Eclipse and Spirits II – Spirit Summons

For today it’s the rest of an answer to an old question – how to adapt a first edition metaspell (a spell that can be cast at various levels to produce a variety of effects) to current d20 games. The “Eclipse and Spirits” article was part one, and now it’s time to cover the specific effects.

Spirit Summons calls a deceased spirit to the prime material plane. The spirit is anchored there through a link with the casters personal life force, and so must return to it’s own realm shortly after the caster dies or releases it from its bond. Occasional exceptions do occur – but usually involve a spirit bonding with some other person. Otherwise, spirits may remain as long as they please. The spirits which can be called vary with the level the spell is cast at, as given below. Unlike most spells, this one can be cast at any desired level with various effects – but only by necromantic specialists; the user must integrate the basic spell formula with the study of his specialty to use the advanced forms.

Adapting Spirit Summons to current versions of d20 presents a dilemma. First Edition AD&D – with its completely arbitrary spell lists for various classes and specialists, and emphasis on the rarity of spells, and various other occult restrictions, had no problem with spells that offered permanent benefits – just as it had no problem with a fighter drinking from a magical pool and having their strength increase by two equally permanently. Current d20 games generally have far less room for this sort of thing; the stress has shifted from the party to individual characters – and thus “character balance” has become important. To maintain that balance any special character upgrade other than level advancement must come with a commensurate cost.

Since Spirit Summons is pretty obviously a Metaspell it has a known, fixed, cost – one feat or six character points. To figure out whether or not this works, lets look at what it does…

L1: Guardian. Guardian spirits are usually those of ancestors and friends. Already possessing a close tie with the caster and wanting to come, these spirits are easy to summon. Guardian spirits are quite immaterial, command minor psychic powers – and are only visible to their summoner. The character may have up to (Chr / 3) guardian spirits. On the other hand, they can be very annoying, since they WILL harass you, make small requests, and offer unwanted advice.

Guardian Spirits are simply Spirits with an existing interest in you and your well-being. That connection with you makes them easy to reach, to link with, and to anchor to the material world. They usually use the Spirit Template straight, although they (like any spirit) may have invested a few more points in Witchcraft. In other words… this gets you a small squad of (exotic) NPC Aides.

L2: Mentor. Mentors are spirits with similar interests and skills, who want to continue their studies and/or pass on their lore. On the other hand, they have been known to pose bizarre tests, and often have obscure goals of their own. Still, a “mentor” can be excellent teacher and trainer. You only get one mentor.

Mentor Spirits use the basic spirit template (although they very often know a little more witchcraft since they’re usually higher level), but happen to be extremely interested in same topics that you are and are already quite knowledgeable and willing to act as a teacher. That (very literal) sympathetic link lets you contact them – but you only get one because trying to follow that kind of again will just lead you back to the most suitable candidate; the mentor you already have.

In current edition terms, this kind of Mentor is simply an NPC aide.

L3: Lesser Spirit. These are minor spirits which can possess small animals, act as scouts, or animate a dead body. While they have very little power, they can make good servants. A necromancer can keep up to Chr/2 lesser spirits hanging around. Lesser spirits are just those who don’t want to lose touch with the world.

“Lesser” spirits are generally spirits of simple, brute, urges – fading remnants of more sophisticated spirits, or the residuum shed by spirits moving on. They can be drawn in by sympathy with the caster’s own base, material, urges since physicality is one of the things that they value most. Lesser spirits can control animals of up to “small” size, animate corpses of up to medium size, and bring back simple reports about the area nearby.

In current edition terms… “lesser spirits” are spirits with very simple urges and a couple of specialized witchcraft talents to indulge them with – Possession (small animals only, but cheaper to use) and Hand of Shadows (Only to “animate bodies”, but cheap).

L4: Mediumism: This allows the caster to hold a classic seance – calling up a specific spirit who hasn’t any interest in him. This usually requires expending some PSP, especially if the spirit actively doesn’t want to come or wants to refuse to talk or answer. A personal relic or possession helps, acting as a PSP focus.

Mediumism is pretty classic; you use an indirect link – a personal possession or an individual with a link to a spirit – to contact it. Of course the spirit you reach may or may not be cooperative.

So… in current edition terms you can get in touch with an NPC, and even demand their attention – although they’re quite free to resist, be rude, lie, or even ignore or attack you. If you happen to have the proper psychic powers you can try to force them to answer you. The only exotic element here is opening a link to them because they happen to be dead.

L5: General Spirits. While these are given a more “solid” form then lesser spirits, these are basically just people – servants, men-at-arms, and so forth. While they can’t really be slain, they can be disrupted, and will take several days to recover from that. A single necromancer can maintain up to (Chr/3) such “servants” in his employ. General spirits must be called as known individuals, using some relic of their physical lives.

At this point your arcane power is sufficient to embody spirits who don’t need bodies with much of any power-handling capacity, shaping shells for them out of raw ectoplasm. Thus if you liked cake, and had Bob the Baker’s old cap, you could summon up Bob the Baker to make cakes for you. Theoretically you could summon a powerful mage if you had a relic of them – but if they tried to use any of their powerful magic, they’d just blast themselves back to the outer planes – so there’s no point. If all you want to do is talk, and you have a link handy, you can just use Mediumism.

In current edition – or at least Eclipse – terms… you have some ordinary followers who happen to have Returning (they come back as long as you’re around to call them), and so can be hauled along on adventures readily. If your cook gets “killed”… well, he, she, or it will be back to make those tasty meals again in a couple of days.

L6: Spirit Sage. Spirit Sages are simply experts in a field chosen by the caster. Essentially, he is now powerful enough to call up someone with a specific set of skills and knowledge without any other link. This can be very useful in getting advice and such, but the lack of a link means that “sages” always leave in very short order after the consultation.

Spirit Sages take a lot of skill and power to contact because the caster is using a very tenuous link indeed – his or her interest in some problem or piece of information that the “spirit sage” happens to have a good knowledge of. Of course, once you get that information your interest fades – and so does the link, dismissing the Spirit Sage.

In current edition terms… this is more or less “I burn a sixth level spell slot to consult with a knowledgeable NPC”, which seems reasonable enough.

L7: Greater Spirits: “Greater” Spirits are specific individuals, and often powerful ones. They can be give physical bodies to act through, or can go forth on their own as potent wraiths. They will commonly want something in exchange for their services. The necromancer can maintain up to (Chr/6) greater spirits in his employ.

“Greater” Spirits are contacted using nothing more than their name for a link. They’re usually known as “Greater” spirits because no one bothers to use seventh level magic to contact the spirit of Bob the Generic Innkeeper. It’s always the spirit of a deceased emperor or something. Such spirits often have considerably greater powers of “witchcraft” than the spirits of ordinary folk, and so can be quite dangerous if displeased.

In current edition terms, these are higher-level spirits with a specialized version of the “Apparition” witchcraft power (likely among others) – allowing them to take physical form, and thus to use their skills and combat abilities as well as Witchcraft.

L8: Channeling: This application allows the caster to tap the power of a spirit and channel it through himself. It’s wise to contact and bargain with the spirit first.

Classically this is used for things like allowing the murdered king to strike back at his killer, to let a long-dead mage cast some powerful spell, or to temporarily use some power you don’t have by calling on a spirit that does have it.

In current edition terms… you’re basically getting in touch with a spirit and allowing it to partially possess you. And yes, that can be a very bad thing if it doesn’t like you much. Still the Possession ability (Advanced Witchcraft) is pretty common amongst more powerful spirits, and no one bothers with this with Bob the Generic (Whatever) unless (perhaps) it’s a role-playing bit where you use your mighty powers to let Bob make contact with his sad grandchild or some such – and for that you don’t need much power.

L9: Possession: The pinnacle of spirit summoning lets the caster summon up a spirit and place it in a truly living body. Note that damned spirits are extremely trustworthy. The necromancer’s link with them is all that’s keeping them out of hell.

In current edition terms… “hell” isn’t an especially onerous fate for dark spirits; it’s really just an obnoxious pyramid scheme. What you’re really doing here is getting some reasonably loyal spirit-minions with the “Possession” power specialized for long-term use.

Overall, in current edition terms, this metaspell includes getting a lot of spirit-minions and either two spells – “Contact Spirit” and “Channel Spirit” – or some ritualistic talents. As a metaspell it costs 6 CP or one Feat. Can we do something comparable another way?

As it turns out, we certainly can. Take Leadership, with the Exotic Modifier (Spirits), Specialized / relies on the user’s ability to cast higher-level spells, spirit followers only, followers can be temporarily banished in various ways and must thereafter be resummoned, followers are individualized NPC’s and are not always all that cooperative (3 CP) and either two spell formula (Contact Spirit and Channel Spirit, 2 CP for those who prepare spells, 4 CP for spontaneous casters) or Ritual Magic, Specialized and Corrupted for increased effect (can be fast)/spiritualist rituals only, rituals require burning spell slots for power (3 CP). Now, Leadership would require you to be of a slightly higher level at first, but this version calls for a high level of magical power to get the really useful followers – which seems more than fair.

Depending on whether or not you’re a spontaneous caster, and just how you buy it, that package costs 5, 6, or 7 CP – which is certainly comparable to the 6 CP cost of a Metaspell. Ergo, the price is fair enough presuming that the game master is allowing characters to take Leadership. If not… then Spirit Summoning should probably be on the forbidden list as well, since it does almost exactly the same thing.

Forging the Runesmith

English: Original caption: "Hands off! To...

Raise Dead? A good thing I upgraded!

Today we have a question from Alzrius regarding Lerandor’s Rule and the Runesmith Build.

  • According to Lerandor’s Rule, anything that can be done with magic can be done with basic spells; it simply takes at least two specialized spells of level “N” to duplicate the effect of a spell of level “N+1”.
  • The Runesmith takes advantage of Lerandor’s Rule to build up high-level effects out of low-level component spells – thus gaining access to magical effects of higher level than he or she could normally attain.

Looking this over, I’m slightly confused as to where some of the rules regarding runesmithing are coming from. While the total number of cantrips that can be used per day is a function of specializing Heart of the Dragon, that doesn’t seem to be the case for the rule that they can only hold (Int mod) pre-set spells (I’m also curious if that means pre-cast cantrips, or full spells formed from multiple cantrips).

More dramatic is the limitation that Spellcraft checks must be made to successfully runecast spells. This and the above limit on pre-set spells seem to be limitations that were made up whole-cloth. In and of itself, that’s not surprising for Eclipse – as it’s part-and-parcel of specializing and corrupting abilities – but those two limits specifically don’t seem to be part of any sort of cost-reduction or ability-enhancing uses of specialization or corruption.

-Alzrius

Since the answer is far too long and complex for a comment, here it is as an article…

In this case those two restrictions aren’t really a part of the build; they’re simply extrapolations of Lerandor’s Rule (under the far more general rule of “you’re only allowed so much cheese”).

Lets say you have an unlimited supply of make-up-your-own cantrips – and an equally unlimited supply of use-activated “add metamagic; give a cantrip up to a one hour delay with a simple trigger condition”.

That’s mildly expensive, but fairly readily doable.

OK: in an hour you could cast 600 cantrips – enough to build up to a level nine spell effect under the simplest interpretation of Lerandor’s rule.

Of course, this also implies that you’ve very very quickly – and CORRECTLY, or at least workably – broken down that ninth level effect into 512 precisely-ordered steps, spontaneously designed and built (“cast”) 512 little magical mechanisms designed to be chained together to produce the final effect in six seconds each, and cast all of them in sequence without making any error of any kind along the way.

That really does seem a bit much to assume – but two basic limits spring to mind;

  1. Considering that all your steps interact and feed into each other, there’s obviously some limit on how many steps / subspells you can keep in mind at a time. That’s pretty obviously a function of Intelligence in game terms – but (Int Mod) is too few; no one would bother with the technique if all it got you was access to spells one or two levels higher than usual at great expense and difficulty. There are plenty of other – and often better – ways to do that. Allowing (Intelligence) steps works considerably better; getting access to spells three (eight subspells) or four (sixteen subspells) levels early is a substantial boost – enough to be worth the character-point investment considering that this system allows access to any spell effect that the game master is willing to permit at a given spell level.
  2. It’s generally assumed in d20 that there aren’t any ordinary errors in spellcasting. No one ever makes the wrong gesture while casting a Fireball and has it go off right at his or her feet unless there’s some sort of external interference (armor penalties and interruptions requiring concentration checks come to mind) – and, even then, spells normally just fail. On the other hand, d20 spellcasters are normally only dealing with one spell at a time – not trying to juggle a dozen or more. Getting all the steps in order and right is going to be pretty tricky – probably calling for a rather difficult spellcraft check.

Neither of those problems really apply to characters who are actually researching specific spells to chain together; they have plenty of time to find and correct small problems and unforeseen interactions – but spontaneous spellcasters really should have some trouble.

As for the Runesmith’s specific problems…

  • The limitation on “hanging” spells is fairly straightforward; those aren’t prepared spells; they’re chains of small spells a lot like chains of dominos. Their initial key will probably be a gesture or word – each of which should be unique (to prevent accidentally triggering multiple chains at one time), associated with a particular spell, and something that you’re very sure will not be set off by accident. You also don’t want any identical segments in two different chains; that risks setting off the next spell in a differing sequence – guaranteed a spell misfire, since the preceding spells in that sequence will NOT have been properly triggered. They might even be set off by external activity which too closely resembles a trigger condition. Ergo the limitation to (Int Mod) preset chains. Of course, since a chain may well include sixteen lesser spells, the (Int + Con) cantrips per day limit usually takes precedence. Thus this will really only affect higher-level Runesmiths who have bought off large chunks of their limitations – in which case they can just buy Augmented Bonus or an Immunity to get around the limitation.
  • The Spellcraft check is there to represent problem #2. It’s actually fairly easy to get around; buy a specialty, augmented bonus, a specialized skill enhancement feat, or luck (for rerolls on the relevant check) and you’ll soon be able to succeed automatically on your checks.

Thus those limitations aren’t grounded in Specializing or Corrupting the abilities in question; they’re based on “how things work” – which is considerably harder to get around.

d20 – Blood and Intellect

Бородатая змея

What do you mean, "My bloodline petered out"?!?!

First up for today, it’s another question…

I have a question related to Legends of High Fantasy (The tide of blood and hand of the earth spellweaves) and the awaken spell:

What level would the effect have to be to be heritable? I find it odd that WoTC never had a version of awaken that  allows offspring to be intelligent when they did have a few variants (like awaken ooze).

– Derek

The answer to this one depends a lot on how you think “heredity” works in d20. It’s doubtful that it has much to do  with genetics when a human and an animated mass of fire can have a child. Given the existence of the half-ghost  template, presumably it’s something spiritual. After all, a spirit doesn’t have anything else to contribute.

There also seems to be a built-in tendency to revert to the “pure” racial templates. Wizards of the Coast never  addressed this issue – but otherwise, after a few thousand years, I’d expect everyone to be dragon-elf-human-demon-celestial-elementals. How that reversion-effect works is open to question – but maybe creatures with too  many weird ancestors are sterile, or perhaps when a bloodline gets too thin it vanishes, or some such.

As far as heridatory “Awaken” effects go, an increased attribute is pretty much ALWAYS an advantage. Ergo, if such a change was truly stable, and was passed on reliably, the talking intelligent animals should wind up as the default type of animals – and, in older settings, should have wound up that way a long time ago . Even without hands, extra skill points will help out – and welcome to the Land of Oz!

So, first up, we’d need a spell that can mess with a creatures spiritual nature – granting it sapience, the ability to make  moral choices, and advanced communicative abilities. That’s the basic “Awaken” spell – although it does cost a chunk  of XP (in its role as a transforming force that can bestow new abilities on something). Eliminating that would bump the  level a bit.

Now, if we want to make that change a hereditary part of a creatures spiritual nature we want something much subtler than an imposed transformation-spell, however “instantaneous”. I’d peg that one at around +2-3 levels, and with a  larger XP cost.

Eventually, however, the effects would fade – and later generations of your target creatures would revert to their  original spiritual template. How long will that take to happen? Well, for +2 levels, probably to 1-2 creatures per level  of the caster – allowing the creation of a large family or small group. For +3 levels perhaps 5-10 such creatures per  level of the caster – allowing the creation of a modest clan.

To make it truly permanent, and establish a new species we need to add the correct spiritual template to the universe’s current selection – which is definitely a job for Epic Magic (unless your GM is really kind and lets if happen naturally if  you just do your multi-generational awakening spell over and over again) or overcome whatever-it-is that keeps the various species relatively pure.

Given that I don’t know what that’s going to be in a given setting, that’s kind of hard to figure out. In this case, I’ll just go with a comparison to an existing level thirteen Eclipse spell – Evolution. Ergo, level twelve to fourteen, depending on just what the species purity-enforcing mechanism is and how hard it is to affect.

d20 – Summon Army

John Dee and Edward Kelley evoking a spirit

More! I want MORE!

First up for today it’s another question from Alzrius.

What sort of spell(s) would it look like to summon an army for a considerable amount of time?

I recognize that the problems with this request are the inherent relativity of the terms “army” and “considerable length of time.” As such, let’s presume that we’re talking about summoning no less than twenty (though certainly more) 2nd-level fighters (of a standard PC race, such as human) for 1 hour per caster level.

My instinct here was to use the rules for summon monster spells, wherein if you sink a higher-level spell into lower-level creatures, you can summon more of them, but between the number of creatures and the length of time you want them to remain, that rapidly becomes infeasible.

Hence, would a specialized spell that was less flexible than a standard summon monster spell (which allowed for a choice among several monsters, and could be scaled through lower-level summons) allow for such a spell to exist at sub-epic ranges? Certainly, not granting the standard celestial/fiendish template to “normal” creatures (which any standard humanoid race would surely be) would help too.

In short, what would the “summon army” spell look like?

Alzrius goes on to append the note that modern definitions of “army” tend to be awfully large – tens of thousands of men at a minimum – but spells like that are obviously going to be epic anyway.

Well, lets see now… The base point for comparison is indeed the “Summon Monster” spell template in The Practical Enchanter. To check the base for such a spell, a summoning spell for a specific CR2 creature can be cut down to level one. You just take the “one creature with a CR one above the listed limit” rule (I’d allow it; a second level warrior is hardly the most deadly CR2 creature out there) and the “only summons one type of creature” modifier and apply them to the level three base spell you need to summon CR2 creatures.

That’s potentially useful – but the one-round duration at level one means that your summoned warrior gets only one attack, which might well miss. A good old Magic Missile is more reliable, and Mage Armor is probably a much better defense. The duration of the summoning scales with level, but so does the damage of the Magic Missile and the duration of the Mage Armor.

To get twenty such creatures, we need +2 spell levels for 4d4, and another +2 spell levels for an additional 4d4 – for 8d4, averaging twenty.

That takes the spell up to level five. To get it to one hour per caster level is +3 spell levels – for a total level of level eight.

Either the fifth level version (Get’em Guys!) or eighth level version (Honor Guard) isn’t that bad a spell really. If you use the eighth level version your minions won’t be all that useful in any serious straight-up fight at the levels where you can cast the spell to summon them in the first place (unless you apply some special options to bring the spell level down), but sensible, loyal, and totally disposable minions have many non-combat uses. They can provide a suitable escort when riding into town, check for traps, pick up dangerous artifacts, dig ditches, go and hunt for food (and then vanish without eating any of it), act as servants, provide massed arrow support, create diversions, and so on. They aren’t too powerful, but they are fairly versatile and will be around all day.

Scaling up to a full-sized army using standard modifiers is trickier. The quickest way to do it is to summon squads instead of individuals. That’s a bit cheesy, but – once again – we’re talking second level warriors, so I’d be inclined to allow it.

Adding +2 levels jumps the CR of the summoned creatures to 5. Three level two creatures are CR5, so now we’re summoning 8d4 three-man teams. To keep this non-epic, drop the duration of the higher level version to one minute per level – keeping it at level nine and summoning sixty men for at least seventeen minutes. Call it “Charge of the Light Brigade“. Again, not the best ninth-level spell around, but there might be some uses for it – especially if you’ve got some way to power up the creatures that you summon.

Honestly, though, this is less than overwhelming. Meteor Swarm could wipe out this entire force in an instant. What we’ll want to apply next is the Compact metamagical theorem from Eclipse. Both the increase in numbers and the increase in duration can reasonably be taken as Metamagic – so we could use the theorem to take up to six levels off the spell; three for compaction and three to counter the metamagical boosts we’re building into the spell.

So: we’ll take a day to cast this (and probably store it when we’re done, -2 spell levels), use some expensive components (a selection of weapons perhaps, -1 spell level), owe a minor favor to the spiritual powers who are providing the spirits we’re summoning (-1 spell level), become exhausted when casting it (thanks to the strain of anchoring all those spirits, -1 spell level), and spend 100 XP casting it (-1 spell level).

OK. At CR7 we get six-man squads of second-level warriors – probably with a few siege weapons and such to go with their regular weapons. That’s a base of spell level six, reduced to five since we can only get those second-level warrior squads. We want one hour per level, so that’s +3 spell levels. We want a total of 8d4 squads, which is another +4 spell levels. Fortunately, we’re getting -6 spell levels from the Compaction theorem – which brings the total down to level six for “The Raising of the Lost Legion“. That’s pretty powerful – but we are requiring a day-long ritual and expensive components. If we drop those, leaving the favor, exhaustion, and 100 XP cost, we’re back up to level nine (“Iron Master of War“) which does seem suitable. A hundred and twenty men with siege weapons for a day isn’t really that big an army, and can still be dealt with fairly simply (Dispel Magic anyone?), but there are times I might prefer such a spell to Time Stop, Meteor Swarm, Summon Monster IX, or Gate.

Certainly not always, but I can think of some situations.

That’s about as far as we can go while still keeping our “summon army” spell non-epic.

Now, there are some “Army Creation” spells in the high-levels spells section of Eclipse:

  • Unseen Horde creates at least 500 invisible constructs roughly equivalent to a second-level fighter for one hour per level at level thirteen.
  • The Dark Hordes summons up to 36 CR worth of infernal beings with a maximum CR of 9 each for a years service (which could cover quite a few low-CR beings in groups) at level sixteen.
  • Army of the Dead raises 5000 HD worth of undead of up to CR 16 each and gives them some bonuses as an instantaneous effect (you’ve got to kill them to get rid of them) at level twenty.

Of course, level twenty is the level for spells such as Stars Like Dust, which makes the utility of armies somewhat questionable. Still, a variant on Army of the Dead which called forth a larger number of hit dice of creatures – limited to, say, CR 4 each and “normal” races only, plus giving up “complete control” in favor of “reasonably loyal” (in exchange, perhaps, for 20,000 hit dice in total) to colonize and work your land seems pretty reasonable.

A spell like Sowing the Dragon’s Teeth there would leave your upper-end dark lords without any real reason to go out and snatch populations – but if they’re casting 20’th level spells, they can probably handle getting some normal people to work for them anyway.

Eclipse: The Codex Persona is available in a Freeware PDF Version, in Print, and in a Paid PDF Version that includes Eclipse II (245 pages of Eclipse races, character and power builds, items, relics, martial arts, and other material) and the web expansion.

The Practical Enchanter can be found in a Print Edition (Lulu), an Electronic Edition (RPGNow), and a Shareware Edition (RPGNow).  There’s an RPGNow Staff Review too.

Basic Psionic Exercises

A 14-year-old domestic servant, Therese Selles...

Practice Makes Psionic!

Back in the old days of D&D, first edition psionics was an oddly tacked on subsystem that tended to blaze like a meteor; if you rolled well, there was a very small chance that you would abruptly gain mighty psychic powers and utterly dominate the game – up until the point where the game master looked at the rules, threw in a few psychic opponents, and (as the rules told him to do) stopped everything else until the “lightning-fast” psionic combat was over.

Which effectively meant that it was your character, and your unaided brain, against all those psychic opponents with no chance for anyone else to intervene. As they say, “Head `splodee!”.

That could actually be kind of fun, both for the player and the game master. The player got to have a big taste of power and the game master got to dramatically portray the price of wild power – but psionics were generally a brief diversion before you got back to the normal game. There were a few attempts to make actual psionic classes, but they rarely worked out well.

Second edition made psionics a very different system. A starting psionic character might well have access to one or two quite powerful effects – in fact, sometimes to effects that were about as powerful as his or her abilities would ever be. But he or she didn’t have many of them, they were pretty unreliable, and you couldn’t even try to use them very often. That was a very unusual kind of power curve; a psionic started out with the ability to occasionally pull off a game-changing stunt – and eventually turned into a solid support character. There’s an Eclipse build or two under the psychic examples for making characters who use second-edition styled psionics, but they are, as the second edition psionicist was, a fairly radical break from the way things usually go.

That did bring up a question though. What did psionicists do? Trying to start with self-teleportation or some such pretty obviously a good way to kill yourself.

The following selection of “Basic Exercises” answers that question. The psionic equvilent of “Cantrips” or “Orisons”, “Basic Exercises” are generally abandoned in favor of the heady potencies of genuine devotions and sciences as soon as a psionicist masters the use of any particular discipline, but a few psionicists put their practice techniques to use.

 If the GM is willing, psionicist characters may take one of the following “powers” (Or some similar ability) per discipline to which they have access. They get two in their primary discipline(s), and may develop more at a cost of 2 CP apiece. All “Basic Exercises” have MAC’s of 10, negligible costs (Possibly 1-2 PSP per trick, or hour, for special stunts or extreme situations), and no prerequisite save access to the appropriate discipline, or being within two levels of gaining such access.

Clairsentience

  • Cardreading (Clairsentience) : This is the annoying ability to “read” straight through a moderate thickness of paper, parchment, or cardboard. While often used to cheat at cards (obviously enough), it can also be used to read people’s mail without opening it, and so on.
  • Handyman (Clairsentience) : Most of the people “out there” share a firm belief that quite a few devices can be gotten to work if you can simply find the right spot to bang on them. Characters with this talent know where it is – and may make a dexterity check to bang appropriately on any device the GM is willing to let him or her get away with operating this way.
  • Psychic Filing (Clairsentience) : This handy talent permits the user to unerringly locate familiar items in the immediate area. The user will never misplace his or her glasses, book, keys, or spell components. He or she can reach into a massive bag of junk an unerringly pull out whatever it is he or she wants – rather then having to sort through the entire pile.
  • Visions (Clairsentience) : This exotic talent grants – or curses it’s user with – sporadic and unpredictable “visions”; full-sensory glimpses across space and time. Such visions always seem to be both relevant, and somehow “linked” with the psionicist. Once a vision has been “seen”, the psionicist can “replay it” at will, and may be able to summon associated visions. Oddly, “visions” often seem to lead to interesting adventures.

Psychometabolism

  • Alter Hair (Psychometabolism) : This pointless power allows it’s user to modify his or her body hair, pretty much at will. Length, color, thickness, and style are all manipulable, ranging from “Bald” to “Bigfoot”.
  • Control Fertility (Psychometabolism) : This ability allows the user to either enhance his or her chances of becoming a parent, or to (temporarily) eliminate them.
  • Party Animal (Psychometabolism) : Any character with this talent has a fabulous capacity for self-indulgence without ill effects. They can drink enormously and never get hangovers, eat vast quantities of rich food without risk of indigestion (or fat), smoke like chimneys, take various recreational drugs – and engage in endless sexual activities – without physical problems. Social problems are another matter altogether.
  • Pleasure Sharing (Psychometabolism) : This pleasant talent allows two or more individuals within about five feet to share pleasurable feelings as the user wills. This has few “practical” uses, but is a lot of fun.

Psychokinesis

  • Dicethrowing (Psychokinesis) : This “classic” power permits the user to manipulate dice, roulette wheels, and similar implements. Of course, doing this too often is a good way to get your throat cut.
  • Polytonal Whistling (Psychokinesis) : This throughly entertaining talent allows the user to whistle (and, with practice, sing) several different notes at one time, an effect much like that produced by multiple pipes. This is definitely a novelty, if nothing else.
  • Touchfire (Psychokinesis) : This handy ability lets the user pyrokinetically generate a small flame – about equal to that of a match – with a range of around three inches. He or she can throw away his or her tinderbox, matches, and cigarette lighters.
  • Vaudeville (Psychokinesis) : This power enhances the user’s skill at “slight-of-hand” (And, for that matter, at picking pockets) with tiny telekinetic “nudges”. The net result is a +3/15% bonus on performing any relevant silly tricks, building houses of cards, running the old “peas-and-shells” game, ventriloquism acts, and similar sideshow techniques.

Psychoportion

  • Cardsharping (Psychoportion) : This ability permits it’s user to “teleport” very small, very light, objects he or she happens to be in contact with an inch or so – provided that it has someplace to go. Objects cannot be embedded in other objects with this power. On the other hand, it’s an ideal way to slip poison through a goblet into the wine, to stack a deck while dealing it – or to get a ring off someone’s finger while holding hands.
  • Split Second (Psychoportion) : While this “ability” spans space and time, it does it only for that most intangible of objects – the mind. Most people master this to a limited extent; they experience intense flashes of memory, moments of deja vu – and occasional instants that somehow stretch into long, echoing, seconds. While no real use has been found for those momentary shifts into the future which produce deja vu (except for nihilists, who’ll always have a justification for bored yawning, and for situations so silly that most people lose the round to shock), flashbacks can be amusing – or even useful if the GM happens to like offering “Kung Fu”-style advice – and giving yourself an extra minute to study something, or to consider a rushed and critical decision, does not hurt a thing.
  • Trademark (Psychoportion) : This talent essentially creates a tiny pocket dimension closely associated with the user. This may either contain an indefinitely large supply of some small personal “necessity” (E.G.; a chain- smoker who ALWAYS seems to have another pack about), or a specific item that always shows up again (E.G., a “pet” dagger you always clean your nails with). Sadly, there has to be at least a brief period between “withdrawals” – thus any attempt to exploit this by throwing the same knife fifty times in a row, or going into the cigarette business, is doomed to failure. Many user’s never even realize that they HAVE such an ability.
  • Mediumism (Psychoportion) : This skill opens up the weakest possible kind of gateway; a portal allowing the passage of a certain amount of psychic power and no more. This can be used to cast thoughts “into the beyond” (E.G. – towards the outer planes) – or to allow anything that chooses to respond to this (Slightly amplified) form of “prayer” to respond (If only via an ectoplasmic vision, telekinetic rapping, or some such). Attempting to reach powerful beings is generally a waste of time (There are always LOTS of people trying to reach them), but trying to get a response from minor spirits (Such as most dead people) with an interest in something is usually a good deal more productive.

Telepathy

  • Cold Reader (Telepathy) : This sideshow talent lets it’s user combine reading “leaked” thoughts with shrewd deduction – and often a bit of showmanship – to provide remarkably accurate evaluations of passers-by. Details which are normally available include their apparent age (and whether or not it conforms to their manner), a rough idea of their social station, height, weight, a decent- to-excellent chance at guessing their exact profession, some odd bits about their families and current worries, and all the rest of the stuff that goes into convincing a mark that you’re marvelously clairvoyant. While this is considerably less effective when used against people skilled in disguise, or who are otherwise attempting to conceal their identities, that fact alone can be rather revealing to a clever fortune-teller.
  • Detect Infestation (Telepathy) : This (semi-)useful talent allows the user to detect the presence of swarms of things – Rats. Bees. Termites. Head lice. With a bit of concentration, the user can even trace such “swarms” back to their lair (If he or she is fool enough to want to do so). While this is occasionally a useful warning, it’s probably most handy when you’re buying property.
  • Gossipmonger (Telepathy) : This “marvelous” ability gives it’s “user” a direct line into the rumormill. The power to always have the juiciest bits of gossip on tap. In essence, it it allows him or her to pick up “leaked” thoughts – the things people tend to think about – want kept quiet – and know that the servants and such may find out at any time. Affairs. Illegitimate children. Lost/ stolen items. Heirs lechery and gambling debts.
  • Meaningful Glances (Telepathy) : This exotic talent permits the user to get a brief (A few phrases) message across to a nearby (Up to around 30 feet) target with a simple glance or gesture. While this is faster and more private then simply speaking, it does require that your target look at you.

While there are many, many, many, other “exercises” – any psionicist may have his or her own unique set – the list given above should suffice to establish a starting point.

The Necromantic Spells of Farvaras

Disney - Magic Music Mayhem 1 (Explored)

There's more than one way to wreck stuff

For today, it’s a bit of first-edition nostalgia – a collection of necromantic spells. Sadly, this one doesn’t include the Skeleton Dance (which animated its victims skeletons while they were still using them; causing serious penalties while they remained alive, and turning them into skeletons if they died while the spell was still active), but it does have a lot of others on it. I’ll have to see if I can find a few more of the lists of horribly-malevolent spells in the old files.

From the Tome of Farvaras, As compiled by Farvaras Nightweaver, the (pretentious) Sorcerer-Sage Of Malava.

“Why Call It A ‘School’ Unless They Teach Something?”

Cantrips: Blood Curse, Corpselight, Donate Vitality, Doomstroke, Enhance Disease, Final Intervention, Invoke Bargain, Numbing Touch, Sense Life, Spirit Sight, Summon Bound Spirit, and Wisdom of Groa.

  • Blood Curse channels the users final, dying, energy into laying a curse – releasing all the power bound up in whatever spells remain in the users memory, as well as any available PSP (Con minimum). Be creative.
  • Corpselight sheds a wavering phosphorescent glow, and looks eerie. It will flare brilliantly if the caster allows it to drain a HP from him, but otherwise serves to illuminate about a 3 foot radius.
  • Donate Vitality transfers some of the users HP into whatever he touches. Inanimate objects can be charged or briefly animated, living recipients are healed.
  • Doomstrike channels the users HP into a bolt of raw magical power (2 HP per HP expended, save for 1/2).
  • Enhance Disease gives a boost to whatever germs are already in the targets body, possibly causing illness, or enhancing any illness already present.
  • Final Intervention allows the users spirit to “hang around’ for a few moments past death – possibly taking the opportunity to invoke another spell or something.
  • Invoke Bargain simply calls on a supernatural being to fulfill it’s end of some deal. This isn’t actually required – but it does make the call undeniable.
  • Numbing Touch acts a lot like a shot of Novocaine.
  • Sense Life simply answers the classic question “Is this thing alive?”. Note that the answer may be “It’s undead” if that’s appropriate.
  • Spirit Sight lets the user see (and speak with) any stray spirits and haunts that happen to be hanging about the area.
  • Summon Bound Spirit simply drags out any spirit the user happens to have bound to his service.
  • Wisdom Of Groa opens the caster up to the wisdom of the dead, allowing the spirits to speak through him. This can get really weird. The spirits may not answer, may spout obscure prophecies, or may spout insults and inane comments. Who knows?

Level One: Blood Link, Bloodshaping, Diagnosis, Repair Undead, Ritual Sacrifice, and Spirit Summons.

  • Blood Link transfers a bit of the casters essence and vitality (1 HP) to a drop of his blood. Thus the blood remains a part of the caster even when separated – and allows the user to act upon, and sense what is around, whatever the blood drop is placed on. The disadvantage is that many mental effects can hit the user over the link.
  • Bloodshaping shapes a creature from the users blood and vitality (IE, you contribute HP). Such creatures are obedient, but the caster must equal the normal HP roll made by the GM to succeed
  • Diagnosis tells you what is wrong with a creature – and gives substantial bonuses to treating it.
  • Repair Undead restores 3D8 HP to an undead creature
  • Ritual Sacrifice involves ceremonially killing some helpless victim and channeling its vital energies for your purposes. It isn’t a very nice thing to do – but it can be used on someone who’s dying anyway.  Unlike most spells, this one can be cast at any desired level with various effects – but only by necromantic specialists; the user must integrate the basic spell formula with the study of his specialty to use the advanced forms.
  • L1: Vitality Channeling allows the user to direct the victims vital energies to a target. Living beings are strengthened and healed, inanimate ones are charged with life force – and supernatural beings are ‘fed”.
  • L2: Spirit Enslavement permits the caster to bind the victims spirit to his own purposes, as a guard, as a servant, or to come to his aid when called upon.
  • L3: Necromantic Talismans focus the energy in one part of the users body, creating “charged” magic items of various sorts (Examples; Bone Wand (Life Disruption 1D6/victims HP, max 6D6/Bolt), Skull Talisman (made to store spells), and the classic Hand Of Glory)
  • L4: Black Forging traps the victims spirit in one or another item, suffering torment if it doesn’t obey. Depending on the victims abilities, this can make many kinds of magic items but is a nasty way to do it. This trick can also be used on any bound spirit available.
  • L5: Black Animation uses the victim to animate a golem body of some sort.
  • L6: A Black Pentagram allows the user to transfer any damage (Life level drains, disease, blows, etc) he takes to the spirit trapped within his pentagram. The user chooses when to transfer damage.
  • L7: Necromantic Flaying traps the victims soul in his own flayed skin. This can be done as torture, or in order to make a coat which will absorb damage equal to your victims HP before falling apart.
  • L8: Lifestealing drains a victims remaining lifespan to extend the users. The user does not become any younger, this merely blocks natural aging for the time the victim had remaining.
  • L9: Deathlink permits the user to attempt to kill someone else along with his victim. The second target need not be present but will certainly be aware of the attempt.
  • Spirit Summons calls a deceased spirit to the prime material plane. The spirit is anchored there through a link with the casters personal life force, and so must return to it’s own realm shortly after the caster dies or releases it from its bond. Occasional exceptions do occur – but usually involve a spirit bonding with some other person. Otherwise, spirits may remain as long as they please. The spirits which can be called vary with the level the spell is cast at, as given below. Unlike most spells, this one can be cast at any desired level with various effects – but only by necromantic specialists; the user must integrate the basic spell formula with the study of his specialty to use the advanced forms.
    • L1: Guardian. Guardian spirits are usually those of ancestors and friends. Already possessing a close tie with the caster and wanting to come, these spirits are easy to summon. Guardian spirits are quite immaterial, command minor psychic powers – and are only visible to their summoner. The character may have up to (Chr / 3) guardian spirits. On the other hand, they can be very annoying, since they WILL harass you, make small requests, and offer unwanted advice.
    • L2: Mentor. Mentors are spirits with similar interests and skills, who want to continue their studies and/or pass on their lore. On the other hand, they have been known to pose bizarre tests, and often have obscure goals of their own. Still, a “mentor” can be excellent teacher and trainer. You only get one mentor.
    • L3: Lesser Spirit. These are minor spirits which can possess small animals, act as scouts, or animate a dead body. While they have very little power, they can make good servants. A necromancer can keep up to Chr/2 lesser spirits hanging around. Lesser spirits are just those who don’t want to lose touch with the world.
    • L4: Mediumism allows the caster to hold a classic seance – calling up a specific spirit who hasn’t any interest in him. This usually requires expending some PSP, especially if the spirit actively doesn’t want to come or wants to refuse to talk or answer. A personal relic or possession helps, acting as a PSP focus.
    • L5: General Spirits. While these are given a more “solid” form then lesser spirits, these are basically just people – servants, men-at-arms, and so forth. While they can’t really be slain, they can be disrupted, and will take several days to recover from that. A single necromancer can maintain up to (Chr/3) such “servants” in his employ. General spirits must be called as known individuals, using some relic of their physical lives.
    • L6: Spirit Sage. Spirit Sages are simply experts in a field chosen by the caster. Essentially, he is now powerful enough to call up someone with a specific set of skills and knowledge without any other link. This can be very useful in getting advice and such, but the lack of a link means that “sages” always leave in very short order after the consultation.
    • L7: Greater Spirits are specific individuals, and often powerful ones. They can be give physical bodies to act through, or can go forth on their own as potent wraiths. They will commonly want something in exchange for their services. The necromancer can maintain up to (Chr/6) greater spirits in his employ.
    • L8: Channeling allows the caster to tap the power of a spirit and channel it through himself. It’s wise to contact and bargain with the spirit first.
    • L9: Possession lets the caster summon up a spirit and place it in a truly living body. Note that damned spirits are extremely trustworthy. The necromancer’s link with them is all that’s keeping them out of hell.

    Level Two: Blood Wreaking, Dominate Undead, Grave Rot, Mnemonic Consumption, Psychic Absorption, and Seeking Bone.

    • Blood Wreaking “burns off” one (or more) experience levels to power magic. This provides a “pool” of spell levels equal to the lost level(s) (EG – 13’th to 12’th provides 13, 13’th to 11’th provides 25), which can be used to produce any desired magical effect – if enough power is available.
    • Dominate Undead essentially operates like a clerics ability to “turn” or control undead.
    • Grave Rot lasts for 1R/Level and does 2D6/round as it spreads across the target. Each successful save delays the spread by one round.
    • Mnemonic Consumption allows you to acquire some of your victims memories by eating his brain.
    • Psychic Absorption absorbs PSP from those losing HP in a 20′ R, up to a stored limit of 4*Wis above base.
    • Seeking Bone attunes any bone to an individual life force, causing it to tug towards them. If it contacts it’s target the bone causes 3D6 damage by absorbing a part of the targets life energy.

    Level Three: Boneshatter, Dust of Death, Life Battery, Liquid Flesh, Power Absorption, and Surgery I.

    • Boneshatter forces the target to save or break some bones – 1-2 major ones or several smaller ones. This tends to be a problem.
    • Dust Of Death extracts the “essence of death” from a corpse. The resulting dust is a dangerous “contact poison” (6D6) while the body is readied for possession or easier animation/resurrection.
    • Life Battery allows a once-living object to “store” vital energy (HP). The limit is 10*Casters Level, the release limit is 10/round, and only one such battery may be maintained at a time as it’s tied to the users life.
    • Liquid Flesh allows the caster to reshape his flesh and bone with PSP as a free action. This can be used to ooze under doors and such, as well as to seal wounds and so on (Slashes 1 PSP/2 HP, Crushing 1/1, burns and so on are not treatable this way).
    • Power Absorption allows the caster to absorb and save the remaining magical powers of a dying foe (IE – this must be cast the round after the target “falls”). This generally means remaining memorized and innate spells. Maximum limit= (2*Con) spell levels. The user selects the spells stolen.
    • Surgery I lets the caster perform fast, simple (E.G., setting bones and such), surgery with his bare hands. It does hurt a bit if it ought to normally. This can be used to patch minor wounds (1D4+2). 1 turn per level, may be used on multiple patients, as most “operations” only take a few minutes when using this spell. It can heal a “corpse” until the point of brain death.

    Level Four: Accelerate Healing, Circle of Night, Death’s Guide, Demon-Raising, Slaying, and Undeath Assumption.

    • Accelerate Healing triples healing, including magically-applied healing, for 8 hours/level.
    • Circle Of Night generates a 2″ aura which disrupts a specified body process in it’s victims. Usually used to disrupt sight, this can also be used to disrupt the victims speech, hearing, neurology (treat as “slow”), or circulation (3D6/round). The caster is unaffected. Victims must save each round they remain in the aura to prevent the spell from taking effect.
    • Deaths Guide allows the caster to walk with a dying being on at least part of it’s journey. This can get very weird, and is sometimes dangerous, but can be worth quite a lot of experience to a necromancer. It’s also very comforting for the being and, oddly, often leaves the user refreshed and healed.
    • Demon-Raising actually channels life-force (HP) to extra-dimensional beings in a kind of bargain – “Come and bargain with me and I’ll feed you”. Protective circles and such are a good idea when doing this.
    • Slaying basically tightens a fist around a targets heart, causing incapacitating pain and death in 4 rounds unless dispelled somehow. Even if it is, the victim takes 3D6 points per round before it was.
    • Undeath Assumption temporarily ties the user to the realms of death, granting undead powers at the cost of gradually draining the users life force. Such losses can only be restored via rest and time, grow greater the more ambitious the user becomes, and can make it hard to break free when you want to end the spell.

    Level Five: Forge Avatar, Life Infusion, Necromantic Might, Repel Life, Spirit Weapon, and Surgery II

    • Forge Avatar this spell pours much of the power and strength of the user (and possibly a group) into calling forth an entity which embodies that power. “Avatars” are NPC’s, leave the group utterly exhausted, and can be very strange. One advantage is that an “Avatar” always starts fresh, regardless of how battered the group is. Avatars become quasi-permanent if the group gives up a bit of experience to them, and permanent if someone dies to give them a life of their own.
    • Life Infusion pours a massive infusion of vitality/ life force into it’s target, possibly “animating” non- living targets, and healing massive amounts of damage on living beings. Unfortunately, this also infuses energy into any germs you happen to be carrying and can cause things like cancer. The GM may require 1-3 saves to avoid coming down with something horrible and possibly contagious.
    • Necromantic Might invokes a controlled infusion of life energy, bestowing an extra 24 HP, 18/00 Str, and an extra attack per round on it’s target.
    • Repel Life drives back living things within a 2″ R. Creatures who save may remain if they desire, but take 3D6 points a round as their lives are stripped. Anyone forcing their way into the area takes 6D6 as they move into it. This also causes sever nausea (-3 on rolls).
    • Spirit Weapon conjures a quasi-material weapon (any type the user desires) which bypasses armor and inflicts “wounding” damage on those it strikes.
    • Surgery II covers “intermediate” surgery and repair work, but is otherwise similar to Surgery I.

    Level Six: Blood Chain, Enhance Undead, Merge Zombies, Storm of Bones, Subsumption, and Vampiric Mist.

    • Blood Chain is related to “Blood Link”, but is far, far, more effective. The victim must drink some of the casters blood, but is thereafter bound to obedience.
    • Enhance Undead enhances the body in ways that would kill a living being – toughening tissues, solidifying bones, and so on. Undead become stronger and gain 3D8 HP.
    • Merge Zombies lets the user merge skeletons/zombies like clay, to assemble a giant necromantic golem. This monstrosity is (very) slow and stupid, but can be nearly impossible to stop.
    • Storm Of Bones allows the user to telekinetically manipulate bones – inflicting up to 3D8 damage a round on up to (level) targets, and possibly tearing them free of bodies to create gruesome whirlwinds and structures of broken and shattered bones. This costs PSP to use.
    • Subsumption attempts to absorb another persons body and abilities into the casters own. This can be done a maximum of once for every six full levels and cannot be used on those of more then half the users level.
    • Vamphyric Mist drains blood and grows. This can get out of control quite readily. Luckily, sunlight blasts it quickly. Fire holds it off, priests can turn it, and light slows it’s attack. Still, it can do anything up to 3D4 points a round, and is a horrible thing to turn loose in a city.

    Level Seven: Exorcism, Legacy, Greater Undeath, Surgery III, Transference, and Vitality Pool.

    • Exorcism is fairly obvious. It only works on “dead” spirits, not on demons and such.
    • Legacy creates a link which allows the user to pass on his or her power when he dies.
    • Greater Undeath is actually a ritual used to create the more powerful undead; ghouls through mummies. This doesn’t necessarily mean that the caster will be able to control such beings – but he does get a +3 bonus to do so.
    • Surgery III covers advanced surgery – such as organ transplants and re-attaching limbs. Otherwise it’s very similar to Surgery I and II.
    • Transference creates a link that allows the caster to transfer his essence into a new body if his old one should somehow be destroyed. This can be cast on the behalf of other people and the body must be “vacant”.
    • Vitality Pool allows the caster and up to 3 others to “pool” their hit points. This has an interesting side- benefit in that if the group is hit by an area-effect, it only suffers damage once. On the other hand, some spells will affect everyone involved.

    Level Eight: Create Myrkridder, Detonate Life Force, Life Leech, Northern Gale, Soulspear, and Spirit Purging

    • Create Myrkridder turns a body (or skeleton) into a Myrkridder; a skeletal undead with limited ice powers, the ability to conjure a flying skeletal steed of ice, and a mystic link allowing the caster to command, sense, and cast spells through them. They’re great minions, but tend to attract do-gooders.
    • Detonate Lifeforce transforms the targets vitality into an expanding ball of pure energy. This is very nasty, as it not only kills the target but does damage equal to (4D6+2*The Targets Base HP) to all within 3″. Saves half the damage from the explosion.
    • Life Leech this spell resembles Vampiric Touch but all creatures within 3″ are affected and the transfer of HP to the caster is only half as effective. This does have the advantage that damage to “phantom” HP doesn’t interfere with spellcasting.
    • Northern Gale opens a portal to the realms of death and allows any spirit there who “wants another shot at the target” to come forth and try. This can get very nasty, especially for high-level warriors and such.
    • Soulspear is an especially nasty attack. It tends to bypass most defenses, damages constitution – rather then HP – and any victim that dies is left “pinned” on the astral level in constant torment.
    • Spirit Purging “purifies” a dying spirit, quietly and gently breaking any ties to the living world, soothing pain, purging negative emotions, and otherwise opening the way into rest. It repels any supernatural pests that may be hanging around as well. While this has no direct advantage for the caster, it is a great service to be able to offer a friend, and it isn’t unknown for the departing spirit to offer some benison in return.

    Level Nine: Death Doppleganger, Lichdom, Peace of the Grave, Severance, Spiritfire, and Surgery IV.

    • Death Doppleganger must be cast on the body of some recently-slain character of similar race. It transfers much of the targets memories, a part of his abilities, and his physical form to the user. Thereafter the user can shift between his two “natural” forms at will, and can adopt either identity with ease. The casters mind will be hidden beneath the one he has assumed. Using this spell more then once is probably a good way to go mad.
    • Lichdom allows the caster to transform himself into a lich after he or she dies. The process takes a week.
    • Peace Of The Grave lays the unquiet dead, up to 3HD per level of the caster may be laid via this spell. No save applies to the dead and undead.
    • Severance splits apart the victims body and spirit, leaving the caster with two slaves – a bodiless wraith and a living fleshy golem.
    • Spiritfire is an insanely dangerous spell, creating a near-inextinguishable “fire” that feeds on vitality. despite the limited duration, unleashing such a thing has the potential to cause a holocaust.
    • Surgery IV covers ludicrous surgery – transplanting brains, grafting on alien limbs, and building monsters. It’s otherwise similar to Surgery I, II, and III.

    Eclipse – Spellcasting Modification Feats

    First up for today, it’s a quick answer to one of the more common Eclipse questions – how a spellcaster can modify how particular groups of spells work.

    Sometimes that’s merely special effects, and so doesn’t actually require a power; it simply requires the consent of your game master. You want all your spells to have a “green flame” aspect to them? That doesn’t really do anything? So be it. These are fantasy games. Looking cool, exotic, outright weird, or appallingly evil, is all free.

    A lot of characters, however, want something that actually makes a difference.

    • They may want their fire spells to operate underwater – call it Phosphorescent Mastery.
    • They may want their ice spells to briefly paralyze those they damage – call it Glacial Wind.
    • They may want to be able to cast spells that normally require plants to work and have them grow their own plants – call it Green Thumb.
    • They may want their fire spells to actually set things on fire and to leave clouds of smoke – call it Incendiary Mania.

    They may want hundreds of different things.

    Fortunately, in Eclipse, that’s really, really, easy to set up.

    Practically any modification you want on a spell can be produced by one of the Metamagical Theorems. Buying the ability to apply a couple of levels of free metamagic – enough to tweak the spells in a particular category to do something unusual – is straightforward.

    Purchase the appropriate Metamagical Theorem (6 CP) and two levels of Streamline (12 CP). Specialize and Corrupt both of those items to reduce the cost; only to apply a specific +2 spell level modifier to a particular – and relatively narrow – group of spells.

    That will suffice in the vast majority of cases – and at a net cost of only 6 CP, the same as any normal feat. So go right ahead. Give your spellcaster some interesting specialty or option. Make his or her favorite spells a bit more powerful – and make both him and them thoroughly distinctive. Don’t make playing pieces. Make CHARACTERS.

    Eclipse: The Codex Persona is available in a Freeware PDF Version, in Print, and in a Paid PDF Version that includes Eclipse II (245 pages of Eclipse races, character and power builds, items, relics, martial arts, and other material) and the web expansion.

    The Practical Enchanter can be found in a Print Edition (Lulu), an Electronic Edition (RPGNow), and a Shareware Edition (RPGNow).  There’s an RPGNow Staff Review too.