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 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.

Valdemar D20 – Part I

Today it’s a question about Mercedes Lackey’s Valdemar / Velgarth setting – how to build Heraldic Gifts and Companions in Eclipse D20.

The first thing to remember about the Valdemar / Velgarth setting is that – like the vast majority of fantasy novels and novel series settings – it’s a low-magic world.

What’s that you say? Most of the major characters have magical gifts?

Yes. Yes they do. Yet there are large groups that have very little magic. Magical devices are extremely rare, and what magic there is tends to be low powered, at least by d20 gaming terms.

For example, we have Healing Magic / Gifts (Psionic Magic). What can be done with this?

  • Resurrection from a centuries-old fragment of bone? No.
  • Raise the recently dead? No. Gods can do it, but, they generally aren’t protagonists and they don’t hand out this kind of power; it’s a special miracle.
  • Instantly wipe away major wounds? No.
  • Instantly Neutralize Poison? No.
  • Instantly Cure Blindness, Deafness, or Disease? No.

In Velgarth the most powerful healers can accelerate natural healing, slow the progress of poisons while looking for an antidote or treatment, and bolster the bodies resistance to disease. Maybe they can do some equivalent of vaccinations. They can usually compound and administer medicines, although that’s training not magic. In the books, even with healer assistance, recovery from major injuries can require months. Plenty of people suffer long-term crippling effects.

In D20? Any injury you can survive will generally heal completely, and without any complications, scarring, or long-term effects, within a week, even without any help beyond – perhaps – applying some bandages. In d20 terms, the most powerful mystical Healers in Velgarth simply have a reasonable bonus on their heal skill.

There are excellent reasons why most fantasy fiction limits things that way – and it’s not just so that injuries are actually threatening hindrances to the characters (although that is another reason) since it tends to apply to all magic.

It’s because every time you introduce another magical power, you need to keep track of it. You need to consider it’s effects on the setting. You need to out-think all your readers, because if that power could be used to solve a problem that you put in later, then a lot of readers will wonder why it wasn’t so used. After all, if they could think of using it (even at leisure and under no stress) why couldn’t that spellcaster who’d devoted much of his or her life to the study of magic think of it under pressure?

You certainly don’t want to wind up considering the ramifications of a level fifteen d20 Wizards spell load-out, or even a Sorcerers. Sure, you can have major magical events – but they’re going to be the result of divine intervention, or ancient megawizards, or otherwise safely out of reach of the main characters. Just like that continent-spanning magical cataclysm that apparently even the gods cannot just step in and stop and all those magically-spawned species.

In d20 terms… you generally don’t want anyone to have even reasonably reliable access to Raise Dead, Heal, Plane Shift, Polymorph Other, Create Undead (at least not with anything less than MAJOR rituals and fetch-quests), Teleport, easy Scrying, Awaken, Battlefield Spells, Bestowing Curses, Werecreature Transformations, Mass Burrow, Call Avalanche, Call Nightmare, Cloudkill, Commune, Contact Other Plane, Contagious Touch, Control Winds, Dimension Door… The list goes on and on. All of those effects can easily wreck plots and foul up your setting.

What you want is very limited access to a modest selection of level five and six effects via major rituals limited to near-archmagi, well-organized teams of lesser ritualists with access to major sources of power, and to cheaters calling on dark powers and blood magic that the heroes won’t want to use.

  • REALLY powerful grand master mages may have access to a modest selection of level three and four spells – carefully leaving out most of the more problematic effects.
  • Master Mages can have access to a lot of the second level stuff, although any given mage will usually only actually know a limited part of whatever is available. The kind of stuff that generally isn’t all that multipurpose, is effective but not overpowering, and only affects a limited number of targets at a time. That gives them some pretty amazing super powers without making them unmanageable in the story.
  • Journeyman Mages get access to most of the first level stuff – although any given Journeyman will probably only know a dozen or so notable spells.
  • Apprentices get Cantrips – the level zero stuff. In a low-magic setting that’s still pretty impressive. Summon water in the desert? Remain buoyant in a storm? Produce a knife when you’ve been disarmed? Create light in the darkness? Start a fire with wet wood in the freezing cold? Mitigate pain? Stop someone from bleeding to death? All potentially lifesaving,

So now that we know what we’re looking for, it’s on with the details.

The first detail is the magic system from the Vows and Honor trilogy. It involved…

  • Mind-Magic – personal psionic powers that were generally inborn. Noted as being used in Valdemar, up north.
  • Life-Energy Based Magic, which was later divided up into Personal Energy Magic (used by Apprentices and up), Ambient Magic (used by Journeymen and up), Ley Line Magic (used by Masters and up, dangerous if you weren’t talented enough to use it), and Node Magic (Used by Adepts, fatal if you weren’t talented enough to use it). Most user’s were limited by their (mostly fixed) level of Mage-Gift / Natural Talent / Ability to Sense Magical Energy and by their level of Training.
    • Blood Magic was a variant that wasn’t so limited. It didn’t even call for Mage-Gift, since you knew that – when something died – a big burst of power would be there to harvest and use. Of course, since things die all the time, contributing their energies to the ambient level – which flowed into ley-lines and nodes – all Journeymen and up used some level of blood magic. Personally I always wanted to see a blood-mage healer, who lived by a slaughterhouse and said “What? That’s the way my powers run! Why shouldn’t I use the life energy released by the slaughtered cattle as well as eating them? They’re dying anyway!”.
  • Otherplanar Magic involved exchanging favors with the creatures of the four Elemental Planes, the “Ethereal Plane” (roughly equivalent to d20’s “Positive Energy Plane”; it’s creatures – fey like things and possibly the “Tribal Totems” that were brought up later – could not be compelled or bound, but would trade), and the Abyssal Plane (roughly equivalent to d20’s Negative Energy Plane, the home of demons and abyssal elementals. They could be compelled to serve with raw willpower or bribed with evil acts and blood sacrifices).
  • Low Magic, which apparently used the “natural” magical properties of herbs and such. It seemed that “High Magic Constructs” were especially vulnerable to such countermeasures because it showed one character that Scholars were very useful to have around.
  • Priestly Magic was basically “any of the above” with a religious theme or asking the gods for minor miracles – which were fairly commonly granted. The gods tended to respond if you were in their service or desired to enter it and what you asked for was sensible and reasonable, even if they sometimes demanded a price for it.
  • There were also adept-duels over adept status (how this worked was never really explained).

The vast majority of that was quietly dropped quite quickly. There are a few mentions of elementals and demons later on, and not-quite-divine Tribal Totems granting some powers got mentioned, but that system had too many undesired real-world “occult” associations and was far too complicated to keep up with. We never even really got to see what kinds of magic otherworldly creatures might provide outside of assisting in combat against other such creatures.

If you want to include otherplanar magic in your version of Velgarth, you’ll probably want a version of the Shamanic Magic package:

  • Path of the Dragon / Shaping (Specialized: only as a prerequisite, 3 CP)
  • Path of the Dragon/ Pulse and Heart of the Dragon: The user may make pacts with, and call upon the services of four of the seven different types of Elemental Spirits, channeling their powers into the physical world. Pulse of the Dragon brings in one spell level worth of magical energy per round, while Heart of the Dragon allows it to be shaped into level one effects. Corrupted: The user must call on the six types of elemental spirits for magic other than Spirit Sight and Spirit Contact effects. Each type of spirit may only be called on for a total of (Cha Mod + Level/2) spell levels worth of magic before the user must rebuild his or her “pool” of “favors”. Fortunately, if the user fails to manage a spell for some reason, it doesn’t use up any of his pool of favors. Specialized: The user may only renew such “pools” slowly. The user regains [Cha Mod + Level/2] points per day through minor rituals and respect for their spiritual patrons. They user may also regain [Cha Mod] points by:
    • Fulfilling a special request from the Spirits. For example, fire spirits might want the user to arrange a fireworks display, while water spirits might want a spring cleaned out and purified. The user may simply ask the GM each day about possible tasks; there will usually be two or three available, but there’s no guarantee that any of them will be even remotely practical.
    • Enacting a ritual in honor of some type of spirits. You might sit out in a storm meditating on it’s power for a night in honor of the air spirits, burn rare woods, incense, and oils in honor of the fire spirits, or conduct a religious ceremony in honor of outer-planar spirits.
    • Promising to undertake a later mission for the appropriate group of spirits. It’s wise to take a few rounds to find out what they’re going to want you to do, but sometimes people are just desperate.
    • Talking the spirits into it. This requires 1d4 hours of quiet meditation and a DC 18 Diplomacy or Knowledge/Religion check and can only be done once per day.
  • In any case, the saving throw DC’s against such effects are based on the user’s Charisma and they overcome magic resistance with a roll of (1d20 + caster level + Cha Mod). Exorcisms (“Turning”) are L2, creating minor supplies costs 1 SL/2 GP and is permanent, and counterspells are always specifically tuned, requiring a spell of only (target spell level – 2).

This has a base cost of 24 CP, 8 CP after being Specialized and Corrupted to reduce the cost. As the character goes up in level he or she can spend another 8 CP to turn the Specialization from “Halved Cost” to “Doubled Effect” and call on the spirits for second level spells – and still later, another 8 CP to turn the Corrupted modifier from “Reduced Cost” to “1.5x Effect” and get third level spells. Unfortunately, that’s as far as you can go with this on Velgarth.

I usually say that…

  • Air spirits deal with Intelligence, Movement, Thought, and Divination.
  • Animal (Totem) spirits deal with Shapeshifting, Enhancements, Senses, and Adaption.
  • Positive Energy spirits deal with Charisma, Purification, Truth, and Life.
  • Negative Energy spirits deal with Strength, Negation, Death, and Compulsion.
  • Earth spirits deal with Constitution, Plants, Healing, Binding, and Stasis.
  • Fire spirits deal with Dexterity, Light, Energy, and Transformation.
  • Water spirits deal with Wisdom, Animals, Absorption, and Emotion.

This system was dropped before it showed what the author thought was appropriate, so you’ll have to either go with my ideas or come up with something. There’s no canon to go on.

Divine Powers aren’t worth discussing, simply because they are literal miracles, are in no way under the protagonists control, and bail the characters out of impossible jams however the plot demands. Characters don’t USE them, they get used BY them.

Partially under this category we have the Heraldic Companions – magical spirit-horses that choose the Heralds of Valdemar, boost their powers, and provide both transportation and companionship throughout the series.

So what do we know about Companions?

Well, they’re horses. Intelligent, constantly bleached-white, horses with pretty hooves, some special powers, and memories of prior lives – but physically they’re basically horses. As for those special powers…

  • They draw on magical energy to be far more enduring and heal more quickly than normal horses. Of course, everything in d20 is more enduring and heals more quickly than any normal creature. Maybe they’ve got the Tireless ability (6 CP / 1 Feat), or they could just have higher-than-normal Constitution scores.
  • They’re mostly reincarnated ex-Heralds or fragments of divine powers. They understand various languages and have various skills from their prior lives, even if they can’t speak or use most of them with hooves. Some books say that they have the Gift of Tongues, and can understand things spoken in any language – still without being able to talk to humans. They don’t admit this though. We’re told in early books that many of them can’t communicate with their Heralds at all except when first bonding with them or through the use of a deep trance – but in later books the notion that they have trouble communicating becomes less and less prominent, and they start mentally communicating with anyone when they need to. That’s not too surprising since writing mute characters is a horrible nuisance.
  • They can inflict laser-guided amnesia on their Heralds and possibly on others to keep their true origins, their semi-divine-messenger status, and other bits of troublesome or socially-distorting information secret. Why? Because it would ruin the setting if the people in it ever started to put all the clues together and making the primary characters all selectively stupid on the details about the most important things in their lives makes for lousy storytelling.
  • Some Companions have claimed to have known from the beginning what partnering with a given individual would lead to. On the other hand, Heralds and companions often seem to die in stupid and readily-avoidable ways. Others have to do a lot of hunting for their partners. This may be a comforting lie told to Heralds, or it might be a special power of individual Companions, but it certainly isn’t a general ability.
  • They travel more quickly than horses. Mostly they’re just fast and enduring, a very few seem to use a short-range teleportation effect to speed up even more. On the other hand even those few never seem to be able to just bypass hazards or simply teleport to where they need to be even if it’s quite nearby. They don’t even dodge attacks with a Blink effect. Their “teleporting” is only for faster out-of-combat overland movement. In d20 terms this is just a boost to movement. It can’t be too big a one either; Valdemar is not really that huge, and allowing Companions to cross it in a day or twos easy run (Say twice the speed of a horse, kept up for twenty hours since they are effectively tireless… five hundred miles a day would be quite possible) messes up the stories quite a lot. You could cross a CONTINENT in a week that way, much less a rather small and isolated kingdom.
  • They normally live as long as their Herald does – although none of them in the books have partnered up with anything but humans. Would they live as long as an Elf? Who knows?
  • Some (Most? All?) of them can feed energy to their Heralds. This may explain why a Heralds Gifts tend to get stronger after they are chosen by a Companion. On the other hand… most Gifts are fairly minor things. Sure, you can point at Lavan Firestorm – but his greatest achievement was losing control and spewing enough fire around in a (highly flammable) pine forested mountain pass to start a big forest fire, killing both himself and the enemies who were trying to get through. So… Fireballs and maybe a few Walls Of Fire? It should be no surprise that we’re back at level three and four effects again.
  • They have some way of picking good Herald-prospects – decent people with at least a little psionic potential who will be of use to Valdemar. It can turn out badly though, so this is hardly infallible. It could even be a disadvantage; “bound to destiny” is very, VERY, much a thing in the setting. Trying to implement that in a game where a bunch of unpredictable players are doing things instead of a single author? That won’t work so well.
  • The bond with their Herald is so vital to them that they will die if they must repudiate their Herald or he or she dies. This is loosened up a bit for Grove-Born Companions, but then they seem to be direct divine emissaries anyway. Those are kind of expected to break the rules.
  • They may be somewhat magic resistant.
  • They’re generally a bit better all around than a normal horse. In d20 terms, that’s probably slightly boosted physical attributes.
  • They may have individual mental powers, but most of whatever they had as a Herald does not seem to automatically carry over.

And… that’s about it. And while they HELP their Herald, they’re freewilled and independent. You don’t get them with a Feat or as a class feature. They picked you – and that isn’t exactly an unmixed blessing.

You have been selected by a Companion to be a Herald Of Valdemar! You will be supported by the crown and nobody will care how randy you are, but you will have no free time and will almost certainly die young doing something stupidly heroic! Really experienced Heralds are very rare!

Eclipse and Skill-Based Partial Casters II

And for today, it’s another offline question…

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

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

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

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

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

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

So first up…

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

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

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

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

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

Unskilled Magic:

  • Whatever-it-is you’re trying to do will cost 2 Mana (“Points”) per level of the effect – half of which is wasted and a quarter of which goes into random side effects.
  • The Casting Level equals the user’s level or (Int/3 + the effect level), whichever is less.
  • The maximum level of effect which can be produced equals the user’s base Will save bonus or (Wis/3), whichever is less.
    Keeping the side effects down to displays and inconvenient effects (rather than dangerous ones) requires a Cha check at a DC of ([2x the Mana used] + 6). The side effects are always up to the Game Master

 

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

Just for fun, you can give these individual names:

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

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

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

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

Lets now throw in…

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

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

After that, they’ll need…

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

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

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

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

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

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

Gaming Harry Potters World IV – Demographics Of Wizarding Great Britain

Due to various interruptions, things are a bit behind – so I’m going to be back-posting and playing catchup for a while.

And for today it’s a question about a Harry Potter article (and II and III) – and why it assumed that the Wizarding Population was fairly small.

Eh, I think the Weasleys existence is at least a strong indication that this isn’t actually the case. The Weaselys have like half-a-dozen kids within less than ten years of each other, and it certainly isn’t treated like a ludicrous freak of nature for that to happen.

There’s also a more or less expected number of siblings and such in the Harry Potter books, which seems like isn’t something that would happen in that case.

Honestly, I get why you are making that claim, but it certainly doesn’t seem to be the case.

-Jirachi386

Ah, the Weasleys! Proof positive that Wizards often have extremely large families! After all, there were seven Weasley children (or possibly more, given that books for kids probably wouldn’t mention any deaths in early childhood).

Actually, due to most terrible black art of all – mathematics – a careful look shows it to be the other way around.

  • We’re straight out told in the books that the Weasley tendency to have large numbers of children was considered quite abnormal. We may not like Malfoy, but no one in the books argues with his statement.
  • According to the Weasleys themselves: “We’re the biggest blood traitor family there is.”
  • According to Sirius Black: “The pure-blood families are all interrelated. If you’re only going to let your sons and daughters marry pure-bloods, your choice is very limited; there are hardly any of us left.”
  • Pottermore tells us, with emphasis, that there are a lot of Weasleys – while actually showing a fairly small family. Importantly, we’re told that, for the last couple of generations, the Weasley children have all been male. Arthur Weasley was one of three brothers, two of them were killed in the first wizarding war, leaving no descendants. So a family of two adults and seven children with no cousins… is one of the biggest wizarding families.
  • We’re also told that, while the current generation was technically pureblooded (all grandparents being magical), the Weasleys were proud of their relationship to interesting muggles. According to Ron Weasley “Most wizards these days are half-blood anyway. If we hadn’t married Muggles we’d’ve died out.”

So the Weasleys, with seven kids, are apparently on the outer end of the bell curve of wizarding family size.

How does that compare with Muggles from a similar cultural period, back before overcrowding, urbanization, and such (which don’t seem to be much of a problem for Wizards and Witches) started reducing the muggle birth rate?

  • According to the census records, the average American woman in 1800 had seven to eight children.
  • I used to live down the street from a farmer with eleven kids, and that family wasn’t particularly unusual.
  • One of my great-grandmothers had twenty-one children, most of which lived.
  • The greatest officially recorded number of children born to one mother is 69 – to the wife of Feodor Vassilyev (b. 1707-c.1782), a peasant from Shuya, Russia. In 27 confinements she gave birth to 16 pairs of twins, seven sets of triplets and four sets of quadruplets. (The man then had 18 more children by his second wife. We know that 84 of the 87 lived).

Similarly, we have all those Pureblooded houses which are almost extinct. How does that happen? There should be endless collateral branches to inherit even if something happens to the direct line of descent. That’s why everyone with even a trace of Northern European ancestry can claim descent from Charlemagne – and why almost everyone in Eurasia can claim descent from Genghis Khan (and many, MANY, millions can claim both). Normal family trees expand – yet we are explicitly told that Wizarding family trees tend to vanish.

Even given the smaller sample size, which narrows the trailing edges of the bell curve, if seven kids is an exceptionally large family… then something is very seriously wrong with magical families ability to reproduce.

So what other evidence do we have on the size of the Wizarding population?

Lets look at Hogwarts.

Hogwarts was built to be a Wizarding school in 990, and has not been extensively rebuilt, or there would not be unknown pipes in the walls big enough for a large snake and bathroom facilities dating back to the founding that contain undiscovered secret passages (although some magical remodeling to get that modern look seems likely). There may have been magical expansion – but it is strongly implied that the magical population when the place was built was enough to call for a sizeable school. Since that school is still sufficient, the magical population cannot have expanded too much.

The muggle population of England has increased by a factor of thirty since 990 – and when the school was built there were enough muggle-born mages for Salizar Slythern to have considered them a problem. Thus, if there are not now very large – in fact, utterly dominant – numbers of muggle-born wizards, then the percentage of kids born to muggles who turn out to be wizards has decreased drastically over the last thousand years.

At the most basic, if wizards were successfully reproducing themselves, their population growth should be keeping pace with the muggle population growth. That would mean that – when Hogwarts was founded – there were only about a hundred magic-users in all Great Britain, and (since wizards are stated to live longer than muggles) only 1-2 magical kids per year. Hogwarts would have had about ten kids in attendance (not per class, in total across all seven years). That’s not enough to make four houses or to call for a huge castle is it?

Maybe a lot of modern wizarding kits were home-schooled, and therefore Hogwarts did not need to be expanded?

But the books tell us that “Attendance is now compulsory for every young witch and wizard. That was announced yesterday. It’s a change, because it was never obligatory before. Of course, nearly every witch and wizard in Britain has been educated at Hogwarts, but their parents had the right to teach them at home or send them abroad if they preferred.”. So J.K. Rowling flat-out tells us that home schooling was permitted, but was not a significant factor.

Hogwarts is telling us that the Wizarding population may have increased, but not all that much – nothing like the degree to which the muggle population has increased. That is reproductive failure. If pureblooded houses are dying out, that is reproductive failure. The Wizarding World is not producing enough kids to sustain itself (if it was, the muggle-born would be extras and the population would be rising sharply) and the muggle contribution is dropping.

Interestingly, there may be some on-the-job education, but this implies that magical doctors and such are considered ready to go into practice at seventeen or eighteen years old. Magical Great Britain has no colleges. Medieval standards again.

What about the rest of the country?

Great Britain’s magical community has…

  • One medical hospital – which also seems to serve as magical Great Britain’s psychiatric hospital, medical research center, and long-term care facility. Even if we take it that magical cures are often a lot better than mundane ones, we know that the First Wizarding War left a fair number of long-term patients in care. And yet there’s only one facility.
  • One prison / torture chamber / Dementor holding area. Perhaps most punishments are simply fines? But they were locking up a fair percentage of the Death Eaters – the army on the other side of a civil war.
  • One irregular medieval street of small shops, apparently mostly operated by individual magical craftsman – which seems to be the only magical shopping center in Great Britain. Given that what few companies are mentioned also seem to have their offices there it apparently serves as the business district as well. It has one major entrance – through a small classical tavern. It doesn’t even look like it’s been updated in centuries. Real estate there is apparently relatively cheap through; Weasleys’ Wizard Wheezes was able to open there for less than a thousand galleons – less than seven thousand dollars for a prime bit of real estate in the business district.
  • One absolutely vital supply, that every Wizard and Witch needs and thus is an absolutely vital national resource – wands – with no mention of their being more than one supplier, and that supplier being an elderly craftsman (presumably with a family that helps out although this is never stated) who interacts with his customers personally, who takes a good deal of time to make each sale, who’s shop is not particularly busy even during the start of school when young wizards and witches are coming in for their wands, and who seems to remember each customer and each wand he’s sold. The shop, incidentally, has apparently been in operation on the same spot (“Established 382 BC”) for more than two thousand years.
  • One Night Bus, which apparently serves the entire country and isn’t particularly crowded. Admittedly, adult wizards have a lot of other ways to travel – but still; ONE.
  • One extremely amateurish newspaper – which does little or no actual investigation, has no apparent professional ethics, has very poor editorial control, is manipulated by the Ministry of Magic, and which operates out of a single office in Diagon Alley. There is also a notable conspiracy-theory “paper” (The Quibbler) put out by a single nut case – and which is apparently the most widely read alternative newspaper in Wizarding Great Britain.
  • No banks. The Goblins have a “bank”, but you’ll note that it keeps it’s customers money in locked personal vaults. There’s no investing or centralized bookkeeping. It apparently charges fees for protecting your money rather than paying interest. There is no mention of loans, stocks, bonds, or any other modern financial implement. It’s a medieval money-changer and safety-deposit box renter writ large. The wizarding world does not have anything like a modern financial system – and it’s currency system seems to be run by the Goblins, not by Wizards and Witches. The Goblins are just letting the Wizarding World use their monetary system.
  • One small hamlet outside of Hogwarts which is specifically noted as being the only wizards-only settlement in Great Britain.
  • One legislative group. The Wizengamot is supposed to have about fifty members – and being a member is not a full-time job or Dumbledore couldn’t be Chief Warlock and still serve as Headmaster at Hogwarts. It apparently serves as the legislative, executive, and judicial (both civil and criminal) system for all magical Great Britain. It’s apparently the current incarnation of the medieval Wizards Council – so it’s likely mostly full of the heads of old wizarding families. Quite a lot of it’s members are supposed to be extremely elderly too (and are likely semi-retired from all but the most important sessions). So an effective body of somewhat less than fifty part-timers is handling everything.
  • When it comes to Sports, there are thirteen recognized Quidditch Teams (for a total of 91 players plus possible, but not noted, alternates in Magical Great Britain) – but there’s no indication of what it takes to qualify as a recognized team. After all, England (not Great Britain, just England) has more than 7000 recognized mens soccer teams of eleven plus alternates that compete each year in the formal system. That’s not counting womens teams (which compete separately) – and there are plenty of teams that aren’t in the leagues, adding up to well over a hundred thousand players. Ninety-one confirmed serious players of the worlds most popular sport… is not very many.
  • An unspecified number of Aurors, who seem to serve as law enforcement, court bailiffs, magical investigators, prison guards, and the national military. So how many might there be?
    • They could be fought effectively by a group of death eaters small enough to gather in a field.
    • They have only one division.
    • According to Minerva McGonagall, no Auror had been taken on by the Ministry of Magic for three years prior to 1995 – so we have a national police and military force that didn’t hire anyone for three years.
    • They work out of one floor of a single building, where everyone has their own cubicle.
      • For comparison, Muggle Great Britain has an active military force of more than 150,000 people, and about half that many reservists – not counting law enforcement, court duties, investigation, and prison guards. They hire tens of thousands of people every single year.
  • The Hogwarts Express runs between Kings Cross and Hogsmead and seems to imply a substantial society. After all, laying rails and building a locomotive and cars is not a small project – but Pottermore strongly implies that the Wizards stole the train (and possibly the station for it) from the muggles. Given the way the Night Bus travels, and the train only making six runs a year, it can probably arrange to use existing tracks – so you’d only need a spur line. It’s not that big a problem.

There really isn’t any way around it; if you accept the information from the original books there aren’t enough Wizards and Witches in Great Britain to make more than a very small town – and their society is still using facilities that – in many cases – have not been significantly expanded or updated in hundreds of years. Given that that population is fairly well spread out… If they didn’t use the Floo Network, Portkeys, Apparition, and other forms of magical fast travel they wouldn’t have a society at all.

Given the lack of new infrastructure, their population has – at best – remained mostly static for many centuries, while the muggle population has boomed. Since there were enough Muggleborn wizards around for Salizar Slythern to worry about them, and yet they do not now dominate… the percentage of magical children born to muggles must have dropped enormously. We are directly informed that the pureblooded houses are dying out. Half-bloods may be doing all right for the moment, but the decrease in overall contributions from the majority population will eventually catch up with them as well.

An ongoing reduction in frequency in the general population is the textbook definition of a subgroup that is headed for extinction.

Personally, I am not sure that Wizards and Witches aren’t mostly parasitic – giving even the “good guy” families a reason to remain hidden. Would you put it past the Malfoy’s in (say) the 1500’s to simply move into an estate, obliviate or eliminate the few muggle claimants, set up a muggle-keep-away ward, and just take over? And after that… there are no apparent taxes, the maintenance is handled by house-elf magic and their own charms, and the only major expenses are occasional new clothes (is there any reason why house elves or spells won’t fix those too?) and food (or could they or the house elves just steal that from local muggle shops and farmers?). After all… Wizards don’t seem to build or produce much save for kitchen gardens, handicrafts and the occasional slapped-together house.

As for getting money… are we really sure that they don’t just take it or charge knowing muggles for occasional magical services? “Psychic” and “Spellcasting” services are popular in the real world. I think they’d be even more popular if you sometimes got real (if non-obvious to maintain secrecy) results.

For an example…

Number 12 Grimmauld Place, was formerly a handsome Muggle townhouse built in London. At some point, an early member of the wizarding House of Black coveted the beautiful house and managed to “persuade” the original Muggle occupant to leave, and put the appropriate spells on it.

-JK Rowling on Twitter

Even with the nicer families, once they marry into a family with some money (easy), the statute of secrecy virtually requires them to erase the household from all muggle records and put up keep-away charms. It would explain why so many magical facilities seem to be in old muggle buildings.

For that matter, the Ministry of Magic is known to the muggle prime minister and is tied to the muggle government. Are we really sure that most of their clerks and functionaries aren’t employees of the muggle government, paid to keep the wizards from causing trouble? It would certainly make a lot of their policies seem more sensible and explain where their budget comes from.

Overall there are a LOT of reasons presented in the books as to why the Wizarding World is fundamentally a very small place – and only one or two spots (the description of the construction of the world cup quidditch arena being the main one) that offer contradictory evidence. It being a literary work rather than something we can really observe… we are pretty much stuck with going with the preponderance of the evidence – and that is VERY heavily (or overwhelmingly) weighted towards there not being that many wizards.

And that is why that article assumes that the Wizarding population is pretty small. It doesn’t really address “why” – perhaps the Potterverse only has a limited amount of magic, so there will always be roughly the same number of wizards (and other magical creatures) in England no matter what. Perhaps muggleborn are less likely to get one of those “slots”, but when they do the potential wizarding kid never gets conceived or is stillborn. Maybe it’s just a “dying magic” universe, with a slowly-decreasing chance of magical beings reproducing and of creatures being spontaneously born magical. Who knows? All we’ve got to look at are the results.

Infusions Of Curses in Eclipse

And for today, it’s a question – along with a bonus answer from a regular visitor.

What would be the mechanical representation of taking the Energy Infusion ability (Eclipse, p. 61) where the “energy” in question was maledictions look like? I’m honestly not completely sure what that would represent from an in-character standpoint (other than seeming like a cool idea), but insofar as mechanics go, all I can think of is that it would turn penalties from curses like bestow curse into bonuses (though I’m not sure what type). But for more creative curses that don’t have flat penalties, I’m less certain. For that matter, while the opposite energy would probably be “blessings,” that’s also hard to find a mechanical representation for. The bless spell just grants a morale bonus, after all.

-Alzrius

That probably doesn’t make sense. The malediction spell template seems to basically create an intention and outsource the actual magic to a bunch of malicious spirits of spite and revenge, and then they work their magic based on that – so there is no ‘energy type’ involved. The closest one could get is something like Major Privilege / Spirits of Vengeance favor you, giving you the favor of curses. Curses are blunted or even possibly redirected when wielded against you, due to your status amongst them. Alternatively, you could just be talking about the ‘unholy’ bonus type, which is countered one to one by sacred bonuses.

-Jirachi386

That idea would be a bit of an oddity in baseline d20 wouldn’t it?

Jirachi386’s “Major Privilege” idea would certainly be interesting – although I think I’d throw in “Favors” with the spirits of malice to go with being Favored by the Spirits Of Vengeance. That way you could be a spiteful master of curses who cannot readily be cursed and who can call down curses against his or her enemies. A very interesting low-level villain design there! Curse the party to blackmail them – promising to use more favors to remove the curses once they accomplish your goals – or terrorize a village with your spiteful curses without necessarily possessing much other magical power. That way a low-level party could readily defeat you, but would then have to find a way to deal with the curses you called down upon them as you did it – and with no actual spellcasting involved, those curses would be fairly difficult to stop.

The infusion could just represent something like “being a malevolent entity empowered by cruelty and malice” or even being a curse-spirit of some sort (on the theory that you can’t curse a curse or a creature that’s a source of curses). That might be fun – give a non-corporeal creature Presence, Specialized and Corrupted for Increased Effect (Bestow Curse) / only works when an attacker actually “draws blood” to represent a being which was more or less MADE of curses, and so basically “bleeds” them as it is damaged. This would be a rather weird variant on the classic “is at least partially made of energy X, and so is immune to damage from energy X” version, but I could see it working. That’s another monster that would be a serious menace to low-level types, since they’d have a hard time getting rid of even basic curses. Against higher-level types it would be a good softener; even the most well-prepared party is rarely equipped to remove a dozen curses in the time between defeating some minions and confronting their boss.

Actually getting benefits from being cursed is trickier, simply because curses tend to be cheap, powerful, and semi-permanent problems for player characters to deal with – and converting that combination to Buffs without some major limitations tends to wreck the game unless you make some excuses to restrict it to villains (which is, at least, fairly plausible this time around). If a curse just provides a sudden rush of energy, I’d use Inherent Spell (Specialized for Increased Effect / only triggers with an incoming curse effect) to get “Heal” and/or some other selection of boosting spells (although that may well never come up at all since players rarely use many curses). If it’s long-term… something like Innate Enchantment (effects depend on what curses have been flung at you recently) would probably work best. That way a Curse of Weakness would give you a mild (and paid for) boost to Strength rather than just getting someone to curse you with -6 (for you +6!) to each attribute and going on from there.

Blessings are a bit tricky for exactly the same reason. Legends of High Fantasy has a mechanism for them (they are of limited effectiveness and occupy a Charm or Talisman slot), which also turned up under Generational Blessings (in the do-it-yourself Charms and Talismans series) – and I suppose you could use the Talents system in The Practical Enchanter or Siddhisyoga to represent acquiring various blessings without disrupting the game – but perhaps the most accurate representation would just be “you only actually gain levels beyond (say) three when you receive a blessing from a higher power”. That means that non-heroic characters remain low-level and subject to mortal limitations, that Kings do indeed rule by divine right, and that Clerics, Druids, and Paladins are likely to have a major influence on the setting since they’ll gain levels much more readily than less well-connected magi, fighters, and rogues. If you’re boosted by curses, perhaps an innate version of Rite Of Isis (The Practical Enchanter) would work for a temporary power boost.

Now, if you want to elevate “Curses” (and presumably “Blessings” or “Destiny”) from “a name for certain long-lasting debuffs, crippling effects, or setting someone up as a target for malevolent beings” up to being a force of nature in their own right, that’s going to have notable effects. With Curses and Blessings (or perhaps Cooperation and Selfishness?) as opposing elemental forces – rather like positive and negative energy – “good” and “evil” no longer have a unique claim to having a natural elemental expression with positive and negative energy – and might well take second place to other philosophies. Perhaps the cooperative groups sharing blessings have their natural opposite in the selfish groups weilding curses to weaken their targets. The selfish ones will likely be weaker overall – explaining why the lands are dominated by cooperative groups – but can easily concentrate their power to overwhelm and raid isolated cooperative groups. Those nomadic tribesmen are indeed a curse upon the civilized lands!

This will also require reassigning a few spells to a new subschool, making cursed creatures and the use of curses much more common, establishing a mechanism for Blessings*, and possibly restricting positive and negative energy effects. You might, for example, have Undead be powered by Curses and substitute various forms of curses for most of their negative energy powers. Of course, the reward for that work will be a thoroughly unique campaign, full of unexpected rewards and challenges. It would probably be well worth it.

*As far as “Blessings” go, to refer back to an older article that discussed a variety of possible alternative “treasures” to reward adventurers with. Among other options it had…

Benisons: While ever-increasing heaps of treasure are awkward, blessings are very classic, are about as easily portable as it’s possible to get – and do NOT accumulate endlessly in a party. For example:

The monasteries and priests of Ridmarch will remember their rescuers in their prayers and ceremonies for centuries to come – and, since prayer, priests, and gods have direct and obvious powers in most fantasy worlds, benefits will accrue to those being prayed for. Perhaps they will be better protected from injury (increasing their armor ratings or gaining more “hit points”), they might gain the benefits of a low-level priestly spell effect as needed a few times per week, or they might gain a small bonus to virtually anything else. Secondarily, their souls cannot be possessed or imprisoned for long because the prayers of the faithful shall win their release.

Similar results might be obtained through the blessings of some local godling or spirit. Perhaps the spirit of a sacred grove will grant the gift of communicating with birds or some such – or the valor which empowers the Eagle of Ridmarch will come to the parties aid in some future grave emergency.

Of course, if such a Benison fails, it’s a sure sign that you have to go to the rescue again to get it back – the good old “your magic item has been stolen” plot without having to bother stealing an item and without frustrating the players; if something has gone wrong with a Benison, they know where to go – and what, in general, they have to do – to get it back (or perhaps even to get it back with further improvements).

Benisons can also scale with the characters development. After all, the more important you are in the world, the more attention its supernatural denizens are likely to give you – and you may well do the source of your Benison further favors, thus earning additional enhancements. Even failing that, characters may become better at focusing or channeling such gifts. Why shouldn’t practice help with supernatural blessings just as well as it helps with combat, stealth, casting spells, and other adventurous talents?

Thus a Benison may grow with a character, and continue to be of value throughout his or her career.

In general, it’s best to go with small enhancements as opposed to powers and more active aid for Benisons; a slow progression towards becoming a mighty hero is usually better than a rapid rush towards demigodhood – and a selection of “+1’s” and “+2’s” doesn’t clutter up a character sheet nearly as much as things like “gains the benefits of a first-level priestly spell with a caster level of 15 three times a week whenever the player decides that this benefit should be invoked”.

More esoteric benefits – such as the bit about “immunity to soul imprisonment” – may rarely come up, but the game master should make sure that they do at least once, and preferably in a very dramatic fashion.

Game masters who wish to keep careful track of how much “treasure” the characters have accumulated should just count Benisons as magic items. They fact that they can’t readily be stolen or cancelled is neatly balanced by the fact that you can’t pass them around, give them up, or trade them. (If you’re calculating values in d20, The Practical Enchanter is good for that).

And I hope that helps!

D20 – The Feather Pouch

How would you price a magic item that functioned like a supply pouch, but could only be used to make feather tokens?

-Alzrius

Well, looking at 3.5 and Pathfinders various Tokens, we have…

The Seafarers Tokens:

  • Anchor (50 GP). Ok, you have a sturdy anchor. Very handy to keep your ship off a reef or from going down a whirlpool, but most ships come with anchors – and if that sort of thing came up all that often no one would use ships anyway. Cheap enough that characters who do a lot of sailing can afford to keep one or two on hand for emergencies.
  • Fan. Makes or reduces winds at sea, 200 GP. Highly specialized, but handy when needed to get you through a storm or something. If you happen to be a dedicated sailor – a merchant or pirate perhaps – go ahead and make it unlimited uses (x40) thrice per day (x.6) for 4800 GP. That’s a bit expensive, but virtually always having a fair wind can be worth a LOT to a sailing ship.
  • Swan Boat. Just the thing for if you have to pick up King Arthur or get up to six characters, their horses, and a couple of hangers-on across some water or need a boat to escape a sinking ship. Cheap at 450 GP if you happen to need it – especially since a roughly equivalent craft is usually priced at about 10,000-12,000 GP and those aren’t self-powered. Go ahead and make it Unlimited Use (x40) once per day (x.2) = 3600 GP. Not as versatile as a Folding Boat, and only once per day instead of folding and unfolding as you wish, but half the price. Seems about right.

Situations where these will be useful come up reasonably often when the player characters are out at sea, so these Feather Tokens – or upgraded versions – may be a wise investment for characters in that situation.

Primary Tactical Tools:

  • Tree. The grand prizewinner amongst the current Feather Tokens. I fairly often see these used. A huge tree will block any reasonable corridor, bridge a chasm, provide safety from non-climbing threats, supply more than a thousand cubic feet of oak to work with, can be dropped on things, and – at a mere 100 GP – can provide impressive “proof of your power”. If the game master is generous, you may even get a nice crop of edible acorns at the right time of year. Go ahead. Buy a Pouch Of Reforestation (each time you reach into it up to once per round you may pull out an acorn that will grow into a mighty oak a few moments later) for a mere 4000 GP (40x the base cost). Call it 5000 GP if you want a wider choice of trees. You know you want to. Be Johnny Appleseed!

Just Interesting:

  • Bird (300 GP). OK, it only carries a message – but it has potentially unlimited range and duration and travels unerringly. Send it to “my fourteen-year-old (yet unborn) great-grandson”? Send a warning to whoever recovers the Dread Mask Of Doom? Promise service in return for a resurrection to “whoever finds my bones”? Last will and testament? Deliver the secret weakness of the Dread Dark Lord to the next hero to confront him? Time capsule? Send someone some Explosive Runes?That probably isn’t rules-as-intended, but it’s certainly potentially interesting. Get it once a day for 2400 GP and exchange letters with your wife/business partner/whoever every day. It would be a bit more expensive than Sending Stones and probably wouldn’t cross planes (unless perhaps there’s an open gate available) – but you can send messages to anyone instead of just to whoever has the other stone. If you send a LOT of messages, you might even want the 12,000 GP unlimited-use version. Bird tokens quite arguably see a lot less use than they probably should.

Lesser Tactical Tools:

  • Floating Feather. This provides one minute of flight for 450 GP. It’s slow flight, but a few of these can completely reverse a tactical situation at lower levels. Perhaps worthwhile in emergencies, but you are much better off spending 800 GP on an Amber Amulet Of Vermin (Giant Wasp), which can get you a minute of flight every day OR fight for you.
  • Sky Hook. Way cheaper than an immovable rod at 200 GP, but a lot less effective than a simple Rope Trick spell – which holds a lot more weight, offers a hiding place, and can rise up, rather than being limited to what you can reach. Sure, a basic one-shot Rope Trick talisman would cost 300 GP – but I’m pretty sure that most GM’s would agree that those limitations would cut the cost by more than a third. I’d peg it at 100 GP personally, considering that a one-shot Feather Fall Talisman (which is, for some reason, not available as a Feather Token) is only 50 GP.
  • Tar And Feathers. This is a bottled Glitterdust spell at 600 GP per use. Yes, that’s handy – but there are a lot of ways to get a one-shot second level spell and a standard one-shot spell talisman would only cost 300 GP. A Scroll is only 150, a Wand is 90 GP / Charge, and just CASTING the thing is basically free. It’s not exactly a rare spell. This really isn’t worth the cost.
  • Whip. It only lasts an hour and only does nonlethal damage, but it’s free attacks at a decent BAB. It can be quite handy tactically, especially if you set it up to try to “grapple” anyone coming at your spellcaster, but at 500 GP it’s sort of marginal. Basically this looks like Spiritual Weapon with an Extended Duration (10 minutes/level or one hour, L3) which would have a base cost of 750 GP for a one-shot item – but Spiritual Weapon bypasses Damage Reduction and Incorporeal creatures and offers a lot more variety, easily justifying the reduced cost. I’d get it in a wand or something personally.

These don’t see a lot of use, but every so often someone will pull one out. I can’t recall ever seeing anyone picking them as primary options though.

Useful Once In A Blue Moon:

  • Campsite, OK, it sets up a nice campsite – but even at best this is simply replacing a part of a survival check and most of the time it has no actual effects at all. Perhaps you want to bluff that you are settled in for a long stay or something? It’s certainly not worth 500 GP anyway. It’s probably not worth 50 GP. 10 GP would be more like it. Learn a bit of Hedge Wizardry or Witchcraft if you want this.
  • Catapult. It’s a basically ineffectual weapon that calls for an operating crew and a heap of special ammunition (which is NOT provided). It’s not even properly defined (Pathfinder has Light and Heavy catapults, but no “Standard” catapults) – and apparently no one has ever cared about that discrepancy enough to provide errata for this particular talisman. Secondarily, catapults are grossly overpriced, since they usually only take a day or two to throw together. Any decent archer build is far more effective even at rather low levels. Just skip this one. Sure, it’s only 400 GP, but you’re much better off getting another wand of Cure Light Wounds. You’re pretty well guaranteed to use THAT.
  • Lance. 150 GP to have a hold-out +1 lance that only lasts for one minute. Where are you riding a warhorse or other battle-trained mount to (in itself a huge lethal weapon) that you ALSO need a holdout weapon? And why isn’t it in your Haversack if you do need one? Now, if you summon your steed when you want it, you might want to get a once-per-day variant on this (1200 GP) so you can break out your valiant steed and mighty lance in the midst of any social event, tavern, or boarding action – but I find it hard to imagine a setting where this sort of situation comes up all THAT often.
  • Ram. It’s a big iron-covered log that takes a crew of ten to use and is far, FAR, less effective than a single character with an adamantine dagger. Which you basically pay 500 GP to rent for a day. I suppose you could use it to prop up a ceiling, or drop on someone, If you drop it from – say – five hundred feet up on a wooden ship it will probably go right through the bottom. On the other hand, you could just buy five Tree talismans instead. Or perhaps a once-per-day Tree Talisman for 800 GP.
  • Siege Tower. This is basically “instant fort” – but it only lasts an hour and costs 1000 GP (half as much as buying a real one). Of course… player characters are usually on the offensive, when they are besieged it usually means that they’re defending a town or something and the situation will either last a lot longer than an hour or call for defending a lot more people than will fit into a siege tower. In either case… they probably want wall spells (Wall of Wood in particular) and spells like Secure Shelter are in order. So, one-shot Wall Of Wood (L4), only to make a “Siege Tower” (x.5), only lasts for an hour (x.5) at Caster level 10 (which should be plenty) – which gives us 500 GP. So the price is a bit high from the “stored spell” viewpoint (Especially compared to a Scroll) – and who wants to tie up 1000 GP waiting for a situation that may well never come up?

And that’s it for the Feather Tokens, at least if you aren’t delving into third-party stuff – and even then they’re fairly rare and are generally very specialized.

Second Edition had a much wider variety of powerful feather tokens. To judge from the few that haven’t changed though, the pricing has dropped drastically. For some examples (listing similarly diminished prices):

  • Bird: Could drive off hostile avians (with no stated apparent upper limit) or serve as a transport vehicle equal to a colossal roc. Either way, good for one day (Probably about 600 GP in 3.5).
  • Bridge: Created a bridge of force (as per wall of force), up to seventy feet long. The bridge lasted for one day or until the user dismissed it (Probably about 100 GP in 3.5)
  • Key: Permitted passage through walls, gates, and doors, opening a passage like a Passwall spell, eating it’s way through gates like acid, unlocking, unspiking, unbarring, and unchaining doors, negating traps, wizard lock, and hold portal along the way. Glyphs of Warding and Symbols were not negated, but were safely revealed. This required one round and the opening was permanent until physically repaired (Probably about 400 GP in 3.5)
  • Spoon: Became a hearty plate of food that replenished itself until 4d4 medium-sized beings were fed. The food stayed warm and palatable, and could be covered and carried for long periods or distances without spoiling. The plate was edible, as well; a single bite of it neutralized all poison in the eater’s body, dissolved rot grubs harmlessly, and cured the rotting disease of a mummy (the only disease it affected) (Probably about 200 GP in 3.5).
  • Finger: When pointed at any visible location (in midair and aboard vehicles works fine) and commanded “There!” this token teleports the user and whatever he or she is wearing or carrying there, instantly and without error (Probably about 200 GP in 3.5).

Ah, for the good old days! Back when magic had to be found and when you could be sure that, if you got a Bird token, soon enough you would either desperately need to either cross the continent in an evening or would have to get by an endless swarm of flesh-devouring birds for your final assault on some evil wizards dark tower.

So to answer the initial question… The simplest way to make a Supply Pouch that only produces Feather Token effects is just to convert them to spells. A Supply Pouch that is limited to “selling” the following eighteen spells gets a x.4 multiplier, replacing the x.8 multiplier in the existing price computation – so effectively half price.

  • L1) Anchor Ship, Feather Fall, and Make Camp.
  • L2) Create Tree, Glitterdust, and Sky Hook.
  • L3) Enduring Spiritual Weapon, Favorable Wind, and Fly.
  • L4) Faithful Messenger Bird. Produce Catapult, and Produce Ram.
  • L5) Passwall, Summon Boat, and Summon Chariot.
  • L6) Heroes Feast, Siege Tower, and Wall Of Stone.

All, of course, are obtained at the usual (Spell Level x Caster Level x 10 GP) cost for purchasing spellcasting services drawing on the Feather (Supply) Pouches 750 GP allotment – so if you use any of the higher level effects you won’t have much left over.

  • Now, if you just want a supply pouch that only produces actual feather tokens… You’ll want the Epic Level Pouch at half price (as above, but only for purchasing feather tokens), but the “double base cost” modifier on buying magical items will still be in effect This will cover the cost of the most expensive Feather Token – the Siege Tower – but not by much. On the other hand, this version will allow you to build up large supplies of feather tokens over time and hand them out to the rest of the party. I thin it will be  bit expensive for what you get, but it certainly works.

Personally, you could also take:

  • Feather Mage: 1d6 (4) Mana with Reality Editing, plus Rite Of Chi with +4 Bonus Uses, Specialized and Corrupted for Reduced Cost or to refuel the pool for such / only to create Feather Token effects (up to 400 GP: 2 Mana, up to 1000 GP: 4 Mana) (6 CP). This Feat – or one point Relic – will allow the user to pull out a half-a-dozen currently standard Feather Tokens effects a day. This is cheap – in part because, while I’m sure than anyone who takes it will constantly find ways to use it, there will rapidly come a point where a character will have better things to do than to mess about with Feather Magic.

And I hope that helps!