashes, reduce scars and birthmarks, sooth burns and frostbite, keep wounds from becoming infected, relieve arthritis and headaches, eliminate male pattern baldness (if they want to waste time on regular treatments), slightly extend lifespans (regular attention from a healer will add about two years to the effective duration of each age category, resulting in a total extension of about ten years), and alleviate the effects of many other minor illnesses and disorders.
  • Level One Effects: Biofeedback, Relieve Illness (Hedge Magic), Relieve Poison (Hedge Magic), Cure / Inflict Light Wounds, Dentistry (Hedge Magic), Invigorate, Itching Curse, Restful Sleep, Touch of Blindness, Resurgence, Touch of Gracelessness, Keep Watch, Ray of Enfeeblement, Ray Of Sickening, and Remove Sickness (Pathfinder Version). A healer at this level can also produce effects equivalent to the best individual earthly medications, surgeons, and physicians.
  • Level Two Effects: Cure / Inflict Moderate Wounds, Sleep, Lesser Restoration, Youthful Appearance, Acute Senses, Blindness / Deafness, Delay Pain, Delay Poison, Bears Endurance, Bulls Strength, Sustenance, and Body Purification. A healer at this level can use his or her skill and Gift to reattach severed limbs, perform open-heart surgery, and imitate a trauma team.
  • L3) Remove Blindness/Deafness, Neutralize Poison, Cause Blindness/Deafness, Cure/Inflict Serious Wounds, Accept Affliction, Channel the Gift, Deep Slumber, Mass Invigorate, Remove Curse, Psychic Leach, Pain Strike, Remove Paralysis, Ray Of Exhaustion, Poison, Remove Disease, Contagion, and Endorphin Surge. A skilled healer with a Gift at this level will – at least with skill and a good deal of Mana expenditure – be able to perform organ transplants, create almost fully-functional prosthetics, perform extensive biophysical reconstruction, and – for that matter – create tailored drugs and diseases.

 

Mage-Gift:

Mage-Gift doesn’t work like the other gifts; the users have to learn specific spells and don’t get unlimited use of their level zero effects. On the other hand, it allows a MUCH wider variety of effects and Adepts can reach level four effects – which are generally beyond the reach of any other single character.

  • For 6 CP you can have Occult Talent, granting 4L0 and 1L1 effects that you can cast once a day each with a caster level equal to your character level.
  • For 12 CP you can have Advanced Occult Talent, granting 5L0 and 3L1 effects and a similar number of spell slots to cast them with.

Characters in the setting can have Occult Talents with a total base cost of 24 CP. If they wish they can limit their abilities to reduce the cost, but they can’t exceed that limit.

On the other hand, they CAN take higher level spells in those slots. They’ll just have to spend Mana to cast them – and while the Mage-Gifted have limited access to Rite Of Chi to recharge their mana reserves, mana is still a limited resource. Journeymen only have a bit and can only use spells one level above their base slots. Masters have a bit more, can recharge faster and can spend it to use spells one or two levels above their base slots. Adepts have even more, recharge even faster, and can spend it to use spells one, two, or three levels above their base slots.

But wait! That maxes out at ten L0 and six L1 slots! Adepts are far more versatile than that!

Are they? Almost everything complicated or powerful in the books falls under Ritual Magic. Most adepts only seem to have a handful of spells that they can really use immediately.

Pretty much every mage has Light (L0), a basic Shield (Immediate Action, L1 in a L0 slot so 1 Mana, blocks 15 points of damage), and some form of Energy Attack (Spells like Ray Of Frost, Magic Missile, Scorching Ray, or Lightning Bolt are popular depending on the user’s level of expertise).

For this particular “Gift”… here are some spells that fit in fairly well:

  • Basic Level Zero Effects: Almost anything fits in here. If you like, you can use the Continuum II cantrips. There are a lot of those to choose from.
  • Level One Effects: Disguise Self, Sleep, Alarm, Protection From Evil, Floating Disk, Magic Missile, Shocking Grasp, Color Spray, Shadow Trap, Shadow Weapon, Ventriloquism, Magic Weapon, Obscure Object, (Personal) Dream Shield, and Faerie Fire,
  • Level Two Effects: Scorching Ray (also Lightning and Force variants), Blur, Dust Devil (2’nd edition), Flaming Sphere, Wall Of Light, Glitterdust, Hypnotic Pattern, Invisibility, Armament (temporary force weapons, up to a dozen knives/arrows/etc). Spiritual Weapon, Contact Entity 1, Force Sword, Disguise Other, Invisibility, Mirror Image, Misdirection, Silk To Steel, Deeper Darkness, Daylight, Searing Light, and Dream Shield.
  • Level Three Effects: a long-term Disguise Self/other variant, Lesser Wall Of Fire (a weaker variant), Fireball, Circle of Protection, Dispel Magic, Pyrotechnics, Nondetection, Protection From Energy, Greater Stunning Barrier, Gloomblind Bolts, Ice Spears, Phantom Steed, Planar Inquiry, Arcane Sight, Contact Entity II, Daylight, Lightning Bolt, Sheet Lightning, Displacement, Call Lightning, Hedging Weapons, Infernal Challenger (only for evil blood mages), and Psychic Containment.
  • Level Four Effects: Dimension Door, Wall Of Fire, Lesser Gate (basically a time-consuming, exhausting, and error-prone teleport – or way to let various monsters come through. It might even be Ritual Magic rather than a spell), Summon Monster IV (“Adept Manifestation”), and Lesser Planar Ally.

That’s not exhaustive of course – d20 offers thousands of spells to play with – but a fair number of basics are on there.

 

Mind-Healing

The books represent Mind-Healing as being generally very slow, just as creating bonds that force someone to do your bidding is a very slow (and evil) process. You don’t see any mind-healers going “Zap! You’re Sane/Free/Rational!”. Honestly… given the principles of Lerandor’s Rule (the use-a-bunch-of-lesser-effects principle) even level zero mindhealing effects are more than they show in the books. If a character really wants “Mindhealing” the way it is in the books… take a bonus in Profession; Therapist or learn Ritual Magic. Because mental healing is normally pretty step-by-tiny-step anyway – which is just what level zero effects DO. So even with just cantrips you can finish up with anything within the power of level three effects within a few minutes – and that is NOT what the books show. In fact, it tends to wreck more than one of their plots – and it doesn’t add much to most games anyway since you can’t treat eccentric players and the villains aren’t going to hold still for it. That’s why d20 psychiatrists are not a favored class.

  • If you must be a Mind-Healer, buy Ritual Magic, Specialized and Corrupted / only for psychiatric purposes (2 CP) and put a few skill points in Profession: Therapist – and there you go.

 

Precognition

Precognition or “Foresight” seems to come in two basic forms in the books – short-term combat precognition that provides warnings of attacks and clues as to likely strategies and long-term visions of the future that are sometimes useful warnings, sometimes grim prophecies that tend to come true no matter what, and are sometimes simply wrong or misunderstood. There’s also room for very short-term precognition (the sort of thing that warns you of someone swinging at you from a blind spot or of an incoming arrow) and kingdom-scale foresight that warns of upcoming major disasters and such, but most characters with Foresight have very specialized forms, such as being able to foretell the weather.

Honestly, a lot of that goes under “plot device”, both very literally in the books and mostly so in the games. After all, the game is built around dealing with problems – and “the group is warned of an upcoming attack in time to set up the defenses or race to the rescue” is a pretty classic problem. In terms of the game… precognitive warnings really aren’t any different than being warned by a scout, peasant, merchant, angel, or wizard. The same goes for kingdom-level threats. If someone’s special power requires the game master to give a warning, he or she will just step up the threat to keep it challenging and exciting.

So this list is going to be a bit generic and include a lot of short-term bonus tricks – as well as some ways to inflict penalties, which is pretty much equivalent.

  • Basic Level Zero Effects: There are pretty much all thematic; you can have meaningful dreams, get vague warnings of major threats, get details equivalent to having a few scouts (or perhaps a flying familiar) out in the case of more local problems, know about upcoming natural disasters in time to show up to help, give good agricultural advice, predict the weather, and will probably get a +2 bonus on saves against traps, checks to detect ambushes, and maybe even initiative. You might even be able to prevent the occasional disaster that would normally resulted from phrases like “I wonder what will happen if I push the red button / mix these two chemicals / try this unknown mystical ritual” – at least if the rest of the party is sane enough to look at the precognitive before actually doing it. Most NPC precognitives are pretty narrowly focused (since that is so much easier to write and run for), but PC’s are all about meeting unexpected challenges – so they’re going to be generalists.
  • Level One Effects: Anticipate Peril, True Strike, Bungle, Precognition (One minute per level. Variants include +2 to Attacks, to Armor Class, to Saves, and to Damage), Ward Of Heaven (The Practical Enchanter), Aura Of Favor (The Practical Enchanter). Low-Light Vision, Hawkeye, Improvisation, Omen Of Peril, Surefoot, Surefooted Stride, Divine Favor, Entropic Shield, Doom, Fallback Strategy, and Bless (via giving orders). This can also be used to anticipate attacks (dodging up to 15 damage as an immediate action), to negate surprise for the party, and to reroll a skill check since you “foresaw it’s failure”. On the larger scale, this is where you can start using the skill-based variant of True Strike (True Skill, The Practical Enchanter) to do things like pick out the very best moment to call for a tactical maneuver, or the best advice to give the farmers, and so on – as least as long as some relatively vague precognition would he helpful.
  • Level Two Effects: Honeyed Tongue, Tactical Acumen, Augury, Hunter’s Eye, Heroic Fortune, Gallant Inspiration, Find Traps, Sutra (The Practical Enchanter), Karmic Shield (The Practical Enchanter), and Harrowing (or any other form of fortune-telling), At his point you can also use your power as an immediate action to evade twenty-five points of damage, get some clues about the long-term hazards (and likely benefits) of a proposed course of action, and win outrageously at games of chance – up until you have to quit because the likely outcome of winning again is getting stabbed.
  • Level Three Effects: False Future, Find Fault, Minor Dream, Vision Of Hell, Find Fault, Perfect Placement, Good Fortune (The Practical Enchanter), (individual) Ruin Delvers Fortune effects, Find The Gap, Danger Sense, Ubiquitous Vision, and Prayer (via giving directions). At this level you can use your power to take an extra standard action as an immediate action, to try and manipulate the force of Destiny (see Destiny Magic), and to have set up Contingencies (See Politics) to deal with events that the player had no idea would happen. This is also far, FAR, beyond any Gift of Foresight used in the books.

 

Psychometry

  • Basic Level Zero Effects: D20 usually leaves low-grade information gathering up to skill checks – but this level of ability can date items, determine causes of death, determine if a weapon inflicted a particular wound, discern the true intent of a gift or missive, learn the final thoughts or terminal experiences of a corpse, tell which button opens the door and which one sets off the bomb, and otherwise pick up on the intent behind manipulations of physical objects – such as the intent to add poison to a drink, an attempt to get someone too drunk to resist being kidnaped, or the true intent of complex legal clauses in a contract. It can detect forgeries or the information someone was intending (but failed) to convey in a frantic scribble. Was someone recently murdered in a dark alley? Finding out about it will be trivial if a psychometrist takes a look.
  • Level One Effects: Call To Mind, Identify, Obscure Object, Nondetection, Cultural Adaption, Master’s Touch, Detect Secret Doors, Eidetic Lock, and Sanctuary (a bit of a stretch, but it’s basically infusing the area with a feeling). At this level you can easily trace the provenance of items and antiques, “imprint” messages on objects that can only be “read” by another psychometrist, make areas inspire particular moods and emotions, experience bits of the past strongly associated with particular objects – using a womans wedding dress to experience the wedding it was used in or using the cane a man carried everywhere for ten years to “talk to” the imprint of his personality. This sort of thing may take some time, but if you have the time to try and investigate something that rarely matters.
  • L2) Ancestral Communion, Blood Biography, Magic Weapon (Armor, Tools, etc), Object Reading, Sensitivity To Psychic Impressions, Find Traps, and Share Memory, The major distinction at this point is that the user can pull out fairly major bits of useful information very quickly, instead of having to sit around and meditate on it. It’s also at the point where forcing psychic energy into something actually starts to affect it – hence the ability to somewhat enhance items on a temporary basis.
  • L3) Borrow Skill, Akhasic Communion, Discern Value, Find Fault, Pierce Disguise, Pack Empathy, Mindlocked Messenger, Greater Magic Weapon (Armor, Tool, Etc), Channel Vigor, Speak With Dead, and Masterwork Transformation (no components required, but does take some time and use). At this point you are basically drawing information from the universe – and can push some back out into it (thus Greater Magic Weapon and Masterwork Transformation). Given time and the patience to keep asking questions, you can find out all kinds of things, weave warnings and messages into the fabric of the world, and explore almost any mystery. While adventurers rarely have that kind of time available, when they do this Gift can be devastating.

 

Pyrokinesis

According to the books, a lot of the characters with this Gift have poor control over it, although there’s no apparent reason why it should be harder to control the power to heat things up then it is to control the gifts of Empathy, Telekinesis, and Telepathy. You can give your character some such disadvantage if you must, but there really isn’t any reason to. D20 characters routinely mess about with things a lot more dangerous than mere fire.

To account for the books, I’d suggest that ANY Gift that you are nervous about, or fail to get enough practice with, may be difficult to control – but while a rogue flare-up of Farsight may give you a headache, and a telekinetic flare may break a pot, such things don’t spread – while a bit of flame in the wrong spot may burn down a city. Ergo, in a self-fulfilling prophecy, Pyrokinetics tend to be nervous about their Gift and don’t practice as much for fear of losing control.

Of course, when it comes to player-characters… they’ll row out on a lake and sit on a rock or use snowshoes to visit a field under four feet of snow and practice boiling water, torching models, and making hot drinks until they have things well under control.

  • Basic Level Zero Effects: Dancing Lights, Flare, Ray Of Fire (Frost), Mending (Welding Only), Spark. Of course, a pyrokinetic can also start fires, warm their fingers, heat or cool small objects or minor amounts of liquid, instantly brew tea, light or extinguish many candles, several lanterns, or a torch, prevent or treat frostbite, control smoke rings, create puffs of smoke, and shape small flames and quantities of smoke into various forms.
  • Level One Effects: Control Flames, Blades Of Fire, Flame Darts (like Magic Missile), Lesser Orb Of Fire, Light, Animate Fire, Cure Light Wounds (Fire and Cold damage only), Blinding Flash, Endure Elements, Flare Burst, Burning Hands, Touch Of Combustion, Burning Disarm, Faerie Fire, Produce Flame, and Resist Energy (Fire and Cold only). There aren’t specific spells for it, but this also provides the ability to weld larger objects, cause small flames to flare up, put out groups of torches or a large campfire, and create and control a 10′ radius of fairly heavy smoke – whether to sculpt it or to make smoke signals.
  • Level Two Effects: Scorching Ray, Cause Nausea (via induced fever), Personal Haste (Practical Enchanter, via Boosted Metabolism), Heat Metal, Chill Metal, Obscuring Mist (smoke), Boiling Blood, Pyrotechnics, Burning Arc, Burning Gaze, Fire Breath, Frost Fall, Ice Slick, and Campfire Wall. Effects on this level can also be used to open safe paths through major fires, briefly form a cool and solid crust over a magma flow, to cause a fire to lash out and engulf someone, animate a bonfire, cause a quantity of wax or oil to detonate like plastic explosives or nitroglycerin, and to briefly create massive images of flame.
  • Level Three Effects: Fireball, Energy Wall (Fire), Haste (via accelerated metabolism again), Flaming Arrow, Protection From Arrows (they burst into flames), Heatstroke, Firestream, Dispel Magic (an immediate-action version that only works against Fire and Ice effects) and Quench. Effects on this level can also be used to contain forest fires by creating counterfires or driving the flames back to create firebreaks, to melt metal objects, to project a sphere that absorbs fire or cold damage (Resist Energy 10′ Radius), or to put someone into deep hibernation (roughly equivalent to Feign Death – although this is kind of dangerous).

 

Shields:

In Valdemar, “Shields” are normally passive – and basically amount to “buying a good will save”. Only mage-shields normally seem to be active effects, so they’re handled under mage-gift.

 

Telekinesis

  • Basic Level Zero Effects: Mage Hand, Hammertouch, Animate Rope, Launch Bolt, Launch Item, Breeze, Scoop, and Open/Close. While effects at this level are relatively short range and of fairly little force, you can produce a light zephyr, stir pots, work dangerous alchemical experiments from a safe distance, make bushes rustle distractingly, open latches from the outside, and pull off a wide variety of similar tricks.
  • Level One Effects: Guided Shot, Mage Armor, Force Shield, Feather Step, Lighten Object, Buoyancy, Coin Shot, Mending, Hold Portal, Stunning Barrier, Thunderstomp, and Gravity Bow. At this point you can move things to trip up opponents, yank chairs out from under people, guide pies to hit people in the face at considerable ranges, bind animals mouths shut, pull things to yourself, hurl small objects with force and accuracy, equivalent to a heavy crossbow, and get your armor on in mere moments.
  • Level Two Effects: Admonishing Ray, Alchemic Mist (turns a poison or alchemical item into a 20′ radius burst within medium range), Unseen Servant, Air Step, Protection From Arrows, Gust Of Wind, Gusting Sphere, Pilfering Hand, Knock, and Telekinetic Volley. At this point you can shove people away, manipulate objects at range, “feel around” for something you can’t see as if you were wearing heavy gloves, and cause masses of rope or vines to tie people up.
  • Level Three Effects: Web Bolt (using available materials). Raging Rubble, Make Whole, Tremor Blast, Hold Person, Wind Wall, Ape Walk, Arrow Storm, Telekinetic Force, Telekinetic Thrust, and Hedging Weapons. Effects at this level can also reduce missile damage in a small radius or create minor barriers.

 

Telepathy

  • Basic Level Zero Effects: Daze, Message, and Distract. At this level a telepath can make ideas occur to someone, perform “stage” hypnosis, share memories, lend someone one skill point (such as sharing a language) or borrow one, sense surface thoughts if the target isn’t resisting, detect hypnosis and other mental influences, and project a vague persona around yourself – things like “he looks rich”, “that’s obviously someone important”, or “just another janitor” that will often get by people who aren’t paying too much attention.
  • Level One Effects: Distract, Conceal Thoughts, Borrow Skill, Cause Fear, Hypnotism, Charm Person, Lesser Confusion, Innocence, Lock Gaze, Memory Lapse, Sense Link, and Mindlink. At this point you can broadcast vague ideas to a crowd, share detailed visions, pull an exact image out of somebody’s memory (and reproduce it if you have the required artistic skills), or communicate long lectures with a glance.
  • Level Two Effects: Inflict Pain, Silent Image, Sleep, Daze Monster, Detect Thoughts, Enthall, False Belief, Hidden Presence, Passing Fancy, Share Memory, Enshroud Thoughts, Misdirection, Telepathic Censure, Mental Disruption, Mass Missive, Thought Shield, Brain Lock, Suggestion, and Zone Of Truth. At this point you can generate group compulsions with some force, anticipate peoples arguments, send a message over a long distance (usually in times of desperation), and fairly easily pick up on things that people are worried about (or are trying to keep from thinking about).
  • Level Three Effects:) Minor Image, Audiovisual Hallucination, Aura of the Unremarkable, Confusion, Mass Feather Step, Malicious Spite, Seek Thoughts, Triggered Suggestion, Aura Sight, Seek Thoughts, Psionic Blast, Deep Slumber, and Crisis Of Breath. While the range is generally short – unless you’re working with another high-order telepath or a group to jump up to fourth level effects (such as Sending) at this point you’ve got a fair amount of range and can fairly readily overwhelm – or probe – the minds of normal people.

 

Teleportation

In the books “telekinesis” and “teleportation” are usually combined into “Fetching” – which seems to cover everything from traveling a bit faster and moving small items around up to shaking major structures and teleporting someone out of a locked cell a hundred miles away. I’ve split them up again because otherwise few d20 players would be able to resist. “Teleportation” is still a catch-all category for movement powers, but at least it’s not a must-have discipline.

  • Basic Level Zero Effects: At this level the user can grant themselves or others small bonuses to their movement skills, shift small items in contact with themselves around their body (making them very difficult to search), draw weapons as a free action, speed themselves up just a little bit, and cheat outrageously at many games.
  • Level One Effects: Skate, Catfall, Branch To Branch, Accelerated Movement, Expeditious Retreat, Feather Step, Liberating Command, Bladed Dash, Feather Fall, Jump, Longshot, Touch Of The Sea, Launch Item, Longstrider, Travelers Mount, Wings Of The Sea, Personal Haste (Practical Enchanter), Light Foot (Blog), and Benign Transposition. Not unexpectedly, given that basic physical obstacles are a significant problem for low-level d20 characters, the system also offers a wide selection of spells to deal with them. About the only thing that isn’t covered is the basic “teleport small objects” effect – which is simple enough; with this level of ability you can apport a small object from one spot to another within close range. Thus you can steal something off a table or (if you know the position accurately) from a bag, plant something on someone, and so on. Unfortunately, you can only teleport objects into open spaces, you can’t teleport them into creatures, and objects in someone’s possession get a save.
  • Level Two Effects: Retrieve Item, Returning Weapon, Trade Items, Moment Of Flight, Lions Charge, and Wall Walker or Spider Climb. Upgraded versions of the various first level effects also go here, as does teleporting small objects within medium range or somewhat larger ones within close range – even up to child size if you’re touching them and simply want to move them away.
  • Level Three Effects: Haste, Dimension Door, Blink, Urban Step, Greater Longstrider, Tailwind, Dimension Twister, Time Hop, and Hustle. You can even do the Lightning Step variant of Dimension Door from The Practical Enchanter.

And that’s about it for gifts from the books (in fact, it’s a rather drastic expansion on most of them) – and should be quite enough examples to work with if someone builds a more exotic gift.

The Laws Of Magic Part VI – Magical Symbols

For those looking to read in order…

Which leaves Symbols.

Like the other laws of magic, Symbols are rooted deep in the human mind. Unlike most of the other “laws of magic” their “power” has some basis in reality, even beyond the fact that words are symbols and form the basis of culture and most abstract thought.

A wise master of symbols might be able to guide a tribe safely across a stretch of wildness where he or she had never been. They could hear the words of the dead. They could reveal the acts of the gods and the secrets of creation. They could erect great castles and mighty works of art. They could see into the past, gain insights into the future, and perform a thousand other mighty deeds, for the power of magical symbols was theirs.

Today that power is actually all too common. We’d call it Reading Trail-sign, or Reading a Book, or Studying Sacred Texts, or Basic Engineering, or Checking Records, or Architecture, or Naturalism / Recording Natural Cycles, or Mathematics, or Statistics, or by any of a thousand other names – but the power of manipulating symbols is undeniable.

Yet back in the ancient days, when the lore of symbols remained unknown to most… when a man or woman could examine a few bits of dried and marked-up hide carried from a distant city and – by some mysterious art – learn of what was going on there, or craft symbols that could be carried by pretty much anyone to summon forth an inquisitor or even the kingdom’s army… what else was an observer to do but call it magic? And it was magic that observably WORKED. It wasn’t subtle influences, it was POWER.

Are those symbols ancient, inherited from a prior civilization, mysterious, impressive-looking, or just really obscure? People tend to value things according to how difficult they were to acquire and how important they look – so all those things obviously make a given symbol more powerful. After all, Runes are basically just an alphabet – but they pop up in all kinds of movies, novels, and other works as having mysterious powers. Would it be anywhere near as interesting to you if they were talking about the letter “B”?

Even today, the notion that writing something gives it power has a deep grip on the human mind. How many times have you heard the phrase “It Is Written”? Simply seeing something in print tends to give it weight and credibility. Thus the original distinction between Slander and Libel. Because writing it down somehow made it worse.

Science fiction is not immune. It is filled with incomprehensible symbols that drive men mad, Basilisk Images that kill when beheld, semantic sciences that manipulate the mind, the arts of the Bene Gesserit, and more. Why is “a picture worth a thousand words”? It is because – for humans – what you HEAR means less than what you SEE. Things sneak, other humans lie, and sounds echo – but SEEING is BELIEVING.

Incantations? Symbols. Mystic Gestures? Symbols. Names? Symbols. Runes, Glyphs, Heiroglyphs, Sigils, Witch-Marks, Emblems, Magic Circles… even most Physical Props, such as Staves (emblems of authority) and Wands (pointing sticks) are all basically Symbols or combinations of Symbols. .

The thing about symbols is that the nonverbal ones tend to be semi-permanent. Magic Circles work until they’re broken. Placing runes on a sword will empower it until they are worn smooth. That giant cross will repel vampires so long as it stands. Everyone KNOWS that’s true. After all… that brand of Servitude well may last for the rest of a slaves life – and will still affect his or her life long after he or she goes free. Don’t we feel that engagement rings and gifts of chocolate and roses mean more than “here’s a simple bit of material goods”?

In the Laws Of Magic… Symbols are raw power, condensed, distilled, and bound. The (more or less interchangeable) symbol/emblem/name of a Power is one of it’s Correspondences. Thanks to basic Sympathy and Correspondence, it to some extent IS the Power, for the name is the thing. By the Doctrine Of Signatures, knowledge and study of it reveals some of the nature and potentials of that power. By Synchronicity when that power is involved in your life, you will see it everywhere. By Karma you draw it’s notice and concern as it draws yours – if you are willing to pay the price. By Personification it allows you to relate to that Power – and by Purification of other influences you may allow that Power to dominate parts of the world.

Even in modern productions – movies, anime, comics, and television programs… the symbols of magic are inlaid in jewelry, woven into cloth, tattooed on the skin, or simply flare into existence as the magic is invoked.

This “law of magic” generally doesn’t need a lot of work to get into a game. Your players will probably never question why powerful tomes of magic are written in strange symbols and ancient tongues, or why translations never work properly, or why mystic jewelry and blades are inscribed with exotic “runes of power”, or why summoning creatures calls for magic circles, or why casting spells often calls for complex gestures, or any of a thousand other details. Pretty much every potential player is fully aware that that is how magic “normally works” – and so the vast majority of games and gaming material adhere to those ideas as well.

If you want it to play a more prominent role in the game, however, there have to be limitations. Otherwise the party mage will simply start putting symbols on everything – and that will drown your setting in a sea of magic, just as it would make a mess out of Buffy The Vampire Slayer if everyone in Sunnydale wore half a dozen crosses and light body armor and carried super-soakers filled with holy water everywhere they went.

Given the permanent, or at least semi-permanent, nature of symbol magic, that can be tough to arrange – and you can’t make it ineffectual or no one will want to bother with Symbols in the first place, which defeats the point of trying to make them more prominent. So perhaps you’ll want to apply one or more of the following…

1) Symbols must be empowered again after a relatively brief period of use,, or be periodically purified, or lose their magic to daily wear-and-tear – and while there may be methods to extend their lifespans, or to maintain more of them, such methods are quite limited. Any given magus can support only a limited number of Symbols at a time.

2) Symbols clash with each other. Any given individual can only support a limited number, or perhaps one greater, one intermediate, and one lesser Symbol. Or must bond each symbol to one of their Chakra. Or whatever. Regardless of the exact reason, any given character can only use a few Symbols at a time.

3) Symbols are horribly expensive to craft, calling for rare ingredients and great skill. Characters will only be able to afford a few of them – although this has the unwelcome side effect of causing characters to hoard money and to try to break the game to get more.

4) Symbols must be supported by the will, prayers, or dedication of many people, or by powerful spirits, or whatever. A great city might thus be able to empower a dozen Symbols for it’s greatest champions. A village might support one Symbol for a local hero, Perhaps the Spirits of Light and / or the Righteous Dead can support a few to empower noble paladins and holy men – or perhaps true heroes are supported by the populace they protect while the villains must offer sacrifices to the powers of darkness to get those infernal entities to empower their Symbols.

5) Symbols are empowered in part by personal sacrifice. Perhaps mages are not naturally weak and frail, but supporting the devices they craft makes them so. Perhaps they must accept strange geasa, or give up their shadows, or yield points from their attributes. Whatever they give up… it is difficult or impossible to reclaim without destroying the Symbol.

6) Symbols are empowered by quests, legends, and mighty deeds. As you adventure and accomplish those deeds you will gradually earn the ability to use more Symbols.

7) Symbols draw on a limited pool of power, The more Symbols you bear, the less powerful each of them becomes.

There are other, if usually more complicated, methods of course – but various combinations of limits on based on Symbol creation, duration, number, power, cost, user accomplishments, user commitments, and various forms of expenses should cover most of them.

The Laws Of Magic Part V – Narrative and Naming

For those looking to read in order…

From behind them suddenly, closer than they imagined, they could hear the roar of Humperdinck: “Stop them! Cut them off!” They were, admittedly, startled, but there was no reason for worry: they were on the fastest horses in the kingdom, and the lead was already theirs.

However, this was before Inigo’s wound reopened; and Westley relapsed again; and Fezzik took the wrong turn; and Buttercup’s horse threw a shoe. And the night behind them was filled with the crescendoing sound of pursuit. . . .

-The Princess Bride

Destiny” has come up before, under Synchronicity, where it creates coincidences in accord with mysterious influences and the currents of fate. The tottering Empire which has set itself against the course of history WILL fall before one set of opponents or another. Sooner or later, the dikes or levees will fail and the floods WILL come. Eventually even the most fortunate gambler WILL lose. That’s “Destiny” of a sort – but it’s Actuarial Table Destiny. It will happen sooner or later – but any individual case may come up almost immediately or it may beat the odds for quite some time.

This isn’t that kind of Destiny. Magic sometimes uses the same word for wildly differing ideas – and what we’re talking about here is what might be more properly called Narrative Destiny. It’s not the sum of probabilities and influences on the world; it’s the force which says that the magic ponies WILL defeat the monster of the week because that is how the story goes.

Reality doesn’t have neat beginnings and endings. People rarely really get what they deserve, the causes of events go back perpetually and the consequences go on and on. People spin cages of words to turn what are basically-chaotic series of events into stories; but – in reality – stories don’t exist “in the wild”. They’re just a way for people to organize their perceptions, experiences, and acquired information. Two people can look at the same events and describe them vastly differently, right down to drawing entirely different conclusions from them.

In magic, however, Narrative Destiny is a major force. It’s the power that turns a mixture of randomness, influences, mistakes, and the accumulative effects of hundreds of people and factions pursuing their own goals in a mixture of erroneous and calculated ways, into a grand sweep of history – a coherent narrative with conventions that have the force of natural laws. And while magic can bend those rules, just as it can let you fly in despite of gravity… there is always a price to twisting the course of events away from their well-worn channel. Thus Narrative Destiny leads some people through near-inevitable sequences of events while others subvert its dictates, achieving goals that should have been utterly impossible in despite of the vast forces arrayed against them.

Narrative Destiny runs on cliches, tropes, and proverbs. It’s what enforces the conventions of stories. It’s the source of all those examples you find on TVTropes – and it’s another “force” that sneaks into almost every game pretty much unnoticed simply because most game masters try to have a bit more background and depth to things beyond “A bunch of people got together and started killing things and smashing stuff. They got away with this because they mostly did it out in the anarchic areas until they were so good at it as to be mostly unstoppable. Eventually they got bored because they’d smashed pretty much everything they thought needed smashing. Then we started a new campaign”. Game settings are filled with narrative conventions because they’re products of human minds – and that’s one of the major ways in which human minds organize their worldviews.

In RPG’s the prevalence of this form of magic marks a major division between game styles.

  1. A lot of games take a “realistic” approach; if you want to stick a knife into someone, and you can hide your intentions, sneak up on them, and stab them in the back, you’re more likely to succeed. That’s pragmatic, sensible, and – by most standards – pretty reasonable (if perhaps a little dull). Still, there is something to be said for scheming and trying to cleverly take advantage of every opportunity. It’s not all that exciting, but it can be very satisfying if you don’t mind the players constantly looking for ways to boost their odds instead of getting on with things.
  2. Other games may give you a small bonus for adding a bit more description and/or a small penalty for being boring. So you note the faint breeze which flutters the curtains, the anger which drives the attack, and the moment of focus as the attacker strikes – making the story inherent to the game and letting it influence the setting. Now it’s annoying when people get inconsistent about adding details, but as long as there’s some self-restraint amongst the players, this approach can add a lot of details and atmosphere if you don’t mind having to do a lot of on-the-fly adaption.
  3. In a few, announcing that you’re going to run at your target screaming your battle cry, vault over their head off a convenient rock, somersault in the air, stab them in the back to reverse your spin, and land on your feet will get you a bonus rather than reducing your chance of success. That’s dramatic, and stylish – if not genuinely exciting since there’s no actual gamble involved – but it really annoys the players who have a practical streak and are trying to be clever unless there’s some serious cost involved in bending the world to your will that way.

In terms of Narrative Destiny… the first option mostly ignores it just as the real world does. The fact that you’re a handsome prince trying to rescue your true love has little or nothing to do with your success of failure. That’s up to your skills, abilities, decisions, and chance. The second lets the world bend a bit to accommodate your narrative, but strictly caps how far it can go; you can bend the primary story to incorporate your personal one, but only so far. For the third option, there are few limits: the world bends to drama more than it does to mere physics and the “story” is likely to be whatever the characters say it is.

Honestly, there is no simple way of satisfying everyone here. Most game systems tend towards one of those three options – in part because option one is easiest to write rules for, option two tends to be a bit informal, usually operates on the social level, and is generally seen as “metagamey” (it does work well in rules-lite systems though), and option three really annoys the players who aren’t good at verbal dramatics and want firm rules to work with. Trying to write rules that can accommodate all three styles is possible – it’s the approach I took in Eclipse and there are various articles up about how to build characters who can influence the narrative and/or pull off insane stunts at the cost of not having those character points to spend on other things – but accommodating all those options requires either a really loose system (annoying one set of players) or a very complicated rules system (causing a lot of players to opt for games that aren’t so much work to make characters for).

Personally, I usually go for the complicated rules – even if that means I have to help a lot of the players make their characters – and option two. Letting the players add some details works just fine for me.

The simplest way to add this law of magic to a game more actively (without going entirely overboard) is to give characters some bonuses for citing and adhering to an appropriate literary trope. If the character is cluelessly noble and pure at heart, perhaps it does give them strength. An oath really does let someone surpass normal limits to fulfill it. True Love will cure anything. A blow stricken in vengeance is far more grievous than an apparently-identical blow stuck in doubt. That’s what the Fate Point rules in Runecards were about.

Naming is closely related to Narrative Destiny. After all… that random sword is just a sword, and could be replaced by any of thousands of very similar swords without changing anything much at all. Sure, there may be hundreds of trivial variations, but your game of choices equipment list and mechanics generally do not care about the makers mark, or the pattern of the steel, or whether or not the blade has an engraving of a creature on it, or the color of the pommel. A “short sword” is pretty much a “short sword” – unless, perhaps, a full-blown system of correspondences is in use. But even if one is, those correspondences will still be just a handful of discriptives hung on the basic “short sword” chasse.

Now “Sting” may have been pretty much a short sword or combat knife at base – but it was an elven-blade forged by a Noldor master-smith before the fall of Gondolin. It penetrated the skin of trolls, cut webs easily, and glowed in the presence of certain monsters. It may not have been all that powerful a magical blade – but it became a singular part of it’s bearer’s legend when it was NAMED.

In magic, names have POWER. A things name is a link to it, a way to draw on it’s power and authority. Have you ever heard the phrase “Stop in the name of the Law!”? What is it that makes that a phrase of power and authority? It’s personifying the “Law!” as an abstract entity of power that lends it’s authority to those who invoke it. “Halt! Police!” just isn’t quite the same somehow.

To give something a name… is to make it unique, to give it importance in the great tapestry of the universe, and so to give it power. As named items are woven into tales and become parts of great events, their power grows. A magician may inscribe a blade with potent runes, it may absorb a part of the power of a mighty foe as it is plunged into their heart, it may be blessed by the queen of the fey… but to some extent they are only giving expression to the power of the deeds that it has participated in.

Names grow. That sword may have started out a casual name such as “Taurin’s Sword” – but if Tuarin becomes a hero, it will soon be “The Blade Of Taurin”. Not too long after that, it might become the “Bane Of Ugarth” (a great troll that it was used to kill). Perhaps one day after that… it will be Straithbeor (“Demon Slayer”, the sword Taurin used to slay many demons during the overthrow of a dark empire), the Bane Of Ugarth, Blade Of The Mighty Taurin, King Of Umbria”. If it gets lost, it might be found again – and once it’s new owner learns it’s history, and shows himself or herself worthy, he or she can draw upon it’s power. If it is broken… reforging it will require a mighty quest, a great deed, or mighty magical ingredients – but once it is done, it will add “The Sword That Was Broken” to it’s name and the reforging will become simply another power-granting component of the weapons ever-growing legend. That’s why the Legendarium skill was written to work that way and why most of the sample Relics in Eclipse II have their own unique histories.

Games vary on this a lot. A very few – Earthdawn, some Arthurian games, and a few more – treat naming as a very big deal indeed. Most others really don’t pay much attention to it. The problem is that named items require their own legends and are generally unique and individual – which means that the game either has to have a specific setting and mountains of source material or the poor game master is going to have to put in an incredible amount of work creating treasures for both the PC’s AND the NPC’s. Thus most games have a list of generic equipment and items that can be readily traded around. Many even have random treasure tables. They may also have a list of unique and powerful artifacts, but it’s up to the game master whether or not to bring such a thing into play and to work it into the plot if he or she does.

Given that inherent problem… This one pretty much has to stay optional. You can set up a subsystem to handle it for those players who want to experiment with it and add some flavor to things (like Create Relic in Eclipse and the Sample Relics in Eclipse II or the aforementioned Legendarium skill), and introduce the occasional unique artifact / plot element – but unless you run a game where magical devices are simply terribly rare, precious, and almost impossible to create, you won’t have time to customize everything.

Laws Of Magic Part IV – Purification and Personification

For those looking to read in order…

And now for Part IV – Purification and Animism / Personification

In “real” traditional magic Purification is a vital prerequisite for any major working. After all… since everything is connected, and there are all sorts of influences and correspondences everywhere, the first step in any major working (that’s anything that isn’t purely reliant on your personal power like “psychic” abilities and petty cantrips) pretty much has to be to clear away all of the magical influences that you don’t want getting involved. Otherwise… you’ll be incorporating all kinds of random influences into your magic. So the first step in anything major is to set up a magic circle or ward to keep outside influences out of your working – and the second is to cleanse your ritual area of any influences that are already present. The third, of course, is to specifically invite, summon, or add those influences you do want present. These days this is usually known as Casting The Circle.

Only then do you actually start in on what you want to do. Otherwise you’re risking having your working go wildly out of control and causing god-only-knows-what to happen. Classically, working without purification was risking much more than your mere life.

In legends and literature, purification is mostly a matter of personal purification. After all, having your characters stop to conduct various purification rituals before they do anything every little bit gets boring very, VERY, fast – and even entirely mortal (super-) heroes are generally capable of doing the impossible ten times before breakfast anyway. Why shouldn’t they get away with skipping the dull bits here too?

Conventionally, when it comes to personal purity in legends and literature…

  • “White” wizards are likely to have to refrain from sexual activity and/or most personal emotional relationships, or avoid certain foods, or follow strict rules to avoid “sin”, or take ritual baths (or possibly never bathe so as to avoid dissipating their personal energies), or spend time in a sweat lodge, or dance and chant, or any of a hundred other methods. In most such cases, the potency of their magic relies on how pure they are, although failure chances and such do show up in some cases.
  • “Black” mages tend to offload their need for purity on other people – which is why they’re big on virgin’s blood, child sacrifices, and stealing the power of untainted magical nexi and items. Thus they weaken and corrupt the sources they draw on – which they care little about because they tend to throw them away as they weaken and grab new sources of power. Black Magic thus inherently taints and corrupts both the area around the user and the sources of magic he or she draws upon.
  • Elementalists, “Nature Mages”, or “Priests” tend to just bind themselves to a particular source or type of power (and usually one they have a natural affinity for at that) or two – thus making it relatively easy to remain “pure” by not interacting with other kinds of magic. All those systems of freeform magic that only apply to particular fields probably work like this.

Which is at least one way in which the (rather boring) traditional generic ritualist – who can try to do almost anything at all given sufficient time in which to work – turns into the familiar specialist-in-a-field / “elementalist” / “necromancer” / whatever role-playing-game quick spellcaster who can keep up with the action but has a strictly limited variety and supply of spells.

Purification is even less important in most RPG’s though, simply because in such games most spells are preset, as with Amber’s “Hung” spells, d20’s “Prepared” spells, or World Tree’s “Grafted” spells. When the effects are set down in the game rules, active purification usually falls by the wayside. Why bother when that fireball wand is essentially every bit as “mechanical” as a grenade launcher?

With systems like that… if you needed to purify yourself, you presumably did it while you were getting your spells ready to go. Once a spell is hung, assembled, or grafted, it is pretty much independent of outside influences – just as a grenade will go off regardless of where it is when you pull the pin (at least barring really insane environments such as the surfaces of neutron stars or “antimagic” zones).

Still, there are echoes of the idea in most role-playing games; that’s presumably where cursed items come from – and it’s why half the powers of The Practical Enchanter’s Wards Major are normally selected randomly; the area covered by such a Ward is usually just too big to purify effectively before it’s enchanted.

Games that happen to have a (usually secondary) ritual magic system or adhere to “only blunt weapons for priests (so that they are not rendered impure by the intent to shed blood, like early AD&D) usually already include some nods to the idea of ritual purity – but if you want to emphasize it a bit more, noting that mages must spend some time every day in meditation to cleanse their minds, or spend a day of downtime not casting anything so as to purify the energies of their chakra every so often, or burn the occasional stick of special incense to let it’s smoke carry away malevolent demonic forces, or never speak an impure language, or whatever, as a part of being a spellcaster, will do it. You can even give it a small penalty to ensure that the players make a note to do it. 5% chance of spell failure per week missed to a maximum of – say – 10% per spell level – will be plenty of incentive for your spellcasters to find an hour or so a week for some purification ceremonies.

Personification is basically Animism – the belief that objects, places, creatures, and possibly even abstract concepts, have spirits of their own, are at least somewhat aware of the world, and can act in their own ways. From this point of view there is no sharp distinction between the spiritual and physical aspects of the world – or between mankind and the rest of the universe. Of all the classic laws of magic… it is perhaps the oldest and most universal. The idea is so widely held and inherent to most indigenous peoples that they often do not even have a word in their languages for it – or even for “religion”. It is unquestioned; Animism simply IS.

It’s true origin lies deep in infancy. Even infants as young as three months of age seem to realize that objects continue to exist when they’re out of sight. Soon after that they begin to understand that not much happens around them unless something makes it happen.

So what makes most things happen around an infant? Sometimes it’s wind, but most of the time it’s a creature – occasionally a family pet or other animal, but most of the time… it’s other people. Infants do tend to be kept safe, warm, and tucked away in quiet, stable, places after all.

It’s not much of a jump to the idea that when things happen… it’s probably people of some sort. Even if you can’t see them, bigger and older people do all kinds of marvelous things. They bring you food, they mend broken toys, they bring fire and keep you warm. So things like lightning, wind, the growth of plants, the flight of birds, the movement of celestial objects, and the great eruptions of volcanoes… are probably acts of even bigger and older people. Sure, some spirits (like some people) are relatively simple and are only good at a few things – but others, like the Great Sky Spirit, are vast and complex.

And, as children grow… a rich animistic overlay of gods, nature spirits, haunts, and fancies grows with them, cast over cold reality like a warming blanket. So you asked for what you wanted or needed. And if, in extremis, that failed you and you died… well, you didn’t pass on that experience. And those times when – against all odds – you succeeded, soon passed through storytelling into legend. What further proof could a member of a small tribe ask for?

Older human brains play into that worldview in another way. The brain is a survival mechanism. It looks for patterns, for ways to survive and prosper in the present – and to predict and influence the future. When the patterns are beyond it’s current understanding, and appear impossible to change to suit itself, stress sets in. The brain starts throwing preconceptions, fantasies, and wild ideas into the desperate effort to find a manipulable pattern.

And waiting there, from early childhood, in the minds depths… is Animism. From a time when life was controlled by mighty beings who did mysterious things for no reason that you really understood – but whom could be influenced to fulfill your needs when you made noise. Did you have a stuffed animal as a child that you talked to? Did you hide under the covers to keep the monsters from getting you? Have you sworn at your car or your computer while trying to get it to start? Then congratulations! You are a practicing animistic mage. Most of us are, if only because It’s VERY hard to get rid of the feeling that threatening that annoyingly balky piece of equipment with being thrown away will help somehow.

Animism is so deeply embedded in human cultures and thus gaming magic that it’s barely even noticed. Look at the setting of your game. Are their various gods of nature and natural phenomena? Are there elemental entities or storm spirits? Do magical items respond when commanded? Are there haunted places, sacred groves, spirits of the land, and great totems that control animals? Do older weapons have proper names and perhaps powers due to their growing legend? Can you speak to the spirit of a mountain or a river? There’s a reason why no one questions that sort of thing when it’s put into a setting. Every fantasy setting has some of that sort of thing.

About the only way that “Personification” elaborates on basic Animism is to say that Animistic Spirits tend to react in kind and can be channeled – and that this is an entirely valid way to deal with the unseen world. Are you a noble hero serving the equally-noble Sun God? Then the Sun God will tend to answer your pleas and will support you as you support him. Congratulations; you’re a Paladin. Do you demand that dark forces do your will and strike down your enemies? Then they will demand equally dark deeds and offerings from you in exchange. Do you attempt to gently persuade locks to open even if you don’t have the key? Then the locks may refuse, or gently ask for a few drops of oil in exchange, or try to talk you into going away – but the are most unlikely to demand anything much more burdensome. If you’re polite and reasonable… then so are they.

Purification and Animism can be left unremarked in your games of course – after all, they’re usually a part of the underlying assumptions anyway – but bringing them a little more into view does serve to hint at a vast, underlying, structure to your worlds magic – and in a way that most people are already primed to accept.

Laws Of Magic Part III – Karma

So why worry about classical “laws of magic” anyway? Why not just make up your own laws of magic?

That’s partly because – as many authors have shown – making up a coherent system of alternative physics is quite a lot of trouble. After all, human beings have been fiddling around with this set of rules for thousands of years and – as shown so far – the result still isn’t very coherent. That gets even worse in a game setting, where the players are going to be picking your efforts apart looking for any possible advantage that they can squeeze out of them.

Really, it’s mostly to give your game worlds some depth and make them seem fantastic. While it’s difficult to get away from having some mechanics in your game, it’s a lot more interesting if you can keep a sense of wonder and mystery in it as well. Like a movie, your scenes need a background – even if it’s the linguistic equivalent of a matte painting. And, like it or not, the “laws of magic” are a part of almost everyone’s mental library, are rich with associations, and somehow just seem reasonable. Some part of the human mind just seems to interpret things that way.

Thus slapping a superficial gloss of Correspondences (mostly in item descriptions), Sympathy and Contagion (mostly in spell components), the Doctrine Of Signatures (in the ingredients for potions and scrolls), Magical Circles (in summoning and a few spell names), Naming (mostly in Item Creation), Runes and Occult Symbols (in Glyphs of Warding and Symbol spells), over the fairly basic Vancian Spellcasting of first edition AD&D lent the magic system an underlying feeling of having laws and rules. It hinted that a system which was basically a list of handy game effects for wargames actually had deep mysteries and an occult basis that only the arcane spellcasters truly understood.

It didn’t of course, but that feeling helped make the setting fantastic and full of wonder. It helped make it feel “genuinely magical”.

Sadly, that same gloss of occultism was quite enough to convince quite a few people that AD&D – and many other games – involved actual magic, taught the players genuine occult lore, and led directly to the practice of black magic and Satanism. Those accusations were bad for sales since they upset young gamers parents – and so the natural reaction was denial. You can still see the disclaimers in the front of many older RPG’s – but denial of such “obvious” evil intent was, of course, taken as confirmation of it. The next step was, naturally enough, to strip that gloss away with the next edition. Of course, that also did no good – it was simply taken as confirmation that the authors were trying to hide their “Satanic” intent – but the nonsense gradually died away anyway, just as it usually does (see: Rock and Roll, Harry Potter, etc).

Unfortunately, by that time, the damage was done. Most RPG’s had pretty well purged all of their classical occult flavoring. The College Of Greater Summonings had vanished from Dragonquest, magical references had vanished from AD&D in favor of dry rules descriptions, and Champions included no setting material at all, filling the book with pure game mechanics. Some games held out – but an awful lot gave in.

That left us with playable games that – as a bonus – could be readily used as a basis for computer games. Unfortunately, along the way, they’d lost a lot of the classical fantasy “feel”.

Now I happen to LIKE that feeling of wonder, and having underlying, and somewhat mysterious, rules to how magic “actually” works – which is why the Baba Yaga RPG includes a somewhat snarky “Disclaimer” of it’s own:

Disclaimer: In the classic tradition of RPG’s, Distant Horizons Games notes that magic doesn’t actually work. If you think you can get somewhere with the “occult methods” given in this book – announcing what you want and rolling 3D6 twice – we reserve the right to laugh at you hysterically.

So that’s why these articles are taking a look at some classical “laws of magic”. It’s to help put some of that feeling back into games for those who miss it.

And to get back to that…

The Law Of Karma can be expressed several ways. The Threefold Rule says that what you send out returns to you threefold. Other formulations speak of “backlash”. Still others say that you must laboriously build up magical power before you can accomplish anything. Still others that you must burn your life force, or lifespan, to wield magic. Yet others claim that you are paying with portions of your very soul.

Perhaps the simplest expression is everything has a price.

Most games both embrace and utterly reject this.

  • Any notion that practicing harmful magic will ultimately lead the practitioner to ruin has almost completely fallen by the wayside, eliminating the Threefold Rule. That was inevitable from the beginning given that combat – and thus harmful combat magic – is a major component of most RPG’s. On the other hand, many fantasy RPG’s also want to have some clearly defined “dark magic” for the equally clearly-defined bad guys to use. This leads to ideas like “necromantic spells are inherently evil” – which is why d20 took healing and various other spells out of the field. But even then… if you want to be evil, and use “evil magic”, then there really isn’t any special price for it. Being evil just grants you access to some especially unpleasant powers. (A few games include special abilities that are restricted to the “good guys” too, but that’s a lot rarer).
  • Backlash – or “Drain”, or “Fatigue” or many other names – is a reasonably popular mechanic in games, but it’s mostly just a way to keep magic-users from utterly dominating the action. It’s only a cost in the way that burning some calories and a bit of fatigue is the “cost” of rearranging your furniture or digging a hole to plant a tree. RPG’s like Shadowrun, Ysgarth, Tales From The Floating Vagabond, and many more, all embraced various “fatigue” mechanics.
  • AD&D embraced the “you must laboriously gather up motes of magical energy and build them into prepared spells!” idea. That served to give magic a notable price and greatly limited its power as well; an adventuring wizard might have a fair number of spells prepared – but refilling that reserve could take days or, at very high levels, a week or more of doing nothing but prepare spells. While actually on an adventure, a wizard would be lucky to find the time to prepare – say – three first level spells, one second level spell, and one third level spell (two hours of study worth) per day. Casting anything beyond that was burning very limited reserves that you might not be able to refill for a long time. That was why every wizard wanted a wand or two, just as desperately as the fighter wanted a magic sword and magic armor. It was much easier to use a wand in combat than it was to cast a spell, they held enough charges to be used right through most adventures, and they could be recharged at home. Secondarily, AD&D embraced the idea that being a wizard required vast amounts of study and time – which might not be a cost to the player, but certainly was to the character. It even limited your chance to learn particular spells and the total number of spells a mage could ever know.

This make the AD&D magic system fantastic, and put a convincing price on being a mage – but enough of the players found playing a mage as the system was written so difficult that game masters started treating the “maximum number of prepared spells” table as spells-per-day, greatly softened the difficulties of getting them cast successfully, and often entirely ignored the limitations on learning spells – all of which became standard rules in third edition. It was a good effort, but ultimately did not work – even if “can’t wear armor” and “low hit points” are still in play.

  • A very few games – Necromancer, some very early versions of D&D, Call of Cthulhu, and a few more – embraced the “cast from lifespan” idea in one way or another. Casting major spells had direct and terrible prices. Casting too many would kill you or drive you mad – and there were few or no ways to reset the total, which meant that major spells could be grand, and terrible, and very powerful indeed, and still be very rarely used. This works – but it means that you really can’t play a mage, or you will often have nothing to do until a spell MUST be used – and you come a little bit closer to retiring your character. Magic was for insane NPC’s and the occasional player-character dabbler.
  • In quite a lot of current games the only “cost” is an opportunity cost. If you want to be good at magic (or psionics, or your reality-tweaking option of choice), then you’re going to have to put a lot of your character-development resources (money, levels, time, whatever) into it – and thus won’t be able to put those resources into being good at other things. Now that’s a perfectly functional and realistic game mechanic. In fact it’s so functional that it’s near-universal; I’ve only seen a few games – such as Nobilis, Ars Magica, and Mage – where mystics simply get handed an additional resource pool to allot to magical benefits, and all of those games are firmly centered on supernatural characters (often to the point where nothing else is actually playable). Unfortunately, outside of those few games (where there is little or no reason NOT to be a “Noble” or a Mage) that approach puts “Magic!” on the exact same level as “Swordsmanship!” and only a little above “Blacksmith!”. You become a really good mage in exactly the same way that you become a really good maker of wine.

Some games make that work. As an example, TORG stresses the player-based cardplay so much that character abilities make little difference. Thus an elderly Shakespearean Actor found that his dramatic and oratorical skills were every bit as effective both in and out of battle as the talents of the werewolf-gunfighter, the mad-scientist robot and his built-in manufacturing systems, the ninja computer hacker, the archmage, or the psionic adept giant otter. In fact, they were better since he’d focused all his resources on them; it was his impossible oratory that got him hailed across a galaxy as the True Emperor and brought stability and prosperity to millions of worlds. The cyborg fox might have destroyed twelve futuristic grav-tanks with a pistol in a single action, but none of the rest of them ever did anything on a galactic scale – unless, perhaps, you count the Otter creating the unkillable Godzilla Virus Artificial Intelligence and unleashing it into the Cyberpapacy’s Matrix.

The thing is though, that most games make giving out pools of special bonuses to particular types of characters work by either giving out such pools to every kind of character or by – like TORG – making the character abilities mostly subordinate to the players skills.

There really isn’t an optimum solution to this one. You don’t really want to limit the players too much or tell them that their characters can’t start studying magic unless they take four years off to get the equivalent of an engineering degree in it. After all, in large part they’re playing to take a break from realities limitations. About all you can do is to complicate the character’s lives – and most of that sort of thing tends to be setting or system specific.

  • Perhaps mages need special foci to use their powers – something much more complex and difficult to replace than a “spell component pouch”. Chivalry and Sorcery did this. Such things are fairly readily replaceable given a little time, but you’ll need to keep track of them and make spares.
  • Perhaps magic is a limited resource, and you have to compete for it. Did you have to eliminate a few rival apprentices and take their sources of power to become an adventuring mage? Or do you have to maintain a cult-like array of followers who labor to build the pool of power you draw upon.
  • Perhaps powerful magic corrupts the environment, or allows monsters to enter the world, or drains the life from villagers.
  • Perhaps you need to give up your social life, practice monastic self-discipline, or renounce eating meat to maintain your powers.
  • Perhaps you need to perform strange rituals at specific times, offer your blood, know that your firstborn child will be a tool of some magical being, or be forever unable to sing or hear music or find true love.
  • Perhaps using magic leaves obvious and unnatural signs – horns, or strange eyes, or a “witches mark”, ruining your social life and making you a target of suspicion. Or perhaps it’s just extremely conspicuous in some fashion.
  • Perhaps using magic is alienating, drains your emotions, or demands the sacrifice of treasured memories, leaving the user increasingly distant from normal humanity – or perhaps it inherently drives people away from the user or even drives them to betray him or her.
  • Perhaps magic undermines the foundations of reality or is banned by the gods or simply attracts misfortune, or monsters, or hunters. NPC’s will only use it with great caution, player characters who use it will find themselves regularly attacked and obliged to go on various adventures because bizarre problems keep popping up around them.
  • Perhaps magic damages your health, leaving you with a cough, or a tendency to catch minor illnesses, or causes other inconvenient and annoying problems with little game effect. Are you deaf in one ear, farsighted or nearsighted, or prone to fits?
  • Perhaps using magic requires accepting various Taboos (things you must not do, however weird and pointless) or Oaths (things you must do) to maintain your powers.
  • Perhaps magic requires a careful balance of some sort. Perhaps each time you cast your mighty fireballs, you need to help out a village or some such.
  • Perhaps magical energy only builds up gradually; on the first round of combat you can only cast first level spells – and a battle must go on for nine rounds to allow the casting of a ninth level spell. Out of combat? Perhaps it takes a minute per spell level.
  • Perhaps accessing a new level of magic involves rituals or trials. Concluding a pact with some mighty entity – or perhaps a classic sequence of trials, such as recognizing the limits of your power, seeking out magical tutelage, going forth on a quest, exercising self-discipline, and sacrificing something precious to you.

The point, of course, is not to make things hard on the player. It’s to ensure that – in the setting – becoming a magic-user is not simply another choice like learning a martial art. It is something with deep and mysterious implications that will have a major impact on your characters life, not a decision to be made lightly.

Laws Of Magic Part I – Correspondences

Once upon a time in first edition AD&D a Fireball filled so many thousands of cubic feet. If you set it off in a space that was too small, or the middle of a nest of tunnels or some such… the blast would fill it’s allotted space, even if that made the “ball” into a long line or it it blew back into your face and killed you. Similarly, lightning bolts could bounce back on the caster if you weren’t careful about where you set them off. Summoned elementals could go out of control and attack the summoner. There were fairly elaborate descriptions of where the energy that powered magic came from, how it was gathered, the time spent to bind it into each individual spell (fifteen minutes times the spell level for each spell so prepared – normally to a maximum of 32 levels of spells per day if you weren’t adventuring), and how tricky it was to use it properly. If you got interrupted, or fouled things up, it didn’t work. You could only learn so many spells, and would often find yourself permanently unable to learn the ones you wanted.

It was a time when making potions and scrolls required fairly high level and exotic ingredients – and if you didn’t have those ingredients, you couldn’t make that potion or a scroll. Making more powerful magic items involved arbitrary quests, and creating permanent enchantments cost a constitution point as enchanters gave up a portion of their life force to empower them. When Gods only granted spells appropriate to their portfolios, chose what spells they granted their priests, and sometimes withheld spells or other clerical benefits if said priests weren’t doing a good job of serving their gods.

For example, making a scroll of Protection From Petrification required giant squid ink, a basilisk eye, three cockatrice feathers, medusa snake venom, (specific) powdered gems, holy water, and pumpkin seeds. Lesser scrolls were usually easier, but they certainly weren’t things that you just churned out.

And there was a reason for all that. It was because classical fantasy adhered to many classical notions about how magic worked.

Classical fantasy said that gods and other magical entities paid attention and demanded that their servants and priests offer sacrifices, adhere to rigid codes of behavior, and actually serve them in exchange for the power they were given – and that various entities only offered powers related to their various portfolios. The Winter King would not – and COULD NOT – help you throw fire.

Classical fantasy said that learning to use magic without a supernatural patron was a difficult and dangerous thing, requiring years of study. It involved strange arts and the classical laws of magic – correspondences, synchronicity, sympathy, contagion, similarity or “signatures”, karma, purification, personification, destiny, and naming, magical circles, runes and occult symbols, and more. Would-be mages had massive lists of stuff to memorize in character – while even the player had quite a lot to keep track of. The Dungeon Master’s Guide showed glyphs for various Glyphs Of Warding (and noted that experienced players might remember their names from prior play, and so bypass them!) and several forms of protective inscriptions, including magic circles, pentagrams, and thaumaturgic triangles – and noted that when you summoned something the game master might require you to show them that you were using the right one!

Having an actual magic-user in your party was a luxury that called for a fairly high level party, a very experienced player, and a good deal of actual study and preparation.

And the first law of magic to take a look at is Correspondence.

Correspondence is built on the belief that every time, place, object, and symbol has some amount of magical power – and that that power is attuned to various purposes.

For simplified example, Fire is active, hot, dry, and emits light.

  • It’s season is summer.
  • Its Day is Sunday.
  • Its Time is noon.
  • Its Incenses are cinnamon, frankincense, and dragon’s blood.
  • Its Signs are Aries, Leo, and Sagittarius.
  • Its Animals are bees, lions, dragons, serpents, foxes, scorpions, and squirrels.
  • Its Alchemical Symbol is a point-up triangle.
  • Its Celestial Objects are Mars and the Sun.
  • Its Colors are white, red, and orange.
  • Its Sense is sight.
  • Its Trees are Alder, Chestnut, Cinnamon, and Rowan.
  • It Manifests in the sun, stars, and volcanoes.
  • Its Gods are Agni, Brigit, Durga, Freya, Horus, Pele, Ra, and Vulcan.
  • Its Tools are wands, lamps, and blades.
  • Its Stones are bloodstone, carnelian, fire opal, red jasper, ruby, tiger’s eye, and anything from a volcano.
  • Its Metals are gold, steel, and brass.
  • Its Herbs include allspice, basil, coffee, juniper, onion, peppers, thistle, and tobacco.
  • Its Fragrances include clove, patchouli, and chamomile.
  • Its Direction is south.
  • Its Spirits are salamanders and firedrakes.
  • It is associated with youth, war, courage, animal life, and sex.
  • It is linked with stringed instruments.
  • Its magic is suited to spells involving light, energy, love, health, and transformation.

And that list is far from complete. Those categories should have more items and there are lots more categories.

Every correspondence you involved in your magical action – or, to some extent, in mundane activities – added a little bit of power. Thus a red-haired spellcaster who’d been born during the summer, on Sunday, at noon, had four built-in correspondences for fire magic – and so would show a natural talent for it (and a likely deficit in Water Magic). He or she could get another boost from using an Steel (Metal) Athame (Blade) forged with the aid of a Salamander (Spirit), blessed by a priest of Agni (God), with a Bloodstone pommel (Stone), hilted with wood from a chestnut tree (Tree) and engraved with the constellation of Aries (Sign) – adding seven additional correspondences from a rather powerful magical tool. It would also help if he or she was smoking or had recently had sex, either of which would make an even dozen correspondences (you might not want thirteen; that has some unhelpful correspondences).

A charmsmith might gift a fighter with an amulet incorporating as many correspondences to the arts of war as possible, knowing that carrying those influences with him would help to bring him or her victory. Making magical devices that aided the user in various ways… basically involved a lot of ritual purification to help keep unwanted correspondences from getting entangled in your creation and putting together as many ingredients from your list as possible. Admittedly, such items were fairly subtle – but an item with the proper correspondences was a lot easier to enchant with active powers as well.

A diviner might use tarot cards, or throw runesticks, or use any of hundreds of other methods, in the belief that – thanks to the innate correspondences of their tools – the results will reflect the forces currently at work in a situation, providing hints as to what the future will hold. Better tools – such as tarot cards – will be constructed to incorporate as many symbols and correspondences as possible, so they are as well attuned to the universe as possible – and usually can also serve as spellcasting tools (which is where card-based casting comes from).

While this sort of thing is still fairly popular – notions of astrology, birth-stones, spirit animals, tarot cards, rune-stones, the I-Ching, and such are all over the place – few people are really aware that giving someone a little birthstone pendant, made of the “appropriate” metal and bearing various traditional symbols (knots, zodiac symbols, animals, etc) is really an act of magic meant to strengthen the recipients personal talents and improve their lives.

Correspondences are simultaneously the least and most organized bit of magical thinking. The most because Correspondences tend to come in massive categorized and sorted lists (there are entire books devoted to such lists). The least because the magical associations of times, items, places,, and materials are completely arbitrary; each culture has developed it’s own ideas on the topic. Still, the theory says that the more correspondences you manage to tie into an appropriate magical working, the more potent it became – for each contributes power.

Honestly, correspondences are far too complicated for most game systems. Even first edition AD&D, which involved a LOT of classic fantasy elements, shied away from any attempt to make direct use of Correspondences – although you can see traces of the idea in the descriptions of the various magic items (especially the wands) and in the information on creating magical items.

Other early game systems also dabbled a bit. Chivalry and Sorcery used parts of the system in enchanting the tools a spellcaster required, Dragonquest used Birth Aspects that could modify attempts to do pretty much anything, but only when they applied. A system or two used “Star Signs” which could provide all kinds of modifiers – a notion which would work nicely in d20 since applying a “star sign template” to your character is flavorful and should be relatively quick and easy.

Only one game system that I’m aware of – Fantasy Wargaming – used a correspondence table as a central element of it’s magic system. Unfortunately, Fantasy Wargaming is generally regarded as unplayable. (It’s actually not all that bad, but the organization of the book is terrible, it takes a long time to design and cast a spell, and it – as expected for the era – uses a lot of wargame ideas that limit your control of your character rather than RPG ideas).

Continuum II uses correspondences as a central part of the Ceremonial Magic system – but that is a subsystem that occasional characters dabbled in during downtime, rather than something that was expected to be used while adventuring. A player who wanted to invest some time and effort researching correspondences and coming up with ceremonies could give their party some handy (if fairly minor) bonuses to use during adventures – but a party could get along just fine without such things. On the other hand… it gave things a nicely mystical feel, which was usually well worth the trouble. That system’s basically compatible with d20, so it could be used easily enough, In Eclipse it’s just a Specialized version of the Ritual Magic ability.

Thus correspondences – while a major and extremely thoroughly documented part of classical magic – only play a small role in classical fantasy and in the role-playing games based on it. They’re simply too arbitrary and too much trouble to include more than a few nods to in anything but an optional system. .

The sign of Aries is associated with March 21’st to April 19’th, Fire, Iron, Geranium, Gorse, Rosemary, Marjoram, Sage, Tiger Lily, Thistle and Wild Rose, Holly and Chestnut, Iron, Bloodstone, Ruby, Red Jasper, and Garnet, Scarlet or Pink, Mars, Tuesday, Four o’clock to Five o’clock, Spring, The Emperor Tarot Card, the Ram, Owl, or Bull, the Magpie, Owl, and Robin, the Head, she scent of Pine or Geraniums, Athena, Shiva, and Minerva – and it goes on.

Continuum II Psychic Powers Part III – Psychic Senses, Psychokinetic Effects, Telepathic Functions, and Will Force.

The Psychic Wheel arrangement, with its selection of opposing, near-opposing, related, and unrelated disciplines, was a fundamental part of Continuum II’s psychic ability systems – rather like AD&D’s, or d20’s, separation of spellcasting into Arcane (Wizard / Sorcerer, or, in AD&D Illusionist) and Divine (Cleric / Druid) fields, or the later introduction of things like Pact Magic, Incarnum, Shadow Magic, and Truename Magic. It meant that there were ten basic types of Psychic Adepts, each with their own capabilities and methods of solving problems. An adept would probably dabble a bit in related fields – those only one or two places removed on the Wheel – but would be entirely barred from the oppositional and near-oppositional disciplines. If you were a master of Psychokinetic Effects, then the disciplines of Heightened Talents, Life Energy Manipulation, and Natural Forces were beyond your reach. Did you also dabble a bit in Will Force? That would bar you from the Psychic Senses discipline as well. Combined with the choices between Psychomancy (with the option to dabble in C’hi and Introspection powers) and Psionics (and the option to dabble in Empyrean Magic), the net result was to offer several hundred variants on the “psychic” even before they started selecting and customizing their disciplines and other skills. A master of Heightened Talents who dabbled in Psychic Senses might breeze through an investigative scenario – but it would be his partner, a master of Dimensional Warps, who would allow him or her to follow a trail of clues across the solar system in a few hours.

Across the decades, and a hundred or so Psychic characters, the players never did come up with two who were much alike.

Psychic Senses are – at their most basic – powered-up Introspection effects, using psychic energy to modulate, amplify, and extend the user’s natural energy aura while analyzing the resulting interactions with the environment. “Passive” effects rely on picking up energy emanations, just as physical sight relies on picking up radiated photons, and can massively extend the sensitivity, range, and analytic functions of the user’s basic senses. Active abilities rely on extending the user’s energies to actually probe the universe directly – but in either case the Psychic Senses are amongst the most subtle and low-powered psychic abilities since they make no attempt to manipulate the world, but simply observe it. Active abilities cost a bit more, and may be detectable – but even with them it isn’t easy. Unfortunately, that same subtlety makes it easy for users to fool themselves – allowing their own preconceptions and desires to override the subtle cues of their discipline. Psychic Senses are thus incompatible with the Will Force abilities, which rely on throwing massive amounts of raw power into simply overwriting the structure of chunks of the universe, rather than accepting what’s there already. Psychic Senses are closely related to the subtle psychic-energy projection of the Telepathic Functions and to the still-subtle, if more active, manipulations of environmental energy fields employed by the Natural Forces discipline.

Psychokinetic Effects channel energy into the purely material realm, using it to move, re-arrange, and manipulate matter while suppressing the array of action-reaction and related conservation rules that would normally either make such remote-action and reactionless manipulations impossible or – at the least – turn the user’s brain into pulp. Like most natural law violations, this makes this discipline fairly expensive to use, with the energy cost scaling as a function of the mass involved and the degree of fine control required. It also makes Psychokinetic Effects fundamentally opposed to Heightened Talents, which focus on the subtle augmentation of the user’s personal abilities in accordance with the laws of nature instead. They are, however, closely related to the deeper law-negation of the Dimensional Warps discipline and to the blunt power-surges and energy redirection of the Energy Manipulation abilities.

Telepathic Functions rely on a complex array of mental effects, combining the subtle energy patterns of neurological fields and the purely mental conceptual patterns of the astral level to generate empyrean constructs – channeling subtle, nuanced, patterns of mental energy through the empyrean and into their target’s minds. The effective use of abilities in the Telepathic Functions category demands great concentration and precisely controlled thought patterns – although these talents often do not carry over into other activities. Operating primarily on the central nervous system and mind these abilities use comparatively little power. Overall, the fine control of energy patterns makes the Telepathic Functions closely related to the Energy Manipulation abilities, while the fine control of thought patterns and sensitivity to subtle energies are closely related to the psychic senses. However, concentrating on subtle mental effects make this list the “opposite” of Personal Control abilities which concentrate on the physical plane and body through continuous unconscious awareness of it.

Will Force abilities basically bludgeon reality into submission – hammering “What IS” with percipient will and raw psychic power until it gives way, reality breaks, and the user can substitute “What I Want It To Be” for whatever lost chunk of consensus reality used to be in his or her way. While this has all the subtlety of crushing houses with a wrecking ball, and is hideously expensive to boot, it is also versatile, fast, and (if backed by sufficient power) potentially extremely potent – and so Will Force is often a favored discipline for adventurers. Fairly obviously, it’s closely related to the law-negating effects of the Dimensional Warps discipline and to the willful denial of reality and the imposition of a desired pattern used by the Personal Control discipline. Also obviously, it’s utterly opposed to the Psychic Senses discipline, which focuses on subtly probing and exploiting what is rather than what you wish the universe to be. Accepting the universe as it is incapacitates Will Force abilities, while trying to make it what you want blocks psychic senses.

Psychic Senses, Minor Abilities:

01 Ability Classification
02 Alertness
03 Clairvoyance
04 Clairaudience
05 Compatibility Scan
06 Detect (Various)
07 Detection Screen
08 Dowsing
09 Lesser Divination
10 Lifesense
11 Magnetosense
12 Nightvision
13 Nymic Awareness
14 Pathfinder
15 Postcognition
16 Psychic Analysis
17 Psychic Scan
18 Psychic Tracking
19 Psychometry
20 Radar Sense
21 Second Sight
22 Signature Analysis
23 Social Perception
24 Spherical Awareness
25 Stress Perception
26 Surface Persona
27 Surveillance Detection
28 Timesensor
29 Truthsense

Psychic Senses, Major Abilities:

01 Ability Analysis
02 Aura Reading
03 Clairsentience
04 Cosmic Awareness
05 Danger Sense
06 Deepsight
07 Design Analysis
08 Electromagnetics
09 Elemental Sense
10 Falsification
11 Grab Bag
12 Greater Divination
13 Intuit Traps
14 Mystic Analysis
15 Perceptor
16 Precognition
17 Psychic Sensitive
18 Seekersense
19 Sensory Enhancement
20 Sensory Merge
21 Structural Probe
22 Systems Scan
23 Technic Analysis
24 Trigger Perception
25 Weakness Detection

Psychokinetic Effects, Minor Abilities:

01 Acrobatics
02 Armor Construction
03 Body Equilibrium
04 Camouflage
05 Clothing Shift
06 Containment Field
07 Detoxification
08 Dispersal
09 Fractionation
10 Fracturing
11 Gravity Compensation
12 Hindrance Field
13 Immovability
14 Kinetic Bolt
15 Levitation
16 Material Fusion
17 Mechanical Control
18 Mechanism Control
19 Missile Control
20 Muscle Override
21 Personal Force Field
22 Refining
23 Shockwave
24 Stabilize Material
25 Toughening
26 Ventriloquism

Psychokinetic Effects, Major Abilities:

01 Crystallization
02 Environment Control
03 Exokinetic Field
04 Filtration Field
05 Flight
06 Flow Patterning
07 Force Barriers
08 Gathering
09 Ice Creation
10 Inertial Damping
11 Internal Kinesis
12 Kinetic Charging
13 Material Control (Various)
14 Matrix Construction
15 Matter Simulation
16 Molding
17 Molecular Energetics
18 Molecular Patterning
19 Molecular Restructuring
20 Particle Manipulation
21 Plasma Manipulation
22 Poltergeist
23 Positional Lock
24 Reflection
25 Repulsion Fields
26 Solidification
27 Sonic Control
28 Stasis Field Projection
29 Telekinesis
30 Transmutation
31 Vibratory Powers

Telepathic Functions, Minor Abilities:

01 Ability Inhibition
02 Animal Telepathy
03 Attitude Sense
04 Calming
05 Charm
06 Decision Override
07 Domination
08 Dreamweaving
09 Emotion Boosting
10 Empathy
11 ESP
12 Hypnosis
13 Illusion Casting
14 Implant Memory
15 Invisibility
16 Mindlink
17 Mindlock
18 Mindshout
19 Mindwipe
20 Patterning
21 Phantom Slayer
22 Psychic Shield
23 Rapid Teaching
24 Sensory Tap
25 Skill Borrowing
26 Suggestion
27 Tongues
28 Truthsense
29 Vertigo Induction
30 Voicing

Telepathic Functions, Major Abilities:

01 Combat Scan
02 Compulsion Planting
03 Confusion
04 Deep Conditioning
05 Deep Probe
06 Emotion Projection
07 Gestalt Operations
08 Glamours
09 Group Manipulation
10 Inhibition Blocking
11 Insignificance
12 Mental Analysis
13 Mental Disguise
14 Mental Feedback
15 Mental Surgery
16 Mindhealing
17 Mindriding
18 Mindscan
19 Mindtoxin
20 Mindtraps
21 Overtone Analysis
22 Overworld Manipulation
23 Project Madness
24 Psychic Bolt
25 Psychic Bonding
26 Psychic Purging
27 Psychic Transfer
28 Skill Duplication
29 Subliminal Telepathy
30 Telepathy

Will Force, Minor Abilities:

01 Aspect Assumption
02 Characteristic Focus
03 Command
04 Compensation
05 Computer Emulation
06 Convulsion Projection
07 Emotional Control
08 Enhancer
09 Focused Strike
10 Great Shout
11 Intimidation
12 Lock Keying
13 Mental Barrier
14 Mindpool
15 Neural Support
16 Omnifocusing
17 Oratory
18 Override Control
19 Polarity Shield
20 Potential Conversion
21 Psychic Catalyst
22 Psychic Citadel
23 Psychic Damper
24 Resist Death
25 Sensory Overload
26 Task Focus
27 Temporal Fixator
28 Virtual Creation, En
29 Will Focus
30 Willcrystal
31 Willshield

Will Force, Major Abilities:

01 Absolute Command
02 Chaos Manipulation
03 Compression
04 Cure Insanity (Reversible)
05 Damage Transfer
06 Dimensional Fixiator
07 Free Movement
08 Function Disruption
09 Function Enhancement
10 Function Reversal
11 Great Presence
12 Hieronymus Device
13 Illusory Travel
14 Imprinting
15 Mystic Resistance
16 Order Imposition
17 Pattern Shift
18 Plasticizing
19 Probability Shifting
20 Psyche Theft
21 Psychic Enhancement
22 Reality Insertion
23 Selective Enhancement
24 Selfmerger
25 Sensory Manipulation
26 Shattering
27 Spell Holding
28 Subjugation
29 Trace Amplification
30 Virtual Creation

D20 – The Narrative Voyager:

And for today it’s a spell that’s been requested a number of times…

Narrative Voyager

  • Transmutation
  • Level: Wizard 4, Druid 5, Destiny 4.
  • Components: V, S, Magical Focus (a permanent Extradimensional Space), MF (a complex mechanism of turning gears, crystals, controls, and things that slide back and forth costing 100 GP), Narrative Focus (see below). .
  • Casting Time: Three Turns.
  • Range: Touch.
  • Target: An Extradimensional Space that the caster is already in.
  • Duration: Instantaneous (Special, See Below).
  • Saving Throw: None (Environmental Target).
  • Spell Resistance: No.

Destiny is not an absolute. Few if any points or outcomes are fixed and unalterable. Rather, it is a current – in some places sweeping forward with force, in others a gentle drift, and in yet others a gentle holding gyre or devouring whirlpool, carrying those who do not steer boldly and well into the stygian depths. Still, it has power. It flows around, or over, or ever-so-slowly wears away at obstacles – and, if contained in one place, it bursts free at three others.

Adventurers ride those currents. They may tack and steer to turn them to their advantage, but the seas of fate have always the final say. Still, where those currents come together, where potential accumulates, and where reality itself is but thinly bound… the power of destiny can be tapped.

The Narrative Voyager spell is best cast during a pause, when the currents of destiny have reached a decision point and are gathering together to rush onwards once more. It can only be cast only where the boundaries between the worlds are thin, in a space that is anchored to reality by a mere thread of magic. But if those conditions are fulfilled… it can set a group loose upon the seas of fate.

Narrative Voyage must be cast while inside a permanent extradimensional space. When cast it breaks the link between the extradimensional space and it’s host reality – setting the space adrift upon the currents of destiny, to wash up upon realities shores somewhere else.

  • If it’s cast while the occupants of the space are entangled with the local currents of destiny (A.K.A. while actually on an adventure) it will take a mere 1d6+1 turns for it to relocate the entrance to the extradimensional space used to somewhere within medium range of its original location – but the spell will have no other effect. The waves of the great sea will toss you back upon your original shore.
  • If it’s cast during a pause between the segments of an adventure, the space will almost always “arrive” (or at least re-establish the location of it’s entryway) in position for the next segment to begin – although it shows little or no respect for time, space, and dimension when doing so. The subjective duration of the trip is usually 1d6 minutes, but occasionally extends to hours for no apparent reason (at the will of the game master).
  • If it’s cast after the unsuccessful conclusion of an adventure, the space tends to fetch up somewhere gloomy and claustrophobic, with little in the way of supplies or help available, where a grim adventure, foreshadoing for some later adventure, mysterious entity who will provide puzzle-clues, or similar interlude awaits. Such locations tend to be incredibly isolated villages or settlements if they aren’t space stations, ships at sea, lonely islands, outposts in incredibly hostile regions, or even small demiplanes or other pocket realities. In any case… they are usually virtually devoid of other means of escape. Leaving will usually require resolving the local narrative – one way or another – and thus opening the way to make effective use of this spell again.
  • Occasionally, if cast after the conclusion of an adventure (whether successful or not), the spell will just take the caster (or someone else in the extradimensional space) “home”, usually in about an hour or so. Sometimes there’s an adventure there, but just as often it’s purely for character development and social purposes – or for someone to leave or join the party.
  • If it’s cast after a successful adventure – or when nothing is going on at all – it will normally take you to the start of a new adventure in a subjective time ranging from hours to days. While this does have an annoying tendency to dump you right into the middle of things with little or no chance to find out what is going on before getting involved, get a handle on the local area, or access friends, allies, or supplies, they are invariably environments and situations that the caster and any companions can reasonably handle if they respond cleverly and don’t make any really irretrievable mistakes. After all… the forces of destiny have brought you there to deal with the situation. If they just wanted you to die, THAT could be done with considerable ease. The universe is bigger than any little group of adventurers.

Complications: While being swept along by the Currents of Destiny, an Extradimensional Space will occasionally (about one trip in four) intersect another pocket-realm and become temporarily stuck to it. This will give the occupants a little while to interact with whatever’s there and possibly let them go on a side-adventure.

D6:

  • 1) Incursion: Something else that was traveling the planes comes aboard. This may be good or bad.
  • 2) Passenger: You either pick up, or disembark, a passenger.
  • 3-6) Location: You get to visit a pocket-world for a while. Roll 1d100:
    • 01-04) Badlands. Whether desert, plains, tundra, ice, or just rocks, there’s not much here.
    • 05-09) Wilds. Woods, jungle, or plains, this wild and uninhabited landscape is a great place to camp and relax for a bit.
    • 10-14) Isolated Holding. A small family farm or similarly isolated settlement. They will probably be surprised to have visitors.
    • 15-17) Ghost Town. This abandoned settlement may have a few locals, but not many.
    • 18-21) Camp. It may contain hobos, or boy scouts, or loggers, or fishermen, or a goblin warband, but mostly it’s just a temporary encampment.
    • 22-23) Caravan. Whether merchants, gypsies, or star voyagers, it’s a place for traders to stop before moving on. Occasionally this may be aboard a giant ship or some such.
    • 24-28) Thorp. This tiny settlement is a good place to get lunch, but usually not much else.
    • 29-34) Hamlet. You can probably find a bed-and-breakfast and some basic supplies.
    • 34-39) Village. A tavern/inn, possible basic hirelings, and some sort of local healer or priest are all likely attractions of visiting a village.
    • 40-43) Small Town. There are enough people around that you may not be instantly apparent as strangers, as long as you don’t stand out too much. You may be able to find a general store and a few basic specialists.
    • 44-47) Large Town: You can find specialists, currency has pretty well replaced barter, and common supplies are readily available.
    • 48-50) Small City. You can probably find a garrison, traders, banking, and money. There may well be a market for potions, scrolls, and other minor gadgets.
    • 51-53) Large City. Universalizes, libraries, sages, and exotic goods can all be found in a large city.
    • 54-55) Metrapolis. Ethnic districts, enclaves of exotic species, and organized crime have arrived.
    • 56-58) Megapolis. Often the center of a realm, politics, intrigue, wealth, and poverty all exist side by side with trade from distant lands.
    • 59-64) Imperial City. The center of an empire or great realm, this vast city is a center of events.
    • 65-70) Planar Metropolis. Filled with technology or magic so esoteric that it’s pretty much incomprehensible, a Planar Metropolis offers enough activity to support a campaign all on it’s own.
    • 71-80) Warning Realm. This realm is basically a quick survival-run through a “possible bad future” – what might happen to your homeland (or your next stop) if you let the zombie plague get out of control, or the big war starts, or whatever.
    • 81-83) Erroneous Past. Somehow you’re in the past, and – unless you fix whatever’s going wrong there – your future will cease to exist!
    • 84-86) Party. You’ve arrived at some social event. It might be austere, decadent, or simply strange, but you might make some contacts that will be useful later.
    • 87-88) Faerie. Or some other magical realm.
    • 89-91) Ruins. The remains of a fallen civilization, an abandoned megastructure, or something similar. There will be resources to be found, but likely dangers too.
    • 92) Arena. A place where giant monsters, or gladiators, or mecha, or whatever, do battle for some sort of audience. You’ll probably have to participate.
    • 93) A Monster Realm. A lost world full of dinosaurs, or place overrun deadly spiders, or a mist full of horrors, or wherever.
    • 94-98) Dark Realm. It may be full of undead, or be a city of Drow, or otherwise be a deadly place of horror, but there are always people to rescue or a revolution to start.
    • 99-100) Oracle. The place is inhabited by a mysterious being who seems to know much more than they should – and who can offer advice, or warning, or even send you to a particular place.

The game master is always ultimately in control of where the Narrative Voyager spell takes the caster. After all, he or she has to come up with and run the adventure – but characters who take Profession: Narrative Piloting (or something similar) will often be able to influence things a bit – arriving a little earlier than they otherwise would (giving them more time to scout and prepare), occasionally escaping some horrific destination before they can get entangled in a local plotline and have to deal with it, managing to make an intentional stop at a pocket realm to get something they need, or just arriving at a better starting point. Such influence is always limited, but it may be worth putting a few skill points into such a skill if you intend to cast this spell a lot. And yes, this is basically a “TARDIS” spell – but that has been requested several times. After all… a “TARDIS” is a near-ideal way to gloss over the usual bar-crawling, looking for patrons, finding treasure maps, and getting-the-characters involved routine. Instead the characters simply arrive someplace and get tossed straight into the action, acquiring background information and their “briefing” while on the adventure. Even better, they are pretty much stuck with actually going on the adventure before they can leave. There’s none of that bothersome backing out or deciding to go elsewhere.

Continuum II Psychic Powers Part II – Heightened Talents, Life Energy Manipulation, Natural Forces, and Personal Control.

And today it’s a few more of the Continuum II Psionic Disciplines.

Heightened Talents disciplines use a complex array of positive (for ability amplification) and negative (to keep the user’s mind from burning out) feedback loops to anchor the idealized skills and concepts of the astral plane into the user’s physical body – allowing the user to temporarily achieve incredible levels of skill and ability within particular fields. While this is subject to the natural limits of the user’s body and mind, and to the fact that the ideal concepts of the astral plane tend to be “generic” enough to apply to many worlds and dimensions, it’s also rather low cost. After all, it is quite possible to become an expert engineer, brilliant tactician, or deductive genius without any psychic powers at all. Psychic powers just make it easier. It should come as no surprise that Heightened Talents are closely related to the subtle, self-balancing empyrean (the physical-astral interface) Life Energy Manipulation abilities and to the equally subtle – if external – field manipulations of Natural Forces abilities. Equally unsurprisingly, the rules-warping Psychokinetic Abilities – which rely on the distortion of the principles governing physical bodies – are utterly antithetical to Heightened Talents, since they grossly disrupt that controlling feedback, allowing the positive feedback loops to build into uncontrollable destructive oscillations.

Life Energy Manipulations operate primarily on the Empyrean Interface, where the Astral Plane intersects with the Material – the location of the “life-force”. While this allows the users to readily manipulate the energies of that realm to help or harm, it tends to focus their attention on the Empyrean and the subtle energy fields associated with life. After all, without that focus and concentration, the user’s own energy fields will interfere with anything they try to do. Still, once the user achieves the necessary level of control, the amount of power required to manipulate those subtle fields is relatively small – making Life Energy Manipulations one of the more efficient disciplines to use. Naturally enough, the field is fairly closely related to equally-internal, if far less finely-controlled and feedback-driven Personal Control abilities and to Life Energy Manipulations, as shown above. It is incompatible with the feedback-damping “hit it with raw power” effects of Energy Manipulation abilities, since those require blocking the subtle feedback that Life Energy Manipulations require.

Natural Forces abilities are focused on external feedback – channeling the user’s energies into tapping and manipulating the natural, environmental, energy fields of the world around the user. Thanks to the sheer scale of such forces, such manipulation usually focuses on subtle guidance rather than raw force – but there are plenty of available energy potentials in the natural world that are just waiting to be unleashed, making the personal power requirements of these abilities relatively moderate. Such fields include morphogenic fields (that help govern forms and their development), probability fields, the environmental fields of the earth, air, waters, and life, “ley lines” and magical nexi, and various planetary, stellar, and quantum fields – although few user’s attempt to interact with those since making a mistake while meddling with such forces can have disastrous effects. Unfortunately, while the Natural Forces disciplines often have broad applications and implications, the effects of these disciplines often tend to be relatively subtle and slow, and so only a few of them find much favor with adventurers. Obviously enough the Natural Forces discipline is directly opposed by the Dimensional Warps discipline, which focuses entirely on tearing apart and blowing holes in the subtle fields that Natural Forces abilities seek to manipulate. While they operate on a larger scale, Natural Forces abilities are fairly closely akin to the subtle feedback manipulations of Heightened Talents and to the Psychic Senses focus on gently probing reality without distorting it.

Personal Control abilities operate by channeling energy into the users body, using it to establish rigid control over the users personal molecules and energy fields. The discipline thus offers a powerful defensive suite; as long as you have enough power you can simply shrug off the effects of a wide variety of attacks and environmental effects, Even better, the intensely personal nature of the discipline keeps the costs relatively low compared to many other disciplines. Unfortunately, those same factors generally limit the discipline to personal-only powers and the offensive functions are quite limited. The emphasis on the brute-force channeling of energy through the Empyrean and into the user’s physical body makes Personal Control abilities the opposite of the Telepathic Functions, which focus on channeling subtle, nuanced, patterns of mental energy through the empyrean and into other people’s minds – one exercising fine control on the physical level and the other on the purely conceptual level. Personal Control is related to the Will Force disciplines, which focus on channeling raw power into an area to simply “overwrite” whatever is already there and “natural” results and to the Life Energy Manipulation abilities, which also focus on the empyrean interface with the physical body – if in a far more subtle fashion.

What I have here seems to be some older, shorter, discipline lists. If I turn up the longer lists, I’ll update these. There should be some full descriptions around for at least some of the powers too, but I haven’t found those up yet.

Heightened Talents, Minor Abilities:

01 Animal Friend
02 Artistic
03 Balance
04 Charismatic
05 Craftsman
06 Deduction
07 Economic
08 Eidetic Memory
09 Engineering
10 Leadership
11 Mathematics
12 Military
14 Operator
15 Perception
16 Performer
17 Persuasive
18 Precision
19 Programmer
20 Psychology
21 Recognizer
22 Residue Focusing
23 Science
24 Sensitive
25 Stealth
26 Thought Embedment
27 Timekeeper

Heightened Talents, Major Abilities:

01 Analogue Construction
02 Archetype Assumption
03 Artificer
04 Auric Repulsion
05 Combat Awareness
06 Cultural Adaption
07 Dreamsearch
08 Empathic Healer
09 Empathic Predictor
10 Intuitive Physician
11 Logician/Computer
12 Milieu Affinity
13 Multiple Tracking
14 Pattern Detection
15 Power Embedment
16 Probability Calculator
17 Psychic Reservoir
18 Racemind Tapping
19 Residue Shaping
20 Ritual Channeling
21 Role Assumption
22 Sensory Awareness
23 Sensory Interpretation
24 Translation
25 Voice
26 Weaponsmaster

Life Energy Manipulation, Minor Abilities:

01 Age Shift
02 Aura Stabilization
03 Biofield Perception
04 Cause (Various)
05 Characteristic Drain
06 Cure (Various)
07 Damage Control
08 Death Touch
09 Devitalization
10 Empathic Bond
11 Fatigue Banishing
12 Flesh Shaping
13 Healing Sleep
14 Induced Aging
15 Life Channeling
16 Life Support
17 Parasitic Link
18 Personality Imbuement
19 Potential Tapping
20 Repel Undead
21 Resist Life Energy Manipulation
22 Shadow Casting
23 Suspension
24 Vital Points

Life Energy Manipulation, Major Abilities:

01 Animation
02 Avatar Projection
03 Cellular Adjustment
04 Control Undead
05 Duplication
06 Ectoplasmic Control
07 Genetic Restructuring
08 Life Energy Restoration
09 Lifeform Analysis
10 Life Surge
11 Nerveblock
12 Neural Control
13 Physiological Regulator
14 Power Absorption
15 Power Bestowal
16 Power Drain
17 Regeneration Induction
18 Rejuvenation
19 Revival
20 Sending Creation
21 Simulacrum
22 Transition
23 Transplantation
24 Undead Creation
25 Vampirism

Natural Forces, Minor Abilities:

01 Animal Control
02 Animal Powers (Various)
03 Banishment
04 Biosphere Tapping
05 Catalysis
06 Entity Projection
07 Flame Manipulation
08 Hibernation
09 Inhibitor
10 Limited Adaption
11 Luck Manipulation
12 Milieu Empathy (Various)
13 Natural Weaponry
14 Plant Control
15 Plantspeech
16 Potence
17 Seachange
18 Skinchange
19 Worldscan

Natural Forces, Major Abilities:

01 Adhesion Control
02 Animal Imitation
03 Binding Field Manipulation
04 Bioform Expansion
05 De-evolution
06 Diffusion Control
07 Elemental Control (Various)
08 Entrophic Projection
09 Event Catalysis
10 Event Inhibition
11 Friction Manipulation
12 Full Adaption
13 Gravity Channeling
14 Probability Warping
15 Racial Memory
16 Schrodinger Collapse
17 Seamaster
18 Shapeshifter
19 Spirit Binding
20 Transformation
21 Weather Control
22 Worldshaping

Personal Control, Minor Abilities:

01 Adaptive Regulation
02 Anasensence
03 Biocybrenetic Link
04 Bioelectrics
05 Bouncing
06 Clinging
07 Damage Resistance
08 Desentization
09 Disguise Shapeshift
10 Endurance Enhancement
11 Focusing
12 Gaseous Form (Var)
13 Hasting
14 Life Suspension
15 Merging
16 Omnidigestion
17 Pheromone Manipulation
18 Pressure Hardening
19 Reflex Enhancement
20 Regeneration
21 Resist (Various)
22 Restorative Trance
23 Self Sustenance
24 Self Weaponry
25 Sensory Override
26 Specific Transform
27 Sprinting
28 Strength Enhancement
29 Symbiotic Adjustment
29 Sympathetic Projection

Personal Control, Major Abilities:

01 Absorption
02 Adaption
03 Adrenal Surge
04 Atmospheric Adaption
05 Attribute Shift
06 Biophysical Control
07 Density Increase
08 Elasticity
09 Elemental Merging
10 Energy Resistance
11 Extended Senses
12 Hypersenses
13 Hyperspeed
14 Immortality
15 Intangibility
16 Kinetic Resistance
17 Metabolic Control
18 Neural Surge
19 Non-corporeality
20 Pattern Lockout
21 Pattern Stabilization
22 Phase Shift
23 Self-Transmutation
24 Shapechanging
25 Shielded Focusing
26 Steelskin
27 Thermal Control
28 Tranceshield
29 Venom Generation

Continuum II – Psychic Ability Upgrades, Dimensional Warps, and Energy Manipulation

Continuum II Psionic Abilities were – once again – minor (2 Point) and Major (3 Points) skills – and could be built up or modified by spending more skill points on them, just like any other skill. Unlike more mundane skills, however, Psionic Abilities involved the channeling and manipulation of exotic energies – and so there were a lot more options available for spending skill points than the usual “take a die off the check to get better odds”.

Thus, if you had the Minor Energy Manipulation Ability “Energy Bolt” you could lob around bolts of energy. You wanted to train a stubborn dog by giving it a light electrical zap whenever it went insane with barking at guests again? That’s a “Trivial” application. Melting an ordinary lock or getting your campfire going with wet wood? That’s pretty “Basic”. Throw a bolt at a nearby enemy? That one is – fairly obviously for an offensive ability in a RPG – “Basic”. Extra damage or throwing in a stunning or knockback effect or explosive on that basic blast? That’s probably “normal”. Hit two targets who are standing fairly close together? That might be a bit “Tricky”. Send a bolt arcing through three hostage-holders without touching the hostage? That would probably be “Advanced” unless there were special circumstances involved. Hold your power output even enough to substitute for your ships burnt-out electrical generator? That’s definitely pretty “Complex”. Those things have fairly tight tolerances. Trigger just the circuit you need to get that sealed door open? That’s blatantly “Absurd” – and you’d be a LOT better off using a more appropriate power.

Common ways to upgrade a psionic ability with skill points included:

  • Reduced Cost: Shift one column to the right on the cost chart. You could get this more than once, but couldn’t get off the chart.
  • Specialties: Reduce the application level by one (for relatively broad specialties) or two (for very narrow specialties) ranks. Specialties could be virtually anything. Area Effects? Piercing Defenses? Multiple Strikes? Explosions? Buffering Defenses? Increased Range?
  • Warding: You were never harmfully affected by your own power – although indirect effects, such as bringing down the ceiling, will endanger you normally.

As an option, if you came up with some way to seriously limit your power that the game master felt was reasonable, you could apply a free upgrade. So if you were limited to “Fire” (or, more accurately, low-density plasma) instead of energy in general… you could get a free upgrade, albeit only one.

Now, as for a couple of the specific lists…

“Dimensional Warp” abilities suppress a portion of the local structure of a dimension – such as a natural law or two, the dimensions of space, the structure of time, or some other principle, leaving little in the place of the suppressed principle but the fundamentals of existence – Sequence, Separation, Will (or Life), and Transformation (or Death) – filling that void with the user’s will. As such… they pit the user’s power against the metaphysical inertia of the universe and the massed will of those who inhabit it. The only thing that lets Dimensional Warps operate at all is that the user is generally only attempting to affect a very small area (at least when compared to the universe). Even so, Dimensional Warp abilities tend to be extremely expensive to use. On the other hand, the difficulty tends to depend on the size of the thing affected – not on it’s mass or the amount of energy involved. If you really need to get rid of an unstable quantum singularity, this is the discipline for you.

Naturally enough, the principles of Dimensional Warps are closely related to the Will Force and Psychokinetic Disciplines (which function by related forms of distorting natural laws as opposed to negating them entirely) and oppose Natural Forces (which subtly enhance and guide the local natural laws), Psychic Senses (which rely on gently probing what exists rather than trying to redefine it), and Heightened Talents (which rely on subtle amplification of what is already present rather than on breaking it down).

Energy Manipulation abilities are pretty straightforward: you reach out with your mind and channel raw energy – forcing it to do what you want. Unfortunately, since you’re running a mental interface with that energy, the big trick is to not let enough of it backlash through that interface to destroy your brain. Worse, maintaining such rigid control is power-intensive in itself – and dissipating what waste energies do manage to leak through (there are invariably some) costs even more. There is a reason why so many energy manipulators tend to be obsessed with their specialities, or pay little attention to endangering others, or seem intoxicated by their own power, or are otherwise a bit crazy – and it’s gradually-accumulating brain damage. Masters of Energy Manipulation always have the option to pay a little less psychic strength or push their limits and accept the resulting backlash – but it’s not a good idea to do it very often.

As such, the Energy Manipulation abilities are the opposite of the subtle, internal, disciplines of Life Energy Manipulation, with it’s emphasis on negative feedback loops and self-balancing systems. It’s generally not compatible with the subtle feedback required by Heightened Talents (since it focuses on blocking out such feedback as much as possible) or with the deeply personalized and internal amplifications typical of the Personal Control disciplines. It is, however, related to the imposition of pattern on psychic energies that the Telepathic Functions require and to the similar, but larger-scale, manipulations of the Psychokinetic Effects.

Dimensional Warp, Minor Abilities:

01 Blink Teleport
02 Coordinate Lock
03 Corridor Creation
04 Defensive Shunt
05 Dimensional Adaption
06 Dimensional Awareness
07 Dimensional Navigator
08 Disassembly
09 Displacement
10 Far Traveling
11 Folding
12 Gas Shunting
13 Gate Keying
14 Growth
15 Image Projection
16 Inertial Focusing
17 Inertial Null
18 Kinetic Matching
19 Linking
20 Otherplane Touch
21 Pocket Warp
22 Psychic Surgery
23 Shrinking
24 Space Distortion
25 Stabilization
26 Thought Oscillation
27 Tramline Generation
28 Wards
29 Warp Probe
30 Warp Rebound
31 Warp Tapping
32 Warp Tracing

Dimensional Warps, Major Abilities:

01 Apportion
02 Aspect Shift
03 Astral Projection
04 Axis Reduction
05 Axis Rotation
06 Block Transfer
07 Conjuration
08 Dimensional Lock
09 Dodging
10 Doppelganger
11 Etherealness
12 Geodesic Distortion
13 Hypershunt
14 Internal Gateway
15 Kinetic Shunt
16 Law Suspension
17 Matter Projection
18 Partial Phase
19 Personal Limbo
20 Plane Shift
21 Portal Generation
22 Power Source Creation
23 Reality Bubble
24 Refraction
25 Scattering
26 Stardrive
27 Summoning
28 Teleportation
29 Temporal Fugue
30 Temporal Shift
31 Time Manipulation
32 Warp Anchor
33 Warp Manipulation

Energy Manipulation, Minor Abilities:

01 Attuned Field
02 Cloaking
03 Conduction Field
04 Corona
05 Cybrenetic Telepath
06 Disintegration
07 Disruption Touch
08 Energy Analysis
09 Energy Bolt
10 Energy Imbuement
11 Energy Stabilization
12 Energy Storage
13 Holographic Illusion
14 Illuminator
15 Insulating Field
16 Invisibility
17 Multibolt
18 Nonresistance
19 Personal Shield
20 Plasma Generation
21 Potential Binding
22 Psychic Ground
23 Psychic Source
24 Psychic Seal
25 Reflection
26 Shadow Generation
27 Solidification
28 Storage Field
29 Tachyon Manipulation
30 Weapon Focus

Energy Manipulation, Major Abilities:

01 Amplification
02 Damping Field
03 Electrokinesis
04 Energy Absorption
05 Energy Animation
06 Energy Barriers
07 Energy Channeling
08 Energy Conversion
09 Energy Dissipation
10 Energy Doppelganger
11 Energy Focusing
12 Energy Form
13 Energy Patterning
14 Energy Pulse
15 Energy Redirection
16 Energy Screens
17 Field Manipulation
18 Jamming Field
19 Kinetic Transfer
20 Magnetic Control
21 Minimization
22 Mystic round
23 Mystic Sourcing
24 Negative Energy Manipulation
25 Pattern Stabilization
26 Pattern Suspension
27 Photon Manipulation
28 Radiation Manipulation
29 Seeking Field
30 Sonic Manipulation
31 Technic Ground
32 Technic Sourcing

d20 and Rapid Hiring

And this small request is, perhaps, a bit silly – but it struck me as amusing and didn’t demand much time, which has been in very short supply.

Voice Upon The Winds

  • Conjuration (Calling)
  • Level: Variable, normally a base of L2 Cleric, Wizard, Skill-Based Magic for Contracts, Management, and Playboy (among others). Probably suitable for various specialty classes and Hedge Wizardry as well.
  • Components: S, M (a written notice).
  • Casting Time: Ten Minutes.
  • Range: Special.
  • Effect: Calls forth a possible employee or employees.
  • Duration: Special (The message is instantaneous, arrival usually is not).
  • Saving Throw: None (Harmless).
  • Spell Resistance: Yes, but irrelevant; someone who doesn’t want to be employed will not be targeted anyway.

This unusual spell causes qualified potential employees to arrive (or merchants to pass by). The caster writes out a list of primary duties, any necessary special qualifications, and a list of what salary and benefits are being offered, and hangs it beside his or her door. Presuming that the job is suitable for a relatively normal person, that the benefits are reasonably good for whatever the job is, and that the location of your door is at all reasonable (whether or not anyone would really be likely to pass by under normal circumstances), a suitable potential employee will normally turn up to inquire about the job shortly. The spell may be cast at a higher level to enhance it’s effects. Possible enhancements include calling for a small group of applicants (+1 Level), calling for rare and/or exotic types (+1 Level), having very specific qualifications (+1 Level), and asking for basic magical capabilities (+1 Level). On the other hand, if you are simply looking for an apprentice, houseboy, dishwasher, lantern-bearer, or similar unskilled entry-level employee that is (-1 Level).

You can look for very specific and powerful groups – perhaps you want a group of adventurers who are capable of killing that miserable dragon that’s moved into the caves nearby – but while casting this at level six will ensure that an appropriate group hears about your offer, it in no way guarantees that they will bother to respond and – if some do – you will just have to put up with whatever you get. Adventurers are like that.

  • You want to pay a few coins for a reasonably reliable local kid to guide you around town for a day? Level one, and unlikely to take more than a few minutes. Pretty much every town has some bored kids. It may get odd if it’s a ghost town and you get a ghost kid, but what can you expect if you look for employees in a ghost town?
  • You want an apprentice/aide who has at least a slight acquaintance with and talent for magic but you will be providing more advanced training along with support and occasional pocket money? That’s a pretty standard apprenticeship deal. Level two, but it might take a week or two. Kids don’t travel very fast even if the requirements aren’t very exacting there..
  • You want a skillful nanny to look after the kids? Level two, usually in a few hours presuming that you’re in or near a reasonable settlement for raising kids in. They might want particular days off or something – and you probably won’t get Mary Poppins or Nanny Mcphee – but there are lots of older women who are good at handling children.
  • You want a group of pretty-and-compatible young women to be light duty house servants and concubines? Level three, and usually in a day or two if your terms are good. It’s not like housekeeper/mistress is a particularly unusual position – and cute young women are not all that rare either (unless you’re of some exotic species of course, in which case you may be out of luck).
  • You want an acolyte of a particular faith to look after your shrine and teach your kids some basics? Level three (if followers of the required faith are reasonably common in the area) or four if they are not. Could take a few days or weeks (and may well fail) if someone would have to come from hundreds of miles away and you’re not offering enough benefits to make it worth it.
  • You want to hire a group of competent Drow Spies? That’s a group (+1) of rare (unless you live in a Drow City or some such) types (+1) with some very specific qualifications (+1) for a total level of five – and if there aren’t any drow spies around who would be willing to work for you… it won’t work.
  • You want a pathfinder-style “Team” of Archers? That’s a group with some fairly specific qualifications, so level four if there are any such groups within a reasonable range. You want Elite Elven Archers who each know a little bit of Weapons Magic? Level six, and very likely to fail entirely if no such group is available for hire.

It is important to note that this is a Calling spell; what you want has to be out there and available. If you’re asking for people to work in an impossible environment, are looking for a qualified hyperdrive technician in a medieval setting, want to hire Drow in a setting that doesn’t include them, or some such, the spell will probably not be able to find a candidate. On the other hand… it IS a calling spell. If you fail to live up to your contract, or there’s some major difficulty, your employees have the option of simply going home. So if the Dark Lord teleports in and starts burning your castle to the ground at least you can pretty well count on your servants and clerks making their escape.

The Advancing Warrior Part VII – Special Tricks

So far this series has covered…

And…

Advancing Fighters:

  • Part I: Universal Basics, Lockdown/Tripper, and Fearmonger.
  • Part II: Smasher, Charger, and Thrown Weapons Master
  • Part III: Mounted Fighters.
  • Part IV: Two Weapons, Sword and Board, One-Handed, Massive Damage and Effects Monger Critical Fisher
  • Part V: Archers and Summoning Shots.
  • Part VI: Cyborgs, Power Armor, Mutants, Tinkers, and Mechwarriors.

That’s actually most of the basic combat styles. Even the dual-shield builds are just a variant on Two Weapons. I suppose I could count crossbowmen and gunmen – but, in Eclipse they’re virtually identical to Archers. They just need to find a way to reload as a free action, and that isn’t very hard. There are spells, powers, reflex training, weapon enhancements, and just using a Spirit Weapon or the Thrown Weapons Master Tulthara solutions.

What’s left is basically a list of popular special tricks.

The Beastmaster Warrior:

  • Having anything that can take actions on your behalf is a substantial advantage – and the easiest way to get it in Eclipse is the Companion ability, at a base of one Companion per (6 CP). Any further Templates (+6 CP per +2 ECL) or other special abilities (Say, being able to Transform your companion to your species or you to its species at will, 6 CP) apply to all your companions. Even without coming up with any limitations… you could easily enough have an eagle, a ferret, and a pair of Panthers, each with (the same) +2 ECL Template, and the ability to take those forms, for 36 CP – three levels worth of purchases for a basic Fighter.

This is a rather powerful option: depending on what template you give them, Companions can fight very well indeed, heal you, serve as mounts, provide magical support, or do many other things besides attack your enemies – and they’re not at all bad at that.

“Drawing Aggro”:

This comes from computer games. A character that can withstand massive attacks hits the target(s) first or otherwise gets them focused on him or her. They then absorb the targets attacks while other – usually much more fragile and offensively-focused characters – can attack unmolested.

In tabletop games, where the creatures are run by an intelligent game master, it usually isn’t so simple. Any reasonably intelligent creature tends to focus on the biggest threats first and deal with the turtles after the wasps, ferrets, and cats have been dealt with. To use this kind of tactic you either need to be holding a chokepoint, actively keeping enemies from getting past you, make yourself the primary threat, or magically compel the enemy to focus on you.

  • Still, if you really must give this a try, you’ll want Presence, Specialized for Increased Effect (20′ radius) / cannot be entirely turned off (causing a -2 on amicable social skill checks), enraged targets gain +2 Morale Bonus to Str and Con (5 CP). This has the effect of making enemies within the radius have to make a Will save (DC 11 + Cha Mod) or become enraged, focusing their anger on the user and preferentially attacking him or her. This isn’t perfect – if doing that is obviously idiotic or suicidal they’ll get another save each round and anyone who saves cannot be affected again for the rest of the fight – but it gives you a reasonable chance of being the center of attention fpr a while. Later on – if you should live so long – you can boost the Save DC with Augmented Bonus (6 CP) and / or Ability Focus (3 or 6 CP). I’m not sure that’s a good idea – Eclipse has a much wider range of attacks to defend against than most video games, so sooner or later you will run into opponents that really can hurt you – but it’s up to you.

The Totemic Warrior:

This trick uses Shapeshifting to replace your physical racial abilities and attribute modifiers with those of some other creature. While you do have to have at least as many hit dice as the base animal does to use this trick, if you start with a race without much in the way of physical attribute modifiers – or even a negative total – this is a cheap way to acquire some impressive physical boosts. It doesn’t do much for casters though.

  • Buy Shapeshift, with Attribute Modifiers, Hybrid Form, Clear Speech, and Variants (mostly human appearance), all Specialized and Corrupted / one specific animal only, cannot actually Change Forms (27 CP base, net cost 9 CP).

This is cheese. For example, a Wolf Totem Human Fighter thus gains +2 Natural Armor, +20′ move, d6 Natural Weapons, the Track feat with a +4 bonus on relevant rolls, Str +2, Dex +4, and Con +4. Sure, they have to have two hit dice to get that benefit, but even if they want it at level one and spend an extra 8 CP on an extra d4 Hit Die, the benefits are still very large. That’s why I usually only allow this in high-tech settings, where – when power armor, mechs, and similar devices are commonly used – personal combat abilities could really use a boost.

The Skillmaster Warrior:

This particular variant generally uses Finesse (6 CP per application) to get attack and damage bonuses from Intelligence instead of Strength, Advanced Improved Augmented Bonus (Adds a secondary Att Mod to Int Mod for calculating skill points, normally purchased Specialized and Corrupted (only through level 5) and upgrading at higher levels (6 CP to start, up to 18 CP at higher levels), and a second instance of Adept (6 CP) so as to have plenty of skills. The really exotic options, however, come from…

  • Luck with +8 Bonus Uses, Specialized and Corrupted for Increased Effect (“Taking 60″) / Only for Skills, only for Skill Stunts, not for rerolls, (18 CP).
  • 3d6 Mana, and Rite of Chi with +8 Bonus Uses, Specialized and Corrupted / only to power Skill Stunts, Rite of Chi and Bonus Uses are only to restore this pool, requires several minutes to use (12 CP).
  • Skill Focus +1 with Epic Stunts (8 CP), probably x4; once for each Adept skill (32 CP Total).

Now this is a fairly expensive option, weighing in at a total of 86 CP – about seven levels worth of purchases even if you don’t add another levels worth of Luck, Mana, and Rite of Chi. That’s a pretty expensive path. On the other hand, it opens up some pretty impressive powers – including epic spellcasting. It still probably isn’t the most efficient way to buy some magic, but it is one of the cheapest ways to gain access to epic magic. Admittedly, only a rather limited range of it – but that can still be pretty impressive. For some lists of possible stunts, see the Skill Stunts and Epic Skill Stunts series or articles.

The Spellslayer

The Spellslayer Warrior operates on fairly simple premises. Both Spells and Psionic Powers are complex, semi-stable, Constructs designed for particular functions. They may be made of energy, but if you can see them properly… Constructs can be killed and provoke Attacks of Opportunity as they enter spaces you threaten. Remote-sensing and remote-control effects require links back to their controllers. If you can manage the trick, links can transmit attacks back along themselves. Magic… can be fought.

  • Occult Sense / Spellsight (6 CP). A Spellslayer can see the structure of magic – perceiving incoming spells as creatures (With an AC equal to their Save DC), mystical links and bonds as chains, and standing spells as walls. Tthe general nature of incoming spells is obvious and they become valid targets for Attacks of Opportunity, links and bonds can be Sundered, and standing spells can be Smashed.
  • Presence (Dispelling Touch, L1), Specialized and Corrupted for Reduced Cost / only works on targets that you can hit with a melee attack, since the attack is actually targeted against magic, the strike does no actual injury (2 CP).
  • Presence (Shatter Link, L2), Specialized for Increased Effect (L2 effect) and Corrupted for Reduced Cost / only works on targets that you can hit with a melee attack, since the attack is actually targeted against magic, the strike does no actual injury (4 CP). This effect can break a caster’s control over his or her summoned creatures, release dominated creatures, turn Animal Companions, Familiars, and Mystic Mounts back into normal animals for 3d6 minutes, sever (or at least suppress) Mystic Links for the same period, and disrupt similar bonds and controls. It does not, however, replace that control; such creatures are simply freed.
  • Presence (Occult Strike, L3), Specialized and Corrupted for Increased (L3) effect / only works against a single target at a time, only works with melee attacks. The user may transmit an attack across a Mystic Link to the creature behind it. He or she may attack creatures on the far ends of mystic links, strike at someone viewing the user through a clairvoyant sensor, or attack through a Projected Image or similar effect (6 CP).
  • Reflex Training (Combat Reflexes variant) (6 CP).
  • Countermagic (Specialized, Only as a Prerequisite, 3 CP) and The Spiral Dance (12 CP). This will allow the user to pull off the Jedi “reflect the attack” routine, albeit with certain spells and powers instead of technological weapons.

The Spellslayer Martial Art (Wis):

Spells and Powers are intricate networks of energy – complex, semi-autonomous, constructs capable of interacting with “normal” matter and energy in a bewildering variety of ways.

And that which is complex and interactive always has points of vulnerability. That’s how Dispelling and Counterspelling work. The art of the Spellslayer is to find and strike at those points of vulnerability – a subtle art of gestures and precision that target things that few others can even sense. Unlike most martial arts, the weapon used is mostly irrelevant, although reach weapons don’t allow the necessary fine control.

  • Requires: Spellsight
  • Basic Abilities: Attack 2, Defenses 4 (Adds to Saving Throws versus Spells and Spell-Like Abilities), Toughness 2 (Versus damage from Spells and Spell-Like Abilities), and Synergy/Spellcraft.
  • Advanced Techniques: Breaking (May roll the Spellbreaker skill instead of a caster level check when Dispelling), Sneak Attack 2 (Specialized for Increased Effect / automatically adds +2d6 per level taken against magical / psionic constructs and summoned creatures, but no effect on any other type of target), and Mind Like Moon.
  • Occult Techniques: Inner Strength, Ki Focus (Wisdom), Light Foot, and Vanishing.

It’s important to keep careful track of a Spellslayers limitations: for example, they cannot generally block an Orb Spell, or Flaming Arrows, or a Fireball that detonates more than ten feet away even if they are still within the blast radius. They have to be able to actually hit the spell. Still, at a total cost of about 36 CP, a dedicated fighter could acquire the Spellslayer package in about three levels.

The Warrior Mage:

This one is pretty simple: as shown with Hiten, the basic structure of warrior-style, “force of will” / “inner power” / “rage” / whatever magics is simply:

  • Shaping, Specialized for double effect (Cantrips) and Corrupted for Reduced Cost / only for tricks in a specific magical field, requires the use of a rune-inscribed weapon as a focus (4 CP).
  • Reflex Training (Extra Actions Variant), Specialized and Corrupted / only to “cast” tricks in the above category, requires the use of a rune-inscribed weapon as a focus (2 CP).
  • 1d6 (4) Mana with the Spell Enhancement Option, Specialized and Corrupted / only for spell enhancement, only to enhance shaping-based Weapons Magic Tricks (2 CP).
  • Rite of Chi with +4 Bonus Uses, Specialized and Corrupted / only to restore the spell enhancement pool, above (4 CP)..

This allows the user to produce effects of up to level three as supernatural abilities – albeit not very many of them beyond level zero during any one fight for (12 CP).

  • The obvious basic upgrade is some combination of +4 Reflex Actions (2 CP), +1d6 Mana (2 CP), and +4 uses of Rite of Chi (2 CP). Those won’t increase the level of effects you can produce, but it will let you use a lot more of them.
  • You can also add a more fields of magic, each with it’s own pool of Mana and Actions. Go ahead; if you really want to be Thor Junior, take Weather Magic, Weapons Magic, and Self-Enhancement.

Being a Warrior-Mage is cheap; a single level worth of purchases will let you use a field quite effectively. Throwing in a single feat – half a level – worth of upgrades will probably cover everything you will need. And you will no longer need to rely on anyone else for enhancement spells, or basic healing, or simple mobility-boosters, or whatever. Taking Hiten as an example… you can start with a full package of weapon tricks at level one.

  • I’m not going to go over the utility of Berserker (large short-term boosts), Celerity (faster movement), the Create Relic / Enthusiast combination (make yourself some magical toys!), Grant of Aid (self healing that goes off when the player wants it to), Shapeshift, Improved Initiative, Lunge (more reach), Maneuver (dodge AoO with Tumble), Split Movement, and Throwing Master because – while straightforward boosts to particular areas are always useful – their basic effects are fairly obvious and they’re useful to everyone.

The Multi-Talented Warrior:

So the overall conclusion?

It’s pretty simple. The offensive power of an Eclipse-style “Martial” character is mostly limited by playability – and you can hit THAT limit easily and cheaply. With twenty levels to work in… an Eclipse Fighter still will not be able to afford anywhere near EVERYTHING – but they can easily afford to be an expert in multiple fields of combat and grab some handy magical powers. To make a list of the primary combat variants I’ve covered so far and how many levels it will take a fighter to sufficiently master them…

  • Battlefield Control:
    • Fear: 1-2 Levels.
    • Tripper: 4 Levels.
  • Melee Damage:
    • Charger: 2 Levels.
    • Massive Damage Critical Fisher: 4 Levels.
    • Mounted Warrior: 5 Levels (Overlaps with Beastmaster and Charger).
    • Two-Handed Smasher / Two-Weapon Fighter/ Sword-and-Board Fighter (all roughly equivalent, so just pick one): 2 Levels.
  • Ranged Damage:
    • Archer or Thrown Weapons Master: 5 Levels.
  • Special Attacks and Powers:
    • Beastmaster: 3 Levels
    • Drawing Aggro: 1 Level.
    • Effects Monger: 3 Levels.
    • Techno Warrior: 3 Levels.
    • The Lion At Bay: 1 Level.
    • Tinker-Warrior: 1-2 Levels.
    • Totemic Warrior: 1 Level.
  • Personal Magic:
    • Skillmaster: 7 Levels.
    • Spellslayer: 3 Levels.
    • Warrior Mage: 1-2 Levels, may be repeated.

So go right ahead: Make a Tripper (4), Mounted Warrior (5), Thrown Weapons Master (5), Beastmaster (2 due to overlap), Warrior-Mage II (3) with The Lion At Bay (1). Hurl your weapons to crossbow ranges while closing, ride your dire tiger into battle, trip everyone about you, battle four enemies at once on equal terms, and let your four animal companions (who will be sharing your enhancements from your warrior-mage skills) devour your foes. Yes, that comes to 20 levels and we were presuming starting at 2 – but your standard supply of Bonus Feats can cover for three levels worth of stuff (or more using Pathfinders bonus feat progression) You can probably afford to throw in some Witchcraft too. Why not? It’s very handy.

That’s what Eclipse does for Fighters. They can master multiple fields of combat, learn all the magic they need, control the battlefield, bring formidable allies with them, empower their own items, and heal their own wounds. It makes the all-fighter party a perfectly valid choice again. They still may not have as many options as the mage for long-distance travel or utility powers – but Beowulf can face that Dragon on equal terms and they have a rich array of tactical options. Eclipse fighters/Samurai/Archers/Etc do not need to play second fiddle to the mages and clerics any more.

Now if you want more options, there’s been plenty of prior material:

Some of the better examples include:

And that should do it for this series. If anyone wants to suggest any fighter builds they particularly favor, I will gladly throw them in though!

The Advancing Warrior Part VI – Cyborg, Power Armor, Mutant, Tinker, and MechWarriors.

Technology is not the same as magic – and the difference is fairly simple. Technology has tradeoffs. Take… a Hammer.

Technological hammers are straightforward: you can tie a rock to a stick to make a free one, get a cheap one at a dollar store or the local equivalent, get a good one at a hardware store, or buy a really good one from a catalog or an upper-end hardware store. The free one is not going to be very effective, and will tend to fall apart or break. The cheap one will break if you use it too much. A good one will function well and will probably hold up for years. The one from the catalog… well, if you chose well, it will be fine steel, rust-resistant, be forged in one piece with it’s handle, have a very comfortable grip, and come with a lifetime guarantee – but it really won’t do anything much “better” than the “good” one.

Sure, some hammers are better for some purposes than others – but it’s always a tradeoff. A heavier head and a longer handle makes for more impact, but slows your tempo and makes it harder to control where you hit. A rubber hammer is no good for driving nails, but can drive home wooden joints with little risk of damage. Doubling what you spend will not result in a hammer that works twice as well. There very quickly comes a point at which increasing the amount you spend has no measurable effect on the function at all. Realistic technology is relatively cheap, has functional limits and tradeoffs, and isn’t likely to change much through a campaign.

Similarly, you can make almost-free free “Zip Guns”, buy cheap “Saturday night specials”, buy a basic handgun, or buy a fabulously expensive handgun – but a shot from the fabulously expensive handgun isn’t going to all that much more effective than a shot from the basic one even if the custom grip slightly improves your aim.

On the other hand, if we’re talking magic hammers… the upper limit is purely arbitrary if there is any at all – and, at least in d20… throwing more money at it does make it better in predictable ways. There is nothing stopping you from making a +5 Sapient Hammer of Instant Construction with a wide variety of powers that will build you a castle overnight. The only functional trade-off is purely monetary.

Magic can be unique though. After all, the first atomic bomb was detonated in 1945. The first hydrogen bomb was set off in 1952. The Tsar Bomba was set off in 1961. Advances since then have focused on making the things smaller, lighter, and cheaper to build. The global nuclear stockpile hit an estimated peak of more than 70,000 weapons in 1986, some forty years after they were invented. Yet in (for example) Harry Potters world of magic few question the notion that a husband and wife team created a Philosophers Stone in a home laboratory six hundred years ago and yet no one else has ever managed it. Why not? Knowing that it’s possible to get endless life, health, and wealth with sufficient effort… why haven’t wealthy people thrown centuries worth of research teams at the project? Even in the Marvel Universe, where the upper end “technologies” ignore a lot of natural laws… there are tradeoffs and there are plenty of much cheaper Iron Man knockoffs running around.

Power Armor, Cyborg, and Power Armor Warriors, plus MechWarriors.

So if someone wants to play a Cyborg, or Power Armor user, or some such the game master has a basic decision to make: is their “technology” going to be basically magical – the way Pathfinder and Starfinder do it – or is it going to be realistic?

  • If it’s magical – or “alien technology” or any other form of narrative magic dressed up as technology – then you can simply use “Grafts”, Implanted Ioun Stones, Magical Tattoos, Talents (from The Practical Enchanter) and – in Eclipse – Innate Enchantment and Siddhisyoga. All you’re really changing is the special effects. You don’t really need any special rules for this, although you may want to apply the equivalent of the “Psionics Are Different” optional rule (In Eclipse the free “Eldritch” modifier). Your ultra-“technology” is indistinguishable from magic because it basically IS magic. For an example of this sort of effect, look at Vow Of Poverty.

If it’s genuinely technological – physical devices based on natural laws that anyone can use – it will change the game power curves quite a lot. Technology may be somewhat expensive in reality, but it’s fairly readily duplicated, can be mass-produced, and is cheap compared to even mid-level magical items. If you let realistic technology into your game low-level characters can become a lot more powerful. While upper-end magic can still surpass technology fairly readily, it will be fairly easy for a technologist to compete with the low- and mid-level stuff.

Presuming that the game master agrees that the settings natural laws allow more-or-less realistic technology to work and nothing stops it (such as chemical explosives not working in the forgotten realms because the God of Fire views chemical explosions as offerings of delicious candy and eats them) there are several ways to get it.

It is not wise to try and pay close attention to baseline d20’s “laws of nature”. After all, baseline d20 is a setting where humans can have fairly normal children with spirits and masses of fire. Where poisons take effect instantly. Where creatures can dig tunnels as fast as a man can walk even when they have nowhere to put the material they dig out. Where conversation can take place in the time it takes to press a button. Where a readied action will let you close a door before a laser beam can get through it after you see it being fired. Where “chemistry” has fire, earth, law, evil, negative energy, air, and good as manipulable elements while still apparently offering us Iron, Copper, and other conventional elements to work with. Where aerodynamics has no relevance to flight. Where wounds do not hinder creatures. It goes on and on. Baseline D20’s “laws of nature” are founded in Rule Of Cool, the random whims of dozens of different writers (who mostly don’t really understand real world physics very well themselves), ease of explanation and play, vast amounts of “that seems reasonable”, and even vaster amounts of “that’s too complicated to get into so we’re going to ignore it”. You think not? Some d20 Wizards have been shown wearing glasses. So what do the rules tell us about what you make corrective lenses for Darkvision out of? Why? How do they work?

  • The best option – at least in terms of ease of use – is probably to allow the Equipment Skills from the Shadowed Galaxy setting as Occult Skills. In effect that allows each of those skills – Armory, Biotech, Gadgetry, Logistics, Vehicles, and Weaponry – to be purchased for 6 CP (3 CP to gain access, 3 SP to cover the double cost for the first 3 CP). If the Game Master doesn’t require it as a World Law, you can either make your technology cheaper or get a lot more of it through applying limitations. Perhaps the stuff blocks the use of high-end magical and psionic abilities, or drives you progressively more insane as you get more, or supporting it against the local laws of nature drains your personal energies, or the gods dislike the stuff and penalize your saving throws, or some such. That sort of thing will tend to restrict the use of high technology to adventurers.
    • Do you want to be a Cyborg and have all your gadgets built-in? Then either select your equipment carefully (and probably mostly from the Biotech list) or buy an Immunity to having your technological gear taken away (Uncommon (since taking away a character’s gear is out of style), Major, Major, 6 CP).
    • Do you want Power Armor? You’ll probably want to invest heavily in Armory and Weaponry.
    • Do you want a Mech? Buy some extra size on your “power armor” and there you are. Alternatively, invest in a Vehicle. Either way, you’ll probably want a Martial Art Specialized for Double Effect / only while piloting a Mech.
    • Do you want to be a Mutant? Make a Cyborg and change your special effects.

This option provides a reasonable simulation of “realistic” (in the sense of limits and function, rather than in the sense of “existing items”) high technology for gaming purposes. As such… someone using Power Armor or a Mech will be very powerful in combat at low levels, but will find that – while they may pick up more technological options at higher levels – their individual items of equipment will remain relatively static. That particle blaster will be very effective against Orcs, fairly effective against Hill Giants, and of little use against an Adult Dragon.

It may take two or three levels worth of purchases to pick up a full-blown technologist package – Adept (6 CP) and three or four of the Occult Skills (at 6 CP each)- but if this option is available it can provide some very effective boosts and makes it possible to build space marines, cyborg street samurai, “matrix” hackers, logistical geniuses, gunfighters, and various other science-fiction or technological concepts. It can also really mess up a game that wasn’t designed to handle that sort of thing, so it’s wise to talk to the prospective game master in advance.

If you desperately want to do this, and the natural laws of the setting do not support it… it may be possible to pick up an Immunity to the Local Natural Laws. I can’t tell you how much that will cost since the requirements will depend on just how odd the settings rules are, and I can’t tell you whether or not your game master will allow it – natural law immunities are always game-master permission only – but it is likely to be very expensive. The cost can be reduced by picking up some of the limitations imposed by being subject to more realistic natural laws. For example, you may find that you cannot turn this power off, that wounds actually hinder you, that you must obey aerodynamic principles when flying, and so on.

Tinker Warriors:

If the setting is basically magical, and realistic technology isn’t generally usable in it, you can take Occult Skill / Gadgetry and whip up quasi-magical items. While less powerful than the Equipment Skills, this is cheap and versatile. Since this is going to be the “tinkerer” version (rather than the Reality-Warping version common in the Federation-Apocalypse setting) it can be based on Dexterity (if you lean towards clockwork and mechanisms), Intelligence (if you lean towards runes and minor magical items) or Wisdom (if you lean towards alchemy and natural magic). You can also gain a +2 Synergy bonus from up to two relevant skills – but what skills are relevant are up to your style of Gadgetry and the game master. Things like Craft (Alchemy, Clockwork, Metals, etc), Profession (Engineer, Mechanic, Runesmith), and Knowledge (Arcana and Nature) are all likely candidates.

In any case, your total in the Gadgets skill also represents your daily pool of “gadget points”, which you may invest each morning in your creations. As a rule, “gadgets” are comparatively minor things. They’re flexible and won’t necessarily work the same way twice. You’re carrying a vial of Liquid Sunlight? You might want to use it to create a flare or blinding flash, to damage some undead, to paint luminescent lines on a wall, to toss it in a creatures eyes to blind it for a time, to negate a darkness spell, or to use it as makeup when you impersonate a ghost – or perhaps a creature of the higher planes. But rather than looking up rules… the user describes what he or she is trying to accomplish with the gadget, and the game master can just describe the effect on the fly. Was your Liquid Sunlight more effective last time? Maybe this time it was bottled on a cloudy day. Or it was the wrong time of year. Or there was a celestial conjunction. Or it was a lunar festival day. If you don’t trust the game master, why are you playing with him or her?

To create a gadget, you name or describe it. Most gadgets will “cost” 1-3 “points”.

  • Reasonable, straightforward, or extremely situational items, will generally cost one point: A flask full of really strong coffee or “energy drink”? A flaregun with six flares? Really tough waterproof canvas you could use for a canoe hull? A tiny heater that keep your tent warm in arctic conditions? A fire-resistant blanket? A rewinding wrist grapple? A pocket full of Smoke Pellets? An Ice Axe and Pitons? Realistic medications? All are suitable one-point items. Many alchemical items fall into this category.
  • More unlikely or powerful items will usually cost two points. “Charms” from The Practical Enchanter tend to fit here, as do things like Wily E. Coyote Rocket Boots (good for making mighty leaps, pushing people away, and avoiding or breaking a fall, probably burning out on a 1-2 on a d6 after each use), minor potion-equivalents, Dart Fingers (each acts as a light crossbow bolt, you can fire a whole hands worth as a single attack, but once spent, they’re used up for the day), or a rubber coating on your armor (5 points of Electrical Resistance for the day), a big can of Spinach (+2 to Str and Con for a minute or two after you eat it).
  • The most powerful gadgets will usually cost three points. “Talismans” from The Practical Enchanter show up here, as do things like that Liquid Sunlight, Popcorn Grenades, most Feather Tokens, 2’nd level potion equivalents, and so on.

Inspiration for other gadgets can be found on the Core Psitech and Glowstone Items lists – but I wouldn’t count on them being usable directly; most campaigns will not include the relevant natural laws.

  • Generous game masters may let you get away with creating gadgets on the fly – probably at an increased cost – or you can just take Immunity / the time normally required to assemble gadgets (Uncommon, Minor, Major, 3 CP). That’s another natural-law immunity, so it may not be allowed – but you could accomplish the same thing with a minor spell or a bit of reality editing or in several other ways, so most game masters will probably allow it.

The Witchcraft-Based Mad Scientist also belongs here, given that you can pick up “SCIENCE!” for a mere 12 CP. The list of options for that is pretty lengthy, so I’m just going to link to the build containing them.

While neither Gadgetry nor Mad Science is really all that powerful, they’re both very versatile, providing a nice selection of tricks and exotic options – and they’re both cheap. A single level worth of purchases will suffice for either, and two levels for both – and either way it’s a possible lead-in to a ninja-style Warrior.

The Technology Exploit:

If the game master is running baseline d20… pretty much anything works. That’s why you could pick up ray guns and such from crashed alien ships in some adventures despite the setting not advancing in thousands of years. It couldn’t be a natural law of course – otherwise the stuff wouldn’t work and why were all those alien civilizations immune to it?

In any case, while technology seems to have gotten stuck in most such settings, there isn’t anything that actually keeps it from working – so all your character needs is to get a hold of it.

  • If you just want access to a particular item or material, baseline d20 includes all kinds of ways to travel the multiverse. Ergo, all you need is a Privilege (3, 6, or 9 CP, depending on just how hard it is to find whatever-it-is). If you want to start off with an Artifact of some sort this will probably do it. While most of those things have their uses, they tend to have their own purposes, hordes of pursuers, and various curses as well.

If you want access to a higher technology level in general… then you need an immunity to whatever undefined handwave it is that is keeping the stuff from being imported, duplicated, and sold in every town. As usual in Eclipse, you can buy that if the game master is willing to put up with it. Even better, since d20 Past, Modern, and Future helpfully defined some technology (“Progress”) levels for us (whether or not that makes sense) we can just use those. To do so buy…

  • Immunity / the normal limits on equipment availability (Very Common, Major. Trivial (+1 Tech Level) costs 5 CP, Notable (+2 Tech Levels, costs 10 Points), Major (+3 Tech Levels, costs 15 points), Great (+4 Tech Levels, costs 30 points), Epic (+5 Tech Levels, costs 45 points), and Legendary (+6 Tech Levels, costs 60 points). Most baseline d20 settings start at Tech Level 2 (or maybe 3). You could limit that in various ways, but it’s kind of tricky; it’s hard to think of a source for – say – Starships that won’t have good technology available in other fields.
  • If the game master allows this stunt in the first place, he may also allow the Innate Enchantment exploit – which is simple enough; according to the official rules one Gold Piece equates to 20 d20 future “Credits”. According to the (again official) Purchase DC to Credits chart quite a lot of personal equipment is surprisingly cheap. And since it’s mundane, there are no other costs associated. That way 6 CP worth of Innate Enchantment gets you 100,000 Credits worth of “built-in” gear. That… can get pretty absurd. I’ve used that exploit to build a couple of superheroes, and a couple of iconic Star Trek gadgets – but if the game master allows it at all, expect him to keep a very careful eye on it.

This isn’t a very good way to get Mechs and Starships though. Those things simply cost way too much if you buy them normally. You can, however, become a Pulp Hero Starship Captain relatively cheaply…

I can’t really tell you how much this build will “cost” since it’s full of campaign-specific variables – but if all you want is a gun and a kevlar vest instead of a bow and chainmail, it shouldn’t cost very much.

There are other ways to do this of course. For example, we have the Gadgeteer template in the Mutants Of The Eclipse series (in +1, +2, and +3 ECL flavors) as well as Pulp Heroes (and their advanced powers, drugs and archetypes, and vehicles), and the various entries in Mayhem and Mad Science – but most of those are for dedicated inventors and mad scientists, not for Fighters who dabble.

On the other hand, just for amusement… here’s the +1 ECL Pirate Template.

And for the last article in this series, it will be a selection of lesser archetypes built around throwing in a few special tricks.

The Advancing Warrior Part V – The Archer

The oldest known bows date back some 10,000 years, although there are some indications that they existed some 64,000 years ago. The first known use of bows in large-scale organized warfare dates back some 5000 years, to the First Dynasty in Egypt – which is also about the first known occurrence of large-scale organized warfare. Bows – like rope, and spears, and several other basic inventions – have been a part of “civilized” warfare since the beginning, and remained in reasonably widespread use until a mere few centuries ago. Not surprisingly, the mythology of the bow is deep and rich.

It also shouldn’t be surprising that Archery builds have a lot in common with the Thrown Weapons Master. The major baseline differences are:

  • The base range is better. You don’t need to use a Talisman to increase it.
  • You don’t need Quickdraw (or another magical device) to get iterative attacks with a bow.
  • You don’t threaten the area around you, so you’ll want some way to do that.
  • Ammunition is relatively cheap compared to permanent weapon enchancements, but you generally can’t get it back. So it’s an ongoing expense. On the other hand, differing weapon-and-bow enhancements stack, so it’s easy to add a few special-purpose effects to your shots, either with temporary effects (Eldritch Weapon Spells, Greater Magic Weapon, Flame Arrow, Etc) or to carry a variety of special-purpose ammunition with you.
  • Dissimilar Arrow and Bow enhancements stack. This is really the big draw of Archery over Thrown Weapons.

To take full advantage of that last item in Eclipse, you’ll either want some points invested in either Improved, Superior, Focused, Imbuement (Bows) (24 CP) and the same for Arrows (24 CP) or to take Siddhisyoga (6 CP) and Imbuement (Arrows) – possibly with Inherent Spell with +2 Bonus Uses (Greater Magic Weapon, probably Specialized to require more time and Corrupted to only work on bows, 3 CP) to go with it all. The first way costs more CP (but no gold) while the second costs fewer CP and some 200,000 gold – but either means that you can eventually have a +5 Enhancement Bonus and +9 worth of special enhancements on your bow and another +9 worth of special enhancements on your arrows forever, at no further cost – and if your bow gets sundered? All you need is either Spirit Weapon (Composite Bow, 9 CP) to ignore the need to actually have a bow and arrows on you or a supply of entirely mundane composite bows and ordinary arrows to boost. Sure, the total is going to be 24 CP for each full incidence of Imbuement – but you’ll effectively be getting your Bow and/or Arrows for free. That’s a pretty big benefit when it saves you 200,000 GP on the Bow and 4000 GP per individual Arrow. And you can’t lose your investment. There will be no worries about having your horrendously expensive bow Sundered or otherwise destroyed.

What to Imbue your weapons with?

For the Bow, I’d probably go for +1 (+1), Splitting (+3), Force (+2), Distance (+1), Collision (+2), and 38,000 GP worth of priced abilities (equivalent to the last +1 in value), such as Dragonbone (+100 GP) and Elvencraft (+300 GP), Strength Adjusting (+1000 GP), maybe Aquatic (2000 GP), and making it Sentient with some handy minor effects. Buy a few Weapon Crystals for when you’re fighting incorporeal creatures, constructs, fiends, and undead. The full set is a tiny fraction of the money you’re saving on the bow. Buy them through Siddhisyoga if you wish; that way they can never be taken away from you.

For the Arrows? If you don’t want to invest another (6 CP) in the ability to vary what enhancements you’re imbuing them with between adventures… Holy or Unholy (as suits you, +2), Banishing (+2 – skip if the GM says this won’t work in Ammunition), Seeking (+1, negates miss chances), Corrosive (+1), Lightning (+1), Frost (+1), and Sonic (+1).

  • If you have a poor BAB you may want to substitute Skillful (+2, gives you a minimum of 3/4 BAB and proficiency with the weapon) for something or other. This might be well worthwhile if you’ve got your BAB heavily specialized in melee or some such though.
  • If the game master is willing to consider Razorfeather Arrows (MMV, Pg 169) For 50 GP for the Razorfeather and a DC 30 Craft check you get a Mundane, Masterwork, Keen, Adamantine Arrow. And since those are nonmagical properties, they stack with magical enhancements.

Put that all together… and you can effectively be wielding a weapon with a +5 Enhancement Bonus, +19 worth of special weapon powers (+8 Bow, +9 Arrow, +1 Weapon Crystal, mundane “+1″ Keen). Admittedly, that’s at Level 19+ – but you’ll be using a weapon that’s much more powerful than anyone else’s in the party throughout your entire career at no cost. I’d say that it’s well worth it.

For your Martial Art… you’ll want the Basic Techniques of Power II (increasing your damage to either 1d12 or 2d6), Attack IV (adding +4 to your attack rolls) and perhaps some Defenses. For Advanced and Master Techniques you’ll want: Rapid Shot, Precise Shot (needed to make Splitting work), and Piercing Shot I and II (Augment Attack, +2d6 or 4d6 Damage, Specialized and Corrupted / only to overcome Damage Reduction) – although you may want something different if you’ve bought some of those already. For Occult Techniques you’ll want Inner Strength x2, Wrath, and Vanishing.

For your other archery-related abilities?

Whether or not you’ve opted to pay for your Arrows and Bow with Imbuement, you WILL want Siddhisyoga (6 CP) for an Archer build, simply because you’ll want more inherent enhancements than you can afford with Innate Enchantment even if the game master doesn’t limit you to 12 CP worth of Innate Enchantment like I do. Among the abilities you will almost certainly want to buy are…

  • Animate Arrows: You may expend a Swift Action to animate your arrows for the next (Cha Mod +1, 1 Minimum) rounds. While they are so animated you may use them to perform ranged combat maneuvers when you attack with them (2000 GP).
  • Arrow Mind: You threaten squares within your normal reach with your bow and may fire arrows without provoking AOO (2000 GP).
  • Enhance Attribute (All of them are useful. Usually Personal-Only, so 1400 GP for +2, 8400 GP for +4, 21,000 GP for +6
  • Gravity Bow: Your arrows do damage as if they were one size larger (2000 GP). That will usually be 2d6 for a medium-sized archer.
  • Guided Shot: Your ranged attacks do not take range penalties and ignore the AC bonus granted by anything less than total cover. This does, however, require a Swift Action on each turn that you use it (2000 GP).
  • Personal Haste: +30′ Movement and +1 Attack at your full BAB when making a full attack (2000 GP).
  • Weapon Mastery/Composite Longbow: +4 Competence Bonus to BAB with Composite Longbow (Personal-Only, 1400 GP). Yes, this will add to iterative attacks.

You may want to buy an immunity to having these powers Dispelled or negated by Antimagic as well, but it’s not really required.

After that, pick a few things from among…

  • Master Archer / Augmented Bonus: Usually you’ll want to add your Dex Mod to your Str Mod for Damage with Bows and vice versa for your Attacks (2 x 6 CP) – but you can also do something like adding your Wis Mod to both with Improved Augmented Bonus (12 CP).
  • Aggressive Focus / Expertise (Trade up to +5 AC for Damage, Specialized and Corrupted for Triple Effect / only with ranged weapons, only with bows, 6 CP) works just the same for an Archer build as it does for a melee build. The basic level is still usually quite enough.
  • Lightning Archery / Reflex Training, Specialized in Attack Actions for Increased Effect (provides a full attack) and Corrupted (only with the user’s chosen weapon) for an Increased Number Of Uses (5) (6 CP) will – up to once per round five times per day – allow the user to take a full attack as an immediate action. When you REALLY need to stop that mage from casting something, or have to make sure that some creature on the edge goes down… this is the talent for you.
  • Gambler’s Fortune / Luck with +8 Bonus Uses, Specialized and Corrupted / only for attacks, only with Bows (6 CP). This will let you automatically hit – and automatically critical – when you really need to do so or make a trick shot or some such.
  • Wrath Of The Gods / Rapid Strike I/II/III for a total cost of 6/18/36 CP changes your iterative attacks to every 4/3/2 counts – and it’s already limited to a particular weapon type, so coming up with a Corruption or Specialization to make it cheaper will be just a bit tricky. Still, this can effectively turn the character into a machine gunner and is probably well worth it once your Base Attack Bonus is getting up there.

You will want to avoid some of the traditional silliness associated with maximizing your number of attacks. Sure, there are (rather dubious) classical builds that can fire off a hundred arrows in a round at level twenty. You could do something very similar in Eclipse (albeit at much lower levels) using Improved Reflex Training (Specialized in firing arrows to allow repeated full attacks when you trigger it, 12 CP) – but this is just another way to create a character that’s pretty much unplayable.

  • Expert Aim: Immunity / circumstantial penalties to attacks, such as fog, cover, shooting into melee, shooting while riding a moving mount, etc. (Common, Minor, Minor, 4 CP). This reduces the penalties for such attacks by up to four. This can be increased to up to six for 6 CP or up to eight for 12 CP. As usual, Specialization and Corruption (likely to a single type of weapon) may be applied to reduce the costs.
  • Agile Archer / Evasive/Using Projectile Weapons while Threatened, Specialized / only with Bows (this avoids provoking Attacks of Opportunity when using a bow in melee – presuming that you don’t want to buy an equivalent via Siddhisyoga).

At higher levels, when sniping, and to deal with targets who are relying excessively on Damage Reduction or “Block” (which stops 60 damage from an attack), you may want to buy:

  • Enhanced Strike (Crushing, Focused, and Hammer), +2 Bonus Uses for each form of Augmented Attack, and Opportunist / May activate multiple forms of Enhanced Strike at the same time, all Specialized and Corrupted for Reduced Cost / only with ranged weapons, only with your favorite type of bow (11 CP). This combination can be used three times per minute – and allows you to fire one arrow as a +5 Touch Attack inflicting maximum damage and multiplying the total damage by the number of arrows you would get to fire in a normal full attack.

Go ahead. Add Enhanced Strike/Whirlwind (Corrupted for Increased Effect instead of Reduced Cost: affects a 10′ radius of where the weapon strikes, but cannot distinguish between friend and foe; everyone just takes the damage) with +2 Bonus Uses (3 CP) and – when you want to – fire off a radius-effect shot that does more damage than a fusion bomb. On the other hand… if you aren’t very cautious in using this sort of trick you can tip your character over the “unwelcome in the game” line with this sort of ability very very easily. Unless the game is getting pretty ridiculous to start with you should not really need to be able to shoot a hole straight through the Death Star.

For a rather absurd notion left over from Legend Of The Five Rings (and the animal archery school that turned up there)… There are weapons that can be used to summon Elementals – normally as a Standard Action. Those weapons also allow the user to communicate with the entity thus summoned, so they can perform more complicated tasks than “attack the enemy”. Those are Synergy Abilities (requiring a +1 base ability to build on), so weapons with a total of a +3/4/5/6 effective level can summon Large/Huge/Greater/Elder Elementals to help their user’s out. And there’s nothing (unless some errata that I haven’t seen says something) that says that you can’t put that ability on Ammunition (which is a pretty silly oversight to start with, but there you go). Generalizing that ability a bit gives us…

  • Planar Power: Synergy ability with Dispelling. +1/2/3/4 enhancement that allows the weapon to cast Summon Monster 5/6/7/8 once per day as a standard action. The user may communicate with the creature summoned. If used with a ranged weapon the Summons can be released where the projectile impacts for an additional +1. Add +1 level to the effective level of the Summons if the weapon can only summon a particular type of creature. CL 17, Aura Moderate Conjuration, Activation Standard or Free for an additional +1. The creature summoned will remain for 17 rounds.

And

  • Totemic Power: Synergy ability with Magebane. +1/2/3/4 enhancement that allows the weapon to cast Summon Nature’s Ally 5/6/7/8 once per day as a standard action. The user may communicate with the creature summoned. If used with a ranged weapon the Summons can be released where the projectile impacts for an additional +1. Add +1 level to the effective level of the Summons if the weapon can only summon a particular type of creature. CL 17, Aura Moderate Conjuration, Activation Standard or Free for an additional +1. The creature summoned will remain for 17 rounds.

So: To fire arrows that turn into creatures after they hit… you’ll want them to be +1, Dispelling or Magebane (as appropriate, +1), Goes off where the Projectile hits (+1), Free Action Activation (+1), and then +1 to +4 of Totemic Power or Planar Power – for a final total of +5 to +8. So you’ll want Improved, Superior, Focused, Imbuement (Arrows*) (24 CP). For that… at L9 you can fire arrows that have a Summon V effect – or VI if you limit yourself to a single type of creature, such as a Dire Bear. At L11 you could fire a Summon VI effect, at L13 a Summon VII effect, and at L15 a Summon VIII effect – albeit only fifty times a day. Go ahead. Hit Level 13 and fire arrows that each turn into 1d4+1 Dire Bears on impact. Hit Level 15 and fire arrows that each turn into 1d4+1 Mastodons on impact. Go ahead. You KNOW that you want to shoot bears at people.

I’d probably limit this a bit more –  but I’d probably also allow it. It’s not like I haven’t had plenty of players design characters with even more ridiculous talents and the imagery of having a character rapid-firing angry bears is irresistible.

*Alternatively, you can go the Throwing Master route and Imbue knives or javelins or something and throw bears at people. That works too.

Archers are pretty iconic and have a lot of options. It would take ten or twelve levels to buy all of the stuff on this list – but there’s a trick to that; no playable archer is going to have all of the stuff on this list. They don’t need even half the stuff on this list (five or six levels worth) to be extremely effective combatants. And they’ll have almost all of their wealth-by-level left over to invest in other toys.

The next article or two in this series will probably wind things up – covering Cyborg Street Samurai, Power Armor Troopers, Skillmaster Fighters, Spellslayers, “Drawing Aggro”, Warrior Magics, and the Multi-talented Warrior.

Eclipse – The Advancing Warrior, Part III

This got out of order, so for today it’s fighters with Mounts instead of Archers and Tricksters. Ah well.

The Mounted Warrior:

The first step in becoming a mounted warrior is getting a (preferably either intelligent or combat-trained) mount. The problem here is that normal-animal mounts short of elephants, mammoths, and major dinosaurs have about the same life expectancy on an adventure as Cure Wounds potion – and cost about the same too. That’s why one of my first edition Paladin’s rode a transfomed Brontosaurus. While this does suggest getting “mounts-in-a-bottle” at some small surcharge (Pathfinder’s L2 Carry Companion spell covers this) that doesn’t solve the “easy to kill” problem.

  • The most obvious and easy way is, of course, to take a Companion and – for practicalities sake – stick a +2 ECL Template on it that includes Returning and some boosted speed and self-healing and such to go along with its basic enhancements. This also makes it easy to get an intelligent mount and skip control checks. You’ll have to wait to fairly high level to – say – ride a dragon, but it’s quite possible and you can start out with a decent mount at level one. (12 CP).
  • Leadership, Specialized / only to get a companion that serves as a mount (3 CP) is classic – but you’ll need to wait until level four or more to get anything at all. In practice, you’ll probably have to make do with real mounts until level five or six. Worse, many game masters won’t allow Leadership at all.
  • If you’re using Witchcraft (and if you’re a Fighter, why aren’t you?) you can take Birth Of Flames to create a permanent sixth level Astral Construct (per The Practical Enchanter). That’s about the toughest mount you can get early on, quite customizable (I like to give them Fast Healing and Intelligence so they get Feats), they return after 2d6 days if “killed”, and can be Summoned or Dismissed for one Power point. That’s a fairly impressive – and convenient – mount right out of the box for a mere (6 CP).
  • You can use temporary summons: while most spells aren’t great for combat mounts there’s Hound Of Doom at L3 – just right for an Inherent Spell with +4 Bonus Uses (12 CP). Those are actually pretty decent mounts.
  • If you want to get – say – a little Rune Magic (Summoning) and Mana, Specialized and Corrupted (Probably for Reduced Cost, since if you can talk the game master into Increased Effect you will only need a +12 total to hit caster level eighteen and ninth level effects) / only for Summon Mount spells you can quite easily produce mounts as needed.

Summon Mount (Simple Spell Template):

The general Summon Mount spell closely resembles Summon Nature’s Ally, but it only summons creatures to ride on, offers a considerably smaller (three at each level) selection, and they always show up next to the caster. It does, however, includes appropriate saddle, tack, and harness and the creatures are considered to be well-trained mounts. If you summon a mount one level less powerful than you are entitled to you get two of them. If two or more levels less you get four. Variants on the basic spell include: 1) summons a specific creature (-1 Spell Level), lasts for one minute per caster Level (+1 Spell Level), and lasts for one hour per caster level (+2 Spell Levels). This isn’t a bad route either.

Available Mounts from Summon Mount:

  • L1: Riding Dog (Medium), Equine (Pony/Mule/Light Horse) (Large), Hippocampus (Large).
  • L2: Axe beak (Large), Hippogriff (Large), Heavy Horse (Large).
  • L3: Giant Eagle (L), Pegasus (Large), Large Wolf (4 HD).
  • L4: Dire Boar (Large), Griffon (Large), Giant Scorpion (Large).
  • L5: Manticore (Large), Orca (Huge), Unicorn (Large).
  • L6: Elephant (Huge), Nightmare (Large), Wyvern (Large).
  • L7: Kirin (Large, CR7 version), Mastodon (Huge), Triceratops (Huge).
  • L8: Dragon Horse (Large), Roc (Gargantuan), Young Dragon (Chromatic, Metallic, or otherwise as the GM permits. Usually Large).
  • L9: Androsphinx (Large), Celestial Charger Unicorn (Large), Dragon Turtle (Huge).

Yes, you can vary the list if you like. There are lots of other things you could ride.

Finally, if you want to be really over the top take…

  • Blood Mount: Shapeshift, with the Growth, Dire, and Dragon modifiers, all Specialized and Corrupted for Reduced Cost / the user cannot actually shapeshift, only to allow the user to produce creatures to use as mounts and combat aides (6 CP) plus Extended Creatures Of Blood and Magic Of Blood (18 CP). That will let the user take a number of points of damage equal to the maximum a creature of the Animal, Dire Animal, or Dragon type of equal or lesser hit dice could have to create an obedient creature of that type that will last for the next (Level) days unless slain sooner. Sure, you will need a few Heal spells to do it – but if you’re high enough level, you can make yourself a pack of dragons or something.

So you have a mount. Fortunately, the summarized rules for mounted combat aren’t all that complicated:

  • The mount acts on your initiative, but has it’s own actions, movement rate, and attacks.
  • If it moves, it carries you along, so you can use your movement action for something else.
  • If it charges, you are charging.
  • You can use a standard action to attack someone your mount passes.
  • While you can take a full-round action while the horse moves, you can’t normally make a full attack on a single target – although the rules don’t really say if you can use a full attack to strike multiple creatures along the mounts route. I’d say “yes”, but that’s just me.
  • When the mount moves, it triggers Attacks Of Opportunity on itself, not on you.
  • Being mounted often provides an “On Higher Ground” advantage.
  • Ranged attacks made while the mount is moving are made at -2 per full movement multiplier used (-2 for 1x Speed, -4 for 2x, -6 for 3x, -8 for 4x, and so on).
  • Spellcasting while your mount is moving requires a Concentration check.
  • Lances get a +1 Damage Multiplier on their first attack when used to Charge.
  • If you ride a mount out of a threatened area, it provokes one Attack of Opportunity which may be taken against either the mount or the rider.
  • There’s a bunch of stuff about Ride rolls for various tricks, but you can look that up when you need it. Usually you won’t. In fact, if you’re making a serious mounted warrior you will make sure that you don’t ever need to roll.

Now, as for the basics… in Eclipse, most of the damage boosters, charge boosters, or similar items care if you are on a mount or not. Your extra damage, charge multipliers, and other tricks from the Smasher and Charger paths still work just fine. About the only things that don’t are the things that let you move when they’re triggered. Those won’t work unless you get off the mount because the mount isn’t moving.

  • Natural Rider: Mastery: You can “Take 10″ under stress for (3 x Int Mod, Minimum 3) skills, Specialized and Corrupted / only for Ride. So for 2/3/4 CP you may take 10/15/20. You should be able to just pick what you need to avoid every having to make Ride checks at all.
  • Mounted Caster: Mastery, as above, but only for Concentration checks required for spellcasting while riding.
  • Battle Dance: Blessing, Specialized and Corrupted / only to transfer triggered movement opportunities to your mount (2 CP). With this, for example, if you have the equivalent of Great Cleave available, your mount can take the 5′ steps instead of you and if you have Reflex Training it could be used to allow your mount to move.
  • Shielded Mount: Blessing, Specialized for Reduced Cost and Corrupted for Increased Effect / The user’s Shield Bonus to AC, including any Enhancement, Martial Arts, or other boosts applies to his or her mount while he or she is riding it (3 CP).
  • Legendary Rider: 1d6 (4) Mana with Reality Editing, Specialized and Corrupted for Increased Effect / only for tricks that directly involve your mount, Rite of Chi with +4 Bonus Uses, Specialized and Corrupted for Reduced Cost / only to recharge the Legendary Rider pool above (10 CP). Do you want your horse to gallop up a rolling avalanche? Skip across the bits of rock floating in a mighty river of lava? Appear out of nowhere when needed? Carry you safely through that pyroclastic cloud? Smash down that might adamant door? Stomp on and break the chains holding you? Carry that child to safety through the mountains despite that legion of demons in pursuit? Do you want your Night Fury to breathe down the great dragons throat and set off it’s own breath weapon internally? Then you want Legendary Rider. You won’t be able to pull such stunts more than once or twice a fight unless you upgrade your Mana reserve, but when you really need to do something that’s pretty much impossible, you can pull it off.
  • Finally, of course, you’ll want a good chunk of the Rider ability sequence. It can get expensive, but most Riders will be able to Specialize and/or Corrupt it to reduce the cost – perhaps applying it only to the Astral Construct they got with Birth Of Flames, or to their Animal companion rather than to anything they try to ride (Or, for that matter, pilot). So a character could purchase Rider (roll to negate attacks on the mount), Might (Add the Faithful Steed Template), Psychic Bond (with Calling) (Communicate with and summon your mount), Improved Stable Seating (eliminate all penalties for acting from a mounts back), Battle Dance (add your Wis Mod to the mounts AC), and Spirited III (+30 to the mounts base movement) for a total of (18 CP).

The Mounted Warrior path costs 50-60 CP – about five levels worth of special purchases for our Fighter – if he or she wants the whole thing. That’s expensive – but the advantages of extra mobility, actions, and damage can be well worthwhile.

Character Optimization in RPG’s and Eclipse:

Today it’s an offline question – but it’s very relevant to the latest article series, so I’m sticking it in here:

How do you optimize a character in Eclipse, or in RPG’s in general?

First off, you remember that RPG’s are social events. You “Win” by contributing to everyone having fun. A moment of drama, of defiance, or of inspiration, or even a really good death scene, will be remembered, and can be enjoyed over and over again, for years to come. Good scenes and stories are what it’s all about. Which was most important and still gets remembered and talked about decades later in The Empire Strikes Back? That Darth Vader must have at least a +5 combat advantage over Luke or the “I AM your Father” reveal? The creature bursting out of the victim’s chest in Aliens or your impression of the likely skill bonus provided by the futuristic medical resources that were in use to to try and help him? The challenge rating on the fight with the flying monkeys grabbing Dorothy or “There’s no place like home”? The likely damage done by the proton accelerators in use in the hotel or “He slimed me”? Oliver’s pickpocket training or “I would like some more please”? The burning of Atlanta or “Frankly My Dear I don’t give a damn”?

Jackie Chan may be famous for his fight scenes, but don’t they all blur together?

Game statistics are a framework for your character, but by themselves they are little more than a skeleton. An optimized RPG character for actual play – as opposed to a solitary exercise in mathematics and sourcebook-mining for an “optimization” board – is one that is fun to play and that everyone else who’s playing, including the game master, enjoys having around.

That means that there are two levels to optimize on – the Strategic / Social (making a character that the game master and other players will WANT to have around) and the Tactical / Mechanical (making a character that can contribute effectively).

Not surprisingly, “Strategic” comes first. All Pun-Pun’s “brilliant exploits” are useless if you can’t get him into a game. For that, here are six rules for Strategic Optimization:

  1. You want your character to have a variety of useful, but not conclusive, options applicable to a broad variety of situations. Doing the same thing over and over again – even if it’s an automatic “I Win!” button – is boring. In fact, “I Win!” buttons are ESPECIALLY boring, if only because they tend to shut down interactions rather than getting everyone involved. A character who can contribute in a lot of different situations and help keep the other player characters involved too is far more strategically optimized than one who can only do a few things – even if they are very powerful things.
  2. You want your character to have a strong backstory and a memorable personality – making him or her much more difficult to simply replace with another character. That will often take a good deal longer to develop than the game statistics, but RPG’s usually last for quite awhile. You generally have the time.
  3. You want your characters to be connected to the other characters and willing to interact. While secretive lone wolves are fun to read about, demanding that the other players remember what bits they’re supposed to know about and which are only known out of character is extremely rude. Wanting to go off and monopolize chunks of game time – preventing everyone else from playing – is even ruder (although it’s easier to manage in Play By Post – although then you need to accept that everyone else will have moved on and will not care what you were up to in your solitary side game). RPG’s are social things. If you’re failing to socialize, you’ve already lost.
  4. You want to respect other character’s special niches. Unless you’re willing to play second-string backup to everyone else, leave other people’s specialties alone even if you’re so mechanically “optimized” that you can outshine four or five of the other characters at the same time. If you don’t let other people do their thing, the game will fall apart because the other players will lose interest – and you won’t get to play your shiny “optimized” character any longer. That’s an automatic loss again.
  5. You want your characters to have motivations and ethics. Things that they want to do and accomplish, and other things that they just will not do. The Shadowrun Medic who would NOT participate in Wetwork – and who would warn the targets and try to protect them if the rest of the group was discussing taking such a job – was a lot more interesting than a generic runner who would do anything. Just as importantly… being an actual ethical physician let him maintain a lot of allies and contacts that a character with no ethics would have had a lot of trouble with. That often turned out to be a very valuable niche.
    1. Go ahead. Do things that are extremely dramatic or in-character even if they are not optimally efficient (or even possible) mechanically. Remember that it’s a game and that EVERYONE is there to have fun. Give it a chance and you’ll find that most game masters are quite willing to let the Rule Of Cool override (or at least stretch to the breaking point) the actual game mechanics when you’re having a moment. The rules didn’t really cover it when the Shadowrun Medic found the Slasher’s latest victim – decapitated mere seconds ago – and promptly oxygenated the brain, healed the major blood vessels, supplied blood and nutrients, and started putting the guys head back on. The rules said “He’s dead Jim!” Rule Of Cool voted with biology and said “that might actually work!” – and the fact that the setup was supposed to wind up with the character accused of the crime got tossed right out the window – and the scene turned into “Cops! Good! Lt. Richards, call an ambulance, Leonard, you apply pressure here while I heal this segment… maybe this guy can identify the Slasher!”.
  6. You want to make yourself important to the story in some way so that it – if something happens to you – the game master will have to do extra work to keep the game on track. Perhaps you can provide the exposition, have given your character stacks of plot hooks, be searching for kidnapped relatives and thus driving the “find the bad guys” plot, or you’re linked with a bunch of handy NPC’s that you wrote up, or have taken the mystic oath of service, or are really deeply committed to pursuing the current McGuffin, or are the one providing items and boosts for the party. If you can, be more than one of those things – or provide filler details for the setting. GM’s hate extra work, so this makes your character a LOT safer. There is no protection stronger for any character than plot armor.

Tactical Optimization is what the people on most “Optimization Boards” are talking about. Of course, you can be “optimized” even if the game has no mechanics beyond “your character is good at that” and “you don’t know how to do that” based on your background and description. If you decided to play a hardbitten detective, good with a gun and tough as nails and wrote up a character history and description for that – and the game master opted to run a 1920’s Chicago-based Gangsters game – then you are well optimized for the game. The fellow who opted to write up a history and background for a Peruvian jungle runner probably is not.

That means that there are two basic rules for Tactical Optimization even before we get to the game mechanics – although they overlap into the “Strategic” level a bit.

  1. You want to be competent. It’s fun to watch Inspector Jacques Clouseau, or Cheech and Chong, or the Marx Brothers – but it’s less fun to try and play them, even if you can keep the jokes rolling well enough to make a creditable try at it. You want your decisions to mean something and to achieve results on your own merits – not to have victories handed to you.
  2. You want to avoid becoming the primary target. At it’s most basic… if you open a door and see three men – two of whom reach for knives while the third is bringing up a submachine gun to point at you… which one do you shoot first? Similarly, if one PC demonstrates the capacity to do immense amounts of damage, or is throwing really powerful magic about, or some such… every enemy with any intelligence at all is likely to say “OH @#$%& NO! GET THAT GUY!”. Don’t be “That Guy”. Don’t give the opposition an obvious focus for their efforts. It is much better to be one of the crowd so that individual opponents will be basing their priorities on factors like “who is closer to me”, “I never did like elves”, “somebody else can bash the cleric, I’m going to have a glorious duel with that fighter”, and even “maybe I can duck out while everyone else gets killed”. Being way more powerful offensively than everyone else in the party is asking to die. Worse, if you got that way by building an mathematically-optimized character and shorting the role-playing part… No one will care if your character dies. After all, if that happens you’ll probably just bring in another “optimized” build and the game will continue just the same. Don’t make your character disposable.

Finally, firmly on the tactical level…

  1. You want some decent defenses. Despite d20’s general rule that “The best Defense is a good Offense”, Eclipse includes several limited-use ways to avoid individual attacks or attack sequences – which means that the guy who inflicts five hundred points of damage per round is likely to see what he does be completely avoided or nullified while the guy who inflicts thirty or forty points of damage per round may well wind up being more effective. That’s not worth spending limited-use defenses on when the first guy is around – so those smaller point attacks may well get through while the five hundred point strikes will not. There’s a series of articles on that over here that you might want to look at, but Action Hero (Stunts Variant), Reflex Training (Extra Actions Variant), and Luck are all very helpful. In fact, with Action Hero (Stunts)… you only get a limited number of points per level, but you can generally spend one to simply have something not work against you. That’s pretty much the equivalent of a bunch of “extra lives” each level.
  2. For Offense… at least for offense against important targets rather than swarms of mooks – you want a balance. You have to either settle for being the one who burns through those limited-use defenses or annihilates mooks while other people actually do the damage or inflict hindrances on the important targets or you want to try to strike a balance – enough offensive power to be reasonably effective without necessarily triggering the use of those special defenses. The system isn’t perfect of course, but at higher levels Eclipse is intentionally set up to try to reward cleverness and restraint over mathematically-optimized power.

But I LIKE fishing through rulebooks and trying to mathematically optimize things! You’re leaving me out!

Not at all. There IS a place for that kind of thing in Eclipse. It comes with your character concept – but not really in the sense of what you CAN do. It’s all about what you CAN’T do.

Are you a dashing Errol Flynn type? Master of a Rapier, but knowing little about other weapons? Buy your Base Attack Bonus (Warcraft) Specialized in Melee Weapons Only and Corrupted / Only with Rapiers – both for Increased Effect. Have a +6 BAB with Rapiers at level one for a mere (12 CP). Buy Improved Augmented Bonus / Adds (Int Mod) to (Dex Mod) when figuring Armor Class, Specialized / Only while wielding a Rapier (6 CP). Buy Fighters Tricks (6 CP). Buy Presence (Specialized; only affects opponents you hit with your Rapier, 3 CP) and cause anyone you strike to be afflicted with a Shocking Grasp effect. Look for places where you can make things cheaper by narrowing broad abilities into exactly what you want – either making them more potent or saving points to spend on other tricks.

Low level Eclipse characters can be quite powerful. But they’ll have gotten that way by taking specialized versions of the abilities they want – plucking the low-hanging fruit. Well-optimized Eclipse characters generally don’t increase in power with level nearly as fast as classical d20 characters do. Instead, they usually start broadening their abilities – continuing to use their old abilities while exploring new ones. Sure, that Fencer may buy the Augmented Bonus (Int Mod to AC) to Double Effect instead of half cost and add a second Presence-based “Chilling Grasp” effect – but branching out into Ninjitsu, Illusion Spells, and the ability to strike immaterial creatures makes him far more versatile and interesting to play.

You aren’t playing against the Game Master or competing with the other players. You’re trying to have a good time with your friends. Arguing about the rules, wrecking the game, hogging the spotlight, and similar tactics can’t help you “win”. They can only help you spotlight yet another loss.

And I hope that helps!

If someone wants more on this topic… this article series might help too:

Eclipse: Hiten Raiju, Thunder Warrior

Today (And for a few more times coming up) we have an unusual-for-me request – a weapons expert. I usually tend a lot more towards spellcasters, simply because I can play around with medieval weapons in real life. On the other hand… a genuine weapons expert in d20 is going to have some form of magic to work with anyway; it’s simply too important to ignore.

In this case, I’ll be building this character around using the Guisarme

Why the Guisarme and not, say, the Duom? Or Talenta Sharrash? Or Executioner’s Mace? Or Spiked Chain? Or Minotaur Greathammer? Or Scorpion-Tail Whip? Or various other oddities that have been published at one time or another?

Mostly because almost all of those have serious problems. They’re from Dragon magazine or third party sources (and not allowed in many campaigns), were nerfed by errata or in Pathfinder, have blatant typos in the information on them, have a primary advantage (such as being reach weapons that can attack adjacent targets) that’s easily and cheaply purchased in Eclipse, are exotic weapons with benefits that fail to outweigh the cost of learning to use them, have no prices, come from unique sources that aren’t available in many campaigns,, or simply (and worst of all from my viewpoint) make no sense. The Guisarme, however, is from the SRD, is unchanged in Pathfinder, and actually makes sense – as demonstrated by the fact that it’s a real-world weapon. It’s also got decent damage, Reach and Trip – both of which are quite useful.

You could also go with Falchion, and double up the Reach bonus while eliminating the ability to ignore it and get much the same result with 18-20/x2 Criticals instead of 20/x3 – but that’s less helpful than it seems once Luck comes into play.

Since I find that some visuals and background always help bring some focus to vague requests (“A weaponsmaster who does a lot of damage”), I’ll be pulling some background from THIS character. Just watch out for Inuyashu, Shippo, and Kagome…

Finally, this build won’t be taking the Ubercharger route, or anything similar. Eclipse simply includes too many ways to no-sell single attacks, no matter how overwhelming they are – which means that all the alpha-strike builds are often going to find themselves out of luck. What we want here is a high BAB, extra attacks, a high Base Damage, and a lot of tricks. That way this guy will have a lot of things to do even if someone negates his favorite attack and will get a lot of chances to inflict decent amounts of damage.

Hiten Raiju, Level Two Thunder Warrior

Basic Attributes (3.5 32 Point Buy): Str 16 (18, +4), Int 14 (+2), Wis 12 (+1), Con 14 (+2), Dex 14 (+2), Cha 8 (-1).

Racial Modifiers: Yokai Human: Bonus Feat (+6 CP), Fast Learner, Specialized in Skills for Half Cost (3 CP).

Yokai Humans are naturally attuned to the energies of negative emotions. This translates to a form of Dominion: if they can get enough people to hate and fear them, and are utterly obnoxious villains who commit all kinds of evil acts just for the fun of it, they get Dominion Points based on the area they terrorize. Technically this is Specialized Dominion, and worth 3 CP. Of course, it also comes with a minor disadvantage; Yokai Humans always show obvious signs of their dread heritage, They are widely, and for rather obvious good reasons, distrusted (-3 CP).

Available Character Points: 72 (L2 Base) +10 (Disadvantages) +4 (Clan Duties) +18 (Human, L1, L2 Feats) = 104 CP.

Basic Purchases (68 CP):

  • Base Attack Bonus: +2, Specialized and Corrupted for Increased Effect (+6) / Pole Arms Only, Guisarme Only (12 CP)
  • Hit Points: 16 (L1-2d8, 8 CP)+12 (Immortal Vigor) +24 (4 x [Con Mod + Str Mod]) = 52 HP
  • Saving Throws:
    • Fortitude +2 (Purchased, 6 CP) +2 (Con) = +4.
    • Reflex +0 (Purchased) +2 (Dex) = +2.
    • Will +2 (Purchased, 6 CP) +1 (Wis) = +3.
    • Luck with +4 Bonus Uses, Specialized in Saving Throws (6 CP).
  • Proficiencies: Simple and Martial Weapons (9 CP).
  • Skill Points: 4 SP (4 CP) +20 (Fast Learners. Upgrade Human Fast Learner to Double Effect only for buying Adept Skills (+1 CP), buy Fast Learner Specialized for Increased Effect (Skills), Corrupted / only for buying Adept skills (4 CP)) +10 (5 x Int Mod) = 34 SP.
    • Adept x 2 (buys four skills of choice and four Martial Arts for half cost, 12 CP). All Adept Skills at +5 Base (20 SP), leaves 14 SP left over for other skills.
  • Armor Class: 10 (Base) +4 (Shimmermail) +2 (Dex) +2 (Shield) = 18 (Or more if Shield effect augmented). This is quite variable depending on what Martial Art and Enhancements he is currently using.
  • Initiative: +2 (Dex).
  • Movement: 30′ + 30′ (Enhancement) = 60′.

Usual Weapons:

  • Guisarme: (Storm Fist Style): +13/+13/+8 (+6 BAB +3 Comp +4 Str), 3d8+6, Crit 20/x3, 15′ Optional Reach, drawn as a free action, +2 to Trip Attacks, may use Whirlwind Attack, no penalty for use in tight spaces.
  • Javelin: +7/+7 (+0 BAB +2 Dex +4 Str +1 Martial Art), 1d10+4, Crit 20/x2, 30′ Range Increment 80′, on a critical hit the target must make a DC 19 Fortitude Save or suffer a -2 penalty on Attacks, AC, and Saves and a 20% chance of spell failure for 2d4 rounds. This will not work on creatures two sizes or more larger than the user or who are immune to critical hits. It also looks like the user is throwing small lightning bolts.
  • Shikon Jewel Shard: Two instances of Double Enthusiast, Specialized and Corrupted for Increased Effect (6 floating CP) / only changes once per user, only to buy magical boosts that are in-theme for the character. Basically, this is a 2 CP relic that’s different for each character – although it’s only useful to those who HAVE a magical theme. This brings his Thunder Yokai Ki (see below) into action.

Special Abilities (36 CP):

  • Advanced Improved Augmented Bonus: Adds (Str Mod) to (Con Mod) for HP Purposes, Specialized and Corrupted / applies to levels 1-6 only (6 CP).
  • Grasp Of Sun Wukong: Anime Master, Specialized and Corrupted for Reduced Cost, Pole Arms Only, Guisarme Only. This allows the user to wield a Guisarme that is “one size larger” (well, usually just heavier) than usual (2 CP).
  • Iron Stave Grip: Immunity/the reach of your own weapon (Common, Minor, Minor, Specialized / only for Pole Arms, 2 CP). This talent allows the user to ignore the Reach quality of pole arms when he or she does not wish to use it – allowing them to threaten and attack adjacent spaces with ease.
  • Will Of Destruction: Lunge, Specialized and Corrupted for Reduced Cost / only for Guisarme (2 CP). This useful talent allows the user to increase his or her effective Reach with a Guisarme by five feet.
  • Spirit Of Steel: Immunity/the distinction between weapons and the self (Common, Minor, Major, Specialized in Pole Arms, Corrupted for Guisarme Only, 2 CP). The user’s Guisarmes are an extension of themselves. They are treated as natural weapons and any touch-based powers and “unarmed” combat enhancements or martial arts that the user possesses operate through them.
  • Honing The Blades: Augmented Attack / +2 Damage with Pole-Arms, Corrupted / only with Guisarme (4 CP). This effectively increases the base damage of a Guisarme from 2d4 to 2d6.
  • Demon Ki Mastery: Innate Enchantment: All Spell Level Zero (1/2) or One x Caster Level One x 2000 GP Unlimited-Use Use-Activated (1000 or 2000 GP Base), Corrupted for Reduced Cost / each individual effect requires an specially-crafted token to work .Up to 8500 GP Base Value (6 CP). In theory – at least in 3.5 if not in Pathfinder – this costs 220 XP to activate everything. In this case, I’m going to ignore that since a single adventure a level behind the rest of the party will pay off enough XP to catch that up.
    • Broach Of Defense: L0. Lesser Force Shield (+2 Shield Bonus to AC, x.7 Personal-Only, 700 GP).
    • Buckle Of Might: L1, Enhance Attribute (Str) +2 (x.7 Personal-Only, 1400 GP).
    • Enduring Girding: L1, Immortal Vigor I (x.7 Personal Only, 1400 GP).
    • Ring Of Clay: L1 Morphic Touch (Personal-Only x.7, Guisarme Only, x.5 – 700 GP).
    • Runic Guisarme: L1 Lead Blades (Guisarme Only [raises damage to 3d6], x.5 = 1000 GP).
    • Thunder Bracers: Lo Weapons Mastery: +3 Competence Bonus to BAB with Guisarme (Personal Only x.7 = 700 GP).
    • Void Gloves: L0 Void Sheathe (Guisarmes Only, x.5, no more than (Dex Mod + 1, 1 Minimum) at a time x.8 = 400 GP). The user can put his or her Guisarmes away… somewhere. Don’t ask where).
    • Wind Fire Wheels: Personal Haste (60′ Move, Bonus Attack on Full Attack = 2000 GP).

Morphic Touch (Transmutation 1, Casting Time: One Swift Action, Components V, S, Range Touch, Target Weapon or Armor Touched, Duration ten minutes/level, Saving Throw None. Lets you make the weapon or armor touched look however you like. For armor Max Dex increases by one and Armor Check Penalties are reduced by two. Weapons can be drawn as a free action and may be used in confined spaces without penalty.

  • Lung Ki: Shaping, Specialized for double effect (Cantrips) and Corrupted for Reduced Cost / only for weapons magic tricks, requires the use of a rune-inscribed staff (or pole-arm shaft…) as a focus (4 CP).
    • Reflex Training (Extra Actions Variant), Specialized and Corrupted / only to “cast” weapons magic tricks, requires the use of a rune-inscribed staff (or pole-arm shaft…) as a focus (2 CP).
    • 1d6 (4) Mana with the Spell Enhancement Option, Specialized and Corrupted / only for spell enhancement, only to enhance shaping-based Weapons Magic Tricks (2 CP).
    • Rite of Chi with +4 Bonus Uses, Specialized and Corrupted / only to restore the spell enhancement pool, above (4 CP).
      .
      Lung Ki allows the user to work weapon-enhancing spells of up to level three as supernatural abilities – albeit not very many of them beyond level zero during any one fight.

Sample Level Zero Effects:

  • Call Weapon: an unattended weapon leaps into your hand from up to thirty feet away as a swift action.
  • Fast Draw: a weapon on your person appears in your hand as a swift action.
  • Mend Weapon: A swift-action Mend that only works on weapons.
  • Weapon Blaze: Cause your weapon to glow as a free action, gaining a +2 Circumstance Bonus on Intimidation and Feint attempts.
  • Wind Weapon: You conjure a normal weapon for one minute as a swift action.

Sample Level One Effects:

  • Adamant Strike: Weapon acts as Adamant for one minute.
  • Deafening Clang
  • Fancy Footwork: Gain +5′ Natural Reach for one minute as a swift action.
  • Magic Weapon
  • Master’s Parry: Block 15 points of incoming damage as an immediate action.
  • Sudden Strike: Make a single attack at your full BAB as a swift action.
  • Sweep: As per Burning Hands, but Force Damage.
  • True Strike
  • Warding Blade: Weapon functions as per a Shield spell.
  • Whirlwind Strike: A standard action, otherwise as per Whirlwind Attack.

Sample Level Two Effects

  • Death Blossom: A standard action, as per Whirlwind Attack with +10 reach.
  • Eldritch Weapon II (The Practical Enchanter)
  • Grandmaster’s Parry: Blocks 25 points of incoming damage as an immediate action.
  • Guardian Stance: Weapon provides a +6 shield bonus to AC and negates magic missile attacks.
  • Litany Of Warding
  • Storm Of Blades
  • Whirling Blade
  • Whirlwind Kata (as per Protection From Arrows).
  • Winged Step. Cast as a Swift Action, for the next one minute per level you may take a move action as part of a full attack action.

Sample Level Three Effects:

  • Eldritch Weapon III (The Practical Enchanter)
  • Greater Magic Weapon
  • Lightning Dance: Cast as an immediate action, gain +3 AoO for the next minute.
  • Paragon Defense: Weapon provides a +7 Shield Bonus to AC and negates Magic Missile attacks.
  • Paragon Parry: Blocks 35 points of incoming damage as an immediate action.

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Skikon no Tama Shard Power: Thunder Yokai Ki

  • Thunder Yokai Ki uses the same basic structure as Lung Ki, but shapes Storm Magic effects instead – allowing the user to employ his or her Guisarme to project blasts or balls of lightning, call up fogs, hurl blasts of wind, and many similar tricks. Not surprisingly, you can also learn Fire Demon Ki, Healing Hand Ki, and lots of other variants. All of them use different focus items and work independently.

Thunder Clan Storm Fist Style (Str):

Surprisingly enough, the Storm Fist style is a gentle one – albeit it generating a bioelectrical display that is incredibly obvious to everyone nearby. Even the weather seems to participate, often providing dramatic bolts of lightning to backlight the user or punctuating his attacks with dramatic crashes of thunder. Of course, when you’re “blows” are often electrical arcs, the speed of your physical movements is often irrelevant.

  • Requires: At least a +2 Melee BAB, Yokai Blood.
  • Basic Techniques: Attack 4, Power 3, Defenses 4, and Strike.
  • Advanced And Master Techniques: Improved Trip, Improved Disarm, Reach, and Whirlwind Attack.
  • Occult Techniques: Storm’s Fury (Inner Strength), Thunderbolt Strike (Touch Strike), Lightning Stride (Vanishing), The Living Storm (Wrath, Electrical).
    • Known Techniques (5): Power 3, Reach, Whirlwind Attack

Thunder Clan Roving Wind Style (Dex).

The wind passes over the earth, and the earth knows it not. No man knows from where it comes or where it goes, it leaves no tracks. It travels where it will, for none may harm it. Practitioners of the Roving Wind Style touch but lightly upon the earth and set down no roots. They seem to drift lightly away from attacks, traveling where they will without harm.

  • Requires: Dex Mod of +1 or more, Light or No Armor.
  • Basic Techniques: Defenses 4, Toughness 4, Synergy/Stealth, and Synergy/Survival,
  • Advanced And Master Techniques: Expertise (Trade Attack Bonus for AC), Instant Stand, Mighty Blow, and Mind Like Moon.
  • Occult Techniques: Inner Strength, Healing Hand, Ki Block, and Light Foot.
    • Known Techniques (4): Defenses 3, Mind Like Moon.

Thunder Clan Lightning Bolt Style (Str)

Given how common the power of Flight is among the Thunder Demon Tribe, it is little surprise that the Clan has an art devoted to hurling missiles (Javelins) against their foes. Given the egotistical nature of the Yokai… it is also not unexpected that the style relies on the power of a pair of Talismans – Bracers Of Hurling that grant thrown weapons the range of a bolt from a Light Crossbow and a Tulthara (Javelins) lets the user have a small thunderbolt / javelin appear in his or her hand whenever he or she wants one.

  • Requires: Use of Charms and Talismans (in this case provided by a World Law since there seem to be very few basic d20 magic items about).
  • Basic Techniques: Attack 4, Power 3
  • Advanced And Master Techniques: Mighty Blow (Automatic Trip on a critical hit), Expertise (Trade up to -5 AC for up to +5 Attack Bonus), Augmented Bonus (Adds Str Mod to Dex Mod for attacking with Javelins), Blinding Strike (target must save on a critical hit or suffer penalties).
  • Occult Techniques: Inner Strength x2, Wrath (Fire), and Ki Focus (+4 Strength).
    • Known Techniques (5): Attack 1, Power 2, Augmented Bonus, Blinding Strike

For his fourth style… how about Dungeon Crasher? That’s quite handy sometimes.

Equipment:

  • Talismans: Shimmermail, Bracers Of Hurling, Tulthara (Javelins).
  • Charms: All-Weather Cloak, Amulet Of The Stallion, Captain’s Torc, Diplomatic Sash, Foothold Boots, Sculptor’s Smoke, and Sealed Helm.
  • Otherwise Hiten has several rune-enscribed Guisarmes to focus his power, a nice outfit, and few bits of basic supplies (food, water, rope, etc) stashed around his person, and a rather nice house. He rarely carries money. Why bother? He takes what he wants from the local peasants.

Hiten is already a formidable damage-dealer and (if he’s running the proper enhancements) a fairly good battlefield controller. He needs a few more levels and tricks to fully handle that role – but that’s sort of inevitable for a level two character. In fact, if he draws on his weapons magic he can already pull stunts like Charging and then going into a Whirlwind that covers a 15′ radius – not all that often, but he CAN.

Of course, he’s also pretty heavily optimized for many games – but physical fighters often need all the help that they can get.