Eclipse the Codex Persona - PDFCOFFEE.COM (2024)

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Eclipse

The Codex Persona

Distant Horizons Games

Eclipse : The Codex Persona A Distant Horizons Games product by Paul Melroy and Patrick “Stanley” Bryant. Cover Art from Princess Parizade Bringing Home the Singing Tree by Maxfield Parrish, 1906. Copyright © 2005 by Paul Melroy. ISBN 978-1-4303-0313-8 Distant Horizons Games Logo trademark Distant Horizons Games. The following items are hereby designated as Product Identity in accordance with section 1(e) of the Open Game License, version 1.0a: The Introduction and How do I use this product section, the explanatory text under Corrupted and Specialized Magic, the Control Mechanisms section other than the Adventurer Framework, the Disadvantage Descriptions, the Pacts, Types of Witches, and Power Sources and Witches sections, the Characters section of Chapter Five, the Chakra section, and the Epic Monsters section outside of the game statistics. Descriptive material other than game mechanics, including captions, invented “quotations”, and elements of game setting, including but not limited to, capitalized names, names of artifacts, spell names, characters, countries, creatures, geographic locations, gods, historic events, lands, magic items, organizations, secret societies, legends, and original storylines. The product identity listed above is not Open Game Content. Permission is hereby granted to refer back to this book when presenting characters in point-buy format in other products. 'd20 System' and the 'd20 System' logo are trademarks of Wizards of the Coast, Inc. and are used according to the terms of the d20 System License version 6.0. A copy of this License can be found at www.wizards.com/d20. Wizards of the Coast is a trademark of Wizards of the Coast, Inc. in the United States and other countries and is used with permission. Questions? Comments? Errata? Something you’d like to see in the next supplement? Contact us at [emailprotected]

Eclipse: The Codex Persona

What’s all this about? Well, reviews are good, but publicity is nil, so we’re releasing the .PDF version of Eclipse: The Codex Persona as Shareware: If you like it, please drop by and pay for it (or buy the print edition at Lulu.Com) and get on our list for the fourth edition update once Wizards of the Coast releases the 4'th edition SRD. Pay for the PDF at Lulu.Com Pay for the PDF at RPGNow.Com Buy the Direct Print Edition at Lulu.Com Or - if you want to give us a little extra money Buy the Distribution Edition at Lulu.Com This page does not appear in either print version; the only real difference in the editions is in the covers - and in not having to compensate for the distributors cut. Questions, comments, suggestions, and requests are probably best left at my gaming blog, at http://ruscumag.wordpress.com/. If there are very many, I’ll put up a FAQ or two in the d20 tab. There are some other files and sample characters available there as well. If you want hard copies of some of our other books, they’re also available through our Lulu Storefront. Happy Gaming!

Welcome To

Eclipse

The Codex Persona

The Ultimate d20 Character Guide Or, the World’s Longest Character Class Hello! You’re probably suffering from a case of sourcebook overload. Even the official products have started listing prestige classes so esoteric that they probably only have one or two members. Feat, class, and prestige class information is scattered over dozens of volumes - and you’ll often still find it difficult or impossible to build the character you want. And isn’t that the point? Eclipse is designed to solve that. It’s designed to put every special power and exotic ability into one book and one pay-as-you-go class system. You can design just the characters you want. You can throw out all of those weird classes, abusive builds, and peculiar special cases while tailoring the available abilities to fit your world. Secondarily, it includes an enormous number of brand new abilities, as well as several entirely new magic systems. Hopefully, Eclipse will spark your imagination and help you see rules and variants more clearly. We’re writing Eclipse so that characters can be reliably translated in mid-game regardless of which basic set of d20 rules you’re using. You can even mix and match between Modern, Future, 3.0, 3.5, and many more. For example, Eclipse doesn’t need a comprehensive cybernetics system, because Eclipse is a point-based system. Characters can have all the cyberware they want, but this amounts to purchasing particular abilities. Similarly, Eclipse allows play under many different wealth systems. One can even ignore money, using feats instead. We call Eclipse the ultimate for a reason. We have a way to build every power or ability we’ve ever seen. With this product, you might want to look at other books for a references or ideas, but you need nothing except the d20 core rulebooks, dice, paper, and a pencil. Eclipse requires more GM interpretation and rulings than other systems because it aims to be exceptionally versatile. To make your GM experience easier, it also contains ways to bring the players in on the task of world creation. It may be your game – but why should you do all the work?

Eclipse: The Codex Persona

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How Do I Use This Product? In one sense, this is merely another big book o’ powers. In another sense, Eclipse stands to redefine how people create, develop, and play in d20 campaigns. Distant Horizons Games is committed to bringing you quality products – products that are comprehensive, organized, and versatile. We can’t possibly anticipate or prepare material for every game, so instead we’ve made the familiar d20 system becomes much more flexible and alive, responding to your every whim. We’ve play-tested, pushed, prodded, and pulled every corner of this system. And it works. None of our players are willing to play d20 with any other system anymore - and we think it would be cruel to try and make them. As a Game Master, you don’t need to learn every variation, but remember that flexibility is the goal. Every power we’ve ever seen in a d20 product is in here, along with hundreds we came up with ourselves, stripped down to their basic principles. If someone wants to create a weird variant on something, let them. There’s no reason a strange variant on an ability is necessarily more powerful than an everyday one; it’s just strange. Some people are going to look at this and say, “Horrors! This makes power-gaming too easy!” Yes, any versatile system will. But we’re espousing RPG heresy here and saying in reply, “So?” You’re running the universe. Their characters aren’t going to get any bigger than that. If the players insist on adding another zero after everything, just give more dramatic descriptions and do the same. Remember that your job is to challenge them, not to fight them. Now if it’s just a few of them you may have to haul out some of our player-control options or just tell them “No.” Are they finding ways you never thought of to deal with monsters without fighting? Applaud them and reward them and make bigger, more dangerous challenges for their minds! There’s nothing you can’t do if you just put your mind to it. If the players take powers that totally shatter the illusion of reality you were trying to create, you do have a problem. But if you wanted to run a grim-and-gritty Rogue-oriented game and they all took Fireball-spewing Wizards, the problem isn’t in the game system. As a player, you need to learn how to play responsibly if you don’t already know how. Don’t count on the Game Master to sit there and keep you in check; he or she has better things to do than babysit. Besides, this is supposed to be fun, not fighting. Ask your Game Master what kind of character and level of ability is appropriate to the world you’re playing in. If your Game Master sets unreasonable expectations, you have several options. The first and most preferable is to convince (not nag!) him or her to see things your way. If that fails, try to work out an experimental deal. If that fails, you can always start your own game and do it the way you wanted to. Your Game Master could probably use a break anyway; does he or she ever get to play?

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Eclipse: The Codex Persona

General Index Introduction How Do I Use This Product? Index Definitions

1 2 3 6

Chapter 1: Getting Started

7

System Introduction 8 Describing your personal class "But I'm playing in character!" 8 Character Building Basics 9 Children, Growth, and Adventurers 9 Basic Expenditures 9 Hit Dice 9 Skills 9 General Skill Options 10 3d6 Checks 10 Familiarities 10 Learn as you go 10 Basic Skills 10 Specific Knowledges 10 True Names 10 Saving Throws 10 Special Abilities 10 Proficiencies 10 Base Attack Bonus 10 Base Caster Level 10 Magic Levels 11 Limitations 11 Clerical Magic Package 11 Spells 11 Spell Progression Tables 12 Paladin and Ranger 12 3.0 Psychic Warrior 12 Psychic Spellcasting 12 3.5 Psychic Warrior 12 Wilder 12 Phantom Slot Option 12 Adept 13 Bard 13 Cleric and Druid 13 3.0 Psion 14 3.5 Psion 14 Wizard 14 Sorcerer 14 Corrupted and Specialized Magic Destructive 15 Difficult 15 Elemental 15 Focused 15 Granted 15 Mysticism 15 Ritualist 15 Subsumption 15 Unreliable 15 Wild 15 Control Mechanisms 16 Bloodlines 16 Ritual 16

Secrets Training Development Approval Framework The Generic Adventurer Per Level Modifiers Dabbler Duties Fast Learner Restrictions Untrained Very Limited Spell List NPC Levels Once-Off CP Bonuses Package Deals Retraining Unique Training Disadvantages Disadvantage List Accursed Aged Blocked Broke Compulsive Dependent Foolish Frail Hallucinations Healing Resistant History Hunted Illiterate Incompetent Inept Insane Irreverent Obligations Outcast Poor Reputation Recorder Secret Showman Slow Stigmata Unarmoured Uncivilized Unluck Untrustworthy Valuable Vows Handling Disadvantages

16 16 16 16 16 16 17 17 17 17 17 17 17 18 18 18 18 18 18 18 18 18 18 18 18 18 19 19 19 19 19 19 19 19 19 19 19 19 19 19 19 19 20 20 20 20 20 20 20 20 20 20

Chapter 2: Special Abilities

21

Ability Modifiers Corrupted Al. Hedge Magician Specialized Bonus Uses Basic Abilities Reading The Entries Extraordinary, Spell-Like, And Supernatural

22 22 22 22 22 23 23

Eclipse: The Codex Persona

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23

Ability Focus Acrobatics Action Hero Heroism Stunts Crafting Invention Influence Adaptation Adept Ambidexterity Assistant Augmented Bonus Augmented Magic Awareness Berserker Blessing Blood Curse Body Fuel Celerity Cloaking Companion Contacts Countermagic Costly Create Artifact Create Item Create Relic Damage Reduction Deep Sleep Device Use Domain/Path Metaspells Dominion* Dweomer* Eldritch Empowerment Enthusiast Equipage Executive Expertise Favors Finesse Grant of Aid Fast Healing and Regeneration “Unlimited” Abilities Guises Harnessed Intellect Healing Touch Hysteria Inherent Spell Immunity Innate Enchantment Innate Magic Invocation Jack-of-All Trades Journeyman Karma Leadership Lore Luck Mana Mastery Melding

23 23 23 23 24 24 24 24 24 24 24 24 25 25 25 25 26 26 26 27 27 27 28 28 28 28 29 29 29 30 30 30 30 31 31 31 31 31 31 31 32 32 32 32 32 32 33 33 33 33 33 34 34 35 35 35 35 35 35 36 36 36 37 37

Mentor Mindspeech Mystic Artist* Mystic Link Occult Sense Occult Skill Restricted Skills Shadow Walk Occult Talent Opportunist Poison Use Power Words Presence Privilege Professional Reflex Training Reputation Researcher Resist Returning Rider Rite of Chi Sanctum Schooling Self-Development Shadowmaster Shapeshift Shaping* Siddhisyoga Skill Emphasis Skill Focus Snatch Specialist Spell Conversion Spell Flow Spell Mastery Spell Pool Spell/Power Resistance Spell Shorthand Spell Storing* Spell Turning Stoic Superstition Test of Wills Thaumaturgy* Theurgy* Timeless Body Tireless Toughness Traceless Track Travel Triggering Turn Resistance Unity Wayfarer Witchcraft* Workhorse

37 37 38 38 38 38 39 39 39 39 39 39 39 40 40 40 40 41 41 41 41 42 42 42 42 42 42 43 44 44 44 44 44 44 44 45 45 45 45 45 45 45 46 46 46 46 46 47 47 47 47 48 48 48 48 48 48 48

* These are gateway abilities. Full descriptions appear in Chapter 3 Proficiencies Armor Weapon

49 49 49

Combat Enhancements Anime Master Augment Attack Blind-Fight Block Bonus Attack Chain of Ki Defender Doubled Damage Enhanced Strike Evasive Far Shot Favored Enemy Favored Foe Favored Enemy/Foe Types Variants Fortune Imbuement Improved Critical Improved Initiative Improvise Weapon Legionary Lunge Maneuver Martial Arts Occult Combat Overwhelm Rapid Strike Smite Specialist Spirit Weapon Split Movement Throwing Master Trick

50 50 50 50 50 51 51 51 51 51 52 52 52 52 52 52 53 53 53 53 53 53 53 53 53 54 54 54 54 54 55 55 55 55

Metamagical Theorems Metapsionic Equivalency The Theorems Amplify Area Battle Magic Compact Easy Elemental Manipulation Extension Lacing Multiple Persistent Sculpting Stabilize Transference Triggering Metamagical Upgrades Glory Streamline Fast

56 56 56 56 56 57 57 57 58 58 58 59 59 59 59 59 60 60 60 60 60

Templates and Racial Abilities ECL Adjustments Racial Abilities Amorphous Attribute Shift Energy Infusion Extra Limbs Non-Abilities

61 61 61 61 61 61 61 61

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Size Modifications Extended Size Chart Growth Shrinking General Notes Existing Templates Half-Celestial Half-Dragon Half-Fiend Afflicted Lycanthrope Natural Lycanthrope Variant Lycanthropes Minor Monster Powers

62 62 62 62 63 63 63 63 63 63 64 64 64

Chapter 3: Paths and Powers

65

Channeling Basic Factors General Enhancements Censure Conversion Damaging Divine Command Dualism Great Channeling Heightened Sacred Hand Glorious Touch Path Hatred's Weal Path Hand of Darkness Path Planar Bonds Path Path of Infusions Divine Wrath Path Tides of Light and Darkness Boundless Realms Path

66 66 67 68 68 68 68 68 68 68 68 68 69 69 69 70 70 71 71

Dominion and Divine Ascension Gaining Dominion Personal Dominion Political Dominion Advanced Dominion The Way of the Lands The Way of Omnipresence The Way of Valour Wrath of the Overlord The Path of the Pharaoh Godfire Gaining Godfire Optional Rules Using Godfire Side Effects of Godfire PC's, NPC's and Godfire

72 72 72 72 73 73 73 74 74 75 76 76 77 77 78 78

Hexcraft Creating Hexes Buying Hexcrafting Assigning Spell Levels Importing Spell Lists World Laws

79 79 79 79 80 80

Martial Arts [Martial Art], the Skill Basic Abilities Advanced Techniques

80 80 81 81

Eclipse: The Codex Persona

Master and Occult Techniques Sample Martial Arts Skills Adamantine Fist Arctic Fire Kung Fu Crane Style Kung Fu Wind Dance Cloak Mastery Oaken Storm Phantom Blade Gungnir's Flight Kung Fu Blood Blade Technique Ghost Busting Technique

82 83 83 83 83 83 83 83 84 84 84 84

Mystic Artist Basic Abilities Inspiration Abilities Positive Levels Manipulation Abilities Synergy Abilities The Classical Bard Basic Ability Modifiers Amplification Echoes Enduring Great Projection Projection Rapid Seeking Whispers Enhanced Abilities Path of Artistic Mastery Path of Whispers Chords of Fate The Celebrated Way Path of Dissonance Art of the Occult

84 85 85 86 86 86 87 87 87 87 87 87 87 87 87 87 88 88 89 89 90 90 91

The Path of the Dragon The Way of the Artificer The Way of Inner Fire The W. of Hosting the Essence The W. of the Wings of Fire The W. of the Dragon's Speech The Way of the Dragon's Craft

92 92 93 94 94 95 95

Ritual Magic Occult Ritual Weird Science Ritual Results

96 96 96 96

Rune Magic Rune Casting Rune Mastery Minor Abilities Magician Runic Ritual

97 97 97 97 97 97

Spell Storing Improved Activation Multiple Embedment Additional Media Maximum Level Increase Multiple Formula Focusing

98 98 98 99 99 99 99

Thaumaturgy and Dweomer Weaving Effects Basic DC and Cost DC Modifiers Cost Modifiers Special Benefits Special Options Thaumaturgy Sample Fields: Necromancy Weather Control Dweomer Sample Fields: Psychokinesis Telepathy Other Dweomer Fields Warping Healing Extra-Sensory Per. Mysticism Practical Consideration

100 100 101 101 102 102 102 103 103 103 104 104 104 105 105 105 106 106 106

Theurgy Theurgical Verbs Theurgical Nouns The Physical Elements The Living Elements The Hidden Elements Sample Theurgical Effects Customizing Theurgy

107 107 107 107 108 108 108 108

Witchcraft Basic Abilities The Adamant Will Dreamfaring Elfshot Glamour Hand Of Shadows Healing Hyloka Infliction The Inner Eye Shadowweave Witchfire Witchsight Pacts Service Vow Sacrifice Infusion Energy Types of Witches Power Sources and Witches Spirit Types Advanced Witchcraft Path of Coven Mastery Path of Spirits Path of Darkness Path of Water Path of Earth Path of Fire Path of Air Path of Light

109 110 110 110 110 110 110 110 110 110 110 110 110 110 111 111 111 112 112 112 113 114 114 115 115 116 117 118 119 119 120 121

Eclipse: The Codex Persona

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Chapter 4: High-Level Magic

122

Spell Key The Spells Tenth Level Spells Eleventh Level Spells Twelfth Level Spells Thirteenth Level Spells Fourteenth Level Spells Fifteenth Level Spells Sixteenth Level Spells Seventeenth Level Spells Eighteenth Level Spells Nineteenth Level Spells Twentieth Level Spells Twenty-First Level Spells Twenty-Second L. Spells Twenty-Third L. Spells Twenty-Fourth L. Spells

123 124 124 127 128 132 135 137 139 141 143 144 146 147 149 150 151

Chapter 5: Building a Campaign 152 Characters Personality Traits Granted Powers Motivations Character Profiles The Questions Interpreting the Results Descriptions

153 153 154 155 156 156 158 159

World Construction Sample World Templates Putting Players to Work Keeping Characters Under Control Sample Character Builds

160 160 162

Templates The Faithful Steed Nature Spirit Realm Spirit

167 167 168 169

Epic Monsters

170

Appendix 1: Chakra Appendix 2: Class Breakdowns Standard Adventurer Classes Non-Adventurer/NPC Classes Prestige Classes d20 Modern Base Classes Companion Bonuses Using Other DHG Products Appendix 3: 3.5 Feat Conversion Quick NPC Conversions Afterword

173 176 176 182 183 188 189 189 190 190 191

Art Credits Product Identity Open Game License Other Products

192 192 193 194

Character Persona Worksheet Campaign Option Checklist

195 197

163 164

Definitions ! Base Caster Level: An option for buying Caster Level independently of spell slots. ! Basic Skills: An option for giving each character a minimum cultural skill package. ! (Cha Mod): Charisma Bonus. Abbreviation. ! Channeling: The use of positive or negative energy. ! Class: A character’s personal description of what he or she does and how he or she does it. ! Corrupted: A fairly specific ability. When capitalized, it refers to a feat modifier noted on page 22! ! (Con Mod): Constitution Bonus. Abbreviation. ! Chakra: Personal magical power nexi, an in-game system for limiting power combinations. ! Character Points (CP): Character points granted by levels are used to build characters or creatures.

! (Dex Mod): Dexterity Bonus. Abbreviation. ! Disadvantages: Special character limitations which provide a (modest) number of extra CP when taken. ! Dominion: Gathering power from the support of your followers. ! Dweomer: A scientific spellcasting technique using specific magical skills. ! Familiarities: An option for making skills more important by penalizing unskilled characters. ! Framework: Character construction guidelines for a specific campaign. ! GM: Game Master: The Game Master creates a plot or adventure for the players. ! GMO: Game Master’s Option: the GM can decide what to do with or to the party. This one doesn’t get used much in this product, but we commonly use it in other Distant Horizons Games books. ! Generic Spell Levels: These are spell levels which are not bound to a specific spell. Spontaneous casters can use them to restore expended spell levels (on a 1-for-1 basis). Other casters can not. Some abilities are fueled with Generic Spell Levels, much like Power fuels Psionics. ! Godfire: The u l t i m a t e e x t e n sio n o f Dominion. The power source used for major divine miracles. ! Grandiose: Items or creatures of vast size. These have their own size chart. ! Hexcraft: A spellcasting system based on cards.

Another character sheet, Sir? 6

! (Int Mod): Intelligence Bonus. Abbreviation. ! Magic Level: A magic level is one “level” of progression in any magical system using spell slots. These can be purchased directly. ! Mana: Generic power for all magic. ! Martial Arts: Combat skills which specialize your style (and an unrelated special ability). ! Metamagical Theorem: A general metamagical effect which can be applied in a wide variety of ways. ! Microscale: Creatures or things that are too small to see. Microscale creatures have their own size chart. ! Mystic Artistry: The use of artrelated powers. ! Path of the Dragon: A system of arcane abilities based on personal mystical energy. ! Power: When capitalized, psionic energy. ! Proficiencies: Basic skills with armor and weapons. ! Ritual Magic: A freeform, if slow, technique for producing magical effects. ! Rune Magic: A magical technique relying on skills in specific magical fields. ! SL: Abbreviation of Spell Level. Mostly used for metamagic. ! Skill Points (SP): Skill Points are just Character Points spent on buying skills, or gained from Intelligence bonuses. ! Specialized: A very specific ability. When capitalized, it refers to a feat modifier noted on page 22! ! (Str Mod): Strength Bonus. Abbreviation. ! Thaumaturgy: A primal magical technique using raw energy and a specific theme. ! Theurgy: A spellcasting system based on magical nouns and verbs. ! Traits: Character personality values used to guide roleplaying in doubtful situations. ! Warcraft: A character’s skill with all weapons and attacks (i.e., BAB). ! (Wis Mod): Wisdom Bonus. Abbreviation. ! Witchcraft: A magical system reliant on low-level psychic powers.

Eclipse: The Codex Persona

Chapter 1: Getting Started

Eclipse: The Codex Persona

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System Introduction

Of course, both of those characters could be built more or less conventionally. Other players will get more creative. This book is pretty much designed for them.

Point-based design allows endless versatility, adding options for both games and characters. Here you’ll find exotic techniques for warriors, skill options for experts and rogues, strange new abilities for divine spellcasters and exotic magical techniques for arcanists along with whole new forms of magic and might. Of course, with unlimited options, the first thing to do is to start hacking away the ones you don’t need. GM’s can use the handy worksheet in the back.

There are others: the Wolf-Binder, The Shamanistic “Lady of Many Spirits,” The Trickster, The Thunderer, The Mistress of Life and Fire, and the Lightbringer. Each has their own task, and endures across the ages. Ulric is the Wanderer. It is his duty to maintain the ancient wards and to fulfill the mysterious dictates of Wyrd. He does not know his age. He knows that he was born in the far north, where he was called to battle a spirit of winter that sought to engulf the world, but there are centuries’ worth of gaps in his memory and his power. He is a skillful physician-scholar, staff-fighter, and dabbles in alchemical magic, but most of his power is derived from the immortal fires of the Path of the Dragon which burn within him. Still, there are many who would open the gates of the world and unleash what waits beyond. Until he regains his full might, it will be necessary to conceal himself from them. Result: Well, Ulric is obviously going to be tough, have quite a few innate magical abilities, some skills, and some specialized combat and spellcasting. Probably the player has a power build in mind; specializing some of his talents will let him squeeze out a few extra points but since he intends to conceal some of his powers, and is providing plenty of free plot hooks, that shouldn’t be a problem. At least this player really has something definite in mind. For a writeup, see page 165.

Each player needs to describe their character’s class. While this description doesn’t need to be very long or complicated, it should cover the basics of WHAT a character does and HOW he or she does it. We suggest three to four sentences, although sometimes a simple, iconic name suffices. Either way, you need to set down what the character’s strengths are. For example: “Randir the Witch-Hunter has dedicated himself to hunting and defeating rogue spellcasters. He has a solid base in combat, though not exceptional, and has studied counter-magic. He knows how to sneak around, how to investigate - and how to cut an Wizard’s throat.” Result: Randir can be expected to buy a fair number of levels in Warcraft (a.k.a., Base Attack Bonus) and fair hit dice. While resembling a classic Rogue, he has fewer skills, spending CP on defensive magical talents instead. Randir won’t be taking many strange innate powers or major spellcasting, but may purchase some abilities Specialized against mages.

Want a noble hero tormented by the dark powers of a demon imprisoned in him? A merchant prince? A fallen godling out to reclaim his throne? A renegade cyborg? A social manipulator? An inventor?

Don’t be this guy! Bill “So, what do you want to play, Mike?” Mike: “I’m going to play Volthar the Barbarian!” Bill: “OK, what kind of class description do you have? Mike: “He’s… a barbarian? Bill: *Sigh*

Go right ahead. Characters still may “multiclass,” only it revolves around taking abilities outside their descriptions. Some GM’s may prefer that characters take levels from a standard list of classes, in which case they should simply select lists of abilities to suit their world and use the normal d20 multiclassing rules. The Dabbler penalty (page 17) and the Schooling ability (page 42) may apply.

Better... “Volthar is a Barbarian’s barbarian, a brutal destroyer who smashes people, places, and things. For him, it’s not about the treasure, it’s about defending the honor of his ancient people by killing everything in his path and taking their stuff, if any. As a tribal barbarian, he is well equipped for survival in his wasteland home.” Result: Well, Barbarians are as Barbarians do. Even without using the standard build, Volthar will probably want a high combat skill, hit points, and probably the Berserker abilities. With a bit more detail he could have gone in for some totemistic magic or wilderness skills, assuming he wanted any.

Remember that "I'm Playing In Character!" does NOT excuse being disruptive or demanding extra work from the GM. You're the one who came up with the character to begin with: it's your job to make him or her acceptable to the group and to keep him or her involved with it. Characters who will not work with the group will be, quite rightly, abandoned by it. From the characters’ points of view "PC" and "NPC" are quite identical. If your character is interfering with other people’s ability to play, invent a reason for him or her to grow, change, or get along - or take him or her away.

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Eclipse: The Codex Persona

Character Building Basics

who wish to become extremely tough may purchase a second hit die at any level for 8 CP + the normal die type cost listed above. Characters do gain their Con modifier again for the second die.

The character building system revolves around CP, or character points. Everything is bought with them, including skills, feats, and hit dice. Every character receives 24 CP, to spend on upgrades per level. Instead of gaining bonus feats at levels 1, 3, 6, 9, 12, 15, and 18, characters gain +6 CP. In any case, this bonus represents things the character has picked up through experience, rather than through training. They can be used for pretty much anything, regardless of a character’s speciality, concept, or framework limitations (page 16). Instead of gaining the usual attribute boost at levels 4, 8, 12, 16, and 20, characters gain Improved SelfDevelopment. This raises low attributes more than high ones but otherwise works much the same way. See page 42 for more information about Self-Development. You may prefer to give epic-level characters fewer perhaps 12 - CP per level on the grounds that (1) they’ve already seen almost everything, (2) they have to spend most of their time keeping in practice with their current abilities, and (3) that they’re already about as powerful as mortals get. For reference purposes, most epic level feats cost about 12 CP to build.

Children, Growth, and Adventurers Table Level “-2" “-1” 0 1 +1

Hit Points Life Stage 1 Infant 1 +Con Mod Child 3 +Con Mod Youth Hit Die Max + Con Mod Adult Hit Die + Con Mod Adult

Is there something wrong with being a stereotype?

CP and SP gained None. Helpless. +2x(Int Mod) SP +24 CP +Int Mod SP

Skills. 1 CP buys 1 skill point. The normal maximum (Level + 3) for skill ranks remain unchanged. Any crossclass (we call it “irrelevant”) skill on which a player spends 6 or more CP becomes a class skill (‘relevant”) from then on. What skills start off in-class are designated by the GM in consultation with the player according to the class description. Most classes start off with 12-18 class skills, but skill-based characters often have more. ! Characters gain bonus SP for high Intelligence, as listed on the Children, Growth, and Adventurers table above. ! Characters may buy a “specialty” in a given skill for 1 CP; these add +3 to the roll, but only for a chosen limited application. Only one specialty ever applies at a single time, even if they overlap. For example, many riders specialize in “Horses.” ! Unlike normal skills, restricted skills can’t normally become “relevant” without the Occult Skill (Improved) feat. A restricted skill is simply a skill that most people can’t learn, usually because it's highly specialized, requires secret lore, or has exotic prerequisites. The 3.0 Rogue’s Read Lips skill was restricted, even if that didn’t make much sense. There are better examples on page 39.

+24 CP +Int Mod SP +24 CP +Int Mod SP

Most Game Masters start characters off at level one, under the assumption that they’re successfully gotten through childhood and adolescence. While exceptional children may gain levels before adulthood, it’s relatively rare. If it happens just move on up the chart.

Basic Expenditures Hit Dice. While characters receive basic hits (1d4 + Con modifier) for each level, they may buy larger hit dice. Upgrading to a d6 costs 2 CP, a d8 costs 4, a d10 costs 6, a d12 costs 8, and a full d20 costs 16, if your GM will allow you to take them. (These cost a number of CP equal to the hit die’s die type, minus 4.) Characters

Eclipse: The Codex Persona

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! True Names are difficult to discover, learn, and pronounce. Once found, you can memorize one major (sentient beings, mystical entities, elements or forces), three lesser (animal types such as “Hyena,” common items, and organs), or twelve minor (plant types, e.g., “Basil”) names per skill point. Knowing something’s True Name is usually worth a +4 bonus on any rolls involving using magic against it. Other uses are possible, but depend on the game world and the creature involved.

General Skill Options ! Roll skill and attribute checks using 3d6 instead of 1d20. Since this gives much more consistent results, averaging around 10, it makes skill ranks and modifiers much more important. ! Use “Familiarities.” An untrained character takes a -4 penalty on skill checks. This can be eliminated by either taking levels in the skill or by becoming familiar with the skill; you can become familiar with 3 separate skills per skill point invested. Skill enhancing devices do NOT negate unfamiliarity penalties. ! Allow characters to spend CP and Int-based SP from their next level in advance provided that the character actually takes the time to learn a skill or skills in-game. ! Give every character some automatic skills at level one. These normally include: Profession or Craft (whatever your parents did) +2, and specialities in Sense Motive (own culture), Handle Animal (those commonly used in your culture), Knowledge: Local Area (where you grew up), and Knowledge: (your) Religion. Familiarities include: Bluff, Diplomacy Gather Information, Hide, Listen, and Climb. For comparison, this would have a total cost of 8 SP. Creatures with distinctly different homelands or physiologies should substitute something else for these skills as appropriate. Monks raised in seclusion may not have Profession or Craft. Centaurs won’t have Climb.

Saving Throws. Each point of bonus in a single saving throw (Fort, Ref, Will) costs 3 CP. They can be modified and limited to make them cheaper, but more specific. See Resist on page 41 for more information. Special Abilities. Characters may purchase feats and special abilities. Most cost 6 CP, but some have varying costs, or cost more or less than usual. See the Abilities section (the abilities section starts on page 23) for more details. Abilities can be modified and limited to make them cheaper, but less effective. ! GM’s must approve any Corrupted or Specialized ability (page 22). Remember, if it doesn’t hinder the character, it isn’t a downside. All class features are available as feats or a combination of feats. Proficiencies. These fall under abilities, and are located on page 49. BAB. Base Attack Bonus is purchased as Warcraft. Each level of Warcraft costs 6 CP and adds +1 to the character’s Base Attack Bonus. It may be taken multiple times, up to three points over the character’s level, just like a skill. This is the only attack-bonus purchase which contributes to the character’s attack progression. Other, special-purpose enhancements exist for players to buy, of course.

Specific Knowledges Specific Knowledges are straightforward; instead of spending skill points on general information - such as Knowledge: Geography - you spend them on specific things, such as “The defenses and layout of Castle Eravain.” In general, this can be treated as a +15 bonus on relevant rolls. Of course, knowing exactly what some authority has to say on a subject is only helpful if they happen to be right. Common types of specific knowledge include: ! Books normally cost 1-3 SP each. They’re a good deal harder to remember than poems and such. Quite a few priests commit one or more major holy books to memory, normally at a reduced cost of 1 SP each due to their dedication. ! Epic Poems and Classic Ballads are designed to be easily memorized, but are often very long. It costs 1 SP to memorize three of them. ! Individual Studies are difficult to classify. In general they can be treated as “memorizing a book” on the subject in question. ! Mystical Rituals depend on their complexity. In general, you can memorize (Int Mod +3) minor rituals (burial, marriage, coming of age, etc) for 1 SP. Major rituals with notable effects will probably cost 1 SP each. Sadly, while memorizing a ritual provides the usual +15 bonus on knowledge checks about said rite, it only offers a +5 bonus on actually performing the ritual.

Base Caster Level works like Base Attack Bonus and has the same cost and cap; 6 CP per level up to a limit of +3 over the character’s level. Basic spellcasters have a Specialized (only for the progression it was purchased with, 3 CP/level) version of this included with the cost of their Caster Levels. Paladin and Ranger progressions are an exception: since they have an effective Caster Level equal to their (class level/2), they need only buy 10 Specialized Caster Levels, totaling 30 CP at level 20. The cost of spell slots varies with the progression, as shown under Magic Levels, below. Magic levels which apply to two or three progressions are usually considered Corrupted, and cost 4 CP each - making it slightly cheaper to combine spellcasting progressions. Casting a spell or using a power normally requires a minimum Caster Level equal to (twice its level -1). The Game Master may or may not enforce this. If not, it may be possible to cast very powerful spells with very low Caster Levels and spells with fixed, rather than per-level, effects become far more valuable.

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Eclipse: The Codex Persona

and obligations, for his or her spells to work. This usually applies to Divine magic, though some ascetic Psionic or Arcane forms have this. ! Noncombative (3.5 Optional). The user’s spell list has either very limited or virtually no combat applications. The only standard classes using this modifier are the 3.5 Ranger and Bard; the 3.0 versions started with relatively limited combat magic, but were free to develop it. The 3.5 versions may not. ! Restrained. The user can only produce a limited range of effects - typically “no wide-area destructive spells,” although many other limitations are possible. Divine and Psionic powers are usually subject to this. ! Studies. Spells must be found and mastered, or the user is limited to a modest list of inherent spells (and can only trade around one per level). Arcane and Psionic powers are usually subject to this restriction. Sadly, only those using Inherent Spells can be spontaneous casters. Removing a limitation adds +2 points to the cost of each magic level. Extra ones reduce the per-level cost by -1 point for every six points (or part thereof) of the cost on the chart above. For example, a “Prophet” might use the Sorcerer's charts (16 CP/level) – but use the Conduct restriction as well, reducing the cost to 13 CP/level. Sadly, spell progressions have a minimum cost of 2 CP/level regardless of how many limitations are applied and are always restricted to a general type of magic.

Magic Levels. Characters usually purchase spellcasting abilities level by level, although alternative systems exist for those who wish to use them (see Chapter 3, page 65). Characters may not buy more than two magic levels in any one progression per level, and cannot buy a magic level higher than their (character level + 3) in any case. See also Base Caster Level, above. Progression Paladin or Ranger Psychic Warrior, Wilder, Adept Bard, Cleric (No Package), Druid Cleric Package Psion Wizard Sorcerer

Cost 2 6* 8* 10* 12* 14* 16*

*Includes +1 Specialized Caster Level. All magic levels are normally subject to at least two of the following limitations: ! Components. Spellcasting requires extensive work, including incantations, gestures, and weird material components. Most effects are subject to armor-related spell failure and cannot be used without pouches full of spell materials. Arcane magic is usually subject to this restriction. ! Conduct. The user must subscribe to specific beliefs, behave in particular ways, or live up to various duties

Beginning cleric magic is a considerable bargain. It normally includes two domains (12 CP), their related feats (12 CP), Spell Conversion (Healing OR Harming spells, 6 CP) and a set of specialty Spell Slots (6 CP). This is a sort of Divine Credit. It assumes that religion is going to be a major part of the character's career. The GM may opt to make dabblers buy these abilities separately. In this case, the per-level cost of cleric magic is reduced to 8, identical to the Druid’s. This actually is a better buy at very high levels, starting at level 19. To continue our first example, A Witch-Hunter probably has only the Paladin/Ranger progression, bought with the following limitations: Restrained (only counter-magic spells with a few healing and banishing spells) and Code of Conduct (user must not study other Arcane or primal magic). While bought as Arcane here, it could easily be bought as Divine for an order of holy guardians or Psionic for an elite order of meditative wardens. This will cost 2 CP/level and is usable in armor, but will never become very powerful. Spells. Characters may acquire an existing spell formula of any spell they could cast but do not already know for 1 CP. Original, customized spells cost 2 CP. Casters who can use spells spontaneously pay double the normal cost. Characters using psionic abilities which may be augmented pay three times the normal cost. The “Spells known” category in the progressions (page 1214) is only of interest to characters limited by Studies.

But she can so Read Magic! Eclipse: The Codex Persona

11

Spell Progressions

Characters who want to use psychic progressions for normal spellcasting should divide the listed Power by 1.8 to convert it to spell levels, and may trade out one old spell formula per level. Characters who want to use normal magic levels for psychic progressions should multiply the available spell levels by 1.8 to get Power, use the total number of spells known as the number of disciplines known, and use the maximum level of slot available as the maximum level of power which they can know.

All spell progressions include the numbers of spells known for spontaneous sorcerer-style casters.

Paladin and Ranger Spell Progression Spells gained per level/Spells known (if applicable) Lv 1 2 3 4 5 6 7 8 9 10

L0 1/2 1/3 2/3 3/3 3/3 3/4 3/4 3/4 3/4 3/5

L1 0/1 0/1 1/2 1/2 1/2 1/2 1/3 1/3 1/3 2/3

L2 -/-/-/-/0/0/1 1/1 1/1 1/2 1/2

L3 -/-/-/-/-/-/-/0/1 1/1 1/2

L4 -/-/-/-/-/-/-/-/-/-/-

Lv 11 12 13 14 15 16 17 18 19 20

L0 3/5 3/5 3/5 3/5 3/6 3/6 3/6 4/6 4/6 4/6

L1 2/4 2/4 2/4 2/4 3/4 3/5 3/5 4/5 4/5 4/5

L2 1/3 1/3 2/3 2/4 2/4 3/4 3/5 3/5 4/5 4/5

L3 1/2 1/2 1/3 2/3 2/3 3/4 3/4 3/4 4/5 4/5

L4 0/1 1/1 1/1 1/2 1/2 2/2 3/3 3/3 3/3 4/4

3.5 Psychic Warrior Power Progression Power Points and Powers Daily Powers Max Lvl Power Known Lvl 1 0 1 1st 2 1 2 1st 3 3 3 1st 4 5 4 2nd 5 7 5 2nd 6 11 6 2nd 7 15 7 3rd 8 19 8 3rd 9 23 9 3rd 10 27 10 4th

Note that basic Paladins and Rangers start investing points in spellcasting at level 4.

3.0 Psychic Warrior Power Progression Power Points and Powers Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Power Pts/Day 2 3 4 5 8 11 16 21 26 33 40 47 56 65 74 85 96 107 118 129

- Powers Discovered 0 1 2 3 4 5 6 2 — — — — — — 3 — — — — — — 3 1 — — — — — 3 2 — — — — — 3 3 1 — — — — 3 3 2 — — — — 3 3 2 1 — — — 3 3 3 1 — — — 3 3 3 2 — — — 3 3 3 2 1 — — 3 3 3 3 1 — — 3 3 3 3 2 — — 3 3 3 3 2 1 — 3 3 3 3 3 1 — 3 3 3 3 3 2 — 3 3 3 3 3 2 1 3 3 3 3 3 3 1 3 3 3 3 3 3 2 3 4 3 3 3 3 2 3 4 3 3 3 3 3

Daily Powers Max Lvl Power Known Lvl 11 35 11 4th 12 43 12 4th 13 51 13 5th 14 59 14 5th 15 67 15 5th 16 79 16 6th 17 91 17 6th 18 103 18 6th 19 115 19 6th 20 127 20 6th

Wilder Power Progression Power Points and Powers Daily Powers Max Lv Power Known Lv 1 2 1 1st 2 6 2 1st 3 11 2 1st 4 17 3 2nd 5 25 3 2nd 6 35 4 3rd 7 46 4 3rd 8 58 5 4th 9 72 5 4th 10 88 6 5th

Daily Powers Max Lv Power Known Lv 11 106 6 5th 12 126 7 6th 13 147 7 6th 14 170 8 7th 15 195 8 7th 16 221 9 8th 17 250 9 8th 18 280 10 9th 19 311 10 9th 20 343 11 9th

Optionally, all chart-progression spellcasters have a “phantom slot” one level higher than their current maximum, representing whatever they’re studying at the moment. Unfortunately, using it requires a Fortitude save to avoid (1d4 damage per spell level), and a Will saving throw to avoid a spell misfire. Both DC’s are (11+Spell Level). Fooling around with magic you haven’t yet mastered under stress is not recommended. Still, when did playercharacters stick with what was recommended?

3.0 Psionic Powers are a great deal more specific than the 3.5 powers. For example, the ability to summon Astral Constructs included nine separate disciplines in 3.0; these were folded into one in 3.5. The 3.0 charts thus offer substantially more powers. As a rule, the 3.0 chart should only be used with the 3.0 powers and the 3.5 chart with the 3.5 powers.

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Eclipse: The Codex Persona

Like Spellcasters, Psionic characters get extra magic for having a high score in their primary magical attribute. In their case they receive (Att Mod) x Caster Level/2 extra Power rather than bonus spells.

Cleric and Druid Spellcasting Progression Spells gained per level/Spells known (if applicable) Lv 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Adept Spellcasting Progression Spells gained per level/Spells known (if applicable) Lv 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

L0 3/4 3/4 3/4 3/4 3/5 3/5 3/5 3/5 3/6 3/6 3/6 3/6 3/6 3/6 3/6 3/6 3/6 3/6 3/6 3/6

L1 1/2 1/2 2/2 2/2 2/3 2/3 3/3 3/3 3/4 3/4 3/4 3/4 3/5 3/5 3/5 3/5 3/6 3/6 3/6 3/6

L2 0/1 1/2 1/2 2/2 2/2 2/3 2/3 3/3 3/3 3/4 3/4 3/4 3/4 3/5 3/5 3/5 3/5

L3 0/1 1/2 1/2 2/2 2/3 2/3 2/3 3/4 3/4 3/4 3/5 3/5 3/5

L4 0/1 1/2 1/2 2/2 2/3 2/3 2/3 3/4 3/4

L5 0/2 1/3 1/3 2/4 2/4

L0 3/5 4/6 4/6 5/7 5/7 5/8 6/8 6/9 6/9 6/9 6/9 6/9 6/9 6/9 6/9 6/9 6/9 6/9 6/9 6/9

L1 1/3 2/3 2/4 3/4 3/5 3/5 4/6 4/6 4/6 4/6 5/6 5/6 5/6 5/6 5/6 5/6 5/6 5/6 5/6 5/6

L2 1/2 2/3 2/3 3/4 3/4 3/5 4/5 4/6 4/6 4/6 5/6 5/6 5/6 5/6 5/6 5/6 5/6 5/6

L3 1/2 2/3 2/3 3/4 3/4 3/5 4/5 4/5 4/5 4/5 5/5 5/5 5/5 5/5 5/5 5/5

L4 1/2 2/3 2/3 3/4 3/4 3/5 4/5 4/5 4/5 4/5 5/5 5/5 5/5 5/5

L5 1/2 2/3 2/3 3/4 3/4 3/5 4/5 4/5 4/5 4/5 5/5 5/5

L6 1/2 2/3 2/3 3/4 3/4 3/4 4/4 4/4 4/4 4/4

L7 1/2 2/3 2/3 3/4 3/4 3/4 4/4 4/4

L8 1/2 2/3 2/3 3/4 3/4 3/4

The clerical progression does not necessarily include domain spell slots. Those are gained via the Specialist ability (page 44).

Bard Spellcasting Progression Spells gained per level/Spells known (if applicable) Lv 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

L0 2/4 3/5 3/6 3/6 3/6 3/6 3/6 3/6 3/6 3/6 3/6 3/6 3/6 4/6 4/6 4/6 4/6 4/6 4/6 4/6

L1 0/2 1/3 2/3 3/4 3/4 3/4 3/4 3/4 3/4 3/4 3/4 3/4 3/4 4/4 4/5 4/5 4/5 4/5 4/5

L2 0/2 1/3 2/3 2/4 3/4 3/4 3/4 3/4 3/4 3/4 3/4 3/4 4/4 4/5 4/5 4/5 4/5

L3 0/2 1/3 2/3 2/4 3/4 3/4 3/4 3/4 3/4 3/4 4/4 4/5 4/5 4/5

L4 0/2 1/3 2/3 2/4 3/4 3/4 3/4 3/4 4/4 4/5 4/5

L5 0/2 1/3 2/3 2/4 3/4 3/4 4/4 4/5

L6 0/2 1/3 2/3 3/4 4/4

The other Druids thought that the giant mouth tattoo was a bit much. So it ate them.

Eclipse: The Codex Persona

L9 1/1 2/2 2/3 3/4

13

3.0 Psion Power Progression

Wizard Spellcasting Progression

Power Points and Powers Power Level Pts/Day 1 2 2 3 3 4 4 7 5 10 6 15 7 20 8 27 9 34 10 43 11 52 12 63 13 74 14 87 15 100 16 115 17 130 18 147 19 164 20 183

Spells gained per level/Spells known (if applicable)

-------- Powers Discovered ------0 1 2 3 4 5 6 7 8 9 2 0 - - - - - - - 2 1 - - - - - - - 2 2 - - - - - - - 3 2 0 - - - - - - 3 2 1 - - - - - - 4 2 1 0 - - - - - 4 3 2 1 - - - - - 5 3 2 1 0 - - - - 5 3 2 2 1 - - - - 6 3 2 2 1 0 - - - 6 3 3 2 2 1 - - - 7 3 3 2 2 1 0 - - 7 4 3 3 2 2 1 - - 7 4 3 3 2 2 1 0 - 7 4 3 3 3 2 2 1 - 7 4 4 3 3 2 2 1 0 7 4 4 3 3 3 2 2 1 7 4 4 4 3 3 2 2 1 0 7 4 4 4 3 3 3 2 1 1 7 4 4 4 4 3 3 2 2 1

Lv 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

3.0 Psions also gain one power of each level from their chosen speciality list. These become available at the “0" listings on the table.

L1 1/6 2/6 2/7 3/7 3/8 3/8 4/9 4/9 4/9 4/9 4/9 4/9 4/9 4/9 4/9 4/9 4/9 4/9 4/9 4/9

L2 1/3 2/4 2/4 3/5 3/5 3/6 4/6 4/7 4/7 4/7 4/7 4/7 4/7 4/7 4/7 4/7 4/7 4/7

L3 1/3 2/4 2/4 3/5 3/5 3/6 4/6 4/6 4/6 4/6 4/6 4/6 4/6 4/6 4/6 4/6

L4 1/3 2/4 2/4 3/5 3/5 3/6 4/6 4/6 4/6 4/6 4/6 4/6 4/6 4/6

L5 1/3 2/4 2/4 3/5 3/5 3/6 4/6 4/6 4/6 4/6 4/6 4/6

L6 1/3 2/4 2/4 3/5 3/5 3/5 4/5 4/5 4/5 4/5

L7 1/2 2/3 2/4 3/4 3/4 3/4 4/4 4/4

L8 1/2 2/3 2/3 3/4 3/4 4/4

L9 1/2 2/3 2/3 4/4

Sorcerer Spellcasting Progression Spells gained per level/Spells known (if applicable)

3.0 Psionic Powers are a great deal more specific than the 3.5 powers. For example, the ability to summon Astral Constructs included nine separate disciplines in 3.0; these were folded into one in 3.5. The 3.0 charts thus offer substantially more powers. As a rule, the 3.0 chart should only be used with the 3.0 powers and the 3.5 chart with the 3.5 powers.

Lv 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

3.5 Psion Power Progression Power Points and Powers Daily Powers Max Lvl Power Known Lvl 1 2 3 1st 2 6 5 1st 3 11 7 2nd 4 17 9 2nd 5 25 11 3nd 6 35 13 3rd 7 46 15 4th 8 58 17 4th 9 72 19 5th 10 88 21 5th

L0 3/8 4/9 4/9 4/10 4/10 4/11 4/11 4/12 4/12 4/12 4/12 4/12 4/12 4/12 4/12 4/12 4/12 4/12 4/12 4/12

Daily Powers Max Lvl Power Known Lvl 11 106 22 6th 12 126 24 6th 13 147 25 7th 14 170 27 7th 15 195 28 8th 16 221 30 8th 17 250 31 9th 18 280 33 9th 19 311 34 9th 20 343 36 9th

14

L0 5/4 6/5 6/5 6/6 6/6 6/7 6/7 6/8 6/8 6/9 6/9 6/9 6/9 6/9 6/9 6/9 6/9 6/9 6/9 6/9

L1 3/2 4/2 5/3 6/3 6/4 6/4 6/5 6/5 6/5 6/5 6/5 6/5 6/5 6/5 6/5 6/5 6/5 6/5 6/5 6/5

L2 3/1 4/2 5/2 6/3 6/3 6/4 6/4 6/5 6/5 6/5 6/5 6/5 6/5 6/5 6/5 6/5 6/5

L3 3/1 4/2 5/2 6/3 6/3 6/4 6/4 6/4 6/4 6/4 6/4 6/4 6/4 6/4 6/4

L4 3/1 4/2 5/2 6/3 6/3 6/4 6/4 6/4 6/4 6/4 6/4 6/4 6/4

L5 3/1 4/2 5/2 6/3 6/3 6/4 6/4 6/4 6/4 6/4 6/4

L6 3/1 4/2 5/2 6/3 6/3 6/3 6/3 6/3 6/3

L7 3/1 4/2 5/2 6/3 6/3 6/3 6/3

L8 3/1 4/2 5/2 6/3 6/3

L9 3/1 4/2 6/3

Eclipse: The Codex Persona

Corrupted and Specialized Magic

over your spells each day or if your patron keeps coming up with missions for you. This is a classic for clerics and for spellcasters who are too impatient or greedy to actually study. ! Mysticism. Your magic relies on building up credit Corrupting or Specializing (page 22) magic levels with various types of spirits, and so cannot use external allows for a great deal of variation over and above that power sources or batteries. This is usually Corrupted, but inherent in mixing and matching limitations, levels, Specialized if the spirits are unusually difficult to please charts, and spell types. Either can be used to increase (i.e., you have a slow or difficult recovery). the effective number of magic ranks purchased, to reduce This works well with Rune Magic (page 97), the cost, or alter the number of spells granted by each especially when combined with Mana (Specialized to level. Some common modifications include: create individual “pools” of favors with particular ! Destructive. Your magic has dangerous and/or spirits, page 36) and Reflex Training (so that “spirits” destructive side effects, either environmental (usually can cast instant defensive spells for you, page 40). Corrupted), on your friends (usually Specialized), or ! Ritualist. Your magic requires lengthy preparations personal, such as insanity, progressive mania, damage, or and many components. This is usually Specialized unless spiritual corruption (usually Specialized). normal magic is not available in a campaign. While this is a classic for evil The classic ritual summoner mages (who don’t care what can command tremendous forces happens around them), a player if he or she can keep summoned character struggling with the creatures around for a while undesirable consequences of with the Persistent metamagic power can be very interesting. (page 63), but is helpless if ! Difficult. Your regain your caught unprepared. magical energy slowly. This is ! Subsumption. You fuel your usually Corrupted if it merely magic by “draining” power from requires a week or two, or others. This usually causes Specialized if you have to use mental problems. This is Rite of Chi (page 42) or a similar Corrupted if you need steal ability to get it back. powers only to learn them (i.e., This works well with to buy a power you must first characters who draw their defeat someone who has it) or magic from dangerous sources, Specialized if someone must be steal it from mystical beings, or drained to regain your powers. must pay for it in some fashion. Less drastically characters ! Elemental. Your magic is can buy a progression to store restricted to an unusually narrow but not cast spells, making them field. While “the four elements” a walking magical battery. This (Corrupted) or a single element Specialized power may require (Specialized) are common It Slices! It Dices! It makes buying off some limitations such choices, there are hundreds of as Components or Studies. 31 varieties of Pancakes! possible fields. ! Unreliable. Your magic Almost too common to comment on, extreme simply fails to work sometimes. This may require a die specialization is usually better for dabblers than for roll each time a spell is cast or there may be conditions magical experts. that block your abilities, such as being on holy ground, ! Focused. You need some vulnerable external device to carrying metal, or targeting someone carrying cold iron. use your magic. This is Corrupted if the “device” is Corrupted or Specialized depending on the extent of the something that’s difficult to destroy or take away, such limitation and how often it comes into play. as a sacred grove, temple, or series of tattoos on your For a very Specialized version of this try magic skin. It’s Specialized if it’s easily taken away, such as a which only works on a particular set of targets. staff or wand, or if it attracts trouble, such as a hidden ! Wild. Your magic is unstable. It may be governed by horde of treasure. natural cycles, such as the phases of the moon, and thus Perhaps this is part of how dragons become so be reasonably predictable (Corrupted) or it may vary powerful - and why it angers them so much to have randomly and/or have uncontrollable side effects something stolen from their hordes. Heh. (Specialized). ! Granted. You deal with a single mystical entity on a Note that this is a LIMITATION. It never improves personal level, and may acquire only those abilities your powers beyond what you’ve actually paid for, which it decides to grant. This is Corrupted if it simply although it certainly reduces them at times. limits your choices, but Specialized if you have to debate

Eclipse: The Codex Persona

15

Control Mechanisms

! Approval. This simple - if intrusive - method has the GM approve only a limited number of special abilities for each character. This is, of course, what most methods come down to in the end - but in this case we’re not bothering with an in-game justification. This works, but it’s less satisfying for everyone. ! Framework. Characters must spend a minimum number of points per level in various fields. This won’t keep people from going for the “best” abilities, but it does force them to be tolerably well-rounded, cuts down on the number of special talents any one of them can have, and helps maintain the idea that they’re learning from experience rather than picking from a menu. A basic Adventurer framework is shown below. While minor exceptions may be allowed, and points from bonus feats and disadvantages are not subject to the template limits, it should be suitable for most d20 settings.

While there’s nothing wrong with a free-wheeling game that allows people to spend their CP on anything they want, it’s hard to run. Since Eclipse is designed for use in any setting, it offers far more character options than will fit into any one game world. Sadly, such flexibility, like any pointbuy system, also allows many forms of character-design abuse. Players may want to indulge in truly grotesque min-maxing, create incredibly powerful specialists, take points for irrelevant “disadvantages” (or even disguised advantages), build characters that don't fit into the game world, stack bonuses, and buy whatever they see as the most convenient, “best,” or most cost-effective abilities whether they make sense for the character or not.

Adventurer Framework

Unfortunately, any given option will be “abusive” in some worlds and with some GM's but not in or with others. Trying to address this within the rules themselves is a futile effort that simply creates more loopholes and endless special cases. Ergo, here are some ways to customize things for your particular world.

Per-Level Point Expenditure Restrictions Ability Hit Die Skill Points Saving Throws Special Abilities Warcraft Magic Levels Extra Spells

! Bloodlines. Many abilities can be learned, but others require some innate mystical talent. If you're not born with that special spark, such abilities are extremely difficult (e.g., require a Wish, Miracle, great quest, major mystical experience, or divine aid) or even impossible to acquire. Players may pick a limited list of restricted abilities for which their character has the necessary “spark” during character creation. ! Ritual. Some abilities require specific rituals or odd technological means to acquire. The ingredients, places, times, and procedures to follow are all likely to be more or less difficult to find or arrange. This method, like Secrets, below, has the side benefit of being a rich source of side-adventures. ! Secrets. The secrets of some abilities are guarded by ancient hermits, hidden orders, supernatural beings, or elder dragons, are buried in rare manuscripts, or are only to be found in distant and dangerous places. ! Training. Some talents require months or years of exotic training, are very time-consuming to maintain, or have other special, or mutually exclusive, requirements. No one can have more than a few of them. As a side benefit, this option can be used to keep characters busy, and spending money, between adventures. ! Development. Some abilities take months or years to develop, may be erratic at first, and may cost more points than usual. Characters list the abilities they want and set aside points for them. The GM deducts points from that pool if and when he decides to make an ability available, may only allow a partial ability at first, and may deduct extra points for overly-useful abilities or combinations.

Minimum 0* 2* 3* 0 3+ 0 0

Maximum None 12 12 12 12 18 4

*More is usually a good idea +This translates to a minimum BAB of (Level/2). Most characters should be allowed to round down to the nearest 6. Special Abilities. Individual Game Masters may make exceptions for heavily ability-dependent characters, such as Monks, but don’t count on it. Adventurers may not invest more than (level+2) x 6 CP in any one chain of linked special abilities OR have more than (level+1) abilities from any one such chain. They cannot add more than two links to such a chain per level. Proficiencies. Characters may spend as many CP as they wish on Proficiencies. As a practical matter, they are expected to learn at least four weapons; almost anyone should be able to pick up a club, crossbow, dagger, or staff and use it immediately. In fact, most adventurers should be able to use all simple weapons. Magic Levels. No points need be spent here, but characters cannot gain more than two levels in any one magic progression per character level. Similarly, they may not buy more than 4 extra spells per character level.

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Eclipse: The Codex Persona

Fast Learner. (+1) Actually purchased as a feat for 6 CP, this ability grants extra CP as the character rises in level. Specialized versions are available and encouraged. No one may take Fast Learner more than once unless it’s been built into a template, race, or class by the Game Master. For example, wizards have Fast Learner Specialized in acquiring new spells each level. This doubles the CP output; each spell costs 1 CP, so wizards gain 2 spells per level. The Game Master should keep a careful eye on Fast Learner; it is very easily abused.

Slight modifications to the basic framework can adapt it to particular campaigns. For example, in a modern espionage setting characters are presumably quite skilled, but can’t have any mystical abilities beyond trivial psychic powers. Ergo: Modern Espionage Framework: Minimum 6 CP per level spent on skills, maximum of 2 CP per level spent on mystical abilities. In a setting where all the characters are a part of a mercenary company, one might reasonably require: Elite Mercenary Framework: Minimum of 2 CP per level spent on buying larger hit dice, minimum of 4 CP spent on skills per level, maximum magic level of (character level - 3). This will keep the characters reasonably tough, but drastically limits their spellcasting.

Restrictions. (+1) A character with restrictions has major limitations on the use of some ability or type of equipment. He or she may never (ever!) acquire or use such talents without major penalties. For example, W itchYou want to add what? Don’t you think it’s Hunters never cast just a bit late for that? You’re down to 18 CP! spells except to fix the problems caused by other magic on pain of losing most of their abilities. The point bonus is per category which applies. A If applied to a character, these modifiers add or character only gains the bonus points for restrictions on subtract the listed CP value at every level, starting at things that would obviously useful to him or her. level 1. Modifiers linked to a particular ability (such as Common restrictions include wearing no armor, using no Very Limited Spell List) require the character to invest a weapons, using no magic or psionics, or skill-related substantial number of points in that ability; 3 per level is feats. A good explanation is in order. Why is the good minimum. That’s nearly 3 full levels at level 20! character restricted in this way?

Per-Level CP Modifiers

Dabbler. (-2) A character with Dabbler either has no class description or insists on taking abilities outside of that theme. This penalty applies to each level until said character takes out time (several months) to retrain. GMO as to whether this or the 10% XP penalty applies.

Untrained. (-6) This character has not been trained as an “adventurer,” is hopelessly untalented, or simply isn't interested. This modifier goes away - and the character gets to spend those CP - when he or she gets trained, starts to take an interest, or finds a talent (if any).

Duties. (+2) A character with Duties has extensive obligations. These restrict his or her time and freedom of action, as well as draining his or her resources, but also mean getting a lot of practice or extra training. This typically includes Druids, Clerics, and Paladins. Ignoring your duties brings on various penalties. Strangely, this continues until the GM feels you have enough penalties to equal the points you got from Duties.

Very Limited Spell List. (+.5) The character's spell lists are unusually specialized, or otherwise restricted, for his or her magic style and class. The Paladin doesn’t receive this, because his or her spell list covers nearly anything he or she might want to do and even offers some unique and powerful spells. Rangers, on the other hand, don’t have nearly the versatility they arguably should get, so they receive this small bonus.

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Disadvantages. Each character may take 1/2/3 disadvantages, for a total of +3/+6/+10 CP when the character is designed. Characters may not take more than three disadvantages. While this is not strictly reasonable - it would make more sense to have fewer CP since they must deal with their disability - it’s more fun this way. Most ordinary character disadvantages can be found on the list below. If someone wants to get really creative, let them. It’s only three or four points.

NPC Levels How many levels should NPC’s get? If it matters, we recommend the following chart for non-adventuring NPC’s and for those for whom “adventures” are the rare exception, not the rule. ! Level 1 for being a mature adult ! +1 per age category (middle-aged, old, and venerable) ! +1/2/3/4/5/6/7/8 for raising at least 1/2/4/8/16/32/64/ 128 or more children to adulthood. Max ! +1 per social or guild rank climbed +4 ! +1 for being knighted or publicly honored +2 ! +1 for being ennobled or getting a major post +2 ! +2 for being or becoming a ruler +4 ! +2 for being worshiped as a god +2 ! +2 for actually becoming a god +2

Disadvantages List All disadvantages are subject to a general rule: if it doesn't cause you significant problems, then it’s not a disadvantage, and is worth no points. Accursed. The universe is out to get you. This covers literal curses, such as dooming those you love, terrible fates, bleeding fire instead of blood, or uncontrollable lycanthropy, as well as lesser, persistent annoyances. The latter might include being a preferred target for attacks (you count as two people if random targeting is used), unpleasant disabilities such as epilepsy, allergies and so on. Your curse can be lifted, but it requires a great deal of work or truly major magic.

While the rules are exactly the same for adventurers and non-adventurers, or for NPC’s and PC’s, most nonadventurers invest their CP in things they actually use a lot rather than in anything the players or Game Master are likely to care about, or even notice. Monster levels, of course, are whatever fits the story and the needs of the Game Master.

Aged. You didn't take up adventuring until late in life. You are middle-aged or older and may, at the option of the GM, have an extra level or two with the points assigned to abilities of little use in adventuring - giving you a starting edge at the cost of a long-term penalty.

Once-Off CP Bonuses

Blocked. You cannot use some type of ability to which you'd normally have access. This is commonly a magical school, but this may include racial abilities or class abilities in games which use classes.

These apply only once, although the CP bonus is permanent unless the character chooses to buy off a disadvantage. Package Deals. Some groups offer a set (usually 6-12 CP worth) of abilities to anyone who joins up - and takes on their enemies and problems. This is a GM bribe to get characters to take on particular roles and obligations in the setting. If they’re available, go ahead and take one; you’ll be playing in the setting anyway.

Broke. You start with only a third of the usual cash and equipment you would be entitled to by your level. You may have continuing money problems as well if you add Obligations, Compulsive, or a similar flaw. Compulsive. You have some particular mania or “code of conduct” which influences everything you do. Likely compulsions include the classic manias (like Pyro- or Klepto-), an overwhelming love or hatred, greed, dedication to some peculiar goal, truthfulness, extravagant spending, or even virtue. Codes include things like Hippocratic Oaths or Chivalry. Characters that ignore their compulsions take a 20% experience penalty.

Retraining. This allows a character to regain CP lost due to being Untrained or changing classes. It may also be used to eliminate limitations and Disadvantages, but character must pay off the bonus points derived from them first. Retraining usually requires 2d6 months and an in-game explanation of who, how, and where. Unique Training. Popular with high-level characters, this can come from ancient masters, divine or infernal tutors, or simply spending six months disguised as a smith. It adds +1d6 CP, up to a maximum of +(2 x Intelligence) CP over a character's lifetime. Of course, only the GM may decide what qualifies as “unique training.”

Dependent. There is something you just have to have to function effectively. You could be addicted to a drug, rely on a special talisman, require constant support and encouragement, or simply be so confused that you need someone to tell you what to do. Unless there’s a specific effect involved this defaults to a -3 penalty on your rolls.

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Inept (select Int, Wis, Chr, or Dex). You suffer from a -2 modifier on all skills linked to the chosen attribute.

Foolish. You don’t learn as quickly as usual, and so take a 20% experience point penalty. This isn't, however, cumulative with the usual penalty for multiclassing.

Insane. You’re out of your mind. This is usually limited to particular situations or subjects, leaving you sane enough most of the time, but when that trigger comes up you become completely irrational. This most commonly shows up as phobias (darkness or a class of creature are favorites), but there are innumerable ways to go a little off your rocker.

Frail. You must make a (DC 18) Fortitude save after casting a spell of level 3+ or fighting for three rounds. On a failure you take 1d6 points of nonlethal damage and become staggered for 1d4 rounds. The GM may allow this to be limited to spellcasting OR combat, but this increases the save DC to 23. Hallucinations, Flashbacks, and Visions. Your version of reality doesn't always agree with that of those about you. While this is common enough with respect to details, in your case it may extend to things like whether it’s daytime. More commonly, and most dangerously, you may simply see a distorted version of what everyone else sees. This is up to the GM, but the occasional Will save (DC 18) is suggested, or you may react in a radically different manner than those about you.

Irreverent. You are fundamentally unable to accept the “divinity” of gods. You recognize their might and may even see one as a patron, but worship just isn't a part of your nature; they're just really powerful people to you. While gods generally forego directly smiting you, none of them will grant you divine magic and many clerics have a problem with you. Obligations. You have responsibilities which you can not easily discharge. You may have dependents, debts, a geas, massive tithes, oaths to fulfill, a job which you cannot readily leave, be sworn to the service of a lord or ruler, or just have friends who need looking after. This is a wonderful way to get dragged into adventures.

Healing Resistant. You get only half the benefit of Cure Wounds or Heal spells. Additionally, Neutralize and Remove spells grant you a save to throw off whichever effect they are targeting, but aren’t automatic. This does have an upside; the relevant Inflict Wounds, Harm, Contagion, Poison, and Blindness/Deafness spells are similarly reduced in effectiveness, allowing an extra save or halving the effect.

Outcast. You are socially unacceptable in a large area or with a large and important group. You might be noted as an oathbreaker, an “untouchable,” a kinslayer, or an ex-slave, belong to a despised ethnic group, believe in a heretical faith, or simply have numerous obnoxious habits. In any case, a sizable segment of the people in the campaign setting will have nothing to do with you.

History. The player has a few pages of notes for the GM about the character's history, personality, and goals. This should include some mention of friends and family, old enemies or allies, and where the character got his or her training or equipment. The GM should to allow the player several sessions to come up with it all.

Poor Reputation. You’re widely and unfavorably known. This results in a -6 penalty on “friendly” social skill and Charisma rolls throughout a major portion of the setting. This may be combined with “Outcast,” in which case there's not much use in trying to talk to anybody. Even your companions will suffer penalties if it becomes known that they associate with you.

Hunted. Someone’s out to get you. You may be an outlaw, have personal enemies, or have been marked by some mystical entity. The nature of your foes should be decided in consultation with the GM. As a rule, you cannot simply confront your hunters and fight it out with them. They're either numerous, powerful, or secretive.

Recorder. The player keeps records, and ensures that the GM gets a copy. Acceptable forms are up to the GM, but common variants include character diaries, letters, campaign logs, and keeping a list of NPC's.

Illiterate. An Illiterate character either cannot read or write one language or all of the languages he or she knows. This disadvantage has a flat cost and does not refer back to the starting disadvantages price table. The character gains +1 CP for the lone language version or +2 CP for all languages. As a side note, this doesn’t count against the maximum disadvantage limit, since it’s only here to be consistent with the standard “barbarian” listing. In some settings the Game Master may choose to make illiteracy the default for most characters.

Secret. There is something buried in your past which you must keep hidden. Your dark secret may range from your unpopular ancestry to being a mass murderer, but bad things happen if it is revealed (i.e., you will get two shiny new disadvantages). Characters most commonly get two from: Hunted, Outcast, Poor Reputation, or Valuable, but things like Accursed, Insane, Obligations, or Unluck may fit in some cases.

Incompetent. You suffer from a “-5” modifier on one GM-selected skill, or a “-3” modifier on a group of related skills (e.g., anything “high-tech”).

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Showman. You compulsively posture, show off, gloat, and brag giving away your plans and wasting time even in combat. You take a 3 Initiative penalty, while others get a +3 bonus on any checks that involve finding out what you're planning to do or are doing at the moment. Slow. You suffer a - 2 I n i tiat i v e penalty and a -10 fe e t p er r o und penalty to your base movement rate, and cannot buy feats whi c h improve either of these.

The eternal dilemma: healthy baby versus extra CP. Heh. blame anything that happens in the vicinity on you, and you'll have to pay in advance most of the time. Do not try to be the party spokesman. It just won’t work out.

Stigmata. You have some injury which either cannot be healed or has healed badly. It is both painful and inconvenient. You must make a DC 24 Fortitude save at the start of each session; if you fail you take a -1 morale penalty on saving throws for the duration of the session.

Valuable. You are worth a lot of money. This usually means that there's a reward out on you, but it may mean that you will bring a vast price on the slave market, have some mystic quality about you which makes you priceless to a mage, or, for truly exotic character races, that your body parts are extremely valuable.

Unarmoured. You refuse to use armor for some reason. Characters who already suffer major penalties for wearing armor can't take this disadvantage. Uncivilized. You do not fit into anything beyond a small tribe. Complex social situations, the sheer scale of cities and towns, and business and banking schemes (among other things) are all beyond your grasp. You stick out like a sore thumb in civilized areas and greatly prefer to stick with items, foods, and customs typical of your tribe. You start off with little or no access to advanced equipment or techniques for the setting, and often take a -4 penalty when dealing with civilized societies or technologies.

Vows. While closely related to Compulsive, Vows are generally more restrictive. They're also far more dangerous; those who fail to live up to their vows face some form of retribution. On the other hand, they also get some support; characters gain a +/- 3 bonus (as needed) against attempts to make them break their vows. Disadvantages are potentially far more trouble than they’re worth. The GM shouldn't overstress them. They're most valuable to the game when used as a source of convenient plot hooks. Disadvantages may be bought off with CP if the GM agrees. Doing so without explanation costs twice the CP value. Doing so with a good in-game explanation (training or building up a new reputation) costs CP equal to the value. Doing so through some major in-game quest or epic adventure costs nothing. In any case, the GM must be consulted and must agree to any such changes. Disadvantages which are integral to the character, or have become major plot elements, normally cannot be removed.

Unluck. Your life just keeps going wrong. You will be afflicted with many small miseries that have no game mechanic (the GM gets to screw with you). You always fail on a d20 roll of 2, regardless of how large your bonuses are, just as if you had rolled a natural 1. Untrustworthy. You're hopelessly shifty, have an odd aura, or just give the impression that you're guilty or up to something all the time. As a rule, nobody will take your word for anything, the local city guards tend to

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Chapter 2: Special Abilities

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Ability Modifiers

requires a touch attack since it has no range, resistance to acid applies, the damage is distributed over several rounds, it can be stopped by washing it off or applying a base, and it’s capped at 30d6. It may be pushing it, but the GM allows it), and Vital Elixir (a combined version of Bull’s Strength, Bear’s Endurance, and Cat’s Grace; OK at level four).

Ability modifiers cover the variations. Can it only be used when the character has an audience? Then it’s probably Specialized. Does it cause a single point of attribute damage? Then it’s probably Corrupted. While ability modifiers are usually applied only to special abilities, characters can have them on basic abilities. This commonly crops up in special saving throw bonuses against particular attacks, in attack bonuses usable only against certain creatures, or in magic levels with severe restrictions (see page 15).

Like a Paladin or Ranger’s spell list, these spells are available to any alchemical hedge mage, but must be prepared in advance. Ulric wants to Corrupt the list, increasing his effective level in the progression by 50%, by making casting his spells require an Alchemy skill check at a DC of [(Spell Level +1) x 5] and an alchemical lab to prepare since they all revolve around tossing alchemical compounds around. Fair enough.

Corrupted. A Corrupted feat or ability is either more limited than usual or comes with some sort of downside. The effect of such a feat or ability is increased by 50% or it costs only 2/3 the normal price. For example, Ulric wants to buy Alchemical Hedge Magic using the Paladin/Ranger chart and an alchemically-based spell list.

Specialized. The ability is only usable in a very limited situation or is otherwise severely restricted. This either doubles the effect or halves the cost. This may often be applied to feats which require substantial psychic energy to function or need extra preparation. ! An ability that normally requires a specific situation or other Specialization can’t be cheated. If a character buys all of his or her special attacks and abilities for the weapon he or she uses all the time, this isn’t much of a flaw unless the Game Master then makes a point of taking away that weapon occasionally. Characters may come in for an ECL penalty if they specialize too much, as per “Keeping characters under control,” page 163. ! Many abilities note that they apply only in “certain circumstances” or “special situations.” If you want to Specialize or Corrupt these, you’re going to have to limit them even further.

Alchemical Hedge Magician Spell List L0: Brew (makes instant tea), Detect Poison, Flare, Glue (sticks things together), Identify Herb (obvious), Phosphorescence (light), Smoke Cloud (makes a big puff of smoke) and Spray (sprays a vial of something on a nearby target). L1: Bless (or Curse) Water, Cure Light Wounds, Distillation (doubles the effect of a standard alchemical compound for 2 XP), Entangle, Fastburn (turns a burning object into a small explosion), Magic Weapon, Obscuring Mist and Resist Energy.

Ulric wants to make his alchemy cheaper. He wants to Specialize it by reducing the number of spells he can recover per day to 1d6 levels of spells (level zero spells count as ½ a spell level) per two hours of work with a trunkful of alchemical equipment. That’s fairly reasonable and his spell list doesn’t seem likely to break the game. Still, the GM warns the player that, if this does turn out to be a problem, he may run short on some rare or expensive alchemical catalyst and so find it harder to renew his spells.

L2: Alchemic Mist (turns a vial of something into a small cloud), Blindness/Deafness, Delay Poison, Fire Trap, Glitterdust, Acid Arrow, Pyrotechnics and Soften Earth and Stone. L3: Antitoxin (Neutralize Poison), Cure Moderate Wounds, Dispel Magic, Ectoplasm (Shadow Conjuration), Haste, Magic Circle (immobile but affects all alignments), The Naming of Names (attempts to control someone by invoking their true name. Nothing to do with alchemy, but it’s a basic component of magic in the campaign, so OK), and Poison (can produce various toxins, not just Con poison).

Bonus Uses (+6 CP). Bonus Uses increases the number of times the user may indulge in a times-per-day (or other appropriate period) ability by +4. At GMO, the character may add a relevant attribute modifier to the number of uses instead. Bonus Uses may be purchased repeatedly. ! With the GM’s permission, you may add more uses at +1/2/3/4 uses for 2/3/5/6 additional CP’s.

L4: Break Enchantment, Hold Monster, Rusting Grasp, Protoplasmic Salve (cures only 3d6 damage and takes several minute to cast, otherwise as per Heal), Stoneskin, Touch of Alkahest (as per Disintegrate, but

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Basic Abilities

Acrobatics (6 CP). Acrobatics allows you to combine several physical stunts into one roll. An example might be, “I flip over the railing, grab the chandelier, swing across the room, tumble out the window, and land on my horse!” This would require one roll, at the highest DC incurred by any single action. You may thus evade some checks; in the example above the character wouldn’t need to make any Jump checks because the Tumble check has the highest DC involved. ! Light Foot (+6 CP) allows combining an impractical maneuver with normal movement, such as running on walls or turning in midair while jumping.

Reading the Entries. Now and then you’ll see entries like this: “This costs +6/12/18 CP for spells of level 16/7-8/9.” What does this mean? It means the entry has a variable cost depending on how powerful an effect you buy. In the above example, the extra cost for buying a spell from level 1 through 6 is 6 character points. This rises to 12 character points for spell of levels 7 and 8, or 18 points for level 9 spells. Just count the slashes if there’s any question. Some talents grant multiple abilities. Abilities listed with a (+) sign next to the CP cost require the basic ability (i.e., the first one named). Most of these abilities are extraordinary. As a rule, only those which grant actual magical powers are spell-like or supernatural. This doesn’t mean that you can’t turn them into supernatural powers by corrupting them, but this isn’t really recommended: sooner or later someone will use a major antimagic effect. If word gets out, and a character used this flaw too much, they’ll become unplayable. Certainly no evil mastermind would go without a way to counter some over-enchanted hero or heroine! Moreover, characters (and often players) have few ways of discovering whether an ability is Why, yes, I am a Hero! supernatural or not, except by trial and error. If the characters neither know nor care about their own abilities, why worry about it? Ability Focus (3 or 6 CP). You add +2 to the DC of resisting one of your specific abilities, such as a breath weapon, special ability, particular spell, or specific poison. At 6 CP this may be expanded to a particular school, technique, descriptor, domain, or path of magic, a small group of innate magical abilities, or another modest group of abilities. ! For double the base cost (+3 or +6 CP) the DC of the ability or abilities in question may be increased by +4. ! You may take this ability multiple times. Each time, it affects another ability.

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Action Hero (6 CP). You gain (2 + level) Action Points each time you gain a level and may accumulate a pool of up to (2 x level + 10) Action Points at any one time. Characters must select one of the options below to spend Action Points on each time they purchase Action Hero. For each additional +2 CP you gain one extra AP per level and +2 to the maximum you can accumulate in your pool. If you want to fuel other abilities with AP, they can normally be purchased as Specialized. ! Heroism allows you to spend one Action Point per round to improve a single character-action roll (NOT a hit point or other character development check) by 1d6. At level 8+ roll 2d6 and apply the best one, at 15+ roll 3d6 and apply the best one, and at 22+ roll 4d6 and apply the How could you tell? best one. Totaled multipledie rolls, such as the damage from a Fireball or a highlevel rogue’s Sneak Attack, may add the total instead of keeping only the best die. An Action Point may be spent on Heroism after the roll is made, but must be spent before the Game Master announces the result. Action Points cannot be used if you’re “Taking 10” or “Taking 20.” For +3 CP you may roll d8's instead of d6's. For a further +3 CP you may roll d10's instead of d8's. For another +6 CP, you may spend two action points per round if you want to. Finally, for +6 CP more, you may spend one AP per day without having to reduce your reserve. This last option is NOT usable with any of the other expenditure options.

campaign will be able to make devices using the principles of the item, and at five times the base AP cost, it becomes generally available. ! Influence allows you to spend AP to manipulate largescale events. For example, a minor change, such as getting the taxes on a village reduced or forgiven for a year, would cost 1 AP. Getting backing for an expedition or getting someone pardoned for a fairly serious offence might cost 3. Impressive requests, such as a raid or rescue expedition across a border, cost 6. Major changes, such as settling an inheritance dispute or getting a grant of lands might cost 10. Huge changes, such as getting a modest war started or settled, cost 15. Grandiose changes, such as changing a state religion or starting a crusade, cost 21. Influence is particularly useful when some of the players want to meddle in politics while the others simply want to fight things.

! Stunt temporarily enhances your current abilities by a total of +6 CP. Constant-effect abilities purchased in this fashion work for one minute. Other abilities last for one round. In any case, the extra CP can only be used to enhance abilities related to your current talents and must be approved by the Game Master. They may, however, exceed the normal purchase limits. “Stunts” may be Corrupted or Specialized under the usual rules. Popular uses of this ability include taking an extra Standard Action (Reflex Training), gaining an extra use of any “uses-per-time period” ability (Bonus Uses), or automatically stabilizing your condition (Grant of Aid). “Taking 20” when this is not normally allowed (Luck), making a mighty effort (Hysteria), instantly refreshing a spell slot (Invocation), or “throwing off” mental influences (Immunity; the influence is gone for good if the power in question has a specified duration, but comes back after a minute if it’s permanent) are also popular. ! Crafting lets a character with the appropriate skills and abilities expend Action Points in lieu of the time and XP that would normally be required to complete a project; the user is simply presumed to “have been working on it.” In general, it costs 1 AP to complete a minor project, such as forging a masterwork dagger, scribing a couple of ordinary scrolls, or brewing a couple of potions. Notable projects, such as a wand, cost 3. Impressive projects, such as building a small boat or a minor permanent enchantment, cost 6. Major projects, such as building a private tower in the woods, enchanting midrange permanent items, or making a lesser magical staff, cost 10. Huge projects, such as enchanting a ship, creating a powerful permanent item, or making a major magical staff, cost 15. Finally, Grandiose projects, such as creating an epic item or building a fortification, cost 21. Crafting is useful in games which don’t allow a lot of downtime for would-be crafters and enchanters to work in. Without it they may never get to use the abilities they’ve purchased. The Game Master is entitled to some advance notice of any project worth 10 AP or more. ! Invention lets a character expend Action Points to develop new technologies, jury-rig equipment, create new spells, or simply to have brilliant ideas (i.e., getting a suggestion from the Game Master). A simple idea costs a mere 1 AP and a temporary jury-rig costs 1d3. Inventions are quite expensive, however. A minor improvement to an existing design costs 2 AP, an original design 4 AP, a minor innovation 7, a notable development 10, a dramatic discovery 15, and brand new fields of technology 25. Paying the base costs results in a prototype that only the inventor can effectively use or maintain. Twice that allows the inventor to make and sell the item, but others cannot although they may begin investing AP in the invention as well. When the total reaches three times the base cost, the device can be duplicated by the creator’s students. At four times the base AP cost specialists throughout the

Adaptation (6 CP). Adaptation allows you to become accustomed to a stressful environment, position, or situation, avoiding it’s penalties. For example, you can become used to fighting while prone, while on the pitching deck of a ship, while climbing, or while in zeroor high-gravity environments. Adaption to the desert or to an arctic environment would negate the effects of environmental stress, movement penalties, and similar annoyances in that environment. A social specialist could even become used to working with a hostile audience, and no longer suffer penalties to his or her skills in such situations. Unless combined with some form of Damage Reduction, or other appropriate defense, Adaption does not suffice for survival in environments which inflict damage on a per-round basis. ! You may take this ability multiple times. Each time, it affects another combat situation or environment. Adept (6 CP). Select four related (i.e., get your GM’s permission) skills, which you learn for half price. Each rank of a relevant skill now costs only 1/2 CP. Each rank of an irrelevant one now costs only 1 CP. ! You may take this ability twice, affecting two groups of skills, if your Game Master gives you permission. Adept is actually one of the most powerful abilities in the system. It provides a huge skill bonus in exchange for simply deciding on what you’re good at. The Game Master should keep a careful eye this. It’s most common in Prestige Class conversion. Assistant (6 CP). Your “Aid Another” actions provides a +4 bonus, instead of the usual +2. ! Aide (+6 CP) You may add your +2 bonus to mystical and psionic actions by taking a similar action. For example, you could assist a more powerful spellcaster in casting a Lightning Bolt, adding either +2 Caster Levels, +2 to the save DC, +2 to the spell level, or +2 per die of damage, by casting Shocking Grasp as Aid Another.

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Augmented Bonus (6 CP). You may add a second attribute bonus to the usual one in some specific situation, such as with a skill or set of linked skills, with a specified type of weapon, or against a type of foe. ! Improved (+6 CP) makes the attribute bonus apply in a fairly common situation. For example, saving throws occur regularly in most games. The Paladin has Improved Augmented Bonus for each saving throw, adding his or her Charisma bonus to his or her relevant saving throw bonus. ! Advanced (+6 CP) requires Improved and makes the attribute bonus apply in some very common or repetitive situation, such as to hit points or skill points per level. ! Adding a third attribute bonus to something triples the total cost of this ability! ! You may take this ability multiple times. Upgrades do not carry over. You may not take this more than twice for a single situation, and may not add the same ability bonus to one roll twice. GM’s normally want a good explanation for why you get to do this, and should refuse to allow this ability without one. Augmented Magic (3 CP). This grants a +1 bonus on an aspect (usually Caster Level or damage per die) of a specific type of spell or under particular circumstances. For example, Wizards might take this bonus for Caster Level for their Illusion spells, or combat mages a damage bonus on fire-based spells of any school. Nonspellcasters may take this to augment specific effects, such as the damage from flame-based weapons. ! You may take this ability up to three times on any given power, but may only apply it once per aspect.

Look, I know you can build it, but I’m not putting up with a berserker squirrel and his mighty butterfly companions! Berserker (6 CP). The Berserker ability grants extreme but short-lived bonuses. The user normally gains +4 to two attributes, +2 to a saving throw or AC, and -2 to another attribute, save, or AC for (3+Con Mod) rounds 1/day. The user gains another berserk session per day per 3 character levels or part thereof. The user becomes fatigued after using Berserker. GM’s should note that the character may not generally do anything else but a specified, focused task or similar stunt. For the classic barbarian rage, the character can do little except immediate, physical skills and tasks, mostly meaning combat. Note that the guidelines on where the bonuses should go are not meant as absolute rules; let a character pick something appropriate. AC, damage bonuses, to-hit bonuses, Caster Level, or even turning might all be acceptable choices depending on the character. The bonuses must simply total +8 (the character may apply a -2 penalty somewhere to add an additional +2).

Awareness (6 CP). You suffer no defensive penalties when you’re surprised. You retain your Dexterity bonus when caught flat-footed or attacked by an invisible assailant and save without penalty against surprises. ! Flankless (+6 CP). You can no longer be flanked. This is usually Specialized so that it does not function against opponents with a 4-level or better advantage over you. ! Danger-Sense (+1 CP) provides a +1 bonus on AC against trap attacks and on Reflex saves caused by traps. You may purchase this multiple times. ! Defensive (+3 CP) permits you to take a defensive action when surprised. You may take a Free Action and activate any abilities used solely to defend yourself (such as Expertise or Dodge), but not those which affect anyone else or affect your combat abilities in other ways. ! Improved Defensive (+3 CP) requires Defensive and permits you to take a Move-Equivalent Action when surprised. ! Foresight (+6 CP) requires Defensive and allows you to make a Wis check (DC at GMO; stealthy or quick enemies mean much harder DC’s) to gain a chance to warn your friends, thus granting them the benefits of the Defensive ability described above.

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Ability Level Berserker Odinpower Odinmight

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Standard Barbarian Bonuses +4 Str, +4 Con, +2 Will, -2 AC +6 Str, +6 Con, +3 Will, -2 AC +8 Str, +8 Con, +4 Will, -2 AC

! Controlled (+6 CP) allows the user to make a DC 18 Will save to do something outside of his or her focus while berserk. ! Odinpower (+3 CP) usually increases the bonuses to +6, +6 and +3 respectively. The total increases to +13. ! Odinmight (+3 CP) requires Odinpower and usually increases the bonuses to +8, +8 and +4. The total increases to +18. ! Enduring (+3 CP) removes the fatigue after the berserker session. This is often combined with Corrupted Bonus Uses (only to extend the duration). ! You may take this ability multiple times. You may not use more than one Berserker effect at a time, and enhancements to one Berserker do not carry over. Each Berserker ability you buy can provide different bonuses.

! Blood Tide (+6 CP) lets you upgrade your curse. You may suppress up to 18 CP worth of your own abilities (or spare CP) to suppress twice as many CP worth of your target’s abilities. Your suppressed abilities will return a month after your target is slain or otherwise completely defeated. ! Bane (+6 CP) lets you add a specific Disadvantage (page 18) as a part of the effects of your curse. ! Doom (+6 CP) lets you select the abilities to be suppressed rather than allowing the target to do so. ! Malediction (+6 CP) lets you curse an additional (Cha Mod, 1 Minimum) targets. If you’re using Blood Tide your suppressed abilities will not return while any curses powered by them remain active. Blood Curse is not a very good investment for most people - but it is very classic, the odd vengeful character might want it, and it is very simple in this system. It fits some campaigns better than others, particularly when the Witchcraft rules are in play.

Blessing (6 CP). Blessing allows you to give others abilities equal to your own. Although powerful and versatile, Blessing comes with built-in flaws: you can only bless others when your abilities exceed theirs, and you lose the difference. As an alternative, the user may opt to “share” a particular item slot and the benefits of whatever occupies it. ! For example, a character with Blessing and +8 BAB could give another character with +5 BAB the difference. His or her BAB would then fall to +5. The Blessing lasts for 24 hours without being renewed, and the “Blesser” may take back his or her abilities at any time. The Blessing ends if either dies. While advanced upgrades do exist, allowing the user to bless groups of up to [Chr Mod +1] targets (+6 CP), to “share” more item slots (+6 CP each), to pass on a legacy after death (“Unique Training”, +6 CP), or allowing the user to “share” his or her successful saves or some other specific die check with those in the immediate vicinity (+12 CP), we recommend that these upgrades be left in the province of NPC’s or at least be carefully supervised. An elder mentor or other companion who can share some talent or protect his or her friends is a standard story element. A team made up of an ultimate melee master, ultimate offensive spellcaster, ultimate defender, ultimate stealth master, and ultimate manipulator all sharing their talents with each other is abusive, boring, and fabulously unlikely.

Body Fuel (6 CP). Body Fuel enables you to transmute your own health into power. Every 2 points of temporary attribute damage yields 2 Power, 1 Spell Level, or 1/2 of a Mana point. Characters may allocate spell levels to spells prepared and already cast without resting, but cannot exceed their usual spell level limits. Any attribute points expended on Body Fuel cannot be regained by psionic or magical means short of a Limited Wish, which translates the drain into an XP point loss as listed under Versatile, below. ! Efficient (+6 CP) doubles your yield from Body Fuel. Characters may take this multiple times to triple or even quadruple the yield. ! Versatile (+6 CP) allows you to use 4 hit points or (with GM permission) 50 experience points as 1 attribute point for this feat. It may be possible to burn off other types of points as well, but this will require permission from the Game Master. ! Reserve (+6 CP) provides 6 “phantom” attribute points to use for Body Fuel only. This may be taken up to three times and, for +6 CP, may be expanded so as to be able to divert other forms of attribute damage to this reserve. ! Kundalini (+6 CP) allows magical or psionic effects powered by or with the assistance of Body Fuel to ignore antimagic and anti-psionic effects. If the effect was personalized (i.e., affects you only) it ignores dispel effects as well. While Kundalini can be a very powerful effect, it isn’t actually useful very often. Few powerful characters are willing to work in an antimagic field anyway. It’s a great way to let one character assault that megavillian presuming that he or she doesn’t have it, too. ! Blood Magic (+6 CP) allows the user to use the energy from Body Fuel to spontaneously add levels of any metamagic he or she knows to an effect, up to a limit of +4 spell levels over his or her usual limits. This may be taken twice, increasing the limit to +6, or three times, increasing the limit to +7, the absolute maximum.

Blood Curse (6 CP). You may curse a single target, suppressing 12 CP worth of their abilities as they select. If the target dies, or if you triumph over them utterly in another way, you may select another target after a month has passed. If you die, nothing short of a special-purpose epic quest or divine action can nullify your curse. Sadly, a good curse requires at least a month to work and must be directed at a precisely identified target (“the dark lord behind these attacks” is not good enough). Only the most powerful Blood Curse currently in effect on any given target counts. A peasant granny may curse the usurping demon prince, but she can’t simply get together a dozen friends and curse him into oblivion.

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won’t conceal your species. ! Contact (+3 CP) allows you to use your personal cloak on anyone you touch at the same time. ! Area (+6 CP) requires Contact and cloaks the entire area around the character, making it difficult to locate who, exactly, possesses the disguised aura.

Celerity (6 CP). Celerity adds +10 feet per round to one of your movement modes. This is considered bonus movement for the purposes of skills; it does not apply when calculating movement penalties on skill use. ! Improved adds +10' more movement per 3 CP invested. ! Stunt Double (+6 CP) allows brief water walking, running down cliffs, and similar wild actions provided that you have a movement rate of at least 60’. ! Additional (+12 CP) allows you to use Celerity to add a new movement mode, such as Flight or Burrowing. A creature with a movement mode enjoys a +8 bonus on checks for using that movement mode and has a base movement rate of 20’ (Flight or Ground), 10’ (Swim), or 0’ (Burrow). Once again, the Game Master is likely to keep a careful eye on this.

Companion (6 CP). Used to gain familiars, psicrystals, animal companions, and sometimes mounts. Companion empowers a sidekick – usually an animal. You may choose to apply the standard d20 Druid’s Animal Companion bonuses, Wizard’s Familiar bonuses, Paladin’s Mount bonuses, get a Psi-Crystal, or use any similar progression. The base creature may not have an ECL of more than 1/3 your character level. ! Template (+6 CP) adds a template of up to +2 ECL to the companion. Only one Template can be applied to a given companion, but you may pay the cost multiple times to add a more powerful template. The ECL addition is cumulative up to a maximum of +6. ! Storage (+6 CP) allows you to store a number of spell levels in the Companion equal to the Companion’s Charisma. You may release the spells as if you were using a scroll, provided your Companion is touching or adjacent to you. For an additional +6 CP you or the companion may release a spell as if using a spell storing device. ! Great Form (+6 CP) allows you to apply Righteous Might (at a Caster Level equal to your level) to a companion as a Free Action up to three times per day. ! Might (+6 CP) allows you to grant your companion the benefits of two Positive Levels (see page 86) or of a continuously active second level spell or psychic effect. ! Transform (+6 CP) allows you to take a form similar to your Companion’s, and the Companion to take a form of your species. You both need not use this ability at the same time, but may if you wish. ! Transference (+Sp.) allows you to give CP to your Companion. He, she, or it receives 2 CP for every 1 CP you surrender. ! Additional (+6 CP) allows you to gain another Companion. The new Companion gains the benefits of any Great Form, Might, Storage, Transform, or Template bonuses already given to a previous Companion, if applicable and you so desire.

Cloaking (6 CP). A character with Cloaking has an always-on disguise over his or her mystical and/or psychic aura, although this has no effect on normal senses. You must specify what the effect is. Cloaking is often used to make one look like a honest fellow to fool truth-detection, to alter your apparent alignment, or to disguise yourself as a member of a similar species. ! For example, Davin the Diviner searches for the human rogue Clara. But Clara has Cloaking to make her look like an elf to divination magic. Davin passes her over in his search without a second thought. ! Variable (+6 CP) allows you to alter the effect of your disguise, although not what is disguised. If you can cloak your alignment, Variable lets you appear to be of any alignment you want - but it won’t conceal whether or not you’re lying. If you can conceal lies, this lets you make things look like lies, truths, or half-truths at will, but

If you want a normallysentient sidekick, take the Leadership ability instead.

A Horse! A Horse? My Kingdom for a booster seat! Eclipse: The Codex Persona

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Contacts (1 CP each). Contacts are simply (reasonably) reliable individuals in particular businesses, or with a particular set of skills, which the character knows. For example, a character might know a reliable fence, a poison merchant, a skillful alchemist, and an expert appraiser. Another might know a wise old priest, a good scribe, and a translator of rare languages and inscriptions. A contact can be discarded and replaced (or regained later) in 1d4 weeks. ! Multiple (+6 CP) lets you multiply the number of contacts you get for each CP invested by (Cha Mod + 1). ! Occult (+1 CP) grants a Contact with very powerful or very strange abilities. This may be taken twice on a particular contact, in which case it may be an entity, such as a ghost, outsider, fey, monster, or other unusual being rather than an ordinary character type. ! Well-Traveled (+3 CP) lets you locate new or old contacts in an area in only 1d4 days rather than 1d4 weeks.

! Improved (+12 CP) increases the extra cost to 2 spell levels or 4 Power. ! You may take this ability multiple times. Each time, it affects another type of mystical ability.

Create Artifact (6 CP) You may create magical items the old-fashioned way, with bizarre mystic ingredients, strange rituals, and guesswork. While very powerful, and supremely flexible, this is laborious, dangerous, and unreliable, which is why modern methods supplanted it. Occasional adventurers, whether in search of supreme power, or simply because they prefer the quests and mysticism of such creations to spending time and effort to learn modern methods, still study such antiquities. As an example, Fymbulwyntyr, the Wand of the Winter’s Breath, is a carved white dragon’s tooth. The would-be creator must submerge it for seven days in a pool of unfreezing water at the North Pole, have it blessed and enruned by an Ice Hag, and only handle it with gloves of Yeti hide until activating it by solving the riddle of the Icy King. On the other hand, it holds up to 90 charges and casts Ice Storm, Extinguish Flames, and Wall of Ice (at 1 charge each), Cone of Cold and Wall of Ice (at 2 charges each), and Control Weather that summons cold and winter storms only (at 3 charges). It may or may not negate fire-based attacks on contact for an appropriate number of charges, depending on how well the maker paid the Ice Hag. Wielders can recharge it by simply throwing cold-based spells at it. There is no XP or GP cost, although accomplishing the necessary tasks may take quite a lot of gold. The casting level and the spells used in the creation process, if any, are specified by the GM. If you make a mistake in the procedure, the results become unpredictable. Small variations suffice to ensure that no two artifacts are ever identical, so characters can’t mass-produce them. The Game Master should make sure that they’re worth the trouble. In practice, the player outlines the item and general procedure, the Game Master makes whatever modifications he feels appropriate, and the character first researches the procedure and then undertakes it. ! Characters who want to know a specific item-creation “recipe” may acquire it for 1 SP. Optionally, the Game Master may choose to use this as the general method for creating items. If you want to make an item you’ll need to either develop the lore on your own (e.g., spend that CP or skill point), locate a manual or directions for it (a reason to go adventuring), or locate an NPC who knows the secret techniques.

Countermagic (6 CP). With Countermagic you may: ! Counterspell with any spell of the same school of higher level than the target effect. ! Use Dispel Magic and Greater Dispel Magic with a +5 bonus on the roll. ! Use an unused empty spell slot of level 3+ like a normal Dispel Magic. ! Empty Mind (+6 CP) allows you to use your unused spell slots as specific counterspells, guaranteeing success. ! Reflexive (+6 CP) allows you to reflexively use any Countermagic technique. This is actually an example of the Reflex Training feat (page 40), but requires the basic Countermagic feat. ! The Spiral Dance (+12 CP) allows you to seize control of a successfully-counterspelled spell, rather than simply negating it. You may redirect the spell, even back upon the original caster. Costly (12 CP). Costly makes it harder to affect you with mystical abilities of some type (typically Arcane magic, Psionics, Thaumaturgy and Dweomer, Witchcraft, or Divine magic). ! Magical effects cost 1 extra spell level to affect you properly. The spell still functions either way, but if the caster does not spend the extra level (they can sacrifice any available spell level or generic levels), the magical effect is weakened, lowering the required saving throw DC (if any) and effective Caster Level by -1. ! Psionic and Witchcraft abilities require 2 extra Power (easier to get than spare spell levels), but if the user cannot pay, they are simply drained of all remaining Power and the effect fails.

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Create Item (6 CP). You may create magical or psionic items of some sort. Choose a standard item slot or item type (Arms and Armor count as a single item type in most worlds) or some other grouping, such as Traps, Constructs, or Runes, items related to a particular field of magic, such as fire or transformation, or items related to a particular profession or occupation. GM’s should be restrictive about item categories. ! Accelerated (Special.) allows you to shorten the time taken to craft an item. Divide the normal duration in days by the number of CP paid into Accelerated. You may upgrade this ability as often as you wish. ! Additional (+6 CP) gives you a bonus item slot. Provided that it’s physically practical, the user can wear one extra magic item and have it work. For example, he or she could wear a headband and spectacles or an extra ring. This is often Specialized in particular item slots, such as “rings.” ! Artificer (+6/12/24 CP) reduces the GP or the XP cost for making items by 25%/50%/75%. This talent is commonly Specialized, but you can’t get Double Effect. ! Artisan (+6 CP) allows you to half the XP cost of an enchantment by doubling the GP cost or vice-versa. At the GM’s option this may be automatic (half GP and double XP) on Tattoo Magic/Creature Enchantments. As an alternative, the item may be assigned unpleasant or dangerous side effects rather than doubling a cost. ! Transference (+6 CP) allows you to accept freelydonated experience points for making magical items instead of supplying them all yourself, although you cannot use such donated points for any other purpose. You can also put spirits into items to power them; this provides the equivalent of (200 x creature’s CR) XP. As a rule, spirits are only willing if the binding is for a limited time. For an additional +6 CP you may bind unwilling spirits or drain XP from unwilling victims. Unfortunately, items created in this fashion are invariably cursed in some fashion. Secondarily, binding spirits into items often upsets more powerful entities. ! Epic (+12 CP, minimum character level 20) lets you create items up to twice as powerful as normal ones. Multiply the base GP cost by 10 for making such items. ! Excellence (+3 CP) lets you add your full attribute bonus to the DC of resisting an item’s functions rather than the minimum bonus required to cast the spell. ! Harvest of Artifice (+6 CP) lets you gather and expend up to 100 XP (+50 per additional +3 CP) per month on item creation or Transmutations (below) at no personal cost. You cannot add these points to your personal total, accumulate them from month to month, or use them for other purposes. ! Alchemic Mastery (+3 CP) lets you distill XP (whether personal, donated or harvested) into alchemical mixtures. These function as universal power components, storing those XP for later use by anyone in making items, transmuting, or in casting spells with XP components. Unfortunately, it costs 2 XP to store 1 and the stored points cannot be used for other purposes.

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! Transmutation (+6 CP) lets you infuse XP into material to transmute it into more useful mundane forms. This costs 1 XP per 2 GP worth of equipment so produced. We recommend that this be limited to transmutations within the same general type of elemental material and that “labor costs” be considered for things like opening pits. ! Philosopher’s Stone (+6 CP, requires both Alchemic Mastery and Transmutation) allows you to store both a transmutation effect and the XP to power it in an alchemical talisman, to be used at the whim of the possessor. The user need not have any special abilities. ! You may take this ability multiple times. Each time, you gain another kind of item creation ability. Upgrades apply to all of them. In fact, they can also be applied to any Spell Storing abilities (page 98) you happen to have.

Create Relic (6 CP). Another classical way to create weird and wonderful devices, Create Relic allows you to invest CP directly into items. Each 1 CP permanently invested in such an item grants it 6 CP worth of abilities to bestow on the user. While this is permanently weakens you, and creates items which are intimately tied to you, it does allow the creation of truly impressive devices without having to expend a lot of CP on special abilities. Such items are very good links to you for certain magical activities. Relics can come into being quite accidently. Gods with the Divine Infusion ability often find themselves endowed with relics, while magical disasters, heroic deaths and final blessings/legacies sometimes begin the process spontaneously. One relatively “common” relic type simply includes an advanced version of the skills needed to enchant it further, allowing its wielder to invest his or her own CP, XP and wealth in doing so. Typically 1-2 points invested is sufficient since such abilities are - obviously enough - quite Specialized. Game Masters should beware of players who want to invest large amounts of CP in relics - although it usually suffices to remind them that toys can be taken away. Similarly, a group of characters who all want to create relics to pass around the group are in search of a firm “No” or an ECL penalty. Damage Reduction. DR comes rated at 2/3/4/5/6/8/ 10/12/15/20/25/30/35 points at a cost of 3/6/9/12/15/24/ 36/45/60/75/96/120/150 CP. This applies to all damage sources, including magical and energy-based attacks. Characters commonly specialize it by applying it only towards physical attacks, energy attacks, magical attacks, or another GM-approved specialty. The Corrupted modifier can be added by leaving an additional common “hole” in your defenses. For example, silver weaponry or fire spells would apply to physical reduction or magic defenses, respectively. ! You may take this ability multiple times. Each time, you add another type of damage reduction.

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Deep Sleep (6 CP). Many ascetics study meditation and mysticism. In d20, these skills are as useful as any. With Deep Sleep, a character gains the benefits of a full night’s rest in only four hours and may ignore minor (up to 15 minutes total) interruptions in that interval. ! Meditation (+6 CP) allows a character to regain his or her spells or Power whenever he or she has enough time to rest. At the very utmost, this can only work three times per day, and even arranging that is usually quite difficult. ! Self Healing (+3 CP) allows the character to enter a healing trance, doubling his or her normal healing rate. In addition, the character recovers 2 attribute points from temporary attribute damage every day. ! Cosmic Awareness (+6 CP), allows the user to gain mysterious insights into the universe with a successful Wis check, obtaining obscure prophecies, strange clues, odd riddles, a glimpse of the obvious, some good advice, or whatever other information the Game Master feels like giving out today. The GM sets the DC for deliberate use, which increases by +5 per usage in a day. Of course, this also helps get the party back on track when they get lost. ! True Prophet (+6 CP), requires Cosmic Awareness. You may shape destiny. Your words WILL come to pass barring intervention by a deity or similar power. Your pronouncements must, however, be either vague and open-ended (“Disaster and misfortune shall follow you all the days of your life!”), contain an either-or escape hatch (“Either all the clans shall be united or all shall fall!”), or be of very limited scope and fairly immediate effect (“Don't worry Madam! We WILL find your child before he freezes to death!”). The GM must rule on the acceptability of a prophecy before the user pronounces it; this may reveal information (e.g., if the kid’s already dead no meaningful prophecy can be made about finding him alive) otherwise unavailable, but does not count as a use of this ability. The GM must pre-approve this ability, since he or she has to work with the player to produce interesting and appropriate prophecies. Always remember; prophecies can be distinctly double-edged. This ability may be used for both major (once per session or game month, whichever is longer) and minor (up to three times per session) prophecies. ! Body Control (+6 CP) allows the character to reduce his or her need for sleep, oxygen, food, and water to one quarter normal, or to resist poisons, with a successful Wis (DC 15) check. Unfortunately, this requires sinking into a meditative trance. Acting while maintaining such a state requires the use of 1 Power or 1/4th point of Mana per round. ! Stasis (+3 CP) requires Body Control and enables the character to make a Wis check (DC 15) to enter stasis. The character needs no air, food, drink, or rest, and does not suffer from poisons, but cannot move or take any physical actions. The character does not age in this state.

Are you sure you want a character who specializes in sleeping? Device Use (6 CP). You may selects a type of racial or professional item you cannot currently use. From now on you may use it as if you possessed the required class, race, sex, or other relevant characteristic. ! You may take this ability multiple times. Each time, it adds another effective characteristic. Domain/Path (6 CP). You gain access to either a set of thematically linked spells or to a versatile “metaspell” which can be cast at various levels to produce effects within its theme. The domain, path, or metaspell selected or created is subject to the approval of the Game Master. Domains and paths usually include nine spells; one of each of the usual spell levels. They do not include any special domain powers: these must be purchased separately. ! You may take this ability multiple times. Each time, it adds another domain or path. Metaspells can be cast at various levels to produce effects within their narrow themes. For example, Weave of the Spider King creates strands and cords of silk, stickyness optional. Simple enough. On the other hand, with a little imagination it can be used to weave nets, hurl ropes, wrap up enemies, create clothing, and bridge chasms. In game terms, a metaspell’s caster defines the effect he or she is trying to produce and the GM rules on whether or not it (a) fits the nature of the spell being used, (b) is within the limits of the skills and knowledge

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If you apply this variant to Siddhisyoga talents (page 44), the effects you wish to enhance must have a particular theme. You cannot simply apply it to all of your talents.

of the caster, (c) whether or not a check of some sort will be required (very common if or when the caster is pushing it), and (d) what the spell level will be. Fortunately, most casters soon develop a repertoire of more-or-less “standardized” applications, reducing the GM's workload. A broad selection of metaspells is included in our first work, Legends of High Fantasy.

Enthusiast (3 CP). Enthusiast grants 1 floating CP. Given 72 hours to retrain and redirect it you may put it into anything you please save for Specific Knowledges (page 10), boosting that ability until you turn your enthusiasm in another direction. ! Double (+3 CP) upgrades Enthusiast so that it grants 2 floating CP instead of 1. ! Adaption (+3 CP) allows the user to redirect a CP in a mere 1d4+1 hours. This is very useful when Specialized in languages - or in the creation of minor relics.

Dominion (6 CP). With Dominion, a character may draw power from those who acknowledge his or her leadership. With the GM’s permission he or she may take the Dominion paths, presented on page 72, with the GM’s permission. Dweomer (6+ CP). This alternative magic system is based on groups of related magical skills. See page 100. Eldritch (0 CP). You may call upon exotic forces to power your magic rather than relying on the usual sources. In other words, your magic may have strange special effects for free. This has no direct game effect, but gives you more style. Eldritch abilities that cost spell levels do not extend the casting time. ! Subtle (+6 CP) your magic is hard to detect once cast; even characters using Detect Magic or similar effects must make a Will save (DC 10 + caster’s spellcasting attribute modifier + spell level) to notice your magic. ! Enduring (+6 CP) makes your spells difficult to counterspell. Enemies must make a Dispel Check to counterspell them even if they would normally not need to. Enduring costs +1 spell level like a metamagic feat, unless the character also applies the same penalty to his or her attempts to counter other's magic. ! Tenacious (+6 CP) adds +5 to other’s check DC to counter the caster’s spells. Tenacious costs +1 spell level like a metamagic feat, unless the character also applies the same penalty to his or her ability to counter other's magic. ! Characters using advanced Eldritch feats must select and describe the source of their powers. Other characters with the Eldritch feat and the same source receive no penalties or advantages when facing the user. ! All three effects may be taken as a set for only 6 CP, but this cannot then be “turned off.” It also limits use of magic items to items made by a character with at least one of these modifiers. Many settings have spells usable only with Eldritch magic, and others not usable at all with Eldritch magic.

Equipage (6 CP). A character with Equipage can always find minor items (with a maximum value of 2/5/10 GP per level per week for 6/12/18 CP) on his or her person. It does not matter if the character is locked naked in a dimensional vault; he or she can always locate the required goods. Sadly, all versions of Equipage are limited to things that the user can reasonably carry; normal humans cannot pull five tons of dirt out of their back pocket just because it’s cheap. ! Link (+3 CP) allows the user to bond with a specific item currently in his or her possession. From then on, the user may pull it out of nowhere on a moment’s notice. ! Purchasing (+6 CP) allows the character to stuff money into his or her pockets and pull out gear in exchange. Availability is up to the GM, who may require Gather Information rolls or a similar check for exotic items. ! Returns allows the character to put items into his or her pockets to build “credit” for later purchasing. This grants 50%/80%/90% of the item’s value for +3/6/12 CP). While most useful with Purchasing, this does work with the basic version. ! Signature (+6 CP) lets the character instantly equip himself or herself with an equipment package (designed when this ability is taken) worth up to 12,000 GP. This may include mounts and permanent magic items, but not expendable ones, and lasts for 12,000/(GP value of package) minutes. Consumables, such rations or rope, will not disappear once used, but the character can only replace them at a rate of 5 GP worth of material per week. Characters may call on their signature packages up to (Level/3 +1) times daily.

Empowerment (6 CP). You may link your own energies with those of a charged or uses-per-day magic item in your possession up to (3+Int Mod) times per day. The item uses the highest of its or your attribute modifiers and Casting Level. The spell levels, psionic Power, and other components for the effect come from the item or from you as desired. XP costs are always borne by you. You may Specialize in a particular type of device. In this case, waive the times-per-day usage limit.

Executive (6 CP). Executives grant skill bonuses to groups working on tasks. As long as those involved are cooperating to achieve some end and are willing to listen to the character they receive a +(Executive’s level/2) cooperation bonus to relevant skill rolls. Executives can normally lead a maximum of (Charisma) individuals at one time, cannot do anything but issue orders while providing this bonus, and cannot provide a bonus greater than twice the number of people in the group.

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! CEO (+6 CP). You may provide bonuses for up to (5 x Charisma) individuals at one time. This may be taken up to three times, increasing the number to x25 and x125 respectively, but x125 is the upper limit. ! Tactician (+6 CP). You may command troops in battle, providing bonuses of +(your level/4) to attack rolls and damage, as well as the usual bonus to skills. ! An Executive can only help people who aren’t interested in helping themselves so far. He or she can only help a number of unwilling or grudging people equal to the number of willing followers.

! Major (+3 CP) favors let you call on your contacts for bigger things; you may get an actual prototype instead of some information on its specifications, a letter of introduction rather than a casual contact at a party, or get something wiped off the record rather than getting it overlooked. ! Enormous (+6 CP) favors require Major favors first. You might be able to get someone into a witness relocation program, get a raid launched, or get a set of records inserted to back up a phony ID. ! You may take this ability multiple times. Each time it adds a new set of contacts with their own favor rating.

Finesse (6 CP). A character with Finesse may replace one attribute modifier with another in some fairly common situation, such as for a particular saving throw. ! Advanced (+6 CP) makes the attribute bonus apply in some very common or repetitive situation, such as to hit points or skill points per level. ! You may take this ability multiple times. Each time, it affects another situation. Upgrades do not carry over. GM’s normally want a good explanation for why you get to do this, and are likely to refuse to allow this ability without one. This is especially true of the advanced version. Grant of Aid (6 CP). You are automatically healed of 1d8+5 points of damage or 1d3 points of attribute damage or 1 negative level (select as needed) once per day per three levels or part thereof. This does not require an action; the player simply decides when it happens. ! Mighty (+3 CP) adds the character’s (Con Mod) to the amount of HP damage healed and +1 to either of the other options. ! Regenerative (+3 CP) allows either slow (1d4 weeks) regrowth of lost limbs and organs or the rapid reattachment of any bits that get chopped off. Regenerative may be taken twice to get both effects. ! Spark of Life (+6 CP) allows the user to cling to life, and heal or be healed normally, for (Con score x 5) rounds after he or she ought to be dead unless driven below (- Total hit points). This doesn’t work with Stoic: Ferocity (page 45); you’ll still lose consciousness once you ought to be dead. ! Fast Healing is usually purchased using Specialized (HP only, double effect) and Corrupted (slow, may or may not work [GMO] versus tissue-destroying effects such as fire and acid, x1.5 effect) modifiers, for a base of 1d8+5 (usually taken as 10) points per level per day.

Well, SOMEBODY has to be in charge! Expertise (6 CP). A character with Expertise selects two related abilities, attributes, or other scores. He or she may reduce one of the selected abilities’ bonuses at any time by up to -5 to add a equal amount to the other bonus. Usually, characters take this for Warcraft (BAB) and AC or damage, but many other combinations exist. ! Improved Expertise (+6 CP) increases the upper limit to + and -20. Favors (3 CP). Characters with favors have connections with a specified major group or with up to (Cha Mod + 3) notable individuals and can call on minor favors once in a while (usually once per game session). While vastly powerful contacts are possible, they’re not recommended, at least to start with. Contacts sometimes ask for favors in return - and those are always about their big problems. While favors shouldn’t dominate the game, they can still be quite important.

This illustrates a notable point: very few abilities are actually “unlimited.” We usually take creature listings with “unlimited” use of particular abilities to simply mean “enough that the GM doesn’t have to worry about it during an encounter.” Player characters are another matter; they have to pay for their abilities.

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Guises (3 CP). Guises allows a character to create an alternate identity, complete with whatever documents, references, legal history, or acquaintances might be necessary. This identity must be of the character’s species (and often ethnicity) but may have a different public face or personality. Creating such an identity takes a minimum of several weeks. ! Many allows the character to create up to two more identities per +3 CP invested. The character need not create them all at once. ! Racial (+3 CP) allows the character to appear as per a foreign ethnicity or species the character is similar to. Be reasonable. A human could probably pass for an elf with a little cosmetic help, but not a dragon. ! Quick Change (+6 CP) allows the character to change Guises or merely use the Disguise skill with a flourish of a cape or any other Move-Equivalent Action. ! Cultural Adaptation (+6 CP) allows the character to blend into other cultures as if he or she were a native, as long as he or she has a relevant persona. ! Mental Guise (+6 CP) makes the personas “real.” Even truth-detecting magic below 7th level will not reveal the deception. ! Split Persona (+6 CP) requires Mental Guise and allows the character to shift around up to 10% of his or her skill points in each persona he or she has. The character actually loses points from his or her “real” skills while pretending to be someone else.

Hysteria (6 CP). Similar to Berserker, Hysteria lets the user briefly expand his or her own abilities. This costs 4 Power or 1 Mana, and grants a +6 bonus to a save, Caster Level, turning intensity, AC, skill or attribute check, or similar trait. While the specific bonus is selected by the user when he or she activates the ability, he or she must select a theme (magical, physical, or mental) when he or she purchases the feat and must choose bonuses in keeping with the theme. This activates as a Free Action and lasts for 1 round. ! Warding (+6 CP) allows the user to shrug off an ability-draining attack with a use of Hysteria. The GM may allow the character to shrug off other special attacks appropriate to his or her theme, but may opt to charge an additional +3 CP for the privilege. ! Extended (+6 CP) lets the user pay twice the normal cost (8 Power or 2 mana), but extends the duration to one minute. ! Great (+6 CP) halves the cost of using Hysteria, usually to 2 Power or 1 mana. ! Mighty (+6 CP) lets the user invoke Hysteria to double the effect of a spell, attack, or ability. This doubles the Power or Mana cost of Hysteria and supersedes the normal +6 bonus. ! You may take this ability multiple times. Each time, you add another form of Hysteria. You may not stack Hysteria with itself, although you can combine it with Berserker if you can justify it to your Game Master.

Harnessed Intellect (6 CP). With this ability a character may sustain a spell or other power that normally requires concentration for (Int Mod + 1) rounds without concentrating, although he or she cannot control the effect exactly during this period. The effect continues doing whatever it was doing before. The user may take control again when time runs out. This ability may be employed once per minute

Inherent Spell (6 CP). A character with this ability possesses a natural spell or psychic power of up to level 3. It’s usable once per day if it’s level 3, twice per day if it’s level 2, and includes two different spells usable twice per day each if they’re level 1. These spell-like abilities are cast as if by a Sorcerer or Psion of the character’s level. Inherent spells generally have a minimum level requirement of ([Spell Level x 2] -1), but the Game Master may opt to allow exceptions for very low-level characters and/or non-combative inherent spells. A first level character with Scrying is much less of a problem than one with Fireball in most games. ! Multiple adds +1/2/3/4 uses per day for +3/4/5/6 CP. If this is applied to a pair of L1 effects it increases the uses per day of both. ! Advanced adds a related (GMO) spell or power of level (3 + the number of times Advanced has been taken so far) to the character’s repertoire. Grades 1 to 3 cost +6 CP each, grades 4 and 5 cost +12 CP each, and grade 6 (for an inherent ninth level spell) costs +18 CP. Each spell is usable once per day as a base, but the number of uses may be increased normally. XP and other special costs remain unchanged. ! Internal (+6 CP) changes the ability from spell-like to supernatural or possibly even extraordinary if the Game Master feels that this is reasonable. ! You may take this ability multiple times. Upgrades do not carry over; each base ability begins its own sequence of related abilities.

Healing Touch (6 CP). Healing Touch allows characters to heal themselves or another by touch for ([Cha Mod] x [character level]) points per day. The healing may be split up rather than used all at once. ! Improved (+6 CP) adds (character level/3) uses per week of one of the following: Remove Disease, Lesser Restoration, Remove Blindness/Deafness, Cure Serious Wounds, or Remove Curse. The character chooses which spell effect can be used when he or she gains Improved. ! Switch (+6 CP) requires Improved and allows the character to mimic any of the above spells as needed. ! Empower (+6 CP) requires Switch and adds Neutralize Poison and Restoration to the list. The Accursed Touch variant simply uses the reversed forms of most of the spells, substituting Vampiric Touch for Lesser Restoration and Enervation for Restoration. Many village healers and priests rely almost entirely on Healing Touch. With Bonus Uses and an augmented Charisma bonus it suffices for almost any local need.

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they can keep their abilities and equipment working in realms that wouldn’t ordinarily allow them, although this is often Corrupted to require a roll. Immunity to range penalties is always very popular, but Game Masters are advised to keep a careful eye on such purchases. ! You may take this ability multiple times. Each time, you add another type of Immunity.

Immunity. Immunity helps protect a character from some specified effect, environment, or attack. While most often taken for some type of energy attack, it might apply to anything the character can dream up. The cost is calculated from what, specifically, the character is warded against. ! How common is the attack or effect? Uncommon effects like “spider venom” or “hard radiation” set the base price at 3 CP. Common effects include specific types of elemental damage, like Fire or Electricity, specific types of magic such as Divination or Illusion. and dangers such as poison or falling. Common effects set the base price at 6 CP. Very Common effects would include effects like “weapon damage” and set the base price at 12 CP - if the Game Master allows them at all. ! How severe are the effects of whatever-it-is? Minor effects such as “Charm” or “Fear,” pain, most weather, truth detection and other divinations, or any other inconvenience, cost nothing extra. Major effects, such as damage, paralysis, and level drain cost +3 CP. Severe effects such as transformation, death, full mind control, being incarcerated, or anything else that pretty much takes the character out of play, cost +6 CP. ! The amount of resistance the character purchases changes the price. Trivial resistance (5 points of damage or effects of up to spell level 1) costs 1/3 the cost calculated above. Minor resistance (12 points or effects of up to level 3) costs 2/3 the price calculated above. Major resistance (30 points or effects of up to L5) costs the full amount calculated above. Great resistance (60 points or effects of up to L7) costs twice the base price. Epic resistance (90 points or effects of up to L9) costs three times the base price. Finally, Legendary resistance (100 points and reduce any remaining damage by 75% or effects of L20 or less including “Epic” spells and powers) costs four times the base price. ! If resistances don’t fit, add typeless bonuses to the relevant rolls instead. Trivial adds +2, Minor +4, Major +6, and Legendary +8. Immunity is versatile, and sometimes the GM may have to judge the amount of resistance. For example, the Improved Precise Shot feat from the 3.5 edition allows the character to evade all cover penalties below total cover or concealment, including grapples. This is a Major effect. If it allowed the character to ignore even total cover or concealment, it would become Legendary. ! Immunity also allows characters to bypass special defenses. Simply take an Immunity to the defense in question. This usually requires Major Resistance, unless it would be easy (Minor) or very easy (Trivial) to bypass the defense through other means. ! Characters may take immunity to aspects of reality if the Game Master opts to allow it. For example, a superstrong character might take Immunity to Leverage and be able to pick up clumsy objects or carry heavy ones without putting stress on the floor. Dimensional travelers may opt to take an immunity to local conditions, so that

Immunity: Cheesecake Innate Enchantment (6 CP). With Innate Enchantment, a character has two options: ! His or her innate power may duplicate the effects of a magical item or items valued at up to 5000 GP (according to the standard d20 rules). The character must pay twice the normal experience point cost to create said item. For every +1 additional CP invested, these innate enchantments rise in value by 1000 GP. ! Absorption, a variant form, has no upper value limit – but the user must have the item to be absorbed. The item is effectively destroyed, although theoretically a sufficiently powerful spell or effect might reclaim it from the character’s body or corpse. For an additional +6 CP you may change the bonuses, if any, granted by an absorbed item to another type. Perhaps fortunately, the choice of type is permanent even if you buy the Innate Enchantment/Absorption ability again. ! You may take this ability multiple times. Each time you gain a new inherent enchantment or can absorb an additional item.

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Innate Magic (6 CP). Innate Magic converts a spell slot to a permanent supernatural (for spells which affect the user only) or spell-like ability useable 2/4/7/12/18/ 24/36/60/Unlimited times daily for slots of 0/1/2/3/4/5/6/ 7/8-9 levels above that of the desired effect. The spell used must be one that the character could normally cast. For example, Egrith the Thunderer could give up a fifth-level slot to gain Lightning Bolt as a spell-like ability usable seven times per day. If he restricted Fly so that it only worked on him, he could take it as a supernatural ability. If he wants to continue casting Fly on other people, it would be spell-like. ! You may take this ability multiple times. Each time it converts an additional spell slot.

! Grand Master (+12 CP, requires Master). You may buy abilities of the chosen type as if you were three levels higher. ! You may take this ability multiple times. Each time, it affects another ability.

Karma (6 CP). One a character takes the Karma feat, he or she gains the attention of cosmic forces. The user may gain and spend “Karma” points. One point of “Good Karma” comes free with the feat. ! Characters may only accumulate 5 total Karma points. Spending one gets the user a +10 synergy bonus to all die rolls except damage for the next round. ! The character adds +1 Good Karma per level gained, +1 per act of dramatic heroism, or +1 per CP spent. ! The character adds +1 point of “Bad Karma” per act of gross villainy and evil. Bad Karma works just as well as Good Karma for the user, but the Game Master then gets to inflict random havoc on the character’s allies. One of the leading causes of death for characters who spend Bad Karma is homicide by their former friends. ! Improved (+6 CP) raises the bonus to +15 and raises the cap to 10 total Karma.

Invocation (6 CP). Invocation grants one bonus spell slot usable for any spell or power you can cast up to your current spell level limit in a particular progression. This goes up with the character, so it never becomes obsolete. ! Thematic (+6 CP) allows the bonus spell slot to be used to spontaneously cast any spell within a chosen theme, domain, or path that’s currently within your abilities otherwise. This may be considered Specialized if the slot is not usable otherwise. ! Improved Thematic (+3 CP) requires Thematic and makes a slot with Thematic even more versatile. Even if a character prepares a spell in the slot it can still be used for spontaneous spellcasting within the theme. ! Split (+3 CP) allows the spell slot to be broken up into individual spell levels and allocated out as needed, either spontaneously or prepared. ! Doubled (+6 CP) requires Split. This doubles the number of spell levels in the pool created by Split but does not increase the maximum spell level. ! Mighty (+6 CP) makes the bonus spell slot one level higher then your previous maximum. This stacks with itself, allowing the purchase of successively higher-level slots with each purchase of Invocation (12 CP total). Sadly, using an spell slot of level (N) still requires a minimum Caster Level of (2N-1) and a casting attribute of (10 + N). ! You may take this ability multiple times. Upgrades do not carry over.

Leadership (6 CP). You have relatively obedient followers who are willing to follow your orders. By default they’re of your general type, but with +3 CP and the Game Master’s permission you may command an exotic race, undead, elementals, demons or other outsiders appropriate to your nature, or even (for another +3 CP) animated objects or other constructs. In any case, you gain followers with a total ECL of (2 x [your level + your Cha Mod]). While none of them can have an ECL greater than (your character level - 3) or less than 1, you may otherwise allocate levels, and describe their personality traits and areas of expertise, as desired. Their equipment is up to the GM, but is usually typical for NPCs. Their levels may be increased, or additional followers may be added, as you go up in level; the Game Master should make adjustments. While followers are not slavishly loyal unless the character truly deserves such loyalty, they are reliable within reason. Lost followers can be replaced as long as the character is making a reasonable effort to do so and isn’t abusing his or her followers; this will usually require 2d6 months. If you want them, two L0 youths count as 1 level worth of followers, as does a dozen or so small children suitable for employment as pages. ! Strength in Numbers (+3 CP) allows you gain numerous servants (don’t worry about upkeep) who take care of ordinary, everyday tasks. These servants can be replaced if killed, but the character will not have many willing servants on dangerous voyages or journeys. ! Horde (+3 CP) requires Strength in Numbers and adds numerous level 1 warriors as ordinary guards and gofers. Essentially, the character now possesses his or her own guard troop, goon squad, mercenary troop, or any other

Jack-of-All-Trades (6 CP). Jacks-of-All-Trades gain +1 bonus to all skill checks based on an attribute selected when this ability is taken. ! Greater (+6 CP) increases the bonus to +2. ! Universal (+6 CP) gives the user an effective rank of 1 in any unrestricted skill. This does not decrease the cost of actually buying the skill. Journeyman (6 CP). A Journeyman may purchase some type of ability (often skills or spellcasting) as if he or she were one level higher, increasing the usual (Level + 3) cap. ! Master (+6 CP). You may buy abilities of the chosen type as if you were two levels higher.

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Luck (6 CP). A lucky character may either “Take 20” in advance, without taking extra time and whether or not this would usually be allowed, or reroll after the primary roll once per day. Most characters also get Bonus Uses. ! Fortune (6 CP). If you simply want a character to be generally lucky in life - always finding a parking space just where and when they want one, having the correct change, and otherwise having things go smoothly, buy Fortune. While this makes life easier in many small ways for the character, in mechanical terms the user may shave 20% off of any in-game time requirements. ! Many characters buy Luck “Specialized” without changing the cost; this grants one reroll with a certain kind of effect or a situation every time that effect, ability, or situation is used or occurs. This situation must be fairly rare; characters certainly may not reroll failed attack checks or general saves in this manner. For example, a warrior might buy this for Fort saves against instant Death magic, granting a safety margin against evil spellcasters. Technically this is Specialized Luck with Bonus Uses - but if a particular roll is called for and fails more than five times a day on average it isn’t really “fairly rare.”

source of dependable thugs. These can be replaced if killed, but the character will not have many guards who are willing to go on dangerous voyages or journeys. ! Beast-lord (+3 CP) allows a character to take animals or (with GM permission) magical beasts as allies instead of sentient NPC’s. Most wilderness types take this when they gain the basic feat. In general, 1 CR equals 1 character level for the purposes of this feat, but GM’s may vary this for balance. Any creature with an exotic unlimited-uses-per-day ability should cost +2 levels. ! Born Leader (+6 CP) increases the total number of levels of followers available to [3x (your level + Cha Mod)]. ! Emperor’s Star (+6 CP) adds one Positive Level (see page 86) to all your followers. You must describe where, exactly, they gain the CP bonus, and it must be the same for all of them. Lore (6 CP). A character with Lore gains a broadbased knowledge “skill” at (character level + Intelligence modifier). Classical “Bardic” Lore covers Rumors and Secrets, but fields such as Botany and Zoology, Arts and Entertainment, Outsiders, World Politics, Dungeon Maps and Secrets, and many others are equally appropriate. ! You may take this ability multiple times. Each time, add another kind of Lore.

Mana (6 CP). Every level of this ability taken grants an extra 1d6 points of personal Mana, 2d4 generic spell levels, or 3d6 Power. Characters without other psychic abilities do not become vulnerable to psychic attack modes if the game’s current rules make psychics more vulnerable to each other. Mana can help with spellcasting, while Power often fuels meditative or martial arts abilities aside from psychic powers. Unfortunately, while Mana is extremely flexible, it recovers at a mere one point per day, two with rest and meditation. Power and generic spell levels recover each day, as usual. As a general rule, 1 point of Mana equates to 2 spell levels or 4 Psionic Power or one charge from a magic item. Mana is commonly used to power exotic abilities. Abilities which would normally be uses-perday may be designated as using personal Mana instead at 1 use for 2 Mana. If Mana is required as an extra limitation, such powers usually count as Corrupted. Any character with Mana may select one of the forms of Natural Magic described below at no cost. Adding additional forms costs +6 CP each. ! Reality Editing. You may spend Mana to add details to the setting the GM has described. A minor detail consistent with the setting (say, a convenient tapestry or chandelier in the castle hall) costs 1-3 Mana. Notable, but plausible, additions (say a weak

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link in the chains or a handy display of weapons on a castle wall) cost 3-5. Major, unlikely, additions (a handy secret passage in your palace, a rescue party showing up two days early) cost 5-10 if the GM opts to allow them at all. Reality editing is always subject to GM approval. GM’s who are quick-thinking and extremely flexible may opt to allow Grandiose additions. Be warned; even at a cost of 9-15 Mana this has the effect of turning over much of the plot and mood of the game to the players. ! Resilience. You may spend Mana to counteract or buy off attribute drains or damage at a 1 to 1 ratio, level drains at 2 Mana per level drained, and to resist mindaffecting powers at 2/3/4/6 Mana for effects of levels 03/4-6/7-8/9. This is especially popular in Martial Arts based games (see page 80). ! Spell Enhancement. You may spend up to three points of personal Mana to enhance a spell. Each point may be used to reduce the effective level of a spell (for casting purposes only) by 1, to add 1 level’s worth of known metamagic to it, or to increase the effective Caster Level by +2. ! Unskilled Magic. You may simply announce the spell effect you’re trying to produce and dump Mana into it. Whatever-it-is you’re trying to do will cost 2 Mana 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. Effects with an extended duration usually require that the caster invest Mana in them; some or all of the Mana used to cast them cannot be recovered while they persist. This does make it easier to cast long-term spells. Unlike most spellcasting, unskilled magic works better under stress. Characters who are furiously angry, utterly outraged, or otherwise on an emotional peak, gain one free point of Mana, which may be spent in excess of the above limits or be used to reduce the cost. Characters who have just seen their lover or child die, are facing certain death, or who are otherwise in the throes of some great passion, get two. Characters who are dying, or who are willing to die in the casting, get four. Even a relatively unskilled dabbler may be able to manage a decent dying curse.

Melding (6 CP). A master of Melding adopts customs and accents instantly. He or she may thus fit into any social, ethnic, or religious group as if he or she had been a member for years, whether this involves an actual disguise or simply not offending the locals and picking up their etiquette. While most casual contact will not reveal the deception, the character also adds his or her Intelligence Modifier to any relevant rolls made to deceive others about the disguise. Melding grants no special language capability. Mentor (6 CP). You receive special training from some individual or group, whether natural or supernatural. As long as you obey the dictates of your trainer(s) - taking on odd missions for the ancestor spirits who show up to teach you, following the rituals of the sect, or whatever other requirements the Game Master imposes - you gain a 10% bonus on all earned experience. ! Secret Master (+6 CP). Your mentor can teach you the secrets of one or more exotic abilities when you’re ready to learn them. ! Prodigy (+6 CP). You don’t need trainers, and so need not listen to their dictates. This is often taken Specialized, as in “Bonus XP can only be used to create items.” Mindspeech (6 CP). You gain the ability to send and receive thoughts with willing (or at least not unwilling) targets within a 60’ radius. ! Beastspeech (+6 CP) allows full communication with animals, rather than the simple communication of vague emotions and urges possible with basic Mindspeech. While animals generally aren’t very smart, this translates things into rough “speech.” ! Mindlink (+3 CP) allows you to maintain a contact with a single target no matter how long the range becomes. You may maintain one additional link at a time per +1 CP and may designate specific targets which you can establish a link with at any range per +1 CP each (yes, if they die, you can get in touch with their spirits). Unfortunately, such targets cannot be changed after being selected. ! Outreach (+6 CP) allows the user to attempt to set up a Mindlink indirectly using a secondary link to locate the target. Suitable links include being within the domain of a Nature Spirit, having a piece of a deceased individual’s body or some other relic of theirs, being at a temple dedicated to a particular god (such calls are normally answered by a minor spirit in the service of the god), or being at an elemental nexus. Unfortunately, this requires at least 1d6 minutes and may require the expenditure of Power or Mana at the option of the Game Master. ! Sense Sharing (+3 CP) allows you to see, smell, hear, taste, and feel everything one of your targets does. ! Spell Transfer (+6 CP) allows you to give another character you’re linked to any beneficial spell effects targeting you.

Mastery (6 CP). Characters with Mastery may “Take 10” under stress for a number of skills equal to 3 x their Intelligence Modifier (minimum 3). Optionally, Mastery may also be applied to Caster Level checks or other d20 checks, although this requires the consent of the Game Master and usually only covers one type of check.

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Inanimate power sources can simply be tapped as if they were in hand. ! Summons Link (+3 CP) grants the power for the character to teleport the target to his or her location. This costs extra (+3 CP) if the target is animate and only works on things the user could pick up normally. ! Travel Link (+6 CP) requires Summons Link and enables the character to teleport to the target. ! Identity Link (+3 CP) mystically bonds the character and target. Any spell effects which affects one also affects the other. ! Transferable (+6 CP) allows the character to switch which person or object he or she has a link with. ! Runebinding (+6 CP) grants the character the ability to enchant a specific (non-transferable) inanimate target. The character requires no other feats to do so, but all enchantments are subject to the approval of the GM. ! You may take this ability multiple times. Each time, you a create a separate mystic link. Upgrades apply to all your Mystic Link powers.

! Spell Sharing (+6 CP) requires Spell Transfer and allows you to share beneficial spell effects targeting you with another character you’re currently linked with. ! Spirit Speech (+6 CP) allows you to communicate with unlinked creatures on coexistent planes. For an additional +6 CP the user may attempt to communicate with individuals on other planes in general. ! Skill Sharing (+6 CP) allows you to share up to 2 CP worth of your skills and/or knowledge-based abilities with anyone you’re currently maintaining a Mindlink with.

Mystic Artist (6 CP). Mystic Artists inspire and manipulate others through art. While music, dance, and oratory are the most common forms, storytelling, painting, or architecture also work. See page 84.

Occult Sense (6 CP). Occult Sense grants the character a new sense, such as lowlight vision, deathsight (allowing you to sense when someone is near death), the ability to accurately date objects by touch, the ability to sense radiation or magnetic fields, the ability to see ethereal spirits, automatically sensing the current astrological modifiers (if such things are used), and so on. Occult Sense generally counteracts minor penalties or allows minor added abilities. ! More powerful senses, such as Darkvision (where the character sees even in total darkness) cost the same, but come with limitations. This usually amounts to either being usable 3/day with a duration in rounds equal to the character’s level or greatly limited range, usually 60’. Extremely powerful senses are usually only usable in special circumstances. ! Improved (+6 CP) allows the character to use a powerful sense at will instead of 3 times per day or extends the range to be like normal sight. ! You may take this ability multiple times. Each time, you gain another sense.

Mystic Link (3 CP). A character with Mystic Link has an occult bond with someone or something. He or she may sense the target or the direction it lies in. ! Communications (+3 CP) allows the user to communicate with the target. This normally only works with living targets, although computers and sentient magic items are eligible. ! Power Link (+3 CP) allows user to use spells or other powers on the target, or have the target use spells or other powers on him or her regardless of range.

Occult Skill (3 CP). Purchasing Occult Skill grants a character access to any skill designated as “Restricted” by the Game Master, usually because it requires secret knowledge or special powers to learn in the campaign setting. The skill becomes an “irrelevant” skill for the character’s class. This requires GM permission. ! You may take this ability multiple times. ! As usual, if you spend 6 CP buying levels in an irrelevant skill, it becomes relevant from that point forward.

So where’s the trigger on this thing?

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Opportunist (6 CP). A character with Opportunist selects a particular type of action (most often a single attack) and particular situation when you normally could not take that action. You may use your action under that specific circumstance from now on. For example, the basic Rogue can attack opponents who were just injured by another character. ! You may take this ability multiple times. Each time it applies to a new action and/or situation.

Sample Restricted Skills Shadow Walk (Wis, Trained Only) Use this skill to navigate or adjust to areas of warped reality - dimensional fringes, dream realms, and the quasi-illusory legend realms shaped by popular tales and myths. Note that navigating a dreamscape or legend realm generally involves “maneuvering” through roles and sequences of events as well as mere physical movement. Check: Shadow Walk is primarily an intuitive, rather than a rational, skill; the DC is subject to unpredictable changes. Legendary Realm Follow Plotline Locate Sidequest Locate Exit Derail Plotline

DC 10 15 25 30

Dream Realm Alter Scene Shift Scene Find Secret Shift Dreamers

DC 10 15 20 25

Dimensional Fringe Follow marked path / tail someone Locate stable path / memorize route Locate loosely-defined dimension/realm Locate specific hidden realm Locate realm of heart’s desire

DC 15 20 25 35 45

Poison Use (6 CP). Characters with Poison Use no longer risk self-poisoning when using poison and may make various toxins using Alchemy, assuming that is not considered a normal part of the skill. Power Words (6 CP). Power Words enable the character to store up to (Con score/3) total spell levels and release them as Move-Equivalent Actions. A character may release one spell per round in this fashion. ! Improved (+6 CP) increases the total spell levels which can be stored to (Con score/2). ! Superior (+3 CP) requires Improved and increases the total spell levels which can be stored to (2*Con score/3). ! Harbingers (+6 CP) allows a character to release up to two Power Words per round. ! Spellform (+6 CP) allows a character to invest 2 HP per spell level to make a Power Word quasi-sentient. It activates as desired without taking part of the character’s action. Most are purely mental constructs, but some spellforms have material bodies and can fly about near their owner. Unfortunately, “killing” them does nothing aside from dissipating them for 1d4 minutes. ! Sendings (+6 CP) allows the character to send their Spellforms on errands. While not very bright, they’re capable of locating a place or person nearby (and going off there) if given good directions or if the user is familiar with the area. If a character creates Spellforms, but doesn’t use them within a few weeks, they tend to become more alive. More than one magician has discovered to his or her shock that he or she now really does have an angel over one shoulder and a devil on the other. While never hostile to the character, such Spellforms might well qualify as living beings, albeit immature and with onetrack minds stemming from the single spell they have. These living Spellforms permanently take up spell levels from the character’s available Power Word pool, but can use their powers twice per day without additional cost or chance of spell failure.

Special: Characters with a Knowledge skill appropriate to the dimensional region they’re operating in at rank 5+ gain a +2 synergy bonus on Shadow Walk. Of course, unless you live in an unstable dimension or on the fringes of a dimensional crossroads realm, you’re unlikely to even know of the existence of such a skill. Some other restricted skills might include Glowstone Alchemy (requires the use of glowstone - which is only found in a few realms), Kel Vordant (a long lost tongue of the high gods, a language of true names and the direct command of reality), and Subsumption (a ritualistic way to gain magical powers by eating people and creatures who possessed them; this drives you more than a bit mad and is only common among the Yer Cannibals). Occult Talent (6 CP). Occult Talent covers a variety of minor magical abilities. These require no components but never rise above 1st level spells. The basic effect allows a character four level 0 spells and one level 1 spell, which he or she may use 1/day each. This does not allow the character to use items which normally require spellcasting abilities. ! Improved (+6 CP) allows the character to expand his or her repertoire considerably. He or she now has a selection of five level 0 spells and three level 1 spells. He or she gains 5 level 0 slots and three level 1 slots to cast them with as a Sorcerer or Psion would. ! You may take this ability multiple times. Upgrades do not carry over from one instance to the next.

Eclipse: The Codex Persona

Presence (6 CP). With Presence, your character influences those around you. The base level extends to a 10-foot radius and can induce simple effects such as courage (immunity to fear), a -2 morale penalty, or some other specific effect similar to a L1 spell. ! Improved (+6 CP) adds +4 to any social skill roll made with the backing of Presence. This means that characters with auras of holiness or purity gain the bonus when

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they are fairly cheap. Good examples of privileges include Civil Authority, Minor Income (enough to support a family on), Legal Immunities, or Guild Membership. ! You may take this ability multiple times. Upgrades do not carry over from one instance to the next. Players often ask why they need to spend CP on things they acquire through cleverness, roleplaying, or grants from NPCs. It’s simply because all of those things require time and effort from the character - whether coming up with and implementing the ideas, spending time with the NPC’s, or dealing with whatever complications come with the grant. The character won’t have as much time to develop other abilities. Of course, if the GM really wants to hand out freebies, so be it.

dealing with decent folk, while characters with auras of evil and corruption gain the bonus when bribing or intimidating others. Unlike the basic effect, such modifiers can affect anyone and everyone you interact with. Of course, this also marks you, and will doubtless draw a good deal of attention. ! Superior (+6 CP) requires Improved and forces all would-be attackers to make Will saves (DC 13 + character’s Cha Mod) or be unable to attack, either out of fear, awe, loathing, love, insanity, or because they’re rolling on the ground laughing. The save must be repeated each round, although victims get a +5 bonus if the user is currently attacking them. ! You may take this ability multiple times. Upgrades do not carry over from one instance to the next and no more than one roll is ever required to attack you.

Professional (6 CP). Professional grants a +(level/2) (rounded down, +10 Max) bonus on a particular skill. Only levels gained after taking this ability count. ! You may take this ability multiple times. Each time it applies to a new skill. Reflex Training (6 CP). With Reflex Training, a character gains a free, immediate, Standard Action under some particular circumstance. You cannot string together more reflexive actions than your relevant attribute bonus (usually Str Mod or Dex Mod). Alternatively, the character may instead simply take an extra Standard Action at any time 3 times per day. You may not use this version more than once per round. ! Improved (+6 CP) allows you to take as many actions as you can trigger. The circumstances must be extremely narrow. Extra Standard Actions require Bonus Uses. ! You may take this ability multiple times to gain actions under multiple circumstances. Upgrades do not carry over. Reputation (6 CP). Reputation means the character is widely known, at least in certain circles, for his or her skills, talents, or deeds. Describe what he or she is known for - and to which groups. ! The Game Master may simply note the reputation and apply it when appropriate. If a mechanic is desired, NPC's in the affected group make an (Int + Rep Score) check at DC 20 to have heard of the character. A characters base score is equal to his or her (level/3) ! If an NPC is aware of a character's reputation, the character may gain - or suffer - a modifier of up to + or -5 on relevant social skill checks. A reputation as a criminal mastermind rarely helps with city guards, but is often useful on the street. ! Improved (+3 CP) increases the character’s reputation score to Level/2. ! Superior (+3 CP) increases the character’s reputation score to (2xLevel)/3. Characters who want to attract followers should simply buy Leadership and describe it as an effect of their reputations.

Do I need Presence to look evil, or is that free? Privilege (3 CP). Privilege grants the character special legal and social advantages. The character must define exactly what the privilege is (and preferably how he or she obtained it). The ability to sell restricted goods legally, carry weapons openly about a city, or come and go from the palace make good minor privileges. Characters may also simply come from wealthy families, in which case they’re entitled to a few servants and some extra starting cash at lower levels. ! Major (+3 CP) increases the entitlement to a higher level. Being a guildmaster, high-ranking officer in the army, or powerful bureaucrat are all good examples. ! Privileges vary considerably from place to place within a campaign world. Since they’re almost always tied to specific locations, organizations, or governments,

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champion of light without a very good explanation, regardless of what the player wrote on the character sheet.

Researcher (6 CP). Characters with Researcher may invent new spells, arts, and items within a chosen specialty in half the usual time and at half the usual cost. Sorcerers and other intuitive spellcasters may simply take original spells in their new spell allotment. ! Invention (+6 CP) allows the user to spend CP to create new technologies or fields, rather than merely new applications of existing techniques. The cost and actual availability of technologies depend largely on the GM’s willingness to vet or create new material. ! Analyst (+6 CP) allows a character to discover the mechanisms or principles behind any item or observed effect related to his or her research specialty given a few weeks to study it. Resist (3 CP). This is the basic improved-savingthrow effect. Each level of Resist grants a +1 bonus in a saving throw category OR a +2 bonus on all saving throws against some specialized group of effects (poison, energy and ability drain, charm and mind control, etc.). ! You may take this ability multiple times, although the Game Master should question huge specialized bonuses. Returning (6 CP). A powerful but expensive technique favored by villains, Returning allows a character to return from death. The basic form requires that enemies take special precautions, such as burning or shredding the character’s body or sprinkling his or her grave with Holy Water, to prevent the return. Usually, the character will return as an outsider, elemental, golem (albeit sentient), or undead. ! Extraordinary (+6 CP) makes it even harder to keep the user from coming back. For example, the user’s tomb must be totally destroyed to keep him or her from coming back. ! Unique (+6 CP) requires Extraordinary and allows the character to return except for one particular method, which alone may destroy him or her. Examples might include a character who can only be killed by stealing his or her signet ring and throwing it into the volcano in which it was forged. ! Rewrite entitles a character to a minor (1/4 of CP), major (1/2 CP), or total (all CP) rewrite of his or her abilities at a cost of +6, +12, or +18 CP, respectively. The character does not need to have Returning among the new character abilities. Of course, this only activates when the character revives. ! The GM normally gets to decide what type of being the new character will be. For 6 CP, the character may designate a type, such as undead or good outsider. For 12 CP, he or she may designate a specific form (such as lich or archon), although his or her personal abilities may still vary considerably from the norm for that creature. ! Returning never changes a character’s alignment. The character might change personality, but that’s a decision for the player. The GM is encouraged to enforce certain limits; a character given to gross selfishness or acts of wanton cruelty is unlikely to return in the form of a holy

Eclipse: The Codex Persona

Yes, you did chop all my limbs off. But I’ve got Returning. Rider (6 CP). With Rider, characters can aid their mounts in battle. This initially allows them to use a Ride roll in place of his or her mount’s AC to negate a hit on the mount once per round. A Rider is not limited to any specific creature or type of creature. ! Vehicle (+6 CP) allows these bonuses to apply to a vehicle type instead of any creature. At the GM’s option, this may make a specific vehicle at least partially sentient and give it basic mental ability scores. This further applies to all future feats taken from this list. Vehicles normally use a “Pilot” check instead of Ride, but the skills are identical save for the name. ! Might (+6 CP) adds the Faithful Steed template to a creature. See page 167 for the template. ! Psychic Bond (+6 CP) creates a subtle psychic bond between rider and mount. This grants a +5 bonus to Ride and allows the character to communicate with his or her mount mentally. For an additional +6 CP the character may call his or her mount and have it simply show up, regardless of how impractical this is. ! Sensory Link (+3 CP) requires Psychic Bond and allows a character to share senses with his or her Mount. ! Sharing (+3 CP) allows a character to share the effects a beneficial spell targeting him or her with the mount.

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additional favored class. ! Additional Favored Classes (+6 CP) allows a character to select three classes as additional favored classes. ! All Classes Favored (+9 CP) allows a character to use all classes or builds as favored classes.

! Ward (+6 CP) requires Sharing and allows any of the riders personal magical, psionic, or ability-based defenses to apply to the mount as well, at least as far as the GM will put up with it. ! Spirited (+3 CP) adds +10’ or +10% (whichever is better) to one of the Mount’s movement modes. This can be taken repeatedly, but can’t more than double a mode. ! Stable Seat (+3 CP) cuts the penalties for using ranged weapons or other powers while mounted in half. ! Improved Stable Seating (+6 CP) eliminates all penalties for using ranged weapons or other powers while mounted. ! Battle Dance (+3 CP) allows a character to add his or her (Wis Mod) to the Mount’s AC. ! Overbear (+3 CP) allows the mount to use the equivalent of a Trip attack without incurring an Attack of Opportunity by ramming into people. The mount receives a free attack if this succeeds.

Self-Development (6 CP). This feat increases a character’s attribute by +1 for a specific purpose, such as Strength for to-hit bonuses or Dex for AC calculation. ! This ability helps low attributes more than high ones. Attributes with a base score of 3-6 or 7-9 go up by +3 or +2, respectively, instead of by +1. ! Improved (+6 CP) improves the attribute permanently for all purposes, instead of only for a specific purpose. ! You may take this ability multiple times to boost your attribute(s) to any desired level. Shadowmaster (6 CP). Shadowmaster boosts the “reality” of shadow magic (this primarily affects a small number of Illusion spells) by 5% per spellcaster level, to a maximum of +50% over the spell base or 100% in total, whichever comes first. ! Upgrade (+6 CP) increases the maximum bonus to +75%. The maximum possible total remains at 100%.

Rite of Chi (6 CP). Given a few minutes of rest, one with the knowledge of Chi may regain 4d6 power, 2d6 spell levels (the user allocates where these go), or 1d6 Mana once per day. Characters may use this more often, but incur a cumulative -1 negative level each time (these go away in 24 hours). Characters with Bonus Uses do not suffer this as long as their Bonus Uses hold out.

Shapeshift (6 CP) You may take Small or Medium animal forms once per day per 3 character levels as a Standard Action. You may not take a form with more hit dice than you possess. All equipment you carry melds with your new form and is unusable. The new form lasts until you decide to change back. As a side effect, shapeshifters can revert to normal form when polymorphed.

Sanctum (6 CP). A character with Sanctum may establish a personal place of power (such as a building, grove, or dungeon) and gain +24 CP while inside it. The character must define what bonuses he or she gains when the sanctum is defined. These only apply in the Sanctum (no, you can’t count that as Specialized). ! Occult Wards (+3 CP) keep people from entering. The player may designate the exact form (traps, force barriers, secret doors, or simply steering people away are common choices). The CR for any part of the ward is equal to half the character’s level. ! Guardians (+6 CP) protect the Sanctum from intruders. The player may set the form (undead, outsiders, and golems are common choices). The CR for any creature is equal to half the character’s level. ! Spirit-tie (+3 CP) summons the character back to the Sanctum after dying, where he or she can hopefully be revived (or he or she has a pre-existing resurrection method). This prevents the character from moving on to the afterlife unless he or she wishes it. ! Variable (+3 CP) allows the character to change his or her Sanctum abilities whenever he or she gains a level. Many characters experiment with feats or magic, buying them first in a Sanctum and then permanently. Schooling (+3 CP) Schooling allows characters to use a variant class description for buying abilities without penalty. For point-based characters this also bypasses retraining time for changing classes. ! Additional Favored Class (+3 CP) allows characters in games with more restrictive class systems to select an

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Is it cannibalism if I wasn’t human when I ate him? Eclipse: The Codex Persona

! Spirit of the Wild (+12 CP) allows the user to take on a particular extraordinary or supernatural ability from among those he or she could access via shapeshifting for an hour without actually changing form. For example, the user could take on a Cheetah’s extraordinary speed. ! Variants (+3 CP), a catch-all category, allows the shape-shifter to make alterations in his or her forms. He or she may assume any variation available to any normal member of any species he or she can become. This is equivalent to a continuous Alter Self effect. ! Wild Essence (+12 CP) lets you use a shift to take on a type from among those you can normally attain without changing physically. For example you could change your type from Humanoid to Plant to gain temporary immunity to poisons. Each use of Wild Essence lasts for one hour.

Shapeshift Type Extensions ! Beasts (+3 CP) allows the user to take on Magical Beast forms. This is commonly Corrupted to a specific form or small group of forms, but this is not required. ! Dire (+3 CP) allows Dire animals. ! Dragon (+6 CP) allows the user to take on Dragon forms. The user is still restricted by size and hit dice. ! Elemental (+3 CP) allows Elemental forms as well as animal ones. Characters who can take on elemental forms may revert from petrification. For +3 CP the user may take on all elemental creature forms. ! Ooze (+6 CP) allows Ooze transformations as well as animal ones. ! Plant (+3 CP) allows Plant forms as well as animal ones. ! Shape of Death (+6 CP) allows the user to take on corporeal undead forms. The ability to take incorporeal forms costs another +6 CP. ! Verminform (+3 CP) allows the user to take on Vermin forms. For a further +6 CP, the user may take on the Swarm type. ! Enchanted (+6 CP per form type) allows the user to use a form’s extraordinary and supernatural abilities, but not its spell-like or spellcasting abilities. This only costs 3 CP for Elemental and Vermin forms. Shapeshifting does not extend to Aberrations, Constructs, or Outer-planar creatures unless the user is already one of those types, in which case it extends to that type only.

Shapeshift Inherent Constructs ! Creatures of Blood (+6 CP) allows shape-shifters to create constructs from their own blood. These function exactly like whatever creature the shape-shifter mimics in creating it, which must be one he or she can turn into. The shape-shifter must sacrifice a number of hit points equal to the creature’s normal maximum to create one. These creatures cannot use supernatural or spell-like abilities. They last for 1 hour per level. For +6 CP this can be extended to one day per level. ! Magic of Blood (+6 CP) requires Creatures of Blood and allows the creation of creatures which can use supernatural or spell-like abilities.

Shapeshift Size Modifications ! Growth* (+3 CP) allows Large or Huge forms. For +6 CP this can be extended to Gargantuan forms, for another +12 to Colossal forms, and for a further +24 to Mountainous. See page 62. ! Shrinking* (+3 CP) allows Tiny or Diminutive forms. For +6 CP this may be extended to Fine and for another +12 CP this may be extended to microscale forms (page 62) Size changes may be pro-rated according to the user’s normal size. For example, a creature which is already Huge only needs +3 CP to reach Colossal, but must pay +3 CP to reach Medium-sized.

Shapeshift Magical Modifications ! Exemption (+3 CP) allows the character to leave out selected items while shapeshifting. Items which would fit the new form will remain in place. ! Inanimate (+12 CP) allows the character to shapeshift his or her equipment to fit his or her new form. This may be Specialized if magical, psionic, or high-tech gear does not function while shapeshifted. ! Natural Magic (+6 CP) allows a character in animal or plant form to cast spells even without hands or the ability to speak. He or she may use components if he or she had them before transforming. ! Sharing (+6 CP) allows the character to transform a willing subject other than herself. This lasts until the creature decides to return to its normal form.

Shapeshift Internal Modifications ! Attribute Modifiers (+6 CP) allows the user to take on the physical attribute modifiers of a form, instead of simply taking its average physical attributes. ! Attribute Shift (+6 CP) allows the character to move around up to 6 points of physical attributes when he or she shapechanges. ! Hybrid (+6 CP) allows a shapeshifter to make a partial change, mixing animal characteristics with their natural form. In general, this means that they can continue to use weapons, items, and sometimes armor, while in “animal” form but must spend another +6 CP to be able to speak clearly.

Eclipse: The Codex Persona

While there are hordes of other abilities which can be described as “shapeshifting,” that’s only a special effect: buy them directly and describe them as you like. Shaping (6 CP). Shaping allows you to channel ambient magical energy into Prestidigitation at will. This is the first step along the Path of the Dragon, as presented on page 92, and is explained further there. Shaping, and its higher-order variants, can also be used to build characters with weak, but unlimited-use, abilities, such as many minor “superheroes.”

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daily. Sadly, each such stunt must be researched as if it was a high-level spell and will require a successful skill check to use. Yes, if you apply this to Spellcraft this is the PointBuy gateway to using the existing SRD epic spell system. Personally, we recommend using Invocation (page 35) and the high-level spell list (page 122) instead. ! You may take this ability multiple times. Each time it applies to a different skill. Enhancements do not carry over.

Siddhisyoga (6 CP) You may sacrifice treasure to give yourself innate mystical abilities (equivalent to magic items) with a total price equal to one-half the value of the sacrificed treasure. You may spend this on any desired enchantment without regard for item slots. Some effects, such as True Strike and Cure Light Wounds may not be taken as unlimited-use (such effects are normally limited to a maximum of three uses per day). The powers purchased must be approved by the Game Master. ! Fey (+6 CP). You may double the power gained from your sacrifices by spending 1 XP per 20 GP worth of treasure sacrificed. Thus gaining an innate enchantment worth 1000 GP would cost 2000 GP or 1000 GP and 50 XP. ! Efficient (+6 CP). You gain abilities with a total price equal to 2/3'rds the value of the sacrificed treasure. ! Inner Whispers (+6 CP). You may “buy” charged items and recharge them by expending twice the amount of XP it would take to make them normally. If you want the power in your character, rather than in a pile of items, this is the ability for you.

Snatch (3 CP). A character with Snatch may make a Reflex check (DC 15) to grab any available or unattended item, including the weapons of disarmed opponents, in a free hand as a Free Action. ! Upgraded (+3 CP) reduces the DC to 10. This variant on Reflex Training warranted an independent listing.

Specialist (3 CP). With Specialist, a character selects one magical specialty, usually an arcane school or a pair of divine domains. The character gains an extra spell slot of each spell level he or she can use of up to level 3. He or she Skill Emphasis (3 CP) This may only memorize or cast spells using these slots with grants a +2 bonus on any single t h e c h o s e n s p e c i a l i ty. skill. Characters may take this ! You may take this ability without selecting a magical multiple times. Skill Emphasis specialty and put any spell in may only be taken once on any it, but this doubles the base single skill, though you may still cost as well as the cost of any purchase it for other skills. improvements. Characters using Divine Magic need pay Skill Focus (2/4/6 CP). This only half price for Specialist. grants a +1/2/3 bonus to any Equipment? Bah! Equipment is a single skill. Skill Focus stacks ! Improved (+3 CP) extends crutch for the weak and untrained! with Skill Emphasis. the spell slots up to level 6. ! Mastery (+3 CP) grants an additional +1 bonus to any ! Superior (+6 CP) requires Improved and extends the single skill. It may be taken twice, for a maximum bonus spell slots up to level 9. of +7 when combined with Skill Emphasis. ! Speed (+6 CP) reduces the required time to use the Spell Conversion (6 CP). A character with Spell skill by half. Skill-based actions which normally require Conversion selects a limited number of spells according one round become Move-Equivalent Actions. to his or her class theme, usually nine (one for each spell level). The user may convert a prepared spell of equal or ! Stunt (+6 CP) permits supernatural stunts with the skill higher level into one of them spontaneously. The user at the cost of 2 temporary attribute points or 2 Mana. must already have access to the spells he or she selects This covers things like using Escape Artist to escape a for Spell Conversion. Sphere of Force, stitching together a flesh golem with Clerics use this the most, but anyone may have it. Heal, or talking a berserk rampaging monster out of eating the party with Diplomacy. Note that this doesn’t Spell Flow (6 CP). A spontaneous caster with Spell decrease the (likely high) difficulty of such actions; it simply makes them possible. Flow adds up all the levels of spells he or she learns from then on. Level 0 spells count as 1/2 spell level. The ! Epic Stunts (+6 CP) requires Stunt and a minimum caster may expend these as desired to learn any level of skill rank of 24. It allows you to perform astounding spell he or she can cast. feats using the selected skill up to (Skill Level/10) times

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Spell Mastery (6 CP). Characters with Spell Mastery no longer require source material (i.e., a spellbook) to prepare a number of selected spells equal to their Intelligence Modifier. ! Efficient (+6 CP) allows the user to double his or her effective Int modifier as far as Spell Mastery goes. ! Rapid (+3 CP) allows such spells to be prepared in a mere 1d6 rounds. Spontaneous (+3 additional CP) allows the use of such spells as if the caster were a spontaneous caster. ! Signature (+6 CP) allows the character to transform other prepared spells of equal or greater level into one of the mastered spells. ! You may take this ability multiple times. Each time, it affects different spells. Any improvements other than Efficient must be purchased for each set of spells.

! Hieratics (+3 CP). You have an inherent ability to Read Magic and can prepare spells from other character’s spell books without a Spellcraft check Preparing a spell from another character’s books usually requires a Spellcraft check. Mastering a spell book allows you to use the book as if you had written it. This requires two weeks and a successful Spellcraft check at a DC of (26 + The highest level of spell in the book).

Spell Storing (6 CP). Spell Storing is sufficiently complex to warrant it’s own section in Chapter Three (see page 98). Spell Turning (6 CP). With Spell Turning, a successful counterspell enables the caster to redirect it back at the caster or the caster’s location. If neither of these is a valid target, the spell fails.

Spell Pool (6 CP). A character with Spell Pool adds up all available spell levels (level 0 spells count as 1/2 spell level) from a single chosen progression and uses them as “spell points.” Each spell uses a number of points equal to its level. This does not bypass the limitations of the level of spells which may be cast. The maximum number of spells of any one level which can be cast or memorized equals ([spellcasting attribute/2] - Spell Level). For example, a Wizard with 16 Intelligence could cast a maximum of seven 1st level spells, six second level spells, five 3rd level spells, four 4th level spells, and so on.

Stoic (6 CP). Characters with Stoic are not subject to death by massive damage and may make a Fortitude save (DC 15) each round to self-stabilize if below 0 HP. ! Improved (+6 CP) allows a character to survive until he or she reaches -30 hit points, although he or she still loses consciousness at 0 hit points. ! Ferocity (+3 CP) allows characters to act normally while at negative HP (but not while dead) until after the battle. ! Juggernaut (+6 CP) requires Ferocity and allows characters to remain active for three rounds after dying. Although no amount of healing can help them, only resurrection magic, characters with this feat who die may remain active and continue to fight, cast spells, or take any normal action. The GM may or may not allow characters disintegrated or otherwise destroyed to remain active – this depends on the world and whether or not the thought amuses him or her.

Spell/Power Resistance (6 CP). Once purchased, the character gains Spell or Power Resistance which rises with his or her level, rated at (5 + character level). ! Improved (+6 CP) increases the resistance by +5. This may be bought twice. Spell Shorthand (6 CP). You may record your spells in half the usual space, at half the usual expense, and in half the usual time. ! Cryptoglypics (+3 CP). You can read dangerous magical inscriptions, including Glyphs, Symbols, and enchanted Tomes without triggering the magic they contain. OK, this is simply a minor Immunity, but it’s popular with the more studious mages. ! Encryption (+3 CP). You may convert a spell formula of any level into a one-page mystical diagram. Sadly, no one without this ability can understand them at all. ! Formal Notation (+3 CP). Other spellcasters can prepare spells from your books without a Spellcraft check or having to already have the spell recorded in their own books. Perhaps fortunately, thanks to the special inks and procedures required, spellbooks still can’t be printed en mass. ! Runemaster (+3 CP). You may mystically inscribe spells on bizarre mediums. For example, you may embed them in pearls, paint them on shields, or tattoo them as strange glyphs on the skin.

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Party! Party! Party! Wooh! 45

divine providence, but the limits of the user’s own will. See Thaumaturgy and Dweomer, page 100.

Superstition (6 CP) This interesting talent allows Divine spellcasting without a supernatural patron or quasi-sentient source of power. Characters may cast up to level 2 spells with nothing more than their will to back them. Level 3 spells require at least some sort of personal belief or code of conduct (yes, you can decide that you’re a god and invoke yourself), and characters who subscribe to a popular code, belief, or superstition can cast spells of up to level 4 regardless of its validity.

Theurgy (6 CP). You’ve found a way to link divine and arcane magic. In general, converting between the druid, bard, and wizard/sorcerer lists adds one level, as does converting between the druid, ranger, paladin, and cleric lists. Any other conversions, such as between cleric and wizard, add +2 levels unless the Game Master rules otherwise. The user must either have access to the spell to be converted (whether personally or from a friend, scroll, or deity) or must research it normally. Thus a cleric who wants to learn Fireball can either learn it from a wizard or research it, but it becomes fifth level as a clerical spell in any case. The level adjustment applies even if the spell is present, and of lower level, on the list in question anyway. Converting the arcane version of Bull’s Strength to a clerical spell results in an inefficient fourth level spell. A distinct and unrelated set of skills called Theurgy appears in Chapter 3. Sorry, but we ran out of names.

Test of Wills (3 CP). Test of Wills enables a character to use one action making an opposed Will save against a nearby (60' or so) enemy. The loser becomes Shaken. Creatures immune to fear take no penalties from this ability, though if they win the opponent does receive the penalty (unless the opponent is also immune to fear). The effect usually lasts for 1 round per level of the initiator. This does not work when you’re actually in battle, but does work at any time before combat actually begins, even if both sides desire a fight. ! Checked (+3 CP) upgrades the result so that the loser becomes Checked. Timeless Body (3 CP). You ! Subordinated (+3 CP) requires Checked and makes the no longer age, do not suffer loser becomes Subordinated. aging penalties (although (The winner gets a +2 on attack benefits still accrue), and will rolls and the save DC’s of any not die naturally until reaching powers used against the loser). your maximum racial lifespan. Cosmetic aging may or may not ! Frightened (+3 CP) requires continue at the option of the Subordinated and makes the user. Most characters simply loser become Frightened. ! Extended (+6 CP) makes the look the same for the rest of effect last 1 minute per level of their lives, but sages and ancient the initiator. kung-fu masters are notorious for looking fantastically aged. ! Binding (+9 CP) requires Timeless Body is free in games Frightened and allows the user, if victorious, to issue a You kids today! When I started fighting based around hacking monsters to bits each week with little-tocommand to the loser. These Evil all we had to work with was... no downtime. commands must be short, simple ! Transcendence (+6 CP, minimum level 10) transforms orders. While the target must follow them for the a character into some sort of magical being, without duration of the effect it will not normally attack its allies altering his or her basic form or abilities. Native or commit suicide unless it has severe loyalty issues or Outsiders are the most common, but Plant creatures or just plain lacks sanity. Some effects, like commanding a other strange variants are possible. This generally fiend to return to its native plane, can effectively take a includes DR 10/Magic, a change in type, and possibly creature out without resistance or further complications. some minor abilities that come with the template. ! Mob (+6 CP) allows the initiator to stare down a mob of low level people (half the initiator’s level or less). ! Rejuvenation (+6 CP) negates any age-based attribute Make the roll only for the enemy with the highest Will. penalties the character may have suffered previously. ! Age Shifting (+3 CP, requires Rejuvenation) lets you Thaumaturgy (6 CP). Thaumaturgy allows the control assume any desired physical age, including the age-based of primal forces and powers. Often possessed by physical attribute modifiers. Shamans and barbarian cultures, these allow for Characters who want to extend their natural powerful effects bounded not by mathematical law or lifespans should purchase Immunity/Aging.

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Tireless (6 CP) removes cumulative penalties for lengthy efforts. The character never becomes exhausted from normal physical efforts. This is another Specialized Immunity, but was used so often that it merited its own listing.

! More exotic forms include Murder (the victim remains dead, but there is no discernable cause of death and no blood or other traces), Computer Hacking, Surgery, and many more. This may be taken multiple times, each time applying to another activity.

Toughness (2 CP). With Toughness, you gain +1 HP per 2 CP invested. You gain no bonus or penalty for a high or low Con modifier from these. Toughness is included for 3.0 back-compatibility only. Characters who seriously want more HP should buy larger Hit Dice, increase their Constitution scores, or buy special bonuses.

Track (3 CP). Characters with this feat select Urban, Wilderness, or Dimensional tracking. Tracking requires a Survival (for wilderness) or Gather Information (for urban) check every mile to follow the target. This is DC 15 for favorable conditions, DC 20 for unfavorable ones. Size bonuses on Hide checks apply, and unfavorable lighting may inflict penalties. Dimensional tracking relies on Spellcraft and can trace Gates or teleportation and dimensional travel. ! Identification (+3 CP) allows the character to make a relevant knowledge check to determine the species (and any other tracking-related information, such as a limp and its size) of creature he or she is tracking. ! Deduction (+3 CP) requires Identification and allows the character to discover absurdly accurate information (see below) with a successful (DC 35) tracking check. ! Style (+6 CP) grants another method of tracking. A tracker might purchase Style: Scent, for example, and trace the enemy by smell. Another character might purchase Magical Traces, and could attempt to track by observing residual spell energies. Either way, this

Traceless (6 CP). Traceless characters leave no discernable traces of a particular type of activity. The user must choose a specific form. Common forms include: ! Travel means the character leaves no traces when moving about. The character leaves no footprints, disturbs no leaves, and breaks no twigs. ! Magic means the character leaves no aura behind and his or her magic does not leave a discernable trace. It does not help with enemies using direct divination or assessing his or her aura in person. ! Genetic means the character leaves no personal biological evidence, such as fingerprints or usable DNA.

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Unity (6 CP). In worlds where Psychic powers and Magical effects are treated as distinct, non-interacting forces, a character with Unity has found a bridge between Psi and Magic. This character may treat them as aspects of the same thing. This primarily means that his or her psychic powers (or magic) interact with magic (or psychic powers), including dispels or anti-magic or antipsychic fields. It also means that metamagic and metapsionic abilities are interchangeable for him or her.

counters -10 points’ worth of penalties on the DC for the tracking check. It grants no inherent ability to use the selected sense, only the ability to track with it. !You may purchase this ability multiple times. Upgrades carry over. “There were two of them – both using their left hands and both master swordsman. They fought several hours ago. They battled up here on the rocks, then moved down there. Wait! One of them switched hands. They dueled around the tree. Now the other one switched hands. The winner disarmed the loser here, and then knocked him out. It must have taken several minutes for him to come round again, then he ran off that way.”

Wayfarer (6 CP). This allows the user to be a priest of an entire pantheon, force, or philosophy, rather than a given deity. In practical terms, it means that in games where the GM restricts spells from the normal lists based on the deity’s personality (i.e., the Ocean god doesn’t give out Flamestrike), the priest may still use them. Similarly, you’re much less likely to be assigned a quest, can use spells with any alignment descriptor regardless of your alignment, and generally don’t have anyone keeping an judgmental eye on you. On the downside, there isn’t anyone keeping an eye on you, so don’t count on divine intervention.

Travel (3 CP). Travel grants the ability to move unhindered by a particular type of natural terrain, such as forest, mountain, tundra, or even asteroid field. It reduces travel time by 25% in that terrain for the character, but does not add to melee-scale movement. ! Add Terrain (+6 CP) adds one terrain type to the terrains a character’s Travel abilities function in. You may add as many different terrains as you desire. ! Mount (+3 CP) makes the Travel ability affect your horse, other riding animal, or vehicle as well. ! Group (+6 CP) makes the Travel ability affect your whole party (up to [Charisma] characters). With Mount, it affects the entire party and their mounts or vehicles. ! Fast (+6 CP) increases the character’s travel time reduction to 50%. ! Swift (+6 CP) requires Fast and increases the character’s travel time reduction to 75%. Zoom. ! Trailblazing (+6 CP) allows the character to avoid random encounters. With a successful Survival (DC at GMO, usually 15-25 depending on the monster), the character may avoid a random encounter or allow his or her allies to prepare for the fight. He or she may even set snares, ambushes, and traps, time and skill permitting. ! Improved Trailblazing (+6 CP) entitles a character to a 3-round warning that he or she is entering a dangerous area even on a failed Trailblazing check.

Witchcraft (6-18 CP). Buying this feat gives you several powers under the Witchcraft rules. See page 109. Workhorse (6 CP). Workhorse allows a character to reduce his or her effective encumbrance by one level.

Triggering (6 CP). Triggering enables a character to release a spell or power from his or her personal reserves or from a type of item without expending a use of the power. The user must specify a specific type of ability or item (wands, staves, a specific spell-like ability or prepared spell, etc.) when this ability is taken. ! This requires an attribute check (usually Int or Cha for Arcane casters, Wis for Divine casters, or the relevant attribute for a Psychic) with a DC of 11/13/15/17/21 for level 0/1/2/3/4 effects. Failure means the character does expend a use of the ability in question. Turn Resistance (2 CP). This grants a bonus of +1 effective Hit Die for the purpose of resisting Channeling, spells, and other Hit-Die based effects only per 2 CP invested. It’s most commonly found in the undead, but can be useful to any character at times.

Can we get off the Holodeck now, Captain?

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Proficiencies

Cultural Weapons (e.g., “Oriental Weapons,” 9 CP), Blasters (All light, hand-held, energy weapons, 6 CP), Pistols (3 CP), and Small Arms (modern pistols and rifles, 6 CP). ! Gunnery (6 CP) covers all fixed-mount exotic weapons, from steam cannon to catapults to laser batteries. ! Elemental (6 CP) covers “throwers” (flame, acid, etc), and small-scale explosive devices such as grenades. ! Only the very first listed items (Any One ... Weapon) may be bought by characters after reaching level 2 unless they use the retraining option (page 18). Characters just can’t suddenly master a variety of weapons after they’ve already molded their abilities.

Armor Proficiency. A character with Armor Proficiency knows how to use armor properly, has practiced moving in it, and can maintain it given the right supplies. ! Light Armor (3 CP) includes all armors listed as light. ! Medium Armor (+6 CP) requires Light Armor and includes all armors listed as light and medium. ! Heavy Armor (+6 CP) requires Medium Armor and includes all armors listed as light, medium, and heavy. ! Superheavy Armor (+6 CP) requires Heavy Armor and includes all armors listed as light, medium, and heavy, as well as superheavy armor, exotic forms, and peculiar materials. ! Shield Use (3 CP) includes all shields. ! Smooth doubles the total cost of any armor or shield proficiency (6 CP in total for Light, 18 for Light and Medium, etc) and allows the user to ignore armor check penalties and spell failure checks. You must buy Smooth for Light before Medium, and Medium before Heavy. It may also be applied to Shield Use. ! Powered Armor (+6 CP) allows the proper use of armor that has built-in strength amplification, movement modes, weapons, and other systems if you have proficiency with that armor’s basic type. Do not include the cost for Powered Armor when purchasing Smooth. ! Fast (+6 CP) allows the user to don or remove armor in one round, regardless of its type. Powered armor, obviously, leans more toward science-fiction games. Still, more than a few fantasy worlds have intelligent or animated armor.

! Bioweapons (6 CP) covers the offensive use of germs, biotoxins, vermin, and similar items. ! Economics (6 CP) covers hostile business takeovers, currency manipulation, unfair trade agreements and tariffs, and similar tactics*. Barbarians hate this. ! Gases (6 CP) covers the effective use of irritant, blistering, tissue-destroying, toxic, and lethal gases, as well as the use of counteragents and protective gear. ! Psychological Weapons (6 CP) covers satire, insults, whispering campaigns, leaflets, and other propaganda techniques*. It also stretches the idea of a weapon about as far as it will go.

*No, we aren’t joking. Just use the normal combat rules on a slower scale if you want to use such exotic forms of “combat” and define “death” appropriately.

Weapon Proficiency. Characters usually buy some sort of weapon proficiencies. It’s a poor adventurer who can’t even use a club to fight off some goblins. Unlike Armor Proficiencies these are listed with separate costs, both to cover the vast array of options and because there’s a lot more variety in weapons skills than in the use of armor. ! Any one Simple Weapon (1 CP) ! Any one Martial Weapon (3 CP) ! Any one Exotic Weapon (6 CP) ! A small group of Simple Weapons (2 CP) ! All Simple Weapons (3 CP) ! All Simple Weapons and any one Martial Weapon (6 CP) ! All Simple and Martial Weapons (9 CP) ! All Simple and Martial Weapons plus any one Exotic Weapon (12 CP) ! All Simple, Martial, and Exotic Weapons (15 CP) ! Limited sets of Martial or Exotic weapons (such as those possessed by the Monk) cost 3 or more points, depending on how limited they are. The character must be able to use all simple weapons first. The list is subject to the GM’s discretion. Common examples of limited sets include Bows and Crossbows (6 CP), Axes (6 CP),

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Could someone help me out of this getup? I’m afraid to move. 49

Combat Enhancements Anime Master (6 CP). Anime Master allows the user to grapple, overbear, and wield weapons, as if he or she was one size category larger. Augment Attack (3 CP). Augment Attack grants +1d6 damage or +1 to hit in some specific situation (essentially, this feat is already “Specialized”), per 3 CP invested (a mere +1 damage costs 1 CP and +1d8 costs 4 CP). Characters may double the cost to make the situation relatively common or triple it to make it very common (e.g., with a particular type of weapon which you almost always use). No character may possess more than 36 CP worth of basic augmentations. T he following upgrades may also be purchased: ! Crippling (+6 CP) It’s all in makes attacks cause one point of ability damage. Characters must select the target ability when this ability is taken. ! Extended Range (+6 CP) adds +45’ to projectile weapon ranges or +60’ for thrown weapons. ! Continuing (+6 CP) lets an attack cause +1 point/ round of damage until treated with an easy (DC 13) Heal check. It otherwise lasts up to twice the attacking character’s level in rounds. ! Silencing (+6 CP) keeps the target from speaking for one round. ! Disabling (+6 CP) reduces target’s movement by 10’ (to a minimum of 10') for the duration of the encounter. ! If you want something else, make it up, and consult your Game Master to determine the cost. Creatures which are immune to critical hits or who make a Fortification check are immune to extra damage or special Augment Attack effects. This does not apply if the bonus was purchased against such targets in the first place, such as “+3d6 damage versus undead” (relatively common, for 18 CP).

Blind-Fight (6 CP). In melee, every time a character with Blind-Fight misses because of concealment, he or she may reroll his or her miss chance percentile roll once to see if he or she actually hits. He or she does not lose his or her Dex bonus to Armor Class, and the enemy doesn’t get the usual +2 bonus, for being invisible. An invisible enemy’s bonuses do still apply for ranged attacks. In poor light, the user’s speed slows to normal. ! Combat Awareness (+6 CP) prevents you from being flanked. ! Darksense (+3 CP) extends a character’s Blind-Fight senses out to a 10’ radius. For the purposes of the bonuses and penalties of Blindfight this is the melee range. With ranged attacks the user takes no penalties due to lighting within this range. ! 30’ Darksense (+3 CP) requires Darksense and extends a character’s Blind-Fight senses out to a 30’ radius. For the purposes of the bonuses and the wrist. penalties of Blind-Fight, this is the melee range. With ranged weapons the user takes no penalties due to lighting within this range. ! Sense of Perception (+6 CP) requires Darksense and allows the character to sense the structure of matter within the Darksense radius. The character can now feel matter, its divisions, and any empty spaces (or spaces filled with air or water). He or she can sense the internal mechanism of a lock and the heartbeats of living creatures. Creatures can still Hide from users, but the user gains a +10 bonus to find hidden doors and spaces.

Game Masters may permit characters to purchase more than 36 CP worth of Augment Attack as long as the various bonuses apply to different situations.

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Block (6 CP). Block lets a character counter an incoming attack with DC 20 Reflex save once per round. This must be bought on a limited category. In general, each Block attempt uses up an Attack of Opportunity and provides Great Immunity to the attack. Attackers may give up part of their BAB to increase the Block save DC on a 1-to-1 basis. The following three forms are the normal choices: ! Missile affects any thrown or projectile weapon. ! Melee affects any melee attack, including grapples. ! Arcane affects any single-target magic attack. ! Master (+6 CP) upgrades the roll, so that it requires only a DC 15 save.

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! Riposte (+6 CP) allows the user to immediately retaliate in the same mode, launching a single attack of their own. This counts as an Attack of Opportunity and requires a successful Block check - which also counts as an Attack of Opportunity. You’ll need extras. ! Catch (+6 CP) allows the user to grab a ranged weapon aimed at him or her out of the air and keep it with a successful block. If combined with Riposte, the user may retaliate with the attackers own weapon. ! Deflections (+12 CP) allows the user to catch individually-directed magical attacks to release on their action next round. This can be combined with Riposte to allow such spells to be retargeted against their casters. ! Multiple (+6 CP) allows the user to block 1 extra attack each round. No, you can’t take Bonus Uses on actions per round. This was actually asked. ! You may purchase this feat multiple times, each time for a different category of attack. Upgrades do not carry over from one instance to the next.

! Animation (+6 CP) requires Third Hand and turns any single, modestly-sized flexible item you’re touching into a quasi-living thing, capable of acting and reacting (as per a small Animated Object that acts on your initiative) according to your desires even if you’re unconscious. For +3 CP you may upgrade its base abilities to those of a medium Animated Object, and for another +6 to those of a large Animated Object. ! Strengthen (+6 CP) adds +10 Hardness and hit points to the rope, whip, cloth or chain. It also allows you to ignore leverage; your Strength is transmitted through whatever you’re using.

Defender (6 CP). Defender adds a +(level/5 rounded down) bonus to your AC. The character selects the bonus type (Natural Armor, Dodge, or Deflection are the usual choices). The type determines what effects or situations will bypass it, and what magical effects fail, under the normal rules. ! Improved (+6 CP) adds +1 AC and may be taken multiple times. Characters don’t actually have to take Defender first, although it is recommended. Many characters take a Corrupted version: not cumulative with armor and shield bonuses.

Bonus Attack (6 CP). The character chooses a specific weapon type, style, or situation, which grants one extra attack. The attack is made at the user’s highest attack bonus, but all attack rolls are reduced by -2. ! Improved (+6 CP) reduces the penalties for your normal attack sequence by 2. ! You may take this ability multiple times. Each time, choose a different situation OR increase the penalties for the new attack by -2, cumulative with previous penalties on new attacks. Upgrades do not carry over from one instance to the next. Yes, this supersedes the standard rule for twoweapon combat. That’s just a Corrupted version; you have to give up using a shield. Otherwise a character may use any weapon he or she can carry and effectively use: natural weapons and unarmed attacks, off-hand weapons, and shields.

Doubled Damage (6 CP) The character must choose a very specific situation (this is difficult to Specialize further), in which he or she deals double damage from physical attacks. This situation must be so specific as to make the ability rare and difficult to use. ! For example, a common use is to affect only mounted charge attacks while wielding a lance or spear. This is difficult to do in most places, particularly in dungeons, buildings, mountains, forests, and cities, and so is suitable for Doubled Damage. ! You may take this ability multiple times. Each time, it covers a different situation. Enhanced Strike (6 CP each). Enhanced Strike includes a variety of combat techniques mostly used by advanced characters. Each ability may be used once per minute. If the character desires, he or she may pay 3 Power, or 2 spell levels, or 1 Mana to use an ability more than once per minute, paying for each additional use. All are full attack options. A character may purchase as many versions of this ability as desired. ! Crushing applies all damage from an entire attack sequence as a single attack. ! Focused changes the attack to a touch attack. ! Hurling throws a weapon for double damage; this supersedes Doubled Damage. For an extra +3 CP, the weapon returns after the attack sequence. ! Whirlwind allows the user to make a single full-BAB attack against every target within reach. ! Hammer allows the attack to deal maximum damage while gaining a +5 bonus to hit. ! Shattering ignores half the total hardness when the character attacks an object.

Chain of Ki (6 CP). A martial arts technique with broad applications, this allows the use of a length of rope, cloth, or chain as a whip-like weapon without penalty. Such weapons inflict 1d4 (ribbons, string), 1d6 (rope, cloak, light chain, barbed whip), or 1d8 (spiked or heavy chain) points of damage and have reach. ! Varying Grasp (+6 CP) enables you to use the weapon as a plain melee weapon (or double weapon with two identical heads), using the Reach as needed. This incurs no attack penalty when attacking inside your Reach range. ! Entangle (+6 CP) enables you to use grapple as a ranged attack up to the Reach of your weapon. Both you and the target make checks normally. This deals no damage unless you wield a barbed whip or spiked chain. The target of the grapple cannot hurt you unless you are within his or her own reach. ! Third Hand (+6 CP) allows the weapon to manipulate items, as if it were your hand, up to its reach.

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Favored Foe (6 CP, 3.5 Version). A character with Favored Foe may select an enemy creature type at levels 1, 5, 10, 15, 20, and so on, gaining +2 to damage and on Listen, Sense Motive, Spot, and Survival checks when using these skills against a chosen enemy creature type. Each time a new foe is added the character may select one of his or her foes (including the one just chosen) and increase his or her bonuses against that foe type by +2. Favored Enemy and Favored Foe do not stack.

Evasive. Evasive characters may take an action (select one) that usually provokes an Attack of Opportunity without being so exposed. You may take this multiple times, selecting a different action each time. ! Uncommon Actions (3 CP) such as Bull Rush, Disarm, Sunder or Attack an Object (carried by another), or Grapple are cheap. ! Common Actions (6 CP), such as use the Heal skill, retrieving stored items, Coup De Grace, or throwing a weapon, cost more. ! Very Common Actions (12 CP) such as using projectile weapons in melee, casting spells, moving by opponents in the threatened area, fleeing combat, or using spell-like abilities cost a lot. ! You may take this ability multiple times. Each time, it covers a different situation and/or action.

Favored Enemy and Foe Types Type (Subtype) Aberration Animal Construct Dragon Elemental Fey Giant Humanoid (aquatic) Humanoid (dwarf) Humanoid (elf) Humanoid (goblinoid) Humanoid (gnoll) Humanoid (gnome) Humanoid (halfling) Humanoid (human) Humanoid (orc)

Far Shot (6 CP). Far Shot multiplies projectile weapon ranges by x1.5 and thrown weapon ranges by x2. This may be taken multiple times. Favored Enemy (6 CP, 3.0 Version). With Favored Enemy, the character selects a type of enemy, either by species or by type (although “humanoids” isn’t allowed for no known reason). This brings a bonus of +(level/4) to damage and on Listen, Sense Motive, Spot, and Survival skill rolls versus the chosen foe. The character adds another foe type at a -1 (cumulative each time) penalty whenever the bonus rises. Favored Enemy and Favored Foe do not stack.

Type (Subtype) Humanoid (reptilian) Magical beast Monstrous humanoid Ooze Outsider (air) Outsider (chaotic) Outsider (earth) Outsider (evil) Outsider (fire) Outsider (good) Outsider (lawful) Outsider (native) Outsider (water) Plant Undead Vermin

Favored Enemy and Favored Foe pull a fast one there. Why should a four-armed unholy monster from the depths of Heck, a slime creature from the abyssal mire, and an evil alien swarm-mind all fall in one category (Evil Outsider), while humans, elves, and dwarves are too different? At the least, it ought to be arranged by the creature’s body type or affiliation. In the latter case, the character targets members of a particular group: the Order of Doom, or the servants of Demon Lord Belal. While we included it for back-compatibility, we don’t really recommend using the standard type list. Possible variants on Favored -Enemy and -Foe are legion, and usually simply reassign a few of the bonuses or alter the “type” list. A beastmaster might want bonuses on Handle Animal (or whatever) and Heal instead of on damage and Sense Motive. A diplomat might want to take favored cultures instead of types, gaining a bonus on Diplomacy and Knowledge skills instead of on Survival and damage. Explorers might want to take terrain types instead of creature types, gaining bonuses to Hide and Move Silently instead of Sense Motive and damage. Scholars might want to take specific regions or periods, gaining bonuses to Appraise, Decipher Script, relevant Knowledge skills (counted as two or three of their bonuses), and possibly Use Magic Device. Thieves might want to pick favored cities, gaining bonuses to Appraise, Gather Information, Hide, Move Silently, and Knowledge: Local while there. Those

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the standard rules for adding multipliers. Do not stack increases directly. For example, a character who doubles his or her threat range through this feat and triples it through a spell would have a total threat range multiplied by x4. ! Lethal (+6 CP) increases the critical multiplier by +1. ! You may purchase this feat multiple times. Each time, it affects another weapon. Upgrades do not carry over.

who hunt particular monsters might want to take extra bonuses against them and their particular attacks. You can even favor particular instruments, individual spells (to increase the save DC, damage, etc), or declared heretics and enemies of your church. Used this way a somewhat illogical ability can become a powerful and sensible tool for customizing characters, without expending large amounts of CP (or feats and levels) on abilities which are often of little use.

Improved Initiative (3 CP). The character gains +2 to Initiative per 3 CP invested, up to a maximum +8 bonus. The maximum is intended for the players’ benefit, so as to avoid pitting them in massive Initiative races against monsters.

Fortune (6 CP). The ever-useful Fortune feat gives the character the ability to entirely ignore certain effects on a successful save. If a spell or effect has an entry such as “Fort Partial” or “Ref half,” this feat works. ! Evasion covers Reflex saves. ! Impervious covers Fortitude saves. ! Defiant covers Will saves. ! Improved (+6 CP) upgrades the ability so that the character takes half damage or effect even on an unsuccessful save. Alternatively, for many Will or Fort saves, half duration may be appropriate. ! You may take this ability multiple times. Each time, it affects a different saving throw. Upgrades to not carry over.

Improvise Weapon (3 CP). With Improvise Weapon, a character may pick up and wield any item he or she can handle as a weapon or shield with statistics identical to manufactured weapons. Most items equate to clubs, daggers, staves, or mauls of various types. ! Surprise Strike (+6 CP) lets the user select one opponent, who is then considered flat-footed against the user for one round. This works once per combat encounter. Legionary (6 CP). A Legionary has great coordination when fighting in a team. The character gains +1/2/3 bonus to AC, Attacks and Reflex Saves when teamed with 1-2/3-4/5+ others with who also possess this feat.

Imbuement (6 CP). Once taken, the user defines this for a specific weapon type or for unarmed attacks. ! Weapons gain a +(level/4) enhancement bonus to hit and damage. This does not stack with a magic weapon’s bonuses. ! Unarmed attacks receive a +(level/7) enhancement bonus to hit and damage, but may take special weapon powers or spend a “+1” to count as being of a special material without the Focused upgrade. Characters with the Spirit Weapon feat may select either the weapon or unarmed version to apply to that weapon when they take Imbuement. ! Improved (+6 CP) reduces the divisor for the weapon formula to 3 and to the unarmed formula to 5. The weapon formula becomes +(level/3) and the unarmed formula +(level/5). ! Superior (+6 CP, requires Improved) reduces the divisor for the weapon formula to 2 and to the unarmed formula to 3. The weapon formula becomes +(level/2) and the unarmed formula +(level/3). ! Focused (+6 CP) allow the user to change “plusses” into specific magic weapon powers. Once spent on a specific power (such as Holy or Shocking Burst), the user may not reclaim the “plusses.” You may also count your weapon as any given special material for a plus. ! Versatile (+6 CP) requires the Focused upgrade and allows characters to reclaim and reallocate “plusses” given 8 hours to rest.

Lunge (6 CP). Add +5 feet to your effective reach. Creatures with tentacles, stretching powers, or very long limbs may take this more than once. Maneuver (6 CP). You may use the Tumble skill in combat to try to evade an Attack of Opportunity 1/round, with a DC equal to the attack roll. Martial Arts (3 CP). A character is considered armed when using unarmed combat so long as he or she places at least 3 CP in this ability. He or she gains a base damage of 1d4 with unarmed attacks. Each +3 CP invested after that increases the damage by one die type (d6/d8/d10/ d12), up to a maximum of 1d12 at 15 CP. ! Characters possessing 1d12 damage may opt to invest +6 CP to move the damage to 1d20 or 2d10 depending on preference. ! In martial-arts based games, the GM should allow other characters to increase base weapon damage using this progression. ! Characters or creatures with natural or spirit weapons may increase the die type in the same fashion. ! The user’s size has no effect on his or her martial arts damage. Go ahead. Make that mighty pixie martial artist.

Improved Critical (6 CP). Improved Critical doubles a specific weapon’s critical threat range. ! Superior (+6 CP) allows the character to add personal critical range improvements to a single magical one. Use

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A distinct and unrelated skill called Martial Arts appears in Chapter 3. Sorry, we ran out of names again.

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! Entrap (+6 CP) requires Drain and pulls 1d2 spell levels (1d4 with Improved) or 1d8 Power (1d10 with Improved) from a successful attacker using Occult Combat. It is otherwise like Drain. ! Vampire (+6 CP) requires Drain and allows the user to personally absorb half the spell levels or Power drained from the target via the Drain or Entrap options. It grants no special ability to use said energy. ! Occult Armor (+6 CP) protects the character from mystic or psionic ability drains. The character is not affected by Drain unless he or she fails the opposed saving throw by 10 points or more. At the GM’s option, the character might be immune to similar minor ability drains (i.e., 0-2nd level spells or weak side effects of stronger spells) unless he or she fails the save by a similar margin. Classical psionic combat employs five basic attack modes (15 CP), Area (Specialized in one mode, 3 CP), Occult Armor (Specialized: costs 1 power per point absorbed, 3 CP), Blessing (Radius, Specialized: may extend Occult Armor to a 5' radius for 2 Power/round, 6 CP), and a +1 on Will Saves (3 CP), for a total of 30 CP.

Overwhelm (6 CP). A character with this may choose to use Overwhelm Attacks. These function exactly as normal attacks but can drive opponents back 5 feet. Enemies resist as per Bull Rush. Note that this renders any subsequent attacks without a ranged weapon useless that round if it succeeds. Reach allows for subsequent attacks as well. Rapid Strike (6 CP). Normally, characters attack every 5 BAB steps. With Rapid Strike, they may select one specific weapon type (or unarmed attacks), and use that attack every 4 steps instead. (BAB +20/16/12/8/4) ! Improved (+12 CP) grants the ability to attack every 3 BAB steps. (BAB +20/17/14/11/8/5/2) ! Superior (+18 CP) grants the ability to attack every 2 BAB steps. (BAB +20/18/16/14/12/10/8/6/4/2) ! You may take this ability multiple times. Each time, it affect a different weapon. Upgrades do not carry over from one instance to the next. The Rapid Strike ability allows for some gross overkill with high-level characters. Be careful about allowing the higher end versions unless you’re prepared for this. Of course, the monsters can do it too, but this can rapidly overwhelm less combative characters.

If the sword is my soul...does using it count as unarmed combat? Occult Combat (3+ CP). This talent grants the use of one psionic or mystic combat mode (with a dramatic name of choice) for every 3 CP invested. Each uses and attacks an attribute chosen when this ability is taken. The user and target make opposed (D20 + Attribute Mod + Will Save Bonus) checks (Wis Mod may apply to both). If the target loses he or she takes 1d4 points of damage to the attribute attacked (Con may not be reduced below 1 in this fashion). Such attacks have a range of 60 feet and cost 4 Power, 2 spell levels, or 1 Mana to launch. Upgrades apply to all modes. ! Improved (+6 CP) boosts the damage done to 1d4+2 attribute points. ! Drain (+6 CP) is an advanced mode that uses opposed will saves only: if the target loses he or she is drained of spell levels (at 1 for 1) or power (at 2 for 1) instead of attribute points. The target may decide what specific spells or reserves are lost but the user may decide which effect, spell levels or Power, to apply if the target has both. The Improved modifier applies normally. ! Area (+12 CP) allows the user to affect either a 60' cone or a 20' radius within range. Using either doubles the cost of the attack. The second option may be added for another +6 CP.

Smite (6 CP). The character adds his or her Charisma Modifier to Hit, and level to damage, against a chosen type of foe 1/day. Most characters take this with Bonus Uses. See page 52 for some possible enemy types. Specialist (3 CP). Specialist grants a +4 bonus on any one of the following checks: Grapple, Trip, Sunder, Disarm, Strength-based Overrun checks, or another specialty attack the GM allows.

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Spirit Weapon (6 CP for melee, 9 CP for ranged). With Spirit Weapon, the character may manifest a personal-use weapon which does subdual or lethal damage. The character picks either subdual or physical, not both, and the user also chooses slashing, piercing, crushing, a magical energy type, or a non-magical energy for the damage type. Most characters who take this also purchase Imbuement (page 53). The weapon may be any the user is proficient with including unarmed strikes. Unarmed strikes bought with the Spirit Weapon power are considered armed attacks. Spirit Weapon damage may be upgraded as per Martial Arts. ! Nonmagical energy works in antimagic fields and the like, b u t h a s a disadvantage. Targets with normal insulating clothing (leather for electricity, asbestos for fire, wool for cold, etc.) have resistance 5. Metal armors normally do not insulate. ! Switch (+3 CP) enables a character to do either stun or lethal damage at will. For each additional +3 CP the user may add an additional type of damage to his or her repertoire. ! Touch Attack (+6 CP) enables the character to make touch attacks rather I took Exotic Appearance! than normal ones. Note that this costs (+6 CP) per attack What do you mean “It goes per round so upgraded, not (+6 CP) for all attacks together. ! Exotic Appearance (+3 CP) upgrades the Spirit Weapon to look like almost anything the user desires, such as “Bolts of Black Lighting” rather than a short bow. The Evil Space Emperor leered, menacingly “And now, young Skyhopper, you will die!” The Emperor laughed hideously and pulled out a laser rifle, firing wildly at Skyhopper. The Black Knight looked askance at the Evil Space Emperor, quickly deciding that anyone who wasn’t willing to spend 3 CP for a decent special effect was far too cheap to rule the cosmos.

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Split Movement (6 CP). The user selects a specific type of action (like attacking or spellcasting) He or she may then split his or her movement up into sections before and after that type of action. Consider each move separately. He or she does not gain any bonus for using Move-Equivalent Actions and may not use more of them than he or she normally could. The Game Master may want to draw a distinction between ranged and melee attacks, schools of magic, or disciplines, making this ability much more specific. Throwing Master (6 CP). With Throwing Master, the character may throw any object he or she can pick up with one hand, with a basic range of 10' (20’ for light, aerodynamic items) for 1d4 (lethal) bludgeoning damage, or its usual base damage, whichever is higher. Again, the damage may be increased as per Martial Arts. Trick (6 CP). You may make a special attack under Specialized circumstances or 3/day, which forces a save and causes a dangerous special effect. The usual DC stands at 10 +(1/2 your level) +(any one relevant attribute modifier). This usually uses Intelligence or Dexterity, but anything’s possible. ! Death Attack kills the target after the Trick-user studies the victim for 3 rounds, if the victim fails a Fort save. Death Attack usually uses the Intelligence bonus. ! Stun Attack forces the victim to make a Ref save or on the weapon?” becomes Stunned for 3 rounds. You may either use this 3/day or under specific circumstances. Stun Attack usually uses Dexterity bonus. ! Note that Death attacks, Fear attacks, Paralysis, or any other power which takes the target out of the fight all have the same cost. Essentially, a Trick can take a target enemy out of the fight. In d20, this is as effective as killing outright. Attacks which merely inflict a penalty, such as entanglement, temporarily hindering movement, or temporary blindness will either be more easily usable or can be considered Corrupted. While a Death Attack is slightly more useful, it remains slightly less versatile due to the time requirement - and the inability to ask questions later.

Metamagical Theorems

Metamagic and Metapsionic effects are equivalent. +1 SL corresponds to +2 Power as per the normal rules. The Game Master may or may not require that they be developed separately, depending on the nature of magic and psionics in the campaign.

Spellcasters may produce many powerful effects, but few can claim to really understand magic. Those who study metamagic have at least begun to do so, as they learn to manipulate the inner structure of spells. Early metamagic techniques soon multiplied beyond what any spellcaster could keep track of, much less master. Most, however, are simply individual applications of one of the general metamagic theorems listed below. The metamagic feats listed below aren’t limited to just the effects mentioned here. Reasonable requests for variants sho uld b e honored, although the Game Master will almost certainly have to quash overly potent effects and is encouraged to experiment until he or she finds a good balance for a particular effect’s level modifier. While characters can build the same modifiers into a spell’s original design whether or not they possess the theorem in question, it’s often more useful to have a basic effect and many potential modifiers to match any situation. One of the classic metamagic feats, And now, for only +1 Heighten, no longer exists. In this system, any spell caster may use a spell in a higher-level slot, and gain all the benefits thereof. This does not apply to level increases paid toward metamagic effects. The only real benefit is the increase in save DC, and we feel this ought not to require a feat. Of course, some GM’s may disagree, but we still suggest that it cost no more than 3 CP. That is just a variant of an ability they already possess: putting low level spells in high-level slots.

Amplify (6 CP). You know how to increase the raw power of your spells. Common applications include: ! Augment (+2 levels) adds +50% to the damage or other effect inflicted. ! Maximize (+3 SL) automatically gets the maximum value for damage or other random effects. Spells with variable effects, such as Confusion allow the caster to select the effect. ! Double Effect (+4 SL) simply doubles the effect inflicted. ! Double Maximized (+7 SL) maximizes and doubles a spell’s effects. Obviously, this trick can exceed a given spell’s normal maximum damage by far, but few casters can use it.

spell level, we bring you...

Area (6 CP). You know how to increase the area of effect of your spells. Common applications include: ! Area (+1 SL) adds +50% to the existing area or radius of a spell. ! Boost (+2 SL) improves the spell, changing Ray to Cone (same range) or Touch to a 10' radius. ! Hammer (+2 SL) doubles a spell’s radius, the length of a

cone, or any similar measurement. ! Ray Burst (+3 SL) causes a Ray to affect a 30' radius, with those within 10' receiving no save. ! Boundless (+8 SL) allows a spell to affect an entire battlefield. For example, a Magic Missile cast with the Boundless modifier would inflict 5d4+5 force damage to every enemy on an entire battlefield. ! Regional (+12 SL) allows a spell to affect an entire state, region, or small continent. ! Grandiose (+20 SL) allows a spell to affect an entire planet, pocket dimension, demiplane, or similarly-sized realm. We recommend against doing this with Fireball and similar spells. You usually live there, too.

All metamagic feats can stack with each other and there is no upper limit on the number of spell levels that can be invested in any one feat; putting in more levels simply results in a higher-order variant on the basic effect.

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Battle Magic (6 CP). Battle Magic, unique among metamagic, does not add levels to spells. It has other, more expensive, requirements. Note that if the spell does not include the ability to specifically target individuals it will affect every valid target in its area of effect. This includes the caster(s). Beware using attack magic with this, as it tends to destroy everything and everybody in range. Area spells, while especially dangerous, do not strike any one target multiple times, unless this is a normal feature of the spell or was added through metamagic. ! Battlefield allows a character with a dozen aides (usually minor spellcasters themselves), a trunk full of gear worth 1000 GP, and 20 rounds to cast a spell affecting a massive area (10x to 20x the normal scale, targeting units instead of individuals). This can also be used to enhance the effective Caster Level by up to +12 (+1 per available assistant) instead of expanding the scale. This is mostly used when creating static wards or for long-term projects. ! Epic allows a character with one month, a major power source (usually an artifact with abilities related to the spell to be cast) and 10,000 GP worth of gear to cast a spell affecting an entire state or region. ! Universal allows a character with a year or more to kill and a point of Godfire (see page 76) to craft a spell which affects an entire planet or similarly sized world. Only Gods normally have access to Godfire. Still, some spellcaster might have been granted a point as a boon, find one entrapped in an artifact, or be working with some minor deity.

! (-1 SL) Taking 1d4 points of attribute damage from the casting. ! (-1 SL) Taking 1d6 damage per level of the spell in casting it (use the base level of the spell). ! (-1 SL) Becoming exhausted when you cast it. ! (-1 SL) Drastically reducing the range, duration, and/or area of effect. ! (-1 SL) Working at an appropriate time or place of power for the type of magic you’re invoking. ! (-2 SL) Taking days or weeks to cast. This supersedes the -1 SL time modifier. Only -1 SL for spells which normally take a minute or more to cast. ! (-2 SL) Using outrageously elaborate or expensive spell components, such as a large temple. This supersedes expensive components, above. ! (-2 SL) Spending 201-1000 XP. See above. ! (-2 SL) Undertaking a quest for an extraplanar patron with similar powers in exchange for their help (only -1 level for divine spellcasters). ! (-3 SL) Spending 1001-5000 XP. See above. ! (-4 SL) Dying to cast it. (Raise Dead still works.) ! (-5 SL) Being crippled or horribly, and nearly irrevocably, cursed to cast it. ! (-6 SL) Dying irreversibly to cast it.

Easy (6 CP). You have learned to substitute raw power for some of the usual requirements of your spells. Common applications of this technique include: ! Material (+1 SL) removes the need for most material components unless they’re integral to the spell effect. If you have a spell which animates a sword to fight, you still need the sword. However, you won’t need ruby dust to sprinkle it with. The classic Eschew Materials feat does not increase the spell level, but only works on materials and only for those costing 1 GP or less. If you want that version, it’s bought as Easy, with the Streamline metamagical modifier, Specialized to materials costing 1 GP or less only, for a total of 6 CP. ! Verbal (+1 SL) removes the need for incantations. ! Somatic (+1 SL) removes the need for gestures and arcane spell failure chance. ! Temporal (+1 SL) allows the caster to use the spell as a Free Action. Unfortunately, since you can’t take any time to speak, gesture, or get out components, you must also apply the Material, Verbal, and Somatic effects for a total of +4 spell levels. Using this effect on spells with lengthy casting times requires another +1 SL, +2 SL if the normal casting time is measured in hours or more. The classic Quicken feat states that “you can cast a spell with a moment’s thought.” It isn’t quite clear as to what this means or whether it effectively includes the Silent Spell and Still Spell feats; official and unofficial statements seem to go both ways. If you feel that the +4 level cost does not include one more of the earlier effects simply increase the spell level adjustment for Temporal by the number you do not include.

Compact (6 CP). You have learned to reduce the level of spells by adding special requirements and components to their casting. In general, no matter how many conditions are added, spells cannot have their base level reduced by more than 3. Another 3 levels’ worth of conditions can be used to compensate for other metamagics, however. Unfortunately, what conditions may be applied to any given spell or in any given world must be left to the discretion of the Game Master. The following list should cover most possibilities. ! (-1 SL) Taking 10 times the usual casting time. Assume that this modifier has already been applied to any spell with a casting time of one minute or more. Using the Easy/Temporal metamagic on such a spell requires buying off this bonus first. ! (-1 SL) Using expensive components or foci. Spells that already require such things have this modifier applied already. ! (-1 SL) Calling on a friendly extraplanar patron with powers similar to the spell (and owing them a minor favor). Most major divine magic already includes this modifier. ! (-1 SL) Spending 10-200 XP. Spells which already cost XP already include this modifier.

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Elemental Manipulation (6 CP). Elemental Manipulation allows the user to add additional energy types to a spell. Possible effects here include: ! Alter (+0 SL) changes the elemental effect of a spell from one type to another. ! Subdual (+1 SL) changes the damage from lethal to subdual or vice versa. ! SFX (+1 SL) changes special effects so that the spell looks and/or sounds different or even takes effect invisibly. Inherently obvious spells such as Meteor Swarm or Call Lightning may require +2 to +3 SL. This is the same general effect as Lacing: Hidden. ! Ether (+1 SL) makes the spell affect Ethereal creatures. Similar modifiers apply for other coexistent planes or extradimensional spaces. For +2 SL all such planes and spaces can be affected simultaneously. ! Infliction (+1 to +5 SL) causes the spell to inflict a condition on those who fail to resist. Such conditions normally last for one round per level of the spell. The SL adjustment depends on what condition is inflicted. (+1 SL): Blown Away, Dazed (1 round), Dazzled, Deafened, Fatigued, Knocked Down, or Sickened (+2 SL): Blinded, Confused, Energy Drained (1 level, lasts 1 hour per Caster Level, max 20), Entangled, Exhausted, Frightened, or Shaken (+3 SL): Cowering, Nauseated, Panicked, or Stunned (+4 SL): Paralyzed or Unconscious (+5 SL): Dead, Petrified ! Concussive (+2 SL) causes the spell to toss those affected out of the way (either out of the area of effect or 10 feet per level of the spell), knocking them prone and inflicting damage as if they had fallen an equal distance. ! Holy/Unholy (+2 SL) makes half the damage Sacred or Profane. The spell gains the Good or Evil subtype as appropriate. No, It’s 12 CP. Do you you can’t add both. ! Twining (+2 SL) adds secondary elemental effects at half of a base elemental effect. This effectively increases a spell’s damage by +50%. ! Improved Twining (+4 SL) adds a secondary elemental effect at full power for +4 spell levels. This effectively doubles a spell’s damage. ! Sacred/Profane (+4 SL) changes the damage to Sacred or Profane damage as appropriate.

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Extension (6 CP). Extension covers the fine art of manipulating the range of spells. Common applications include: ! Extension (+1 SL per step) increases the range of a spell from Touch to Short, Short to Medium, Medium to Long, Long to Extreme (800 ft + 80 ft/Level), and Extreme to Line of Sight (limited only by the user’s direct vision). ! Indirect Fire (+2 SL) allows the spell to hit targets within range which the user is aware of but cannot see; this is not compatible with Line of Sight. ! Global (+6 SL) amplifies the range so that it may hit any known target on a planet (or in the atmosphere). ! Trans-dimensional (+8 SL) allows the user to target through scrying effects, to hit targets across the dimensional boundary, or to target people at interstellar ranges. Strangely, Trans-dimensional doesn’t take any more time to reach the target than normal. Lacing (6 CP). Lacing is the art of weaving in counter-counter measures. While rare and difficult, it can make spells almost unstoppable. ! Hidden (+1) uses a subtle Illusion effect to hide spells that are already subtle or quiet. The spell has no visible or audible effect. ! Improved Hidden (+3 SL) is required to hide spells that otherwise would be flashy, noisy, or otherwise wildly obvious. ! Penetrating (Variable) allows the caster to better overcome Spell Resistance, providing a +3 on the roll per +1 SL applied. ! Brackish (+2 SL) renders the spell unabsorbable by items that can absorb and store spells or spell levels. It does not stop character abilities. ! Improved Brackish (+4 SL) renders the spell unabsorbable by character abilities as well as items. ! Bypass (+1 to +4 SL) allows a spell to bypass special want it or not? immunities, such as an undead’s resistance to mind-altering effects or a golem’s magical immunity. The caster must specify which defense when he or she prepares this spell, or casts it (for Spontaneous casters). The GM must adjudicate the SL cost as needed. The more powerful and less specific the immunity, the more it costs to use Bypass. ! Dispelling counters defensive spells that would otherwise immunize the target against the spell cast with Lacing. Increasing the SL by +2/4/6/8 counters a spell of up to level 4/8/12/16.

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Multiple (6 CP). You have learned how to combine multiple spells into one. Common applications of this technique include: ! Combine. You may stuff a number of spell levels into a single spell slot equal to the (slot level -1) and cast them as one effect. Thus, several low level spells can go off with one casting. The spells do not need the same target, duration, or any other attribute. The sole exception is if the caster uses a spell slot with inherent limitations on it such as those possessed by a Wizard with school specialization. In that case, every spell within the slot must meet every requirement of the slot. ! Spamming repeats a spell multiple times.. The cost is equal to (+2 SL + the number of times the character desires the spell to activate). This cost is reduced by 1 if the spell takes effect once per round instead of all going off at once and by 2 if the user must “recast” each successive repetition on successive rounds. For example, a Fireball that takes effect four times would cost +6 spell levels. If only one goes off per round, it’s +5. If you have to keep casting, it’s only +4. ! The Chain variant (+3 SL) jumps from target to target, just like the 3.0 Chain Lightning spell. It homes in on the nearest available valid target, then strikes the next. GM’s and players should use some caution with this power, as it tends to go out of control. This effect reduces the effective Caster Level by 1 per jump. Some spells, such as Charm Monster, may not be suitable and the GM can ban them or increase the cost. Reduce this option to +2 SL if the spell only jumps once per round. ! Bump (+4 SL), similar to Chain, lets spells hit the primary target, then affect one secondary target per Caster Level at half power. Reduce this option to +3 SL if the spell only takes effect once per round.

Sculpting (6 CP). You have learned to manipulate the shape and targeting of your spells. Common effects include: ! Shaping (+1 SL) allows the caster to change an areaeffect spell into a predetermined, specifically shaped area of effect with the same volume as it normally has. ! Instant Shaping (+2 SL) instead shapes the spell as above while casting. ! Personal Immunity (+1 SL) renders the spellcaster immune to his or her own magical area effects. ! Targeting (+3 SL) lets you select which targets within the area of effect will actually be affected, exempting anyone you please. ! Precision adds a +10/+15/+20 Insight bonus on the attack roll for ranged touch spells for +1/2/3 spell levels. Stabilize (6 CP). You can make your spells sustain themselves. Common effects using this technique include: ! Attend (+1 SL) lets a spell which normally requires concentration sustain itself for up to (Cha Mod +1) rounds, after which time the caster must concentrate on it for one round before it can be left on it’s own again. ! Stabilize (+2 SL) removes the need to concentrate on spells. Spells or powers which normally require concentration instead run automatically. The user must concentrate to actually control the spell. ! Obliging (+3 SL) allows a spell to both maintain and control itself according to what the caster would want it to do. The player can still control the spell even if the character is unconscious or dead. Spells which do not require concentration to maintain may be rendered obliging for only +1 SL. Transference (6 CP). You have learned how to transfer magic to others. Some possible effects here include: ! Grant (+0 SL) allows you to lend someone else one of your prepared or spontaneous spells (chosen at the time you grant it) to use when they need it. You may not regain the slot until it’s used. ! Giveaway (+1 SL) allows you to hand over control and concentration on a spell to another character after casting it. ! Sharing (+2 SL) allows you to use a spell with a range of self-only on another friendly character. ! True Grant (+3 SL) allows spells to originate from another character who is both within the caster’s line of sight and the spell’s basic range (120 feet minimum). ! Great Grant (+4 SL) allows spells to originate from anybody the caster is in mental contact with. ! Grand Blessing (+6 SL) allows you to grant a spell to someone else and still regain it normally. Unfortunately, no one recipient can carry more than (Con) levels of imbued spells, the limit includes the +6 spell levels, and the spells dissipate in a week. Most people can only carry one spell.

Persistent (6 CP). You have learned how to extend the duration of your spells. The available effects include: ! Persistent (+1 SL) makes spells last longer, doubling the duration. ! Improved Persistent allows the user to add +2/3/4 levels to change the duration from hours/a few hours/a few minutes to 24-hours. This can only make the duration 24 hours long. After using Improved Persistent, a character may make a spell last for a week with another +2 SL, for a month with +4 SL, for a year with +8 SL, or permanent until dispelled or cancelled for +12 SL. ! Sacrifice lets you make a spell with a duration truly permanent in a different fashion; you must permanently sacrifice a spell slot three levels higher than the level of the spell in question. It then becomes an innate ability and remains in effect permanently as a supernatural power. Note that this does not mean that you can keep casting it; if you give up a sixth level spell slot to gain the ability to Fly indefinitely, you can’t grant that ability to other people.

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Transference is a wonderful way for your villains to strike at the heroes - or unsuspecting victims - without exposing themselves to harm - and, of course, they’ll be much more powerful in person.

General Metamagical Upgrades This category includes upgrades applicable to any of the feats presented previously.

Triggering (6 CP). You can set up delays or activation conditions and program your spells to choose between options on their own. Triggering options normally persist for 24 hours, except where noted otherwise. ! Holding keeps a touch spell ready while you do something else for up to 10 minutes. This costs no spell levels, although spontaneous casters do have the casting time extended as usual. ! Simple Conditions (+1 SL) or a time delay costs +1 spell level. This includes “Activate on command,” “Wait ten minutes,” and “When the next group of people come by.” ! Complex Conditions (+2 SL) allow the caster to use multiple Simple triggers at once. ! Programmed Conditions (+3 SL) allow the caster to set up contingent effects (or several contingent effects) with a specified target, such as “Activate when I reach half my hit points.” ! Mobile Focus (+1 SL) allows the spell to locate and select targets on its own initiative. These spells have a +0 ranged attack bonus, should it matter. This includes “Fire yourself at my enemies chasing after me past the obelisk.” Also, this anchors the spell to a physical item which can be moved or left behind, whereas the previous versions either kept the spell near the caster or at a specific location. ! Clockwise (+1 SL) adds to the time limit. Casters may relax the limit by an additional 24 hours with Extension. This doesn’t increase the spell’s duration, but will allow a trigger to remain active for longer. The caster may stack as many of these as he or she can afford.

Glory. (6 CP) Once Glory is applied to a metamagic theorem the character may use it spontaneously, adding up to +(Con Mod) spell levels worth of the effect to a spell up to (Con Mod) times per day. This boost doesn’t allow any other metamagic feat, even if the character has more spell levels left over. Casters who prepare spells may still use this effect spontaneously, but the +(Con Mod) must cover the whole cost of the metamagic that they wish to add unless they’ve prepared the spell in a higher-level (but insufficient) slot. ! Improved Glory (+12 CP) allows the character to use any metamagic feat he or she knows in this way, or any combination of such feats. Streamline. (6 CP) A favored ability for casters, this reduces the level cost of any two metamagic feats by -1. Casters may take this more than once, but cannot reduce the level cost below 0. Fast. (6 CP) For spontaneous spellcasters, Fast allows the use all known metamagic feats without increasing the casting time. In general, this replaces any special preparation feats.

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Templates & Racial Abilities

! You may take Energy Infusion more than once, as long as you infuse yourself with only one force from each possible group. ! For +3 CP you may infuse your natural weapons and unarmed attacks with extra-dimensional energy so that they do double normal damage against opposing types. For +6 CP you may inflict damage of the appropriate type rather than inflicting normal physical damage.

Templates are designed much like character levels, but do not include a base hit die. Since this has an effective value of 8 CP, a +1 ECL is worth 32 points. Character races built on 31 points or less, like the standard races, do not call for an ECL adjustment. Point Cost 0-31 32-63 64-95 96-127 128-169 160-191

Level Adjustment (No level adjustment) +1 ECL +2 ECL +3 ECL +4 ECL +5 ECL

Extra Limbs (6 CP). You have additional arms, legs, or other appendages. This does not grant extra actions, but extra legs do allow the character to use the Quadruped carrying capacity rules and provide a +10 foot bonus to ground movement. Extra arms let you carry more things and may allow the use of two shields at once if the Game Master is feeling generous.

The abilities listed below aren’t usually available after character creation; they’re mostly used in creating templates and creatures.

Non-Abilities Some characters lack one or more ability scores. Such creatures do not have scores of 0; they lack the ability altogether and have no attribute modifier for the attribute. They automatically fail attribute checks based on that attribute. Other effects are noted below. Dropping an ability score costs no CP, but isn’t recommended. Characters with non-abilities tend to be virtually unplayable. ! Strength: A creature with no Str score can’t exert force. If it can attack, it applies its Dex modifier to its base attack bonus instead of its Str modifier. For +12 CP a creature without a Str score can take on the Incorporeal ability. ! Dexterity: A creature with no Dex score can’t move. If it can perform actions (such as casting spells), it applies its Intelligence modifier to Initiative checks instead of a Dexterity modifier. It automatically fails Reflex saves. ! Constitution: Creatures with no Con aren’t alive. They are immune to ability damage, ability drain, energy drain, and effects requiring Fortitude saves unless they work on objects or are harmless. They can’t tire, and thus can move, work, or remain alert indefinitely. On the other hand they can’t be Raised or Resurrected and are instantly destroyed at 0 HP. For +12 CP creatures with no Con scores can gain bonus HP from their size (Small +10, Medium +20, Large +30, Huge +40, Gargantuan +60, and Colossal +80). ! Intelligence: Any creature that can think or learn has at least Int 1. Creatures with no Int are mindless automatons operating on simple instincts or programs. Having no minds, they’re immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Mindless creatures do not gain levelbased CP bonuses. Creatures always have Wisdom and Charisma scores of at least 1. Otherwise they’re objects.

Amorphous (6 CP). Your body has no definite form, and can squeeze through cracks, into oddly-shaped spaces. You cannot be flanked since you have no facing, implicit or otherwise. Amorphous characters usually also purchase immunity to the extra damage from critical hits and nonflanking sneak attacks. This is not required though. Attribute Shift (6 CP). You may apply a +2 bonus to one attribute at the cost of applying a -2 modifier to another. No single attribute may be changed by more than 6 in this way. Energy Infusion (6 CP). Your body is partially made up of extra-dimensional or elemental energies rather than mere flesh. This has several different effects: ! You are immune to damage or harmful effects derived from the energy type you’re infused with. ! You can easily survive in environments made up from the energy type you’re infused with. ! You take double damage from the opposing energy type. While others are possible, likely energy sets and pairs include the Elemental (Fire [Fire] and Water [Cold] or Earth [Acid] and Air [Lightning]), Alignment (Good [Sacred] and Evil [Profane] or Chaos [Sonic] and Law [Force]), and Planar (Positive and Negative Energy or Ethereal [Force] and Shadow [Illusion]). Some Game Masters may also allow the Forces (Darkness and Light or Gravity and Nuclear Energies). Truly odd Game Masters may allow the Primordial Energies - (Astral [Mind-Affecting] and Blood [Poison] or Dimensional and Cosmological), but most sages claim that they don’t exist anyway. ! You acquire the appropriate type (Fire, Lawful, etc.) and can be affected by spells and abilities which target that type or types.

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Larger creatures thus receive bonus on such activities. AC: A creature’s basic Natural Armor Class (i.e., hitting a medium sized creature requires “10” if there are no other modifiers). Re: Reach, in feet. “Sp” indicates “whatever the GM likes” - ranging from tens of feet to light hours.

Size Modifications Playable characters normally occupy the middle of the “organic” portion of the size scale: Small, Medium, and Large. Character’s outside of this range had best have some type of shapeshifting. Beings beyond the organic scale are subject to special rules. Microscale creatures can’t interact effectively with beings or objects in higher size ranges, take no damage from “falls” (they’re basically weightless), may take days to move an inch, and are too small to see. They’re also extremely fragile; below a certain level of complexity only the strongest life-forces can maintain themselves, and even then they are extremely vulnerable to area-effect attacks - such as a spray of disinfectant. Grandiose creatures are virtually impervious to attacks which do not affect an appropriately large area. Similarly, their attacks all affect massive areas. Of course, anyone silly enough to get into a physical confrontation with an entity you can see from orbit probably deserves whatever they get. Size Modifiers; Microscale Subatomic Atomic Molecular Cellular Microscopic Minuscule Organic Scale Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal Grandiose Mountainous Continental Astronomical Planetary Stellar Nebular

Str

Dex

N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A

Con

AAM

Fall

SM

AC

Re

-18 -16 -14 -12 -10 -8

N/A N/A N/A N/A N/A N/A

-------------

-------------

-------

-------

+8 +4 +2 +1 -1 -2 -4 -8

--d1 d2 d4 d6 d8 d10 d12 d20

+16 +12 +8 +4 0 -4 -8 -12 -16

10 10 10 10 10 12 13 19 24

---5 5 10 15 20 25

Area d100 Area 2d100 Area 3d100 Area 4d100 Area 5d100 Area 10d100

-24 -36 -48 -60 -75 -90

30 36 43 51 60 70

Sp Sp Sp Sp Sp Sp

-8 -6 -4 -2 +8 +16 +24 +32

+8 -6 +6 -4 +4 -2 +2 -2 +4 -4 +8 -8* +12 -16* +16

+40 +48 +56 +64 +72 +80

N/A N/A N/A N/A N/A N/A

+20 +24 +28 +32 +36 +40

Special Size Modifications Physical Enhancements - Devices, Spells, and Psionic Powers which enhance Str, Dex, or Con - lose “+2" from their effectiveness for each level of Growth a creature has, but gain a +2 bonus for each level of Shrinking up to a maximum of +12. Other devices may also fail to work properly when overloaded. Huge and Gargantuan creatures receive only half the usual benefits of healing spells. Colossal creatures receive only one quarter the usual benefits. Conventional healing magic will not work on creatures on the Grandiose scale. Growth (48 CP per level). Each level of Growth increases a character’s size by one level with all appropriate modifiers. The Game Master is encouraged to play up problems with living expenses, fitting into normal buildings and vehicles, and getting equipment. Shrinking (12 CP per level). Each level of Shrinking reduces a character’s size by one level with all appropriate modifiers. “Tiny” and smaller creatures mostly find supplies very cheap but have an extremely hard time dealing with practical matters, such as carrying money.

*: Only -4 for Initiative and AC purposes. Skill checks and fine manipulation are subject to these massive penalties. **: Ditto. Same as above. AAM: Armor Class and Attack modifier for the creature. Fall: Falling damage die used, per 10'. Creatures in the Grandiose category do not usually fall at all. Other things start falling to them. If you can make them fall, it hurts a lot. SM: Skill Modifier. This adds to stealth skills (and similar skill checks) as well as to any knockback the creature suffers. It’s subtracted from checks for grappling, smashing doors, and similar actions, as well as from any knockback the creature inflicts physically.

I swear, the teeth were THIS BIG.

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being Raised or Resurrected, and tend to make them compulsively "good."

General Notes Immunities (page 34). Immunities are very common in templates and as creature powers. Common Immunities include extra damage from Critical Hits, Sleep, Subdual Damage, Ability Damage and/or Drain, Fatigue and Exhaustion, Energy Drains, Sleeping, Eating, and/or Breathing, Paralysis, Stunning, Flanking, Spell Immunities, Disease, and Death Effects.

3.5 Half-Celestial, +4 ECL, 167 CP The 3.5 Half-Celestial has some notable modifications. They always have Wings (Celerity with additional movement mode, Corrupted by need for space, +12 CP), they get Smite Evil 1/Day (Smite, 6 CP), Mass Charm Monster replaces Symbol (No cost), free use of Daylight (upgrade the unused L6 innate spell slot and apply the Innate Magic multiple for free, since it’s already inherent, for 7 uses/day for +3 CP. For an additional +3 CP this can be raised to 21 times, which should suffice), they gain Spell Resistance (6 CP) and DR 10/Magic (a base of 36 CP, but double-Specialized; physical attacks only, not versus magical weapons, 9 CP). On the other hand, they lose the Low-Light Vision (6 CP), and get resistances instead of immunities to acid, cold, and lightning, reducing those costs to 3, 6, and 6 CP, for a net -15. The overall Corrupted modifier continues to apply, for a net total of +8 CP. The 3.5 HalfCelestial is fairly near the limit for +4 ECL, but still has a 4 CP margin.

Innate Spell (page 33). A great many creature powers can be treated as Innate Spells, including abilities such as Ability damage or Drain, Breath Weapons, Summon, Gaze Attacks, Paralysis Attacks, and Poisons (Poisons can also be built using “Trick”). As previously noted, “unlimited use” is normally taken to mean “enough times per day that there’s no need to keep track during a single encounter.” Few abilities actually allow unlimited use. Occult Sense (page 38). This is commonly used for Blindsense, Blindsight, Tremorsense, and Scent. Self-Development (page 42). When taken as a part of a Template or Racial Package, Self-Development costs are halved. They don’t apply when transformed and are selected and approved by the Game Master and so won’t be as useful to each character or become more effective when applied to low attributes.

3.0 and 3.5 Half-Dragon, +3 ECL, 115 CP Special Abilities: d6 Natural Weapons (Martial Arts, 3*), Breath Weapon 1/Day (Innate Spell, 6), Low-Light and Darkvision (Occult Sense x2, 12), Immunity to Sleep (6), Paralysis (6), and one Energy Form (12), +4 Natural Armor (Defense, 12*) Attribute Modifiers: Str +8 (24*), Con +2 (6*), Int +2 (12), and Cha +2 (6*) Special Modifiers: Any racial hit dice are increased by one size to a maximum of d12's. This may or may not mean anything to a point-buy character. It’s been arbitrarily set at 10 CP - enough to boost 5 hit dice by one size each. Player characters normally don’t get wings, so that cost is not listed. *Specialized. These abilities mark the character as an obvious monstrous supernatural being with scales, bulging muscles, and the “Dragon” type. He, she, or it can expect a lot of suspicion and minor difficulties in civilization and in social situations.

Existing Templates 3.0 Half-Celestial, +4 ECL, 159 CP Special Abilities: Low-Light Vision (Occult Sense, 6), Immunities Acid (6), Cold (12), Disease (6), and Electricity (12), +4 to Saves versus Poison (Resistance, 6), +1 Natural Armor (Defense, 6) Attribute Modifiers: Str +4 (24), Dex +2 (12), Con +4 (24), Int +2 (12), Wis +4 (24), Cha +4 (24) = 174 Innate Spells: Protection From Evil 3/Day (L1+2 Multiple, 6), Bless and Detect Evil (L1+L1+1 Multiple/Combined, 3), Aid L2, Corrupted, 2), Cure Serious Wounds (L3, +3), Neutralize Poison (L3, +3), Remove Disease (L3, +3), Holy Smite (L4, 6), Dispel Evil (L5, 6), Hallow (L5, 3), NO L6 (Specialized, only for reaching higher levels, 3), Holy Word (L7, 12), Resurrection (L7, 6), Holy Aura 3/Day (L8, 16), Symbol (L8, 6), and Summon Monster IX (L9, 18). Total 96. Corrupted; Gradual availability only; 64 points All Half-Celestial abilities are considered Corrupted. Yes, that’s twice for the Innate Spells. That’s unusual, but allowable with the permission of the Game Master. They render the Half-Celestial vulnerable to many Channeling powers, mystic bindings, summoning, and banishment, make them very detectable, keeps them from

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3.0 and 3.5 Half-Fiend The Half-Fiend build is so close to the Half-Celestial build that it really isn’t worth writing up. It changes the spell selection and trades in four points’ worth of attribute enhancements in favor of natural weapons and an extra resistance. 3.5 Afflicted Lycanthrope, +2 ECL, 64 CP Shapeshift, (with Attribute Modifiers, Bonus Uses, and Hybrid, Specialized in a particular animal form, 12 CP), Defender (Natural Armor +2, 12 CP), d6 Natural Weapons (Martial Arts, 4 CP*), Low-Light Vision (Occult Sense, 6 CP), Animal Empathy (Mindspeech,

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both Specialized and Corrupted to apply to animals of the lycanthropic type only, 2 CP), Scent (Occult Sense, 6), +2 Wisdom (12 CP), Curse of Lycanthropy (Innate Spell, Curse, 1/Day. 4* CP and Damage Reduction 5/Silver (Afflicted Lycanthrope, 4* CP) * While shapeshifted only.

Minor Monster Powers

Breath Weapon. This is usually built using Inherent Spell. Breath Weapons are often Corrupted (only usable every-so-many rounds). Etherealness. Simply living on another plane costs nothing. Commuting usually requires an innate spell, but A full lycanthrope normally also derives Feats, Skills, accessing the co-existent planes is relatively easy; a HP, and special abilities from its animal form. Since Blink spell does it repeatedly. A level one or two spell these vary with the animal but result in an additional should suffice. ECL modifier, they’re simply purchased to fit the animal Poison. This is usually built using an Inherent Spell type and the resulting cost is added to the total. as a supernatural ability. Like it or not, nonmagical poisons usually take more than one round to take effect 3.5 Natural Lycanthrope, +3 ECL, 72 CP and work differently on different creatures. It can also be The only noticeable taken as a Trick. d iffer e n c e b e t we en the Pounce. This is just Reflex Afflicted and Natural Training (may make a full attack werecreature is Damage after a charge). It’s often Reduction 10/Silver (12 CP Corrupted to allow unarmed instead of 4 CP). While this is attacks only. enough to boost them up to the Powerful Charge. Augment next ECL, a few extra talents Attack or Enhanced Strike as might be in order to make each required. one unique. Rake. Reflex Training; bonus natural weapon attacks when The “Curse of grappling (usually +12 CP to buy Lycanthropy” is almost it twice). entirely beneficial in d20; it Regeneration. This can be provides a variety of useful purchased as Grant of Aid (the enhancements and only causes fast-healing variant) coupled with problems if the wereform has either lots of Damage Reduction an evil inclination. It also (Specialized: converts to stun makes it a bit hard to explain damage only and Corrupted: not why there are any humans left. effective versus some attacks) or Of course, in Point Buy, as Immunity to Death from causes you eventually have to pay for other than “X.” any powers you get; the Swallow Whole. Creatures “curse” simply causes with really big mouths and jaw animalistic madness and structures allowing it can swallow allows the victim to use the a single grabbed creature one size powers. He or she can bring smaller then themselves, two of ...Destroyer of Worlds, Ravager of... things under control once he or two sizes smaller, four of three she actually buys them. Being able to inflict it once per sizes smaller, and so on, with a successful grapple roll. day is normally sufficient; stories about werecreatures This is simply a Trick. It can be used fairly often but rarely have them infecting large numbers of people at only does damage slowly. once. If that ability is desired, simply add more bonus Swarm. A Swarm simply needs Immunity to singleuses. target effects. This is expensive, but it’s usually Corrupted to leave them especially vulnerable to areaSome werecreatures retain enhanced physical effect weapons and things like Gust of Wind. Buying abilities in normal form; this simply makes the template some area-effect damage is an optional extra. more expensive. Others actually have problems such as Trample. Creatures with four or more legs and hard frightening animals, showing telltale signs in normal feet (or hard foot coverings) may attempt to trample form, having to roll will saves against animalistic urges, creatures at least one size smaller than themselves. and so on. Such Corrupted packages are either cheaper Creatures with two legs can attempt to trample creatures or more powerful. at least two sizes smaller than themselves, but must make Go ahead; be any kind of werething you want to try a DC 18 Reflex save to avoid falling. No save is required out. if the target is at least three sizes smaller than the trampler. This isn’t really a special ability.

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Chapter 3: Paths and Powers

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energy type opposes their own. If it matches, they can be Rebuked (Magnitude equal to their hit dice), Bolstered*, or Commanded (Magnitude of 2x hit dice or more). *Gaining either Turn Resistance equal to [Intensity their level] or Positive Levels (see page 86) equal to [Intensity - their level]/2 for ten rounds.

The following sections present chains of abilities for different kinds of campaigns. High-powered campaigns might allow characters to take any of these, while lowpowered ones might restrict casters to Witchcraft only. Different powers present different kinds of challenges for Game Master and player alike, so feel free to experiment. Although the abilities presented here often only list one specific requirement, they do indeed demand the character have all the preceding abilities along the chain. Fortunately, we’ve provided handy flowcharts where needed.

Buying Channeling Uses Per Day: 1 (3 CP), 3 (6 CP), and +(Cha Mod) (3 CP the first time, 6 CP for each succeeding time). Characters may elect to channel either positive or negative energy, not both. In general, evil characters must pick negative energy and good characters must pick positive energy.

Channeling

Base Intensity = User Level. +2/4/5/6/7/8 for +3 CP per step. The actual Intensity equals the base Intensity modified by a d20 check on the chart below. While it is possible to work without a “holy” or “unholy” symbol to focus the energy, this results in a -10 penalty on Intensity.

Channeling taps into powers of creation and destruction, of life and death - more commonly known as positive and negative energy. It’s one of the more primal paths available. Positive energy can repel or even destroy the undead, hearten or inspire living beings, counter or neutralize negative energies, and reveal or disrupt various occult effects. Negative power, as might be expected, has opposing effects. It can awe or command undead, inspire fear or hopelessness in living beings, reveal or disrupt a variety of occult effects, and counter or neutralize positive energy effects. Channeling effects have an Intensity, indicating the maximum level of effect which can be produced or hit die which can be affected, and a Magnitude, indicating the scale of the effect which can be produced or the total number of hit dice which can be affected. Unfortunately, since Channeling involves spontaneously tapping into extradimensional power sources, both are subject to random influences (i.e., a d20 roll).

Channeling Intensity Checks 1d20 + Cha Mod 01-3 4-6 7-9 10-12

Intensity Base -8 Base -7 Base -6 Base -5 Base -4

1d20+ Cha Mod 13-15 16-18 19-21 22-25 26+

Intensity Base -3 Base -2 Base -1 Base Base +1

Base Magnitude = 2d6 + Cha Mod + User Level. Add +1d6 per +3 CP to a maximum total of +8d6 for +18 CP. Base Range = 60 Feet. This normally radiates from the user, but may be projected in a cone if this is desired.

Basic Channeling simply involves buying some uses per day. Intensity, Magnitude, and exotic enhancements are optional, but useful. Basic Channeling can only directly affect spirits sustained by pure positive or negative energy, such as undead and any positiveenergy entities the Game Master brings into play. Creatures who also draw strength from alignment forces (outer-planar outsiders: good ones are normally linked with positive energy, evil ones with negative energy), elemental forces (most inner-planar outsiders), chemical sources (most material plane creatures), or other energy forms either cannot be affected or have an effective +20 Turn Resistance at the option of the Game Master. Creatures partially sustained by raw magic, such as Liches and Vampires, are more resistant than usual to Channeling - an ability expressed as Turn Resistance. Creatures which are affected (Intensity greater than or equal to their effective hit dice) can be Turned (Magnitude equal to their hit dice) or Destroyed (Magnitude equal to twice their hit dice or more) if the

Basic Upgrades Censure (6 CP). You may lace your Channeling effects with additional energies, allowing you to affect an additional category of targets. Common categories include good and evil outsiders, elemental pairs, animals, or plants. In the case of elementals or outsiders, you bolster an allied type while rebuking its opposite (for example, rebuking fire elementals while bolstering water). Animals and plants are Bolstered through positive energy and Rebuked by negative. You may take Censure multiple times to affect multiple groups. Such creatures are considered to have a base Turn Resistance equal to one-half their Spell Resistance, if any. Characters who opt to buy Channeling which only affects creatures of a specific type may apply the Specialized modifier.

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Conversion. You may convert the positive or negative energy from a Channeling attempt into a single divine spell effect (chosen when this ability is selected) appropriate to the energy type of up to level 2/3/5/6 for 3/6/9/12 CP. For an additional +3 CP you may select a group of four spells related to a particular theme. Gods and epic-level characters may go up to ninth level spells at a cost of 18/24/30 CP for levels 7/8/9. Note that this may be used to power an “Add Metamagic” spell like the Metamagical Rods, adding +2 metamagic levels per 3 spell levels.

Glorious Touch (Positive energy wielders only)

! Empower (6 CP). You expend a Channeling attempt to imbue a weapon, shield, or tool, with (Cha Mod) “plusses,” whether in the form of enhancement bonuses or special functions, for (Magnitude) rounds. The combination of abilities may be varied from use to use, but no single special ability may have a value of more than (Intensity/3) “plusses.” ! Might (3 CP). You may expend a Channeling attempt to grant yourself, or anyone you touch, one of the following Sacred bonuses (chosen when this ability is selected): +2 to Str, Dex, or Con, +2 to all Saves, +10' Divine Command (6 CP). You may momentarily move, or +10 HP. For each +3 CP an additional effect imbue objects with life or unlife force, creating up to may be selected up to a maximum of 36 CP and twice for (Magnitude) hit dice worth of Animated Objects up to a any individual effect. The total number of effects applied limit of (Intensity) hit dice in size and lasting for may not exceed (Intensity/2) (Intensity) rounds. and the duration is (Magnitude) rounds. For +3 CP you may Dualism (6 or more CP, split this duration between OPTIONAL). This allows use multiple targets. of both Positive and Negative ! Meditations on the Divine (6 energy. While it is possible for CP). You may expend a a character to use both negative Channeling attempt to throw and positive energy normally, off the effects of any form of they must buy uses, Intensity, mental control, including and Magnitude modifiers induced fear, possession, separately. charm and dominate effects. ! Invigoration (6 CP). You Heightened (6 CP). You may spend a Channeling may reduce your base Intensity attempt to gain (Intensity) (to a minimum of zero) to add temporary HP and Fast Healing the subtracted value to your 1 for (Magnitude) rounds. For Magnitude. Alternatively, +3 CP you may opt to apply subtract dice from your this to an ally instead. Magnitude and add the number ! The Inner Fire (6 CP). You of dice so subtracted to your may spend a Channeling base Intensity. The modifier to attempt to fill yourself with be used must be declared sacred flames, burning away all before rolling. parasites, diseases, and toxins. You gain fire resistance of You want a blessing? I’ll Damaging (6 CP). In place (Intensity/3) and can inflict 2d6 of the usual turn/destroy result give you such a blessing... fire damage with unarmed you may distribute attacks for the next (Magnitude) d6 of damage among any targets within (Magnitude) rounds. For +3 CP you may opt to apply range you would normally harm up to a limit of this to an ally instead. (Intensity) d6 against any one target. This is considered ! Lifegrant (6 CP). You may spend a Channeling Divine-type damage. attempt to breath life into lifeless matter. For the newly Game masters may opt to make this the default (less than an hour) dead, this equates to Resurrection. system for Channeling. In this case characters may buy Plants and Animals can be Awakened. Relatively access to the usual turn/destroy results for +6 CP. formless items, such as stones, generally become elemental creatures. Items with reasonable forms, such Great Channeling (6 CP). You may expend two as a statue, become living things and may or may not (at turning attempts in a single action to double your total the user’s option) be transformed into flesh. Using this Magnitude. ability normally costs 1 XP per 10 pounds of material affected. Sacred Hand (6 CP). You no longer suffer a -10 Yes, this will allow you to make new species or to Intensity penalty if you don’t have a holy or unholy bring back extinct ones. Use with caution. symbol to work through.

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attempt to gain Frightful Presence (Will save DC 10 + ½ character level) for (Magnitude) rounds, affecting those with (Intensity) or fewer levels in a 60 foot radius. ! The Dark Veil (6 CP). You may become a forgotten part of the greater darkness. No one will remember your origin, your name will persist in only the most obscure references, and even the rumors of your doings will become vague and confused. You may expend a Channeling attempt to erase all memories of yourself from any single creature within 60 feet, although this may be resisted with a DC 18 Will save. ! Nightmare (6 CP). You may expend a Channeling attempt to invoke a Phantasmal Killer, a horrific Major Image, to Suggest some dreadful or paranoid thought, or to simply inflict foul dreams and troubled nights on up to (Magnitude) targets within (Intensity) miles. ! Vanishing Shadows (6 CP). You may expend a Channeling attempt to erase up to (Intensity) specific thoughts and/or memories of your choice from up to (Magnitude) individual targets within 60 ft. Affected individuals - those who fail a DC 18 Will save - are likely to accept any suggestion you make in place of their missing memories. ! Shadow Realms (6 CP). You may expend a Channeling attempt to move to or from the Plane of Shadows or to enter or depart a dream. The sleeper may attempt to resist your entry to his dreams with a DC (10 + Intensity) Will save and you may remain there, causing trouble, for up to (Magnitude) minutes.

Hatred’s Weal (Negative energy wielders only) ! Dark Awakening (6 CP). You may gradually infuse one or more corpses with negative energy, transforming them into undead with a maximum Challenge Rating equal to (Intensity) and a Hit Die total equal to (Magnitude). This process requires at least three days, but does provide some influence over such creations: the user may employ social skills such as Diplomacy to influence undead created in this fashion and they have a base attitude of Neutral towards him or her. As a note, this ability also allows the user to return as an undead three days to a week after being killed. The user must sacrifice character levels to apply an undead template of his or her choice. ! Shadow Casting (6 CP). You may give up 1 HP (which cannot be regained until the shadow is destroyed) and 100 or more XP to create a shadowy copy of yourself. Such copies have an effective XP total of 10x the amount given up to create them (not to exceed the creator’s remaining total). They can become incorporeal as a Free Action and can possess helpless characters and creatures who are already under their creator’s control and are a lower effective level than themselves. ! Call Inner Demons (6 CP). You may expend a Channeling attempt to project your own inner darkness as a physical entity - an Astral Construct of level (Intensity/2). While you can have only one such construct in existence at a time and suffer 3d6 damage if it’s destroyed, whenever it kills someone you gain 1d6 temporary hit points (+30 max), one Mana point (+6 above normal maximum), and +1 effective Caster Level (+6 max). It can remain in existence for up to ten minutes, plus ten minutes per sentient being it kills. ! Touch of the Reaper (6 CP). You may expend a Channeling attempt to drain two levels with a touch attack. These take 12 hours each to return and never result in permanent level loss. ! Touch of Annihilation (6 CP). You may expend a Channeling attempt to inflict Disintegration with a touch attack. The saving throw is at DC (15 + Chr Mod). ! The Living Darkness (6 CP). You may expend a Channeling attempt to manifest an astral construct (as per Call Inner Demons) around yourself. You gain its Strength if it’s higher than yours, it takes damage and makes saves before you do (you don’t need to save if it succeeds), and you gain access to all of its other abilities.

The following Channeling paths all have positive and negative forms, with appropriate effects and targets. Where opposing forms exist characters with Dualism must learn each form separately if they want both. The opposing forms can usually cancel each other out.

Planar Bonds ! Seal of Life/Death (6 CP). You may expend a Channeling attempt as a Swift Action to invoke a Death Ward (or similar protection from positive energy effects). ! Seal of Light/Darkness (6 CP). You may expend a Channeling attempt as a Swift Action to charge yourself with (Magnitude) d6 of sacred or profane damage. Until the supply is exhausted or (Intensity) minutes pass you may expend up to three dice of damage against any creature which strikes you in melee combat or which you hit with a touch attack. ! Inner Light/Darkness (6 CP). You may expend a Channeling attempt to take on the Half-Celestial (positive energy) or Half-Infernal (negative energy) template for (Magnitude) minutes with an effective “level” for the purposes of using their innate spells equal to (Intensity). Using this ability does, however, tend to result in being called on for services by Celestial or Infernal powers. For an additional +6 CP (Legacy) you may pass on such a template to your offspring, if any.

Hand of Darkness (Negative energy users only) ! Shadowmastery (6 CP). You may expend a Channeling attempt to fill an radius of up to (2 x Intensity) feet with utter darkness for (Magnitude) rounds. While normal darksight and light-producing spells of less than 7th level will not penetrate this darkness, within it you have Shadowsense - the ability to pinpoint the location of anything within your darkness and suffer no penalties for being unable to see. ! Fearspeaker (6 CP). You may spend a Channeling

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per 5 GP value of the materials created above 25 GP to make real and permanent items. If the required amount is not spent created items persist for only [Intensity] hours. Attempting to entrap a creature allows a save. Attacking a creature with negative energy acts as a Disintegration spell with an effective Caster Level of (Intensity/2). Using positive energy on a creature provides the effects of Regeneration and Greater Restoration at Caster Level equal to (Intensity) and heals (Magnitude) points of damage. All of these effects have a range of 60 feet and targets may make a Reflex save (DC 15 + Cha Mod) if this is relevant. ! Forge of Will (6 CP). You may expend a Channeling attempt to temporarily augment (positive energy) or neutralize (negative energy) the powers of a magical item within 60 feet. Neutralization affects an item with a Caster Level of up to (Intensity) and renders it effectively non-magical for (Magnitude) hours. Augmentation effectively doubles the effectiveness of an item (e.g., the Caster Level of a wand, the “plusses” of a magical weapon, the amount of work done by a Lyre of Building) but only lasts for (Intensity) minutes or (Magnitude) total uses, whichever comes first. ! Lifeshaping/Plague Mastery (6 CP). Positive energy wielders may expend a Channeling attempt to duplicate the effects of Polymorph or Baleful Polymorph, but with a range of 60 feet and an instantaneous duration. Negative energy wielders may inflict new and hideous plagues (in general as per Contagion, original afflictions must be approved by the Game Master but their effect should be related to the Intensity) on up to (Magnitude) creatures. In either case a Fortitude save at DC (18 + Cha Mod) negates the effect.

! Flow of Life (6 CP). You may expend a Channeling attempt to provide 3d6 hit points and one Positive Level (page 86) to all of your allies within 60 feet (Positive Energy). Negative energy drains 3d6 hit points from all of your enemies in a similar radius while granting you up to 12d6 temporary hit points at two dice per enemy affected. In either case, there is no effect on characters whose level exceeds the effects’ Intensity and no more than (Magnitude) characters can be affected in total. ! Aura of Light/Darkness (6 CP). You constantly radiate an aura of energy in a 15' radius with a normal Magnitude but a -10 penalty on its Intensity. For an additional +6 CP you may add a first-level divine spell effect relevant to positive or negative energy which you can use as an Immediate Action on anyone within your aura. It cannot affect any single character more than (Cha Mod) times per day and requires a Intensity check with a result of one or better after the -10 penalty to take effect. ! Energy Transformation (6 CP). You may expend a Channeling attempt to become an incorporeal being of pure positive or negative energy, gaining the Incorporeal ability, Flight 60', (Intensity +10) resistance to positive and negative energy effects (as per Spell Resistance) and a touch attack inflicting either 3d6 profane damage (for negative energy wielders) or your choice of 2d6 healing or sacred damage. Your Channeling-based abilities will continue to affect material creatures normally. You may maintain this state for (Magnitude) rounds

Path of Infusions ! Imbuement (6 CP). You may infuse items or areas with energy. You may expend a Channeling attempt to bless a holy or unholy item, to create holy or unholy water, or to Consecrate or Desecrate an area. Given a few days for the ceremonies, and several Channeling attempts, you can Hallow or Unhallow a structure. ! Spiritfire/Banefire (6 CP). You may expend a Channeling attempt to neutralize (negative energy) or generate (positive energy) simple physical energies, such as heat, cold, and electrical forces within a 60 foot radius. The user may inflict or negate up to (Intensity, 30 maximum) points of damage to up to (Magnitude) targets. ! Living Matrix (6 CP). You may expend a Channeling attempt to supply (positive energy) or drain away (negative energy) three spell levels’ worth of magical energy. For an additional +3 CP you may expend two attempts to supply or drain up to six levels’ worth of magical energy. For +6 CP you may expend three Channeling attempts to supply or drain up to 12 spell levels’ worth of energy. In either case, this can be treated much like the effects of a Rod of Absorption, although the user is not restricted to personally-directed spells. ! Hand of the (Un-)Maker (6 CP). You may expend a Channeling attempt to create (positive energy) or destroy (negative energy) up to (Magnitude) cubic feet of inanimate material. Unfortunately, creation costs 1 XP

Divine Wrath ! Smite (6 CP). Once per round you may expend a Channeling attempt as a Free Action to add (Cha Mod) to one of your attack rolls and (Intensity) Sacred or Profane damage to the damage it inflicts. A Smite attempt may be held ready for up to (Magnitude) rounds. ! Wrath (6 CP). You may expend a Channeling attempt to add (Magnitude) Sacred or Profane damage to a touch attack. ! Cleansing/Corruption (6 CP). You may expend a Channeling attempt and touch a target to either cure (positive energy) or inflict (negative energy) various forms of insanity, including obsessions, delusions, and lack of self-control. Secondarily this can either cast out (positive energy), or open the way for (negative) a wide variety of possessing entities. The Intensity and Magnitude must be high enough to affect a possessing entity to cast it out. Inflicting or removing madness may be resisted with a Will save versus a DC of (10 + Cha Mod + User Level/2). ! Final Death (6 CP). Relevant targets (living creatures for negative energy, undead for positive energy) cannot return to life or unlife if you either kill them personally

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or ritually dispose of the body. This preempts regeneration, a vampire’s ability to reform in its coffin, a lich’s phylactery, and even common resurrection magic, although a Wish, Miracle , or any measures specified by the Game Master will still work. Extraordinary and Unique Returning override this (presuming the target’s weakness isn’t Final Death), but Final Death may delay the Returning. ! Holy/Unholy Strike (6 CP). As a Free Action you may expend a Channeling attempt to add either (Magnitude) points of Sacred or Profane damage to one of your successful attacks or to add a Sacred or Profane bonus of +(Intensity) to a single attack roll. ! Death Strike (6 CP). You may expend a Channeling attempt when you successfully attack an appropriate target (undead if wielding positive energy, living creatures if wielding negative energy) to add (Magnitude x 5, 200 maximum) points of damage to the attack. Creatures slain or destroyed by this attack can only be restored via a Wish, Miracle, Unique Returning, or divine intervention. There is no saving throw, but a Death Strike only affects creatures with an effective level of less than (Intensity).

! Sendings (6 CP). You may expend a Channeling attempt to create a quasielemental servant out of positive or negative energy. Such servants can be treated as Astral Constructs created with an effect of spell level (Intensity/3), remain for up to (Magnitude) rounds, and their attacks are treated as Holy (positive energy) or Unholy (negative energy) weapons.

The Boundless Realms ! Circle of Power (6 CP). Your single-target Channeling effects may be expanded to affect an area of up to [1+ CM]*5 feet provided that they can affect others. Personal-only techniques remain personal-only. ! Sea of Light/Darkness (6 CP). You may enhance the radius of basic Channeling effects by +60 feet, and may even increase this by an additional +10 feet per +3 CP up to a limit of +120 feet. Sadly, using this ability costs an extra Channeling attempt. ! Lord of Light/Darkness (6 CP). The base Magnitude of your Channeling attempts changes from (dice + Charisma modifier + user level) to [(dice + user level) x Charisma modifier] with respect to basic Channeling functions. This may be taken more than once, each time adding an additional (Cha Mod -1) to the multiplier. As a side effect, the total hit dice of undead that a negativeenergy channeler can control is similarly multiplied. ! Strength/Weakness (6 CP). You may expend a Channeling attempt to provide +2 Positive Levels (with positive energy or negative energy to undead, page 86) or to inflict 2 negative levels (positive energy versus undead or negative energy versus normal creatures) on up to (Magnitude) allies OR enemies (not both) within your Circle of Power. No single target can have its effective level increased above (Intensity). Unfortunately the effect fades after (Cha Mod) rounds. ! The Focal Point (6 CP). You may direct and focus the efforts of other channelers. The net Intensity of such a combined effort is rolled by the user with a +1 bonus on the roll per assistant. The net Magnitude is equal to the total Magnitude of all the attempts combined. This isn’t all that useful for affecting resistant targets, but it is very useful when smiting swarms of lesser creatures. ! Worldspinner/The Great Unbinding (6 CP). You may expend a Channeling attempt to create a private world similar to that created by a Rod of Sanctuary. Such a pocket dimension can accommodate up to (Intensity) creatures and has a base duration of (Magnitude) days. Characters using negative energy can temporarily suppress planar traits in a radius of (5 x Intensity) feet for up to (Magnitude) rounds. Physics-minded Game Masters may opt to allow the suppression of other natural laws and aspects of reality. Those running dimension-hopping games may opt to allow characters using positive energy to create other types of pocket dimensions. This can be entertaining either way, but is entirely at your own risk.

Tides of Light and Darkness ! The Reaching Hand (6 CP). The base ranges of your Channeling abilities double (to 120 feet in most cases). ! Repulsion (6 CP). You may expend a Channeling attempt to create a wave of force which can sweep away up to (Magnitude) targets weighing up to (Intensity x 100) pounds apiece, depositing each up to 60 feet further away. This can also be used defensively as an Immediate Action to protect a 15 foot radius from a flight of arrows, breath weapon, Fireball, or other massive attack. ! Force Barrier (6 CP). You may expend a Channeling attempt to create a wall, dome, sphere, or other simple form of pure force within your range. Such creations must fit within a cube (Intensity) feet on a side and last for (Magnitude) rounds. In other ways they are similar to a Wall of Force. ! Armor of Light/Darkness (6 CP). You may expend a Channeling attempt to create simple physical equipment from pure force. You may create up to (Intensity) individual pieces (complex items, such as a suit of plate armor, may count as up to six items at the option of the Game Master) which will last for up to (Magnitude) minutes. Such items are effectively unbreakable and, where relevant, have a +(Cha Mod) Sacred or Profane bonus. ! Warding (6 CP). You may expend a Channeling attempt to counter or command a spell. This requires an Intensity of (2x Spell Level + the caster’s relevant attribute modifier) and a Magnitude equal to the Caster Level to counter, deflect, or neutralize an incoming spell and twice that to control, retarget, or redirect it.

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Personal Dominion

Dominion and Divine Ascension

Characters may spend DP on themselves to enhance their abilities or techniques for a time. ! Boost. A Dominion point adds a +5 unnamed bonus to any single skill, save, or attack roll. Two will add +8, and three will add +10, the upper limit. ! Defense. Dominion points may be spent to avoid damage. Each DP stops 4 points of damage, regardless of type (hit point, attribute, or whatever), after applying damage reduction or immunities. ! Metamagic. A Dominion point may be spent to add +3 levels of metamagic to a spell. The character need not actually know the metamagical technique in question, but only one DP may be spent to enhance a spell. ! Replacement. Dominion Points may be given up in place of attribute points which would otherwise be lost to old age, ability drains, or ability damage.

Gaining Dominion The Dominion ability (6 CP) allows users to gather, store, and expend Dominion Points. Dominion points, or DP, contain the psychic energy of those who trust in the character and bow to his or her orders, will, or plans. No individual contributes even one single DP, but a kingdom can greatly empower its ruler. Characters with Dominion may accrue up to (Charisma/3) Dominion points per month, and may hold up to (Charisma x 4) in reserve. Control of a village, well-settled estate, minor guild, or small temple adds 1 Dominion point per month. Major positions of authority, such as controlling an army or city, are worth 2 DP. Running a major guild, church, or magical society is worth 1-6 DP per month depending on its size. Ruling a city-state, nation, or empire is worth from 2-8 points a month, depending on the size and power of the nation. Happy, proud citizens are “worth” much more than weak, apathetic ones. Conversely, empires built on the backs of terrified slaves also arrive at the upper end, as fear and pain are also rich sources of power.

Political Dominion Characters may also spend DP to achieve political ends, changing the workings of government to their liking. This includes the following options: ! Bestowal. A Dominion Point may be used to bestow a public office or knighthood, to invest a regent, to confirm a heir (a confirmed heir will inherit a character’s DP if and when the character dies), or to grant other public appointments. The recipient gains a whopping 15 CP of new abilities - but the GM get to pick out three Disadvantages! Unfortunately, characters can only benefit from one office at a time - and you can’t give offices to yourself. The disadvantages of an office usually revolve around its responsibilities, political opposition, and the attention paid a public figure. While some of the extra CP usually go to perks, special privileges, and whatever resources the office makes available, quite a few fantasy offices carry special powers as a part of the package. ! Inspiration. You may Inspire (see page 85 for the Mystic Artist ability) masses of your followers for one day per DP point used. This covers an entire battlefield, construction project, or expedition - usually up to 10,000 people. ! Scale. You can modify large events which are occurring within your realm or under your direction. This includes rolls to raise armies, revise government bureaucracies, diplomatic negotiations between states or cities, and establishing new trade routes. Each DP expended adds or subtracts 1 (or 5%) on the roll as appropriate. You can also spend DP to modify events occurring in neighboring realms, but the effect is halved. ! Spellcasting. You may use the Battlemagic metamagic feat even if you do not possess it by spending 1 Dominion point per level of the spell cast. If you know how to use Battle Magic normally, this ability reduces the casting time to 5 rounds.

Dominion grants no easy method of gaining points; the character must develop that on his or her own, and must maintain good (or bad) rule carefully. Not only does this provide the GM with a great source of new plots and adventures, actually roleplaying leadership can be quite rewarding. Some domains might seem quite odd. A character might, for example, adopt a forest and its creatures and spirits as his or her domain or become leader of a strange dimension or elemental plane. Whatever the source of a character’s power, this is his or her realm and many Dominion-based powers will only work inside it. Dominion makes a good background element, but it’s most interesting if at least one player character has it. Dominion works best in games built around it, where most characters are rulers or have other powerful abilities. Dominion generally requires an excuse to take, which easily comes in a specialty campaign. The character, for example, might need to be descended from the last King or be given the rights to Dominion as a special gift by a deity. If all the player characters are of royal blood, or rule fiefdoms, it gives the campaign a unique flavor. Plus, no one character necessarily dominates events.

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Advanced Dominion

Spirit Channeling (+6 CP, requires Spirit Call). You may spend 1 DP to tap into the power of any special magical resources which are a part of your realm. Inanimate resources, such as a healing spring or enchanted forest, can be tapped automatically. Living creatures, such as Nature Spirits, must consent to your use of their power. In any case, you may use the power you’ve called upon as many times as you can manage within one minute or for up to an hour for ongoing effects. Naturally enough, what can be accomplished through Spirit Channeling depends on how many power sources a realm contains and how cooperative its spirits are. One with the Earth (+6 CP, requires Spirit Channeling). You become a Realm Spirit and gain the template found on page 169. Congratulations, you just retired! More seriously, you don’t actually need to take on the template until you die physically. In the meantime, you will automatically feel injuries to, and disturbances of, your realm, may spend your vitality (HP) to enhance its health and fertility, and may expend 5 DP and a relevant spell to cast a spell on the Battle Magic/Epic scale - enchanting your realm for a month, raising a small army of summoned creatures, raising a fortress, healing injuries to the land, surrounding your realm with a wall of fire or an impenetrable mist, or some similar feat. While this bypasses the usual “10,000 GP worth of gear” requirement, casting such a spell still requires a full month.

It’s good to be the king. Advanced Dominion abilities allow the user to direct the energies of his or her followers in more sophisticated ways.

The Way of Omnipresence

The Way of the Lands

Ears of the Wind (+6 CP, requires Dominion). With Ears of the Wind, you may hear a snippet of conversation every time you are mentioned anywhere in the plane. You can turn this ability off. This is identical to the Path of the Dragon ability, but does not meet any other prerequisites for progression along that path.

Landrule (+6 CP, requires Dominion). Lords with Landrule may sense disturbances in their home realms. Aside from that, you may use Commune with Nature at any place within it at will. Spirit Speech (+6 CP, requires Landrule). Spirit Speech allows you to communicate with natural beings who dwell within your realm. While it doesn’t guarantee cooperation, few creatures attempt to eat or attack something talking to them, and if you keep the peace within your realm most Nature Spirits will assent to everyday requests. This doesn’t allow you to contact Realm Spirits, such as the spirits of mighty rivers, storms, or whole forests unless you spend 5 DP to make contact and more to influence them. See page 168 for a description of Nature and Realm Spirits.

Multitasking (+6 CP, requires Ears of the Wind). You may use whatever divination, clairvoyance, or similar powers you possess to watch up to (character level) events, locations, or situations at once. You take no penalty for this, and may still act normally. In other words, you can easily focus as much mental effort as is needed on any one problem, without fragmenting your mind. Characters without clairvoyant powers may still listen to multiple sets of advisors, read several reports at once, keep an eye on the children, and practice fencing, all at the same time.

Spirit Call (+6 CP, requires Spirit Speech). You may now contact all Nature Spirits, even Realm Spirits, as long as they are within your realm, no matter how far away you are. Realm Spirits will normally consider you a youthful peer.

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Seal of Silence (+6 CP, requires Multitasking). This impressive ability allows you to enforce silence on a location, topic, or person, so that none within your realm may speak on that subject and divinations fail. While

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expensive, it effectively controls public discourse by denying opponents the ability to communicate ideas. 2 DP per month wards an area the size of a city block, which also protects it from scrying or sensing magic. 3 DP per month wards a group of people up to 100 members from such scrying and prevents anyone from talking about the group. You may specify whether the group members may talk about it. For 1 Godfire point, you may enforce silence on an entire idea or topic. This lasts for 6 months in all cases.

Add +2 to your level when determining how many levels you have to allocate to your followers if you have Leadership. Their maximum level does not increase.

Know the Flock (+6 CP, requires Multitasking). With Know the Flock, you automatically sense all major influences on your followers, including influential people and ideas. Furthermore, you know if any powerful or important magical item, sentient or otherwise, currently impacts your loyal subjects. You have a good idea of what your followers are doing. This can extend beyond your realm, but only where a large number of your subjects dwell.

Epic Heroism (+6 CP, requires Heroism). You may temporarily awaken your latent abilities. Pick a template worth up to +4 ECL when you select this ability. You may take it on for the 24 hours by expending (2 x ECL) DP. You may also spend 2 DP when they’re conceived to pass the template in question on to your children.

Heroism (+6 CP, requires The Rightful King). With Heroism, every 10 DP you spend allows you to gain +1 hit point, permanently. At best, this can increase your pool of hit points up to what you could have had if you rolled the maximum on each hit die. In effect, this ability can maximize each hit die retroactively - given the DP.

Warband (+6 CP, requires The Rightful King). Choose a circle of up to five close allies and trusted friends. For every 5 character levels you have over an individual, he or she gains +1 Positive Level (page 86).

The Spark Within (+6 CP, requires Know the Flock). Favored by deities, the Spark Within allows you to send omens, visions, and to speak with your followers at will. You are not limited by range or dimension.

Gift of Tongues (+6 CP, requires Voice of Command). You now understand all languages, from everywhere, including ones not subscribing to a mode of thought or reality akin your own. No code, misstatement, or encryption can fool you. Lies can.

Revelation (+6 CP, requires The Spark Within). Revelation is used for large-scale conversion of groups to your cause or religion. It does not compel individuals, but the effects are noticeable on a grand level involving thousands. First, you must a select a target, usually a society, class, or subculture of no less than 500 people and no more than 5000. You spend 6 DP, and roll percentile dice. The dice indicate the percentage of followers you convert. Note that doing this is an open invitation to reprisals from other lords, and the individuals in question will not at first be particularly loyal or faithful. If you don’t deliver better conditions or otherwise please the targets, they will revert to their original attitudes.

Wrath of the Overlord Curse (+6 CP, requires Dominion). You may spend DP to shape the destiny of those who oppose you. 2 DP creates a minor curse, 4 DP fashions a major curse, and 6 DP fashions an awesome curse. These curses work on groups or family lines, not individuals - unless that individual is powerful enough to personally count as a major factor in world affairs. Curses on individuals are normally handled by simple spells. Curses have three rules, listed below. ! They must be vague. You cannot describe an exact effect, only a general idea. “-6 Con Score” is not acceptable. “The Curse of Wasting” is good. ! Curses can produce backlash and cause you trouble now and then. Normally, this means you’ll share the curse for a while or have bad luck for a few weeks for calling one. ! All curses have an escape hatch. You must think up a particular method by which the curse can end, and if that escape hatch closes, you get to think up another one.

The Way of Valour Voice of Command (+6 CP, requires Dominion). People will obey you whenever you give out orders appropriate to the situation. This doesn’t help you against enemies, but anyone who is looking for a leader, is confused, is simply used to following orders and has no urgent reason to disobey, or is in need of aid, will gladly follow you. There is no save unless a given individual sees him- or her- self as a competitor.

True Aspect (+6 CP, requires Curse). You may spend DP to increase your powers, putting into action things you’ve merely been practicing. Each DP you spend (up to a limit of 3) adds 12 temporary CP for the next hour. Since this represents things you’re working on, you must permanently purchase at least two-thirds of the abilities so employed within the next (one level per DP spent).

The Rightful King (+6 CP, requires Voice of Command). Portents and signs cause everyone to recognize you as a True King. Not only may you now describe how glorious you look whenever you want, but everyone must acknowledge that you are truly meant to rule.

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Gateway (+6 CP, requires Godfire). You may open a Gate to summon your minions through or travel to a known location. You may use this ability (Con Mod)+1 times per day.

The Path of the Pharaoh Manipulation (+6 CP, requires Dominion). This triples the bonuses received from the Scale basic ability. Sphere of Influence (+6 CP, requires Manipulation). You begin to embody some aspect of the universe. You gain a Divine Portfolio and automatically sense related major events. Select a relevant domain to grant to your priests. You can grant spells of up to spell level 3 while on the material plane. Increase this to level 9 if you withdraw to the outer planes, a personal astral domain, or another game-appropriate plane. Any magic cast which touches upon your Sphere of Influence costs -1 spell level for you to accomplish. Bored, retiring, or dying gods may opt to merge with one of their Spheres of Influence, becoming an eternal part of the fabric of the universe. Such gods are beyond mortal or even normal divine concerns, although they may use a point of Godfire to elevate a successor and give their remaining store to him or her on the way out.

Creation (+6 CP, requires Godfire). You have created a permanent divine realm (and presumably an afterlife) for yourself and your followers. Once you reach this level, pretty much everyone accepts you a deity, with all the good and bad that entails.

Godfire (+6 CP, requires Sphere of Influence). You gain the ability to hold, manipulate, and focus Godfire. This feat opens up a whole new chapter in your power and status. You are now considered a true god, if a minor one. See Godfire (page 76, below) for more details on this wonderful ability. Like Dominion, it usually takes special circumstances to gain Godfire, such as being initiated by another god, being infused with the power of an ancient relic, having divine blood, or some mighty ritual.

Soulshield (+6 CP, requires Godfire). Soulshield protects your followers after they die. In other words, when one of them dies, their soul is automatically drawn to your divine realm. It cannot be trapped or held on the material plane or by a spell of less than 9th level. Any creature, item, or spell that does so is immediately brought your attention, so that you may rip the offender into tiny pieces for having the effrontery to insult you so.

Divine Infusion (+6 CP, requires Creation). Every level after taking this ability, you gain a number of CP equal to your (Cha Mod). This is good. However, the Game Master allocates these points to conform to your followers’ beliefs, tales, and ideas about you. While rarely a bad thing overall, the character often gets points in abilities he or she doesn’t use or has little interest in, general attribute enhancements, strange relics, and weird minions. Much of it is likely to wind up in Endowment, below.

Sanctify (+6 CP, requires Soulshield). Select an nonattack area-effect spell of up to 6th level. You may use that effect at will and may set it as a constant effect over your chosen holy city, in all temples dedicated to you, or on another suitably limited set of locations as you prefer. Such sites are automatically Hallowed or Unhallowed as appropriate as well.

Divine Attribute (+6 CP, requires Godfire). You can temporarily embody a Sphere of Influence you possess. This causes you to lose control of your character; the GM takes over, while you become a force of nature, freely wielding the powers of one of your Spheres of Influence. This often makes you unkillable (“How can you kill the Sea?”) and grants a wide range of powers which need little game description: they either are appropriate to what needs to be done or they aren’t. This may well result in you attacking or hindering the party, or even eliminating your own home, friends, or magic items. Be cautious.

Endowment (+6 CP, requires Godfire). You grant 1 CP worth of abilities to all your priests and devoted followers, everywhere. The ability applies to any priest of an order or temple devoted to you, as well as laymen devoted to your service and exemplifying your principles. You may take this feat as many times as you please. Go ahead. Your followers will love and worship you for it. Endowments based on adherence to principles and traits are discussed further on page 153.

Transcendence (+6 CP, requires Godfire). You may now purchase abilities as if you had no purchase limits imposed by character level or attribute requirements.

Greater Endowment (+6 CP, requires Endowment). Greater Endowment causes any 1 CP from Endowment to apply to all followers everywhere, including those not exceptionally faithful. As long as they do believe and are moderately loyal, they gain the 1 CP. You may take this ability as many times as you please up to the number of times that you’ve taken Endowment.

Minions (+6 CP, requires Godfire). You gain 2d12 supernatural followers, outside of any Leadership feats you have. These followers are competent administrators and have challenge ratings of 2/3'rds your level. Aside from this, you gain a small horde of messenger spirits or other minor helpers, useless in combat but very useful for organizing and directing your followers. While reasonably bright, they aren’t powerful at all.

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Even a God can only hold up to (Cha Score) Godfire points. Mortals can be imbued with a single point of Godfire, but the god who grants it must specify, at least in general, what it can be used for when granting it.

Godfire Godfire is that fraction of the energies of masses of believers and worshipers than a single entity can focus, channel, and direct. It may be the greatest and most versatile power source in the universe. Sadly, it isn’t very easy to get. Most of that massed energy isn’t really focused on the deity. It’s focused on temples and religious sites, on priests and champions of the faith, on the afterlife, on the needs of the worshipers and on the visible aspects of the church. Only the smallest, purest portion of it can be harvested as Godfire. Even the most powerful gods rarely get more than two points per month. There are other ways to manipulate the energy of believers. For example, characters with Godfire can create realms, bless their worshipers, and otherwise become an all-around great deity. These are handled simply by taking the appropriate Dominion feats. Godfire has many awesome uses on its own, however. Gods don’t really need anything except the will to use it. Even Godfire cannot completely break the laws of nature though. If the GM decides that Time Travel isn’t possible in the campaign, even Godfire can’t do it. On the other hand, Godfire can mimic any ability that does exist, and allows events and actions which can’t otherwise occur. Godfire has further limits in that it must reflect one of the user’s Spheres of Influence, or the task must remain generic enough to apply to every god. Any God can raise a temple out of thin air. The God of the Oceans can’t summon a meteor (unless one’s already handy and he or she just needs to give it a shove), because that has nothing to do with the ocean.

Note that Godfire Points are not referred to as GP to avoid confusion. In fact, do not abbreviate Godfire in any way. It doesn’t like it.

Gaining Godfire Being worshiped is the classical way to get Godfire, but it takes a lot of worshipers to do it. While it’s easier to join an established pantheon (at the “State Religion” level or better) then it is to found your own religion, that will only get you one Godfire Point per year. Note that “Being worshiped by…” bonuses don’t stack; you only get the best - and nobody’s found anything bigger than “an inter-dimensional religion” yet. Being worshiped by... provides... A modest cult A major movement A state religion A great regional religion A planetary faith A multi-planetary faith An inter-dimensional religion

Godfire per Year 1 2 3 4 5 6 7

The spirits in your afterlife can generate up to seven points of Godfire per year for you. Yes, this does include captured enemy spirits and similar victims, but trying to populate an afterlife that way is far more trouble than it’s worth.

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Number of spirits in Afterlife 1,000 10,000 100,000 1,000,000 10,000,000 100,000,000 1,000,000,000 or more

Godfire per Year 1 2 3 4 5 6 7

Optional Godfire Rules The Game Master may opt to allow a few other ways to gain Godfire. Possibilities here include: ! Dominance. Gods gain +1/2/3 Godfire Points per year if they control 1-2/3-6/7+ uncontested spheres of influence. ! Gathering Power. You gain +1 Godfire Point per 6 personal CP expended.

It doesn’t get any better than that. After you’re getting 7 Godfire a year, your afterlife just can’t provide it more rapidly.

Regular ritual sacrifices, or the consumption of some form of mystical resources, can supply Godfire Points using the same scale as the “Being worshiped by...” table - but exploiting this too much may well drive your followers into looking for another god!

A few special events and accomplishments can also supply Godfire. These include: Becoming a God. You gain one free point just for taking the Godfire feat. If you can find a way to do this more than once you’re very clever. If you can find a way to do it more than once AND keep your Godfire in between you’re even more clever.

! Minor sacrifices, such as food and lifestock, building small temples, or small tithes of mystical materials such as adamantium provide (Scale-3) points per year. A great regional religion making such sacrifices would thus provide one extra Godfire Point each year. Most cultures will accept this without too much fuss. ! Notable sacrifices, such as regularly raising statues to you, building mighty cathedrals, small tithes of magical items, or spending large amounts of time in ceremonial worship provide (Scale-2) points per year and tend to put a bit of a strain on things. ! Major sacrifices, such as large tithes of magic items, occasional sentient beings, massive amounts of magical materials, or having mages drain magical nexi to channel their power to you, provide (Scale-1) points per year and usually won’t be acceptable unless there’s a war on or some such justification. ! Grandiose sacrifices, such as lots of sentient beings, most of the energies of the realms arcane spellcasters, or the labor of much of the population are worth (Scale) points per year, but usually can’t be sustained for long.

Gaining Experience. You gain +1 Godfire per four experience levels gained after taking the Godfire feat. Divine Gifts. A gift of a god; if the character cannot normally use Godfire, the point must be pre-specified for a specific task. Epic Triumphs. You achieve some vast goal, such as introducing your religion to an entirely new region or plane. Doubling the home ground of your religion or defeating your ancient arch-nemesis would count. This is worth +2 points of Godfire. Heroic Triumphs. When one of your chosen champions succeeds in a mighty quest or task which notably changes the world you get a point of Godfire. If this constitutes an Epic Triumph for you as well, you get both awards.

Using Godfire

Holy War. Whenever you start a major crusade or jehad against another deity or an organization of equal or larger size than your church you gain +3 points of Godfire. You lose them again if you give up or settle the matter peacefully. If you don’t have enough points you lose whatever you do have and the basic Godfire feat permanently, or at least until you buy it again. This is extremely dangerous even if no other deity is involved. If you’ve declared a jehad against another god, they’re quite certain to declare one back - and if your position looks really bad, so will their allies. After all, that’s 3 “free” Godfire points!

Godfire avoids many restrictions on time and space. A deity may use it outside of time, or even after “dying,” which ensures that truly killing one is very difficult. If a group of the deity’s servants survive his or her death, they can even supply him or her with more Godfire, which he or she may use to reawaken someday. (Most dead Gods wait even longer, to build up a decent reserve). Godfire takes no time or components to use, never produces side effects, never goes wrong, and places no strain on the user; he or she does not lose experience, hit points, or even suffer from fatigue. The DC to avoid a Godfire effect or any spell backed with Godfire is 28 + (deity’s Con Mod) + (deity’s Int Mod). While some grandiose acts may require multiple Godfire Points to accomplish, common uses of Godfire include:

Fame and Infamy. Being hailed and celebrated as a great hero or reviled and despised as an unholy terror is worth one point of Godfire. The first time. OK, maybe once each if the Game Master is feeling generous.

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! Acceleration. A Godfire Point equates to three month’s work with all mundane materials and tools supplied (free!) and all d20 checks treated as rolls of natural 30's. No, that’s not a typo. Natural “30's” it is. We said that Godfire could do things which were otherwise impossible, and we meant it! ! Bestowal. You or a target gains +6 CP worth of special abilities up to a lifetime maximum of +24 CP. ! Counter. You may automatically counter the effects of another point of Godfire provided that you spend it at the same time as your opponent. Undoing something that’s already taken place may be considerably harder. ! Creation. You may create mundane and/or magical items worth a total of up to 60,000 GP or up to 120,000 GP if the item or items are closely tied to your Sphere or Spheres of Influence (creating a personal palace or temple always is). You may create artifact items, or add to existing ones, if you possess the appropriate item creation feat or already have a similar power to the one you wish to imbue. ! Duplication. You duplicate or create and cast any spell up to level 12 within one of your Spheres of Influence, up to level 8 outside of that, or up to level 4 in an opposing Sphere. ! Empower Champion. A mortal target receives a full rewrite of their character if they desire, and can provide you with more Godfire by accomplishing Heroic Triumphs. This also allows a god to give special training as he or she pleases in an instant on the target (see page 18). Up to three Gods (usually close allies) may give such a bonus to any one character, but this is very rare. ! Grant. You may bestow an inherent bonus of +2 on any attribute, +1 per additional point of Godfire expended to a maximum of +6. This affects you or any target which possesses the attribute. ! Life. You create a living being. You can define appearance and form, traits, levels, and abilities up to 5 levels below your character level (counting racial ECL). You can only give the new creature abilities which you already possess however. Existing creatures may be changed or simply enhanced up to the same limits which is why such a high percentage of divine offspring go on to become gods, mighty heroes, or legendary monsters themselves. ! Spellpower. A spell backed by Godfire gains +25 to overcome Spell Resistance and the target’s saving throw. The God also applies +12 levels of any metamagics he or she wishes, even if he or she does not normally know how to use them. Battle Magic cast with Godfire activates immediately, needs no other materials, and can reach the highest limit of effect. Antimagic effects do not block or cancel a spell cast in this manner and no spell below its own level (after modification by metmagic) may counter it.

Side Effects of Godfire Using Godfire does cause side effects, though they’re not what anyone would consider bad for the most part. ! Gods do not age and are immune to attribute losses from disease (although they may carry diseases). They do not die of old age or natural causes. ! Gods are fertile with virtually anything. This often leads to unwanted divine offspring. ! Gods have an Awe (or Horror) score equal to their current store of Godfire if they choose to use it. Anyone who sees a god and fails a Will save against his or her Awe score becomes stunned for 2d4 rounds. ! Gods can recover from Petrification and Polymorph effects in (20 - Current Godfire reserve) rounds. At reserve 20 this is instantaneous and takes no actions.

PC’s, NPC’s, and Godfire The Godfire rules present a good reason for why and how those great heroes can face off against Gods. Sure, the God might be more powerful, but they’ve sunk a lot of points into buying those dominion and deity abilities. The hero has put all of his or her points into buying personal power. Since Godfire points are really valuable, deities don’t spend them just to avoid embarrassment. They save them for major tasks and awesome miracles. Therefore, characters can take on and “defeat” Gods, without those deities being in serious danger. Similarly, there’s nothing wrong with a few playercharacter gods running about. In fact, if you want to use some horrific encounters, it’s a great failsafe; if you get it wrong and score a total party kill they can recover without Game Master intervention. In practical terms, it’s a bit like letting the characters have a Ring of Wishes. A sensible group will save it for extreme emergencies. The Dominion-Godfire system is set up to represent ascending demigods and the fallible gods of ancient mythology in a playable fashion, rather than having the easily-fooled and impatient Thor get an automatic 45 on all Int checks and Craft skills - including Embroidery. Secondarily, it was designed to leave gods dependent on their worshipers. If you want your senior gods to be more independent, simply assume that they can tap into some primal power source exclusive to them. Perhaps something left over from the creation of the world? If you want the greater gods to be truly immortal and near-omnipotent within their spheres simply assume that they’ve merged with their spheres via Divine Attribute but still take some interest in less cosmic entities. Finally, if you want a truly supreme being in your cosmos, just put one in. You don’t need rules for that, since any such entity probably wrote them in the first place.

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Caster Levels have their usual 6 CP cost, but may be Specialized if applicable only to Hexcrafting. Saving Throws against Hexes use the base DC listed for each level of Hex plus the character’s spellcasting attribute modifier. Divine Hexes must be appropriate to the user’s divine patron, but may be used while wearing armor. Arcane Hexes may not be used while wearing armor. Otherwise they work about the same way. Level Drained characters lose a random card from their Hand for each level drained.

This magic system works best with story-driven games, since determining its effects falls heavily on the Game Master. It requires a deck of rune, tarot, totem, or other symbol cards for each Hexcrafter. While each character needs their own deck, they need not all use the same type. Ideally, each deck should consist of at least 60 clearly-distinct cards. To use a Hex, you announce which of your cards you’re calling on, and the effect you’re trying for. A card can be used to invoke any effect appropriate to the symbol it portrays. For example, a Bear Totem card could be used to invoke a berserk rage, sink into hibernation, perform a feat of strength, frighten creatures, or to heal someone (since Bear is a healing totem), among other things. Then either mark off a free invocation or discard one or more of your available cards (this need not include the one you’re calling on for the spell effect) to power the spell. Hexcraft abilities refresh on a per-session basis, not on a per-day basis. The maximum level of effect a Hexcrafter can produce is shown under Hexcrafting Invocation, below.

Hex Levels Assigning levels to hexes is straightforward; the Game Master simply assigns a level to a proposed effect. The following list of benchmarks is suggested, but each Game Master is free to make up their own. Trivial Effects are often mistaken for skills or a bit of sleight-of-hand. Causing a lock to open, stopping bleeding, producing a small item, blocking a blow, making a shadow deep enough to hide in, and such all qualify, as does surrounding yourself with an glowing aura and speaking in a “voice of prophecy,” making a creature hesitate, and so on. These equate to cantrips and have a base save DC of 10. Minor Effects include breaking some bowstrings, small amounts of healing, complex small-scale illusions, simple spells of “charm” and confusion, modest mystical bolts and shields and so on. These equate to L1 spells and have a base save DC of 12. Common Effects include casting several ordinary guards into sleep, a sphere of invisibility, taking animal form, sealing a portal, summoning a minor entity to bargain with, telekinetically moving sizable items, dispelling spirits, suppressing inherent abilities, and localized area effects. These equate to L2 and L3 spells and have a base save DC of 14. Major Effects include single-target “death” spells (in various forms), transforming someone, teleportation, summoning fairly potent entities to bargain with or compelling lesser ones, very large-area but fairly minor attacks, binding beings to service, and so on. These equate to L4-L6 spells and have a base save DC of 16. Grand Effects include taking on powerful shapes, shattering the defenses of a castle, resurrecting a deceased friend, spheres of death which distinguish between friends and foes, warding cities, ancestral curses, and so on. Relatively little literary magic falls into this category - unless you count effects with a very heavy price. These equate to L7-L9 spells and have a base save DC of 20. Epic Effects include banishing cities across the dimensions, transforming entire armies, summoning a legion of undead, summoning gods, calming volcanoes and other legendary acts of magic. These equate to epic spells and are VERY rarely seen; after all, the world is still mostly here. If it matters, they have a base save DC of 24.

Hexcrafting Invocations Caster Level 1-4 5-8 9-12 13-16 17-20 21-24 25+

--------Maximum level of effect for:-------Invocation One Card Three Cards Trivial Minor Common Minor Common Major Minor Common Major Common Major Grand Common Major Grand Major Grand Epic Major Grand Epic

An extra card can be spent to bypass Spell Resistance or to cast a defensive spell as an Immediate Action. “Free” Invocations cost 3 CP each. Card Slots cost 8 CP each. Each adds one slot to your Hand. While cards are normally drawn randomly from your deck at the beginning of each session, characters may spend an extra +2 CP to designate a slot as “Fixed” when they buy it, in which case they simply put that card in their hand at the start of a session. The Game Master may require that each Hexcrafter’s first Card be fixed. Characters with spellcasting attributes of 12+ receive an extra slot (provided that they qualify for any at all). Those with an 18+ receive two extra slots. Characters using exceptionally versatile or broadbased decks may have to pay 10 CP per card slot. Those using more narrowly-focused decks, such as a deck only of totem animals, may only need to pay 6 CP per slot. In either case, the Game Master must rule on it.

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Martial Arts The Martial Art skill is a method of building specific martial arts as skills, rather than as a series of specialized feats. While characters can usually purchase abilities with CP directly, the Martial Arts system here allows them to buy many combat-related abilities with Skill Points instead. It doesn’t require any other Point Buy options and thematically fits into many specialized d20 games. This path has nothing to do with the Martial Arts feat; characters may have both, either, or neither. In reality, combat techniques are often specialized. This isn't reflected in d20 outside of a very few feats; most characters become equally skilled with a variety of weapons. These rules change this, allowing characters to specialize in a relatively few armed or unarmed techniques. While this system does include a variety of legendary-to-mythical skills, it does make a major concession to reality; given near-equal training, a character with a weapon is much more dangerous than a character without one. While most people think of eastern styles (such as Kung-Fu, Karate, and Judo) when thinking of Martial Arts, remember that distinct styles exist and existed all over the world. European Knights studied several forms of martial arts, Filipino Escrima teaches advanced clubfighting, and Zulu warriors were rightly feared for their spear techniques. Japanese Kyudo, a favorite advanced martial art of the royal court, focuses solely on one particular style of longbow. Even just considering unarmed styles, you have Greek Wrestling, French Savate, Brazilian Capoeira, and Malaysian Pentjak-Silat. In other words, players have many different styles and themes to play around with. GM’s need to consider how they want to allow players to purchase abilities. Should they replace the normal Combat Enhancements? While good for a game of high-stakes martial-arts action, with many competing schools (of which players might well master several apiece), it is somewhat too restrictive for normal play.

Always keep one up your sleeve. Hexcrafters get relatively few, but extremely flexible, spells. As a rule, the Game Master should be reasonably generous about what they can do, since they won’t get to do it all that often. Remember that their magic is per game session, not per day. If a session covers a sixmonth trip they won’t be using magic except at crisis points. This fits in nicely with most tales of epic fantasy. Game Masters who want to vary things may want to import a spell list. After all, there are plenty of games out there with extensive lists of spells split up by level of effect. To convert one to a benchmark list, simply multiply the levels it assigns to its spells by (the number of levels in the system/12). Then, if it doesn’t include level zero spells, subtract 1. Anything that winds up at level 10+ is Epic, other spells will fall into appropriate levels. Players will inevitably propose effects which are not on the list, but it provides benchmarks from which to start. “World Laws” - assigning a level modifier to types of spells - can be used in either case. As an example, if the Game Master feels that “Teleportation” effects make things too easy, he may simply rule that all such spells are subject to a +5 level modifier - making even shortrange effects near-prohibitive. Reductions - making a field of magic easier to work with - are also possible, but should generally be smaller and handled with caution. A field with such an advantage becomes VERY powerful. Localized versions do make a good way to portray “Mystic Nexi,” “Places of Power,” or alternate dimensions.

[Martial Art], the Skill In standard d20, Martial Arts is a class skill for the Barbarian, Bard, Fighter, Monk, Rogue, Ranger, and Paladin. The Fighter should receive an extra skill point per level for learning Martial Arts. Monks already have a good number of skill points, and receive many abilities free, so do not gain any extra skill points. For all other classes, this remains a cross-class skill. In normal d20, the student must have Improved Unarmed Strike, Weapon Focus, or Weapon Finesse, depending on the style, to take the skill. Naturally enough, weapons-based styles default to using the weapon while unarmed styles default to unarmed strikes.

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Characters receive a basic technique at skill level 1, and obtain a new ability every odd skill level thereafter. At even-numbered skill levels they may come up with an impressive name for one of their techniques. The “Seven Thunders Kick” is much more impressive than “I use the Kwan style and boot him.” Martial arts do not stack; only one applies at a time, although characters may change their applicable martial arts package, if they have more than one, as a Free Action on their turn. Martial Arts skills start off with no key ability score, but may get one after a few generations of development. Arts with a history in the campaign, and masters to teach them, have an innate advantage over off-the-cuff player creations. Skill level does not have to represent character level, and in some martial-arts-based games, it might well be a good idea to ignore character level limits for martial arts skills. These are considered extraordinary abilities, assuming it ever becomes important. While martial arts have a theoretical upper limit of skill level 55 - where the allowable number of techniques maxes out - we recommend capping them somewhere in the 20's.

GM’s don’t have to use advanced techniques. If you do allow them, characters may start taking them at skill level 7, in lieu of basic techniques. Characters may only take four of the following abilities in total. ! Battlecry. You may unnerve your opponents. You may use this power once per encounter with a group of enemies. It affects all opponents with 30’ and forces them to make a Will saving throw at DC 10 +(Con Mod) or become shaken for 1d6 rounds. This Standard Action does not affect creatures that are higher level than you, non-sentient, deaf, or immune to fear. ! Blinding Strike. You may attempt to partially blind or otherwise disorient an opponent on a critical hit. The effect, whether ringing ears, blood in the eyes, or vertigo from a head wound, persists for 2d4 rounds. It imposes a 20% spell failure chance and a -2 circumstance penalty on attack rolls, AC, and saving throws. It does not affect opponents immune to critical hits or who are two size categories or more larger than you, or who make a Fort save at DC 15 +(Str Mod). The critical hit deals damage as normal. ! Breaking. When attempting to destroy objects, you may add your Martial Arts skill to the Strength check. ! Crippling. On a critical hit, you may opt to deal 1d4 temporary attribute damage rather than inflict extra injury. Select Dexterity, Strength, or Constitution when you gain this ability (it may be gained multiple times but only once per attribute). It does not affect opponents two or more size categories larger than you. ! Instant Stand. You may stand up as a Free Action if unarmored or in light armor. ! Mighty Blow. On a critical hit, you automatically trip your opponent. ! Mind Like Moon. You reflexively come on guard when attacked. With a DC 15 Reflex save, you avoid being surprised or flat-footed at the beginning of combat. ! Prone Combat. You take no penalties and opponents gain no bonuses when you lie on the ground. ! Reach. You add 5’ to your Reach in combat. This usually represents lunging and darting in and out, but could be a mystical ability. ! Sneak Attack. Add +1d6, as per a Rogue’s ability (unlike many point-buy abilities, this does not affect creatures immune to critical hits). This may be taken more than once, up to a maximum of +4d6. ! Versatility. You may change your damage with the specified martial arts weapon or unarmed attacks from lethal to subdual without penalty, and between bludgeoning, slashing, and piercing. ! Weapon Kata. The user may employ his or her martial art with a particular weapon (e.g., “Longswords”). This isn't relevant for dedicated weapon forms (e.g., those based on Weapon Finesse rather than Improved Unarmed Strike), although an “Unarmed Kata” might exist in an advanced weapon form.

Basic Abilities All apply only when using the form’s default weapon (whether that’s armed or unarmed) or when using a weapon kata. Each ability may be taken up to four times. Attack

You get a +1 bonus on rolls to Attack, Throw, Grapple, and Trip opponents. Defenses You gain +1 bonus to AC when you are unor lightly armored. Power Increase your unarmed damage by +1 or increase your weapon die type by 1 step, up to a d12 maximum. Weapons that cause multiple dice of damage increase them independently. Strike You may deal lethal or nonlethal damage at will without penalty. Your base damage is at least 1d4. This may only be taken once. Synergy You gain +2 on any related skill. Each time this is taken it applies to a different skill. Common synergies include Tumble, Heal, and Move Silently, but others are possible. Toughness You gain DR 1/-. This stacks with itself.

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Master and Occult Martial Arts Techniques

but is treated as force damage. When using a weapon form, your weapon either returns or is merely the focus for your attack; you don’t have to go and get it back. ! Overburden (-3 Con). This allows you to render one enemy you hit unconscious this round unless he or she makes a Will save at DC 10 +(Wis Mod). ! Paralyze (-2 Con). This allows you to paralyze any one enemy you hit this round for 1d6 minutes unless he or she makes a Fortitude save at DC 10 +(Wis Mod). ! Resist Pain (-2 Con). You gain Damage Reduction 4/and the ability to remain conscious and functioning up until the point of actual death, for 1d6 minutes. Any effect that relies on pain or Stun effects fail against you this period. This stacks with the basic Toughness ability. ! Serpent Strike (-3 Con). Serpent Strike allows you to create dangerous imbalances in opponents’ life essences. This allows you to deal 2d4 attribute damage to any one attribute with one attack this round. if the target fails his or her Fort save at DC 10 +(Wis Mod). ! Touch Strike (-1Con). One attack you make this round is a touch attack. ! Vanishing (-4 Con). You may use a momentary burst of incredible speed, taking an instant one-round Move Action as if you had cast a Timestop spell. ! Wrath (-2 Con). Your martial blows inflict energy damage, rather than physical damage, for 3d6 rounds. You must select an energy form when taking this technique. You also gain resistance 12 to that energy type for the duration.

Master Techniques work like Advanced Techniques. These simply present odd feat-like abilities which are normally generic, but can only be used when the art is. Use the list of normal d20 feats for Master techniques. Include the following: Blind-Fight, Combat Reflexes, Deflect Arrows, Dodge, Expertise, Improved Bull Rush, Improved Disarm and Improved Trip, Mobility, Quick Draw, Rapid Shot, Sunder, and Whirlwind Attack. The character need not meet any feat prerequisites. These cannot be obtained until skill level 7, and an art may not contain a total of more than four Advanced and Master abilities. Occult Techniques draw upon the user’s life energy to surpass the limits of ordinary physical skill. They’re extraordinary abilities that drain Con points to use (the cost for each is listed after its name). A martial art may include up to four such abilities, starting at skill level 11. ! Focused Blow (-2 Con). You may combine all your attacks against a single target into a single mighty blow made with your highest attack bonus. For example, if you normally attacked at +12/+7/+2, a focused blow would cause triple damage at +12. Healing Hand (-3 Con). Your touch does any one of the following: (1) Cures 3d6 damage. (2) Cures 2 points of temporary attribute damage. (3) Provides a +8 bonus on a save versus a disease or toxin. The target gets an additional save if you use this. ! Inner Strength. You gain six phantom Con points with which to power your Occult Techniques. These do not add to your hit points. This can be taken twice. Phantom points regenerate like normal Con points. ! Iron Skin (-2 Con). You gain +4 natural armor for 1d6 minutes. This is fully effective against ghosts or other intangible creatures, and allows you to make physical contact with such entities. ! Ki Block (-2 Con). You may make a DC 20 Reflex check to block or dodge a single successful melee attack OR may make a second save (DC 15) against any attack which normally allows a Reflex save. If either save succeeds the effect is normal for a successful save. If both do the effect is entirely negated. ! Ki Focus (-1 Con). You may grant yourself a +4 Sacred or Profane (choose when this ability is taken) bonus on the effective value of a skill or attribute for 1d6 minutes. ! Light Foot (-2 Con). You gain +20’ movement and takes half damage from falls for 1d6 minutes. You may expend a single Con point at any time to power an incredible leap (+30 bonus) or a very brief run across an unsuitable surface (such as water or grease). ! One Finger (-1 Con). You may launch a single melee attack at a range of up to 60’. It remains a melee attack

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Advanced Techniques: Blinding Strike, Breaking, Crippling (Dexterity) and Master Technique: Improved Trip Occult Techniques: Focused Strike and Light Foot

Sample Martial Arts Skills The sample listings include the techniques taught by the form. Outside of the level-based restrictions on technique types the abilities can be taken in any order; different masters stress different techniques. The sample listings each offer 12-15 techniques, sufficient for skill level 23-29, regardless of how you get there. If you progress beyond that point, you’ll just have to decide what other techniques fit in.

Wind Dance (Dex) Balanced and graceful, practitioners of the mystical Wind Dance gain a balanced style with strong reflexive techniques. Masters can even summon the power of the gales of the northern wastes to strike at their enemies. Requires: Improved Unarmed Strike or equivalent point buy Basic Techniques: Defenses 4, Strike 1, Power 1, and Synergy (Tumble) Advanced Techniques: Mind Like Moon, Instant Stand, Master Technique: Whirlwind Strike, and Master Technique: Deflect Arrows Occult Techniques: Inner Strength, Healing Hand, Vanishing, and Light Foot The Plague Winds school teaches Serpent Strike (Con) and Touch Strike instead of Healing Hand and Lightfoot.

Adamantine Fist (Str) This brutal unarmed path does one thing only: hit hard. It’s not very subtle, but masters can shatter city gates into splinters. Attacks against flesh are equally vicious. If they’re available, bonus techniques are based on Strength. While mildly fantastic, it works well in most settings. Requires: Improved Unarmed Strike or equivalent point buy Basic Techniques: Strike, Power 4 (1d12 unarmed damage), and Toughness 1 Advanced Techniques: Breaking, Mighty Blow, and Master Technique: Sunder Occult Techniques: Inner Strength, Ki Focus (Str), Focused Blow, and Overburden

Cloak Mastery (Wis) Swiftly moving silken cloth can be as rigid as steel and has edges just as sharp. The swirling cloak of a master of this art is as dangerous as any sword. It’s favored by elegant assassins, courtiers, and martial arts masters who like to show off. Requires: Weapon Finesse (Cloak) or equivalent point buy Basic Techniques: Strike, Power 2 (1d8 damage with cloak), and Defenses 4 Advanced Techniques: Sneak Attack 2, Deflect Arrows, and Reach Occult Techniques: Vanishing, Focused Blow, and Iron Skin OK. This is silly. But don’t you now want to play a lethally (but fashionably) dressed martial arts master? +3 Vorpal cloak, anyone?

Arctic Fire Kung Fu (Dex) This fantastic form allows its users to summon up an aura of flame or to suck the heat away from an opponent, freezing them into a block of ice. While power-intensive, it can be very useful against foes resistant to normal attacks. Requires: Improved Unarmed Strike or equivalent point buy. Variants built around using a sword, with an “unarmed kata” available later, may also be permitted. Basic Techniques: Strike, Power 4 (1d12 unarmed, 1d12+2 with longsword weapon kata) and Defenses 3 Advanced Techniques: Instant Stand, Mighty Blow Weapon Kata (Longsword) and Reach Occult Techniques: Inner Strength, Wrath (fire damage) and Paralyze (freezing cold entraps opponents in ice)

Oaken Storm (Dex) This realistic staff art focuses on smacking anyone and everyone hostile within reach as quickly as possible while blocking their attacks. A master, whirling his or her staff at near-invisible speeds, can often deal with a considerable number of lesser opponents. Requires: Weapon Focus: Staff or equivalent point buy Basic Techniques: Attack 4, Defenses 4, Power 1, and Toughness 2 Advanced Techniques: Mighty Blow, Reach, Master Technique: Deflect Arrows, and Master Technique: Whirlwind Strike Occult Techniques: Ki Block

Crane Style Kung Fu (Str) A classical martial art, focusing on evasion and on fast powerful strikes. Sadly, since this is a realistic style, even advanced users may not employ the “running on water” trick normally available through the Light Foot technique. They can fight on poles and other unstable surfaces without penalty however. Requires: Improved Unarmed Strike or equivalent point buy Basic Techniques: Strike, Power 3 (1d10 unarmed damage), Defenses 3, Synergy (Balance), and Toughness 1

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Mystic Artist

Phantom Blade (Dex) While the common techniques of the Phantom Blade style are conventional enough, its secret techniques use the sword as a mere focus to channel ki energy. Requires: Weapon Focus: Sword (any single type) or equivalent point buy Basic Techniques: Attack 2, Power 2, Strike, and Toughness 2 Advanced Techniques: Breaking, Reach, Master Technique: Combat Reflexes, and Master Technique: Sunder Occult Techniques: Focused Blow, One Finger, Touch Strike, and Inner Strength

Great art always had the power to instill emotion, to inspire, to convey messages beyond the rational, and to touch the soul. Paintings, literature, architecture, and music have had an impact on history as mighty, if more subtle, as any king or general. Can you stand within a great cathedral or view the art of Michelangelo and not feel the strength and grandeur of the artist’s vision? In d20, the “power of art” is a bit more literal. Mystic Artists inspire or manipulate others through their art. The exact type is irrelevant. Perform abilities, like Music, Dance, and Storytelling, static media skills like Craft: Painting and Sculpture, and even Knowledge: Architecture all work. Most adventurers prefer quick and portable performance arts, but those who choose permanent arts wield a subtle and terrible power. All mystic artist skills have a basic ability (listed below), which is important in setting save DC.

Gungnir’s Flight Kung Fu (Con) This straightforward art revolves around charging into battle and spearing things. Barbarians (and other people without patience) favor it. Requires: Weapon Focus (Spear) or equivalent point buy Basic Techniques: Attack 4, Toughness 4, Synergy: Survival Advanced Techniques: Battlecry, Mighty Blow, Master Technique: Mobility, and Master Technique: Rapid Shot Occult Techniques: Ki Focus and Resist Pain

Regardless of the skill used, the character gains one of the Basic Abilities at skill levels 3, 4, 5, 6, 9, 12, 15, 18, 21, 24, 30, 36, 48 and 60. Abilities from any group must be taken in order (the user may skip one and only one ability from each sequence) and have a minimum skill level to use, as shown with each ability.

Blood Blade Technique (Dex) This outlawed assassin’s art allows an assailant to strike in an instant, inflict potentially-lethal injuries, and vanish as swiftly as he or she appeared. Requires: Weapon Finesse (Dagger) or equivalent point buy Basic Techniques: Attack 3, Synergy 3 (Disguise, Move Silently, and Hide) Advanced Techniques: Sneak Attack 3 (+3d6), and Master Technique: Quick Draw Occult Techniques: Serpent Strike (Con), Light Foot, Vanishing, and Ki Focus

Once purchased, Mystic Art can usually be employed once per level per day and permits saves at DC (10 + relevant Attribute Modifier + half the ability skill level). The attribute modifier used depends on the type of art involved; vocal and physical performances normally use (Cha Mod), pure instrumental skills, sculpture, and hands-on crafts use (Dex Mod), design skills such as architecture use (Int Mod), and composition (literary or musical) uses (Wis Mod). Using Mystic Artist powers is a Standard Action. The range varies. Targets must be close enough to perceive details (musical or physical) in the work in question.

Ghost Busting Technique (Chr) This mystical path is designed for hands-on exorcism via grabbing evil spirits and punching them out. This is usually considered either very brave or very stupid. Requires: Improved Unarmed Strike or equivalent point buy Basic Techniques: Attack 2, Strike, Power 3, and Synergy 2 (Knowledge: Religion, Knowledge: The Planes) Advanced Techniques: Breaking, Instant Stand, Reach, and Whirlwind Attack Occult Techniques: Inner Strength, Iron Skin, Ki Focus, and Wrath (Positive Energy: The "resistance" translates into reducing attribute drains and damage from negative energy by 4, reducing level drains by 2, and a +6 on saves versus undead powers)

Characters using static media may activate their power once per day per character level if the art is mobile. (If a character can handily pick it up and move it, it’s mobile.) Immobile art, such as large statues and buildings, is always active and affects all valid targets inside or within range outside. All Mystic Artist abilities derived from Performance require at least one round of exposure to take effect; static media and architecture require two. No matter how many different mystic artist skills a character has, only count the highest for the purposes of getting Basic Abilities unless the character buys the Mystic Artist feat again specifically for use with another skill.

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bonus, racial bonuses, inherent bonuses, and feats apply to meeting this requirement. Those that target creatures are mind-affecting abilities. By default the effects of performance arts last for the duration of the performance and five rounds thereafter. The effects of static arts last for up to an hour after the target leaves the affected area.

Each basic ability has a number in parentheses. This is the minimum skill you must have to acquire that particular ability. Only a character’s basic rank, attribute

Inspiration Abilities ! Emotion (Skill 3). You can make everyone in the area feel any strong emotion you care to evoke for up to five rounds after you cease to perform or after they leave the area of your art. In combat you may target either allies or enemies, providing/inflicting a morale bonus/penalty of up to (1 + Skill Rank/6) on saves against mind-affecting powers and on attacks and damage. Out of combat this is most useful for manipulating crowds or setting the mood for negotiations, oratory, and diplomacy. ! Competence (Skill 6). Competence is more like it. Now you can give someone a +2 morale bonus to any skill check, attack roll, saving throw, or AC while you use your art, albeit only one of these at a time. It only affects one character. ! Greatness (Skill 9). The lucky target(s) of Greatness becomes inspired to new heights. Up to (Level/3) targets gain a +1 Positive Level bonus and 1d10 temporary hit points. ! Excellence (Skill 12). Excellence grants the target two +4 morale bonuses which can be applied to an attribute, to all their saves, to their armor class, to their attacks, or to the damage they inflict in melee combat.

I don’t play, actually. I just strike inspiring poses. Eclipse: The Codex Persona

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Charm), Terror, Malaise or Grief (as per Exhausted) in foes within range. ! Freedom (Skill 15). You can use your art to create an effect equivalent to the Break Enchantment spell (Caster Level equals your level). This ability functions on a single target within 30 feet or on anyone in a particular spot for static works. You can use Freedom on yourself, but obviously may not be able to do this if you’re already magically ensnared. ! (Skill 18). [No ability; this does not count towards the skipping limit.] ! Mass Suggestion (Skill 24). This works as per the Suggestion ability, but affects (artist’s level/2 + Cha Mod) targets. Unlike the Fascination-based ability, the art used may be as simple as whistling a few notes. ! Greater Summoning (Skill 30). You may attempt to call a creature to you from a known location anywhere within one mile per level on the plane you currently occupy. The affected creature travels normally to reach you and you must continue to use your art for the duration of the trip. The creature is free to dress and bring along minions if he, she, or it so desires. As a static effect this can be used to bind a creature to a location. Alternatively, you may create a general summons, calling any creatures of a specific (and non-immune) type within several miles. These creatures won’t be initially hostile, and may be negotiated with. One could, for example, call “animals” in general or opt to merely call “elephants and mammoths”. The affected creatures will be drawn to the location of the art, but travel normally to get there. ! Alter Attitudes (Skill 36). Targets exposed to this art who fail their Will save adjust one attitude, belief, or opinion to match or fit with the mystic artist’s desires. The effect lasts for one week. This does not change alignments. ! Puppet Master (Skill 48). Target up to (Level/3 + Cha Mod) individuals. Any target that fails to save comes under your control, and may be directed to any nonsuicidal action.

! Mass Greatness (Skill 15). This works as per Greatness, except it affects (Cha Mod + Level) targets. ! Mass Excellence (Skill 18). This works as per Excellence, except it affects (artist’s level/2 + Cha Mod) targets. ! (Skill 24). [No ability; this does not count towards the skipping limit.] ! Heroism (Skill 30). A target of Heroism becomes inspired to, well, heroism. The target gains a +2 Positive Level bonus. ! Mass Heroism (Skill 36). This works as per Heroism, except it affects (level/2) +(Cha Mod) targets. ! Double (Skill 48). This doubles the power of any ongoing lesser artist ability the character possesses, even non-Inspiration ones. It doubles any one numerical component, not including the save DC.

Positive Levels A Positive Level adds +1 to the user’s BAB, saving throws, and AC, and adds 6 CP to the character, which he or she may spend on any desired feats or upgrades. With Mystic Artist, the artist selects the effects of the 6 CP ahead of time and it must be the same for each character affected. Positive Levels applied to Undead work like a level drain against a normal character.

Manipulation Abilities ! Fascinate (Skill 3). People like your art. It’s fascinating and mysterious and you can even interest the audience in whatever kind of art you do. Some of them might even take it up themselves. More usefully to adventurers, a Mystic Artist can Fascinate up to (Cha Mod + Level/3) targets. If they fail to save, they remain fascinated for up to (Att Mod + 2) minutes, or until a performance ends, whichever comes first. Mystic Artists with a perform skill of 6 or more may attempt to use a Suggestion effect on any one Fascinated target once per round. Those with a skill of 24+ may attempt to Suggest something to all Fascinated targets at the same time. ! Hold Audience (Skill 6). Hold Audience allows you to keep the audience busy, and wile away their time without them realizing it. Any who fail their saving throw become enchanted by your performance or art, and spend more time than they expected. Aside from its usefulness for tavern owners (whose patrons mysteriously spend more time drinking), it’s a great distraction. With sufficient attribute and DC enhancements a mystic artist with this ability could hold an entire army spellbound for hours - or even days. ! Suggestion (Skill 9). With this ability, you may make a Suggestion (as per the spell) to one target. Unlike the Fascination-based ability, the art used may be as simple as whistling a snatch of birdsong. ! Emotional Auras (Skill 12). Your art may create drastic emotional effects, inducing Friendship (as per

Synergy Abilities ! Block (Skill 3). A mystic artist can use his or her art to counter magical effects that depend on related abilities. Music can block sonic effects (but not those that merely use incantation). Painting can block effects relying on light, shadow, or gaze attacks. Sculpture and architecture can block effects like Turn to Stone, Mud to Rock, Rock to Mud, Move Earth, Wall of Stone and so on. The artist simply makes his or her skill roll as normal. All characters in a 30’ radius may use that check in place of their saving throw before or after rolling. Effects which do not grant saving throws force their caster to make a Caster Level check instead, if the artist wins the ability fails within the affected area. This ability takes effect immediately, even without the Rapid Song feat. Creatures already affected by affected powers treat the perform check as a new saving throw each round.

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Performance-dependent blocks normally last for 3d6 + (relevant Att Mod) rounds. Static media create permanent blocks. ! Group Focus (Skill 6). With group focus, a character may use his or her artist skill roll in place of a Concentration check for any other character, or increase the value of Aid Another actions by +2. ! Amplify (Skill 9). A mystic artist using this ability can add to magical abilities used nearby. All friendly spellcasters within a 30’ radius receive a +2 Caster Level bonus on all magical techniques. ! Harmonize (Skill 12). Harmonize allows you to select two Mystic Artist powers and combine them into one. Normally you can only use one at a time. ! Serenity (Skill 18). This tune spreads an aura of rest and relaxation. Usable only once a week, it counts as a night’s rest and refreshes uses-per-day abilities. ! Rule the Horde (Skill 24). Any target that notices your art within 30’ of you must make a Will save or be forcibly made non-hostile. The targets are also subject to a Suggestion effect chosen by the mystic artist. ! Concerto (Skill 30). Concerto focuses the power of occultists, allowing them to accomplish more than they could alone. Up to four magic-users with compatible styles (arcane, divine, psionic) and similar levels (each must have a casting level at least two-thirds that of the primary caster) may assist another occultist in weaving a spell. The woven spell may be up to (number of aides/2) levels higher than primary caster could normally manage and gains a (number of assistants+1) Caster Level bonus. The group must collectively contribute the necessary spell levels during casting, but they may arrange that however they please and need not know the spell chosen. ! Carrier (Skill 36). Carrier expands single-target artist, magical, or psychic effects, including personal ones, into a 30’ radius effect. ! Dance of the Trees (Skill 48). This ability grants the amazing power to affect inanimate objects with art. Objects are affected as if by the Animate Object spell cast at the user’s level and the user may apply any one other basic ability to it or them - even though constructs would normally be immune to such effects. Static media create permanent animations, although they may not leave the area of effect. Of course, if you animate the art itself it doesn’t need to.

Basic Ability Modifiers Once acquired, these apply to all of the character’s mystic artist abilities. ! Amplification (+6 CP). Your art may affect twice the usual number of targets. Add +6 CP per additional +1 multiple. ! Echoes (+6 CP). Your art takes effect again and again, either lingering after the performance or if the target(s) are reminded of it. You may add three minutes to the normal duration of your art’s effects, either using that extra time after the effect would normally expire to extend it or it to take effect up to three times when the target(s) are reminded of your art* during the next two weeks, expending one minute of the duration each time. For example, a mighty orator might give his or her men an inspiring speech the day before a battle, using Mass Greatness. He or she will be able to remind them of that speech (perhaps by shouting a phrase from it as a battle-cry) and inspire them for a minute up to three times during the ensuing two weeks. *Echoes only works on creatures with memories that can be reminded of your art. It generally doesn’t work on inanimate objects, although there have been reports that it does work with Dance of the Trees. ! Enduring (+3/6/9/12 CP). The effects of your art persist 2x/3x/5x/10x as long as usual after the exposure. ! Great Projection (+6 CP). You may project the sensory aspects of your art to a new point of origin within one mile. While this is basically an illusion, it still carries the full impact of the art. For example, a singer could project his or her voice to roam sourcelessly through the halls of a castle, while a sculptor could keep his or her work on display and safely in a vault at the same time. ! Projection (+6 CP). Your art may affect people at twice the usual range. +3 CP per additional +1 multiple. ! Rapid (6 CP). Your art takes effect immediately, without the usual round of work. This isn’t usually worth bothering with for static art, but performance artists may find it very handy. ! Seeking (+6 CP). You may limit the effects of a given performance or piece of art to particular targets. If you wish, it will be undetectable to others. For example, a mystic harper could play a song of summoning that no one except the target could hear or use Shattering to selectively destroy weapons in an area. An architect could design a building which only affected creatures of a chosen species. ! Whispers (6 CP). The exact source of your effects is difficult to determine without special senses related to sound or sight (as appropriate for your art). While not as useful for musicians (even without confirmation, it’s often obvious what’s being done) this can be a great help to architects or sculptors.

Classical Bards The classical Bard normally takes nine abilities and is entitled to ten. Of course, they’ll have to take either Hold Audience or Emotional Auras as well; otherwise they’ll skip too many Manipulation slots. The standard list includes: Inspiration I (Emotion), II (Competence), III (Greatness), IV (Excellence), and VI (Mass Excellence) Manipulation I (Fascinate), III (Suggestion), and V (Freedom). Synergy I (Block).

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Modifying abilities such as Bonus Uses, Skill Focus, Skill Emphasis, Reflex Action, and Ability Focus may also be of use to Mystic Artists.

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2) The audience must number at least 500. Audience members who have participated in a similar performance within the last three months do not count. 3) The effect must be something which the audience wants. Most commonly this means: ! Escape, ranging from simply following the artist along a mysteriously-appearing safe path on through everyone being Plane Shifted or Teleported. ! Protection, such as a huge Wall (or Sphere) of Force, a Hallow/Protection from Evil effect, or simply dousing the fires burning throughout the city. ! Healing, most commonly Cure Disease although effects up to Heal are possible. Small audiences occasionally get effects such as Cure Blindness, Heal, and Raise Dead to work on single individuals. ! Environmental changes, such as banishing a drought or hurricane, making plants grow in an icy waste, or simply blessing the flocks and fields. Such changes will usually affect a radius of several miles for 1d6+2 months. ! Summoning something (usually a protector or guide). This usually equates to a Planar Ally spell, although no payment is required and non-outsiders are available. ! Destruction, most commonly in the form of blasting the surrounding area with a Holy Word, Unholy Word, or simple wave of elemental force. This isn’t enormously powerful (Caster Level= ½ the performer’s Caster Level) and is pretty unusual unless the area is occupied by a hostile force. Most audiences don’t want to blow up their homes.

These abilities add new capabilities to a Mystic Artist and offer specialists whole new paths of power.

The Path of Artistic Mastery Composition (+6 CP, requires skill rank 10 in your mystic artist skill). Your art may affect groups which do not directly experience it. Reproductions and images of your art carry half the power of the original. Unfortunately, lesser performance artists must spend a skill point to commit your composition to memory if they wish to take advantage of it. The power of a composition does fade eventually; once it becomes a commonly-known part of the culture (or everyone in the party is throughly familiar with it) it will lose its special power. Influence (+6 CP, requires Composition). You may shift the beliefs and attitudes of your audience on a semi-permanent basis. For example, you can foster acceptance of another race, clear up general misunderstandings about a religion, or raise support for a rebellion against a corrupt government. On the other hand, you can also spread slander, confuse issues, and make the population accepting of ill governance. Your targets will gain the benefits, or suffer the penalties, of a one-step shift in reaction rolls throughout the region. The modifier will remain in force until it’s again changed, whether by another mystic artist, by public actions and explanations, or by some other means. Mass Influence (+6 CP, requires Influence). Your art may permeate a city or culture, manipulating entire populations as per Influence, above.

If the audience is simply there for the show and has no purpose in mind, a result check of 20+ grants the artist access to a Limited Wish. Artists can save Limited Wishes for later use, but they dissipate if not used within a year, the artist must pay any excess XP cost, and no one artist can save more than (Cha Mod + 1) Limited Wishes at a time. Static media and compositions created with Acclaim must have their effects specified at the time of creation.

Acclaim (+6 CP, requires Mass Influence). Your art may focus the combined magic of your audience into various effects. In general: 1) The effect always involves the entire assembly, although the artist may exempt him- or her- self.

Song of Power (+6 CP, requires Acclaim). You create a work of art with the power to alter reality - once, when it’s first shown, played in full, or otherwise displayed. In effect, it’s imbued with a single Godfire Point (see page 76 for more information). Song of Power may be taken

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Worldgate (+6 CP, Requires Undertow). You may carry those affected by your art into another realm, essentially plane-shifting them into a world you describe. While fine details are beyond your control, you can carry a group into a historical setting, a myth, or a popular tale. Those affected are generally given a general role to work with but are not obligated to follow the plot. The artist may accompany the group affected, but need not do so. Once the plot is complete or utterly disfigured beyond all recognition, they all are released back home again. Characters with their own dimension-hopping abilities can escape at any time.

once per decade at most and costs the full 6 CP and a month to compose each time. Touch the Soul (+6 CP, requires Song of Power). The power of your arts may touch the world, resonating thru the hearts and souls of every sentient being. You may apply the effects of Influence throughout the world. Once per year you may attempt to use Acclaim on a global basis, either affecting the entire world or gaining a full Wish. Once per millennia you may Call the Assembly (page 149).

The Path of Whispers The Chords of Fate Subliminal (+6 CP). Targets must make a DC 24 Int check to notice that they are being influenced by your art.

Harmonics (+6 CP). Your art affects beings of some type which are normally immune, such as the Undead. This may be taken repeatedly, each time adding a new type of normally-immune creature to affect.

Conditioning (+6 CP, Requires Subliminal). Longterm exposure to your art will have deep effects on the mind. Static art normally induces a particular belief, obsession, or compulsion. Performance art allows complete mental reprogramming, altering the victim’ attitudes, alignment, and beliefs pretty much as desired as well as instilling compulsions, mental triggers, and split personalities, or wiping memories. Unfortunately, this requires months or years (for higher-level targets) to complete and can be temporarily resisted or overridden with Will Saves.

Spirit Summons (+6 CP, Requires Harmonics). You may add your art skill to your Diplomacy skill check when attempting to negotiate with, or obtain favors from, any entity you can affect. Your art will also tend to draw out the creatures you’re targeting if they’re in the area. You could thus play in the forest to try and get a favor from the fey, for a dragon, or even at the gates of the Abyss. (Hopefully, your artistic and diplomacy skills are both very high).

Compelling (+6 CP, Requires Subliminal). Your art forces those exposed to it to behave in some fashion, ranging from joining a festival to starting a bloodbath. The user may provide a general direction, such as “Riot!” or “Dance!”, but the details are up to the individuals affected.

Spirit Channels (+6 CP, Requires Spirit Summons). You may create artistic works which can store one use of a spell, spell-like, or supernatural ability supplied by the artist or by some other, willing, entity. In the case of performance arts, the ability will be unleashed the next time the artist performs that piece (it’s best to use minor variants for this to avoid accidentally triggering the ability). The user may store a maximum of (Wis Mod + 1, 1 minimum) such effects at any one time.

Immersive (+6 CP, Requires Compelling). Your arts can convey memories and/or experiences to those exposed. This can be used simply to let people experience tales and myths or as an adjunct to other art to add meaning and depth, but it can also be used to grant those exposed XP equal to the skill check used up to a maximum of once per week and a lifetime limit of 3000 XP for any given target.

The Great Summons (+6 CP, Requires Spirit Channels). Your art transcends the barriers between dimensions, allowing the artist to affect any or all coexistent planes at his or her option. If this is combined with Greater Summoning (Manipulation 30), Great Projection, or some other long-range technique the effect may be projected to a desired target on any plane. Yes, you can try to call or manipulate gods, powerful demons, and similar creatures. Even if you get it to work it probably isn’t a good idea. Still, who knows? They might find it amusing.

Undertow (+6 CP, Requires Immersive). Your art shifts reality, altering the nature of the setting within its compass - for example, from Horror to Comedy or from a City setting to a Wild Jungle. The behavior of objects, creatures, and the world itself are all transformed. This does not affect the underlying reality; it does affect what conventions and implicit rules people follow. Fantasy dwellers suddenly within a Western theme would still use magic swords and Fireball spells, but would start settling disputes with duels in front of the saloon at high noon.

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Sense Harmony (+6 CP, Requires The Great Summons). With Sense Harmony, the character notices awesome occult disturbances of the cosmos (i.e., changes in trans-planar wars or the birth of a new deity), in both this and higher realms.

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Disrupting (+6 CP, Requires Distracting). Your art can disrupt other effects, or even life (or Unlife) force. You may expend an art attempt to create a Dispel Magic or Dispel Psionics effect or to inflict (art check result/2) points of damage to all living and/or undead creatures within range save yourself. For an additional +6 CP you may upgrade to Greater Dispelling and (art check result) damage.

The Celebrated Way Fame (6 CP). Fame grants you fame, naturally enough. With this, you’re a celebrity, are recognized as a great artist in your own lifetime, get invited to all the best parties, have many close friends you’ve never met, and may often obtain safe passage into restricted areas to show off your art. Fans constantly ask for autographs or whatever passes as the local equivalent.

Stunning (+6 CP, Requires Disrupting). Your art overloads the senses. You may expend a use of your art to attempt to Stun all those exposed for 2d4 rounds.

Wealth (+6 CP, Requires Fame). You are supported by your patrons, and may ignore normal monetary needs. You are considered to have an excellent lifestyle and can readily obtain fine food, housing, clothing, servants, and vehicles in any civilized area. You can even tow along your freeloading friends.

Maddening (+6 CP, Requires Stunning). Your art can undermine sanity. Those exposed briefly must resist or become confused, as if affected by the Confusion spell, for as long as the art continues plus one round per level of the artist. Long-term exposure (at least ten minutes worth for performance arts, usually hours or days for static arts) requires another save to avoid becoming Feebleminded as well.

Bardic Immunity (+6 CP, Requires Wealth). Like many celebrities you can get away with outrageous behavior. You may escape moderate legal troubles, dress, act, and speak in wildly obnoxious ways, and commit huge social faux pas without long-term repercussions. A character with Bardic Immunity can easily get away with wearing the wrong clothes or carrying a bunch of magic weapons to a noble’s dinner party. The character could not attack people safely, however - at least not with lethal weapons. Occasionally punching critics is virtually expected.

Banishing (+6 CP, Requires Maddening). Your art can drive out various types of spirits and/or creatures, creating effects equivalent to an Antipathy or Dismissal spell. Shattering (+6 CP, Requires Banishing and minimum skill level 20). Your art is ultimately disruptive, capable of damaging reality directly. You may expend a use of your art to generate the effects of Circle of Death, Undeath to Death, or Disjunction. You may also simply opt to inflict (art check result) damage to any and all inanimate objects within range.

Touch of the Fey (+6 CP, Requires Bardic Immunity). Major mystical beings will commission the character’s services for bizarre rewards. This feat is limited only by the strange artifacts, weird powers and problems, or extra-dimensional materials the GM wishes to saddle the character with. Hint: Don’t take this feat unless you are very certain of your character’s abilities. You do not want to have your latest symphony flop at a dinner party hosted by the Lords of Chaos.

The Path of Dissonance Note that Dissonance-based effects never affect the artist. For +6 CP the character may learn to selectively target dissonance-based effects against up to (Cha Mod + Level/3) specific targets within range. Otherwise they’re either single-target or affect the entire area as described. Mystic Artists specializing in Dissonance are rarely popular. Distracting (+6 CP). Your art is profoundly disturbing. Those exposed have great difficulty focusing, and must make Concentration checks (DC equal to the mystic artist’s skill check) to focus on their tasks, including spellcasting. While this normally affects an area, artists may opt to target a specific individual within range.

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The Art of the Occult or the artist permits it. Static artworks can be set into their own pocket-realms, although the artist can leave up to (Int Mod +1) routes open to reach them through.

The Hidden Way (+6 CP). The Hidden Way allows a character to cast a spell simply by creating a piece of art or playing music. This not only drastically increases the Spellcraft check (+10 DC) to determine what is being done, but usually won’t be noticed as spellcasting at all!

One Gesture (Varies, requires The Hidden Way). You can unleash minor, pre-prepared, “art-related” magics with a single gesture, note, etc., as a Move-Equivalent Action once a round. This is simply a version of Power Words (page 39) with Corrupted effects restricting it to a particular theme.

Spellweaver (+6 CP, requires The Hidden Way). Every minute you spend using your art in a normal fashion (without invoking any magical effects other then the use of mystic artist to activate this ability) allows you to add +1 spell level’s worth of metamagic to a spell you cast immediately after you stop using this ability. You cannot add more spell levels in this manner than you have points of Charisma Bonus, but you need not actually know the metamagic to be added.

Numerous other special abilities can be created by simply buying the ability and requiring a use of mystic art to invoke it. For example, a harper who wanted to be able to enhance a spellcaster’s abilities could buy Mana and Blessing (Specialized: Requires a use of mystic artist to invoke) so as to be able to power other character’s magic with art.

Sphere of Mastery (+6 CP, requires Spellweaver). Your art carries you out of the world. Performers can still be seen and heard for the duration of their performances, but they and the area immediately about them (a 5 foot radius) exist in a pocket dimension of their own. Nothing can enter that area or interrupt the performance unless it can cross dimensional boundaries

The inspiring architecture of the temple would aid the defense of the city for many centuries to come.

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The Path of the Dragon Steeped in ancient mystery, the Dragon Path offers great power to its students. The cost may be equally great. Freed from many of the burdens of mortality, practitioners often come to rely on magic, losing touch with normal life. As their power grows they too grow more distant from mortal concerns. Whether this is transcending or abandoning humanity remains an open question. Perhaps fortunately, it’s almost impossible to master the entire Path of the Dragon; most students stick with one or two sequences of abilities. Nevertheless, the choice is ultimately up to you. The Path of the Dragon is very flashy and isn’t at all mysterious. It’s at its best in high-powered, comic-book, or “kick in the door” style campaigns. It probably won’t work well in more subtle, grim-and-gritty, or low-level campaigns. Shaping (6 CP). Shaping is the art of channeling ambient magic into effects. It allows the user to create effects like those produced by Prestidigitation at will. The character may not use cumulative effects or grant noticeable bonuses to anyone but may perform an immense variety of minor tricks for comfort, convenience, and amusement. As shown on the chart, learning Shaping is the first step along the dragon path.

The Way of the Artificer Charmsmith (+6 CP, requires Shaping). Charmsmith allows a character to enchant an item with any specific Shaping effect at a cost of 12.5 GP and 1 XP. Such items include everfitting boots, self-repairing clothing, waterproof cloaks, mood rings, rods of cleaning, selfheating teapots, no-slip grappling hooks which nevertheless come lose with a simple tug, and thousands of other convenient, but unimportant, items. They usually sell for 25-50 GP. Spellforging (+6 CP, requires Charmsmith). Spellforging allows the user to imbue items with minor magical properties. He or she can make items other than scrolls worth up to 4000 GP. Mundane costs for masterwork items or materials are irrelevant; only the magical costs matter when computing this limit. The user must fulfill any prerequisite requirements other than the usual Create Item abilities. Spellforgers usually make “Talismans” instead of “Potions,” but they work the same way.

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Dragonsmith (+6 CP, requires Spellforging). This actually represents any one Create Item ability; a character is automatically considered to have this if he or she already possesses an item creation ability. It’s listed here because an item creation feat is required to achieve the next ability.

Body of Fire (+6 CP, requires Living Fire). Once the true Fire burns within the body, a character may create a Dragonfire construct (above) and then become one with it, taking on its physical statistics and powers and adding its hit points to his or her own. This also extends the duration to minutes rather than rounds.

The Philosopher’s Stone (+6 CP, requires Dragonsmith). The magic of the True Philosopher’s Stone, long sought after by alchemists and laymen alike, allows the enhancement of the body. With this talent, a student of the Dragon Path bind magical energy into flesh, enchanting living (or unliving) beings as if they were items. Additionally, the character may directly convert experience points to rare metals, gems, and other valuables at a rate of 2 GP per 1 XP.

Eye of the Dragon (+6 CP, requires Dragonfire). With Eye of the Dragon, a character may absorb up to (Int score) incoming spell levels each day. He or she may only store a maximum of (2 x Con score) at any one time, however. Spell levels may be expended on other Dragon Path disciplines or, for +12 CP, to power spells as per a Rod of Absorption. Unlike the Rod, a master of the Eye of the Dragon may absorb any spell which would affect him or her, regardless of whether or not it has an area effect. Eye of the Dragon may be taken up to (Wis Mod+2) times and stacks with itself. For +3 CP the user may learn to absorb magic from items. Charged items yield 1 spell level/charge drained. Permanent items yield (Caster Level/2) spell levels but are negated for 24 hours. Spells generally cannot be partially absorbed, but if the Game Master allows this it results in a proportional chance of spell failure. For example, absorbing 2 spell levels from a 7th level spell results in a 2-in-7 chance of failure (in this case use a d8 and reroll 8's).

The Way of Inner Fire Dragonfire (+6 CP, requires Shaping). Dragonfire enables a character to convert spell levels into flame attacks, shields of energy, and the channeling of raw magical power into other beings or items as a Standard Action. Attacks do 1d6 fire damage/spell level sacrificed to a 30’ radius area or 2d6/spell level to a single target. Shields cancel a total of 4 points of damage per spell level sacrificed; a character may leave a shield up and do other things, but it lasts only 1 round per spell level. Shields may be used on other characters at ranges of up to 120 feet, provided that the user can see them. Channeling energy into creatures and objects is on a 1-to-1 basis. Characters converting spells for this purpose can only sacrifice one spell, regardless of how many levels it has, per round.

Venom of the Dragon (+6 CP, requires Eye of the Dragon). Venom of the Dragon allows a character to store up to (Int score) levels of actual spells thrown at them, which they may release and use as a Standard Action even if they couldn’t normally cast those spells. This only applies to “friendly” incoming spells, cast by an ally for the explicit purpose of absorption. Like Eye of the Dragon, Venom of the Dragon may be taken up to (Wis Mod +2) times and stacks with itself. The absorption limit of the Eye of the Dragon.

Breath of the Dragon (+6 CP, requires Dragonfire). While Dragonfire is normally fire-based, with Breath of the Dragon the character may make it into any energy type he or she knows of other than “divine” or “infernal” energy (unless the character happens to actually be a deity). Holy, Unholy, Lawful, and Chaotic energy forms usually require an appropriate alignment.

Bones of Jade (+6 CP, requires Venom of the Dragon). This allows a character’s Venom of the Dragon ability to absorb hostile spells as well as friendly ones, allowing the user to “catch” incoming spells and throw them back. The Eye of the Dragon limit still applies.

Living Fire (+6 CP, requires Breath of the Dragon). With Living Fire, a character may create a Dragonfire construct and use selective targeting effects. A Dragonfire Construct can be treated as a fire elemental or Astral Construct. Simply channel sufficient spell levels using the Dragonfire feat to match a chosen level of Summon Monster or Astral Construct. While the “fire elementals” are automatons, and hence are immune to mental attacks, they otherwise act just like a normal summoned being. The user may also selectively target creatures using Dragonfire attacks, so that area effects ignore allies. Aside from combat uses, the character can destroy toxins, diseases and parasites by wielding a Dragonfire blast targeting only the foreign element.

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Ride the Dragon (+6 CP, requires Eye of the Dragon). A character with Ride the Dragon may channel their Dragonfire energy into actual spells. The character may choose 10 spell levels’ worth of spells of up to level 4 and channel Dragonfire energy into them as a standard action, casting them as spontaneous spells. Ride the Dragon may be taken up to (Wis Mod +2) times to gain additional spells. Wings of the Dragon (+6 CP, requires Ride the Dragon). The character adds a level 5 or 6 spell to his or her Ride the Dragon spell list. Wings of the Dragon may be taken repeatedly to gain additional spells.

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The Way of Hosting the Essence Pulse of the Dragon (+6 CP, requires Shaping). Pulse summons magical energy from the area, but is limited to 1 spell level per round. It grants no ability to store such energy on its own. For another +12 CP the character can summon two spell level’s worth of energy, and for +24 more CP (42 total) he or she can summon up three per round. This is the limit of the process; beyond this point the magic begins to discharge at random. Heart of the Dragon (+6 CP, requires Pulse of the Dragon). With Heart of the Dragon, the character may use the Shaping feat for higher-level spells. The basic feat allows the character to use all level 0 spells as desired, although those with cumulative effects, such as Cure Minor Wounds, lose potency after 2d6 applications to any one creature in a day. Using cantrips in this manner requires no external magical energy. For +12 CP, the character can cast level 1 spells, but this suffers from the same usage restrictions and requires that character have a level 1 spell available to substitute, or another method of gathering the energy (Pulse of the Dragon combined with Eye of the Dragon works nicely). The cost doubles for every spell level thereafter: for a further +24 CP, the character can use level 2 spells, then he or she would pay another +48 CP for level 3, +96 for level four, and so on. Blood of the Dragon (+6 CP, requires Heart of the Dragon). Once the power of the Dragon enters the Blood, the character becomes a living source of magic. The character can expend up to (Cha Mod) spell levels each minute on Dragonfire, Breath of the Dragon, and Shaping effects without personal cost and without drawing on any other source of magic. The character also becomes a valuable resource for other spellcasters, enchanters, and anyone else who could use a powerful source of magic - or some pieces therefrom.

Will of the Dragon (+6 CP, requires Kinetic Master). This talent boosts the effective telekinetic Strength of Kinetic Master by +3. It may be taken more than once, but the character’s effective telekinetic Strength cannot exceed his or her Intelligence. Scales of the Dragon (+6 CP, requires Will of the Dragon). This personal armoring talent adds +2 Natural Armor and DR 5/Magic. It stacks with itself up to a maximum of +10 natural armor, and DR 15/Magic.

The Dragon’s Bones (+6 CP, requires Blood of the Dragon). With this, a character may sustain up to (Int Mod) spells without effort, avoiding the need to concentrate on spells which normally require it and extending the duration of other non-instantaneous spells until he or she ceases to maintain them.

Mind Over Matter (+6 CP, requires Scales of the Dragon). Characters with Mind Over Matter may spend spell levels as needed to resist special attacks, even during other character’s turns. They may sacrifice 2 spell levels per Negative Level, 1 spell level per point of attribute drain, or 3 spell levels against Paralysis. GM’s may allow other, similar attacks to be resisted and set their own prices.

The Way of the Wings of Fire Kinetic Master (+6 CP, requires Shaping). A mainstay of minor telekinetic talents, this allows the user to manipulate objects within 60 feet with an effective Strength of (Int/3). Unfortunately, skills like Sleight of Hand, which require tactile or close-up visual feedback, suffer a -10 penalty when used at range in this fashion.

Flight of the Dragon (+6 CP, requires Will of the Dragon). With Flight, a character may zoom about at will as if under the Fly spell. This is basically a telekinetic effect, but special effects are optional.

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Awe of the Dragon (+6 CP, requires Glamour). Awe of the Dragon allows a character to project emotions or feelings across an area. This can increase or decrease any appropriate attribute or statistics (such as BAB, Caster Level, AC) by +2, and may have other effects, such as swaying crowds or inciting riots. Normally, this is not selective and affects a 100’ radius. Common examples include: Rage, +2 Strength; Calm, +2 Will save; Fear, -2 Will save (and may frighten weaker characters); and Love, additional +2 when using “Aid Another.” A Will save at a DC of (10 + Level/3 + Cha Mod) will negate the effects.

Might of the Dragon (+6 CP, requires Flight of the Dragon). A favored trick in Superhero universes, Might enables characters to add their Int Bonus to their Strength score (not Strength Bonus). Some GM’s may opt to allow character to pretend their Int mod is positive if it’s negative for the purposes of this feat only and only when the user is in a berserker rage. We don’t really recommend this, but who are we to resist the power of a stereotype?

The Way of the Dragon's Speech Mindspeech (+6 CP, requires Shaping). This is identical to the Mindspeech ability on page 37 but, with a bit of shaping, the base range can be extended to lineof-sight rather than 60 feet.

Voice of the Dragon (+6 CP, requires Awe of the Dragon). A character with Voice of the Dragon gains enormous telepathic “volume.” He or she may: ! Project the Awe of the Dragon over a 1000 foot radius ! Project the Awe to another location he or she can see or scry. Even characters not sensitive to psychic or magic powers will sense this anywhere close to the area. ! Attempt to Stun (for 1d4 rounds), Fascinate, or Panic those affected by the base radius of the Awe. ! Attempt to disrupt any other character’s mindaffecting abilities affecting those within the base radius of the Awe. This allows affected characters to make a new saving throw. ! Attempt to Stun, Fascinate, Panic, or free from mindaffecting effects, any one target within line of sight range. A Will save at a DC of (10 + Level/3 + Cha Mod) will negate these effects.

Tongue of the Dragon (+6 CP, requires Mindspeech). Using subliminal telepathy, a user of the Tongue enjoys enhanced persuasive powers and may insert thoughts into people’s minds. This increases any Charisma-based skill check by +2, allows the user to say one thing and pass a hidden message to one particular target, lets the user make ideas occur to people (this is no more persuasive than whispering it to them, but they’ll have a hard time distinguishing such an idea from a passing thought of their own), and allows the character to use Suggestion a number of times per day equal to his or her Cha Mod. Ears of the Dragon (+6 CP, requires Tongue of the Dragon). This “receptive telepathy” helps people sense other’s feelings. This grants a +4 bonus on Sense Motive, a continuous Detect Thoughts effect, and allows the user to reach into the minds of weak NPC’s (in game terms, anyone with 1/5th or fewer of the character’s levels) and search for information without making a roll.

The Way of the Dragon's Craft Taskmaster (+6 CP, requires Shaping). Hephaestus’s pride and joy, Taskmaster decreases the time for smallscale mundane tasks such as using most Craft or some Professional skills, cleaning the house, or splitting and piling firewood. Divide the normal length of time required for such tasks by (Intelligence).

Ears of the Wind (+6 CP, requires Ears of the Dragon). With Ears of the Wind, the user may hear a snippet of conversation every time he or she is mentioned anywhere in the plane. The user can turn this ability off. This is identical to the Dominion ability, but does not meet any other prerequisites for the Dominion ability chains.

Hands of the Dragon (+6 CP, requires Taskmaster). With a variety of minor magical effects (such as personal memory enhancement and focused concentration), the user gains a +3 bonus on all Craft, Knowledge, and Profession skills.

Glamour (+6 CP, requires Mindspeech). Glamour is a sort of illusion magic. It alters how people interpret what they see, but not the physical nature of it. It can make a just plain ugly person look roughly distinguished or a poorly-dressed person seem fashionably apathetic about fashion (in the way only the super-rich might be able to get away with). There is no save; the user simply gets to describe him- or herself, and those in a 15-foot radius, in his or her own words.

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Forge of the Dragon (+6 CP, requires Hand of the Dragon). With this feat, a crafter no longer needs any tools to produce equipment. Mundane tools grant a +2 bonus, while masterwork tools now grant a +5 bonus. Manufacture (+6 CP, requires Forge of the Dragon). With Manufacture, a character can speed up item creation by a factor of ten. The quality of the character’s work does not suffer, and if he or she would normally take extra time to create masterwork of other highquality items, it does not require that extra time.

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Ritual Magic

Ritual Results DC+20 or more: Spectacular Success. The event occurs. Side effects are minimal or nonexistent, and the results are often better than the user anticipated. DC+10-19: Success. The event occurs with minimal side effects and only moderate fatigue for the caster. DC+5-9: Marginal Success. The event occurs, but its side effects are likely to be a bother and the user needs a day’s rest to recover. Until then, he or she becomes Fatigued. DC+0-4: Minimal Success. The event occurs with various drawbacks and annoying side effects. A non-legendary component may be destroyed even if this isn’t required by the ritual or a legendary one may wind up tied into the event, either permanently (in the case of long-term enchantments and effects) or by shaping the nature of the event according to its own nature and purpose (for short-term or instantaneous events). DC-1 to -5: Marginal Failure. A minor blunder. The side effects may be bothersome - but a week or two of research may reveal where the user went wrong, allowing another try. DC-6 to -15: Ordinary Failure. It doesn't work. Side effects are troublesome, non-legendary components may be destroyed, and at least three ritual components were wrongly chosen. They must be replaced with new ones before the user may try again. DC-16 or Worse: Spectacular Failure. Things go very, very, wrong. Bizarre events may occur, side effects run rampant, and the results of the ritual become grossly twisted. The ritual design was severely in error. Any further attempts must start over from the beginning.

Occult Ritual (6 CP) is the art of causing singular mystic events through Spellcraft and ceremony. Describe the effect you want to produce; the Game Master then assigns a base DC. You may then consult with the Game Master and describe the ritual and up to seven components thereof. Each of the eight ritual elements (the description and the components) is worth a bonus of up to +5 (as assigned by the Game Master) on the ritual’s Spellcraft roll. Unfortunately, rituals are much less cut-and-dried than spells. They can succeed and fail in varying degrees, and often produce unfortunate side effects. As a rough guide to the DC of any given ritual, figure it at DC (10 + twice the level of the character who would be required to do it normally). The Description may contain spells to cast, entities to call upon, a specific time and/or place of power where the ritual must take place, and various mundane requirements (assistants, props, expenses, ornaments, clothing, languages to chant in, mystic diagrams, XP costs, and so on). The value of the ritual Components depends on their relevance to the rite, innate power, and scarcity. For example, the legendary Staff of the Wind Lords provides a +5 bonus when used in a ritual to raise a hurricane to devastate an enemy fleet, but aids little in attempting to awaken a volcano. Sadly, you cannot artificially raise your Spellcraft skill by magic or psionics during a ritual without disrupting that ritual, unless you include such enhancements as ritual components at the usual +1 to +5 set by the GM. Obviously enough, grandiose rites require very special components, which the ritualist must go out and get (thus giving the Game Master a break: it's always nice to get the players do the work of setting up and motivating some adventures). This is not a combat technique. It's a way to accomplish unique ends. Rites may remove specific curses, break ancient mystical seals, summon unique guardians, and so on, allowing characters to substitute time and effort for raw power and high-level spells. They usually require hours or days, assorted normal items (like candles, chalk, incense, a furnace and fuel) and produce special effects galore (howling winds, raging storms, shafts of light, glowing runes or circles, disembodied voices, etc).

“So by the time we’d gotten the Rod from that old tomb, located the Scroll of Tethis, gotten the Sigils embroidered on the newly-woven Ceremonial Robes, lured up a Seawyrm and defeated it to get its Ichor, had the Cauldron blessed by each of the high priests of the Element Lords, built a boat without the use of iron or steel, had an astrologer determine the best day for it, and run that little mission to earn the blessing of the Dragon Lord of the Eastern Sea, we’d just about forgotten why we wanted to sail in and out of the great vortex in the first place! Well worth it, though. Those of use who survived could afford to retire after that trip. Two thousand years’ worth of wrecked ships to plunder - and two thousand years’ worth of undead as well. -Retired Adventurer

“Mad Scientists” often use “Weird Science” instead of Ritual Magic. While they get to use an engineering or science skill instead of Spellcraft, they generally can’t get any credit for location, calling on beings of power, or similar modifiers.

Game Masters may opt to include preset rituals with requirements other than Occult Ritual and Spellcraft. In this case committing such a ritual to memory (at the cost of one skill or character point) provides a +5 bonus on any relevant check. In very low-magic worlds such preset rituals may be the only way to work magic at all.

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Rune Magic

particular rune. It may be used in place of Knowledge: Arcana with regard to the fields of magic linked with the selected rune. The maximum level of spell that may be cast using a rune equals the relevant [Rune] Mastery skill/4. Having (Rune) Mastery 5+ provides a +2 synergy bonus on Knowledge: Arcana with related rolls.

Rune Magic allows characters to develop skills in very specific fields of magic, such as Illusion, Light, Exorcism, or Transmutation. Runecasters are free to try and create any effect within the limits of their skills and power reserves. While the level of a proposed effect must be set by the Game Master, he or she should remember that more specific spells are often easier. The chart under Hexcrafting (page 79) works nicely. Sadly, skill-enhancing items grant only half their usual bonuses to Rune Magic skills; their magical nature interferes. Short term skillenhancing spells, powers, and abilities do not work at all. Feats and specialities work normally. Active Rune Magic requires both the Casting and Mastery skills for the rune in question. The armor check penalty reduces the skill ratings with respect to spellcasting; thus reducing both the Casting Level and maximum spell level of the user’s magic. These skills may be based on Int, Wis, or Chr, depending on the user’s spellcasting style. Once made, the choice applies to all Rune Magic skills taken.

Runecrafting draws on Mana for power, but is relatively inefficient; it costs one point of Mana per level of the spell to cast a Runespell. Characters may buy a Base Caster Level for Rune Magic at +3 CP/level and add it to the base provided by their skills, but this may not raise their effective Caster Level above their base level. Casting a rune spell is a Standard Action. For example, if Cerdwyn has Ice Mastery 15, Ice Casting 14, and 16 Mana, he can cast ice spells of up to level 3 at Caster Level 7, totaling up to 16 spell levels. He can complicate this with modifiers such as Hysteria, Skill Focus, or wearing armor with a skill penalty if he insists.

Minor abilities related to Rune Magic include: * Magician (+6 CP). You may use the bonus spells from your spellcasting attribute to power Rune Magic. * Runic Ritual (+6 CP). You may reduce the effective level of [Rune] Casting (Varies, a spell (for casting purposes) by Trained Only, Armor Check 1 using a dramatic invocation, Penalty) measures your skill an extra round, and relevant in manipulating the actual physical components, by 2 using energies of a rune. It may be a multi-hour ritual with used in place of the assistants, mystic diagrams, and Spellcraft skill with regard suitably expensive props, and by to its field of magic. This 3 for enacting the ritual at an The polite term is “Living Impaired,” buddy. skill/2 is your effective appropriate time and place of Caster Level when casting power. The player must supply the necessary details for Rune Magic spells in this field. It’s also occasionally this to work. This is the runic version of the Compact rolled for spellcasting under poor conditions. Having metamagic (Page 57). [Rune] Casting 5+ provides a +2 synergy bonus on Spellcraft with related rolls. Rune Magic can be used for general spellcasters, but it really works best for characters with narrowly DC Task specialized abilities. If your northern wilderness scout 15 Cast spell on fringe of field wants to dabble in Ice Magic, he or she can simply buy a 15 Cast spell while restrained OR unable to speak bit of personal Mana and put some skill points into Ice 25 Cast spell while restrained AND unable to speak. Casting and Ice Mastery without having to develop -5 Taking ten minutes to cast spell. broader magical skills. Similarly, NPC’s using Rune Magic can provide specialized services without [Rune] Mastery (Varies, Trained Only, Armor overshadowing the player characters. Check Penalty) measures your level of knowledge of a

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Spell Storing

Applying this upgrade limits the maximum level of spell which can be embedded to level one and triples the base cost. ! Programmed (+3 CP). The spell is self-activating. It has senses equal to the creator’s base senses and is always aware of its bearer’s physical condition, but has no special senses or sensory skills otherwise. It may be given up to 25 words’ worth of instructions as to when and how to activate. Programmed magic is reasonably sensible, and can count, but cannot make complex value judgements. This upgrade can be applied to spells of any level, but increases the base cost by a factor of five.

Spell Storing (6 CP). You may store one-use spells activated by spell completion in some type of inanimate object chosen when this ability is gained. Common types include powders, scrolls, gems, bones, wands, staves, and knots. Doing so costs (Spell Level x Caster Level) x (12.5 GP and 1 XP) plus any special costs of the spell in question. L0 Spells count as level “½” for this calculation. The minimum Caster Level is whatever allows the user to cast the spell. On the market, such items have a base sale price equal to the base cost plus 5 GP per XP invested plus any special costs of the spell. Classically, scrolls are the most common form in which spells are stored. Especially awkward and bulky media reduce the cost by one-third. Immobile media, such as stone circles, reduce the base cost by one-half - although few characters specialize in such media to start with. Upgrades cost +3 CP each and must be taken in sequence. Sadly many of them make spells more expensive to store. Unlike most multipliers, cost multipliers for spell storing upgrades are directly cumulative. Using a x2 and a x5 multiplier on a single item results in 10x the base cost, not 6x. Similarly, if more than one upgrade that limits the level of spell which can be stored is applied, the most restrictive limit takes precedence. Characters may freely mix and match all their upgrades.

Multiple Embedment allows you to fashion items with more than one charge or to make multiple singleuse items at the same time. There are at least three, and possibly more, levels of this upgrade available.

Improved Activation Methods make stored spells easier to use. ! Magical Lore (+3 CP). The spell can be activated as spell completion or with a successful Spellcraft check at DC (10 + 2 x Spell Level). Applying this upgrade limits the maximum level of spell which can be embedded to level five and doubles the base cost. ! Minor Ritual (+3 CP). The spell can be activated via a complex, but still physical, procedure requiring 2d6 or more rounds, such as a dance, singing a song, burning incense and gesturing, or drawing an intricate diagram. In general, this requires precise instructions or even a skill check. Applying this upgrade limits the maximum level of spell which can be embedded to level four, but does not affect the base cost. ! Simple Action (+3 CP). The spell can be activated by some simple physical procedure, such as rubbing a gem, holding out a talisman, speaking a command word, or making a gesture. Applying this upgrade limits the maximum level of spell which can be embedded to level three and doubles the base cost. ! Thought (+3 CP). The spell can be activated either by simply using the item in some practical way (e.g., swinging a sword) or as a Move-Equivalent Action.

OK. Which of you clowns coated my staff with Sovereign Glue? ! Level I (+3 CP). This allows the user to imbue an item or items with a total of up to 10 charges as a single enchantment. Multiply the base cost by (1 + Total Charges / 2). Applying this upgrade limits the maximum level of spell which can be embedded to level five. ! Level II (+3 CP). This allows the user to imbue an item or items with a total of up to 50 charges as a single enchantment. Multiply the base cost by (5 + Total Charges / 2). Applying this upgrade limits the spells which can be embedded to a maximum of level four.

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the same Caster Level and must cost at least one charge (if they cost more than one charge, the cost of the spell is divided by the number of charges used). Since they all draw on the same pool of charges, the most expensive spell costs full price, the second most expensive spell only costs 75% as much as usual, and any additional spells only cost half as much as usual. For example, a Wand of Fire with Caster Level 7, which casts Fireball (L3), Wall of Fire (2 Charges, effective L2), Flaming Sphere (L2), and Burning Hands (L1), has a base cost of (3 + 1.5 + 1 + .5 =) 6 x 7 x whatever charge number multiplier is used x (12.5 GP and 1 XP). ! Level I (+3 CP). Allows an item to be imbued with up to four related spells (e.g., Fire spells, teleportation spells, summoning spells). ! Level II (+3 CP). Allows an item to be imbued with up to a dozen related spells. ! Level III (+3 CP). Allows an item to be imbued with up to four totally unrelated spells. ! Level IV (+3 CP). Allows an item to be imbued with up to a dozen totally unrelated spells.

! Level III (+3 CP). This allows the user to imbue an item or items with a total of up to 250 charges as a single enchantment. Multiply the base cost by (20 + Total Charges / 5). Applying this upgrade limits the spells which can be embedded to a maximum of level three. Higher multiples may be possible, but it's rare for anyone to bother. Optionally, the Game Master may opt to charge an additional 3 character points for the ability to split charges between multiple items. For example, a character with Multiple Embedment III could elect to brew 250 doses of Cure Light Wounds potion, 25 tencharge talismans, or one 250 charge staff for the same cost.

Additional Media. This simple upgrade allows the user to embed spells in an additional type of item. Likely “types” include weapons, gems and jewelry, candles, compounds (potions, dusts, salves, and oils fall into this group), bones, rods, knots, paper, and many more. Each additional type costs +3 CP. While it is possible to learn to embed magic in living creatures, this is a two step process. The operator must first learn to embed spells in him- or her-self and then may upgrade again to learn to embed spells in other creatures ( f a mi l i a r s a r e p o p u l a r choices). In any case, living creatures may not carry more than (2 x Con) total spell levels. Creatures without a Constitution score, such as undead and constructs, cannot be imbued with spells.

Focusing. These upgrades allow the creation of rechargeable items, capable of absorbing additional magical power to supplement their original reserves. Sadly, an item has to have at least one charge left to function. If all of its charges are expended, any powers dependent on charges permanently cease to function. ! Occult Focus (+3 CP). No one ever did figure out where These items have a built-in she kept her spell components. Maximum Level version of Empowerment, Increase. This upgrade allowing the user to power relaxes the spell level restriction imposed by many other them with magical or psychic energies of his or her own. upgrades. Each time you take this upgrade, apply a +2 If the user pays the costs of the spell, no charges are bonus to the stated level limits, at the price of increasing expended. Applying this option divides the total number the GP cost multiplier (not the XP multiplier) by a factor of charges in the item by three. of 3, 6, 10, and 50 for increases of 1-2, 3-4, 5-6, and 7-8 ! Rechargeable (+3 CP). The item may be recharged by levels. Once a character can store ninth level spells with simply throwing appropriate spells at it with the intent of a particular option, he or she has mastered the technique, recharging it. Applying this option divides the total and so can use it to store spells of any level. number of charges by ten. Self-Charging items are a variant which have been imbued with a relevant usesMultiple Formula. This upgrade allows the user to per-day spell devoted to recharging the item via Create imbue an item with multiple channels for the pool of Item. Absorbing items are simply rechargeable items mystical power it contains, allowing that power to be with a more or less specialized Absorption spell effect used in more than one spell. Each such spell must have (usually level 9) built into the via Create Item.

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Weaving Effects

Thaumaturgy and Dweomer

Both Dweomer and Thaumaturgy consist of a series of feats which offer access to the skills in a given field; such skills are NOT usable unskilled and have no governing attribute. The (usually eight) skills in the field are now considered “relevant” provided they fit the character’s concept. Some sample listings of skills and fields are included below - but these are not a comprehensive list. Indeed, even two users of seemingly-identical types of magic will not necessarily have the same skills. Using Dweomer or Thaumaturgy is also relatively simple; the user decides the effect to be produced and the method (fields, skills, and modifiers) to be employed. The GM may suggest modifications and assigns a DC for the rolls required. The would-be user is entitled to change his or her mind before rolling at this point. If not, he or she pays the cost of the attempted spell and rolls. For combat, try having a few spells jotted down on your character sheet so you can toss them off without slowing everyone else up. On a success, the effect occurs more or less as desired. The effects of a failed roll are unpredictable, but usually involve getting a partial effect or simple failure. Full-scale backfires and wild magical effects are normally reserved for truly spectacular fumbles, where the user misses the target number by a large margin (10+). Effects are broken up into seven basic categories, ranging from trivial enchantments to epic feats of magic. Typical equivalents are listed as a general rule of thumb for the Game Master. The base suggested DC for various effects is listed in the DC column on the chart below; characters cannot “Take 20.” The second DC entry is for saves against the effect. Add the caster’s Con Mod to the save DC. Cost lists two numbers; the first is the cost in psionic power, the second is the cost in generic spell levels. Characters may substitute Mana at the usual rate; 1 Mana = 2 spell levels or 4 Power or 1 spell level and 2 Power. No feat is required to do this.

Thaumaturgy and Dweomer use a complicated system intended for advanced players. It’s fun and versatile once you get the hang of it, but you need a good grip on the rules. Dweomer and Thaumaturgy employ primitive – or more accurately, primal – methods of creating magical effects. The practitioner uses his or her personal energies to focus and direct external forces, manifesting various effects without benefit of formal spells or disciplines. While this intuitive approach offers great flexibility, it is unreliable and demands exceptional levels of skill. Thaumaturgists focus on particular magical themes, such as Shamanism, Animal Magic, Weather, Ocean or Water Magic, Necromancy, or even Hyper-speed. Such themes are usually related to the natural world, and are often seen as primitive magic - precursors of the later magical schools. Dweomer evolved much later than Thaumaturgy. Although similar in principle, Dweomer revolves around the myriad ways of using a particular technique or scientific concept. It is organized by the tool, not the goal, and is usually considered a precursor to psionics. Most Dweomer users hail from magically and scientifically advanced cultures, wielding their power to explore the limits of possibility. Mechanically, both powers are identical. Dweomer is an artistic science. Thaumaturgy is a scientific art. In contrast to Thaumaturgy and Dweomer, “modern” arcane magic relies purely on external energies, channeled into well-practiced intrinsic spells or bound into the structure of prepared spells. Divine magic is similar, though the power comes from a deity. While arcane casters, tapping into primal energies directly, have more raw energy available than divine casters, whose magic comes channeled indirectly, that very indirectness allows divine casters to use more refined spells. Reliable but inflexible, modern magic also pays in that it can easily be counterspelled or blocked by various countermagics, although it demands little from the wielder except practice. Psionics discards external energy entirely, but still relies on the use of refined, developed powers, which means they are similarly inflexible. Their reliance on internal energies offers superb control and grants a user the ability to channel energy into powers as needed. This sometimes opens a user up to manipulation by similar energies (old Psionic Attack modes), and can’t match the sheer power available to spellcasters. Thaumaturgy and Dweomer, unlike modern magical techniques, leave much of the detail unsaid, relying on unconscious and reflexive forces.

Cost Modifiers from Levels Even if a character can manage the skill required, they still need a sufficiently high level to channel the flow of energy properly. A low caster-level character simply doesn’t have the necessary ability to pour energy through themselves. Even if they can come up with enough bonuses to manage the spell, a low-level caster will expend more energy than a high-level one. On the other hand, high-level characters find it increasingly easy to use low-level magic. Thaumaturgy and Dweomer use the standard Base Caster Level, at 6 CP each. Caster levels for these abilities only are Specialized or Corrupted as usual.

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Ritual Casting. Each ritual component used modifies Thaumaturgy DC, with the GM deciding just how much any one component can help (usually -0 to -2). The possible modifiers include: Place. An appropriate location, such as a crossroads for travel magic. ! Time. During a lunar eclipse, at the stroke of midnight, during a relevant astronomical conjunction, or whatever fits the effect. ! Components. Candles, mirrors, sandpaintings, altars, obelisks, and all the other paraphernalia of ritual magic. ! Ceremony. Taking lots of extra time, usually hours or even days, to spend chanting, tinkering with components and waving your arms around. ! Invocation. Calling on a greater entity or spirit with relevant powers. Please note that this does run some slight risk of actually being noticed by the entity in question.

Thaumaturgy and Dweomer Effect is… Trivial Easy Average Difficult Amazing Grandiose Epic

--DC-- --Cost-10 / 10 Sp* 15 / 12 2 & 1 20 / 14 4 & 2 25 / 16 6 & 3 30 / 18 8 & 4 35 / 21 10 & 5 40 / 24 12 & 6

Typical Equivalents Cantrip and L0 effects L1 and L2 effects L3 and L4 effects L5 and L6 effects L7 and L8 effects L9 and L10 effects L11 and L12 effects

*Trivial effects cost either 1 Power OR ½ spell level. Character Level Cost Modifiers Effect is… 01-05 06-10 11-15 16-20 Trivial ------x½ Easy --------Average --------Difficult x2 ------Amazing x2 x2 ----Grandiose x3 x3 x2 --Epic x4 x3 x2 ---

21+ x½ x½ -----------

Many Knowledge skills (such as Arcana, History, and Religion), Spellcraft, Auto-Hypnosis, and Profession: Herbalist or Alchemy may prove useful or necessary in ritual casting.

Various items, personal abilities, feats, specialized spells, sacrifices, skills, and environmental sources can contribute towards the cost, at least if the user knows how to use them. For these purposes: ! 1 Point of Temporary Attribute Damage = 1/2 Spell Level or 1 Power (requires the Body Fuel feat). ! 1 Spell Level = 2 points of Power (requires the Unity feat). ! 2 Power = 1 Spell Level (requires the Unity feat). ! 2 Points of Hit Point Damage = 1/2 spell level or 1 Power (requires the advanced Body Fuel feat). ! A user may also channel spare psionic Power or spell levels into Thaumaturgy or Dweomer directly. Some techniques in the Path of Dragon help considerably.

DC Modifiers Expertise. Having sufficient mundane skill in something may make magical methods much easier. For example, creating a mighty fortress would usually fall under the Grandiose or even Epic difficulty. For a character skilled in architecture, the effect might only be Amazing. GM’s must play this one by ear, but in general mundane skill can reduce the DC by one or at the very most - two levels. Restrained. If the character cannot move or speak freely, increase the level of effect required by one step. If he or she cannot speak or cannot gesture at all, increase it by two levels. If he or she cannot do either at all, increase it by five levels. Note that Metamagic and Metapsionic feats do not apply to Dweomer and Thaumaturgy.

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different Thaumaturgy or Dweomer paths, he or she may use up to one skill from each for the purposes of this ability, adding the ranks together. Since it is rarely costeffective, this isn’t a common situation, but it does exist.

Cost Modifiers Environmental Conditions. Special locations often offer special bonuses to Thaumaturgy. When the user’s will coincides with a magic-rich environment or one in harmony with the sort of power he or she wields, the flow of energy comes much more easily. A good environment, such as Pyramids built to focus Celestial forces or Stonehenge for Earth magic, reduces the cost by as much as the GM feels like allowing. This may even reduce the DC check.

Special Options While the normal system of feats, skills, personal mana, and magic levels normally suffices to provide both Power and spell energy for would-be Thaumaturgy masters to work with, GM’s may decide to include one or more of the following options. GM’s may choose to split these bonuses into Power and spell levels instead of just raw Mana. In that case, each point of Mana becomes 1 spell level and 2 Power. Even using all of these together won’t normally unbalance a character; it never outshines all other magic or psionics, though we recommend using only one of Attribute Base and Skill Mana. ! Attribute Base. Characters gains a base level of Power points equal to their (Cha Score/2) and generic spell levels equal to their (Con Score/3). Note that, if this option is used, it should probably apply to all characters whether or not they ever learn to use their potential. ! Body Fuel. Whenever characters take a Thaumaturgy feat, they gain a limited form of Body Fuel for free, which they may only use to pay for Thaumaturgy. ! Bonus Mana. With this, all characters receive Mana. Appropriate for high-magic worlds where everyone has at least some magical connection or potential, this grants characters 1d6 Mana as a base. Very high magic worlds may even allow this to increase by one point every three levels. ! Automatic Mana. Each time a character takes a Thaumaturgy or Dweomer feat, they gain 1d3 Mana. ! Skill Mana. Here characters gain bonuses to Mana for having high skill. Characters g a i n ( t o t a l T haumatur gy and Dweomer skill levels/8) Mana. This can amount to quite a lot at higher levels, but rarely allows even a d e d i cated character to exceed the numb er o f s p e lls available to normal spellcasters.

Skill and Luck. For every five full points by which the user's roll exceeds the DC of the effect he or she is trying to produce, the user may reduce the net cost by 1 Power point OR by 1/2 spell level to a minimum of 0.

Special Benefits Knowledge and Saves. Studying Thaumaturgy or Dweomer is not confined to merely tossing off spells. True masters must understand the flow and feel of those forces she controls. This grants a bonus of (Skill Rank/5) on related Knowledge checks and saving throws against such effects. A character may only use one skill in a given field. For example, a skill-18 user of Negative Energy gains a +4 bonus on Knowledge checks (and Spellcraft) related to Negative Energy, and a +4 bonus on saving throws against those effects. If a character has multiple applicable skills from

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Thaumaturgy Sample Fields

spirits, or induce silence, characters can also make very convincing “requests” of spiritual beings. ! Summoning. A relatively straightforward ability, this allows the Necromancer to call up spirits and magical beings. This does not necessarily indicate that the user can control them! (See Spirit Binding, above.) Necromancers deal with the spirits of the dead and the other inhabitants of the afterworlds - typically “Angels” and “Demons,” rather than pure elementals.

Necromancy Students of the ways of life and death, Necromancers have a bad reputation. Though most evil practitioners are actually Wizards or Clerics, the stigma remains. Thaumaturgic Necromancers more often tend to the dead and assist the living in the frightening process of dying. Of course, the ability to actually look into the afterlife and say “Hello” to the ancestors makes this easier. The discipline is still open to abuse, and the creation of undead remains a potential talent. Not all cultures consider this evil in itself, but it only takes a few madmen unleashing horrors on the common folk to fuel widespread fear. The skills of a Necromancer include: ! Channeling. Positive Energy Manipulation is a useful discipline. With effects similar to Channeling this allows healing, blasting undead, powering mechanical or electrical objects, generating light, dispelling negative energy effects, and the creation of new life. ! Darkness Mastery. Also known as Negative Energy Manipulation, this covers creating and manipulating simple or tangible darkness, negative energy effects, disintegrations, and countering positive energy effects. ! Entropic Manipulation. The manipulation of age and decay. While an effective attack when used to speed up such events, Entropy may also be reversed to repair things. It can be used to reassemble ashes into a book, cause someone to age and rot as they stand, or induce, hasten, slow, or reverse the ravages of time. It can even recreate fallen castles at the highest levels. ! Gates of Death. This interesting skill allows the user to enter and leave the realms of the dead, to tap into the powers of the dead via their relics, extend his or her senses into afterworlds, lay unquiet spirits, communicate with the dead, create undead, and even raise the dead. ! Life Force Transference. The ability to transfer and manipulate the energies - and even the spirits - of living creatures is a dangerous and often corrupting path to walk. Transference is useful in draining or temporarily transferring hit points, attribute points, and muscular energies, in transferring spirits from one body to another - even into inanimate objects - and in bringing inanimate objects to temporary or permanent life. ! One With Death. One classic method of bypassing the inconvenience of death involves transcending the limitations of the mortal body by infusing it with positive or negative energy. Uses range from seeing in the dark and holding your breath on up through countering poisons, “grafting” bones or parts of corpses to yourself to tap into their power, intangibility, resisting the powers of the undead, and becoming a spirit or undead being yourself. ! Spirit Binding. As the name suggests, this includes the ability to lay compulsions on and command the living and the dead. Commonly used to frighten people, steal

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Weather Control While it’s not the most powerful field to start with, Weather Control is vital to every farmer, making it one of the most popular. Sadly, a powerful weather-worker is likely to be blamed for every storm for miles around. ! Cold. Ranging from a cool breeze to a frigid arctic blast, cold enables the user to create freezing attacks. It also allows the caster to create ice in whatever forms and locations he or she desires. ! Heat. Hold the power of the roiling deserts in the palm of your hand! While not as flashy as a wizard’s Fireball, Heat magic enables the user to summon up blasts of scalding wind to strip the bones from their enemies’ soon-to-be desiccated husks, and is about as effective. ! Lightning. Straightforward and usually destructive, this covers all lightning-based spells. Some users take it a step further, using it manipulate electricity at smaller scales – even in their own bodies. ! Ocean Control. Ocean currents are a form of weather, too. This allows the user to manipulate bodies of water, tides, whirlpools, and to create and control hot and cold currents to use as underwater attacks or simply to enable fast travel. Sauna creation is very popular magic, but Red Tide creation is less so. ! Personalization. Personalized effects allow a caster to fly, resist similar weather magic, and even become a weather spirit at higher levels. In essence, this takes the power of other Weather Control skills and turns it inward. ! Rain. Start singing in the rain. This allows the user to summon, dismiss, or manipulate rain over large areas. It can ensure the proper amount of rain for a region, cause country-wide flooding at higher levels, or dry up a whole nation. The user can create blasts of water for combat purposes; while these do relatively little damage they can knock opponents down quite effectively. . ! Weather Sense. Not normally taken to high levels, Weather Sense allows the user to determine what the weather will be like tomorrow. Higher levels do let the user peer farther into the future, see the currents of solar radiation across the cosmos, and look at the weather for a whole plane, but this is rarely worth the effort. ! Wind. A master of wind may direct blasts of it, control the direction of air flow, or even choke an enemy to death. While a subtle tool in the hands of a cunning caster, “telekinetic” tricks require higher level effects.

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Dweomer Sample Fields

Telepathy Telepathy is a subtle, and widely feared, ability. Who doesn’t have a few things in their heads they don’t want anyone else to know? On the other hand, are you sure that you want to? ! Astral Form. A classic application, this allows the user to see or even travel into the astral realm for increasingly long periods of time in relative safety. Disrupting such a voyage violently from inside or outside the Astral is not fatal, though it may cause shock. The ultimate expression of this allows the character to physically enter astral space or to survive physical death as a free spirit. ! Constructs. This allows a caster to create psychic constructs, essentially like a Summon Monster spell or Astral Construct. ! Disruption. Disruption simply involves a massive psychic blast. By striking at an enemy’s nervous system, the caster stuns them, causing subdual damage or inflicting various negative status effects. At higher levels this can induce paralysis, inflict various disabilities, or even kill. ! Illusion. The creation of mental illusions is a versatile discipline. These illusions become more realistic and affect more people as the spells increase in power. While they can’t hurt people physically, they can frighten, lure people into danger, render subjects unconscious or even, like Phantasmal Killer, kill. ! Links. This ability can create psychic links between people or objects, allowing one to communicate or perceive through the eyes of another. At higher levels, this can create links upon which magic might flow, allowing one spell to empower two characters. Subtle links allow various forms of mental probes and scans. ! Presence. More subtle than most Telepathy, Presence creates an aura of glamour, mystery, or empathy around the character. Aside from its utility in quiet Suggestionstyle spells, it can create area-effect attention-gathering magic and multiply the character’s force of personality. ! Projection. Sending one’s thoughts into another’s minds creates, at low levels, mere one-way telepathic effects. This quickly evolves into mind control of various flavors and powers, from the subtle to the brutal. At its ultimate peak, this might even allow the caster to command an enemy to commit suicide, to instantly imbue others with his or her own skills, or to completely rewrite a victim’s memories and personality. ! Void. Void represents the negation of the mind. At the most basic this is a simple defensive technique that empties the caster’s mind of all active thought, allowing him or her to defend against telepathic attack. This can grant bonuses on saves or damage from telepathic or psionic attacks as well as canceling mental states. More actively it can be used to wipe away memories and perceptions, to negate psychic constructs, and to suppress emotions.

Psychokinesis The ability to manipulate matter and energy through the application of force is a versatile discipline, favored by scientists and researchers. While it’s also possessed by wild talents, who predominantly focus on the bruteforce applications, this powerful technique offers unlimited possibilities for matter reconstruction. Psychokinetic skills include: ! Capacitance. This covers absorbing, storing, and discharging various types of energy, as well as converting energy from one form to another. ! Electrokinesis. Some people like it small. With this, users may manipulate electrons, photons, and electromagnetic fields. While extremely versatile, only those knowledgeable about scientific matters (or the fantasy equivalent) can use it to full effect. ! Nucleokinesis. Nucleokinesis allows characters to manipulate atomic nuclei, protons, neutrons, mesons, quarks, and other tiny particles. This covers generating or neutralizing particulate radiation, catalyzing nuclear reactions, and transmutations. While useful in experimentation at low levels, the high-level effects allow for truly stunning creations. ! Pyrotics. Heat is just a form of movement. Pyrotics grants the ability to alter molecular energy states; heating or cooling material, catalyzing or inhibiting reactions, and selectively affecting particular types of molecules. ! Reconstruction. The ability to rebuild molecular structures allows for vast increases in the quantity and quality of compounds available. Aside from chemical modifications, this includes forcing material into unnatural states - like incandescent liquids or making iron liquid at room temperature. This allows shattering, extraction, purification, and friction manipulation. While it is theoretically possible to rebuild complex things, including living creatures, by Reconstruction, it’s usually much easier to do it some other way. ! Stasis Fields. Stabilizing matter is a handy talent. Aside from making unstable forms of matter more permanent, at least for a while, this covers force fields (by stabilizing air), preserving objects, holding an unstable rock face together, the creation of temporary objects from air, and paralysis effects. ! Telekinesis. A direct application, this covers the manipulation of matter in relatively large chunks. Characters can also compensate for inertia, fly, and amplify their own muscular force. ! Vibration. This covers sound, earthquakes, shattering effects, and whatever “Vibratory Powers” the user can talk the GM into letting him or her get away with. Please don’t send us any ideas. We really don’t want to know.

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While Thaumaturgy has an almost unlimited number of variants, Dweomer masters tend to be less varied. Other common fields from our games include:

and out of the dimension you’re occupying. It’s probably the safest way to use warping to attack or defend. ! Warp Detection simply allows the user to sense and analyze spatial, dimensional, and temporal disturbances.

Warping Warping covers the manipulation of space, time, and dimension. It’s a dangerous and destabilizing discipline. ! Dimensional Warping covers extradimensional travel and gates, banishing things, and tinkering with extradimensional spaces. ! Gravitic Warping covers changing to local gravity, “telekinetic” effects, antigravity, and even the creation of gravitational weapons, such as tidal effects, cosmic string, and singularities. Be very afraid. ! Overlay covers forcing two regions into congruence. It’s used with one of the basic skills above to allow things in different places, times, and/or dimensions to interact or to alter planar traits in a localized area. ! Spatial Warping covers redefining “straight lines,” altering distances, and teleportation. ! Stabilization covers closing down gates and rifts, keeping other people from tinkering with space and time, and maintaining your own existence when someone alters the past. It’s a good thing. ! Temporal Warping covers accelerating or decelerating the flow of time, stasis and “force” fields, pre- and postcognition, and time travel. It’s best used with extreme caution. ! Transference covers shunting matter and energy into

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Healing Healing covers putting things right - implying that there is a natural way for things to be - as well as simple biophysical manipulations. It’s also one of the most popular magical fields around. ! Environmental Healing allows the use of the basic healing skills on a wider scale and restores the natural order - allowing the user to heal dimensional rifts and disturbances, unnatural magical disturbances, expel most outsiders, and deal with any similar difficulties. ! Life Transference covers donating or draining away life energy, healing negative levels, moving souls from body to body, and raising the dead. ! Mental Healing repairs insanities, feeblemindedness, confusion, and amnesia. ! Physical Healing repairs bodily injuries and eliminates poisons, diseases, and drugs. It can also be used for cloning and to repair congenital problems. ! Shapeshifting covers whole-body transformations, and can be used with the basic Healing skills to transform other aspects of a creature as well. ! Spiritual Healing repairs emotional wounds, inspires and aids, expels possessing entities, and dispels various compulsions and geasa.

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! Stabilization allows the user to maintain and enhance life. It can be used to resist aging, enhance attributes, hit points, and toughness, to resist physical needs, and to keep creatures alive and functioning long after they ought to be dead. ! Transformation allows the modification of bodies and life processes, including tinkering with the metabolism, modifying or adding organs, and genetic engineering. A through knowledge of biology is recommended as well.

! Linking covers just that; creating mystical links between creatures and/or things. Links can be used for communication, to transfer various energies, or to bind things together so that they share a fate, can be transported to each other, or can be used for travelling. ! Nullification lets you negate, dispel, or suppress various mystical abilities, reduce other people’s talents, break spells, and severely damage mystical beings. ! Permanency allows the creation of permanent powerstoring or mystical energy channeling devices and making other effects permanent. ! Psi-Armor actually covers warding off and protecting yourself from mystical powers and creatures in general. It’s effectively an anchored, ongoing, version of the basic Nullification effect. ! Willcrystal allows the user to bind abilities, items, and mental constructs such as thoughts, decisions, and even memories to another creature’s life force. It can be used to personalize items, to steal the abilities of fallen foes, to protect thoughts and decisions from external influences, and to carry things with you into astral space or into the realms of the dead.

Extra-Sensory Perception ESP covers methods of extending and enhancing the senses as well as information-gathering in general. ! Analytic Probe lets the user examine the structure of matter, whether on the scale of how a fault line works or on the atomic level. More directly, this can examine the mechanisms of locks and traps, check for internal injuries, locate hidden passageways, or work in the dark. ! Aura Sight covers the ability to detect and analyze energy fields, including magical energy fields, life energy fields, and simple physical fields. ! Awareness covers sensory integration and perception. It allows the user to enhance his or her sensory skills, to pick out the important elements in what he or she perceives, to integrate minor clues (for example, putting together the tiny indications that will reveal if someone is lying), and keep detection effects running while he or she is distracted, sleeping, or even unconscious. ! Clairsentience allows the user to extend his or her senses elsewhere in time, space, and dimension. ! Dowsing covers basic Detect effects, revealing the presence and general location of something. ! Hypersenses covers adjusting your senses’ sensitivity as well as extending them, allowing the user to track like a bloodhound or see into the radio spectrum. ! Intuition allows the user to pluck information out of the universe at large, seeing large-scale patterns, future trends, and simply “knowing” things that he or she has no right to know. Unfortunately, Intuition-based effects tend to be of higher level than information gathering by more direct means. ! Psychic Awareness covers the ability to detect and analyze the mind and spirit, noting thoughts, memories, lies, possession, and all forms of mental instability.

Practical Considerations A dedicated Thaumaturgist or Dweomer-master will likely want to spend at least 4 CP on skills (presuming both permissible levels of Adept have been taken), 6 CP on personal Mana (probably Specialized as “only usable for Dweomer or Thaumaturgy”), 3 CP on Caster Level (Specialized in their field), and a couple of CP on other magic enhancements or related fields each level, for a net cost of 14-16 CP per level - as much as a Wizard or a Sorcerer spends on their magic. Thaumaturgical magic is expensive and requires a lot of work from the player. Therefore, it should be at least as useful as sorcery or wizardry, if not more so. Define fields broadly and make every one useful out of combat, with two or three of its skills useful in a fight. On the Game Master’s side Thaumaturgy works well as a substitute for all other magic. It’s flexible enough to have value to dabblers while giving specialists an edge. At the same time, since anyone can vary the specific abilities in a given field, two different characters can have the same Thaumaturgy fields and still feel as if they’re not competing. The goal of Thaumaturgy is that a player can enjoy experimenting with a single field for a full year and still feel as though there are many tricks not yet tried, things left undone, and more techniques to explore. On the downside, if you allow Thaumaturgy, you’ll need to be able to think on your feet and deal with the unexpected. Player-character Thaumaturgists tend to come up with an astonishing range of things that never occurred to you.

Mysticism Mysticism covers the manipulation of special abilities themselves. It’s usually combined with another field. ! Amplification allows the user to enhance mystical abilities, increasing their raw power, extending their range, or penetrating various countereffects. ! Bestowal allows the user to transfer Power and other mystical energies to other people and to give mystical abilities to others, usually on a temporary basis. ! Imbuement covers storing mystical energy and powers in objects or imbuing them with special properties.

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If the character mimics a standard spell, use the lowest listed spell level for it. Theurgy can have metamagic applied to it either by building the necessary modifiers into the spell directly or by buying the relevant abilities. If the Thuergist buys the abilities, the spell levels applied from metamagic do not add to the DC of performing the spell. Theurgy sometimes gives users access to magic early, but always carries the risk of failure. Aside from that, all of those skills are simply expensive to buy.

Theurgy

Theurgical Verbs

Throughout the history of magic, magi have sought to understand the magic of words, symbols, names, and the tongue of creation. Theurgy draws upon that ancient heritage, bringing unmatched flexibility to those few who master it. Theurgy allows its users to compose spells on the fly by combining their skills in magical verbs and nouns. Each verb allows a particular type of manipulation while each noun covers one of the basic components of reality. Naturally enough, each spell requires at least one noun and one verb. The mechanic is simple. The user describes what he or she wants to do and the nouns and verbs it will involve, gets a ruling on the level of the task from the Game Master, marks off an open spell slot of the appropriate or higher level (or aborts the spell if it’s too high a level), and rolls (1d20 + worst verb skill involved + worst noun skill involved) against a DC of 5x (Spell Level +1). On a success, the spell goes off. On a failure, the spell fails and the slot is wasted. Theurgy is always at least a full-round action. Magic levels dedicated to Theurgy - with slots which cannot be used for other purposes - are Specialized, and so cost only half the usual number of CP. While Theurgists can fuel their spells with raw Mana or generic spell levels, they still need to buy a Caster Level. Every noun and verb used in the spell must be considered. A spell that transmutes rock into another form of rock would require both the Transformation and Earth skills. One that transformed rock into air would require Transformation, Earth, and Air. If it then focused and directed the flow of air from the transmuted stone, it would require Control as well.

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! Creation (Dagaz, Genis) covers the ability to create objects, materials, thoughts, and energy out of magical power. ! Control (Thurisaz, Fiat) covers position, motion, and animation, as well as making things act within their nature (horses eat grass, not meat). ! Destruction (Eiwas, Perdo) covers damaging things, destruction, uncreation, and negation. While it is all too often used like a sledgehammer, the power of destruction can be as artful as the finest scalpel. ! Healing (Uruz, Medi) covers the ability to heal, repair, and maintain things by stabilizing their structure. ! Transformation (Kenaz, Muto) covers the ability to reshape and transmute materials, to link things together, and to imbue items with new properties. Like most magic, this skill conveniently glosses over the immense knowledge of biology, chemistry, and physics this would seem to require. ! Understanding (Ansuz, Sapio) covers knowledge, divination, and communication.

Theurgical Nouns The Physical Elements ! Air (Perthro, Tempest) covers gases, air, weather and wind, as well as sound and electricity. Oddly, Dexterity is also tied to air magic. ! Earth (Jera, Terra) covers stone, soil, and metal. It also covers gravitation and the nuclear forces - although there are few spells or spellcasters who deal with such matters.

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These are rarely the only way to produce a given effect, but they’re usually easiest. ! Analyze [X]. Understand/[Relevant Noun]. ! Cure Wounds. Heal/Body. ! Death. Destroy/Body for simple physical death. Control/Liquid or Body to simply keep someone’s heart from beating. Destroy/Spirit to make someone really hard to bring back. ! Disintegration. Destroy/[Whatever it is you want to destroy]. ! Energy Attack. Create/Fire for simple blasts. Create/ Control/Fire to make walls of energy or to shape a blast. Add Spirit to affect incorporeal beings. Add Time to create a spell which goes off later, then add Understand/[X] to create a ward triggered by the presence of [X]. ! Flight. Usually Control/Body. Add Understanding/ Mind if you want to let someone else control the spell or want it to fly you around without your concentration. ! Induce an emotion or implant ideas. Create/Mind ! Protection from [X]. Control/[X] (to keep it away), Destruction/[X] (to weaken its effects on you), Create/[As appropriate] (to create a counteragent). ! Reverse or neutralize gravity. Control/ or Destroy/ Earth. ! Sourceless Knowledge. Create/Understand/Mind. ! Telekinesis. Control/[Whatever you want to move]. ! Transform to stone. Transform/Body/Earth. If you want to transform yourself and keep moving you’ll need Control as well.

! Fire (Naudiz, Flammo) covers heat and cold, flame, energy, and chemical reactions, such as the metabolism. It’s easily turned to combative ends, hence a great many Theurgist-adventurers are skilled in Fire magic. ! Water (Laguz, Aqua) covers fluids, syrups, acids, bases, blood, and even most ooze creatures. It can usually control ice as well, at least until it becomes so cold that its internal water is completely locked up.

The Living Elements ! Body (Mannaz, Corpus) covers flesh, bone, leather, and fur, as well as Strength and Constitution. Many of the most useful enhancements fall under body magic. ! Mind (Isa, Mentis) covers thought, emotion, memory, Intelligence, Wisdom and the mind in general. ! Plant (Fehu, Sero) covers plants and all products or materials derived from plants, including ordinary objects like straw hats and derived substances such as tar. ! Spirit (Kano, Animus) covers spirits, death, the dead, incorporeal creatures, astral projection and the alignment energies of the outer planes. Charisma and the “Spark of Life” also falls under the dominion of Spirit magic.

The Hidden Elements ! Illusion (Sowilo, Lux) covers light, darkness, and shadow, as well as the forces of positive and negative energy which lie behind them. Unlike the other nouns, the user must choose between the positive and negative energy aspects when learning Illusion, suffering a -10 on his or her effective score when dealing with the other. ! Magic (Wotan, Lammas) covers pure magical energy, the amplification or suppression of supernatural abilities, charging things with magical energy, and storing magic. ! Space (Raido, Vacus) covers space, dimensions, and location, as well as direction and distance. It is subtle and difficult to master. ! Time (Othala, Tempus) covers time, whether to speed, slow, stop, reverse, or travel through it. Theurgists most easily affect small aspects of time; getting extra time to think is a mere L1 spell, but stopping time to do whatever you want is L9.

If you want some entertainment from a curse, or a Specialized (and hence cheap) version of Theurgy, make some rune chits to represent your noun and verb skills and draw a couple to use at random whenever you want to cast a spell in a hurry. A sufficiently creative player can usually come up with something to do, but it can be quite amusing to watch someone trying to come up with an offensive spell using Understanding/Plant.

Customizing Theurgy

Sadly, these skills have no governing attributes.

A given game world might have different natural forces and powers. Perhaps Communication is separated from Understanding, or Darkness and Light form entirely separate fields. Dividing or recombining fields easily allows quick customization. Simply give any new powers a neat name (ours come from the Norse Elder Futhark alphabet and bastardized Latin). Note that spreading the powers too thinly or combining them too tightly make Theurgy very weak and very strong, respectively. As it is, these skills cost 18 skill points to maximize every level. That’s going to be expensive even if you take Adept twice. Most Theurgists either specialize or merely dabble, relying on finely-tuned effects instead of raw power.

Sample Theurgical Effects While the level of a proposed effect must be set by the Game Master (if necessary, consult the Hexcraft chart on page 79), it should be remembered that more specific spells are often easier. For example, Baleful Polymorph normally has range and allows a choice of forms. Discarding those features in favor of a specific spell (call it Porcine Polymorph with a touch range) will probably reduce it to level three or four. For a few examples of how to use Theurgy to create spells, some common spell effects are described below.

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Witchcraft

characters. Despite the lack of raw power, Witchery has many abilities suitable for magical sniping. That is, they can hinder, curse, and otherwise impede players’ progress. Since evil Witches often bargain with dark powers, good characters have an excellent reason to seek them out and put an end to their wicked ways. Although Witches are unlikely to have vast treasures, they might still have valuable collections of mystical gear or secret lore.

Witchcraft is flexible and versatile, but unspecialized and relatively low-powered. It’s best suited to low-magic campaigns and subtle players. Its effects are often less strictly defined in mechanical terms, as the personality and intent of the user make a considerable difference. Witchcraft is driven by its user’s internal energies. While this has its advantages, it’s a very limited power source, hence Witchcraft is a simple system suitable for minor spellcasters in any game. It won’t be a suitable power base for player characters most of the time. Witches are suitable as PC’s primarily in low-magic, grim-and-gritty, or horror-style game worlds. Ordinary people often fear Witches, or at least view them with suspicion. The old village herb-monger probably isn’t a threat, but everyone has heard tales of cannibal Witches in the forest, of dark spellcasters who can read your thoughts and curse your children. And in a fantasy world, these things all exist. Pacts can make Witches servants of powers, and sometimes those powers are hostile or callous about human life and suffering. Moreover, since Witchcraft involves few obvious spells, it’s often a secret art. It doesn’t require serious study or adventuring to master either. Even a Dark Overlord is likely to be more controlled and disciplined than a village Witch, and that makes people nervous. Those same Pacts can give people with a loose grip on sanity tremendous power from the perspective of an ordinary person. The most petty and foolish individuals can still make dangerous Witches. At best, ordinary people often seem somewhat nervous about, and gratuitously respectful of, Witches they know, trust, or like. At worst, they break out the torches and pitchforks.

Basic Witchcraft requires no external power source and provides several minor abilities. Any character who spends 6 CP on Witchcraft receives (Str + Dex + Con )/3 psionic-style Power points. Another +6 CP provides access to three of the basic abilities listed below, and a final +6 CP (18 total) provides an additional four powers from the basic list. Unwilling targets of a Witch’s abilities receive a save at DC 13 + the Witch’s (Cha Mod). This is always a Will save unless otherwise noted. All powers used on other people grant saves even if not specifically noted, except indirect effects. Witch abilities have a range of 20 feet plus 20 feet per extra point of Power expended where they pay any attention to physical distance. Witch powers are invisible and generally require no physical components, incantations, or gestures. Witchcraft isn’t all fun and games. Since Witchcraft drains internal energies, a Witch who drains his or her Power pool below 5 points becomes Fatigued. At 0 points the Witch becomes Exhausted.

Witches as Player Characters Witch player characters probably don’t want to spend everything on Witchcraft. In fact, it’s best left as a minor talent rather than the focus of the character’s powers. Spellcasters probably don’t need it, but warriors and Rogues can find many uses for the numerous tricks and talents of the Witch. In a game where the only magic is Witchcraft, it can wield a very subtle and dangerous power indeed. Witchcraft is versatile and adaptable and gives those who possess it an important leg up. Every player character will probably want to dabble in Witchcraft, unless they have another kind of power available.

Witches as Non-Player Characters Witches make good contacts for players. They can often perform minor tricks or obtain knowledge the PC’s cannot (without stealing the show). As such, they make useful prophets or allies. Witches make excellent opposition to player

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Yes, I am a horrible hideous old Witch. And the price is now 24 CP. Jerk.

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Basic Witch Abilities

+5 bonus on any relevant checks (against disease or toxins). This is also used to throw off the effects of drugs and intoxicants with a flat duration. In emergencies, Witches may simply heal 1d4 hit points per Power spent up to a maximum of 3d4 hit points per round. ! Hyloka. The manipulation of biophysical processes is a rare gift. This can be used to briefly move physical attribute points around (up to 6 points for 1 Power per hour), slip into hibernation (1 power; lasts up to a week), help resist heat or cold (1 Power per hour, this grants 5 points of fire or cold resistance), stop bleeding, delay poison (one hour per power), grow hair or make it fall out (1 power), and to inflict or ease ailments like arthritis (spend 1 power/week to inflict, 1 power/day to ease). ! Infliction. Often manifested as phantom force-claws, heart attacks, inexplicable bleeding, and agonizing pain, Infliction causes injury through psychic force. This can include spectacular attacks - throwing fiery balls or thunderbolts or such - but is usually subtle. In any case, it deals 1d4 hit points of damage per character level, to a maximum of 3/5/7 d4 damage for 1/2/3 power. Targets may make a save for half damage, but the save used depends on the form of the attack. Infliction normally affects a single target, but may be expanded to a fivefoot radius for +3 power. ! The Inner Eye. Thought-sensing can be used to see surface thoughts, to detect the presence of a hidden being, to share a target’s senses, or to read any psychic impressions left behind on an object by strong emotion. This provides a +6 on any relevant Spot, Sense Motive, or Listen checks for 1 Power per 10 minutes. ! Shadowweave. Shadowweave manipulates light and darkness to craft minor illusions. Normally 1 Power grants 10 minutes of activity. Effects include will-o-thewisps, cloaking (+6 to stealth and disguise rolls), various apparitions, spheres of darkness, blinding rays of light and hiding small actions - such as slipping out a dagger, picking a pocket, or a strike in combat (offers a +3 circumstance bonus to the user’s roll). For +6 CP the user may expand his or her repertoire to level 2 (2 power) and 3 (4 power) illusion-casting effects (compare to the Sorcerer/Wizard list). ! Witchfire. Molecular-level telekinesis. At its simplest this can create and manipulate heat or cold (1d8/3d6 damage for 1/2 power, +1 if affecting a modest area, -1 if using pre-existing flame), create effects on the “prestidigitation” level (1 Power per turn), extract essences from herbs, and infuse drugs and toxins into objects. Talented Witches sometimes use this for creating mysterious sounds and voices. ! Witchsight. Sharpening or expanding the user’s senses is a simple trick. In general, this affects one sense at a time, providing either a +6 bonus on relevant checks or some special capability (Darksight, Scent, etc). As a rule this costs 1 Power and lasts for about an hour. Witches may triple the effect by reducing the duration to a single round, allowing effects such as checking a meal for poison with the slightest taste.

! The Adamant Will. This talent allows users to spend 2 Power to resist Fear, Possession, Charm, Hold effects, and other forms of mind control. The user may spend the Power each time he or she is affected by such an ability. Ongoing powers, such as Fear auras, are resisted for 10 rounds. The user may make an extra save against mindreading or “truth” effects by spending a like amount, and may present a false aura to detection spells or ignore pain for 3 power. He or she may pay the Power without spending an action when the effect takes hold. ! Dreamfaring. Dreamfaring allows users to enter a trance and project their spirits into the Ethereal and near Astral planes. They may detect and communicate with beings in nearby dimensions without paying power. For 2 Power they may enter the dreams of others to torment or communicate with them wherever they may be, possibly causing them to lose sleep or worse. Traveling about costs 3 Power plus 1 for every three hours and allows for covert meetings with other Witches or for clairvoyance-like effects via astral or ethereal spying. ! Elfshot. Elfshot allows the user to lay minor curses. Such curses may reduce an attribute by -2, cause some type of misfortune, penalize a group of checks by -6, hinder activity, induce sterility or miscarriages, and so on. Classic examples include causing cows to go dry, mules and horses to bolt, and pets to bite their owners. Such curses are generally either instant or last until they are countered. Lesser diseases may also be inflicted in this fashion. Curses usually cost 1 Power for quick effects, 2 for lingering curses, and 3 for permanent ones. The Remove Curse spell, or any effect which eliminates the symptoms or curse directly, heals the mystical injury. ! Glamour. This projective telepathy works much like the Path of the Dragon ability of the same name. It grants a +6 bonus on relevant social skills (1 Power per 10 minutes), the sending of brief messages, emotional influence and hypnotic effects (approximate relevant L0 or L1 spells for 1 or 2 Power respectively). Glamour is at its best combined with Disguise skill and Shadoweave to alter how people see the user. It’s often used with the Inner Eye, below, to allow rapid communications, teaching, and mental probes. For +6 CP the user may expand his or her repertoire to level 2 (2 power) and 3 (4 power) hypnotic and emotion influencing effects (compare to the Sorcerer/Wizard list). ! The Hand of Shadows covers basic telekinesis. Minor tricks (like bending spoons) cost no power. Exerting a force equal to what you could physically handle costs 1 Power per minute. Light but rapid work (like sorting wheat from chaff) costs 1 Power per hour’s worth of work done. Minor animations (Entangle, Animate Rope) approximate the relevant spells at a cost of 2 power, +2 if excessive force or fine control is required. ! Healing. This accomplishes a full day’s worth of healing in a mere hour at a cost of 1 Power and grants a

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Pacts

just can’t have it both ways. Pacts don’t have much in the way of specific game effects. Most aren’t too immediately troublesome, but Witchcraft is designed as a cinematic magic style. If a player isn’t role-playing their restrictions, deny him or her advanced feats for a little while to see if he or she shapes up. If they’re roleplaying anyway, let them take a pact based on what they’re doing. As always, a Pact which doesn’t hinder the character grants no bonuses.

By accepting Pacts with alternative power sources, Witches improve their magical abilities and gain new powers. While Witchcraft doesn’t require Pacts, they are useful. Pacts don’t necessarily involve actual contracts, or even an interaction with another being. A Pact simply means the character has sacrificed something – be it physical prowess, time and effort, or moral flexibility – in exchange for extra abilities. Each Pact gives the character one additional ability from the advanced list.

Service A pact of Service means you have an employer. While a certain amount of respect and loyalty is expected, the important part is getting the job done, especially since the employer, as such, often lives in another dimension. ! Guardianship, the classic duty, involves watching over some relic, making sure that no one opens some mystic gate, educating and guiding some young ruler-to-be, protecting forests, or any other part-time but relatively straightforward and perpetual task. ! Epic Quests are rare, but involve a years-long project such as seeking out some powerful artifact or founding and nurturing a major temple or order. Usually there is no rush and once the character finishes the task, the powers are paid for. ! Missions are much easier than quests, but never end. The character simply undertakes periodic lesser tasks on behalf of the spirit or force involved. A certain failure rate is acceptable, but the character may often have little time to arrive where he or she is needed and act. ! Arcanum allows the patron being to draw on your power and strength when it needs to, resulting in unpredictable periods of weakness. The GM gets to hit you with random bouts of nausea or any other problem whenever he or she feels like it. ! Spirit, means the entity will claim the character’s spirit upon death. The character can’t be Raised or Resurrected without potent magic (7th level or higher) or the permission of the being involved. This usually, but not always, implies that said entity is either too minor or too unpleasant to get spiritual assistants in any other way. Exceptions include gods who simply like to personalize things, worlds with otherwise “generic” afterlives (such as the Greek mythology), and so on. If the character chooses a specific time limit of life (short compared to his or her normal lifespan), this is worth 12 CP instead of 6!

Witches may take two Pacts at level 1, another at level 3, one more at level 7, and a final one at level 12. Sadly, Witches rarely get more powerful than that. Each Pact adds 6 CP to the character’s pool, though these may only be spend on Advanced Witchcraft abilities. Witches don’t have to take a Pact at those specific levels, but they can’t take more pacts than their level permits. A character who permanently fixes the problems he or she takes on (with the exception of Epic Quest) loses 6 CP worth of Advanced Witchcraft abilities. Sorry, you

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Vow Vows are oaths to act in specific ways if and when some situation comes up. Unlike Service, however, the personal commitment and effort, not success, is the important part. Vows can be made for some being or entity, but apply even if said entity is not paying attention or is otherwise concerned. ! Advertising is a very common vow, and includes recruiting, displaying the power of your patron and the

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benefits of entering its service, and making dramatic appeals to your patron when spellcasting. Advertising sort of spoils the “subtle” aspect of Witchcraft and may or may not be a problem socially; it depends on how others feel about your patron. ! Taboos, otherwise known as Geasa, consist of actions you must not do; aid an agent of opposing powers, cross a river after sundown, cut your hair, or drink wine. Usually, the character must select three Taboos. ! Duties means the character has an obligation to act in some specific circumstance. For example, a character might be required to follow a Healer’s Oath, slay anyone who fells a tree in the Sacred Wood, aid all members of the coven who need it, teach the faith to children, or spread plagues in large cities. ! Rituals require the character to regularly perform a major ritual. It is an ongoing nuisance which takes up the character’s time and energy. Common rituals include three-day celebrations at the passing of each season, invoking the gods before each and every meal, or long morning meditations. ! Exclusion means the character must not willingly draw upon any other source of power, including items enchanted by those following other patrons or none at all. While not very popular for adventurers, it is often a good boost for settled Witches. If the character refuses all aid and association with those who use other powers, this is worth 12 CP instead of 6.

Infusion Witches who take Infusions have instilled magical essences into their very being. This drastic step transforms the character into a minor magical being, and isn’t an easy process. Aside from the granted powers of specific types of Infusions, this always causes problems for the character. He or she might become a lycanthrope, bear a Witch’s Mark which frightens people, upset normal animals, be damaged or driven off by Channeling like an undead, or become an outsider (with all the penalties and gifts thereof). If the GM enforces an especially severe flaw, the character gains an extra 6 CP. ! Vampirism means that the Witch no longer regenerates Power by rest, but must steal it from others. A touch drains 1d4 Power (inflicting 1d4 points of damage if the victim has no Power). This ability is much better for opposition Witches than player-character ones, unless there is a very friendly Psion around. ! Gateway makes you a living nexus for your patron’s power. Whenever you use your power it or its minions may project their powers through you or even use you as an actual gateway to visit the material plane. It’s even possible that other creatures may be pulled through. While this can be both helpful and harmful, it’s probably a good thing that the scale of the gateway is limited by how much power you use. ! Corruption gradually transforms the Witch into a fitting host as he or she goes up in level. Aside from the physical transformation, the GM gets 2 CP out of the character’s pool every level to spend on whatever he or she pleases. Fortunately, the GM actually spends 3 CP, meaning the player gets a small bonus overall. Of course, gradually transforming into an alien being makes you stand out a bit. ! Possession takes hold of the character at various intervals. On the bright side, the GM can sometimes take actions for the character when he or she’s been rendered unconscious or stunned. On the downside, this causes the character to sometimes take actions he or she doesn’t want to. NPC’s sometimes go mad from the mental strain, but most PC’s are made of tougher stuff. ! Hunted means the character is being stalked by an enemy of his or her patron. The Witch has become a prime target in a feud that may be older than his or her species. On the bright side, he or she has a handy party for protection – or the party is the foe and the GM doesn’t have to worry about complications. If the character takes excessively powerful enemies, this grants 12 CP instead of 6.

Sacrifice You pay as you go... ! Tithe requires that a character surrender at least 20% of his or her gains (in experience, gold, land, or some other valuable resource) to his or her patron. ! Blood drains hit points from the character whenever he or she uses Witchcraft, at a rate of 2 HP per Power expended. Some GM’s may allow the Witch to substitute the vitality of an ally - or someone under the Witch’s control - instead. ! Isolation requires that the character utterly dedicate themselves to magic. This involves eliminating all friendships, family ties, and everything which might qualify as a social life. ! Essence demands the character give up some aspect of themselves for power. As Odin gave up an eye for wisdom, the characters must surrender a part of themselves. It could be their shadow, sense of humor, health (-2 Con Score), a valued skill, or a hand. If they heal the wound (always possible), they lose the gift. ! Souls requires the character to commit blood sacrifice, usually but not necessarily of sentient beings, or bring new beings into the worship of his or her master. If the character must sacrifice former loved ones and friends (and eventually make more “friends” to kill) this is worth 12 CP instead of 6. While it’s rare for good entities to demand blood sacrifices, there are a few who insist on a steady stream of converts instead.

Energy Witches can easily gain access to sources of energy which they cannot entirely control or which aren’t all that reliable. These flawed sources come with distinct sets of problems and limitations all their own. ! Karmic Links go around and come around. Sadly, in Witchcraft, this is even more irritating. Using Witchcraft linked to Karma means that the character’s powers cause

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other sorts, and are considered valued members of a tribe or village. Shamans, however, are often barred from positions of authority. Shamanic Witches speak with the spirits of the ancestors and earth, and may be able to locate information which no living being possesses. ! Druidic Witches tend to hide in the forests or other wild places. While they gather in covens and circles, they are equally likely to duel over territory and pride. They tend to be a little touched and respond fiercely to encroaching outsiders. Despite this, they often know secrets of the natural world, and can locate monsters and see the fates of mortal men. Druidic Witches often take the Pacts Essence, Exclusion, Duties, and Guardianship. ! Infernalist Witches place their trust in dark forces and evil powers. While not nearly as sensational as popular imagination holds, they often display a viciously callous evil, happily murdering those who get in their way. Infernalists owe much to their Patrons, and protect those Patron’s interests out of fear of losing power. They often take the Arcanum, Spirit, Missions, Souls, and Corruption pacts. Infernalist Witches are equally at home in the wilds or cities. ! Alienist Witches draw upon strange and eldritch powers which they cannot entirely control. Often curious dabblers who delve too deeply into something they don’t understand, these Witches cause havoc with the natural order of things wherever they go. Alienist Witches often take the Pacts Spell Failure, Madness, Vampirism, Gateway, and Essence. ! Modernist Witches often begin as the children of upper-crust families from the cities. Wealthy, jaded, and often a bit spoiled, they study magic as much out of sheer ennui as any actual interest in the magic itself. While rarely accomplished on their own, they do commonly take the Karmic Links (without even realizing it), Tithes, Taboos, Advertising, and Spell Failure Pacts. Many Modernist Witches become Alienist Witches or Infernalist Witches looking for further secrets and powers - preferably without any real effort on their part. ! Houngans are much like Shamans but embrace the spirits of the Loa. Armed with wild magic and capable of bending the spirits to their will, they command fearsome powers unhesitatingly. A dark mirror to many Shamans, they still offer great wisdom. Houngan often take the Possession, Gateway, Blood, and Arcanum Pacts. ! Priestly Witches usually serve minor gods, or gods in worlds where deities don’t grant major spellcasting powers. They tend to take the Advertising, Rituals, Tithe, Missions and Spirit pacts. Priestly Witches often deny any relationship to other Witches and are fairly well accepted in most communities. ! Gypsies practice ancient magic passed on through their bloodlines. Travelers and (at least in popular imagination) tricksters of the highest (or lowest) sort, they wander from town to town trading goods and services and collecting bits of news and lore. They often take the Spell Failure, Hunted, Taboos, and Guardianship Pacts.

Sasha relied on the other fighters not wanting to hit her. After the third Resurrection, she got some armor. as many problems as they fix, especially if used with ill intent. The user should very careful. ! Backlash causes curses or uncontrollable power flareups on the user! While no single problem is permanent, they keep showing up. The character may be able to shrug off the effect or work past it, but another one will soon come along to annoy him or her. ! Spell Failure causes the character’s abilities to simply fail against some opponents. “Opponents Shielded by Cold Iron” is the classic, but priests, constructs, or otherworldly creatures are all good choices. Characters may also simply take a 20% failure chance, but this is not really recommended. It’s not very interesting. ! Madness stems from truly unnatural magic. A character who spends more than his or her (Wis Score) in Power on Witchery each day goes just a little bit nuts. While it starts off as mere eccentricity, this grows a bit towards true insanity each time the character overspends. ! Susceptibility means the character take 1 damage per round from contact with some ordinary substance or in some common situation, such as from holy or unholy objects, from large bodies of water (or being doused in it), iron weapons, and so on. Especially common objects, substances, or situations merit 12 CP instead of 6.

Types of Witches Some of the better-known types include: ! Shamanic Witches are, of course, simply Shamans, and tend to take the Pacts Missions, Duties, and Rituals. Shamanic Witches are usually much more popular than

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Power Sources and Witches

! Higher Powers. Various Higher Powers may be willing to grant extra magic. The problem here is that these same powers demand lots of hard work and dedication to the cause. They will scrutinize the Witch’s history and personality, and have no compunctions about rejecting him or her. Moreover, they will observe the Witch’s behavior, so that he or she never knows when they might be taking accounts. A Witch that leaves behind a Higher Power is unlikely to be attacked unless he or she does something truly vile, but won’t ever be able to gain their assistance again unless he or she somehow manages to make amends. ! Infernal Powers. Infernal powers will grant anyone magical power, even characters obsessed with goodness and light, but demand that the Witch use his or her power for evil works in addition to anything else. In other words, you can save your village or heal an old man if you please, but they want to see some torment and havoc in exchange for it. Characters who leave the Infernal powers behind will probably get into severe trouble for it. Evil powers are vindictive, and they don’t like mortals who mock them. These poor Witches can expect attacks, curses, and severe limitations on their dealing with any further lower planar creatures. ! Law Guardians. Law Guardians are simultaneously loose and strict. Usually, in exchange for specified contract services, they are willing to grant almost any useful power. They demand absolute and unconditional adherence to the contract, and will cut a character off in a heartbeat if they are toyed with. Law Guardians are very likely to require that Witches use their powers only or always in certain circumstances. While unlikely to begin reprisals against a character who leaves them behind, they will never deal with them again without a great deal of collateral and repayment, magical or otherwise. ! Loa. Loa are the spirits of elder Witches who managed to become powerful enough in life to return after death. They build Pacts with current Witches to increase their personal might and become stronger. Loa tend to be mysterious, being half-in and half-out of the realms of the dead, and prone to unusual personality quirks. Loa are not at all amused if a Witch leaves their service, and will likely attempt to use both carrot and (especially) stick to entice them back. ! Nature Spirits. Nature spirits run the gamut from nearelementals, hardly aware of the existence of mortals, to minor spirits intrinsic in keeping life alive. Many are simply minor, almost forgotten, spirits, who take care of minor tasks. Most Nature Spirits are at least moderately benign. The wilder ones can become dangerous, as they are feral hunting creatures, but rarely include sentient mortals in their hunts. Different Nature Spirits may react wildly differently when betrayed by a Witch, running the gamut from total disinterest to becoming mad with wrath. They may or may not get over it during the Witch’s lifetime.

While not always different from the studies of other spellcasting characters, Witches should still note where or how they learned their talents. This has strong implications on what kinds of beings they will make Pacts with and what they’ll use their powers for. Their background affects what powers they should take, what Pacts they might want, and what patrons might demand of them or bargain for. Most Witches learn powers from an elder Witch, often the village healer or a tribal shaman. The vast majority of village Witches, using only their personal techniques, never make many Pacts or advance beyond the hedge-wizard stage. The few who do become more powerful are either shown the methods of learning Pacts (especially Shaman, Houngan, and Infernalists), are contacted directly by spirits (Druidic or Houngan), or are dabbling in powers they don’t entirely understand (Infernalist, Alien, Modernist). A few Witches, mostly Infernalists, actually inherit their powers from an unsavory ancestor, and can expect to be bothered by demons and monsters looking to enforce the old contract by hook or by crook. While almost any spirit might take an interest in a Witch, some of the most common groups are discussed below. After all, a character’s mentor or patron may play a major role in their development. ! Ancestor Spirits. Ancestor Spirits are actually a fairly simple bunch. Being dead, they have little use for most things of the mortal realm, but demand that Witches serving them watch over descendants and relatives and protect them from threats, particularly magical ones. Ancestors also enjoy small offerings from time to time, to assure them that mortal beings remember them. ! Chaos Entities. Chaos entities tend towards wild humor, massive mood swings, and outright insanity. Witches are advised to be careful about them, but they are usually willing to grant strange powers and accept (or inflict) equally strange Pacts. They don’t care at all what powers Witches take or how they use them, except as an individual Patron’s current whim. If a Witch later rejects them, Chaos entities might take delicious vengeance or just forget about it completely. ! Elemental Forces. Naturally, these promote whatever element they favor. Fire elementals like burning stuff, water spirits like people who protect swamps, lakes, and rivers (oceans are normally fairly safe from mortal interference), earth elementals promote good land management practices, and air spirits like incense, clean energy, and hate pollution. Elementals largely ignore mortals, but don’t mind lending powers if properly invoked. If a Witch turns away from them, they are likely to throw minor, annoying curses.

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Advanced Witchcraft

patron’s advice on how to deal with the situation. Such advice may range from the eminently practical (“build a dam across the stream and irrigate”) on through the utterly mystical (“when mourns the tribe with the mother of thunder, the skies too shall weep”). Either way, this allows the user to personify abstract problems. Regardless of how long a quest appears to the Witch, it actually requires [1d8x1d8] hours. It generally takes a fair amount of time to prepare for another such quest after the first one is complete, hence a character cannot undertake more than (Cha Mod) spirit quests per month. ! The Secret Order. The character gains the remaining 5 basic abilities and an extra 4 Power points per day. As one might expect, this an extremely popular ability. Unlike other Witch abilities, this requires a teacher or, preferably, joining an actual secret order. ! Summoning. Summoning allows Witches to channel their powers into other planes. While this is commonly used with Glamour and The Inner Eye to contact patrons and potential patrons, with Infliction to assault troublesome entities, or with Spirit Binding to try and control spirits, many other abilities can be used in conjunction with it. Opening a link over which to use you powers costs 3 power, opening the way for a spirit to come through costs 7 or more. A Witch can attempt to reach any being he or she knows the name of (or, in some settings, the true name of), including the deceased. This can bring a spirit of the dead or an extra-planar creature into the world. While Witches can’t bring forth bodies (and must procure a “vacant” one or bind a construct with Spirit Binding, below, if the entity wants or needs one) they can still summon a spirit for 7 Power. Note that this ability grants no power to control or compel the spirit in question, but merely brings it forth. If a Witch wants to control a spirit he or she will have to use other means. As a side benefit, various entities may be willing to lend the Witch some extra magic, usually (Witch’s Cha Mod +3) spell levels worth of any spells or spell-like abilities they possess of up to spell level 3. The bargains the user needs to make obtain this are entirely up to the GM and the type of creature she’s contacting. Patrons are more forgiving. They’ll provide those spell levels up to (Cha Mod) times before requiring payment, assuming the character uses them to advance the Patron’s interests. Entities may either imbue the Witch with specific spells at the cost of 7 Power at the time of imbuement or have the user contact them when they need the magic at the cost of 3 Power and two Standard Actions; one to make the contact and request an effect, and one to activate it. While this is far more flexible, it’s also far more difficult to use in a fight. No, characters do not get retroactive spell levels if they later increase their Charisma and item, equipment, magical, or psionically-based bonuses do not count. You cannot repeatedly put on and remove a Charismaboosting item to get infinite magic this way.

Advanced Witchcraft feats cost 6 CP apiece. While they are collected into Paths, there are no requirements for any of these abilities except that the user must have at least 12 CP in basic Witchcraft feats. The Paths are merely collections of related abilities, not specific progressions - unless the Game Master chooses to decide otherwise. Optionally, a character who chooses to develop six of the seven abilities in each path may gain the seventh as a bonus.

The Path of Coven Mastery ! Covenbond. Covenbond allows the Witch to focus the strength of up to (Int Mod)+3 other Witches, pooling available Power and multiplying range and radius factors by the number of Witches in the group. Only one Witch ability per round receives this bonus. The group leader (whoever uses this discipline first), decides which magic receives the benefit of the Covenbond. ! Dreamgathering. This technique summons the astral forms of all coven members (i.e., anyone who agrees to the use of this technique) to a specially prepared safe astral location for 3 Power. For an additional 2, this location has whatever furniture or scenery the user wishes, though it is all merely illusion except to astral forms. For an additional 4 Power, targets need not have the Dreamfaring ability to join in. Those attending must be asleep or entranced. Unwilling participants do receive saving throws as normal. ! Familiar. The Witch gains a Companion, usually a familiar or spirit guide. Aside from the normal Companion benefits, one gained from this feat adds 6 points to the Witch’s Power pool. If a Witch already has this feat or a Companion, the bonus rises to 9 Power. ! Master of the Sabbat. A few Witches are capable of mighty effects. This technique allows one to build up a basic Witchcraft ability over up to 28 days. The Witch uses the powers, but delays the effect, which becomes cumulative based on the Power spent. The target must be reasonably accessible the entire time. At its upper limit, the user can bring down castle walls or stone bridges with Hand of the Shadows, or use Elfshot to lay a massive and terrifying curse. Master of the Sabbat has great potential, but the Witch must hang around the target for days on end. This often raises suspicions. ! Master the Elements. The Witch may enter a trance and travel the spirit realms to seek out a particular spirit and either request a favor or do battle. For example, when confronted with a severe drought a Witch could either seek out and battle/defeat in a contest/appease/ negotiate with/command the Drought Spirit responsible, attempt to get a Rain Spirit to bring rain, or seek a

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According to classic, if sensationalist, literature, Witches would seize a sleeping victims spirit (Seize the Wandering Soul for 3 Power) then ride it, figuratively or not, to the Coven and back (2 Power for holding the trapped spirit for six hours and 4 for the astral trip), leaving 6 points to spend on other magic - at a net cost of only 3 points of their own power. A Witch with a lot of bound spirits to draw on may have a great deal of Power in reserve. Of course, a Witch who makes a hobby of imprisoning spirits is likely to attract a lot of opposition - and that reserve doesn’t recover very quickly. ! Spirit Binding. Spirit Binding allows a Witch to entrap spirits in objects (including constructs), areas, or nonsentient animals permanently, or at least until whatever was used is destroyed, slain, or exorcized. First, the Witch must have another ability to get a spirit, either by using Seize the Wandering Soul, having a friendly incorporeal creature, or using Summoning. He or she may then put the spirit in a living but presumably animal or soul-less body for 5 Power or anchor it in an inanimate object or area for 7. The spirit gains control of living or animated bodies, although ones stuck in the form of a lantern or duck likely won’t be doing much of use. The spirit’s mental attributes remain the same. Lesser bindings cost 3 Power, and include forbidding certain actions, the classic “love spell,” and other compulsions roughly equivalent to a Lesser Geas. As a secondary effect, the Witch may seal a bargain for 1 Power, so that neither party can willingly violate it. A save applies only if one or both parties is acting under duress. The Witch will know if either party attempts to save - and whether or not they succeed. For +6 CP the user may attempt to simply command a creature to undertake some simple, and relatively safe, action. If the target fails to save it continues to follow directions for up to ten minutes per level of the user. Typical commands include leaving the area, surrendering, renouncing possession of someone else’s body, paying no attention to the user, answering some questions, or returning home. It costs 3 Power to target a normal creature, but 5 for spirits, outsiders, and magical beings such as dragons (they’re virtually certain to successfully resist anyway). In some worlds inanimate objects have their own spirits, even if they don’t usually pay any attention to mortals. If this is true in your world, Witches with this ability may attempt to command inanimate objects (as per Animate Object) for 7 Power.

The Path of Spirits ! Seize the Wandering Soul. This vicious ability allows the user to kidnap a wandering spirit for 3 Power, plus 1 per 3 hours it is held. While primarily useful against the very recently dead, it is an effective attack against incorporeal undead, very sick individuals, dreamers having out-of-body experiences, and non-physical astral travelers. A living character with fewer than 1/5th of his or her total hit points is vulnerable, and if so trapped must make an additional Fort saving throw or die. If they succeed, their body remains comatose for the duration, or until it starves. Spells to protect corpses preserve it undamaged, as does expert medical care. Astral travelers, spirits and dreamers don’t need to make saving throws to survive – they’re already disconnected. Unless they possess a special technique usable while without a body (usually including Test of Wills, Witchcraft, and Thaumaturgy) a spirit so trapped is helpless. The Witch may telepathically communicate with it at will, and enjoys a +6 bonus on any Intimidate checks. ! Hag-Riding. Witches don’t like spending Power. They still like magic, so some develop the ability to steal Power from other people. This special form of Body Fuel draws Power from a willing victim or from a bound or captured spirit. The Witch may inflict temporary up to 12 points of attribute damage on the victim per day, although no attribute can be decreased below 6 in this manner. Each stolen attribute point provides 1 Power for the Witch.

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final say over any deal (they’re usually for a limited time, expensive, may or may not cost Power, and restrict how the granted power or powers may be used). The Witch must also spend actions to use the power. Purely defensive powers use Immediate Actions, while offensive ones are Move-Equivalent Actions. Finally, while Witches may bargain with many spirits, they can only have one link active at a time. ! Possession. The master of Possession may project him- or herself into another’s person’s body to seize control. The Witch’s body remains in a deep trance for the duration. The initial attempt costs 3 Power, plus 1 Power per hour the effect is maintained. This Power only works on living creatures roughly like the Witch’s own species. Another +6 CP eliminates the maintenance cost and +6 CP more allows the character to abandon his or her own body and eject the old character’s soul (either simply sending it on to the afterlife or forcing it into their old body with Spirit Binding). Finally, for an additional +6 CP, the user may possess dead or alien bodies.

If your world really does have gods, or if Witches have real supernatural Patron beings, remember that Seizing and Binding the souls of their followers is a major insult, affront, and travesty. Exceptionally devout individuals, and certainly Clerics and Paladins, will have defenses against this sort of thing. A Witch who tries to take anyone protected by a higher power must make a Fort save against his or her own magic or take 5d4 damage. Protected targets, including normal but strongly religious people, get a +5 bonus on their save. ! Apparition. Apparition allows the Witch to manifest a semi-tangible body on the material plane while using Dreamfaring. Such forms are equal to an Astral Construct IV, and while shadowy, appear in whatever shape the Witch desires. The destruction of this form forces the Witch to make a Fort save against his or her own magic or take 1d4 temporary Con damage and 2d6 normal damage (the wound corresponds to the “killing” blow on the construct, allowing alert investigators to note the connection between the apparition and the Witch). This costs 2 Power plus 1 per hour. The user may spend another 6 CP to upgrade to an Astral Construct V, and an additional 6 for Astral Construct VI. ! Ridden by the Loa. This ability allows Witches to temporarily gain the benefits of an appropriate Template, with built-in downsides. It may grant a Template of up to +4 ECL and costs 1 Power per hour. Any attribute change from the Template does not affect the character’s Power pool. The Witch may also change his or her Template simply by reusing this ability. The GM decides what “appropriate” is according to the game world. Unlike normal Templates, however, the character is actually possessed. The character’s basic goals remain intact, but the spirit (of a type related to the Template) is mostly in control and does as it pleases. By spending an additional 6 CP on this ability, the character becomes an equal partner, but the spirit is still able to control much of the affected character’s actions. For a further 6 CP, the character becomes firmly in control. The spirit still has the strength to do minor acts and can keep the character from doing things it doesn’t like. Game masters who don’t mind improvising may allow characters to host a wide variety of spirits, such as “the spirit of the forest” or “the spirit of darkness.” This usually means gaining access to various supernatural abilities and some extra hit points. Sadly, unique spirits cannot be reduced to less than “equal partners” (gods are always “mostly in control,” but almost never allow this sort of thing anyway). The Witch usually has no idea what powers such a spirit may have anyway. ! Siphon. Siphon allows the Witch to bargain with spirits for a reflexive powers - continuous links which don’t need to be invoked before each use. For example, the Witch could borrow a fire spirit’s elemental attack or resistance. There are problems with this ability of course. First and foremost, the Witch must actually find and bargain with the relevant spirit – meaning the GM has

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The Path of Darkness ! Web of Shadows. Some Witches devote their magic to gaining mundane influence, spinning a Web of Shadows. This allows the character to gain influence in a region or city and support a network of minions or like-minded individuals. Normally evil, subversive, or criminal, these groups always have something to hide and something to hide from. The Witch has general connections with the underworld and may specify 2d4 + (Cha Mod) specific contacts, though the GM can veto any with unbalancing power or utility. Theoretically there’s no reason why a good or neutral Witch can’t take this to set up an “underground railroad” or group of revolutionaries, found a secretive church or guild, or otherwise put together a conspiracy. It’s just that darkness magic always seems to work better for the bad guys. ! The Dark Flame. The character gains a limited version of Hysteria (+6 Charisma), which requires 1 Power for every 10 minutes of use. ! Voice of the Dead. The Witch gains the ability to communicate with the undead and to use social skills on them without penalty. Undead have a base attitude of Neutral towards such attempts. Witches who want to work extensively with undead would be well advised to pick up some Channeling as well, just in case diplomacy fails. ! The Umbral Form. A Witch with this ability may transform him- or herself into the form of a Shadow (the creature, not a generic shadow), expending 3 Power per hour that he or she uses the form. ! Lure of Darkness. Darkness’ lure allows the Witch to gather slaves or servants from among those vulnerable to evil or at least vulnerable to temptation. The user gains (Cha Mod) x 2 minor servants, who will serve loyally

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similar herbal magic effects), ease pain, and induce sleep. ! Dismissal. Dismissal disrupts and erases extradimensional energies. For 1 Power, the user may erase lingering traces of spellcasting or outsiders. For 2, they may deal 3d8 damage a specified class of extradimensional being (i.e., all evil outsiders) in a 15’ radius or Dispel Magic. At 3 Power, the character deals 5d8 damage. For 7 Power, the character may send all such beings within range back to their native plane if they fail their saving throw or attempt to disrupt a dimensional gateway as per Greater Dispel Magic. ! Flesh Like Mist. Flesh Like Mist enables the character to take on a favored animal form for 2 Power (the user may pick (Con Mod +2) favorites). For a full 5 Power, the character may take on any animal form up to Large creatures. In either case, the user gains the benefits of a full days healing the first time this is used in a day. For +6 CP the user may take on gaseous form (for 3 power) and reduces the base costs by 1 Power each. ! Spirits of the Deep. A Witch using Spirits of the Deep infuses the target with wild, celestial, or infernal energy, depending on the target’s own nature, not the Witch’s desires. This means the GM gets to decide what Template to apply to the target and what influence it has on his or her behavior. It is otherwise similar to Ridden by the Loa. This commonly grants the target the Celestial or Fiendish Template, or induces Lycanthropy, but other results are possible. While the first two are generally useful to the subject, Lycanthropy is considered a major curse by most people. This costs 7 Power. For +3 CP the user may imprint a mass of elemental energy with a bit of his or her consciousness, creating a minor elemental servant (equivalent to a Mephit) for 4 power. For +3 additional CP the user can make servants equivalent to medium-sized Elementals. In either case such servants last for about an hour and serve willingly. ! Sympathetic Link. A master of this discipline may ignore the range limitations of Witchcraft (and possibly of other spells) as long as he or she possesses an appropriate material link to the target or is working through a familiar within range of the target. Hair, nail clippings, dried bloodstains, or family heirlooms are all common links, though for inanimate targets a small piece of their structure will do. Poor links, such as mere scrapings of blood or an old, forgotten piece of clothing grant the target a +5 bonus on their saving throw. A link may only be used 1d4+1 times before the sympathy is exhausted. Exceptionally good links, such as a piece of a child’s placenta or fresh blood, are good for 2d4+2 uses and increase the DC of resisting by 3. ! Venomed Touch. The user of Venomed Touch may spend 1/2/3 Power to create a poison capable of inflicting 1d6/1d10/1d12 attribute damage to any one attribute or double that for extremely specific effects, such as reducing Wisdom modifiers with respect to sight only. Delaying the poison’s effect for hours or days costs +1 or

almost to the point of suicide, if necessary. The user also gains 1d4+1 apprentices or allies at half his or her character level. The user should define how all of these were attracted: money, addiction, blackmail, insanity, or sheer morbid curiosity are all good choices. ! Nightforge. Witches with this ability may create solid darkness for 1 Power per hour per 20 lbs. of material. It is treated as being Adamantine for the duration. This can be used as an attack, to trap someone in manacles or a cage, in which case the victim receives a Reflex save. ! Tenebrium’s Coin. Your powers bring you a steady income. You gain 1% of your base cash allowance for your current level in common goods or services, albeit not direct cash, every month. Magic applied to acquiring wealth has major impacts on some campaigns, so be warned.

The Path of Water ! Brewing. The fine art of herbs, poisons, narcotics, and other drugs comes into full bloom with this discipline. In general, preparing a brew requires a selection of herbs and 1d4+1 days. This can be reduced to 1d4+1 hours for 2 power. Brews usually remain potent for 1d6 weeks. If a dose is more than a week old roll when it’s taken to see if it’s still potent. Using Witchfire can reduce the preparation time to 1d4+1 minutes at the cost of 5 additional power. Enhancers boost one of the user’s abilities by 1d4+2 for one hour, after which the user becomes Fatigued. Power brews grant 2d4+2 extra Power. Sadly, they’re prone to side effects, which continue to apply even if the brew has lost potency otherwise. Roll 1d6 when one is taken; (1-3) no side effect, (4) user cannot regain Power naturally for 2 days, (5) the user takes 1d4 damage to a random attribute, (6) the user’s Power drops to zero after an hour and must be recovered normally. Poisons can be prepared whenever the appropriate ingredients are available. Lesser poisons can be prepared at any time, but must be ingested or inhaled and take hours to take effect. Oddly enough, poisons often remain potent for considerable periods, so roll for months instead of weeks. Antidotes can be prepared in only 1d4+1 rounds at the cost of 5 power. They grant a second saving throw versus poisons, intoxicants, and other compounds with a +6 alchemical bonus. The creator must specify the poison to be affected when making the brew, although “the one affecting him!” is sufficient when the Witch needs an immediate cure. Dream Ointment reduces the cost for Dreamfaring by 2 Power and induces uncontrolled astral projection in those without that discipline. This is very dangerous. Aside from these major uses, Witches can brew many useful potions and drugs to cause hallucinations, treat or cause illness, cause minor magical effects (such as blemish removal, minor alterations to facial features, and

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+2 Power, respectively. The form is up to the user; the Witch may choose to envenom his or her blood, sweat, saliva, flesh, or other bodily secretion. ! Wrath of the Sea. The character gains a limited version of Hysteria (+6 Strength), which requires 1 Power every 10 minutes of use.

! Sleep of Stone. The Sleep of Stone allows the Witch to enter total metabolic and physical stasis, during which he or she lacks any need for food, water, or air and doesn’t age. Diseases, poisons, and parasites all fail to affect him or her during this period. The user can survive wounds up to and including total dismemberment, so long as someone puts him or her back together eventually and uses some healing magic to seal over the wounds. This costs 3 Power to induce. Alternatively, the Witch may use a healing trance to gain a full day’s healing in one hour, and purge any poisons, parasites, or diseases from his or her body. This costs 2 Power. ! Rushing Blood. This special variant of Body Fuel allow the Witch to expend both attribute points and hit points to gain extra Power points. All damage taken in this manner must be healed naturally, as the mystic fuel is not easily restored. Each attribute point or 3 hit points so burned becomes 2 Power. ! True Prosperity. Some Witches like to help people, or they just like to make nice, big gardens. True Prosperity allows them to enhance the fertility of a wide area, such as the fields of an entire village. Moreover, this effect is selective, allowing the Witch to exclude weeds, focus on just horses, or hinder disease. Some evil Witches use this ability to enhance the virulence of diseases and plagues, induce birth defects, and otherwise spread desolation. When combined with Covenbond, it can affect an entire city or forest.

The Path of Earth ! Bones of Iron. Some Witches call the strength of the Earth into their bodies, enhancing them in a wide variety of ways. The simplest technique knits bone and sinew together more strongly, adding 6d4 temporary hit points for 4 Power. Unfortunately, these may not be renewed until the duration runs out. The Iron Fist variant allows the user to treat his or her fists as maces, through which he or she may also channel Infliction as a Free Action when he or she strikes an enemy once per round. This costs 2 Power. The Iron Skin variant allows the user to gain +4 Natural Armor for 1 Power. The Iron Lung variant suspends the user’s metabolism, briefly eliminating the user’s need to breathe, stopping any poisons or bleeding, and making the Witch impervious to pain. This increases Fort saves by +4. The Iron Flesh technique provides a +2 enhancement bonus to the users Str and Con for 2 Power. All these effects last for 10 minutes and are not cumulative with themselves. The Witch may activate one per round as a Free Action. ! Essence of Earth. The character gains a limited version of Hysteria (+6 Constitution), which requires 1 Power for every 10 minutes of use. ! Longevity. Add 2d6x10 years to the duration of each of the Witch’s age categories. Adding 6 CP to this ability allows users to modify their apparent age and any physical details of their appearance at will. ! Mouth of the Earth. A vicious assault discipline, this calls upon the dark side of the earth – the grave mother, the mouth of the tomb – to cause severe disruption in the target’s life. With this ability the Witch can upgrade the Affliction ability to cause d8’s of damage instead of d4’s, for +1 Power. An enemy killed by this dies in a spectacular fashion, such as rotting instantly, burning away into ash, or melting into goo. The Witch may also use a Paralyze attack (target must save or be Paralyzed) for 1d4 rounds/hours/days/decades for 3/6/9/12 Power, instantly rot away or render useless inanimate organic material (10 cubic feet per point of power, often used to dispose of bodies or sabotage food supplies), and inflict horrific diseases (as per Contagion, for 3 power). While tales persist of Witches with the power to kill with a glance, most Witches regard them as mere legend. What price the Dark Mother would demand for such a talent (essentially Finger of Death), and how much Power it would take, are matters of speculation.

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The Path of Fire ! Ashen Rebirth. In using the magic of fire, some rare Witches discover the ability to transform themselves into beings of pure energy. The user gains DR 10/- and Fire Resistance 10, along with flight (30’ per round), a minor fire energy touch attack at 2d6 + (Dex Mod) with a range of 20 feet, and is considered intangible. This costs 1 Power per minute. Characters who keep this effect active for more than 1 minute place their forms under considerable strain. The character becomes fatigued. After 2 minutes, he or she becomes exhausted. After 3 minutes, he or she begins taking 1d4 damage per round. Rumors whisper that a few Witches have found ways to transform permanently. If these are true, it could probably be done by managing to keep the effect going (without dying) for several hours. For +3 CP the user gains the ability to “jump” from point to point while in energy form by spending 2 Power. This requires an open path, however crooked, between the starting and ending points but is otherwise equivalent to Dimension Door. For an additional +3 CP and 7 Power this becomes equivalent to Teleportation. Variants for other energy types are quite acceptable. It’s the transformation which makes it a fire discipline.

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save at a DC of (12 + the number of levels until the spell could safely be cast). If the user succeeds, the spell goes off, but a failure on the check means that the caster must refer to the table below.

! Breath of Puruza. Witches with this ability may support their life processes with Power rather than relying on metabolic activity. This can override paralysis or agony for 2 Power, or suspend the need to eat or drink for up a week by spending 2 Power per day. A character with appalling injuries, such as a sucking chest wound or with his or her heart ripped out, can survive for a time by spending 2 Power per 10 points of damage beyond what they could normally endure, though this lasts only 10 minutes per Power spent. As a side benefit, they can automatically resist poisons and drugs while their metabolisms are shut down (although they will take effect later) and can pretend to be dead quite effectively by shutting down their pulse, respiration, and production of body heat. ! Dance of Flames. The character gains a limited version of Hysteria (+6 Dexterity), which requires 1 Power every 10 minutes of use. ! Leaping Fire. A master of Leaping Fire may enhance his or her metabolism. This means the user may add a Move-Equivalent Action in any given round by spending 2 Power or gain a +4 bonus to Initiative for the same price. For 3 Power they may Haste themselves for 3d4 rounds. On a lesser level, it can induce rapid healing, allowing the user to heal 1d4 + (Con Mod) hit points per round for 5 rounds for 1 Power. Eliminating fatigue costs 1 Power and eliminating exhaustion costs 3. ! Grounding. Grounding allows the user to dissipate energy into the environment. Used passively, this grants a +2 bonus on any saving throw against an energy effect for 1 Power per use. Used actively, the Witch may be able to drain machinery, extinguish fires, or neutralize radiation. The exact cost of active use varies, but normally 1-2 points for minor effects, 3-4 for major ones, or 5-6 for great effects. Usually cutting off a normal fire costs 1, draining an electrical device 3, and canceling a Fire Wall spell 5. ! Birth of Flames. The Witch gains an Astral Construct (“cast” at level 6) as a permanent companion. It may be healed at a rate of 1d6 HP per Power expended, and takes 2d6 days to restore if outright destroyed. The construct may become material, or be returned to mental storage, for 1 Power. ! The Inner Fire. Inner Fire activates all bonus spell slots for one of the Witch’s attributes up to his or her current level. This may seem powerful, and it is, but the magic comes with a vicious price: attempting to use this ability on magic beyond the character’s control leads to nasty side effects. The user must choose a specific type of magic (e.g., Druidic, Sorcery, Wizardry) and a source of spells (e.g., a bargain with a Nature spirit, an infusion of blood from a demon, a tome of ancient spells). The GM, of course, must let him or her get away with it. The user gains access to six spells of each level he or she can now cast. The Caster Level equals only half the character’s level. The maximum level of spell which he or she may cast safely is equal to his or her level/4, rounded down. Attempts to exceed this require a Will

Inner Fire Failure; Roll 1d20+Spell Level 1-3 Backlash damage of 1d6 per Spell Level to the caster; Spell is cast 4-7 Backlash damage of 1d6 per Spell Level to the caster; Spell fails 8-9 1d4 temporary damage to all of the caster’s attributes; Spell is cast 10-12 1d4 temporary damage to all of the caster’s attributes; Spell fails 13-14 Caster loses 2d4x100 experience; Spell is cast 15-17 Caster loses 2d4x100 experience; Spell fails 18-19 Serious wild magic transforms spell into a minor disaster for the party, Spell fails 20-25 Massive wild magic eruption turns spell into a major disaster for the party; Spell fails 26+ Would-be caster is disintegrated, dragged into another dimension, or suffers another horrible fate. Spell fails.

The Path of Air ! Spirit of the Sage. The character gains a limited version of Hysteria (+6 Intelligence), which requires 1 Power every 10 minutes of use. ! Kinetic Master. Functionally identical to the Path of the Dragon ability, this mainstay of minor telekinetic talents grants the ability to move objects about like a Mage Hand spell, but with Line-of Sight range and an effective Strength score of (Int Score/3). Unlike the Path of the Dragon version, this costs 1 Power per minute of constant use; if the user takes frequent breaks, it costs no Power. ! Whisper Step. This technique employs subconscious telekinesis to aid movement. The Witch may use this ability to make great leaps, easily handle dangerous or shifting terrain, or walk across the surface of a thick snowdrift. Whisper Step’s primary use is to grant a +5 bonus on any Balance, Tumble or Jump check for 1 Power (its use is a Free Action). ! The Sight. This (sometimes uncontrollable) ability allows the Witch to see other times and places, read the future written in the stars, cards, or crystal balls, or otherwise seek guidance by auguries. A reading costs 1 Power, and may sometimes give the Witch a vague idea of whether the future holds danger or peace (i.e., which one the GM has planned today). Using clairsentience costs 3 Power unless it is being used on very close things (like listening accurately through a wall), in which case it costs 1 Power. Similar effects, such as pathfinding or locating thieves of the Witch’s personal goods cost 2 Power.

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! Weathermonger. The Witch may foresee and manipulate the weather in small ways. If relevant to the task at hand - such as in piloting a ship through a hurricane - this provides a +5 bonus for 1 Power. On an active level, the user can attempt to raise winds. Unfortunately, while a gust of wind will work almost anywhere, there has to be an ongoing electrical storm before one can channel lightning effects. Raising a gust of wind costs 1-3 Power depending on the strength of the gust desired (1 will blow out torches or supply a cooling breeze for a while, 2 can provide wind for a ship for a few minutes or sweep someone off their feet - while 3 can produce a hurricane strength gust equal to a Wind Wall spell). Users may channel existing storms into creating snow, rain, sleet, or lightning. This costs 2 Power. Lightning effects deal damage as per Infliction, but with a maximum range of the entire storm region. If there are any Witches powerful enough to do it, creating a storm would cost at least 20 Power. ! Breath of Life. This talent allows the Witch to use Animate Object on any single object of large size or smaller for 3 Power; the effect lasts for 1 hour. ! Darksense. The user may sense disturbances in the air as well as the use of Power. The Witch cannot normally be surprised in a melee situation (though ranged attacks or spells can surprise him or her) and gains Motion Sense. He or she “sees” anything which disturbs the air around him or her in a 20’ radius. This costs 1 Power for every hour the Witch keeps it active.

! Aegis. The Protection of Light is a powerful thing. A character with Aegis may spend 1 Power (even while unconscious) per day to effectively be under the care of a skill rank 10 healer at all such times. An infant upon whom the Aegis blessing is bestowed re-rolls his or her lowest attribute (this cannot result in reducing it). More actively, Aegis destroys all poisons, parasites, and diseases afflicting the target for 3 Power. Sentient or powerful parasites (those written up as monsters) receive Fort saves. ! Sanctify. Sanctify allows the Witch to imbue an area with holy light, warding off evil beings and protecting those inside. A quick ward can be used by adventuring Witches or those in a fight to grant a +2 bonus to saving throws, AC, and attack rolls against devils, demons, undead, and any other creature the GM feels fits the definition of “evil entity.” This costs 5 Power, covers a 40’ radius, and lasts for 1 hour. More lasting wards cost less Power but must be powered each day. These cost 2 Power, but increase the above effect to a +4 bonus. For an additional 1 Power each day, the site so sanctified has a cumulative +2 bonus or 10% chance each day of negating most curses or induced disorders, such as blindness caused by the Blindness/Deafness spell. These sites purify food and water on the grounds. ! Warding. This deceptively simple ability allows the user to share his or her defenses with others, without reducing them thereby. Protecting those within a 10' radius costs 3 Power, but lasts for at least ten minutes. During this time the user makes a saving throw first, and only if he or she fails do the protected individuals make a check. The user may also opt to share specific savingthrow bonuses, but in this case everybody must save on their own. Bonuses to AC may be shared in the same manner, as may resistances and any other special defense the GM allows. Laying a long-term warding on an individual is possible, but costs 3 Power which can’t be recovered until the ward is dropped. ! Divination. The Witch may draw on the powers of light to detect and analyze creatures, forces, and objects in the immediate vicinity. Detect effects, as well as spells such as Locate Object and True Seeing, fall into this category. Simpler scans cost only 1 Power, while detailed analyses or searches cost 2. Piercing countering spells or Eldritch-based magic costs 3. Constant effects are charged every 10 minutes.

The Path of Light ! Light of Truth. A Witch with this rare ability may call forth holy energy to drive off evil beings. This deals 3d8 damage and forces a creature to save or be stunned for 1d4 rounds. Neutral creatures can be stunned with this, but not injured, and even good ones can be momentarily blinded. This costs 2 Power. On a less combative level, this dispels darkness and illusion effects up to 2/3 of the character’s level (if the target spell’s caster fails the save) and reveals the true forms of shapeshifters. It can grant a +5 bonus to Sense Motive, Spot, and Search. These effects cost 1 Power. ! Inner Light. The character gains a limited version of Hysteria (+6 Wisdom), which requires 1 Power every 10 minutes of use. ! Blessing. The user may bestow a +2/+3/+4 luck bonus to any one of BAB, AC, Saves, a Skill, or an Attribute Roll at character level 3/7/12+ for ten minutes for 3 Power or to all desired targets within range for 7 Power. Witches on their way out of this mortal coil may surrender their life to give this bonus permanently to a favored pupil, child, or ally.

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Witchcraft cannot match the raw power available to a high-level spellcaster. It simply doesn’t offer access to effects of that level. On the other hand, thanks to their flexibility and efficiency, Witches can be extremely effective if they have enough Power available. The Game Master should probably be wary of any character who’s combining substantial psionic abilities or power-boosting abilities with Witchcraft.

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Chapter 4: High-Level Magic

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Schools: Spells this powerful often involve more than one school. This entry lists the schools the caster normally must be able to use, but variants that use other schools may exist if the GM agrees. Level: To facilitate picking spells for those grandiose NPC villains the spell lists are arranged first by level and then alphabetically. Similarly, no distinction has been made between caster types; it makes little difference in magic of this level. Components: Components are Verbal and Somatic unless listed otherwise. Range: Two additional range categories appear here; Extreme (800 ft + 80 ft/Level) and Line of Sight. LOS spells have a soft maximum of one mile; beyond that it’s hard to see your target, and a ranged touch attack roll (at a cumulative -2 for each mile) may be required. In general, if you can see it clearly, you can hit it. Target, Effect, or Area: If applicable, this is explained in the description. Spells this powerful don’t have to target a specific kind of creature or object. They’ll affect anything, though often the magic is wasted. A spell to make the target’s metabolism faster does nothing for a sword, while metalstrengthening spells rarely enhance humans.

Who says subtlety is best? If you don’t like the Epic Magic System and wonder why spells stop at level nine, here’s a list that doesn’t. Characters with very high levels can reach these spells via (Mighty) Invocation. They also make wonderful plot devices. As a practical matter, many of the spells listed here are noncombative. Using metamagic or just increasing the damage from normal spells easily handles most such effects, and so including mere advanced versions here adds nothing. Many of these spells aren’t as directly deadly as simple Death, Disintegrate, or Polymorph effects; highlevel opponents often make themselves immune to such things. High-level characters must use increasingly obscure spells as they rise in power until they reach the point at which they begin battling solely through indirect assault.

Duration: As normal, although a few have very long durations indeed. Casting Time: There’s a new option here: Ritual. Ritual spells take time to cast, anywhere from 1 minute to 8 hours. Ritual spells require that a character have plenty of free time to use, but the exact amount doesn’t matter. Saving Throw: As normal. All spells which help a creature are by definition harmless. If a the target wishes to forgo their save, then so be it; it isn’t important to note specifically. Spell Resistance: As normal, except as noted above under Saving Throw.

Spell Key

Note that mind-affecting enchantments of level 10 and up trump most type-based immunities as long as the target has a mind at all. Intelligent undead and constructs can be affected normally.

The high-level spells still use general format as the basic SRD spells, but do have a few new options.

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The Spells

Coronation Divination, Enchantment Components: V, S, M (Crown and anointing oil) Range: Touch Duration: Instantaneous Casting Time: Ritual Saving Throw: Will negates Spell Resistance: Yes Coronation acts like a limited version of Dominion. The ruler so crowned gains an intuitive sense that allows them to rule well (+10 competence bonus on Profession: Administrator and Gather Information within the nation), senses any major disturbances, and may channel magical energy to and from the land. This allows the new ruler to spend his or her personal vitality (HP) and magic on repairing damage to the land or to draw an extra (Con/3) points of Mana from it each day while within the realm’s boundaries. On the downside, the ruler is bound to the land and cannot willingly leave his or her domain for more than (Con) weeks. Coronation fulfills any in-game requirements for taking the Dominion ability.

Tenth Level Spells Arcane Geist Evocation, Necromancy, Transmutation Range: Touch Duration: Ten minutes per level (D) Casting Time: One Standard Action Saving Throw: Will negates Spell Resistance: Yes The target transforms into a being of pure magical energy. He or she gains flight (60 feet./round), the Incorporeal ability, the Body Fuel feat along with the Efficient and Blood Magic upgrades, and the ability to freely weave spell effects of up to level three powered by either Body Fuel or by giving up other memorized or spontaneous spells. If the target already has the Body Fuel abilities he or she gains an extra level of Efficient and/or Blood Magic up to the normal maximums.

Distillation Conjuration, Transmutation Range: Close (25 ft + 5 ft/2 levels) Duration: Instantaneous Casting Time: One Standard Action Saving Throw: Fort or Will negates as appropriate Spell Resistance: Yes This spell extracts an essence from the target and stores it in a small container which the caster must provide (any will do, with certain exceptions as noted below). Exactly what gets extracted depends on the caster, but he or she can cull even abstract ideas. The caster may then use it any manner he or she deems fit. For example, Mervin the Mage calls out the humor in a joke book (he stores it in a hollow rubber chicken), getting a cheery, bubbling, sparkling liquid. Mervin could then drink it and gain a half-way decent knowledge of jokes and stand-up comedy for a day or two, fling it at the enemy to make them laugh (not that this keeps them from beating up the party), or give Humbug Harry a decent sense of humor for the evening. Dangerous qualities may be extracted, too, but must be contained carefully. Fire-extracts will burn through weak containers, for example. Character abilities and statistics can be extracted, but fade within a day or two. They’re only good for a temporary boost. Inanimate objects lose the culled quality permanently, but characters recover 2 attribute points or 6 CP every day.

Bloodmight Necromancy, Conjuration Components: S Range: Medium (100 ft + 10 ft/level) Duration: Three days. Casting Time: One Standard Action Saving Throw: Will negates (for still-living targets) Spell Resistance: Yes (for still living targets) Bloodmight drains the energies of a dying (at -1 HP or less) or newly dead (ten minutes or less) target into the caster. The caster gains 3d8 temporary hit points, a +2 bonus to Strength and Constitution, and the use of any remaining spells, spell-like powers, or supernatural abilities which the target had available for the day. Defensive and personal powers continue to work for the duration, while externally-directed powers are good for one use each.

Cleanse the Soul Abjuration, Necromancy, Transmutation Range: Touch (May affect noncorporeal entities) Duration: Instantaneous Casting Time: Ritual Saving Throw: Will negates Spell Resistance: Yes A spirit targeted by this spell is cleansed of all bonds and taints and released cleanly into the greater multiverse. This generally means it won’t be coming back anytime soon. As a side effect, any pre-existing pacts (as with demon-lords or similar ilk) or preset destinations are voided. This may incur severe irritation towards the caster on the part of said demon-lords.

Excellent Lore Divination, Transmutation Components: S Range: Touch Duration: 24 Hours (D) Casting Time: One Standard Action Saving Throw: Will negates

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at higher levels than this; the spell automatically adjusts to the slot it occupies. A Grandiose Summoning can summon 1d4+1 creatures of up to CR ([Spell Level x3/2] -2) or a single creature of up to CR (Spell Level x3/2). Specialized versions that summon specific creatures can be designed. Such individualized spells can summon creatures with a CR of up to ([Spell Level x2] -2).

Spell Resistance: Yes The target gains +(Int) skill points or half that in CP for the next 24 hours. The L14 version provides +(Int) CP, while the L18 version provides +2 x (Int) CP. Sadly, the spell does not stack with itself or with similar effects.

The Excellent Sphere of Disintegration Evocation, Conjuration, Transmutation Range: Long (400 ft + 40 ft/Level) Duration: Instantaneous Casting Time: One Standard Action Saving Throw: Fort partial Spell Resistance: Yes All desired items and characters within a 15’ radius suffer the effects of Disintegrate. Anything which the caster does not want to disintegrate remains unaffected.

The Irresistible Lure Divination, Enchantment, Illusion Range: Medium (100 ft + 10 ft/Level) Duration: One hour per level (D) Casting Time: One Standard Action Saving Throw: Will negates Spell Resistance: Yes This creates a total and complete illusion of the target’s desires. If the victim fails to save, he or she will follow the illusion anywhere, accept it as a bribe, and so on. Of course, the GM may occasionally state that this spell is ineffective against a given NPC, assuming they have no desires that the spell is incapable of simulating. This occasionally turns up with undead and constructs.

The Executioner’s Cell Abjuration, Conjuration, Transmutation Range: LOS Duration: One hour per level (D) Casting Time: One Standard Action Saving Throw: Reflex negates Spell Resistance: Yes This spell imprisons the target within a pocket dimension (similar to Imprisonment) filled with a hostile elemental force. This means that the target takes 3d6 fire (fire), crushing (earth), or cold (air) damage each round. Alternatively, the target begins to suffocate if not protected from suffocation (water, vacuum, or earth).

Marketing Divination, Conjuration Range: Personal Duration: Instantaneous Casting Time: Ritual Saving Throw: None Spell Resistance: No This spell puts you (only the caster) in contact with individuals who need 1d6 of your spells and can afford them. You receive half the usual fees if you choose the spells or full price if you allow the GM to do so. This spell cannot distinguish between merit or morals of the targeted individuals, but does distinguish between would -be ambushers and deadbeats and those who are actually going to pay. It counts as having “studied carefully” for the purposes of Teleporting to the target location.

Fastness of the Heart Abjuration, Enchantment, Illusion Range: Touch Duration: Instantaneous Casting Time: Ritual Saving Throw: Will negates Spell Resistance: Yes You create an impenetrable seal over the targets personal secrets and desires. They cannot be forced from the target or involuntarily betrayed. Divination magic and psionic effects of less than 12th level cannot reveal such secrets, nor can mind-control magic, torture, threats, or blackmail compel the target to speak them.

Rain of Ooze Conjuration, Transmutation Range: Long (400 ft + 40 ft/Level) Duration: One full round Casting Time: One Standard Action Saving Throw: None (except for a specific Ooze effect) Spell Resistance: No Rain of Ooze causes a rain of any toxin, nauseating goo, acid, corrosive, glue, oil, honey, or even slime or ooze monsters of up to 10 hit dice to rain down in a radius of up to 60 feet. The glop is real and permanent.

Grandiose Summoning Conjuration, Transmutation Components: V, S Range: Medium (100 ft + 10 ft/level) Duration: 1 minute/level (D) Casting Time: 1 Round Saving Throw: None Spell Resistance: No

Sending Divination, Conjuration Components: V, S, M (a written description of the task to be accomplished) Range: Personal

Grandiose Summoning is simply the high-level version of the standard summoning spells and can be cast

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round. Each ship has a climate convenient for the caster and can travel along the land. The craft has DR 10/-, AC 10 (-8 Size, +8 Natural), 250 HP, and counts as a construct. It carries up to 20 passengers in comfort, or up to 60 in extremely cramped conditions.

Duration: Instantaneous Casting Time: Ritual Saving Throw: None Spell Resistance: No This spells locates several reliable subcontractors for a particular task, including an estimated price, contact method, and a few notes on the advantages and disadvantages of each.

Ties of the Blood Divination, Enchantment, Necromancy Components: V, S, M (the item used as a link) Range: Special Duration: 1 minute or 3 spells, whichever comes first Casting Time: Ritual Saving Throw: None Spell Resistance: No For this spell, the caster needs a material item with psychic or physical link to the target. A favored watch or piece of cloth the target has worn will do, but hair is better - and there isn’t anything much better than blood. The caster can transmit level 4 and under spells to the target at any range, and across dimensional barriers. Especially good ingredients increase the spell level limit to 5, while poor ones reduce it to 3. Higher-level variants can transmit higher-level spells at +2 spell levels per +1 level of the spells transmitted.

Shadow Vitae Conjuration, Illusion, Necromancy Range: Long (400 ft + 40 ft/Level) Duration: 2d6 x 10 Minutes Casting Time: One Standard Action Saving Throw: Fort Negates Spell Resistance: Yes All allies within a 30’ radius recover to full health, shrug off any status effects or negative levels, and recover all lost attributes. Sadly, all of this is temporary.

Ship of Shadow Conjuration, Evocation Components: V, S, M (the relevant element) Range: Close (25 ft + 5 ft/2 levels) Duration: 1 Day /Level (D) Casting Time: Ritual Saving Throw: None Spell Resistance: No This forges a craft of raw elemental force. Earth creates a Mole Drill, which travels through dirt, rock, and stone at 30’ per round. Air creates a Cloudship, which travels at 60’ per round and comes equipped with catapults and ballistas. Water creates a Kraken Submarine, which travels underwater at 60’ per round (and can attack as a normal kraken). Fire creates a Dragonship, capable of reaching orbit, which travels at 90’ per round and can fire 10-die Fireballs once per

True Polymorph Enchantment, Transmutation Range: Short (25 ft + 5 ft/2 Levels) Duration: Special (D) Casting Time: One Standard Action Saving Throw: Fort negates Spell Resistance: Yes Treat this spell as Polymorph any Object with a +2 bonus for duration calculations and a limit of 1000 cubic feet per level. It may also be used to manufacture up to 5000 GP worth of materials without any XP cost or other strain on the caster.

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lower) damage in the same area. This spell does not affect creatures without an active life force, such as undead and constructs.

Antitechnological Sphere Abjuration, Enchantment Range: Long (400 ft + 40 ft/Level) Duration: One full day (D) Casting Time: One Standard Action Saving Throw: None Spell Resistance: No You set a specific technology threshold or principle. Technology which uses that principle or goes beyond that threshold fails to function. This does not affect the natural functions of creatures, though it might affect constructs. The sphere covers a 30 ft radius.

Great Channels Abjuration, Conjuration, Transmutation Range: Touch Duration: One hour per level or until used (D) Casting Time: One Standard Action Saving Throw: Will negates Spell Resistance: Yes The next three spells the target casts have a transdimensional range, as if modified by the Extension metamagic.

Interdict

Apportion

Abjuration, Conjuration Range: LOS (Touch for ritual version) Duration: Special Casting Time: One Standard Action or Ritual Saving Throw: Will negates Spell Resistance: Yes The target temporarily loses access to a source of supernatural power. Common power blocks include gods (and therefore divine magic), particular planes (which may block negative energy attacks and the like) and arcane energies. This only lasts 1 minute per level if cast as a normal spell, but can easily tilt the odds of a fight. If it’s cast as a Ritual the effect lasts for one week per Caster Level on a successful save and is permanent until some countermeasure is found otherwise.

Abjuration, Conjuration Range: Medium (100 ft + 10 ft/Level) Duration: Instantaneous Casting Time: One Standard Action Saving Throw: Ref negates Spell Resistance: Yes Treat this spell as per Teleportation without Error, except that the caster doesn’t have to travel, it will affect unwilling targets, and the weight limit is 250 lbs. per level. Higher-level, or metamagically-modified, versions of this spell often throw in area-of-effect.

Danse’ Macabre Enchantment, Necromancy Range: Medium (100 ft + 10 ft/Level) Duration: Instantaneous Casting Time: One Standard Action Saving Throw: Fort negates Spell Resistance: Yes This brutal spell animates the skeletons of up to level/2 targets. Victims suffer a -10 penalty to all physical checks if they resist the caster’s commands and can be made to take 1d4 hit points per round (unaffected by damage reduction) if the caster commands their bones to rip free. Outside of the fact that the flesh on them is still alive and protesting these are perfectly normal skeletons and can be Turned or Destroyed normally.

Life Leech Conjuration, Necromancy Range: 60 ft radius burst Duration: Four hours. Casting Time: One Standard Action Saving Throw: Fort half Spell Resistance: Yes This spell transfers 12d6 HP from each desired target within 60' to the caster as temporary hit points. While the caster can gain a maximum of 240 hit points in this fashion, the damage inflicted is not so limited. A target who makes his or her Fort save takes only half damage.

Mall of the Gods

Detonate Life Force

Conjuration, Divination, Illusion Components: V, S, M F (cash, gems, or other items to trade worth at least 10,000 GP) Range: Personal Duration: Instantaneous Casting Time: One Standard Action Saving Throw: None Spell Resistance: No You get an instant shopping run. You may spend up to 120,000 GP normally in cash or trade, but no item from the mall may ever be returned. No single purchase

Evocation, Necromancy Range: LOS Duration: Instantaneous Casting Time: One Standard Action Saving Throw: Fort partial Spell Resistance: Yes The unfortunate victim detonates, causing 2x(current hit points) points of damage in a 30' radius. Yes, the target dies outright if they fail the save. If the target saves, his or her life force only partly explodes, dealing 4d6+8 (or his or her current hit points, whichever is

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may exceed 1000 GP per character level. This spell does not work until the 22nd level Grand Opening of the Mall of the Gods spell is cast in a given universe, but most places have had their malls open for eons.

Spell Resistance: Yes (for caster and allies) The caster (and only the caster) may share all single target spells cast on him or her with up to (Int Mod) allies with a 30’ radius of effect if he or she so desires.

Reforging

Spellweaving

Illusion, Transmutation Components: V, S, M (a toolkit suitable for working on an item of the desired form) Range: Touch Duration: Instantaneous Casting Time: Ritual Saving Throw: None Spell Resistance: No Reforging alters the form of magic items, but not their magical function. It could turn a pair of bracers into a sword or a cloak or vice versa without altering the magical power of the item in question. It does alter which item slot it occupies, however, as well as all of its mundane statistics.

Abjuration, Enchantment Range: Personal Duration: One hour (D) Casting Time: One Standard Action Saving Throw: None (Normal for the secondary spells) Spell Resistance: No (Yes for the secondary spells) You may manipulate the flow of magic around you to produce minor (L2 and under) spell effects. You may create such effects up to once per round, but cumulative effects such as Cure Wounds will only work 2d6 times on any single target. Secondarily, your enhanced magical senses effectively grant you the Countermagic ability with the Reflexive improvement. Higher-level versions of this spell increase the limit on the level of spells which can be woven by +1 per +2 levels.

Runic Enhancement Conjuration, Evocation, Transmutation Range: LOS Duration: One hour per level or until expended (D) Casting Time: Ritual Saving Throw: Will negates Spell Resistance: Yes Specify up to +8 levels of metamagic. Add them to any other single spell which you cast during this spells duration. A L13 version allows the metamagic(s) added to be selected when the second spell is cast.

Torim’s Superlative Porter Conjuration, Evocation Range: Special Duration: Special (D) Casting Time: Ritual Saving Throw: Will negates Spell Resistance: No This spell creates a 20’ cubic trans-dimensional space which exists only in relation to the caster (in effect it follows him or her about) along with quasi-intelligent unseen servants to manage it. The user merely holds out his or her hand and asks for an item or places an item in. This effect is permanent, but occupies one active spell slot until dismissed. Dismissing it dumps all objects on the ground. If the caster dies while this spell is active, it becomes a permanent hidden pocket dimension until he or she is resurrected (if ever).

Sight from Beyond Divination, Enchantment, Illusion Components: V Range: Personal Duration: One minute per level (D) Casting Time: One Standard Action Saving Throw: None Spell Resistance: No You gain a +20 insight bonus on AC, attacks, saves, and those skills where seeing the future would help. The character not only sees the future, he or she can scan through every possible future until the end of the spell, seeing which action results in what. This has no separate effect from the bonus and does not protect the caster from all error; there are limits to comprehension, if not to the spell.

Twelfth Level Spells Anagathic Abjuration, Necromancy, Transmutation Components: V, S, M (a small mirror) Range: Touch Duration: Instantaneous Casting Time: One minute Saving Throw: Fort negates Spell Resistance: Yes The target does not age for the next week, whether from natural or unnatural causes. Alternatively, his, her, or its age may be reduced by one day. As hard as it is to prevent aging, it’s even harder to undo it.

Spellsharing Conjuration, Enchantment Range: Personal Duration: One hour per level (D) Casting Time: One Standard Action Saving Throw: Will negates

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Two beings may produce healthy, fertile hybrid offspring regardless of species, age, sex (or lack thereof), or infertility if either has this spell in effect. Some worlds have this spell as a World Template, thus neatly explaining where Genasi come from, given the obvious difficulties in the consummation of a relationship between a being of living fire (or water or earth or air) and a normal mortal.

Animate Implements Conjuration, Enchantment Range: LOS Duration: One hour per level (D) Casting Time: One Standard Action Saving Throw: None Spell Resistance: No A target item or set of tools gains competence or enhancement bonuses totaling +10 (usually +10 on any single skill or +5 each to hit and damage) and may act on its own as if the caster was wielding it. Thus a sword may be sent to fight, tools put to work on their own at a skilled task, or a wand given an extra +10 on Spot and left to guard your campsite.

Grand Creation Conjuration, Transmutation Components: V, S, possibly XP Range: Medium (100 ft + 10 ft/level) Duration: Instantaneous Casting Time: 1 Standard Action Saving Throw: Special Spell Resistance: Special

Cloak of Grandeur

Illusion, Enchantment Range: LOS Duration: One full day (D) Grand Creation allows C a s t i n g T i me : O n e the user to create nonmagical, Standard Action nonliving, matter with a total Saving Thro w: Will value of up to 200 GP per negates (others only) level of the caster +5 GP per Spell Resistance: Yes XP expended during casting. (target only) Such materials are real and Everyone who permanent. If the materials encounters the target sees are created around or directly him or her as a figure of above another creature it may authority and great make a Reflex save to avoid importance, to be obeyed them. If an attempt is made to without question, if they create items in contact with fail their saving throw. another creature - such as in a Variants exist: Cloak of pocket, inside their armor, or Normalcy lets the target to encase them in iron - Spell pass without attracting Resistance also applies. attention, Just Sovereign A L15 version allows the causes the local populace to creation of nonsentient living accept even tyrannical things. A L18 version allows incompetents as just and the creation of magical items. fair rulers, and Cloak of Supremacy allows the target to impersonate gods, rulers, It’s a bookmark. Why? and mighty heroes. Characters who know one version may memorize and Grand Sphere of Invulnerability cast the others; they are all one spell, which allows the Abjuration, Conjuration character to choose what aspect he or she wishes to Range: LOS present. Cloak of Grandeur is also as effective as mindDuration: One minute per level (D) control gets, though a few more specialized spells exist. Casting Time: One Standard Action Saving Throw: Fort negates Genetic Adaptation Spell Resistance: Yes No spell up to level 8 can affect one defended by Conjuration, Necromancy, Transmutation Grand Sphere of Invulnerability, unless they choose to Range: Touch allow it. The spell otherwise resembles Lesser Globe of Duration: Instantaneous Invulnerability. Casting Time: Ritual Higher-level variants are even more potent. The L15 Saving Throw: Fort negates version protects against spells thru L10, the L18 version Spell Resistance: No works against spells through L12, and so on.

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magic. Such fine-tuned effects increase the effective level of the spell by one when used in conjunction with one of the other two options.

Grandiose Inflation Evocation, Transmutation Components: V Range: LOS Duration: One minute per level (D) Casting Time: One Standard Action Saving Throw: Fort negates Spell Resistance: Yes This spell enlarges a target creature or object to Colossal size after a moment’s delay. This is a nasty thing to do to a pebble before tossing it, since the resulting thousand-ton boulder will squash virtually anything (via entirely nonmagical physical damage) and gets a +20 on any to-hit rolls.

Prismatic Lance Evocation, Conjuration, Illusion Range: LOS Duration: (Level/5) Rounds Casting Time: One Standard Action Saving Throw: As Prismatic Spray Spell Resistance: No Prismatic Lance creates a quarterstaff which lasts for (level/5 rounds). The staff shimmers with various colors brightening and dimming along its length and glows brightly overall (rather like a disco globe). Any creature struck by the staff (a touch attack) other then the caster suffers all the effects of Prismatic Spray. If thrown (with a range increment of 60’) it dissipates after striking the target. Since the staff must already hit the target, the unfortunate victim receives no Reflex saves for any prismatic effects.

Great Dispelling Abjuration, Conjuration Range: LOS Duration: Instantaneous Casting Time: One Standard Action Saving Throw: None Spell Resistance: No Treat this spell as Greater Dispel Magic, except as noted above and that you receive a roll of 1d20+ your level with no upper limit.

Prismatic Storm Evocation, Conjuration, Illusion Range: 150’ cone Duration: Instantaneous Casting Time: One Standard Action Saving Throw: As Prismatic Spray Spell Resistance: Yes All effects of Prismatic Spray strike all targets in a cone 150’ long. Targets do not receive Reflex saves, but may save versus other aspects of the Prismatic Spray.

Greater Antimagic Field Abjuration, Evocation, Transmutation Components: V, S Range: Up to 20 feet emanating from the caster Duration: 10 minutes/level (D) Casting Time: 1 Standard Action Saving Throw: None Spell Resistance: No

The Prison of the Self Abjuration, Enchantment, Illusion Components: V Range: Close (25 ft + 5 ft/2 Levels) Duration: Permanent Casting Time: One Standard Action Saving Throw: Will negates Spell Resistance: Yes The Prison of the Self allows the caster to imprison a spirit or outsider within his or her own flesh and mind. While perilous, it’s very effective: actual escapes are rare. However, the entity can use mental powers of level 4 or lower on its captor. If the caster is mentally but not physically incapacitated (not just sleeping), the entity can temporarily take over control of the body. If the caster dies, the entity will not only have the body, assuming it remains intact, but may well gain some of the caster’s own power.

Unlike a standard Antimatic Field, a Greater Antimagic Field offers several different options and can be cast at higher levels than this; the spell automatically adjusts to the slot it occupies. Its shape is adjustable within the spell limits, from simply surrounding an item in the caster’s possession up to the full 20 ft radius. If cast to block all magic it follows the usual rule for antimagic - it can be overloaded and destroyed from the outside only by spells which exceed twice the level of the antimagic spell used. From the inside it requires a spell of three times the level of the antimagical effect. If cast to dampen incoming supernatural effects only, it reduces the effective level at which such effects operate by twice the spell level. For example, a L12 antimagic effect would reduce the effective Caster Level of an incoming spell by 24. Thus an incoming Fireball spell with a Caster Level of 28 would only inflict 4d6 damage. Spells with their Caster Levels reduced to 0 or below simply fail. Such a ward will be overloaded and destroyed by any incoming spell with a Caster Level of more than three times the level of the antimagic spell used. Antimagic may also be attuned to specific types of

Relocation Divination, Conjuration Range: Special Duration: Instantaneous Casting Time: Ritual

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the communities downriver for several miles. While the target’s flesh returns to normal after the spell expires, any venom he or she has released is real and permanent.

Saving Throw: None Spell Resistance: No Moves up to a square mile of terrain, and all its inhabitants, to a new location of your choosing within range of a Teleport Without Error spell. The old location will “slide shut” to eliminate the hole left behind, while the new location’s borders will fit smoothly. The L15 version can move the territory across planes and adapt it to survive in its new location either by altering it to fit into its new environment or by setting up an environmental barrier around it.

Warp Sphere Conjuration, Illusion, Transmutation Range: LOS Duration: Instantaneous Casting Time: One Standard Action Saving Throw: Special Spell Resistance: No Two target regions of space (each up to a 15’ radius sphere) swap places. Characters with 5’ of the edge receive a Ref save to dodge inside or out. The L14 version allows a target area to be swapped with a target area on another plane. The L16 version throws in a Dimensional Anchor lasting one hour per level on each creature and object within the transported area after their arrival.

Venom Cadavari Evocation, Necromancy, Transmutation Components: S Range: LOS Duration: Ten minutes per level (D) Casting Time: One Standard Action Saving Throw: Fort negates Spell Resistance: Yes Select a poison. The target becomes immune to all poisons and his or her flesh, breath, sweat, saliva, and blood becomes filled with the chosen poison. The user may opt to emit a toxic miasma in a 30 foot radius and may poison weapons, wells, food, and drink with a simple touch. A user bathing in a river is likely to cause illness and perhaps even a scattering of deaths among all

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Web of Space Conjuration, Illusion, Transmutation Range: LOS Duration: One day per level (D) Casting Time: One Standard Action Saving Throw: None Spell Resistance: No

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25% of the targets character points). If the target is of animal intelligence it can normally be fully domesticated and trained by the time it reaches “adulthood” for its species.

Choose an area up to a 1000’ radius. It becomes spatially bound. While characters may attempt to leave, whether physically or by occult means, they find themselves arriving on the other side. This does not affect light, but does affect all other energy including spells and psionic powers.

Dance of Blades Conjuration, Enchantment, Transmutation Components: V Range: LOS Duration: Five rounds per level Casting Time: One Standard Action Saving Throw: Ref partial Spell Resistance: No You surround the target with an aura of whirling force-blades. Any unwelcome entity which approaches the target within 20’ or remains in that area takes 15d6 damage per round, unless they make a Ref save for half damage each round.

Wings of Magic Conjuration, Transmutation Range: Medium (100 ft + 10 ft/Level) Duration: 1d6 Hours Casting Time: One Standard Action Saving Throw: Will negates Spell Resistance: Yes The target gains +24 CP to spend on Path of the Dragon abilities for the next 1d6 hours. Similar spells exist for Channeling (Sphere of Light and Hand of Darkness at L15), Witchcraft (Waking the Serpent, L14), Martial Arts (The Stalker’s Wheel, L13), and a variety of other ability sequences.

Dark Trinity Conjuration, Necromancy, Illusion Range: LOS Duration: Special Casting Time: One Standard Action Saving Throw: As per specific effects Spell Resistance: As per specific effects You may invoke any three entropic effects (any Illusion, negative energy, darkness, or Disintegrate spells) of up to level 8. All three go off at the same time, although they may be independently targeted. Dozens of odd variants - positive energy, Evocation, Illusion, weather effects, demon-summoning effects exist, and a caster could develop many more.

Thirteenth Level Spells The Attentive Slave Divination, Enchantment, Transmutation Range: LOS Duration: Instantaneous Casting Time: One Standard Action Saving Throw: Will negates Spell Resistance: Yes The victim of this spell will do as the caster desires without any need for orders. In effect, caster simply takes over control of the target. The target will continue to do what the caster would have wanted even if the caster dies, is dominated themselves, or is otherwise incapacitated. While the effect is instantaneous, targets with an inherent Will save bonus of +8 or more gradually revert to normal (the process normally requires 1d4 weeks) unless the caster occasionally reinforces his or her control. The caster is effectively limited to a maximum of (Cha Mod +1, 1 minimum) long-term servants.

Eternal Torment Abjuration, Conjuration, Necromancy Range: LOS Duration: Instantaneous Casting Time: One Standard Action Saving Throw: Will negates Spell Resistance: Yes This spell works as Imprisonment, but the victim is subjected to unending torment if he or she is in any way vulnerable to pain. If returned to the world, the target is stunned, nauseated, staggered, and fatigued and has half his or her hit points in subdual damage. These flaws go away in that order at the rate of one a week.

Babe in Arms Divination, Enchantment, Transmutation Range: LOS Duration: Special Casting Time: One Standard Action Saving Throw: Will negates Spell Resistance: Yes The target’s mind is erased by this spell. While the mind (with skills and abilities) recovers at the rate of one effective year of life per week, the victim is extremely impressionable as a child would be during this period, and may be trained and taught as a child. This also allows a limited character rewrite (reallocating up to

Evolution Enchantment, Transmutation Components: V, S, MF (creatures to be bred) Range: Special Duration: Special Casting Time: Ritual Saving Throw: None Spell Resistance: No Select a species or subspecies. Over the course of

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several generations, you may work to breed desired attributes and abilities into up to a hundred of those creatures who are under your control. Drastic changes (such as giving Gnomes six arms and innate Fireball spells) may take repeated castings and may affect abstract game terms such as increasing the level cost to play one. Less drastic changes, such as breeding a subtype of horses which can eat seaweed and drink salt water for use on rocky islands, can usually be completed within a single generation. In any case, such modifications become a natural part of your new species or subspecies from then on.

Greater Familiar Evocation, Enchantment, Transmutation Range: None Duration: Instantaneous Casting Time: Ritual Saving Throw: Will negates Spell Resistance: Yes The user may create a Companion or Mount (bestow the Familiar template or Paladin’s mount abilities) from an agreeable creature with a CR of up to one-half the caster’s level.

Fist of Insert Preferred Deity’s Name Here Conjuration, Evocation Range: LOS Duration: 1 Round /Level (D) Casting Time: One Standard Action Saving Throw: Ref half (per strike) Spell Resistance: No Named by an eccentric spellcaster who forgot the brackets, Fist of Insert Preferred Deity Name Here creates a giant hand of force that slaps a 30’ radius area for 12d6 damage or punches a single 5’ square for 20d6 damage. The caster may select a new target each round. It lasts 1 round per level, but that’s often enough. Any target which makes the save take half damage.

Gates of the North Wind Evocation, Necromancy Range: LOS Duration: Instantaneous Casting Time: One Standard Action Saving Throw: Ref half Spell Resistance: Yes You hurl a 30d6 cold damage frostball. Any slain by this are animated as if by a Caster Level 15th Create Undead. Any target which makes the save takes half damage, but if they die anyway will still be animated.

If you don’t stop pooping down my back, I’m replacing you with clockwork. Plague Arcane

The Hidden Ways

Abjuration, Necromancy, Transmutation Range: LOS Duration: Instantaneous Casting Time: One Standard Action Saving Throw: Fort negates Spell Resistance: Yes Choose a magical disease to affect up to ten targets within range. Such “diseases” include any outright magical infection, lycanthropy, possession by an evil entity (or possibly good ones for already-evil creatures), or loss of access to an arcane school. Outside of outright possession such diseases are contagious, and can spread. This spell can generally be countered by the reversed 13th-level spell Cure Arcane Plague, fittingly enough. If not so cured affected creatures may be cured normally via fortitude checks, specific curatives, or whatever other means the Game Master specifies.

Divination, Enchantment, Illusion Components: S Range: Touch Duration: One hour per level (D) Casting Time: One Standard Action Saving Throw: Special Spell Resistance: No All alarms and traps the target would otherwise trigger overlook the target’s presence if they fail the saving throw (they receive one even if unattended). All guards, construct or otherwise, must make a Will save or simply ignore the target. This effect fails if the target actively tampers or attacks with the alarms, traps, or guards in question. Affected alarms, traps, and guards do not remember the intrusion after the spell wears off, although guards which it fails to affect can detect the target normally.

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Scrying Maze

Synthesis

Divination, Enchantment, Illusion Components: S Range: None Duration: One day per level (D) Casting Time: One Standard Action Saving Throw: Will partial Spell Resistance: No Once cast, this spell wards a 100 foot radius of the target against clairsentience, scrying, astral intrusion, and other divinatory effects of less then tenth level. Anyone who attempts such an intrusion and fails the saving throw finds their mind drawn into a crystal maze on the astral plane. This takes them at least one day to escape. They may attempt a new saving throw each day until they escape or the spell ends. Hopefully someone will have been taking care of their bodies. Those who make the saving throw still alert the caster to their presence. A Scrying Maze placed on a location may be made permanent at the cost of 10,000 XP.

Schools: Evocation, Transmutation Components: V, S, MF (materials to be manipulated) Range: Touch Duration: Instantaneous Casting Time: Ritual Saving Throw: None Spell Resistance: No Synthesis allows you to manufacture matter. It can create any molecular composition for which you have the appropriate atoms (or the local equivalent) available. This produces up to 10 pounds of material per Caster Level.

Unleashed Potential Abjuration, Evocation Range: LOS Duration: Instantaneous Casting Time: One Standard Action Saving Throw: Ref negates Spell Resistance: Yes Unleashed Potential triggers the uncontrolled release of energy from something, usually an item with charges. GM’s may allow this to work on characters; in either case, all charges or uses of a selected ability activate at once; if they require a target, they strike the holder or the square he or she stands on (multiply the affect and area, if any, by the square root of the number of charges or uses. It does not work on the nuclear or total-conversion potentials inherent in normal matter, but quantities of chemical or radioactive nuclear fuels (up to several thousand tons) work quite nicely.

Shattering Word Evocation, Necromancy, Transmutation Components: V Range: LOS Duration: Instantaneous Casting Time: One Standard Action Saving Throw: None Spell Resistance: Yes You may disrupt the structure of space around a target, crushing matter and scattering energy with a word. Any target with a CR of up to (Casters CR - 6), including creatures, traps, walls, gates, buildings, and spells, will be destroyed or damaged at the option of the caster. Targets with a CR above the destruction limit will still suffer 15d6 damage. The Game Master may opt to modify the caster’s CR according to his or her current condition. If the caster is currently low on spells, badly hurt, and short of gear, he or she may find that such distractions weaken the effects of a Shattering Word.

Unseen Horde Divination, Conjuration, Transmutation Range: Special Duration: One hour per level (D) Casting Time: Ritual Saving Throw: None Spell Resistance: No You create (Int Mod) x 100 unseen workers. These act as unseen servants, except that they have 18’s in all physical attributes and mental attributes of 12, move at 30 feet per round, and get any three physical skills at +12. You may also equip them with (equally unseen) tools or weapons as needed. Like regular unseen servants, these can be killed readily. They have 12 hit points and AC 22 (+4 Dex, +4 natural armor, +4 invisibility).

Spell Bank Conjuration, Evocation Components: V, S, MF (item to be imbued) Range: Touch Duration: Permanent until used (D) Casting Time: Ritual Saving Throw: None Spell Resistance: No You may store up to a number of spells in an object equal to your spellcasting attribute modifier. You may release one each round as a Free Action. You may give this item to other and split the spells between multiple items, but may not exceed the above restriction on the number of spells for all such items together.

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Using available materials (wood and stone are best for medieval construction, but the spell can incorporate metal, rubber, brick, or any other suitable material) this spell creates any structure up to a fortified keep, bridge, cathedral, or 20 miles of road.

Altar of Blood Enchantment, Necromancy Components: V, S, MF (altar or structure) Range: Touch Duration: Instantaneous Casting Time: Ritual Saving Throw: None Spell Resistance: No Altar of Blood transforms an altar or structure into a nexus of evil and a storage point for magical power derived from blood sacrifice. Each intelligent being slain on the altar contributes (CR/2 -1, rounded down) levels of spell energy to the reserve. Lower-level creatures can be sacrificed in groups to raise their effective CR and the fresh life energy of a small child is always worth at least 1 level of spell energy. Spellcasters who have personally sacrificed at least one sentient being at the nexus may draw on those spell levels as if they were using spell levels from a Rod of Absorption. Unfortunately, for every 100 spell levels a caster draws from the reserve, he or she suffers some minor deformity or curse which can only be removed via Wish, Miracle, or similar high-order spells. Any undead created or “blessed” by you or an evil cleric (such clerics use a turning attempt to do this) at the sacrificial site gain +4 hit points per hit die. Additionally, the sacrificial site radiates fear and despoils the land for miles around, though this has no effect on creatures above four hit dice or levels.

Forge of Time Abjuration, Evocation, Transmutation Range: Medium (100 ft + 10 ft/Level) Duration: One hour per level (Permanent as ritual) (D) Casting Time: One Standard Action or Ritual Saving Throw: Special Spell Resistance: No You create time-stopped areas and “items” customized to your whim. Areas and items appear as perfectly reflective surfaces, although they may be either “solid” or “hollow” (in which case time continues normally inside them; only an infinitely-thin wall exists). Such items are unbreakable by physical force. Only magic-absorbing or dissipating attacks or time control techniques can undo them. All items created must fit within a 20 foot cube and may not include portions of living creatures; it’s all or nothing. If the caster attempts to entrap a living creature it may make a Reflex save to avoid being chained, caged, or otherwise entrapped.

Grand Projection Conjuration, Enchantment, Illusion Range: Touch Duration: One hour per level (D) Casting Time: One Standard Action Saving Throw: None Spell Resistance: No This spell resembles Project Image, but can transmit all sensations and sounds to or from the target, allows the user to cast spells of up to eighth level through the image, and provides a constant Telekinesis effect which allows the user to affect physical objects as if he or she was actually present with a Strength equal to his or her Intelligence. The image can be projected to any point on the planet. A L16 variant can project the image to any place in the same dimension. A L18 variant can project the image across dimensions as well.

Annihilation Conjuration, Evocation, Necromancy Range: LOS Duration: Instantaneous Casting Time: One Standard Action Saving Throw: Best saving throw of Fort, Reflex, or Will negates Spell Resistance: No Annihilation crushes the target’s body, turns it to subatomic particles (or whatever), spreads them across the universe, and then grabs the target’s soul and drags it as far as magic reaches before flinging it further. This is as final as death-type spells get. If the target comes back from this, you probably need to just agree to disagree. Most souls hit by this are simply trapped in a limbo until they fall into another universe.

Holding Thunder Conjuration, Evocation, Transmutation Range: Special Duration: 1 Day /Level (D) Casting Time: One Standard Action Saving Throw: None Spell Resistance: No When cast, Holding Thunder also activates another normally-instantaneous spell of up to 6th level which you have memorized or can spontaneously cast. The second spell will remain continuously active for the duration of Holding Thunder, assuming that this makes

Construction Conjuration, Divination, Transmutation Components: V, S, M (construction materials) Range: Extreme (800 ft + 80 ft/Level) Duration: Instantaneous Casting Time: Ritual Saving Throw: None Spell Resistance: No

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Spell Resistance: No This creates a potent and permanent Wall of Force. Those who touch it become subject to a spell up to 5th level which you know and can cast. Hold Monster is the favorite choice; it will activate on the target every round, so to successfully evade it after touching the wall, the target must make a great many saves in a row. Most don’t live that long. Higher level variants can increase the level of the secondary spell; L6/7/8/9 secondary spells can be used at L15/17/19/21. It’s worth nothing that the secondary spell can be a metamagically-modified effect if the caster knows the metamagical technique in question.

some sort of sense. Damaging effects typically apply each round to anyone who enters or remains in the affected area, while spells such as “bless water” are effectively cast each round.

Inner Thunder Evocation, Necromancy Components: V Range: 30 ft radius burst emanating from the caster Duration: Instantaneous Casting Time: One Swift Action Saving Throw: None Spell Resistance: Yes You radiate a 20d6 forceblast. All Force constructs and spells within that radius are automatically destroyed (no save). All those within 10’ are hurled away to a radius of 40’. The spell has a built-in version of Advanced Body Fuel; the caster may spend 14 hit points instead of actually expending the spell to cast it.

Wandbane Abjuration, Divination, Evocation Range: 10 ft/Level radius emanation from caster Duration: One hour (D) Casting Time: One Standard Action Saving Throw: None Spell Resistance: No Wandbane blocks the release of stored spells from spell-trigger, spellcompletion, and commandword items within a radius of 10 ft per level of the caster. Uses-per-day and unlimiteduse items are not affected. The L18 variant King of Wands grants awareness of each attempt to release a stored spell in the affected area and the ability to selectively veto such releases, allowing the caster and his or her friends to use stored spells while preventing enemies from doing so.

Mana Vortex Conjuration, Evocation Range: Touch Duration: 1 Round /Level (D) Casting Time: One Standard Action Saving Throw: Fort negates Spell Resistance: Yes This spell provides 4 bonus Mana for the target (may be the caster) every round for 1 round per level. This cannot be used to regain personal Mana, but it can be channeled into spellcasting or other effects.

Shattering Divination, Conjuration, Evocation Range: 200 ft radius burst emanating from the caster Duration: Instantaneous Casting Time: One Standard Action Saving Throw: None Spell Resistance: No Shattering destroys 20d6 CR worth of barriers, traps, vaults, constructs, and other obstacles within a 200 ft radius burst. Weaker and closer targets are affected first. Targets with 20+ CR individually are not affected and do not count against the total.

Whispering Winds Divination, Enchantment, Illusion Components: V Range: Special; anywhere on the plane Duration: 2d12 days (D) Casting Time: Ritual Saving Throw: None Spell Resistance: No With this spell, you may spread rumors and ideas throughout an entire province. Against susceptible individuals, this may be treated as a Suggestion effect, but given the sheer number of affected people, it likely won’t matter. This can be used to cause unrest, promote ideas, advertise products, promote your reputation, subvert nations, spread hope or despair, and so on.

Wall of Sorcery Evocation, Transmutation Range: Long (400 ft + 40 ft/Level) Duration: Permanent (D) Casting Time: One Standard Action Saving Throw: None

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Fifteenth Level Spells Conjuration, Evocation, Necromancy, Transmutation Components: V, S, MF (a realm to claim) Range: None Duration: Instantaneous Casting Time: Ritual Saving Throw: Will negates Spell Resistance: Yes You may purchase the Godfire Dominion ability without inheriting it, the aid of a god, or fulfilling any other story based requirements.

past the first, its saves use the highest base in the group plus one per member past the first, and it gets the groups total hit points. The avatar has all the best talents, magic levels, Warcraft, and other abilities from the pooled characters, and gets its choice of their equipment as well. Finally it gets one extra action per round per 2 people in the group and meets any and all requirements that one of the group members met. In other words, if a magic item or ability requires elf-blood, and one member out of the group is an elf, then the Avatar meets that requirement. Strangely, this spell sometimes comes bound into giant golem bodies, which the characters must pilot. Obviously, this is the result of a poorly-thought design; any good construct ought to be able to act on its own.

Evil Eye

Ka Effigy

Divine Spark

Conjuration, Evocation, Enchantment Components: V Range: Personal Duration: 2 Rounds /Level Casting Time: One Standard Action Saving Throw: None Spell Resistance: Yes Choose a spell of up to level 6 to use as a gaze attack with a 60’ range. While offensive spells are traditional, this is not required. If you’re passing through a plagueravaged village and want to Heal everyone who meets your gaze, this is quite permissible.

Divination, Enchantment, Necromancy Range: Close (25 ft + 5 ft/2 Levels) Duration: Permanent (D) Casting Time: One Standard Action Saving Throw: None Spell Resistance: Yes Ka Effigy creates a exact duplicate of the caster (and only the caster) at three-fourths of his or her current level. The duplicate is fully real and comes with appropriate gear for its level, although this vanishes with it. The Effigy lasts until killed, but the user is at -2 levels while the duplicate remains. The Ka Effigy transmits all its memories, experiences, and any XP it has earned to the caster when the spell ends or it dies.

Forest Haven Enchantment, Transmutation Range: Touch Duration: Instantaneous Casting Time: Ritual Saving Throw: None Spell Resistance: No Every plant and animal within 1 mile per level of the caster becomes a friendly, communicative ally. The spell includes the ability to speak with all plants and animals (to the extent their limited capacities allow) within that region, an effect which persists as long as the target accepts the task of taking care of the area. The target will never lack for herbs, spell components, or food within the area as long as the environment is half-way reasonable to begin with.

The Opening of the Ways Divination, Conjuration, Transmutation Components: V Range: None Duration: Instantaneous Casting Time: One Standard Action Saving Throw: None Spell Resistance: No Also known as The Hand of Ptah, this spell opens all gates, tunnels, doors, locks, seals, and barriers you can see or know about within a 1-mile radius. It will even rebuild small cave-ins and reveal hidden passages, if you have some idea of what you’re looking for. It can open any and all magical seals up to 12th-level effects.

Forge Avatar

Prismatic Armor

Conjuration, Enchantment, Necromancy, and Transmutation Components: V Range: Touch Duration: One hour (D) Casting Time: One Standard Action Saving Throw: Will negates Spell Resistance: Yes Forge Avatar merges a group of 2-7 volunteers into one. The merged entity’s attributes are equal to the highest base attribute in the group +2 for each member

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Evocation, Illusion Range: Touch Duration: 10 minutes per level (D) Casting Time: One Standard Action Saving Throw: Special Spell Resistance: No Prismatic Armor has the effect of Prismatic Sphere but only affects those who come into contact with the wearer. The wearer casts spells as if they were cast through a Prismatic Sphere. The user may use touch attacks to body-slam people with the armor, which they

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take 3d6 holy damage per round and cannot be created or summoned in the area. The caster may describe up to three additional spells (level 4 maximum) which affect the chosen area or those in it. Sadly, the spell requires the support of a faithful community inside the zone of effect; normally it only is used by deities slightly irritated by an evil horde or swarm of undead come to sack the temples of the just.

are unlikely to enjoy, although the usual saves apply to reduce the prismatic effects.

Prosperity Evocation, Necromancy, Transmutation Range: Anywhere on the planet. Duration: One Season (usually used during the fall. Three months for regions without seasons.) Casting Time: Ritual Saving Throw: None Spell Resistance: No Prosperity blesses a province - a fair-sized country or major chunk of an empire - with fertility and health, ensuring healthy flocks and herds, bountiful crops, and plenty of wild game. The people will flourish and grow fat. This spell may be cast reversed, in which case it causes blight, disaster, and famine. Individual farmers and herdsmen may make Will saves against the reversed form to protect their own lands and animals, but no general save applies unless the local ruler is bound to the land (see Coronation, page 124) or possesses the relevant Dominion or Domain abilities.

Spatial Soliton Conjuration, Evocation Components: S Range: Special; originates adjacent to the caster. Duration: Instantaneous (technically 12-48 hours since the beam only travels at near light speed) Casting Time: One Standard Action Saving Throw: Reflex half Spell Resistance: No You fire a shaped gravity pulse, a relativistic stream of microscopic black holes. This causes 12d6 points of damage to everything in a 5' wide (and high) pathway many light hours long, bypassing all defenses save for gating away the stream or not being there. This includes cover (walls, mountains, stars or anything other than a bigger black hole), time-stopped areas, force walls, armor, damage reduction, immunities, and resistances. Fortunately for the rest of the universe, the beam does gradually dissipate, losing 1d6 of its damage potential every 1d4 light hours (generally there’s no need to check). If a Soliton beam passes through a Gate effect, the beam dispels it en route if the caster succeeds in an opposed Caster Level check.

The Triune Self Enchantment, Transmutation Components: None Range: Touch Duration: Ten minutes per level Casting Time: One Standard Action Saving Throw: Fort negates Spell Resistance: Yes The targets mind becomes three minds, although they draw on a common pool of spell slots, power, and other resources. One mind acts physically, doing physical actions and attacks, and feeling pain. The other two may use magical or psychic powers or speak (the spell provides for that supernaturally), essentially giving the user three actions for each one he or she would normally get. He or she also gains three saving throws against any mental effect, which generally includes all Will saves. Note that this spell does not make any changes to the user’s body; he or she can still cast only one spell per round that requires gestures without using special techniques, and if the physical self begins staff-fighting, the mental selves may have no hands left over to gesture with. Many users combine this effect with Alter Self, so as to provide more limbs. This works perfectly well.

Righteous Wrath Conjuration, Enchantment, Necromancy Range: Long (400 ft + 40 ft/Level) Duration: One hour Casting Time: One Standard Action Saving Throw: None Spell Resistance: No You sanctify the area. This short-term burst of holy power creates a Holy Aura effect over a 300’ radius. Additionally, undead and evil outsiders inside the effect

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Spell Resistance: No You prevent or halt an earthquake, volcanic eruption, flood, landslide, hurricane, or other natural disaster in a radius of 1 mile per level, dissipating the forces that drive it. While another eruption, storm, or earthquake may occur later, it will not be for some time.

The Venom’d Flood Conjuration, Necromancy, Transmutation Components: S Range: Long (400 ft + 40 ft/Level) Duration: Instantaneous Casting Time: One Standard Action Saving Throw: None Spell Resistance: No You spray up to 1500 cubic feet per level of any fluid selected. Normal materials, such as whipped cream, olive oil, or boiling water are permanent. Exotic materials, such as liquid helium or molten gold last only level/2 rounds. The spray itself may be directed at a square or hex, in a 5' wide or 10' wide stream, in a cone, or at an arc of squares or hexes within range at the option of the caster. Similarly, the spray may be discharged in a single round or over up to ten rounds at the option of the caster.

Disciples of Power Divination, Enchantment, Illusion Components: V, S, 1000 XP per minion Range: Close (25 ft + 5 ft/2 Levels) initially. Once set up, the link has transdimensional range. Duration: Instantaneous Casting Time: Ritual Saving Throw: Will negates Spell Resistance: Yes You may create a permanent link with up to (Cha Mod) +7 voluntary subjects. This will permit you to tap into their senses, speak to and through them, and to channel spells of up to L9 through them at will regardless of range or dimensional barriers.

Sixteenth Level Spells Brisnell’s Final Thievery

Envenomed Darts

Conjuration, Divination, Transmutation Components: S Range: LOS Duration: Instantaneous Casting Time: One Standard Action Saving Throw: Ref special Spell Resistance: Yes Every item the target carries or wears must save or be teleported to the caster. The caster may exempt items he or she doesn’t want, since the spell provides the list as it transports everything.

Conjuration, Evocation, Necromancy Range: Extreme (800 ft + 80 ft/Level) Duration: Instantaneous Casting Time: One Standard Action Saving Throw: Special Spell Resistance: Yes Envenomed Darts hurls 24 magic missiles at the target, each of which can carry one of your daily 4th level (or less) spells or a poison provided by you. Targets receive saves only against the carried spells and poisons.

Eternal Banishment

Celestial/Infernal Crown

Conjuration, Enchantment, Evocation Range: LOS Duration: Instantaneous Casting Time: One Standard Action Saving Throw: Ref negates Spell Resistance: Yes You send the victim (1d4+1) x1000 years into the future or to a random dimension from which the target cannot normally escape. Of course, any target likely to be targeted by a 16th level-spell probably has highly unusual options in either case, and just might find a way back. Even if they do, however, it will probably take them quite a lot of work.

Conjuration, Enchantment, Transmutation Range: Close (25 ft + 5 ft/2 Levels) Duration: One hour per level (D) Casting Time: Ritual Saving Throw: Will negates Spell Resistance: Yes You become a true celestial or infernal entity for the duration, gaining a doubled-up (double the attribute bonuses and spells per day) version of the Half-Celestial or Half-Infernal template. Sadly, the user takes on the Outsider type as well, and so becomes vulnerable to banishment, holy or unholy water, and spells or powers which target outsiders for the duration. Any items which rely on a mortal racial heritage, such as an elf-specific item, will not function for the duration.

Light of Truth Conjuration, Divination, Evocation Range: Personal Duration: Ten minutes per level (D) Casting Time: One Standard Action Saving Throw: Special Spell Resistance: No Light of Truth grants the caster a +30 circumstance

Chain the Cataclysm Abjuration, Evocation, Transmutation Range: LOS Duration: Instantaneous Casting Time: One Standard Action Saving Throw: None

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made from. Furthermore, if the statue is destroyed, the caster takes 50 points of damage. A spellcaster can only have one Sacrificial Transference spell in effect at any one time. For those using Ties of the Blood, or similar effects, the statue makes an absolutely superb link to the caster. Not only is the level of spells which can be transmitted over such a link increased by +2, but the caster saves at -10 against any spells cast by someone in possession of the statue.

bonus on Decipher Script, Search, Sense Motive, Spot, and most Diplomacy checks by enforcing the absolute and awesome truth around him or her. It also dispels all illusions he or she can see (attended ones receive Will saves) and automatically blinds all evil beings unless they make a Fortitude save.

Maze of Doom Conjuration, Evocation, Illusion Range: Long (400 ft + 40 ft/Level) Duration: Special (D) Casting Time: Ritual Saving Throw: None Spell Resistance: No Much like the Maze spell, Maze of Doom transports up to 6 targets within a 30 ft radius into an extradimensional maze of shifting force-planes. Unlike a Maze spell, the labyrinth is filled with 4d6 deadly traps and monsters. Each trap or monster may will have a CR of 15 to 20 (1d6+15), and while creatures are not actually alive or intelligent, they act sufficiently like it to fool almost any observer. The targets may make DC 24 Int check to escape after each trap or monster is successfully dealt with instead of every round, as they would in a Maze spell. If the supply of traps and monsters is exhausted, any surviving victims escape automatically.

Sphere of Life Conjuration, Evocation, Transmutation Range: Extreme (800 ft + 80 ft/Level) Duration: 2d4 Years Casting Time: One Standard Action Saving Throw: None Spell Resistance: No You create a fertile oasis complete with air, water, and light over a 50’ radius per level. It lasts for 3d4 years and works nicely even in a complete vacuum, deep underground, or a demiplane of endless infernos.

Tale-Spinner

Enchantment, Necromancy Range: Long (400 ft + 40 ft/Level) Duration: One hour per level (D) Casting Time: One Standard Action Saving Throw: Will negates Spell Resistance: Yes The caster gains total control over the victim’s mind and even metabolic functions, and may transmit spells up to level 6 through the target, as well as tap into the target’s senses. Victims with 5 or fewer hit dice are permanently bound regardless of the normal duration.

Enchantment, Illusion, Transmutation Components: V Range: None Duration: Instantaneous Casting Time: Ritual Saving Throw: Will negates Spell Resistance: No You implant detailed memories into the minds of all desired targets within the range of your voice. The caster may spin any tale he or she wishes to make a part of the targets’ memories. Such memories are so vivid and real that the targets can actually gain experience from them if the caster chooses to tell tales of adventures, battles, and challenges overcome. Sadly, this is subject to a limit of 2d6x100 XP per casting and a lifetime limit of 7000 XP for any given target.

Sacrificial Transference

Timejump

Conjuration, Enchantment, Necromancy Range: Touch Duration: Permanent Casting Time: Ritual Saving Throw: None Spell Resistance: Yes This vicious spell transforms its victim into a small statue or talisman and links it to the caster. Until the victim dies, he or she takes all damage, attribute drain or damage, negative status effects, or level drains that would otherwise affect the caster. While the victim can be saved (and the spell ended) by using a Wish to return the victims body to normal and True Resurrection to return him or her to life, it’s much easier to simply destroy the talisman or statue, even though it has hardness 20, 50 HP, and saves as per whoever it was

Conjuration, Evocation, Transmutation Range: Medium (100 ft + 10 ft/Level) Duration: One round or Concentration (up to one round per level) Casting Time: One Standard Action Saving Throw: None Spell Resistance: No This opens a circular gate 5 to 20 feet across (at the option of the caster) through time and space. While superficially similar to a normal Gate, time is trickier than space and dimensions. Travel into the past is an iffy proposition if it’s possible at all. The Game Master is free to require Int checks to target the spell, may drop travelers into existing roles in the past or alter them to fit in, and may or may not allow modifications to the “real” past or the creation of new timelines.

Mindworm

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The user is automatically teleported up to 30 ft away whenever attacked. Any individually targeted attack or effect has a 5 in 6 miss chance. Area effects have a 4 in 6 miss chance if there’s a spot within range that would be outside the area of effect, the spell is ineffective if no such area is available. The user never winds up in a dangerous location due to evasive teleportation and may control the spell enough to start their turn on each round in any location within 60 ft of their final location last round.

And even the gods may not know if your information about what was really going on in the past is correct in the first place. History is rarely really as it was reported. Virtually every world, however, allows travel into the future. Whether it’s THE future, and so inevitable, or whether it’s only a possible future and the characters can return to the past and change it, is up to the Game Master.

Tithe Conjuration, Illusion, Transmutation Range: LOS Duration: Instantaneous Casting Time: One Standard Action Saving Throw: None Spell Resistance: No Tithe restocks all armories, larders, and dry goods stores for an outpost, temple, mansion, fortification, or other large dwelling. This also renews minor special substances such as holy water or flaming oil (presumably not flaming when it arrives) and repairs all damage to the structure.

Genetic Reconstruction Divination, Transmutation Range: Medium (100 ft + 10 ft/Level) Duration: Instantaneous Casting Time: One Standard Action Saving Throw: Fortitude negates Spell Resistance: Yes The caster may arbitrarily rearrange genetic structures throughout the target’s body; an advanced and extensive knowledge of biology is highly recommended. Supplementary divinatory spells are common, to ensure it all will work out as planned.

Seventeenth Level Spells The Dark Hordes Conjuration, Enchantment, Necromancy Components: V, S, M (an appropriate offering) Range: LOS Duration: Instantaneous Casting Time: Ritual Saving Throw: None Spell Resistance: No The Dark Hordes summons and binds up to 36 CR worth of infernal beings (maximum 9 CR each). They must serve the caster obediently in all things for a year and a day. The powers of the underworld may notice and harass the caster, demand payment, or even attack him or her outright (assuming they think they can defeat a caster this powerful). A good variant exists, and summons up 48 CR worth of celestials with a 12 CR maximum apiece, but these serve only at their personal whim and aren’t bound to obedience. In either case, no single caster may call forth more than (Cha Mod) Hordes at any one time.

Evasive Tessaract Abjuration, Divination, Conjuration Components: Mental only Range: Touch Duration: One round per level (D) Casting Time: One Standard Action Saving Throw: Will negates Spell Resistance: Yes

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I’m... too sexy for my mail.

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Duration: One hour per level (D) Casting Time: Ritual Saving Throw: None Spell Resistance: No The caster may walk across space and time, leading as many others as he or she cares to (this can stretch into moving whole a plane’s population if they all follow the leaders). The user simply casts this spell and begins walking; the company will move through a series of odd dimensions and demiplanes to the targeted area, with the transitions always seemingly more or less gradual. If this is combined with the appropriate Rider talents the caster can lead watercraft, spaceships, and high speed land vehicles as well. Without such enhancement the user is limited to leading walkers, riders, and animaldrawn vehicles.

Geologic Mastery Enchantment, Evocation, Transmutation Range: LOS Duration: 10 minutes per level (D) Casting Time: One minute Saving Throw: None Spell Resistance: No You gain vast telekinetic powers over earth and stone. You may create a volcano or mountain, cause earthquakes covering miles upon miles of terrain, or open crevasses with a thought. While this isn’t really suited to small-scale destruction the user may opt to simply create the effects of an Earthquake spell each round.

Inquisition Enchantment, Illusion Range: None Duration: Permanent (D) Casting Time: Ritual Saving Throw: None Spell Resistance: No You create an occult secret police throughout a province. You may spread rumors, give citizens a constant awareness of being watched, automatically know of almost any activity of note in the area, and gain a +20 bonus on any actual Gather Information checks.

Reforging Divination, Evocation, Transmutation Components: V, S, MF (tools appropriate to the item to be repaired) Range: None Duration: Instantaneous Casting Time: Ritual Saving Throw: None Spell Resistance: No Reforging repairs broken, disenchanted, or otherwise damaged magic items of non-epic status. It also restores all charges on charged items which produce effects of up to level 7.

Pillars of the Temple Conjuration, Evocation Components: V, S, relevant DF (even if arcane caster) Range: Touch Duration: Instantaneous Casting Time: Ritual Saving Throw: None Spell Resistance: No A building, structure, or entry becomes a permanent pathway into a chosen divine realm. This generally results in it being occupied as an outpost of that realm and thus gaining some guardians. Priests of the god in question gain two clerical magic levels while within one mile of the structure, and the location is automatically Hallowed or Unhallowed. Unlike the basic Hallow and Unhallow spells such a temple can support up to three secondary spell effects; these are often provided by the deity in question and thus may surpass normal limits. If a structure has already has this spell cast upon it, repeat castings fail. Despite occasional attempts, this cannot be cast on a structure which is occupied by forces opposed to the deity in question. In fact, it can only be cast on a location which has been ritually purified and prepared for the opening of such a gate.

Song of Orpheus Divination, Enchantment, Illusion Components: V Range: Personal Duration: One hour per level (D) Casting Time: One Standard Action Saving Throw: Will negates Spell Resistance: No You gain total emotional control over all targets who fail the save in a 60’ radius per level and may manipulate their feelings in any way you wish at will. You may even kill mortal targets or drive them insane through intense emotional trauma if you wish. Immortals cannot be slain by emotion, but may be driven into deep depression or otherwise manipulated.

Spiritual Transformation Conjuration, Transmutation, Enchantment Range: Touch Duration: Instantaneous Casting Time: One Standard Action Saving Throw: None Spell Resistance: No The target is permanently transformed into another kind of creature, such as an outsider, Nature Spirit, or even a Realm Spirit. This spell pays for up to 5 levels worth of templates or monster levels and can be cast in

Master of Space and Time Abjuration, Conjuration, Illusion Range: Personal

Divination,

Evocation,

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advance, to take effect when dying. Unfortunately, it may take several years for the user to fully adapt to his or her new status. In effect, the target is out of action until the campaign catches up enough to make them an acceptable character again. Of course, by the time anyone is fooling around with seventeenth level spells, the Game Master may not care...

each creature gains immunity to the venom it produces. If all are keyed to different venoms, most of the species will die off (very) soon, leaving only the hardiest and most desperate creatures. Either way, it’s very dangerous. Variants on this spell can be used to adjust the plants, animals, and environment of a province in a variety of other ways. For example, if a mighty series of volcanic eruptions was rendering the country uninhabitable, a spell of this sort could adapt the plants and animals to survive happily amidst a rain of molten rock.

Temporal Stabilization Conjuration, Divination, Evocation Range: Personal Duration: Instantaneous Casting Time: One Standard Action Saving Throw: None Spell Resistance: No You render yourself and any desired creatures or objects within a 30’ radius immune to the next realityaltering event caused by individuals tinkering with the past.

Civic Benefactor Conjuration, Enchantment, Transmutation Range: Affects any location on the planet Duration: One year Casting Time: Ritual Saving Throw: None Spell Resistance: No Choose a city; its production, trade, rate of growth, and revenues double. It gains excellent public health, waste disposal, firefighting, police, and other public services and the effects of Cure Light Wounds apply to every citizen in it up to once a day as needed by the individual. In general, the people become quite content.

The Ultimate Counterspell Conjuration, Evocation Range: LOS Duration: Instantaneous Casting Time: One Standard Action Saving Throw: Will negates Spell Resistance: No You break cancel, or counterspell any other spell or effect up to level 21 magic, provided it does not require special means, such as a quest. Alternatively, you can dispel up to a dozen lesser effects (spell level 10 or less).

Cosmic Awareness Divination, Enchantment, Conjuration Range: Personal Duration: Instantaneous Casting Time: One Standard Action Saving Throw: None Spell Resistance: No You analyze everything on the entire planet. Any and all locations hidden by divination protection are noted, along with their exact shape, power, and scale. While this spell doesn’t cut through any divination protection, it tells the user what kind of effect (personal spell, magic item) is active. Secondarily, you may make an one Intelligence-based check with a +40 insight bonus on the roll or gain brief (but 95% accurate) answers to any seven questions you choose to ask the Game Master provided that the desired information isn’t protected by antidivination magic. Sadly, this does not guarantee that your questions will be good ones. Thanks to the immense mental strain of such cosmic knowledge, this spell cannot be used more than once a week.

Youth Enchantment, Necromancy, Transmutation Range: Close (25 ft + 5 ft/2 Levels) Duration: Instantaneous Casting Time: Ritual Saving Throw: Fortitude negates Spell Resistance: Yes You rejuvenate the target, granting another 70 years of life. If the target isn’t well past 70 years old, he or she returns to a just post-pubescent state and the remainder is added to his or her natural lifespan. Repeated castings stack infinitely. The target resumes aging normally after the spell is cast.

Eighteenth Level Spells

Flask of Solomon

Blood River

Conjuration, Enchantment, Evocation Range: LOS Duration: Instantaneous Casting Time: One Standard Action Saving Throw: Will negates Spell Resistance: Yes You trap the target or targets with a 5’ radius of your spell in a tiny, timeless pocket dimension, normally placed within a gem, bottle, or crystal for safekeeping.

Enchantment, Necromancy, Transmutation Range: Affects any location on the planet. Duration: Instantaneous Casting Time: Ritual Saving Throw: None Spell Resistance: No All water, plants, and animals within a country or province becomes poisonous with a user-chosen venom;

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Saving Throw: Fortitude negates Spell Resistance: Yes This spell works as per Shapechange. While still limited to generic forms, you gain all supernatural powers up to level 6 effects and spell-like powers up to level 8 effects. All your items are adapted to the new form.

Planar Seal Conjuration, Evocation, Illusion Range: Special Duration: 1 Day /Level (D) Casting Time: Ritual Saving Throw: None Spell Resistance: No You enact a global-scale Dimensional Anchor, which affects all creatures and objects whether they are coming or going, for the duration. A great many supernatural beings are likely to be annoyed by this.

Nineteenth Level Spells Devouring Sphere Conjuration, Evocation, Transmutation Components: V, S, M (a black pearl worth 1000 GP) Range: Medium (100 ft + 10 ft/Level) Duration: 10 minutes per level (D) Casting Time: One Standard Action Saving Throw: None Spell Resistance: No You create a self-guided Sphere of Annihilation, with an animal-like sentience, which will follow your orders to the letter. It moves at 30’ per round and has a similar range to project itself as a touch attack (+5 attack bonus). While it possesses Spell and Power Resistance 35 versus mind-affecting spells and psionic powers, it can be affected by mental attacks. Otherwise it’s impervious to magic and physical attacks that wouldn’t affect a normal Sphere of Annihilation.

Sphere of the Archmage Divination, Enchantment, Evocation Range: Personal Duration: Ten minutes per level (D) Casting Time: One Standard Action Saving Throw: None Spell Resistance: No You gain complete and detailed knowledge of all spellcasting and magical effects within 50’ per level, and may use Greater Dispelling reflexively against any of which you disapprove.

Summon Personification Divination, Conjuration, Enchantment Range: Close (25 ft + 5 ft/2 Levels) Duration: Instantaneous Casting Time: Ritual Saving Throw: None Spell Resistance: No You call up the personification of a natural force or concept, such as Winter, Sea, Death, Order, Gravity – anything. You can converse safely, though the spirit cannot be compelled or damaged. It remains to talk for at least five or ten minutes and will be reasonably friendly, but you can’t actually compel it to go away unless you cast this spell again in reverse. Most such forces have no awareness of human-scale events, but have an absolute knowledge of their force or concept and can inform the caster of many strange events or changes related to its nature. Gravity, for example, could locate or describe a Black Hole and tell if someone has been using magic to travel through one, teach gravity-related magic, or turn aside an onrushing neutron star (if you can persuade it that something as trivial as the destruction of a solar system is important for some reason). Some entities - such as Death - are uncomfortably aware of human-scale events. In many ways this can be harder to deal with than the reverse.

Dragon-Bond Conjuration, Necromancy Range: Close (25 ft + 5 ft/Level) Duration: Permanent Casting Time: One Standard Action Saving Throw: Will negates Spell Resistance: Yes Dragon-Bond links the lives of two target creatures together so that they pool their hit points, can each share 48 CP worth of abilities with the other, can share senses, and can use abilities or spells on or through each other as needed. Once in place, a Dragon-Bond is permanent and irrevocable; killing (or, for that matter, resurrecting) one of the pair does the same to the other. Sadly, the one with the higher base Will save always dominates the pairing; the other will automatically give in to the dominant partner’s plans.

Grim Conjuration, Evocation, Transmutation Range: LOS Duration: One hour per level (D) Casting Time: One Standard Action Saving Throw: See text Spell Resistance: No You create a hellish sentient storm. This has all the effects of a Storm of Vengeance each round, poisons all those within it or exposed to it as per Cloudkill, travels at 60 feet per round (and can “run”), and is self-directing. It

True Shapechange Conjuration, Necromancy, Transmutation Range: Medium (100 ft + 10 ft/Level) Duration: 10 Minutes/Level (D) Casting Time: One Standard Action

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creature with another hit die, or add a hit die to any creature so created. These hit points can be regained only with rest and time, not magic. The creatures created in this fashion are friendly, but are not always obedient. Only genuinely living creatures of flesh and blood can be created in this fashion; elementals, outsiders, and constructs cannot be fashioned with Lifemaker.

can be sent in pursuit of a group, to attack a city, or on some other simple mission, which it will do its best to fulfill. Fortunately, it cannot travel more than 200 miles from its creator.

Historical Revisionist Divination, Enchantment, Transmutation Components: V, S, M (a history book modified to show the desired version of events) Range: Emanates from the caster Duration: Permanent Casting Time: One Standard Action Saving Throw: Will partial Spell Resistance: No You subtly alter memories, records, and physical evidence to erase or insert specific “facts” of history. This initially affects a radius of 20 miles per level, but tends to slowly spread over time. Note that the caster is not immune to this affect and may come to believe it over time. Those who make their saving throw retain hazy memories or a suspicion that the commonly accepted version of history is incorrect, but are rarely entirely clear on what did happen.

Facilitation Abjuration, Conjuration, Divination, Evocation, Enchantment, Illusion, Necromancy, Transmutation Range: Medium (100 ft + 10 ft/Level) Duration: Permanent Casting Time: Ritual Saving Throw: None Spell Resistance: No Choose a laboratory, shrine, or other research center. Any and all alchemy, spell research, or item creation carried out there costs half the usual price (in experience and wealth), is completed in one-quarter the usual time, and enjoys a +10 circumstance bonus on any relevant rolls.

Penultimate Shield Divination, Evocation Components: S Range: LOS Duration: Instantaneous Casting Time: One Immediate Action Saving Throw: None Spell Resistance: No This spell cancels any attack, single-target or area, automatically except for the Gravatational Soliton spell. Casting this spell is instantaneous and may be done reflexively even if you have no actions to take.

Lifemaker Necromancy, Enchantment, Illusion Range: Touch Duration: Instantaneous Casting Time: One Standard Action Saving Throw: None Spell Resistance: No You may create arbitrary lifeforms from your own blood. For every 1 hit point you spend, you may create a

Photon Transformation Illusion, Transmutation Components: V Range: Touch Duration: One minute per level (D) Casting Time: One Standard Action Saving Throw: Fortitude negates Spell Resistance: No The target becomes a being of pure energy and can fly at anything up to lightspeed, take five times the usual number of actions per round, shift up and down the frequency scale at will, and move through solids and liquids. He or she can generate 16d6 fire-based ranged touch attacks with a 400 ft range increment at will or blast 20 ft radius areas with 8d6 at the same range (these are in no way magical and no save applies). The target need not breathe, eat, or drink, and is considered incorporeal in this state. The user can be reflected by mirrors, cannot penetrate darkness-based effects of 8th level or above, and can get lost awfully easily if they actually do opt to approach any significant fraction of lightspeed.

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to start with, anything up to CR 16. This may expand rapidly when the undead start killing people) and transforms the caster into a Lich, if desired, to lead them. The caster completely controls the undead and they are treated as having a minimum Intelligence of 10, regardless of their actual Intelligence, when it comes to obeying orders, carrying out military operations and procedures, and making stereotypical remarks.

Shadow Castle Conjuration, Evocation, Illusion Range: None Duration: Permanent (D) Casting Time: Ritual Saving Throw: None Spell Resistance: No You shape a castle from one of the following forces: shadow, light, fire, water, earth, air, cold, acid, positive energy, or negative energy (or any other the GM lets you get away with). The castle lasts as long as you live and you may freely alter the floorplan and generate any cantrip, first, or second level spell related to the energy type at will while inside. The spell slot used to cast it remains occupied until the castle is dismissed.

Blood Wreaking Conjuration, Transmutation Range: Touch Duration: Instantaneous Casting Time: One Standard Action Saving Throw: None Spell Resistance: No The target may create a magic item or items directly, without resorting to any special techniques or feats. Items created with this spell cost twice the base experience point cost, but have no GP cost. The caster may choose to create up to (Cha Mod +1) items when the spell is cast.

Ultimate Defeat Abjuration, Necromancy Range: See text Duration: Instantaneous Casting Time: Ritual Saving Throw: None Spell Resistance: No When cast at the site of the defeat of a foe, it undoes the lingering effects of his or her accomplishments, powers, and successes This may take millennia to finish and doesn’t necessarily affect similar powerful characters who may be allied with or share the same goals at the defeated one.

Genesis Wave Evocation, Necromancy, Transmutation Range: LOS Duration: Instantaneous Casting Time: One Standard Action Saving Throw: Fortitude partial Spell Resistance: Yes You deal 40d6 damage to everything within a 50 ft radius per Caster Level. Destroyed items and creatures are refashioned according to your whims into any objects you desire, or into creatures assuming the total hit dice remains the same or less. Those who make the Fortitude save take only 30d6 damage and are not subject to the reshaping effect if killed.

Twentieth Level Spells Annihilus Strike Abjuration, Conjuration, Evocation Range: LOS Duration: Instantaneous Casting Time: One Standard Action Saving Throw: None Spell Resistance: No Combining an anti-matter strike with a spherical Gate, Annihilus Strike deals 2500 damage to everything in a 10' radius of effect. This is almost the upper limit as far as damage goes. It’s possible to go higher, but that risks runaway totalconversion reactions or ripping a hole in the universe. And if 2500 non-magical no-save damage doesn’t cut it, you probably need to rethink your strategy anyway.

Grand Awakening Conjuration, Enchantment, Transmutation Range: LOS Duration: Instantaneous Casting Time: One Standard Action Saving Throw: None Spell Resistance: No This spell awakens something. The mighty spirit of a volcano or forest. Dormant deities. A swarm of plant and animal spirits. The sleeping dead of an ancient battlefield (not necessarily as undead; they may turn up as positiveenergy spirits, as psychic haunts, or simply return to life). A burned-out sun. The latent consciousness of the world. All such creatures, if not already sentient, become so as per the Awakening spell. They are generally friendly, at least at first, and can usually be talked into doing something for the caster. After that, however, they tend to simply “do their thing” - which may or may not cause problems. Awakening a volcano may disrupt the

Army of the Dead Conjuration, Necromancy Range: Long (400 ft + 40 ft/Level) Duration: Instantaneous Casting Time: Ritual Saving Throw: None Spell Resistance: No This raises up a horde of undead (5,000 total hit dice

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geography and start the formation of whole mountain ranges you didn’t want. On a less grandiose note, the spell can be used to animate a golem or other construct of up to CR 16 with no preliminaries, to raise the dead, to activate latent powers (in settings featuring such things), to raise a character to level five, or simply to trigger physical events such as volcanic eruptions.

Saving Throw: None Spell Resistance: No You are considered to be out of range for any effect beneath Line of Sight range. This includes ranged weapon attacks but does not apply to your attacks; you can throw daggers or short-range spells at people while remaining out of range of their longbows. The L24 version extends to melee attacks.

Heritage

Sphere of Circumstance

Evocation, Enchantment, Illusion Range: Personal Duration: Instantaneous Casting Time: Ritual Saving Throw: None Spell Resistance: No You grant 1d2 CP per caster level from any ability you have to your descendants for generations to come. This fades over time if careful breeding is not ensured, but an occasional lucky and powerful child will emerge even centuries after the casting.

Divination, Enchantment, Evocation Range: Extreme (800 ft + 80 ft/Level) Duration: 10 minutes per level (D) Casting Time: One Standard Action Saving Throw: Will negates Spell Resistance: Yes You gain a +20 circumstance bonus on all saves, attack checks, and skill rolls. Your allies within a 30’ radius gain +10 on all of those, and your foes face a -10 penalty.

Twenty-First Level Spells

Iron Heart Conjuration, Illusion, Transmutation Range: Medium (100 ft + 10 ft/Level) Duration: One day per level (D) Casting Time: One Standard Action Saving Throw: Fort negates Spell Resistance: Yes The target gains all the special abilities and traits (but not the vulnerabilities or limitations) of an Iron Golem, a +20 alchemical bonus to his or her Strength, and 150 additional hit points.

Boundless Sea of Flames Conjuration, Evocation Range: LOS Duration: 5 rounds (D) Casting Time: One Standard Action Saving Throw: None Spell Resistance: No You unleash a vast flood of force from the elemental planes dealing 3d6 damage per round for five rounds to everything in a small continent-sized area (no, we are not going to give an exact scale). Despite the name, the spell is not limited to flame; it can flood, blow everyone about, or cause awesome earthquakes. Vicious casters might use a massive rain of acid. Of course, there probably aren’t any non-vicious casters of this spell.

Phoenix Wings Conjuration, Evocation, Enchantment Components: V Range: Touch Duration: 1 Round or 3 Months, depending on your point of view Casting Time: One Standard Action Saving Throw: Will negates Spell Resistance: Yes The target may take three months off in a pleasant, well-stocked private pocket dimension (beachfront property is favored with this spell) while only 1 round passes outside. During this time the caster may heal up, engage in spell research, memorize new spells, make magical items, and otherwise do what he or she pleases. Sadly, casting this spell requires the expenditure of 10,000 experience points.

Demiplane Creation Conjuration, Evocation, Transmutation Range: Transdimensional Duration: Instantaneous Casting Time: Ritual Saving Throw: None Spell Resistance: No You create an astral or ethereal realm of arbitrary size and complexity to your whim, complete with plants, animals, and even sentient beings (or constructs and freewilled spells, if you like). You determine natural, magical, and physical law within the realm. This is generally limited to a few solar systems or modest star cluster. If you want a galaxy or two, you’ll have to use a L24 variant.

Sarthim’s Evasion Conjuration, Evocation, Transmutation Range: Personal Duration: 10 minutes per level (D) Casting Time: One Standard Action

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Euclidean Revocation

Great Foreseeing

Abjuration, Conjuration, Evocation Range: Emanation from caster Duration: 10 minutes per level (D) Casting Time: One Standard Action Saving Throw: None Spell Resistance: No You may warp distance in a 50' radius around you at will by a maximum factor of 1000. This can be incredibly annoying; people attacking you with ranged weapons can now face a distance of at least 50,000’, at which point even the best archers are rather unlikely to hit. This does not have to be consistent; if you want to have Joe be 500 feet from Fred from Joe’s point of view, Fred may still be within arms reach of Joe from his point of view. Worse, you can change such adjustments at whim whether or not it’s your action.

Divination, Enchantment, Evocation Range: Touch Duration: Instantaneous or one minute per level Casting Time: Ritual or 1 Standard Action (see below) Saving Throw: None Spell Resistance: No As a ritual spell, the target may scan through possible future timelines, and may therefore learn of probable threats, interference, complications, and disasters. This will give general information about almost any future event. It remains somewhat unreliable, since there are a limitless number of possible futures and a limited amount of time to scan them in. If used as an immediate spell, the target gains a +20 insight bonus on AC, saves, skills, and attacks for one minute per level.

Molecular Mastery Divination, Enchantment, Transmutation Range: Short (25 ft + 5 ft/2 Levels) Duration: Instantaneous Casting Time: Ritual Saving Throw: None Spell Resistance: No You arbitrarily change the form and properties of matter, affecting up to 1 ton of material per level. You can create any matter you can imagine and the GM will let you get away with.

Forbidden Lore

D i v i n a t i o n , E n c h a n t m e n t , Necromancy Range: See text Duration: Permanent (D) Casting Time: Ritual Saving Throw: None Spell Resistance: No You can attach any curse you can cast or inflict to an idea, symbol, or piece of knowledge. Anyone who has that Seal of Eternity information, entertains Abjuration, Enchantment, Charisma? Bathing? that idea, or knows or Transmutation A Barbarian craves not these things. sees the symbol will be Range: See text affected. Victims may opt Duration: Instantaneous to forget the idea or knowledge or to forsake and destroy Casting Time: One Standard Action the symbol rather than face the curse. Either way, this is Saving Throw: None a wonderful way to enforce silence or forgetfulness on a Spell Resistance: No subject or a penalty on an enemy force. A chosen spell you just cast or cast immediately after using this spell becomes effectively unbreakable and The Grand Muster irreversible at the permanent cost of 2 attribute points, 12 CP, or two spell slots equal to the spell used. While Conjuration, Divination breaking such a spell is theoretically possible, it’s also a Range: See text good multimillenial project for a god. Duration: Instantaneous Casting Time: One Standard Action Saving Throw: None Stars like Dust Spell Resistance: No Conjuration, Evocation, Illusion You may summon up to 100,000 individual beings Range: LOS loyal to you from anywhere, even if they are not together Duration: Instantaneous or even on the same plane as you or each other. Casting Time: One minute Saving Throw: None

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a nova, is extremely unpredictable, and would likely leave the star as a sentient, self-willed, entity. This spell is much, much, safer.

Spell Resistance: No You summon and contain a mass of fusing hydrogen. This can provide heat and light for a radius of 150 miles quite well and lasts 1 year per level. More martial uses include flinging it at an enemy, which causes 2000 points of fire damage to everyone in a 12 mile radius in a multimegaton blast, projecting 1d4+1 plasma flares each capable of doing 1000 points of fire damage in a 100 foot radius with LOS range, or projecting up to 100 40d6 plasma bolts at individual targets with LOS range. While the 40d6 bolts still cause 20d6 damage in a 30 foot radius of their targets, they’re far more controlled than anything else you can do with this monstrosity.

Temporal Reversal Abjuration, Evocation, Transmutation Range: None Duration: Concentration Casting Time: One Standard Action Saving Throw: None Spell Resistance: No You rewind time at one to ten times normal speed in a 30’ per level radius. This doesn’t affect the minds of anyone present, but will cancel all effects of combat and replenish any magic items, spells, or abilities which were used up in the rewound period. Note that, while this spell causes things to revert to previous states, it does not affect items which are not currently present. If someone stole a precious manuscript ten hours ago, you cannot rewind time until they walk backwards into the area and put it back; neither the thief nor the manuscript are present to be affected. If the thief and manuscript had been burned to ashes by a trap, that would be another matter entirely.

Twenty-Second Level Spells Ban of Heaven Abjuration, Enchantment, Transmutation Range: See text Duration: Permanent Casting Time: Ritual Saving Throw: None Spell Resistance: No A particular spell or ability stops working permanently on a global basis. Alternatively, the caster may simply ban the advancement or the development of a particular ability, or may simply keep anyone from gaining it after the spell is cast.

Unrelenting Glacial Advance Conjuration, Evocation Range: None Duration: 100,000 Years Casting Time: Ritual Saving Throw: None

Call the Assembly Divination, Enchantment, Illusion Range: See text Duration: Instantaneous Casting Time: Ritual Saving Throw: None Spell Resistance: No This spells calls a universal vote in which all sentient beings unconsciously receive a vote on the structure, natural laws, and organization of the universe. The majority rules regardless of the wishes of any gods, great powers, or creator deities. Perhaps fortunately, most sentient beings are fairly conservative at heart.

Rejuvenate Star Evocation, Necromancy, Transmutation Range: None Duration: Instantaneous Casting Time: Ritual Saving Throw: None Spell Resistance: No The complex heavy elements in a star revert back to hydrogen, while the magic keeps the star stable. This counters Destabilize Star, below. While much the same thing could be accomplished with The Great Awakening, that spell could also trigger

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Dreams to vanish. A few users have been kidnapped by powerful creatures from the depths of their subconscious who don’t want to vanish with the spell. Abductees wind up being stashed in cold storage in the depths of their own creations. It differs with every caster and with what part of the mind is involved, although most Lairs have as many levels as their creator. Why cast it? Well... characters venturing inside may be able to fix psychological problems, remove pesky invasive mental attacks, or ferret out long-forgotten secrets. It’s an unequaled defensive stall (“To reach me you must penetrate the 15th level of the Lair of Dreaming Shadows!”). It can even be a resource and a source of strange minions. After all, many people live inside their own heads, but how many of them can move the furniture?

Spell Resistance: No You cause an ice age or other major climactic shift. Cooling would become noticeable in a few weeks, much of the winter snow would fail to melt when spring came next year, and full-scale glaciation will be well underway in a few years.

Twenty-Third Level Spells Destabilize Star Evocation, Enchantment, Transmutation Range: LOS Duration: Instantaneous Casting Time: Ritual Saving Throw: None Spell Resistance: No The targeted star is diverted off main sequence, with the potential for becoming a red giant or supernova, or dropping into dwarf status. This usually takes several years to really start taking effect, and may not be complete for a hundred thousand. The process can usually be interrupted in the early stages, but after a few years the changes in the core may be complete. They just won’t be visible from the outside for a bit.

Orbital Adjustment Evocation, Transmutation Range: LOS Duration: Instantaneous Casting Time: Ritual Saving Throw: None Spell Resistance: No You arbitrarily change the course of major celestial objects, at least within the local solar system. You may summon comets, change the lunar phase, and start moving your solar system out of the galaxy among other ridiculously impressive feats. Note: this may result in a hideously awful climate change and/or the death on all life. Please be careful when employing celestial objects as melee weapons.

Extinction Divination, Necromancy Range: See text Duration: Instantaneous Casting Time: Ritual Saving Throw: Fortitude partial Spell Resistance: No Select a specific species or subspecies. All creatures of that type across the world must save or die. Those who do make the save take 6d6+40 damage. This will reduce almost any living species to much less than 1% of its previous number, and the remainder will often be unable to find mates ever again, resulting in the titular extinction. Note that any magical ward capable of holding off a sixth level spell will suffice to block the effects of Extinction. Most of the spell’s power goes to increasing the area affected rather than into the death effect.

Ultimate Unity Abjuration, Conjuration Range: See text Duration: Instantaneous Casting Time: Ritual Saving Throw: None Spell Resistance: No Ultimate Unity merges pocket dimensions together, or grafts a pocket dimension onto a large universe. This may cause catastrophic instabilities and shifts in natural laws.

Lair of Dreams Enchantment, Evocation, Illusion Range: See text Duration: See text Casting Time: Ritual Saving Throw: None Spell Resistance: No Lair of Dreams causes an aspect of the user’s psyche to intrude on the physical world in the form of a dungeon, structure, or area of wilderness. The user may cut the link at any time in theory, but rarely this turns out to be impossible or simply doesn’t cause the Lair of

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Twenty-Fourth Level Spells

Temporal Halt Abjuration, Conjuration Range: Long (400 ft + 40 ft/Level) Duration: Instantaneous Casting Time: One Standard Action Saving Throw: Ref negates Spell Resistance: No The target simply stops in time, permanently left in the past. From the point of view of everyone else, he, she, or it simply vanishes totally. Countering this spell requires that someone (presumably a powerful spellcaster) know when and where Temporal Halt was cast, on whom or what, and then must find a way to cast a spell into the past. Obviously, this won’t happen very often.

Armageddon Conjuration, Divination, Evocation Range: See text Duration: Instantaneous Casting Time: Ritual Saving Throw: None Spell Resistance: No The destined End of the World, if there is one for this particular realm, begins. This may still be halted by great heroes on an epic quest to save the world. It does not function on worlds with no overly dramatic predestined end.

The Thousand Excellent Herbs

Fork of Time

Conjuration, E n c h a n t me n t , Transmutation Range: Affects any single country or province on the planet Duration: Instantaneous Casting Time: Ritual Saving Throw: None Spell Resistance: No This spell causes 100,000 doses of plants, each type of which contains the effects of a random but useful (to the eater) spell of level 1-3, to grow o’er the land. Patches near magical power nexi, blessed temples, or other sources of magical energy may continue to regrow each year indefinitely.

Ab j uration, Divinatio n, Evocation Range: LOS Duration: Instantaneous Casting Time: One Immediate Action Saving Throw: None Spell Resistance: No You may make a decision in two ways and observe the result for up to three days, before deciding which timeline to make real.

The Passing of the Age

Abjuration, Conjuration, Illusion Walk the Dark Lands Range: See text. Schools: Enchantment, Evocation, Duration: Instantaneous Necromancy Casting Time: Ritual Range: Touch Saving Throw: None Duration: Instantaneous Spell Resistance: No Casting Time: Ritual You bar major intervention by Saving Throw: Will negates the gods. Divine magic will Spell Resistance: Yes slowly fade. Each god may leave The target transcends flesh and a few relics, choose an occasional Back in my day, we didn’t have blood and may move freely between champion, and tinker in minor spells! And even the gods had to physical and spiritual realms and ways, but the destiny of the world manifest a body as required, in any walk five miles in the snow... is now in the hands of mortals. shape you please. If blown up or Note that trying this spell without the permission of a otherwise destroyed, the target can create a new body in substantial proportion of the gods generally results in 1d6 hours. dying before the completion of the ritual, unless the caster is already capable of withstanding the wrath of the Theoretically there may be spells of still higher level. local gods or they’re so self-involved that they don’t Of course, at this point, most characters are going to be notice. Most sages suggest offering the Gods excellent hitting the limits of their imaginations, if not their power retirement packages first. (and the patience of the Game Master). Will they even be able to think of anything that calls for a higher-level spell?

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Chapter 5: Building a Campaign

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CHARACTER TRAITS

Characters who were brought up following a particular faith or philosophy may add a +2 bonus to the value of the relevant traits. Traits may also be raised or lowered by spending 1 CP per point of change desired. While this can be done at any time it’s quite unusual for characters to change their traits by more than a few points per level this way.

Classical mythology and fantasy is full of tests of will and character. Will the hero persevere, give into fear, resist temptation, remain faithful, or be merciful? Is he or she truly worthy? Unfortunately, in d20 (and in most other RPG’s) the answer is almost always “of course!” If the players are warned of dire consequences if they turn around while leaving the land of the dead, their characters won’t do it no matter what the Game Master says about noises and doubts. Why should they? It’s not like the long trek, the awful cries, and the footsteps behind them are preying on the player’s nerves - and it’s the players who make the decisions. The Game Master may attempt to arrange “tests” in advance; but this simply frustrates some players, confuses others, and leads to arguments. Someone always manages to totally misunderstand the test and players never do any of the things you thought they would anyway. Character traits are for games where the game-master wants psychological tests and temptations to actually mean something. They describe a character’s personality and act as a set of general guidelines for roleplaying, a way to measure a character’s level of attunement to whatever higher or lower powers a world may boast, a way to tell if a character is “worthy” of wielding particular items, and provide something to roll against when a player is in doubt or when a character is faced with a psychological test. For example, taking a blow unflinchingly requires a Valorous check, using a Healing Cup requires Merciful 15+, and resisting the temptation of Orpheus requires a Steadfast check. In general, the player may apply the character’s (Wis Mod + 1, 1 minimum) to such checks to modify them up or down as desired. The GM may also modify the basic 21 DC based on circumstances; it’s easier to resist a small bribe than a massive fortune. Player characters may, of course, defy the results of a trait roll, but this will cost them one action point or the loss of a point from the trait in question.

Characters who consistently use their Wisdom modifiers to favor a particular trait may, at the option of the Game Master, gain a free point in that trait when they next gain a level. For example, if Friar Adric is consistently trying to overcome his cautious nature (Caution 14), the next time he gains a level he may well drop to Caution 13 - and rise to Valorous 8. Magic affects traits roughly twice as strongly as it affects the more definite attributes. This is best used with caution; a ”Ring of +8 Valor” could be a boon or a deadly curse depending on the circumstances. The basic trait pairs for most settings include : Altruistic Chaste Cultured Curious Energetic Enthusiastic Faithful (or Loyal) Forgiving Helpful Honest Leader Merciful Modest Mystic Objective Open Optimistic Organized Patient Physical Principled Sociable Stoic Temperate Trusting Valorous

Traits come in linked pairs; if the value of opposed trait is desired it can be calculated at (21-Value, one minimum). Traits may either be selected by the player, or rolled like the other attributes - in which case the trait rolled for in each pair is up to the player. Any trait at 15+ is quite noticeable.

Selfish Hedonistic Barbaric Focused Apathetic Steadfast Treacherous Vengeful Argumentative Manipulative Follower Cruel Proud Worldly Prejudiced Secretive Pessimistic Anarchic Restless Cerebral Expedient Antisocial Expressive Indulgent Suspicious Cautious

While there are many other possible pairs of traits, those cover things in most settings. Horror settings may want to add a Sanity / Madness trait. If so, we suggest starting the Sanity trait off with a substantial bonus. Rolling for sanity randomly doesn’t seem like a good idea.

Cultural origins commonly modify traits; cultures tend to encourage or discourage various behaviors, resulting in modifiers of up to + or -2 on 2-5 traits selected by the GM.

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Granted Powers

Some years later Hargrim has achieved an average score of 16 in Mithris’s favored traits: Altruistic, Faithful, Honest, Merciful, Physical, and Valorous. Well pleased with such a splendid example of a mortal knight, Mithris grants Hargrim a bit of aid. The Game Master lets the player choose from among Mithris’s possible gifts: Grant of Aid, Healing Touch (the Improved option is available for later), Companion (a noble steed), Augmented Bonus (Chr Mod adds to Str Mod when defending or aiding the innocent), and +6 CP worth of Channeling. If Hargrim should ever get his trait average up to 21 - a near-impossible feat - he will be have earned the entire package, and will doubtless be widely recognized as a paladin of Mithris.

Optionally, a setting’s higher and lower powers may each be associated with a set of 3 to 6 Traits. Characters with an average score of 16+ in those traits will attract the notice of those powers, gaining (number of associated traits) x (average score -15) CP worth of special abilities provided by the power in question. In general, it’s fair enough to let the player choose from whatever the powers offer. For Example: Hargrim is a citizen of the Elari Isles. Originally settled by refugees from the fall of Kirall, the Elari tend to be a bit short, sturdy, stoic, and self-reliant. Thanks to the poor soil and limited resources of the Isles they have come to value hard work greatly, but are suspicious of strangers. Elari have a +2 modifier to Stoic and Suspicious along with +1 modifiers to Physical and Energetic. They’re inclined to rough humor and long hours.

Other gods, such as Elengil, god of Scholars and Magi, favor entirely different sets of virtues and grant entirely different sets of abilities. Elengil tends to favor Curious, Mystic, Cerebral, Temperate, Organized and Treacherous. He usually grants the ability to read languages and magic, various Metamagic Theorems, Mana, bonuses to Knowledges, and Augmented (Sneak) Attack.

Hargrim was educated by the monks of Amitrage, an order devoted to the service of Mithris the Light-bringer, patron of Paladins and Guardian of Mankind. Being brought up in the faith, Hargrim gains a +2 modifier on his Altruistic, Merciful, and Valorous traits.

Later on, his motivations grew more complex. 154

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Motivations

The Sorcerer Marius wants to avenge her teacher, slain by a demon sent by the terrible dark lord Mar Kris, by slaying both Kris and the demon assassin. Yet she does not realize this quest will involve the secrets of her own ancestry and the power in her bloodline.

Every character needs something beyond the basic statistics sheet. They need motivations and history - a reason to be involved, to be out adventuring instead of safe at home. Some common motivations are listed below; we recommend starting with a one major motivation and two or three secondary ones. There will be plenty of time for adding complications later on.

Ragnar the Berserker is driven by his rage and the bloodthirsty nature of his accursed enchanted battleaxe; he seeks peace, but it never lasts for long. Fate and his own uncontrollable battle-fury and barbaric excesses always drive him on.

Accomplishing a Quest, Mission, or Oath – is there something specific you need to do or have you dedicated yourself to an open-ended mission? Being the Best in a Field or the First to do something – is there something you need to succeed at? Vengeance, Death, Hatred, or Chaos – is there a single driving force that forces the character onward? Is it an elemental force, or something personal? Is there anything you would not do in it’s pursuit? Service to a God, Order, Lord, or even Humanity in general – is there someone you obey implicitly, or do you use your own judgement in deciding where your efforts can be best applied? Wealth, Power, Prestige, or even the Possession of a particular item or items – what do you want to get? Knowledge, Research, Enlightenment, Mystic Lore – what do you want to know? Honor, Reputation, Glory, Excitement, or Virtue – what do you want to be known for? Must others know, or is it enough for you to know yourself? Find the Truth or Uncover a Mystery – are you looking for answers? Do you simply pursue the unknown for it’s own sake? Love, Companionship, Loyalty, Family, or Faith – whom do you need to protect? Are you still looking? Survival, Escape, Redemption, or Unjust Pursuit – is something chasing you? Is it justified? Unwanted Power, Obligation, Artifact, or Destiny – is your blood, a possession, or some power forcing you to take this path? Reclaim a Heritage, Liberation, or Ascension – is there something you need to do or become? Wanderlust, Travel, Exploration, or Discovery – do you just like adventure or do you feel compelled to push the frontiers outward? Creation, Art, Teaching, Building for the Future – what is your legacy for tomorrow? Habit, Instinct, or Compulsion – have you known any other life?

Merilla, priestess of the Holy Earth Shrine, wants to rescue her younger brother and reclaim the Valin Forest from the horde of monsters that have seized it and corrupted the land. Secretly, she blames herself for fleeing, rather than fighting an impossible battle when the monsters came. Complexity can come later, if at all. A few good sentences will suffice to start with - and may be the better idea at least at first, since it allows the player to concentrate on the important stuff. Players should also check with the Game Master as well as the other players before beginning, to avoid strained party relationships and intra-party conflicts. Fugitives from the law and dedicated enforcers of it rarely work well together, and there may well be no dragon of the icy wastes for you to devote your life to slaying. Things can often be worked out (perhaps the character is really innocent and the dedicated enforcer is trying to help prove it) but sometimes there is no help for it save starting over (“No, you cannot have a plasma rifle! We are playing fantasy today!”). Characters who are pursuing a motivation other than “getting richer and more powerful” are usually eligible for some sort of bonus. After all, they’re both making the Game Master’s life easier and roleplaying - and isn’t that what the game is all about? Possibilities along this line include: ! A morale bonus. Detectives pursuing the solution to a mystery, romantics sneaking into the fortress to rescue their true loves, and faithful followers pursuing the will of their god would all gain a +2 morale bonus on attacks, damage, saves, and checks while doing so. !Simply awarding experience points based on pursuing goals, rather than on defeating opponents. Of course, this removes a lot of the games focus on combat. !Allowing characters to purchase abilities that can only be used in pursuit of their motivations as Specialized. !Allowing each character to spend a few Action Points using the Heroism or Stunt options (page 23) each game session when they’re pursuing their motivations.

Herkan the Swordsman, unjustly accused of assassinating Earl Caderman, wishes above all to clear his name and return home to his family a free man. Second to that, he also wants to find glory and evade his pursuers.

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Now that your character has some personality traits and motivations, it’s time to consider his or her ethics.

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Character Profiles

! When would you break your word? (+2) Not in the very face of death. (+1) It's become one hell of a pain. (+0) It's really inconvenient or expensive. (-1) It's something of a bother. (-2) Who needs a reason?

Personal loyalties and enmities may shift this rating up or down a notch. People will go to more trouble for someone they feel loyal to, but far less for an enemy. ! When would you torture someone? (+2) The very idea is unthinkably repellent. (+1) Only if the situation is absolutely desperate. (+0) It's a routine police procedure. (-1) I need to make a point. (-2) Whenever I felt like it.

Social attitudes may shift this rating up or down a notch. For example, someone who would normally have to be “desperate” to use torture might routinely use it to discipline slaves and yet would never torture a priest. Similarly, even individuals who would never normally advocate torture might stoop to using it against an outcast to prevent a major catastrophe. ! Lying is... (+2) An ineradicable stain upon one's very soul. (+1) A shameful last resort. (+0) Something to avoid if at all possible. (-1) An easy way to smooth things over. (-2) One of the best ways to manipulate people.

Where will you go from here?

This often goes up or down a notch depending on the general seriousness of the situation and whether or not you respect the people you’re dealing with.

Civilizations often argue (internally and externally) about ethics: what is and what is not Good, Evil, Honorable, Courageous, Law-Abiding, and so on, in various situations. These questions have been asked for millennia and will continue to be asked for many more. Despite the publication of thousands of learned volumes of philosophy, theology, morality, and law, people have yet to come to an agreement.

! Your reputation and social status is… (+2) More important than my life. I could never let an insult or slander pass. (+1) A big part of my self image. Never be shamed. (+0) Of some importance. (-1) Only my friends’ opinions are of any import. (-2) Who cares what anyone else thinks?

We’re not going to try to settle it here either, and a point-based game may have no great pantheons which care to enforce their notions on the topic. The questions in the character profile are intended to act as a guide to a character’s general behavior - how they go about doing things. Why they do it is a topic for motivations, above.

This tends to go down when you're abroad. When you're at home, especially in those cultures which are based on “shame” rather than conscience, it may rise. Quite a few people regard glory and fame as major goals. ! What are you looking for in life? (+2) Virtue, Honor, and Service are their own rewards. (+1) Knowledge and Art are the highest of callings. (+0) Family, Friends, and Community are to be sought (-1) Pleasure and Security are my rewards. (-2) Wealth and power are what is truly real.

To use the quiz simply move down the list of questions and answer them, adding up the numbers to the right of your responses as you go. You might want to put the questions and answers on the back of your character sheet. The results should suggest, but don’t dictate, a character’s alignment.

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When you've truly, and securely, achieved one goal, shift one up. If you're deprived and despondent, shift one down. Starving people usually don’t worry too much about art or honor. Perhaps fortunately, nobody ever has “enough” Virtue, Honor, and Service.

While some characters follow philosophical paths or vaguely-defined “greater powers,” most fantastic worlds have fairly obvious gods and religions. Atheism is rare in fantasy settings - although one can claim that the known gods aren’t truly “divine” (whatever “divine” is). Unlike most personality traits, religion commonly varies by +/-2 or more under extreme stress or when the character is heavily involved in worldly affairs.

! When would you betray or abandon a family member, close friend, companion, liege, or ally? (+2) I care not if he has turned to the Dark Side! (+1) They did something unspeakably horrible. (+0) It's absolutely vital. (-1) It's important. (-2) It's convenient.

! The welfare of other people is… (+2) More important than my own welfare. (+1) Just as important as my own welfare. (+0) An important factor in your decisions. (-1) Nice if it's not too big a bother. (-2) Irrelevant. Why should I care about anyone but ME?!

This is usually shifted by a step by their attitude towards you. Loyalty tends to reinforce itself, as does its lack. More obviously, short-term allies are a lot easier to abandon then long-term friends and companions.

Relationships may shift this character rating up or down a notch. People will generally go to more trouble for a child or relative then for someone who's simply a member of a group - and generally choose the welfare of their group over that of foreigners.

! You would defy the local laws and authorities… (+2) Under no circumstances. The law is the law. (+1) On behalf of a higher cause (Justice, Mercy). (+0) For honor, duty, or (major) personal motives. (-1) For money, power, or other personal benefits. (-2) For the fun of it.

! Tradition is… (+2) The pillar that upholds the world against chaos. (+1) An anchor that keeps one from drifting about. (+0) An important guide to life. (-1) The voice of experience, if old-fashioned. (-2) Nothing but fossilized thinking.

This tends to be shifted up or down by the severity of the consequences, and by how much respect you have for the authority in question. Trivial penalties usually shift it down a notch, severe ones raise it. People are more willing to defy the local etiquette maven on manners than an angry god on religious doctrine.

Tradition is a wonderful anchor for group identity. Beleaguered, prosecuted, or minority factions (at least those groups who see themselves that way) tend to cling to it desperately. It does tend to break down among the young or in times of great change. Oddly enough, minor traditions are often the most durable and fiercely clung to.

! Success can best be achieved through… (+2) Careful planning and organization. It's foolish to gamble more than you must. (+1) Planning and organization are important - but I have to be ready to seize opportunities. (+0) Nobody can plan for everything. I must be ready to improvise when things change. (-1) Sketching in broad outlines is good, but trying to make detailed plans is a waste of time. (-2) It's the long odds that offer great rewards. Go with the flow of events.

! The best way to achieve a widespread goal is… (+2) Authoritarian or Divine Rule. (+1) A tightly-knit organization with set rules. (+0) Getting a large but loose association together. (-1) Starting a “grass-roots movement.” (-2) Inspiring, skillful individuals who can go out and get things moving without wasting more time!

This is usually modified by how much time you've got available. Plenty usually moves it up a notch, but when you're really pressed for time you just can't afford to plan as thoroughly as you'd like, shift it down.

Surprisingly enough, this doesn’t shift around very much. Those who believe in organization and groups or in individualism tend to work that way in almost any situation that doesn't obviously require the opposite approach.

! How much attention do you pay to faith and religion? (+2) It is the duty of every man to serve the gods. (+1) They set ideals, but everyone fails at times. (+0) I set some time aside for them every week. (-1) Don't we support priests for that? (-2) I look after myself and don't bother them. They should look after the universe and not bother me.

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! Issues, competitions, and conflicts should be… (+2) Contested openly, fairly, and with courtesy. (+1) Taking full advantage of my opponent's errors. (+0) Manipulation is a part of the game. (-1) Everybody cheats a bit, and so do I. (-2) Winning is what's important. Be expedient.

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This tends to shift a bit depending on the stakes and on the consequences of getting caught cheating. A knife fight in a dark alley tends to override scruples, while poetry competitions usually don’t. Oddly enough though, it rarely shifts by more than +/-1.

Criminals, and Enemies,” this can get tricky. In the end, quite a variety of methods work reasonably well, but no entirely satisfactory system has yet been found. This tends to vary a bit depending on how potentially valuable the targets appear.

! Power… (+2) Corrupts. It must be used with caution and should be laid aside as soon as the crisis is past. (+1) Is dangerous. It should be used with restraint and wisdom - and as little as possible. (+0) Comes with an equal measure or responsibility. (-1) Comes with many cool perks. (-2) Is there to be used and enjoyed. Responsibility is a myth invented by the powerless.

! Strangers and Foreigners are… (+2) People, to be respected and trusted unless they prove unworthy. (+1) Possibly odd, but generally decent enough. (+0) To be treated with respect, but caution. (-1) Untrustworthy, and likely inferior. Respect must be earned. (-2) Resources, to be exploited.

Attitudes towards those outside a group - like those towards “Fools, Criminals and Enemies,” above - tend to have less social impact then behavior patterns directed towards those within it. On the other hand, they vary a lot less. After all, if you knew them well, they’d be a part of your social group.

Power is always a dilemma; the ramifications of any action are almost impossible to predict. Does one act and accept the risk, or wait and see? Oddly enough, those who acquire power often find their actions sliding down the scale, while those born to it are more aware of the limitations of their knowledge.

“Minor Traits” have relatively little social impact, and so are not rated, but they do add some detail to your character’s personality. What does your character love? Like? Dislike? Hate? Do when bored? Enjoy Eating? Flesh out a character by giving him or her some everyday traits.

! How often do you take time off? (+2) What’s this “Time Off” you speak of? Legacies require constant work and self-discipline. (+1) I have to relax at times or I’ll go nuts, but I’m building a better life for my kids. (+0) Everybody indulges a little sometimes. (-1) I work hard, I play hard. You take what fun you can find in life, a vacation renews the soul. (-2) Life is short. Party on!

Interpreting the Profile Like most high-level abstractions the simple scale given below is quite generalized. Positive scores have been assigned to behaviors that promote long-term group survival and negative ones to behaviors that benefit the individual at the expense of the group. Naturally enough, surviving groups tend to be those which promote and encourage “positive” traits as desirable and good while discouraging the “negative” ones as irresponsible, undesirable, or even evil. This isn’t an ironclad principle. “Negative” traits occasionally prove highly effective, especially in emergencies, and so retain an equilibrium frequency in the population. It’s just not a good idea to overdo them. Similarly, an excess of positive traits is good for your group - but may be very bad for you. Martyrdom is not a career choice with long-term prospects.

Sheer dedication has much to do with accomplishment, although judgment, skill, and even luck also influence it. Still, the level of stress involved often shifts this up or down a notch. ! How important to you are your possessions? (+2) Material possessions are of no consequence. (+1) Be practical. You gotta have tools and supplies. (+0) My souvenirs have great sentimental value. (-1) You're nobody unless you're a man of property. (-2) Life's not worth living without a few luxuries.

Curiously enough, whether or not someone can afford it rarely has much influence on their possessiveness or generosity - only on its scale. ! Fools, Criminals, and Enemies should be dealt with using… (+2) Patience and persuasion. (+1) Conversion, firmness, and pressure. (+0) Firm legal and social control. (-1) Sterilization and/or enslavement. (-2) Fear and extermination.

! 27 to 34: You are principled and scrupulous beyond all expectations. If you actually manage to live up to this you’re a likely candidate for sainthood - if your companions let you live that long. “Holy” items will respond to you with enthusiasm. ! 18 to 26: You are noble and honorable. You have a few flaws, but you’d make a splendid Arthurian knight.

Due to the wide variation in the definition of “Fools,

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Character Description

! 08 to 17: You’re an upstanding citizen. ! 07 to -7: You are about average. Your scruples and principles will often take second place to expedience and survival, but you’re basically decent enough. ! -8 to -17: You may have many attractive traits - but you’re generally considered something of a scoundrel. ! -18 to -25: You’re often unwelcome or disruptive in a group, but they’ll turn to you when someone needs a bit of dirty work done. ! -26 to -34: Congratulations! You apparently have few, perhaps no, redeeming features as far as functioning in your group is concerned. Unless your talents are both exotic and utterly indispensable no sane group will put up with you for long.

Background material doesn’t have game mechanics, but it’s at least as important as the items which do. A character without a background is only half complete. Character descriptions should always include the basics - a name, title, or alias, general concept, species (if more than one is allowed), some plot hooks to draw the character into adventures and - perhaps most vitally both a reason for staying with the group and a reason for the group to want to keep them around. Characters lacking any of these elements should be rejected out of hand. Give at least a bit of consideration to: Physical Elements: What will people see when they glance at you? General height, build, coloration, age, gender facial “cast,” and other distinguishing features go here as well as any personal symbols, and how the character dresses and acts. -Pictures are very helpful here if the player is any good as an artist or can simply find one they like. Mental Elements: What will people find out if they talk to you? Minor quirks and/or behaviourial tags, simple, ordinary, things the character likes to do for fun, would go well out of their way for, or just can’t stand, hobbies, personal loyalties, quotes, and fears and the belief system the character subscribes to all go here. Social Elements: What will people find out if they ask around about you? Items such as how other people tend to see the character, family, friends and relatives, lovers, children, siblings, parents, spouses, and other major involvements all go here. This may include memberships in organizations, legal status, legitimacy, clan membership, your reputation, and any traits you’re known for - such as those with scores of 15+. Historical Elements: What will people find out if they investigate your past? The character’s place of birth, how he or she acquired or discovered his or her talents and skills, education or teachers, major turning points in the characters life - whether triumphs, discoveries, or tragedies - portents or omens and prophecies involving you (If any), previous jobs, old companions (and why you’re no longer with them), your personal secrets or guilts, and where you were raised all go here. -Your family - who they were, what they did, whether you’re like them or not - is a good place to start.

Rostav began to regret becoming a priest... of the god of Male Pattern Baldness. Profiles are not static - although it’s rare for one to change abruptly. Youthful optimism, flexibility, and impatience tend to give way to cynicism or rigidity with age, while life and experience drive unpredictable changes in other attitudes. Major, rapid profile changes are usually the result of equally major traumas or transcendent experiences. Others, of course, simply find a reaffirmation of what they already are under such circumstances. In either case, an experience that profound should either change her profile or reinforce her previous traits.

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Current Affairs include where, if anywhere, you live at the moment, how the character sees him- or herself (And what he or she would say his or her occupation is), any usual hangouts, your adventuring and civilian personas (if different), sexual preference, and any current mysteries or ongoing plots and schemes.

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Sample World Templates

World Construction

108 Stars of Destiny. The players may switch characters from the character pool as long as they play only one at a time and have time to switch. They may create more characters and add them to the group’s pool between sessions; players may use any character, including those they didn’t personally make. The selection should contain a healthy selection of people with useful non-combat skills and talents as well as combat-based characters. It is suggested that GM’s limit the maximum character level.

So you’ve got a clever idea for making a world. You have a grand and glorious vision of such awesome depth and emotional power that people will flock for just a peek, and you – in your infinite kindness – have chosen to deliver this vision unto the players in your usual game. Well, you’ve got a few options now. You can just use the rules as presented, or you can start working on a World Template. Like a template applied to a character, a World Template has simple, clear changes to the rules applied to the world in question. In other words, they’re packages of house rules designed to show players what kind of a world they’re entering. Usually, Templates are built around a specific theme or style, and change the nature of the game to match. Instead of going from one fantasy universe with generic rules to another, you can customize your experience. World Templates are not filled with descriptive material, only rules. There is a reason for this: anyone can say a thing is so, but it takes work to make it so. The World Template needs to reflect how the rules impact events, not how characters should feel about them. These Templates apply both to characters and NPC’s equally, though some of them explicitly help the heroes more than the villains.

Anime. In Anime, characters don’t actually take damage. In fact, in order to kill anyone, characters must simply meet or exceed the target’s maximum hit points in one hit. This makes it difficult to kill enemies. Don’t worry too much about which active or offensive powers PC’s have, and eliminate all maximums on buying abilities. Let them go wild. Watch the defensive powers PC’s stack, and make sure they don’t make themselves invulnerable. Energetic. Characters start off with 1d6 Mana and gain +1d2 every four character levels (whenever they would gain an attribute point). This makes certain branches of magic easier, and allows even combatoriented characters to use a decent spell now and then.

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It calls for a very good GM to steer the game and may require some amazingly powerful monsters, but it’s actually quite fun every now and then. Everyone has a secret desire to become all powerful, and here’s the chance. Strangely, after playing Penumbra once or twice, many players go on to try non-combat characters, like gadgeteers or bards.

Grim. Grim limits humans and humanoids to a maximum of 45 HP (characters can’t take more than 1d6 per level). This roughly matches the heights of real human toughness. Limit. This options simply limits the normal maximum character level to some arbitrary number. Level 10 is good for semi-realistic worlds, where characters must live by their wits. Some worlds may have limits for specific character races, classes, or abilities (limits to the number of points or effective user level). Templates can often go beyond the level limits.

Power Sink. Powerful magic requires extra energy in this system. Specifically, characters can cast spells of level 0-2 without any extra juice. At levels 3-5, character must pay one extra Mana point or spell level, or 2 extra Power, to cast the spell. At levels 6-8, character must provide 2 extra Mana or spell levels, or 4 extra power. Level 9 spells require 3 Mana or Spells levels or 6 additional power. Power Sink rules make spellcasting difficult on the high end, but also means that it becomes impressive and rare again.

Mass Murder. The characters have an infinite supply of goons to attack. In a world with this rule, the characters can wipe out whole segments of the population, only to see them return, mysteriously unharmed. This ensures an infinite supply of thugs for the villains. Powerful characters might even look into changing this law over the entire world. Remember, this isn’t just a convention, it’s an actual law of the universe, albeit one which presumably was created artificially.

Wu Xia. In Wu Xia, characters split up their hit points. They choose part to go into Dodge Points and the rest remains hit points. The difference is this: DP are used up first, but exactly in the manner of hit points. DP return every time the character can rest for at least ten minutes. Some spells and abilities can target HP directly, usually for a +5 level modifier on the spell level. For example, a 9th-level spell can deal direct HP damage as if it were a 4th-level spell. A special attack that works 1/day and allows the user to target hit points with his or her next blow costs 12 CP, +6 CP for every 1/day thereafter (do not use the normal Bonus Uses feat). Critical hits also go directly to HP.

Mini Mighty Monster. This World Template turns the game upside down. Whenever a character gains a level, he or she becomes a character of that level (and requires the normal amount of experience to gain another) but gains only 6 personal CP and no extra HP or bonus abilities, including skill points. In fact, they’re always considered level 1. The other 18 CP, and level-based bonuses, go to buying or enhancing Companions - although any single companion may not have more than 48 CP invested in him, her, or it. Sadly, for some strange reason, only one Companion may be active at once. This is a very strange World Template, but the genre is popular.

Superheroic. Superheroic worlds are very simple. Each major character can spend (Con Mod) free points of Mana each round without drawing on their personal reserves - although they can’t save up those points. They usually have some Damage Reduction as well, although often only to convert some lethal damage to stun. NPC’s are usually either very low level (normal people) or of fairly high level (heroes and villains).

Natural Magic. Anyone, anywhere, can cast magic spells as per Natural Magic (Page 36). Treat this as divine spellcasting. This works best with simple effects like Burning Hands - something that anyone can imagine in a pinch.

Once done choosing your world templates, all you have to do is decide what special paths (from Chapter 3) and basic feats you wish to leave out. Mystic Artist and Channeling are the only normal Paths. For abilities, just jot down a few that don’t fit in the with the style of game you want - and note any which are secret techniques held by limited groups - and viola! One finished setting, ready to play.

Penumbra. The Penumbra Template takes the already-powerful and makes them gods. Quite often literally. In Penumbra, there are no limits on what feats characters may or may not take, and how many of them they may take. Characters can apply flaws to every ability they choose to. The more damage, the better. If one character ignores hit points and saves totally and concentrates solely on becoming the ultimate Thaumaturgy master, so be it.

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If you’re starting a spur-of-the-moment game, let everyone pick out a few abilities but hold off on anything deep, and play through. Next week, they can come back with some material.

Putting Your Players to Work Let’s say you get through your idea and select a Template and realize, “I want to play an iconic game with great warriors and wizards. I want characters to represent archetypes, not built on a player’s passing whim!” Don’t worry, cause we’ve got a solution for you. (You didn’t think we’d waste your time here, eh?) There’s a lot of room in the archetypes for variability. After all, one can imagine a world where the Fighter is a butt-kicking knight-errant Paladin-lite, or a tough-asnails desert soldier. Now, you probably don’t want to go through and think up new ideas for every character class. But on the other hand, you might want new material.

You can even do this with magic systems. One old, but rarely used trick has the GM set up the game so the players are foreigners and don’t understand the local magic. The GM defines the outcome of using spells. Let the players work through, building the magical principles (and rules and formula) as they go. Not only does this reduce the strain on you, but it involves each and every player in the process of world creation, and gives them a stake in it. All of this really helps breathe life into the campaign.

So get your players together, pick out a bunch of ideas and archetypes, and simply hand them out. Everyone grabs a couple and writes up ideas and builds, at least out to level 10 or so. The players don’t have to play the builds they develop. Instead, they hand them back and you sort through them, sort out what’s useful and what’s silly, and polish them off. Then you go back to the players with these and start the campaign.

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Keeping Characters Under Control

4) The Master Blaster Trick. Under these rules, forget about buying hit points for villains and monsters. They simply can fight for a number of turns or survive a certain number of attack actions. If the party (specifically, the non-abusive ones) is doing well, getting a bit lucky, figures out a good trick, or comes up with a good plan, then cut down on the villain’s survival times. This actually works out roughly similar to playing with hit points, but keeps those few characters with massive attack abilities from dominating the fights. Just describe the villain’s amazing (but limited-use defenses) that they only bring out against the massive attacks. If you want to take the time you can even just buy that for them.

Here at Distant Horizons Games we’re well aware that systems can be abused. It’s inevitable in any system with many options, and certainly happens in d20. Rather than pretend it can’t happen, we present this guide to keeping things under control. Characters can still be powerful - but they shouldn’t be abusive about it. If someone makes a PC completely out of character for the game, then they need to rethink their build. Here are a few steps for getting them to do just that. Some cruel GM’s like to screw with the player first before delivering the final blow, taking away favorite toys first. But not everyone is that mean and we don’t recommend it. Explaining rationally why they’re spoiling the game works a great deal better than smiting them without explanation.

5) The Booster Trick. Create a GM character who can boost other characters’ abilities up to the level of the abusive ones. Furthermore, make this NPC vulnerable and restrict it by making those boosts unable to affect a character as powerful as the abusive ones. Now the party is all roughly in the same power level, and has a nice new dependant NPC to defend from monsters and villains.

1) “No” is a powerful word. Every character should be examined and vetted regularly. Some players are simply willing to write powers and abilities down or conveniently “interpret” the rules. Somehow, they convince themselves they’re not cheating everyone else. If they do, tell them “No.” If they’re making a character that does not fit into the world, tell them “No.” If they’re using or combining abilities in a way that you have doubts about, tell them “No.” “No” is a good thing. The fun is in trying to overcome obstacles, not in having omnipotence handed to you on a silver platter.

6) Tell the player to stop using the abusive character. They’re spoiling the game for everyone else. Conversely, if everyone is really having fun, it’s probably not that abusive. 7) Decide that they, and no one else, must use standard builds or GMmade ones. The point-buy system can be reserved for people who don’t abuse it. 8) Kill them. Why put up with deliberate sabotage?

9) The abusive character keeps 2) Bring in similar NPC's. If running into evil twins. Don’t bother necessary, simply run two-level running any actual battles for this; just battles: a grossly powerful enemy for assume the two of them fight it out for the abusive character or characters 2d6 hours. Then spend that time in-20 Circumstance and normal ones for the rest of the game playing with the normal, nonparty. Even if the abusive character Penalty on Read Lips. abusive characters and pay no loses, the grossly powerful enemies attention to the abusive ones. Once took enough damage to allow the reasonable PC’s handle it’s over, give the abusive player a new chance to play it them or “their powers have been weakened” from the straight. If not, rinse and repeat until they get bored. preceding part of the battle. And if you don’t have any ideas, just copy the abusive character’s sheet and add in 10) Allow the abusive character to gain omnipotence. another 2 levels’ worth of abilities. No! Really! Hear us out! Let them gain omnipotence, then hand them any GM’s notes you have, pull out your new character and ask them when you can join up with the rest of the party. No, we’re not joking.

3) Assign ECL penalties to overly-powerful character designs. If they’re more powerful than other characters of their level, then an ECL penalty is obviously in order.

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Sample Character Builds

Skills: 33 skill points (33 CP; taking sneaking and wilderness skills) Total: 144 CP out of 144 CP.

These sample builds give you a further idea of the basics of making a character. While we don’t go for an in-depth examination of attributes, equipment, skills, and spells, it does contain all the basics. Aside from that, these present useful character ideas if you just need a quick NPC or aren’t sure what you want to play.

Sneak-Thief: Character Level 3 The Sneak-Thief is a cowardly figure with a pocket full of other people’s money. How he or she got started adventuring is a total mystery, except possibly that sheer greed overrode common sense. While somewhat useless in a fight, the sneak-thief has some talents for getting out of trouble and a knack for lucky breaks. This is a pretty basic build; at higher levels many sneak-thieves rely as much on magical tricks as on skill. Others, especially in low-magic settings, simply rely on skill boosters and Mastery (for “Taking 10” on all those skills). Available 96 CP (Base) Hit Die: 3d4 (0 CP) Saves: +5 (15 CP; +1 Fort, +3 Ref, +1 Will) Warcraft: +1 (9 CP; the character will spend 3 CP next level to gain another +1) Special Abilities: (18 CP) - Luck (Bonus Uses, 12 CP), Immunity/Divination (Uncommon/Major, 6 CP) Proficiencies: All Simple Weapons, Light Armor (6 CP) Skills: 48 skill points (48 CP; taking thieving, spying, and athletic skills) Total: 96 CP out of 96

Actually there’s nothing wrong with it. But there’s no penalty and the patch looks cool. Mini-Monk: Level 8 So she’s short. So she’s not so good at getting along peacefully. She can kick butt, instead! The Mini-Monk is knows Kung-Fu and likes to hit people. Hard. Often. Aside from that, she has all sorts of tricks for not getting hit back, because she just doesn’t fight fair. And every now and then, when she really needs it, she can just let it all out. All those years of being picked last in sports, of being laughed at for her size, of straining to reach the top cabinets – and its going to hurt somebody else this time. Fear the short one.

Desert Raider: Character Level 5 Desert Raiders live a precarious existence on the most marginal terrain – a frozen waste, a dry grassland, or a burning desert. Using the harshness of such lands to become strong, they prowl the land fiercely. Hunting for game or material wealth depending on where they find themselves – in the wastes or near settled areas – the desert raider strikes with fearsome swiftness. No caravan can cross their domains without either paying the tolls or risking a swift and merciless death at their hands.

Available 216 CP (Base) Hit Die: 8d4 (0 CP) Saves: +12 (36 CP; +2 Fort, +5 Ref, +5 Will) Warcraft: +8 (48 CP) Special Abilities: (84 CP) Ambidexterity (6 CP), Acrobatics (6 CP), Odinmight Berserker: +16 to-hit and damage, +8 to AC (Specialized: only after being picked on for being short, 12 CP), Karma (6 CP), Defender (6 CP), Bonus Attack: with Quarterstaff (6 CP), Improved Imbuement (12 CP), Enhanced Strike: Crushing, Focused, Whirlwind, Hammer, Shattering (30 CP). Proficiencies: All Simple Weapons (3 CP) Skills: 45 skill points (45 CP) Total: 216 CP out of 216 CP.

Available 144 CP (Base) Hit Die: 5d10 (30 CP) Saves: +8 (24 CP; +4 Fort, +3 Ref, +1 Will) Warcraft: +5 (30 CP) Special Abilities: (15 CP) - Track (Wilderness, 3 CP), Traceless (Wastes, 6 CP), Reputation (Desert Warrior, 6 CP) Proficiencies: All Simple and Martial weapons, Light Armor (12 CP)

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Level-Based Bonus Feats (Effectively 6 CP each): Fast Learner (Specialized: The Dragon Path), Mana (Spell Enhancement option), Hysteria (Magic), and Cloaking (seems to be a minor herb mage at most). Duties: Gets mysterious missions and assignments from his magical patrons and/or wyrd. +2 CP/Level Disadvantages (10 Points): History, Hunted (crazed cultists, horrors from beyond) overblown sense of responsibility, partial amnesia (doesn’t remember his full history - or most of his enemies), Secret (Immortal mage-guardian). Actually that’s two gratuitous disadvantages, since only the first three count for getting points, but that’s to the GM’s advantage anyway. Total: 258 CP. Available 216 CP (Base) + 16 CP (Duties) + 16 CP (Fast Learner) + 10 CP (Disads) = 258 CP.

Ulric the Wanderer, Chosen of Fate: Level 8 Remember Ulric, back in the basics section on page 8? Here he is, a full-blown player-designed power build, just to horrify you. Available 216 CP Hit Dice: L1/d20 (16 CP), L2/d4 (0 CP), L3 to L8/d8 (Corrupted: magical healing only, multiply rolls by 1.5, 16 CP) Saves: +4 each (Corrupted to +6; The bonuses don’t work if the attacker knows his true name. 36 CP) That was a bit cheap, but I, as the Game Master, did say that characters would be magically vulnerable to opponents who knew their true names, and this is an acceptable mechanism. I pointed it out to everyone else of course - and used it on the NPC’s as well. Warcraft: +4 (24 CP) Proficiencies: Simple Weapons and Bows (6 CP) Skills: 23 CP. This was pretty minimal, but between two levels of Adept and enhancing an already-high Intelligence, Ulric wound up with plenty of skill points anyway. Magic Levels: 8 (12) Levels of Alchemical Hedge Magician (page 22, 8 CP) plus Base Caster Level 8 (Specialized; only with Alchemical Hedge Magician, and subject to the same limitations. Specialized and Corrupted again. 8 CP). That was a stretch. I ruled that only one level of Specialization applied in this case, and upped the cost to 16 CP. Still a bargain, though. Special Abilities: Immunity To Aging (0 CP for a basic campaign), Self-Development (+2 Int with regard to Skills, 6 CP), Adept (Healing skills, buys Physician, Herbalist, Alchemy and Diplomacy skills at half cost, 6 CP), Adept (Scholar, buys Knowledge, Spellcraft, and Sense Motive skills at half cost, 6 CP), Augmented Bonus: Int Mod to AC (Specialized; only while wielding a staff, 3 CP), Augmented Bonus (Int Mod to Str Mod/ Melee Bonus. Specialized; Only while wielding a staff, 3 CP), Reflex Training (Bonus Spellcasting action. Ride The Dragon abilities only, only when channeled thru a staff, 3 CP), and Grant of Aid (6 CP). Given an Intelligence-boosting item, two level gain bonuses added to Intelligence, and an 18 to start with, Ulric was pretty dangerous in a fight. In fact, he tended to operate more as a warrior than a mage. The Dragon Path: Shaping and Heart of the Dragon (L0 and L1. Corrupted; Requires gestures and minor special effects. 16 CP), Charmsmith, Spellforging, and Dragonsmith (Arms and Armor) (18 CP). Eye of the Dragon (Three times, 18 CP), Dragonfire (6 CP), Pulse of the Dragon (Corrupted; Maximum of 1/minute, 4 CP), Ride The Dragon (III, 18 CP; Ulric took a bunch of very convenient low-level spells, including curative magic, skill boosters, and some especially designed to boost his staff-fighting and defensive skills - extra attacks, damage and AC boosts).

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Ulric was an extremely versatile minor magician, a superb staff-fighter as long as his magic reserve held out (and a fair one after that), and turned out to be extremely durable. That was a good thing for him, since the campaign only allowed limited healing magic and did not allow resurrections of any kind. Thanks to his Duties and list of Disadvantages he also proved to be an endless source of plothooks and adventures - and his strong mythic background brought a lot of depth to the game. Cutting the players a bit of slack for their characters can be pretty rewarding.

Scholarly Dweomerist: Character Level 12 Some people can’t stand a mystery they can’t solve. The Dweomerist can’t stand the mystery of matter, and wants to find out exactly what it is. Depending on the universe he or she hails from, this could take a very, very long time, or might be finished before lunchtime. Either way, he or she also gains impressive powers of matter control, thoroughly enjoying the ability to transform or manipulate it as he or she pleases. While flexible, the Scholarly Dweomerist tends to be a bit low in the raw power department - but is capable of powerful, if poorlycontrolled, feats of magic in a true emergency. Available 312 CP (Base) Hit Die: 12d4 (0 CP) Saves: +12 (36 CP; +0 Fort, +0 Ref, +12 Will) Warcraft: +6 (36 CP) Feats: (66 CP) - Adept x2 (For his or her dweomer field skills, 12 CP), Thaumaturgy (6 CP), Researcher (Analyst upgrade, 12 CP), Mana (8d6, 42 CP), Hysteria (Magic, Mighty upgrade, 12 CP), 2x Professional Skills (favored magical techniques, 12 CP). Magic Levels: 12 Caster Levels (Dweomer Only, 36) Proficiencies: All Simple Weapons (3 CP) Skills: 108 skill points (108 CP) Total: 312 CP out of 312 CP.

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The Foot of Doom: Character Level 20

Mormvandus: Character Level 18 Guardian of the Dead, the First Warrior, Balancer of the Scales, Protector of Moæiä, Keeper of Knowledge, Lord of the Seas and Winds

And Yea, the Foot cometh right hard, and sweepeth away all upon the path, and obliterating with great stomps, it cleareth the field. And Yea, mine eyes have seen the Foot, for it is evil. When cometh the Foot, let all ye powerful bow down and recognize the Foot’s dominance, Yea, it shall surely smite those who doeth it not. And stomping them, it crusheth their bones to tiny pieces, and then feasts.

Mormvandus is like a Greek God. In fact, he IS a god! He got into the professional god business some time ago, grabbing up several juicy Spheres of Influence while they were still open. He has a rather high opinion of himself, but he figures he earned it, and enjoys helping out heroes now and then. On the downside, Mormvandus has a nasty temper when he doesn’t get his way, and tends to raise up mountains and send tornadoes around until someone does what he wants. Despite being a power build, Mormvandus is tolerably versatile, although his specialities are time and negative energy magic.

The Foot of Doom is purely and simply silly. It’s a power build designed to need no equipment to kill people. And that’s all it does. It randomly shows up and blasts the intestinal contents of the chosen victim everywhere. The Foot of Doom is essentially the GM’s shotgun, applicable to any ultimate opposition the GM wishes to use.

Mormvandus is a power build within the normal rules. Designed to be a major opponent for entire parties, he can quite possibly win. As a matter of fact, Mormvandus almost certainly will win if he needs to, because he has Godfire. On the other hand, Godfire isn’t terribly common, so it’s best to leave it alone unless the need is great. Just as importantly, since he normally pays for his Theurgy with Body Fuel, major spellcasting will leave him drained for some time. That’s why he limits his interventions. Of course, he generally doesn’t show up without several enhancing and protective spells running on top of his magic item collection.

And when we say ultimate, we mean it. This thing can teleport in, hit 11 times on a full action, all as touch attacks, deals at least 1d20+(Hysteric Str Mod)+12d6, keeps fighting long after dying, and will come back even if killed. Since with karma and luck it should never miss, that means the Foot of Doom is something akin to a magical ballistic missile, dishing out an average 621.5 damage, not counting actual attributes or any other bonuses. We’ve seen players come up with even worse builds, but that’s a lot of work to go to just for a “No.”

The Divine Infusion feat he’s got gives him a major boost in character points, and some, if only by accident, have to arrive somewhere useful.

Like we said, it’s a ridiculous creature solely built to (a) demonstrate how far you can stretch the system, (b) just how boring it really is, and (c) make those player characters back way, way off from trying to power-game the GM.

Available 456 CP (Base) Hit Die: 1d20 +2d6 +17d4 (20 CP) Saves: +25 (75 CP; +8 Fort, +5 Ref, +12 Will) Warcraft: +13 (78 CP) Special Abilities: 162 CP. Adept 2 (Theurgy, the six Verbs, Illusion [negative energy aspect] and Time, 12 CP), Fast Learner (Specialized in SP for theurgy, 6 CP), Augmented Bonus (Int to Theurgy Skills, 12), Self Development (+6 Int for skill points for theurgy and for theurgy skills, 36 CP), Efficient Body Fuel: Versatile, Kundalini Upgrade (24 CP), Manipulation (6 CP), Sphere of Influence (War, Death, Knowledge, Weather, 24 CP), Godfire (6 CP), Minions (6 CP), Creation (6 CP), Divine Infusion (6 CP), Soulshield (6 CP), and 2d6 Mana (Spell Enhancement option, 12 CP). Magic Levels: 20 Caster Levels (Theurgy only, 60 CP) Proficiencies: Simple Weapons (3 CP) Skills: 94 skill points (94 CP) - plus, of course, quite a few from Fast Learner and his enhanced Intelligence. Total: 492 CP out of 492 CP (456 CP [Base] + 36 CP [Duties; originally to a mystical order, currently to the rest of the pantheon]).

Available 504 CP (Base) Hit Die: 20d4 (0 CP) Saves: +0 (0 CP) Warcraft: +21 (126 CP) Feats: 355 CP – Improved Karma (12 CP), Luck (Bonus Uses, 12 CP), Poison Use (6 CP), Unique Returning (18 CP), Stoic (Ferocity, Juggernaut, 15 CP), Blindfight 30’ Darkvision (12 CP), Enhanced Attack (extra 12d6 damage when stomping on enemies, Silencing, 42 CP), Enhanced Strike (all, 36 CP), Favored Enemy (Player Characters, 6 CP), Superior Imbuement (Unarmed, 18 CP), Superior Rapid Strike (30 CP), Martial Arts d20 damage (21 CP), Spirit Weapon (Touch Attack all, Exotic Appearance, Unarmed attack as Giant Foot, 75 CP), Inherent Spell Mirror Image 4/day (Advanced, Teleport, 18 CP), Hysteria Strength (Corrupted: only when stomping, 4 CP), Proficiencies: None (0 CP) Skills: 26 skill points (26 CP, all in one martial art and Jump) Total: 504 CP out of 504 CP.

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Templates

The Living Destruction: Character Level 20 We’d like to write something cool for the Living Destruction, but it’s nothing more than the Foot of Doom as a spellcaster. A horrible spellcaster. This isn’t a character write-up, it’s a cheat-sheet for GM’s.

The Faithful Steed “To arms, Chevalier! Eighteen hands high fights not alone, Eyes alight with battle-lust. With blade and hoof we strike as one, Murderous, each battle-thrust. About we lay, our lives entwined, War in every pulsing breath. The wicked barbs flow fore and hind, Till all but we be dead and left. The fight is won, though vict’ry hard Our hearts beat wild and spry. Few blows slipt through past our guard, Bloodened brothers, Chevalier and I”

Available 504 CP (Base) Hit Die: 20d4 (0 CP) Saves: +0 (0 CP) Warcraft: +0 (0 CP) Magic Levels: 23 Sorcerer (extra restriction: conduct, 299 CP) Feats: 200 CP - Amplify (6 CP), Area (6 CP), Elemental Manipulation (6 CP), Extension (6 CP), Lacing (6 CP), Multiple (6 CP), Sculpting (6 CP), Glory (18 CP), Streamline (6 CP), Fast (6 CP), Improved Initiative (12 CP), Evasive (Melee Spellcasting, 12 CP), Unity (6 CP), Theurgy (6 CP), Improved Stoic (Ferocity, Juggernaut, 21 CP), Spell Flow (6 CP), Returning (30 CP), Superior Power Words (Harbingers, Spellform, Sendings, 33 CP), and Luck with Bonus Uses (12 CP) Proficiencies: None (0 CP) Skills: 5 skill points (5 CP) Total: 504 CP out of 504 CP.

A Faithful Steed is just that: a loyal and dependable companion who carries you. This Template can apply to any creature which will carry a rider. Obviously, this usually means that humanoids, goblinoids, and outsiders are right out. Still, any reasonable mount will do, which depends on the nature of the rider as much as the Steed. To create a Faithful Steed simply apply the following modifications: Superior Breeding. A Faithful Steed gains a +2 bonus to its Initiative, Natural Armor Rating, and Saves. Furious Defense. A Faithful Steed becomes berserk when its master is gravely wounded. When the master is dealt a lethal blow or falls below 10% of his or her hit points, the steed gains +4 Strength, +4 Con, +2 on Will saves and -2 on it’s AC for the next 10 combat rounds. Calling. A Faithful Steed knows intrinsically when it will be needed. Not only can a character direct it to a specific place with any kind of communication, but the steed automatically comes to a location if the character will need it there soon. This doesn’t help the Steed to move through terrain is cannot normally bypass, but may allow it to meet up with the master after being separated.

Challenge Rating. If it matters, this template carries a +1 ECL adjustment since it’s worth 45 CP [Improved Initiative +2 (3), Defense +2 (12), Resistance +6 total (18), Berserker (6), and an Occult Sense (6)]. Players who design their own companions are, of course, free to modify this template as usual.

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Nature Spirit

Special Abilities Elemental Control. Nature Spirits can use Telekinesis at will on whatever their domain is (water, plants, soil) anywhere within their domain at any time. In the case of animal, humanoid, or goblinoid Nature Spirits, they may use their Telekinesis as if it originated from any creature of their type within their domain.

Varska silently crept by the forests’ river bank, closely following his prey. Licking his ragged lips, anticipating the kill, he knew only that the elf’s flesh would feed his carnivorous kin. Unfortunately for the troll, his preoccupation with blood meant he did not notice the man-like form rise from the swelling waters. The encounter was quick and decisive, and the Troll never returned to haunt the forests beyond the great river, for it was well protected from evils like him. Though his arm returned in time, the growing was both slow and painful, a lesson well paid for.

Variable Powers Incorporeal. All elementals, humanoids, or goblinoids, including earth elementals, who receive this template gain the incorporeal type; they simply allow attacks to slide right through.

Nature spirits are just that – spirits of natural elements and forces. Just as people have spirits, so do streams, trees, and forests. An ordinary spirit can be quite formidable. A powerful one is nigh-invulnerable. They are also relatively immobile. They can never leave the confines of their domain and have few ways of affecting the world outside of it.

Privilege: A Nature Spirit may subtract 6 CP from a target once per day per target. The spirit chooses where the CP are lost from, although they do not gain any information about the target’s abilities except from their own observations. This lasts for 24 hours and has a range of 30 feet. There is no save. They may similarly add 6 CP to a character once per day per target for 24 hours, although the ability bestowed must have something to do with the feature the spirit controls. A deer spirit might thus grant increased celerity or enhance Survival skill checks.

To create a Nature Spirit simply apply the following template: Base: Outsiders, humanoids, goblinoids, animals, or any plant creature with 13 or more hit dice.

Summoning. Plants and animals who have this template gain Summon Nature’s Ally (at a Spell Level equal to half their Charisma score) 3/day.

Type: Change to Native Outsider. Special Features

Level Adjustment: +6

Immortality. A spirit is tied to a natural feature, such as a stream, a herd of animals, or a grove of trees. They cannot be killed permanently without destroying their natural feature entirely. This goes right down to slaughtering cubs and tearing out seeds. Damming streams will only annoy the spirit in charge. If “killed” without such measures the spirit returns in 28 days.

Nature Spirits in the Game As you might expect, elementals who take this template normally look after natural features, plants after flora, and animals after living creatures. Most often, these are separate from actual elementals, plants, or animals. While these can become Nature Spirits in some settings, as a default Nature Spirits do not actually come from such beings. Humanoids and goblinoids with this template normally follow the lead of the elementals or look after mortal beings’ homes and structures. They tend to be the dead ancestors of the living. Nature spirits are not always good, at least not in the way people think of good and evil. They are protectors of things far larger or more intricate than mortal empires, and which survive far longer. Nature spirits can even war for control of packs and herds, forests, or rivers. They tend to have a feudalistic outlook. The more powerful ones make vassals of the weak. The greatest may go on to become Realm Spirits.

Discorporation. A Nature Spirit does not need to have a physical body. It can transform itself into a freefloating ethereal entity. In this state it can see, hear, and perceive all along its stream, pack, grove, as if it were looking out through them from all angles. Mind. A creature who takes this template can project Clairvoyance to any section of its stream, a grove it controls, or whatever appropriate section it possesses. Any animal or plant creature may use this on any animal or plant under its care instead. It may use this power even while using a physical body. Static. A Nature Spirit cannot leave its personal herd, pack, lake, river, wood, etc. They have no way around this, although they can go on astral journeys or similar adventures with the proper magical aid.

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Realm Spirit

kill mountains, eradicate every last tree in a forest, or exterminate whole species.

“I am Gormnadus, Master of the Earthern Bones, Render of Rifts, Ruler of the Continental Divide! You had better have a very good reason as to why you think I should stop my battle with the Subcontinent because of your pitiful little civilization.”

Resurrection. A Realm spirit can Truely Resurrect a truly deceased Nature spirit at will. It must, however, first locate a spare stream, herd, grove to settle them on, as appropriate to the spirit. Typeless. Realms spirits have no type. They are immune to all spells which target creatures by type or which have different effects depending on the type of creature affected.

Realm spirits are the great form of Nature Spirits. They control whole regions or domains, such as a forest, mountain range, mighty river, a hurricane, an entire species of animals, or the sea. Each looks after many small Nature Spirits. They can be fierce if provoked, but doing so is rather difficult. The fact is that such beings find humanity (along with elves, dwarves, and so on) too small to notice. They might notice giants or dragons, but probably wouldn’t care; they think on the scale of eons and continents. In most games, all of human and even elven civilization is simply not worth noting. Realm spirits are immortal. Unless an adventure actively destroys the entire realm from the roots up, the Realm Spirit will remain. And while wizards are powerful, few of them have the power to destroy a mountain range, permanently stop a mighty river, or obliterate a whole species. Such entities often have great wisdom and knowledge, and may well be willing to extend a bit of aid to those who require assistance. More than anything else, they merely enjoy appreciation. As Realm Spirits, they have no need of magical power, wealth, or servants. The only thing one could possibly need is help on some mighty project to improve the land, sea, sky, or ecology. Like Nature Spirits, Realm Spirits are immobile, although their greater scope means they have less to worry about outside their domains.

Whole Mind. Realm spirits are immune to mindaffecting spells and effects. Trying to use such magic on a Realm spirit causes the caster or user to become stunned for 24 hours, as the vast mental flow of the Realm Spirit overwhelms him or her. Additionally, Realm Spirits are always aware of everything that happens in their realms. Master’s Privilege: A Realm Spirit may subtract 18 CP from a target (dividing the 18 CP any way it pleases) once per month per target. The spirit chooses where the CP are lost from, although they do not gain any information about the target’s abilities except from their own observations. This lasts for one month and affects any target within the spirit’s realm. There is no save. They may similarly add 18 CP, although the abilities bestowed must have something to do with the spirit’s realm. A mountain spirit might grant damage reduction, enhanced strength, or superb climbing abilities. Static. A Realm Spirit cannot leave its domain. They have no way around this, although they can go on astral journeys or similar adventures with the proper magical aid.

The Realm Spirit Template Level Adjustment: +9

Base: Outsiders, humanoids and goblinoids, Animals, or any Plant creature with 13 or more hit dice.

Realm Spirits in the Game

Type: Change to Native Outsider.

Realm spirits are not generally meant as characters. Only the most powerful of mortals or most important changes in the world can attract their attention. They can and will carry on a conversation normally, but they rarely find anything or anyone interesting enough to try. Finally, a Realm Spirit cannot lie (at least, not intentionally). Their connection to the vast world has rendered them incapable of using mere deception on a scale intelligible to mortals. Realm spirits can deceive, but only on a scale so large it means nothing to humans. A Realm Spirit deceives about where a volcanic eruption or continental shift may occur, and does so only with other Realm Spirits, gods, or other greater beings. It also does so implicitly, by “body language,” not with mere words.

Special Attacks Improved Elemental Control. Realm spirits may manipulate animals, plantlife, and natural features with ease on a whim within their domain. If used as an attack, they can usually deal anywhere from 4d6-10d6 bludgeoning damage (or other appropriate type) and they do not miss unless they’re just giving warnings. Special Qualities Immortality. These spirits have the same immortality as Nature Spirits: if you destroy every last scrap of their realm, they die. However, this amounts to attempting to

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Epic Monsters

The Beast Characters can become very frustrated when fighting the Beast. A vast animalistic monster, with a hide far thicker than a dragon’s and enough spines to impale a mountain, the Beast consumes whole regions in a destructive fury beyond any other being’s. The Beast is composed of only three things: an awesome amount of raw life energy imbued with utter hatred, the ability to feed off positive or negative energy, and a shell of meat covering the energy within. It automatically strikes any creature below the size of a large mountain that it chooses to hit and deals 10d6 damage per strike, striking three times per round and bypassing damage reduction. In essence, it attacks the target’s life force and is big enough to attack whole towns with a single stomp. It has AC 60 and near-unlimited hit points. It has no vital points and does not need its head to survive. Unless utterly incinerated (and even then the dust may still be dangerous) any blood or bits of tissue it sheds spring to life as vicious monsters, attack any creature or plant nearby, and begin feeding vitality back into the Beast, regenerating it at an exponential rate. Essentially, it regenerates all damage within moments, providing the creatures (plants and animals) near it have sufficient hit points in total to heal it. The secondary monsters vanish after an hour or so and don’t spawn others. A large-scale area attack (like a Fireball, but covering a whole mountain-sized area) should handily destroy the minor creatures.

No matter what you do with basic creature statistics, someone’s going to get themselves enough power to handily smash it. If you want a truly Epic monster, it should come from outside the normal world, obey alien laws of nature, be unique, and be nigh-indestructible by simple violence. Defeating it should be a matter of wits and quests, not a numbers festival. Therefore, these monsters can’t die from ordinary attacks. All those super-death spells and mega-vorpal blades do virtually nothing to these things. The key to victory lies in discovering their weaknesses and finding a way to use that to defeat them. This makes the monsters listed here an appropriate challenge for any party with strong magical resources. It can even become another type of quest, with the party searching out a specific artifact or the materials to make such an item. GM’s can follow your player’s leads on this. If they analyze its weaknesses and think up a device or technique that you think could work, let them give it a shot. If they go asking greater powers for help, let them run an adventure that way. If they seek out magical items to do the trick, run the adventure on that basis. Let them come up with the solution. Each creature here isn’t meant to be the entire adventure in and of itself. The real adventure may involve encountering or avoiding the monster several times, then searching for information on it. The characters can finally develop a theory of its weaknesses, develop the weapons needed, and ultimately kill it.

How to win. The Beast can theoretically be killed. Dealing enough damage fast enough to kill it is the trick. It can’t regenerate if there are no living creatures or plants nearby, so casting it into a void or barren plane works. If the characters can halt it along a planetary ley line or other mystically important site, they might be able to trap it under the earth. That might call for some amazing grapple checks (with DC’s measured in the 100150 range) if they actually plan to physically haul it down or for some awesome magical ritual otherwise.

The Rad-Fiend This terrifying monster has a fascinating power: it exudes radiation which breaks down organic matter into more radiation. It has no body; the creature simply is nothing more than radiation with a simple program and magical sensors system attached. It is considered a construct, cannot be mind-controlled, and has specific invulnerability to all physical, energy, and magical damage, ability drain, disintegrate and all other instantdeath effects, albeit only a few hundred hits. Damaging negative energy turning can cause injury, but it has Resistance (not Turn Resistance) 20 to that. Positive energy turning heals 12 hit points. In order to turn it, a creature must be inside the Rad-Fiend’s radius.

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The creature is a 5-mile sphere of radiation. Any creature caught within it takes 5 damage per round. Any creature that leaves the radius after taking damage takes 1 point per round until they die or something stops the progressive disintegration. A limited wish or special-use effect can fix this. This is considered “radiation” type damage and bypasses all damage reduction and magical resistances. Only special-purpose radiation resistance works. The creature can sense life and attacks it, but probably won’t even notice the characters – Rad-Fiends attack cities and forests, not individuals. How to win. Try using the weakness to damaging negative energy. Turning causes it no damage unless the cleric is very skilled, but if he or she can gain a power boost, it might be possible due to the really low hit points. Alternative methods might include using negative energy from another plane where it is an abundant resource, combining the efforts of hundreds of negativeenergy users, or gathering such power from a large stock of potent undead.

The Orb The greatest project and ultimate weapon of some mighty evil race, the Orb is hundred-miles wide golemconstruct powered by the collected life forces of scores of Gibbering Orbs or thousands of their lesser relatives. Piloted and enhanced by a group of evil entities using the Rider ability sequence to augment the Orb’s already-vast powers and defenses, the Orb is a base from which to subjugate entire galaxies. Its antimagic ray can shatter the mightiest city-based or even planetary wards, its charm-beam can ensorcell a continent with a single blast, and its onboard legions suffice to seize the wealth of an entire world in short order before moving on the rest of the galaxy. Now that it’s operational, the Orb is the greatest power - and threat - which the galaxy has ever seen. Before it the gods themselves are mere outmoded superstitions and their flame shall vanish from the universe!

The Madscimind The Madscimind has no physical presence, existing as a pure unconscious impulse. It lives (if one can call it that) solely to put ideas for horrible and awesomely destructive weapons into the minds of individuals insane enough to use them and talented enough to make them, thus neatly explaining where a great many artifacts came from. The Madscimind works on the level of dreams and nightmares, lying in a twisted labyrinth of arithmetic and magic. How to win. In order to attack it, the characters have to realize it exists at all. One way to suggest this might be to suddenly have a rash of madmen get their grubby hands on some strange, insane weaponry. Aside from running several fearsome fights this way, the players (and hopefully characters) will wonder what’s going on. Any investigations into the minds, magical auras, or homes of the madmen could reveal a connection to the realm of dreams. Actually getting to the monster requires them to keep going into the darkest nightmares. They’ll have to face their own fears and other’s terrors, finally entering a horrific realm of utter madness. The creature, once reached, dies easily – it’s nothing more than an unconscious urge combined with vast technical knowledge and has very little real power. Unfortunately, to finish the job, they’ll have to locate every mind it has touched and clean them of the Madscimind’s influence. Otherwise, it will be reborn. This could be quite troublesome if it’s given any of the player characters ideas. Still, throughly killing it in the dream world will keep it quiet for centuries or eons although eventually some naturally-occurring mad genius might respawn it.

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How to win. A heroic group could sneak aboard and try to deactivate the antimagical ray, allowing a massed attack from the planetary surface. Since no design is perfect, perhaps they could somehow steal the plans and find some vital or vulnerable spot. Given the immense scale of the Orb’s abilities, the energies bound up in its power core must be equally great; a courageous and fastmoving group might be able to strike at that core (and hopefully outrun the ensuing explosion). Of course, the Orb will have many Eye-Fighters at the ready to counter this.

The Page Demon The Page Demon is a vicious, cruel monster. It’s also nearly invincible. Able to transfer itself to any book, page, magazine, newspaper, catalogue, or any paper-like substance with a written word on it, and survive the destruction of any such media, ordinary weapons won’t do. If it targets a character, it will attempt to draw them

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into its maw (Ref save DC 24 to resist), imprinting them on the page. A Resurrection spell, Wish, or Miracle can restore the deceased. Unlike most of these monsters, the Page Demon isn’t very dangerous to powerful player characters, but it can anger them or hinder them (by screwing with scrolls, books, and so on), and so interest the party in killing it.

are high-level spellcasters by definition, they can easily transform). As it happens, it can also take over a vast number of creatures by attacking them with its worms. The worms attack and take over the host; the WormThing can control them (there’s a reason we don’t bother with a save – see below). Even better, if even a single worm survives, so does the Worm-Thing. They usually also lock up several spare bodies in protected pocket dimension stasis cocoons, several in other planes, and have a few stashed around for general use.

How to win. The Page Demon exists on a level mortal beings can’t comprehend. Killing it would involve erasing that dimension in one of two ways: destroying all written words and/or paper on the plane (guaranteed not to be popular) or entering its realm and hunting it out. Since it doesn’t have a 3-dimensional form, would be visitors must transform themselves into 2-dimensional beings or cast a spell to temporarily translate information from that two-dimensional world for them. Either is likely to involve considerable magical power. Once inside, it has the stats of a Hunefer or any other big, scary creature you want to use.

How to win. As it happens, killing the Worm-Thing is almost impossible. It can be done by getting every last worm in every dimension and safe house. That isn’t likely. Fortunately, the Worm-Thing has one weakness: it’s too reasonable. While inhuman, it has no reason to hurt anyone. Becoming a weird monster has the unusual effect of making them simply apathetic. Worm-Things don’t care about ruling or leading hordes of darkness. They might become mercenaries for other powerful beings because it pays well and there are some things more easily bought than found or taken. They don’t usually bother to take over sentient beings’ forms. Why would they, when taking over a large, dumb beast and transforming it into a more useful shape is so much easier and safer? They don’t worry about food, shelter, or clothing. They’re just nigh-impossible to kill.

The Worm-Thing Similar to a Worm that Walks, only much, much worse, the Worm-Thing attempts to become the last word in survival. Its body is made of a roiling mass of Worms or it may take any other shape (given that these

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Appendix 1: Chakra

Theurgy and Arcane magic, and the way of the Mystic Artist, are tied to this chakra. Ajna peers out from the brow. This “third eye” is associated with perception, imagination, illusion, intuition, light, and darkness. The intellect, in both knowledge and ignorance, flows from it, as does Channeling.

Players usually don’t need to worry about Chakra; they’re simply an example of an in-game reason to limit certain combinations or quantities of powers. In classic mysticism the seven great chakra are the major life-force nexi of the mind, spirit, and body, the energy centers which power and bind together the entire assembly. Fantasy biologists see them as major neural connections, and thus as primary centers of bioelectrical activity. In game terms Chakra are balance points for mystic energies; the locations where external sources of power may be safely bound to someone’s essence on a permanent basis. Trying to do it elsewhere will create severe imbalances, leading to madness, bizarre physical distortions, or even death. Trying to link two differing sources of power to a single chakra is likely to produce similar results, since they will essentially be shortcircuited through the character’s mind, body and spirit or forced together on the same wavelength. In practical terms, this means that there is an upper limit to the number of power sources any one character can tap, and on their types; some chakra are suitable for particular power sources and some are not. This is why, for example, a character can be a either were-wolf or a were-tiger (or any other were-creature) but not both; the relevant chakra can only be linked to a single one of the two totems. The basic seven Chakra are:

Sahasrara bathes everything in light at the crown at the top of the head. Associated with awareness, Wisdom, cosmic consciousness, and the astral plane, this chakra control’s the user’s Dominion. Gods, Spirits, and a few epic heroes have two additional Chakra: Kihadhara. The Celestial Chakra usually drifts just above the head, extending tendrils of light to surround the possessor. A manifestation of a link between the possessor and the abstract realms of the deeper astral, it is associated with spheres of influence, synchronicity, immortality, and the creation of new realms. In traditional theory, full development of Kihadhara offers unity with the cosmic all. It governs the use of Godfire. Bindhudharma. The Anchoring Chakra floats just below the feet, with its whirls also surrounding the possessor. It’s a manifestation of the possessors bond with the material world, whether through some relic, emotional tie, magical effect, or dedicated worshipers. Associated with manifestation and channeling power to others, it also promotes preservation, order, and stability.

Muladhara rests at the base of the spine. It’s linked with earth, survival, physical health, prosperity, and strength. This primal chakra, present in every multicellular organism, also relates to shamanistic and “Hoarding” magic. Lycanthropy results when a character is linked to a totem through this chakra.

Chakra are usually more or less self-contained; their energies interact with those of other living beings and fuel an entity’s personal talents. The seven common chakra are not linked by default to any other source of power. Once opened, a difficult and sometimes dangerous process, each Chakra can be bonded to or infused with one other source of power over and above the character’s personal energy sources. Common power sources include:

Svadhisthana swirls in the lower abdomen. It’s associated with water, emotions, sexuality, growth, Charisma, and transformation, and is tied to the Dragon Path. Manipura burns in the solar plexus. It’s associated with fire, psychic energy, vitality, Constitution, strength of purpose, and action. It fuels Psychic abilities.

Enchanted and Psychically-imbued items. These may be Absorbed (Innate Enchantment), Linked (Mystic Link), or Bonded (symbiotic or parasitic items). Those using Mystic Links can partially get around the “onepower-source-per-chakra” limitation by binding together many items as a single “horde” - but such hordes are tempting targets. Sets of more mundane items linked psychologically or via some minor common charm, are also manageable.

Anahata breathes in the heart. Associated with air, balance, relationships, and dexterity, it’s the only active chakra in mindless undead, and is linked with Dweomer, Thaumaturgy and Divine Magic. Visshudha throbs in the throat. It’s associated with communication, creativity, manipulation, and selfexpression. It’s also associated with Mana, and so expresses the bond between magic, names, speech, and language. The psychic aspects of Charisma, as well as

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Power-Dimensions and Nexi. Stonehenge, “Elemental Planes,” Ley Line Nexi, and sometimes even sources of physical energies fall into this category. It is

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Kihadhara and Bhindudharma chakra simultaneously for a harmonious ascension into the higher realms. Like most other ideal paths of self-development this hardly ever occurs. Unbalanced development can, at least in theory, cause various psychological and even physiological imbalances or ailments. In practice, such effects are generally so mixed with environmental, genetic, and personal factors as to be indistinguishable. Note that lacking a chakra does not (necessarily) indicate that a creature cannot have any of the related abilities; it simply means that they are either quite weak or not self-generating.

wise to have a selection of “channels” ready to direct such forces into. User should beware of overloads when tapping into such near-limitless sources. The typical user will gain a variety of innate talents, but will also suffer from a severe vulnerability to opposing forces. Runes, Domains, Paths, and Spheres. These resemble Power Dimensions and Nexi at first glance, but have less defined “locations” and, as philosophical entities, are more subject to the user’s will. Overload is not a problem, but the mental effects can be severe. Characters drawing on the same runes will always be at least subliminally in contact, and some foes may be able to use this as a weakness. Divine spheres are even more dangerous; they greatly influence their users. Those who claim a sphere must either rigidly stress their differences, fight constantly, or risk drowning themselves in a common conceptual reality, forgetting where it stops and they begin. Paths and Domains are far more limited and far safer.

Mindless Plants have only the Muladhara chakra. It’s normally in positive mode, save for fungi and other parasitic species. Certain animals, such as sponges, also fall into this category. While their struggles are slower then those of animals, plants battle with a ruthlessness unheard of in animals. Plants face a constant contest for survival. They know neither rest nor peace, so while their bodies may work without haste, on that scale of time they fight with all their might. Only in a few locations well regulated by higher powers do they grow unmarred.

Beings, Familiars, and Spirits. In general, these only work smoothly if one of the entities involved is firmly in control of the energy flows. Subsumption - incorporating other spirits into your Chakra - is an easy shortcut to great power, but has severe mental side effects. Pacts allow the user to tap into a portion of the power of some mighty entity, but there’s usually a price. Either the entity will charge for the access in some way, or the character must take great pains to maintain the link. Examples include priestly orders, totem magic or lycanthropy (the distinction depends on who’s in control), and familiars (minor entities which draw extra power from you).

Sentient plants have the Muladhara, Manipura, and Ajna chakra. They tend to be a bit uninterested in higher forces, somewhat unemotional, and ruthless when dealing with animal creatures - but are less so than their primal relatives. Many recognize concepts such as offspring and have families, though they still care little for the world outside their chosen home. Nonsentient animals lack the Ajna and Sahasrara chakra. Of course, equipped with effective instincts and senses, they quite arguably have little need of them.

Energy Storage. Opened, but unbonded, Chakra can be used to simply store power, either raw, in the form of Mana, Psi-Energy, spell levels or purely physical energies, or in the far more stable and thus more readily stored and controlled forms of preset effects. In general, the power which can be stored in any single chakra this way is related to its level of development as measured by the related attribute.

Sentient animals (i.e., people) have all seven of the major chakra, although as always, they may be more or less developed in any given case. Actually developing chakra and their associated powers will usually take a good deal of time, effort, and CP. Mindless undead have only the Anahata chakra in the negative mode. This is why they tend to attack old friends and kin in preference to other targets when uncontrolled, and are so vulnerable to divine magic.

Chakra usually hold positive aspects, their energies devoted to growth, expansion, achievement, and the development of life. They can be negatively oriented (although this is rare among playable species) directed towards the destruction of the qualities they normally enhance. If the balance of a character’s chakra runs too strongly towards the negative he or she may come to embody the entropic energies of the universe - falling into undeath or becoming a demon. Similarly, sufficient focus on, and development of, positive aspects can raise a character into the ranks of the celestials or pure spirits. In theory Chakra should all be developed at the same time, opened in sequence along the spine, and be correctly balanced so as to finally flower into the

Sentient undead lack two Chakra, Svadhisthana and Sahasrara. Even at their best, undead tend to be lacking in true wisdom, uncharismatic, and detached. Generally all their chakra will all be in negative modes. Undead have been known to bypass this lack and reach godhood - but this is extremely rare. Most undead gods achieved godhood first, enabling them to retain all chakra regardless of their physical form’s status.

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on an entity which consciously decides whether or not to respond), Karma (at GMO), Mystic Link (Spell/Power links and up), Dominion/Godfire, Rite of C’hi (if taken with bonus uses), Channeling, and the Dragon Path (Eye or Pulse of the Dragon). Thus, each of these abilities (but not necessarily individual feats) takes up an available slot. Shamanism, Lycanthropy, and Priestcraft usually require one as well. Thus, characters have some limits on the special powers they may take, even in the wildest games.

Gods normally have all nine of the great chakra, although there are occasional exceptions. This is why even the greatest of gods may not have more than nine spheres and rarely more than seven since the Kihadhara and Bindhudharma Chakra are inactive (or more accurately, enveloped) when the character is in the related deeper astral realm. Spirits may have various combinations of Chakra, but usually have all nine when active within the material plane. Elemental beings usually have substantial weakness associated with opposing elemental chakra.

Theoretically, one might be able to eliminate Chakra bindings and free them up again (also freeing up the CP spent on those abilities). No, we don’t have a specific way to do this. It would take a lot of power, access to the most puissant lore, and a lot of finesse to accomplish. A greater, nearly transcendent being might be able to do it for someone else, and some forms of personal transformation might succeed. For an example of the latter, it might be possible for a deity to leave behind the immortal power of the spheres to a successor and live out a quiet life somewhere else.

Magical theorists note a correspondence between the six higher chakra and Theurgy’s six magical verbs: Svadhisthana/Transform, Manipura/Destroy, Anahata/ Control, Sahasrara/Heal, Visshudha/Create, and Ajna/ Perceive. A true master of the chakra should - at least theoretically - be able to draw vast power from the upper astral thru the Kihadhara chakra, focus and transform it through the seven basic chakra and release it into the world through the Bindudharma chakra. Unfortunately, or perhaps fortunately, such a transcendent Kundalini state “risks” (offers?) true unity with the higher realms and the consequent inability to return to the normal world. For reference purposes the following feats usually require bonding to one of the user’s Chakra: Blessing, Companion (when mystically linked to the owner), Domain/Path (other than those provided by another entity), certain variants of Eldritch, Innate Enchantment (Absorption), Invocation (unless accomplished by calling

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Appendix 2: Class Breakdowns

(3.0) Available 504 CP (Base) +2 (Illiterate) = 506 CP Hit Die: 20d12 (160 CP) Saves: +24 (72 CP) Warcraft: +20 (120 CP) Abilities: (37 CP) - Berserker (12 CP), Celerity (6 CP), Awareness (Uncanny Dodge, with Danger Sense II, Danger Sense Corrupted to +4 bonus only, 10 CP), Damage Reduction 4/- (9 CP) Proficiencies: Simple and Martial Weapons, Light and Medium Armor, and Shields (21 CP) Skills: 92 skill points (92 CP) Total: 502 CP out of 506 CP

Standard Character Classes Note that the following class breakdowns are based on Level 20 characters. The standard 3.0 and 3.5 classes assign a disproportionate quantity of abilities and skills to the first few levels. While this effectively assigns starting characters well-defined roles within a group, and partially compensates for the inherent penalties of multiclassing (seriously delayed access to powerful highlevel abilities), it has the peculiar effect of allowing characters to instantly master large blocks of skills. Equally important, characters abruptly cease to improve abilities which they constantly use.

The 3.0 Barbarian’s damage reduction seemed to be unrestricted, at least until the DMG came out. It’s been purchased that way here. The Illiteracy appears to be irrelevant, as might be expected since it automatically disappeared if and when the character multiclassed. (3.5) Available 504 CP (Base) +2 (Illiterate) = 506 CP Hit Die: 20d12 (160 CP) Saves: +24 (72 CP) Warcraft: +20 (120 CP) Abilities: (39 CP) - Berserker (15 CP), Celerity (6 CP), Awareness (Uncanny Dodge, +Danger Sense II, 12 CP), Damage Reduction 5/- (Specialized versus physical, 6 CP) Proficiencies: Simple and Martial Weapons, Light and Medium Armor, and Shields (21 CP) Skills: 92 skill points (92 CP) Total: 504 CP out of 506 CP

Point-based characters don't gain this edge. They're a bit weaker to start with and, since multiclassing is meaningless for them, can't pick up large blocks of new abilities quite so readily. On the other hand, they can acquire whichever abilities suit their conception and won’t give up on advancing older "class" abilities to acquire new ones unless they choose to. Also note that these classes have a base of 504 CP for the whole 20 levels. This includes level 0, giving them an extra 24 points. Later entries for Prestige Class breakdowns don’t include level 0, for obvious reasons, and only go to level 10. Where it might be confusing, we have added small notes in parentheses to mention specifically what the ability used to be called. Other notes in parentheses mention which upgrades an ability has (the + sign) and the CP cost. Abilities taken multiple times are noted with Roman numerals.

Barbarian Class Descriptions The Barbarian, a brutal warrior from outside the civilized world, fights with fearsome passion. Destroying enemies with the savage glee of a raging combatant, the barbarian specializes in toe-to-toe combat. Barbarians learn the ways of the world on a practical level, eschewing glamour and superficial objects.

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Bard Class Description (3.0 & 3.5)

Druid Class Descriptions

The Bard, a mystically skilled song-farer, travels about the world in search of new knowledge and art. Able to penetrate the deepest mysteries and sing praises of the heroes he or she travels with, the Bard lives today to write the legends of tomorrow.

Guardian of nature and the things that dwell within it, Druids protect the earth from major menaces. While not always openly hostile to cities and towns – for life dwells there, too – the Druid rarely feels comfortable in a crowded metropolis. The elements hear and obey his or her call, and the Druid readily wields the magic of the earth in battle.

(3.0 & 3.5) Available 504 CP (Base) Hit Die: 20d6 (40 CP) Saves: +30 (90 CP) Warcraft: +15 (90 CP) Magic Levels: 20 Bard (160 CP or 120 CP with the 3.5 Noncombative limitation) Abilities: (12 CP) - Mystic Artist (6 CP), Lore (Bardic Lore, 6 CP) Proficiencies: Weapon and Armor (18 CP) Skills: (3.0) 92 skill points (92 CP)

(3.0) Available 504 CP (Base) + 80 (Duties and Armor and Weapons restrictions) = 584 CP Hit Die: 20d8 (80 CP) Saves: +30 (90 CP) Warcraft: +15 (90 CP) Magic Levels: 20 Druid (160 CP) Abilities: (48 CP) - Occult Sense (Nature Sense, 6 CP), Travel (Forest, 3 CP), Traceless (Travel, Specialized: natural surroundings only, 3 CP), Resistance (+4 on Saves verses Fey, 6 CP), Shapeshifting (21 CP), Immunity (Poison, Corrupted to natural poisons only, 6 CP), and Timeless Body (3 CP or free depending on the campaign) Proficiencies: Weapon and Armor (21 CP) Skills: 92 skill points +1 Language (93 CP) Total: 579 or 582 CP out of 584 CP

(3.5) 132 SP (132 CP) Total: 502 CP out of 504 CP Bards need the Mystic Artist rules in play to use all of their abilities in either 3.0 or 3.5. The 3.5 Bard gets a few additional Bardic Music (Mystic Artist) effects, but that list has been expanded considerably anyway.

(3.5) Available 504 CP (Base) + 80 (Duties and Armor and Weapons restrictions) = 584 CP Hit Die: 20d8 (80 CP) Saves: +30 (90 CP) Warcraft: +15 (90 CP) Magic Levels: 20 Druid (160 CP) Abilities: (57 CP) - Companion (6 CP), Lore (Animals, Specialized only to understand how to get along with them, Wild Empathy, 3 CP), Skill Focus II (Nature Sense, 6 CP), Travel (Forest, 3 CP), Traceless (Travel, Specialized: natural surroundings only, 3 CP), Resist (+4 on Saves verses Fey, 6 CP), Shapeshifting (21 CP), Spell Conversion (Summon Nature’s Ally, 6 CP), Timeless Body (Resistance to Age, 3 CP or free depending on the campaign) Proficiencies: Weapon and Armor (21 CP) Skills: 92 skill points +1 Language (93 CP) Total: 588 or 591 CP out of 584 CP

Cleric Class Description (3.0 & 3.5) Steeped in the mysteries of the Gods, a Cleric worships divine or supernatural forces, calling upon their aid in time of need. While many priests tend the temples and shrines dedicated to their god or pantheon, the adventurer Cleric prefers a more direct approach to furthering the demands of his or her faith. Secure in the knowledge of his or her deity’s power, the Cleric walks the earth with a fearsome faith. (3.0 & 3.5) Available 504 CP (Base) + 40 (Duties) = 544 CP Hit Die: 20d8 (80 CP) Saves: +30 (90 CP) Warcraft: +15 (90 CP) Magic Levels: 10 Cleric Package (200 CP) Abilities: (15 CP) - Turn/Rebuke Undead (3 + Cha Mod times per day at +4 on chart, 15 CP) Proficiencies: Weapon and Armor (21 CP) Skills: 46 skill points (46 CP) Total: 542 CP out of 544 CP

In many ways the Druid is the generalist among the basic classes. They’re fairly good in a fight, have decent (but not overwhelming) offensive and healing spells, have a fair number of skill points, and have a few useful special abilities - but not too many. Unfortunately, being fair at many things costs more than being tremendously good at one.

Clerics probably ought to learn something about their god on a mandatory, rather than optional, basis. Spending those last 2 CP on one rank in Knowledge: Religion with a specialization in their deity would be nice. On the other hand, d20 religions are much more businesslike than real ones .

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If you have enough Diplomacy you don’t really need Wild Empathy. There’s a large penalty for the lack of a common tongue and another for dealing with creatures with radically different minds, but there are other talents and spells for dealing with that.

Mindspeech (Gift of Tongues, 6 CP), Timeless Body (Perfect Self, +Transcendence, 6 or 9 CP depending on the setting) Proficiencies: Weapon (6 CP) Skills: 92 skill points (92 CP) Total: 516 out of 504 CP

Fighter Class Description (3.0 & 3.5)

Representing the “no multiclassing” rule in pointbuy is difficult. The best way to do it - and incidently the best way to bring down the CP cost a bit - is to buy Fast Learner Specialized so that it only works as long as the character continues with a rigid, preset, program of self development. We don’t really recommend bothering though. That rule always seemed pointless anyway.

Master of battle, the Fighter knows every trick in the book and probably wrote a few others into it. Likely able to defeat any other character at his or her preferred range, the Fighter studies a dozen styles and techniques for killing quickly and efficiently.

(*) “Corrupted.” These abilities are not usable while wearing armor. (^) “Corrupted.” These abilities suffer from "armor failure percentages" as per arcane spellcasting.

(3.0 & 3.5) Available 504 CP (Base) Hit Die: 20d10 (120 CP) Saves: +24 (72 CP) Warcraft: +20 (120 CP) Abilities: (66 CP) - Bonus Feat XI (66 CP) Proficiencies: Weapon and Armor (27 CP) Skills: 46 skill points (46 CP) Total: 451 CP out of 504 CP

Note that the 3.0 Improved Trip (and similar Feats) only cost 3 CP. The 3.5 version adds additional abilities as shown in the feat conversion appendix. (3.5) Available 504 CP (Base) Hit Die: 20d8 (80 CP) Saves: +36 (108 CP) Warcraft: +15 (90 CP) Abilities: (142 CP) – Martial Arts V (21 CP), Improved Fortune (Improved Evasion, 8 CP*), Celerity VI (14 CP*), Augmented Bonus (Improved, Wis to AC, 8 CP*), Defender (4 CP*), Immunity (Poison 9 CP, Falling 4* CP, Disease, 6 CP), Healing Touch (Specialized, self only, 2 CP^), Spell Resistance (Level+10, 8 CP^), Resist (+2 saves vrs Enchantment, 3 CP), Imbuement (unarmed version, spent on Lawful [+2], Magic [free with Lawful], and Adamantine, 6 CP), Inherent Spell (Etherealness, Dimension Door, Quivering Palm, (10* CP), Mindspeech (All living creatures, Specialized must actually speak, 6 CP), Timeless Body (Perfect Self, +Transcendence, 3 CP), “Flurry of Blows” (2x Bonus Attack 8 CP*, +4 Warcraft, Specialized [only to make up for Flurry penalties], Corrupted*, 8 CP*). Optional Ability Sets: Trick (Stunning Blow, 4 CP*) OR Improved Grapple (4 CP*), Improved Trip (4 CP*) OR Improved Disarm (4 CP*), and Block (Missile Weapons, 6 CP*) OR Reflex Training (Combat Reflexes, 6 CP). Proficiencies: Weapon (6 CP) Skills: 92 skill points (92 CP) Total: 518 CP, 502 with Fast Learner, out of 504 CP

By this calculation the Fighter is somewhat underpowered. This is true. While they are the best of the standard classes at small scale combat, they aren't all that much better than some of the others (especially if enhancing magic is used), and they are much less flexible. They appear equal simply because most games spend a great deal of time on small scale combat. Those extra points are best spent giving them some non-combat skills and abilities to work with, just in case the GM leans towards intrigue scenarios or otherwise mostly non-combative adventures.

Monk Class Descriptions (3.0) Available 504 CP (Base) Hit Die: 20d8 (80 CP) Saves: +36 (108 CP) Warcraft: +15 (90 CP) Abilities: (138 CP) – Martial Arts V (21 CP), Trick (Stunning Blow, 4 CP*), Improved Fortune (Improved Evasion, 8 CP*), Improved Trip (2 CP*), Block (Missile Weapons, 6 CP), Celerity 6 (14 CP*), Augmented Bonus (Improved, Wis to AC, 8 CP*), Defender (4 CP*), Immunity (Poison 9 CP, Falling 4* CP, Disease, 6 CP), Enhanced Leap (no normal limit, 2 CP*), Healing Touch (Specialized, self only, 2 CP^), Spell Resistance (Level+10, 8^), Bonus Attack (Flurry of Blows, 6 CP) Resist (Still Mind, +2 on saves versus Enchantment, 3 CP), Rapid Attack 2 (Unarmed Only, 6 CP), Imbuement (unarmed version, 6 CP), Inherent Spells (Dimension Door, Etheralness, and Quivering Palm, 10* CP),

(*) “Corrupted.” These abilities are not usable while wearing armor, using a shield, or carrying a medium or heavy load. (^) “Corrupted.” These abilities suffer from "armor failure percentages" as per arcane spellcasting.

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Warcraft: +20 (120 CP) Magic Levels: 17 Paladin (34 CP) + 10 Specialized Caster Levels (30 CP) Abilities: (84 CP) - Occult Sense (Detect Evil, 6 CP), Immunity (Disease, Fear, 12 CP), Augmented Bonus III (Divine Grace, Specialized; only while truly good and pure in faith, 18 CP), Smite (+Bonus Uses, 12 CP), Turn Undead (3 + Cha Mod times per day at +2, 12 CP), Presence (Aura of Courage, 6 CP), Healing Touch (with Remove Disease, 12 CP), Innate Spell (Summon Mount, +4 bonus uses, Specialized; as a creature of the upper planes the mount will only serve while its summoner remains truly good and pure in faith. 6 CP) Proficiencies: Weapon and Armor (27 CP) Skills: 46 skill points (46 CP) Total: 533 CP out of 544 CP

The 3.0 monk had a great many abilities which were not usable while wearing armor or suffered arcane failure when wearing armor. The 3.5 monk does not have such a restriction listed on a few of those abilities. We’re retaining it anyway, since (a) it seems to fit, and (b) no one in their right mind will take a bunch of levels of monk and then negate the remaining abilities which are listed that way. Improved Disarm and Trip has improved since 3.0, adding Specialist. Personally, we’d have assigned them either some duties - on the theory that you have to go back and look for more advanced training or Fast Learner (Martial Arts) to represent their being a “natural” who doesn’t really need training. With Fast Learner there’s a net “profit” of 14 points, bringing the 3.5 monk down to 506 CP out of 504.

The Paladin comes out with a few points left over. A Paladin, however, usually has some other benefits. Most should have Good Reputation (6) and Privilege (Church Membership, entitled to assistance, 6 CP). A few automatic points in Knowledge: Religion (at least of his or her own) might also be in order.

Paladin Class Descriptions A righteous champion and crusader for justice, the Paladin travels the world to spread joy and crush evil. Using their divinely-granted might to smite the wicked and heal the afflicted, Paladins exemplify the noblest aspects of civilized lands. Or they’re mad killers who only happen to whack evil creatures. C’est la vie.

Psion Class Description (3.0 & 3.5)

(3.0) Available 504 CP (Base) + 40 (Duties) = 544 CP Hit Die: 20d10 (120 CP) Saves: +24 (72 CP) Warcraft: +20 (120 CP) Magic Levels: 17 Paladin (34 CP) + 10 Specialized Caster Levels (30 CP) Abilities: (78 CP) - Occult Sense (Detect Evil, 6 CP), Immunity (Disease, Fear, 12 CP), Improved Augmented Bonus III (Divine Grace, Specialized; only while truly good and pure in faith, 18 CP), Smite (6 CP), Turn Undead (3 + Cha Mod times per day at +2 levels, 12 CP), Presence (Aura of Courage, 6 CP), Healing Touch (with Remove Disease, 12 CP), Companion (Mount, 6 CP) Proficiencies: Weapon and Armor (27 CP) Skills: 46 skill points (46 CP) Total: 527 CP out of 544 CP

Where Wizards turn outward, Psions look within. Though wielding similar powers, they study the mind and its hidden might, eschewing the flows of mystic power. Usually controlled and calm, a Psion enjoys the benefits of long hours of meditation on his or her chosen disciplines. Available 504 CP (Base) = 504 CP Hit Die: 20d4 (0 CP) Saves: +24 (72 CP) Warcraft: +10 (60 CP) Magic Levels: 20 Psion (240 CP) Abilities: (36 CP) - Companion (Psicrystal, 6 CP) and either Occult Combat 10 (3.0 version, 30 CP) or five bonus psionic feats (3.5 version, 30 CP) Proficiencies: Weapon (3 CP) Skills: 92 skill points (92 CP) Total: 503 CP out of 504 CP

(3.5) Available 504 CP (Base) + 40 (Duties) = 544 CP Hit Die: 20d10 (120 CP) Saves: +24 (72 CP)

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doesn’t indicate anything about power. Some very powerful characters, at least in combat ability, can come from very few points. The Ranger isn’t built to be the same kind of combat machine as the Fighter or Barbarian, regardless of how many points they have.

Psychic Warrior Class Description (3.0 & 3.5) The power of the mind may also be turned to war. The Psychic Warrior studies combat, adapting his or her mindscape to its ever-changing conditions. While wielding some of the abilities of a Psion, they also become skilled with physical combat.

(3.5) Available 504 CP (Base) +10 (Very limited spell list) +40 (Noncombative Spell List) = 554 CP Hit Die: 20d8 (80 CP) Saves: +30 (90 CP) Warcraft: +20 (120 CP) Magic Levels: 17 Ranger (34 CP) + 10 Specialized Caster Levels (30 CP) Abilities: (51 CP) – Companion (Specialized half level, 3 CP), Lore (Animals, Specialized only to understand how to get along with them, Wild Empathy, 3 CP), Track (6 CP), Travel (Forest, 6 CP), Favored Enemy (6 CP), Combat Style feats (Corrupted only in light or medium armor, 12 CP), Fortune (Evasion, 6 CP), Celerity (Corrupted only increases tracking speed, 3 CP), [Skill Focus] (Hide, +Stunt, No skill bonus, Only in Wilderness, 3 CP), Immunity (Environmental Hazards, Common/Minor/Trivial 3 CP) Proficiencies: Weapon and Armor (15 CP) Skills: 138 skill points (138 CP) Total: 558 CP out of 554 CP

Available 504 CP (Base) Hit Die: 20d8 (80 CP) Saves: +24 (72 CP) Warcraft: +15 (90 CP) Magic Levels: 20 Psychic Warrior (120 CP) Abilities: (3.0) (90 CP) - 9 Bonus feats (54), Occult Combat 10 (30 CP), and Fast Learner (6 CP) (3.5) (48 CP) 8 Bonus feats (48 CP) Proficiencies: Weapon and Armor (27 CP) Skills: 46 skill points (46 CP) Total: (3.0) 525 CP out of 520 CP with Fast Learner (3.5) 483 CP out of 504 CP The 3.0 Psychic Warrior was a trifle overpowered. The 3.5 version is slightly underpowered but, like the fighter, excels at small-scale combat so it usually passes unnoticed.

This Ranger has a lot of relatively minor abilities that enhance skills while (in 3.5) upgrading in almost every other way. However, despite the fact that they’d be very useful to a warrior-scout, the Ranger has virtually no offensive, illusory, or stealth-related spells. The Noncombative modifier at least explains why not.

Ranger Class Descriptions The Ranger masters the spirits of the wild, living on the outskirts of civilization. Unlike Druids, Rangers do not wield excessive magical power, but become one with the roaming beasts, the nimble prey, and the deadly predator. Armed with weaponry for a quick and sudden kill, Rangers pounce upon their prey.

Rogue Class Description (3.0 & 3.5) Trickery and deceit fill the Rogue’s purse and ensure his or her survival. Whether for good or ill, a Rogue studies people, learning their foibles and weaknesses. Whether disarming a trap set by a self-confidant merchant or slitting a throat of a foolish foe, the Rogue dances through the city with an easy grace only possessed by those who know their own skill.

Ranger 3.0 Class Description Available 504 CP (Base) +10 (Very Limited Spell List) = 514 CP Hit Die: 20d10 (120 CP) Saves: +24 (72 CP) Warcraft: +20 (120 CP) Magic Levels: 17 Ranger (34 CP) + 10 Specialized Caster Levels (30 CP) Abilities: (20 CP) - Track (6 CP), Favored Enemy (6 CP), Ambidexterity (Corrupted only in light or medium armor, 4 CP), Bonus Attack (Corrupted only in light or medium armor, 4 CP) Proficiencies: Weapon and Armor (21 CP) Skills: 92 skill points (92 CP) Total: 509 CP out of 514 CP

Available 504 CP Hit Die: 20d6 (40 CP) Saves: +24 (72 CP) Warcraft: +15 (90 CP) Abilities: (81 CP) - Augment Attack (Sneak Attack 10, 30 CP), Fortune (Evasion, 6 CP), Awareness (Uncanny Dodge, +Danger Sense II and Specialized Flankless, 15 CP), Occult Skill (Use Magic Device, 6 CP), Special Ability selection (x4 at 6 CP each for 24 CP) Proficiencies: Weapon and Armor 12 CP) Skills: 184 skill points (184 CP) Total: 479 CP out of 504 CP

Many people feel that the 3.0 Ranger isn’t very powerful, and might object to rating them with more points than the Fighter. The sheer number of points

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a Move-Equivalent Action is taken to charge the weapon, does not affect creatures immune to mindaffecting attacks, 30 CP), Upgraded Imbuement (+Versatile, 18 CP), Opportunist (draw weapons in combat, 6 CP), Whirlwind (Corrupted cannot stack other abilities, 4 CP), Celerity (Corrupted not in heavy armor, 4 CP) Trick (Attribute Drain, 6 CP), and +1 Warcraft (Specialized: +2 with with Spirit Weapon only, 6 CP). Proficiencies: Weapon and Armor (9 CP) - Light Armor, Shields, All Simple Weapons Skills: 92 skill points (92 CP) Total: 484 CP out of 504 CP

The 3.0 version Corrupts the Danger Sense to reduce the bonus to +4, thus saving 2 CP and winding up with 27 CP left over. The 3.5 version drops the Occult Skill feat, since Use Magic Device is no longer a restricted skill, but no longer Corrupts the Danger Sense, and winds up with 29 CP left over. The Rogue is thus slightly under-powered. While Rogues may develop in many different ways, some of the most common places to expend a few of those points include: Contacts, Guild Membership (3 CP), Immunity to Divination (a must for thieves given the ready availability of reliable divination, 6 CP), and enough magical skill to spot it if you are up against major occult defenses (3 levels of Paladin/Ranger spellcasting mostly detection and illusion spells, 12 CP).

The Soul-Knife comes out a bit short on points. They should probably add an Occult Sense feat tailored to psychic powers and perhaps a few defensive abilities. As it is, they’re awfully vulnerable and rely too heavily on a single powerful strike.

Sorcerer Class Description (3.0 & 3.5)

Wilder Class Description (3.5)

Often wielding magic gained from an inborn gift, the Sorcerer channels raw magical energy into inner magical channels, letting spells fly left and right. Less studious than the Wizard because he or she relies less on study, the Sorcerer gains power from exploring the very limits of his or her ability.

The Wilder, a psychic talent with a penchant for just unleashing it all, has much to offer as an adventurer. Despite their lack of versatility relative to Psions, they have just as much power, and even more punch in battle. Wilders can enter a state of absolute focus, channeling extra energy through their psychic disciplines.

Available 504 CP (Base) Hit Die: 20d4 (0 CP) Saves: +24 (72 CP) Warcraft: +10 (60 CP) Magic Levels: 20 Sorcerer (320 CP) Abilities: (6 CP) - Companion (Familiar, 6 CP) Proficiencies: Simple Weapons (3 CP) Skills: 46 skill points (46 CP) Total: 507 CP out of 504 CP

Available 504 CP (Base) Hit Die: 20d6 (40 CP) Saves: +24 (72 CP) Warcraft: +15 (90 CP) Magic Levels: 20 Wilder (120 CP) Abilities: (55 CP) - Hysteria (Psychic Powers Caster Level, Powered by risk of backlash rather than Mana or power, 6 CP), Augmented Bonus (Cha Mod to AC for Touch Attacks, 6 CP), Enhanced Attacks (Corrupted after Hysteria use only, +3 to hit +1d6 damage, 9 CP), Inherent Spell (Corrupted after Hysteria use only, +3 saves, 4 CP), Reflex Action (use Inherent Spell immediately after Hysteria, 6 CP) Costly (+Improved, 24 CP), Rite of Chi (Specialized, only to reduce cost of augmenting powers during Hysteria [x2 effect, 4d6 power], +Bonus Uses III, Specialized to double available number of uses, 25 total, 24 CP) Proficiencies: Weapon and Armor (9 CP) – Light Armor, Shields, All Simple Weapons Skills: 92 skill points (92 CP) Total: 504 CP out of 504 CP

Hmmph! Those Sorcerers must be stealing a few extra CP from the Fighters and Rogues.

Soul-Knife Class Description (3.5) A Soul-Knife hones his or her mental edge to razor sharpness, eschewing psychic disciplines for the ability to create and control force internally. Relying on his or her mind and body in equal measure, the soul-knife creates a deadly weapon from his or her own mind, imbuing it with his or her most lethal thoughts.

While the Wilder works perfectly well in point-buy, there are easier ways to temporarily boost your abilities.

Available 504 CP (Base) Hit Die: 20d6 (120 CP) Saves: +30 (90 CP) Warcraft: +15 (90 CP) Abilities: (80 CP) - Spirit Weapon (Ranged, Exotic Appearance, 9 CP), Augmented Attack (+5d8 weapon damage with spirit weapon [x3]. Specialized, only when

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Wizard Class Description (3.0 and 3.5)

Aristocrat Class Description (3.0 and 3.5)

Deeply entranced in quiet, contemplative study, the Wizard learns to feel and harness the flow of magical energy. While Wizards weave spells in a manner similar to Sorcerers, externalizing the formulae grants them far greater versatility. In ritual, the Wizard learns the deepest secrets of magical power, increasing both the force and complexity of his or her spells.

Usually a wealthy individual, the Aristocrat leads his or her fellows by right of heritage, popularity, subtle influence, bribery, or naked force. Depending on the society he or she lives in, an Aristocrat might be a properly called a statesman, Senator, councilman, Baron, or Pasha – the role differs slightly, but the essence of leadership remains.

Available 504 CP (Base) Hit Die: 20d4 (0CP) Saves: +24 (72 CP) Warcraft: +10 (60 CP) Magic Levels: 20 Wizard (280 CP) Abilities: (42 CP) - Bonus Feats IV (24 CP), Companion (Familiar, 6 CP), Fast Learner (2 spells/level, 6 CP), Spell Storing (Scribe Scroll, 6 CP) Proficiencies: Weapon (2 CP) Skills: 46 skill points (46 CP) Total: 502 CP out of 504 CP

Available 384 CP (Base) +40 (Duties) = 424 Hit Die: 20d8 (80 CP) Saves: +24 (72 CP) Warcraft: +15 (90 CP) Abilities: (0 CP) Proficiencies: Weapon and Armor (27 CP) Skills: 92 skill points (92 CP) Total: 361 CP out of 424 CP The costs given above don’t include Aristocrats’ implied social and legal advantages. They should also get Privileges [Wealth (6 CP), the right to go armed (3 CP), various Legal Immunities (12 CP), and membership in the aristocracy (3 CP)], Favors (18 CP), Contacts (9 CP), Professional (+L/2 to rolls involving politics and favors, 6 CP), and Reputation (6 CP). This uses up those extra points quite precisely - and neatly explains why newly ennobled characters rarely rise to the level of influence of nobles by birth: they have fewer points invested in those abilities.

NPC Classes “NPC Classes” simply take the “untrained” per-level point cost modifier (page 17). They can be adapted as PC classes by simply adding 120 CP worth of abilities. Extra skills, special abilities, and minor spellcasting commonly and easily fit in. Commoners have a very useful extra power, too, but it usually doesn’t work well for PC’s.

Commoner Class Description (3.0 and 3.5) Adept Class Description (3.0 and 3.5)

Most happy when the tax collectors forget them, the commoner wishes to be left alone. To most commoners, the world is a fine place right where they live. Other lands might be nice to visit, but never to stay in. It just wouldn’t be home. Strangely, commoners simply ignore the horrible supernatural menaces around them and expect the same in return. They mostly get it, too.

The Adept, a primitive spellcaster, sees no distinction between the divine and the arcane. Both natural forces respond to his or her call. Adepts intercede between the Gods and the spirits and his or her fellows for the good of all – or for his or her own empowerment. Available 384 CP (Base) Hit Die: 20d6 (40 CP) Saves: +24 (72 CP) Warcraft: +10 (60 CP) Magic Levels: 20 Adept (may take any kind of spell) (160 CP) Abilities: (6 CP) - Companion (Familiar, 6 CP) Proficiencies: Weapon (3 CP) Skills: 46 skill points (46 CP) Total: 387 CP out of 384 CP

Available 384 CP (Base) Hit Die: 20d4 (0 CP) Saves: +18 (54 CP) Warcraft: +10 (60 CP) Abilities: (200 CP) – Ignored (200 CP) Proficiencies: Weapon (1 CP) Skills: 46 skill points (46 CP) Total: 361CP out of 384 CP Commoners should probably have some connections with a local lord, and perhaps a few more skill points – but who cares? Somehow I just can't bring myself to spend any more time on commoners.

Alright, they do come out 3 CP over the limit. Most such characters will have a Disadvantage or two, however. For example, Shamans often seem a little insane. Many such characters have Duties as well, and pick up additional social feats.

They probably like it that way.

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Ignored. The commoner is basically defenseless and ought to make an attractive target. Nevertheless, in a world filled with horrible monsters, demons, gods, and incredibly powerful adventurers, commoners somehow survive in large numbers, usually relatively happily. Somehow, they even cause many of those powerful entities to spend a lot of time looking after them. In many worlds adventurers hire commoners as porters and find that even after a huge battle with fireballs flying everywhere, the porters have simply "stayed out of the way" somehow. They won’t even be singed. Sadly, this costs 10 points per character level or it has no effect, and doesn’t work for anyone who actually is a threat.

Available 384 CP (Base) Hit Die: 20d8 (80 CP) Saves: +24 (72 CP) Warcraft: +20 (120 CP) Abilities: (0 CP) Proficiencies: Weapon and Armor (27 CP) Skills: 46 skill points (46 CP) Total: 345 CP out of 384 CP

Expert Class Description (3.0 and 3.5)

Prestige Classes

Someone has to make intricate clocks, advise the aristocrats on the proper method of irrigation, and orchestrate the construction of the new town hall. That person is the Expert. Armed with knowledge both practical and theoretical, most experts make a fine living by their own crafts, skills, and ideas. Some of the best Experts live on in legend forever – far longer than a mere hero – by expanding the sciences, discovering new principles of magic, or by finding uses for medicinal plants.

These classes all have a maximum level of 10 and can only be taken after level 1 in normal d20. They thus have a 240 point base and often include redundant abilities. Weapon and Armor proficiencies aren't considered; the vast majority of characters gain nothing from Prestige Class proficiencies, since they overlap entirely with what the character will almost certainly have already gained. Prestige Classes won’t come out quite as evenly as full 20 level classes, since these try to give abilities at least every level. Note that there are no requirements for any of these classes in point-based games. After all, you can just buy the relevant abilities directly if you want them. You can be a Paladin with Assassin abilities if you want, though this might break your restrictions. You can be a Paladin/Blackguard, too, but you’ll have to swap the perlevel flaws out for something more appropriate. You also don’t really need to worry about levels, specifically, though as always taking abilities outside your theme could earn you penalties from the GM. Finally, we decided to be a bit humorous about these last classes. We figure you’ve gone all this way and you may as well get some entertainment out of it.

See the Fighter entry. Honestly, much the same commentary applies. Unfortunately, the Warrior has such a limited advantage in physical combat that he or she really needs something extra there, too.

Available 384 CP (Base) Hit Die: 20d6 (40 CP) Saves: +24 (72 CP) Warcraft: +15 (90 CP) Abilities: (3.0, 18 CP) Occult Skill II (access any two exclusive skills, 12 CP), and Reputation (Master, 6 CP) (3.5, 6 CP) Reputation (Master, 6 CP) Proficiencies: Weapon and Armor (6 CP) Skills: 144 skill points (144 CP) Total: 358 or 370 out of 384 CP The 3.0 Expert has 14 extra CP left over. A pair of Skill Emphasis feats should come in around level 8 and level 16, with two extra points left over for skills. With the elimination of the 3.0 Exclusive skills, the 3.5 Expert has 26 CP left over, and can probably afford to pick up a hobby or to dabble in a bit of professional magic.

Arcane Archer Class Description (3.0 & 3.5) Arcane Archers fire magic arrows at people. They have some extra abilities to fire specially-enchanted magic arrows, too. This is much like any other d20 archer, but he or she fires magic arrows without having to buy them, enchant them, or find them as treasure.

Warrior Class Description (3.0 & 3.5)

Available 240 CP (Base) Hit Die: 10d8 (40 CP) Saves: +17 (51 CP) Warcraft: +10 (60 CP) Abilities: (42 CP) - Imbuement (Missile Weapon only, 12 CP), Inherent Spell 5 (30 CP) Skills: 40 skill points (40 CP) Total: 233 CP out of 240 CP

Usually a guard or soldier, the Warrior doesn’t spend his or her entire life looking for new combat tricks and techniques. Simple, everyday hacking is more than enough for a Warrior, enabling him or her to defend his or her employers, village, or nation with sufficient ferocity.

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Arcane Trickster Class Description (3.5)

Assassin Class Description (3.0 & 3.5)

Now, you wouldn’t think you needed this class. Isn’t d20 supposed to be about letting you do this kind of thing with multiclassing? But, here it is: breaking the multiclass restrictions one at a time, the Arcane Trickster. I suppose he would do it, too.

Some people just gotta die, says the Assassin, and he or she makes good on his or her word. Killing people for money has always been a sturdy business plan, and the Assassin is good at it. She, uh, sneaks up and attacks people. And they die. It might hurt, but not for long.

Available 240 CP (Base) Hit Die: 10d4 (0 CP) Saves: +17 (51 CP) Warcraft: +5 (30 CP) Magic Levels: 10 Special (Bard, Wizard, and Sorcerer, averaging 120 CP) Abilities: (24 CP) - Augment Attack V (15 CP), Inherent Spell (with +2 uses, 10 CP*), Immunity (Opponent’s Dex bonus to AC, Very Common/Severe/Major, Specialized 2/day only, 9 CP)** Skills: 40 (40 CP) Total: 275 CP out of 240 CP

Available 240 CP (Base) Hit Die: 10d6 (20 CP) Saves: +13 (39 CP) Warcraft: +7 (42 CP) Magic Levels: 14 Paladin/Ranger (28 CP) + 10 Specialized Caster Levels (30 CP) Abilities: (41 CP) – Trick (Death Attack, 6 CP), Poison Use (6 CP), Augment Attack V (Sneak Attack, 15 CP), Awareness (Uncanny Dodge, 6 CP), Resist III (+6 on saves versus Poison, 9 CP) Skills: 40 skill points (40 CP) Total: 240 CP out of 240 CP

* There’s no reason why one can’t use skills though a telekinetic spell. This ability is a minor upgrade on Mage Hand due to increased range (30’), but isn’t nearly as powerful as Telekinesis. The character may have to design a special spell for the Inherent Spell feat, but that’s nothing for a point-buy character. ** Any opponent without a Dex bonus becomes vulnerable to Sneak Attack damage, unless they are totally immune. A good point-buy character pays attention to little rules like that.

* The 3.5 Assassin changes only one thing: the magic progression goes to 17 Paladin/Ranger, and costs 34 CP instead of 28.

Blackguard Class Description (3.0 & 3.5) “Mwah ha ha ha ha ha haaaa! I am so Evil!” This distinctive, if somewhat tasteless, motto of the Blackguard pretty much says everything you need to know about one. In fact, you probably don’t want to know anything more. They’re just like Paladins, except just the opposite. Unpleasant.

This class presents a conversion problem; a Sorcerer with a few Rogue levels loses nothing at all by taking it and is already spending all of his or her points on Sorcerer abilities each level. Even a Wizard only loses a couple of feats. A level of Fast Learner and one or two of Adept will make up most of the difference if you want to play a character that matches the original build, but a limitation or two might be in order.

Available 240 CP (Base) +20 (Duties: Evil) + 40 (2 Restrictions: Hated and Feared, Inherently Evil and Hunted by Good) = 300 CP Hit Die: 10d10 (60 CP) Saves: +13 (39 CP) Warcraft: +10 (60 CP) Magic Levels: 14 Paladin/Ranger (56 CP) Abilities: (69 CP) - Occult Sense (Detect Good, 6 CP), Poison Use (6 CP), Augmented Bonus III (Dark Blessing, 18 CP), Smite (6 CP), Command Undead (3/day, -2 level penalty, 12 CP), Presence (Aura of Despair, 6 CP), Companion (Fiendish Servant, 6 CP), Augment Attack 3 (Sneak Attack, 9 CP) Skills: 20 skill points (20 CP) Total: 304 CP out of 300 CP

Archmage Class Description (3.5) The Archmage does get some useful abilities, but it doesn’t even translate as a class. If you want to be a full “Archmage” just spend 18 CP or three bonus feats. Arcane Fire, Arcane Reach, Mastery of Elements, Mastery of Shaping, Spell Power, and Mastery of Counterspelling all translate as Metamagic: Persistent with Sacrifice (6 CP) and a specialized spell (1 CP each, total of 6 CP). For example, the Arcane Reach spell simply says “for the next one minute any touch spells I cast have a range of 60 feet”. Seems fairly reasonable for a fourth level spell, no? Now sacrifice a 7th level spell slot to turn it into a permanent supernatural ability, and there you are. Spell-Like Ability: Innate Magic (6 CP)

*The 3.5 Blackguard gains 2 additional uses of Smite Good, which cost an extra 3 CP. (It’s Specialized for half the usual number of uses).

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only while fighting defensively or using total defense in melee, 15 CP), Block (Missile, 4*** CP) Skills: 40 (40 CP) Total: 242 out of 240 CP

Dragon Disciple Class Description (3.5) Dragon Disciples claim they have mystical dragon ancestry. Given that dragons seem to reproduce with everything and have been around for eons upon eons, they’re right. They just leave off the fact that everyone else has it, too.

* Corrupted. Not usable while wearing armor or using a shield. ** Counts the Reflex bonus which, for no apparent reason, comes from a special ability. It does save 2 CP due to not being usable with armor or shield however. *** Must be using a light or one-handed piercing weapon at the time.

Available 240 CP (Base) Hit Die: 10d12 (40* CP) Saves: +17 (25* CP) Warcraft: +7 (21* CP) Magic Levels: 7 Bonus Spells (Invocation; Specialized, spell slots cannot be reassigned after they’re acquired, 21 CP) Abilities: (121 CP) - Occult Sense (Blindsense 60’, 4* CP), Half-Dragon Template (105 CP), Wings (Celerity with additional movement mode, +12* CP) Skills: 20 (20 CP) Total: 248 CP out of 240 CP.

Standard Duelists apparently lose their proficiencies with armor and shields. Unlike most classes which list “A xxx gains no...” a Duelist is noted as possessing “no type of armor or shield [proficiency].” This appears to be unique.

Dwarven Defender Class Description (3.0 & 3.5)

*Specialized. These abilities mark the character as an obvious monstrous supernatural being with scales, bulging muscles, and the “dragon” type. He, she, or it can expect a lot of suspicion and minor difficulties in civilization and in social situations. If the game revolves entirely around killing things and stealing their stuff this is fairly meaningless, and the Dragon Disciple is likely overpowered.

A Dwarven Defender (though any point-buy character can possess these powers) stands there and allows people to run at her. Then he or she swats them and more people run at him or her. This continues until the Defender gets really tired, dies (difficult), or runs out of people to hit.

For a class originally presented in a book on mages, the Dragon Disciple is a surprisingly good deal for more combat-oriented types and a poor one for spellcasters.

Available 240 CP (Base) Hit Die: 10d12 (80 CP) Saves: +17 (51 CP) Warcraft: +10 (60 CP) Abilities: 6 (36 CP) – Berserker (Defensive Stance, +Odinpower, +Bonus Uses, Specialized cannot move, 8 CP), Awareness (Uncanny Dodge, 6 CP) Damage Reduction 6/- (15 CP) Skills: 20 skill points (20 CP) Total: 240 CP out of 240 CP

Duelist Class Description (3.5) Like the Arcane Trickster, the Duelist also fills a hole in the game system. Normally, there is no good way to do a lightly-armored fencer character, except by having piles of magic items. This is quite realistic given the kind of firepower monsters are throwing around, but since when did d20 and reality ever meet?

*The 3.5 version relaxes the Berserker to Corrupted, since they can take a 5-foot step. This adds +2 CP. They also gain the +Danger Sense augmentation to Awareness at +3 CP.

Available 240 CP (Base) Hit Die: 10d10 (60 CP) Saves: +15 (43 CP)** Warcraft: +10 (60 CP) Abilities: (39 CP) - Advanced Augmented Bonus (Int to AC, Corrupted +1/class level maximum, 5* CP), Improved Initiative +4 (6 CP), Immunity (+4 AC versus Attacks of Opportunity, Common/Major/Minor, 4* CP), Augment Attack II (+2d6 damage with light or one handed piercing weapons; does not affect creatures immune to critical hits, cannot be used with Bonus Attack, 4* CP), Immunity (rough terrain while charging, Minor/Minor/Trivial, 1 CP), Defender IV (Specialized:

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Eldritch Knight Class Description (3.5)

Horizon Walker Class Description (3.5)

While not particularly weak, the Eldritch Knight gets our vote for “Most Boring Prestige Class Ever Designed.” One feat and nine levels of magic? And all to patch the fact that Fighter/Mages weren’t very good?

A wanderer in unknown lands, the Horizon Walker travels the world and worlds beyond. Most just plain like to travel. And with that many worlds to explore, why not do so?

All right. It’s a Sorcerer or Wizard (could be a Bard, but there’s no point) with one extra hit point per level (Self-Development: Constitution for HP, 12), one extra Feat (6 CP), +5 BAB (30 CP), the saving throws shifted around (free), and a few more points in Weapon Proficiencies (+6 CP). That’s +54 CP. They’re normally giving up two levels of spellcasting (28 or 36 CP) and any special class bonuses they’d normally get other than Magic Levels; that’s familiar advancement (Corrupted to limit it, saves 2 CP) and 12 CP (two feats) for wizards. That’s a net profit of 12 or 16 CP. Just Corrupt or Specialize something.

Available 240 CP (Base) Hit Die: 10d8 (40 CP) Saves: +13 (39 CP) Warcraft: +10 (60 CP) Abilities: 64 to 74 CP (66 to 76 CP depending on ability selection* plus Augment Attack: +1 to hit and damage against creatures native to mastered terrain types (8 CP) Skills: 40 (40 CP) Total: 243 to 253 out of 240 CP *Abilities translate as follows. ! Aquatic. Celerity I (Swim speed, 6 CP) OR Skill Focus and Skill Emphasis Swim (totaling +4, 7 CP) ! Desert. Immunity (Exhaustion, U n c o m m o n / Minor/Minor, 2 CP) ! Forest. Skill Focus and Skill Emphasis Hide (totaling +4, 7 CP) ! Hills. Skill Focus and Skill Emphasis Listen (totaling +4, 7 CP) ! Marsh. Skill Focus and Skill Emphasis

Hierophant Class Description (3.5) Supposedly the greatest blessed servants of the divine powers, Hierophants are surprisingly balanced. Their special abilities are rarely worth five full levels of spellcasting, but many divine spellcasters find one or two levels of Hierophant valuable. Available 120 CP (Base) Hit Die: 5d8 (20 CP) Saves: +9 (27 CP) Warcraft: +2 (12 CP) Magic Levels: +5 Caster Level (15 CP) Abilities: (30 CP or less, select five of them)* Skills: 10 (10 CP) Total: 114 CP out of 120 CP

Move Silently (totaling +4, 7 CP) ! Mountains. Celerity I (Climb speed, 6 CP) OR Skill Focus and Skill Emphasis Climb (totaling +4, 7 CP). ! Plains. Skill Focus and Skill Emphasis Spot (totaling +4, 7 CP) ! Underground. Occult Sense (Darkvision, 6 CP) ! Fiery. Immunity (Fire, Common/Major/Major, Corrupted only 20 resistance, 6 CP) ! Weightless. Celerity III (Corrupted and Specialized: only works on Flight speed without gravity, 6 CP) ! Cold. Immunity (Cold, Common/Major/Major, Corrupted only 20 resistance, 6 CP) ! Shifting. Occult Sense (natural spatial distortions in the direction you want to go, 6 CP) ! Aligned. Immunity (Outer-planar alignment magic, Common/Minor/Major, 6 CP) ! Cavernous. Occult Sense (Tremorsense, 6 CP)

*Abilities translate as follows. ! Blast Infidel: Maximize (Glory, Specialized only affects negative energy attack spells against targets with opposite alignment, 6 CP) ! Faith Healing: Maximize (Glory, Specialized only affects positive energy healing spells against targets with same alignment, 6 CP) ! Divine Reach: Inherent Spell (Estimated to be a 3rd level spell, 6 CP) ! Gift of the Divine: Blessing (Only works on Turn Undead, 3 CP) ! Mastery of Energy: Channeling (+6 CP spent on basic Channeling abilities) ! Metamagic Feat: Any Metamagic Feat (6 CP) ! Power of Nature: Blessing (Specialized only works on Shapeshifting, 3 CP) ! Spell Power: Increase Caster Level (3 CP) ! Spell-like Ability: Innate Magic (6 CP)

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Alright, let’s face it, we’re don’t really need all that space to describe her. A Shadowdancer is a Rogue with some shadow-based inherent magic.

Loremaster Class Description (3.0 & 3.5) The Loremaster collects lore. And he or she gets some minor abilities for it. Well, we’re about done here.

Available 240 CP (Base) Hit Die: 10d8 (40 CP) Saves: +13 (39 CP) Warcraft: +7 (42 CP) Abilities: (60 CP) – [Skill Focus] (Hide, +Stunt, Specialized no skill bonus, 3 CP), Fortune (Improved Evasion, +Improved 12 CP), Occult Sense (Darkvision, 6 CP), Inherent Spell (Defensive Roll, 6 CP), Awareness (Uncanny Dodge, 6 CP), Companion II (Summon Shadow, +Template, Specialized potential XP loss, 9 CP), Inherent Spell (Shadow Illusion, Shadow Jump, 9 CP), Luck (Slippery Mind, +Bonus Uses, Enchantment only, 9 CP) Skills: 60 skill points (60 CP) Total: 241 CP out of 240 CP

Available 240 CP (Base) Hit Die: 10d4 (0 CP) Saves: +13 (39 CP) Warcraft: +5 (30 CP) Magic Levels: 10 Special (120 CP)* Abilities: (30 CP) - Bonus Feat V (Secret, average 18 CP total), Lore (Greater, True, 12 CP) Skills: 40 skill points +2 Languages (42 CP) Total: 261CP out of 240 CP *This number comes from the average of Cleric, Druid, Sorcerer, and Wizard progressions. As expected, a Sorcerer or Wizard turned Loremaster is a bit overpowered in comparison to the standard classes, since it offers more skill points and level benefits at a cost of 2 feats for Wizards and nothing at all for the Sorcerer. Clerics break even, while Druids lose a bit.

Thaumaturgist Class Description (3.5) This poor build offers very few useful abilities, and normally has particularly useless prerequisites. You can get much the same effect by just taking the Leadership feat in any version of d20. A couple of the abilities (Persistent and Triggering) would have been nice, except that they were specialized almost out of utility.

Mystic Theurge Class Description (3.5) Entry number four in the “There’s gaping hole in the multiclass system” parade, the Mystic Theurge lets you boost up your arcane and divine spellcasting. For most arcane casters, this is a very good deal in the long run, though you won’t get your top level or two of spells.

Available 120 CP (Base) + 20 (Cleric Limitations) Hit Die: 5d4 (0 CP) Saves: +6 (30 CP) Warcraft: +2 (12 CP) Magic Levels: 5 Cleric (50 CP) Abilities: (35 CP)* - Inherent Spell (Augment Summoning, +Multiple, +4 Str and Con for summoned creatures, 12 CP), Persistent (+Glory, Corrupted Summoning spells only, 9 CP), Triggering (+Improved Glory, Specialized in Summoning spells only, Corrupted only one such spell at a time, 6 CP), Leadership (+outsider followers, Specialized no followers except cohort, 5 CP) Skills: 10 (10 CP) Total: 134 out of 140 CP

Available 240 CP (Base) + 40 CP (Cleric Restrictions) or 80 CP (Druid Restrictions). Hit Die: 10d4 (0 CP) Saves: +13 (39 CP) Warcraft: +5 (30 CP) Magic Levels: 10 Divine (normally 80 or 100 CP) + 10 Arcane (normally 40, 90, or 130 CP; Base - 2 CP/Level for upgrading divine Caster Level to cover two lists at +1 CP/level rather than +2, and 2 or 3 CP/level off for applying the priestly conduct limitations) for a net total of 120 to 230 CP Abilities: (0 CP) Skills: 20 (20 CP) Total: 209 (Druid/Bard) to 319 (Cleric/Sorcerer). A Cleric/Wizard - the apparent goal of the class - actually comes out just about right, at 279 CP out of 280.

*Improved Ally is a not a special ability. If the character has a plausible bargain to strike with a summoned creature, why shouldn’t he or she be able to make a Diplomacy check to reduce the hiring price? Being a member of a special class has nothing to do with it. If the character has leverage or common goals, he or she has a means of convincing a summoned creature to help for less. If not, he or she doesn’t. If the character doesn’t want to take any time with said negotiations, he or she needs to buy the Reflex Training Point-Buy feat.

Shadowdancer Class Description (3.0 & 3.5) The Shadowdancer dances… with the Shadows! They strike… from the Shadows! They flee to safety… in the Shadows! Er... they see in the dark… in the Shadows?

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D20 Modern Base Classes

Tough Hero; Hit Die: 10d10 (60 CP), Saves: +11 (33 CP), Warcraft: +7 (42 CP), Feats: 10 (60 CP), Proficiencies: Simple Weapons (3 CP), Defender 5 (24 CP), Skills: 26 skill points (26 CP), Action Hero (Heroism Option, +3 Bonus AP per level, 12 CP). Total: 260 CP out of 264 CP

d20 Modern characters have “Talents” as well as Feats. In general, these are simply restricted-list feats, and so are covered under that entry. Since d20 Modern classes are ten-level classes with no special restrictions, they have a total of 264 CP available (counting level “0"). Being far less variegated than fantasy classes, they are listed here in an abbreviated fashion. Unsurprisingly, most of them are a few points underpowered compared to the Fantasy classes.

Smart Hero; Hit Die: 10d6 (20 CP), Saves: +11 (33 CP), Warcraft: +5 (30 CP), Feats: 11 (66 CP, 10 General Feats plus Fast Learner specializing in Skills), Proficiencies: Simple Weapons (3 CP), Defender 3 (12 CP), Skills: 104 skill points (84 CP + 20 SP from Fast Learner), Action Hero (Heroism Option, +3 Bonus AP per level, 12 CP). Total: 260 CP out of 264 CP

Strong Hero; Hit Die: 10d8 (40 CP), Saves: +11 (33 CP), Warcraft: +10 (60 CP), Feats: 10 (60 CP), Proficiencies: Simple Weapons (3 CP), Defender 5 (24 CP), Skills: 26 skill points (26 CP), Action Hero (Heroism Option, +3 Bonus AP per level, 12 CP). Total: 258 CP out of 264 CP

Dedicated Hero; Hit Die: 10d6 (20 CP), Saves: +13 (39 CP), Warcraft: +7 (42 CP), Feats: 10 (60 CP), Proficiencies: Simple Weapons (3 CP), Defender 5 (24 CP), Skills: 52 skill points (52 CP), Action Hero (Heroism Option, +3 Bonus AP per level, 12 CP). Total: 252 CP out of 264 CP

Fast Hero; Hit Die: 10d8 (40 CP), Saves: +11 (33 CP), Warcraft: +7 (42 CP), Feats: 11 (66 CP, 10 general and Fast Learner specializing in Defense), Proficiencies: Simple Weapons (3 CP), Defender 8 (22 + 20 CP from Fast Learner), Skills: 52 skill points (52 CP), Action Hero (Heroism Option, +3 Bonus AP per level, 12 CP). Total: 260 CP out of 264 CP

Charismatic Hero; Hit Die: 10d6 (20 CP), Saves: +13 (39 CP), Warcraft: +5 (30 CP), Feats: 10 (60 CP), Proficiencies: Simple Weapons (3 CP), Defender 3 (12 CP), Skills: 78 skill points (78 CP), Action Hero (Heroism Option, +3 Bonus AP per level, 12 CP). Total: 254 CP out of 264 CP

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Companion Bonuses

up to one mile. They’re usually animals (which become magical beasts), but other creatures are possible. Animal Companions use the base statistics for a creature of Int of 2 or less and a CR of 1 or less (optionally higher, but reduce the Master’s effective level by 3 for determining their bonuses per +1 CR, must be at least 1 to have such a companion) and are only loosely linked with their master. They do gain +2 (d8) Hit Dice, +2 Natural Armor, +2 to Reflex and Fortitude Saves, +2 to Warcraft, a +1 to Str, Dex, and Will saves, and +1 “trick” (as per Handle Animal) for every three levels their master has. Handling or “pushing” an animal companion is a free action and the master gains a +4 bonus on Handle Animal checks or “social” checks involving the companion. Their master opt to share the effects of spells and powers used on him or her with them if they’re within five feet. Animal Companions gain 3 CP to spend for every level their master has but are NEVER smarter than Int 2. This can make them rather unreliable at times.

Familiars and Psi-Crystals use the base statistics for a creature (becomes a magical beast) or Animated Object (construct) of CR 1 or less but gain a bonus of (Master’s Level/2, rounded up) on their Natural Armor and Intelligence (Base of 5) and Improved Fortune (Evasion). As extensions of their masters they use their attribute modifiers with his or her base Skills, Saves, BAB, and Effective Level wherever these exceed their natural values. Familiars use 1/2 of their master’s HP, animated objects gain +12 HP, “heal” 2d4 points per day, and have a +4 base in Spot, Listen, Move Silently, and Search. In either case their master may communicate with them, opt to share the effects of spells and powers used on him or her with them, and touching one counts as touching their master - allowing them to both deliver touch-based effects and act as channels for them. All of these effects have a base range of one mile. Unfortunately, if such a companion is destroyed or dismissed the master must make a DC 15 Fortitude save or lose (200 x Current Level) XP. Success reduces the lost by 50%. In either case the companion cannot be replaced for 3D6 months. As the master goes up in level, the companion gains some inherent abilities. At L1 the link allows an automatic “Aid Another” action on Spot and Listen checks if the companion would also get a roll in it’s current location and allows the companion to augment its master, adding 6 CP worth of abilities appropriate to it whatever it may be - to him or her. At L3 the link allows location and emotion-sharing. At L5 it allows telepathic speech. At L7 it allows a Familiar to speak with other animals of similar types. Animated Objects gain the ability to speak normally. At L9 Familiars gain the ability to speak normally while Animated Objects gain the ability to fly at 50 (poor). At L11 either gains its master’s choice of Spell or Power Resistance. At L13 the link allows sense sharing. At L15 it allows the master to channel spells and powers through the companion. At L17 the link has planetary range and at L19 and up it has transdimensional range. Mystical Mounts and Companion Creatures use the base statistics for a creature of CR 2 or less (optionally higher, but reduce the Master’s effective level for determining their bonuses by 3 per +1 CR, must be at least 1 to have such a companion), but gain Improved Fortune (Evasion) and use their master’s base saving throws with their own attribute bonuses. While not as strongly linked to their masters as familiars, they still gain a (Master’s Level/2, rounded down) bonus to their Hit Dice (usually d8's), Natural Armor, and Warcraft, a +1 bonus to Str or Con for every 5 levels or part thereof which their master possesses, +3 CP to spend for every level their master has, and an Int of 8. Their master may communicate with them, opt to share the effects of spells and powers used on him or her with them, at ranges of

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Eclipse and other DHG books: Using Eclipse with Paths of Power and Legends of High Fantasy is straightforward. While both of these include (entirely different) extensive systems of Metaspells, new Domains, and groups of spells organized into Paths, those function perfectly as a resource for point-based characters. The various Races, Feats (at 6 CP each), and full-scale Ritual Magic systems are also perfectly compatible with Eclipse. The Practical Enchanter is devoted to Spells and Constructs, creating Magic Items, Spell Research, Spellcraft Effects, and Ritual Magic, all of which are quite compatible with Eclipse. Similarly, the various Feats are compatible (at 6 CP each), as are the Social Magic Items. The Wealth Level Templates, Charms and Talismans, and and Great Enchantments also work. We don’t recommend using Talents in a point-buy game. Since they’re also a freeform, design-it-to-suityourself system, allowing both in the same game is asking for super-specialists and power-gaming. Point buy characters can usually find ways to compensate for a lack of conventional magic items anyway - although the Game Master may want to award bonus Feats and a free level of Self-Development every two levels rather than every three and four respectively. In general, items other than Relics - including Great Enchantments - in such games should be built using the Action Hero (Crafting option) ability rather than with time, XP, and money. If you want to run a game without using experience points at all, you’ll want to consult our OGL web supplement. We can’t tell you how to do that in a d20 product.

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Feat Conversions

Great Fortitude: +2 Fort Save (6 CP) Greater Spell Focus: Ability Focus (6 CP) Greater Spell Penetration: Immunity (Spell Resistance, Common/Major effect/Trivial resistance, 6 CP) Greater Two-Weapon Fighting: Bonus Attack (18 CP)* Greater Weapon Focus: Augment Attack (6 CP)* Greater Weapon Specialization: Augment Attack (12 CP)* Heighten Spell: Heighten Spell no longer exists. It has been replaced by an inherent ability. Improved Bull Rush: Evasive (3 CP) Improved Counterspell: Countermagic (6 CP) Improved Critical: Improved Critical (6 CP) Improved Disarm: Evasive (3 CP) and Specialist (Disarm, 3 CP) Improved Familiar: Companion (6 CP) Improved Feint: Reflex Training (One attack after successful Bluff, 6 CP) Improved Grapple: Evasive (3 CP) and Specialist (Grapple, 3 CP) Improved Initiative: Improved Initiative (3 CP) Improved Overrun: Immunity (Avoiding Overrun, Uncommon/Major effect/Trivial resistance, 3 CP) and Specialist (Overrun, 3 CP) Improved Precise Shot: Immunity (Cover and Concealment, Common/Major effect/Major resistance, 9 CP) Improved Shield Bash: Bonus Attack (6 CP) [Bonus Attacks don’t have the weaknesses of a Shield Bash] Improved Sunder: Evasive (3 CP) and Specialist (Sunder, 3 CP) Improved Trip: Evasive (3 CP) and Specialist (Trip, 3 CP) Improved Turning: +1 Intensity (3 CP) Improved Two-Weapon Fighting: Improved Bonus Attack (12 CP)* and Bonus Attack (6 CP) Improved Unarmed Strike: Martial Arts I (3 CP) Investigator: Skill Emphasis II (6 CP) Iron Will: +2 Will Save (6 CP) Leadership: Leadership (6 CP) Lightening Reflexes: +2 Ref Save (6 CP) Magical Aptitude: Skill Emphasis II (6 CP) Manyshot: Bonus Attack (6 CP) Martial Weapon Proficiency: Weapon Proficiency (Any One Martial Weapon, 3 CP) Maximize Spell: Amplify (6 CP) Mobility: Immunity (AoO from movement, Common/ Minor effect/Major resistance, 6 CP) Mounted Archery: Immunity (Half ranged penalties from mount, Uncommon/Major effect/Major resistance, 6 CP) Mounted Combat: Rider (6 CP) Natural Spell: Shapeshift Natural Spell (+6 CP over cost of Shapeshift) Negotiator: Skill Emphasis II (6 CP) Nimble Fingers: Skill Emphasis II (6 CP) Persuasive: Skill Emphasis II (6 CP) Point-Blank Shot: Evasive (12 CP)

This section converts the d20 3.5 feats into Point-Buy feats. A very few come out more expensive than before, but most stayed the same or fell in price (or rose in capability). A "*" mark means the feats includes the cost of previous feat required under the point-buy system. A character who already possesses the previous feat doesn’t have to pay the full cost. Acrobatic: Skill Emphasis II (6 CP) Agile: Skill Emphasis II (6 CP) Alertness: Skill Emphasis II (6 CP) Animal Affinity: Skill Emphasis II (6 CP) Armor Proficiency (Heavy): Armor Proficiency (15 CP)* Armor Proficiency (Light): Armor Proficiency Light (3 CP) Armor Proficiency (Medium): Armor Proficiency (9 CP)* Athletic: Skill Emphasis II (6 CP) Augment Summoning: Inherent Spell(+4 Str and Con for summoned creatures, +Multiple, 12 CP) [This probably suffices for any character, given the limited number of useful summons per day] Blind-Fight: Blind Fight (6 CP) Brew Potion: Spell Storing (6 CP) Cleave: Bonus Attack (6 CP) Combat Casting: Skill Emphasis II (6 CP) Combat Expertise: Expertise (6 CP) Combat Reflexes: Reflex Action (AoO after using AoO, 6 CP) Craft Magic Arms and Armor: Create Item (Arms and Armor, 6 CP) Craft Rod: Create Item (Rod, 6 CP) Craft Staff: Create Item (Staff, 6 CP) Craft Wand: Create Item (Wand, 6 CP) Craft Wondrous Item: Create Item (Wondrous Item, 6 CP) Deceitful: Skill Emphasis II (6 CP) Deflect Arrows: Block Ranged (6 CP) Deft Hands: Skill Emphasis II (6 CP) Diehard: Stoic (6 CP) Diligent: Skill Emphasis II (6 CP) Dodge: Improved Defender (against one target, 3 CP) Empower Spell: Amplify (6 CP) Endurance: Immunity (Environmental Hazards, Common/Minor effect/Major resistance 4 CP) Enlarge Spell: Extension (6 CP) Eschew Materials: Easy (Material, 6 CP) Exotic Weapon Proficiency: Weapon Proficiency (Any One Exotic Weapon, 6 CP) Extend Spell: Persistent (6 CP) Extra Turning: Bonus Uses (6 CP) Far Shot: Far Shot (6 CP) Forge Ring: Craft Item (Ring, 6 CP) Great Cleave: Reflex Training (Cleave after successfully using Cleave, +Improved, 12 CP)

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Afterword

Power Attack: Expertise (6 CP) Precise Shot: Immunity (Firing into Melee penalties, Common/Minor effect/Minor resistance, 4 CP) Quick Draw: Reflex Training (Pull weapon at start of combat, 6 CP) Quicken Spell: Easy (6 CP) Rapid Reload: Reflex Training (Reload after attacking, 6 CP) Rapid Shot: Bonus Attack (6 CP) or Rapid Strike (6 CP) Ride-by-Attack: Split Movement (6 CP) Run: Celerity (6 CP) Scribe Scroll: Spell Storing (6 CP) Self-Sufficient: Skill Emphasis II (6 CP) Shield Proficiency: Armor Proficiency Shield Use (3 CP) Shot on the Run: Split Movement (6 CP) Silent Spell: Easy (6 CP) Simple Weapon Proficiency: Weapon Proficiency (Any One Simple Weapon, 1 CP) Skill Focus: Skill Focus (6 CP) Snatch Arrows: Block (+Catch, 12 CP)* Spell Focus: Ability Focus (Half effect, 3 CP) Spell Mastery: Spell Mastery (6 CP) Spell Penetration: Immunity (Spell Resistance, Specialized half-effect, Common/Major effect/Trivial resistance, 3 CP) Spirited Charge: Doubled Damage (Only while charging from horseback, 6 CP) Spring Attack: Split Movement (6 CP) Stealthy: Skill Emphasis II (6 CP) Still Spell: Easy (6 CP) Stunning Fist: Trick (6 CP) Toughness: Toughness (3 CP) Tower Shield Proficiency: Armor Proficiency Shield Use (3 CP) Track: Track (6 CP) Trample: Rider Trample (12 CP)* Two-Weapon Defense: Defender (Half effect, only while wielding two weapons, 6 CP) Two-Weapon Fighting Weapon: Bonus Attack (6 CP)* Weapon Finesse: Finesse (6 CP) Weapon Focus: Augment Attack (6 CP) Weapon Specialization: Augment Attack (6 CP) Weapon Focus and Specialization are priced assuming the user does regularly employ other weapons. Whirlwind Attack: Enhanced Strike (Whirlwind, 6 CP) Widen Spell: Area (6 CP)

We’ve heard a couple of protests that Eclipse is “unbalanced.” Personally, we wonder how a system in which every character, both PC and NPC, has exactly the same list of powers and options to choose from can ever be unbalanced. You’re not even at the mercy of players with many books and the time to go through them. What such protestors usually seem to mean is that Eclipse makes it easy to build extremely specialized characters. This is true. Of course, for every speciality, there is a weakness - and the monsters and NPC’s can specialize as well. And there are more of them. The system is the same for everyone, and so is inherently balanced. The game never is. Are some of the players more cunning than others? More used to the Game Master’s style? More familiar with the books and creatures? More widely read? Related to, close friends with, or sleeping with the Game Master? Very persuasive? Have a knack for making whatever they want to do sound eminently logical? Have a knack for finding a way to apply small effects to critical points? Is someone simply lucky? Foolish? Not paying attention? Not able to make it until a bit late every other session? Insists on playing character concepts who don’t fit in the game? Impatient with research and planning? Have you ever played chess against a grand master? Chess is about as balanced as a system can get - but somehow that game wasn’t balanced at all. We’ve had a character with a silver piece and a Major Image spell defeat an entity which was devouring entire universes - and collapse the whole group with laughter at the same time. We’ve also had characters destroy themselves and cause major disasters without an enemy in sight because they failed to think things through. There’s only one form of “game balance” that matters: is someone indulging themselves at the expense of everyone else’s fun?

Quick NPC Conversions

Then squash them. That’s a big part of the GM’s job.

Few Game Masters have the time to design each NPC from the ground up - and most generic NPC’s will be less specialized than the PC’s. Players invariably try to get the most out of every CP. To quickly convert old NPC’s, simply give them 6 CP per level to spend on whatever helps them out without worrying about specialization or corruption.

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Art Credits

the US government renewal archives, our use of his work has been limited to pre-1923 works, just in case. Ferdinand-Victor-Eugene Delacroix, 1798-1863. A French painter of the Romanticist period who had some influence on the later Impressionist school. Raphael von Ambros, 1854-1895. A notable orientalist painter. William Adolphe Bouguereau, 1825-1905. A French painter noted for his tender portrayals of children and domestic scenes. William Holbrook Beard, 1824-1900. An American painter specializing in animals. Fredrich Arthur Bridgman, 1847-1928. A US painter and one of the major members of the Orientalist school. Elihu Vedder, 1836-1923. A US painter of the Symbolist school.

Line-art character portraits used in this product are from the OGL supplements Character Portraits: Fantasy Heroes and Character Portraits: Fantasy Heroines by Mongoose Publishing. Artists whose work appeared in this series include: Chad Sergesketter, Nathan Webb, David Griffiths, Anne Stokes, Stephen Shepherd, Marcio Fiorito, Steven Cook, Alejandro Villen, Danilo Moretti, Carlos Henry, Patricio Soler, Eric Bergeron, Eric Lofgren, Shane Coppage, Gillian Pearce, Sarwat Chadda, Andrew Jordan, Renato Guedes, Rene Brandt, Brent Chumley, and Fred Rawles. Unfortunately, we can’t tell just who did what. Other art used in this product is from classical artists. Per the U.S. Copyright Office Information Circular, “the U.S. copyright on any work published or copyrighted prior to January 1, 1923, has expired by operation of law, and the work has permanently fallen into the public domain”. Modified versions of such works may or may not be subject to copyright depending on the extent of the modification and whether or not it involves “creativity”, compilations or collections can be as a whole, but individual reproductions, where the object is to reproduce the original as closely as the technique permits, apparently are not - per BRIDGEMAN ART LIBRARY, LTD. v. COREL CORP., 36 F. Supp. 2d 191 (S.D.N.Y. 1999, Lewis A. Kaplan, United States District Judge). While this case appears definitive and does not seem to have been altered by the Digital Millennium Copyright Act, given that copyright law is quite complex, and our time is limited, we opted to search for scans which are stated onsite to have been publicly released. Many such files are freely available at http://www.the-athenaeum.org/ - a site well worth a visit and your support. Personally, I like classical art, and I think that it deserves a bit more exposure anyway. The painters who’s art has been used here include:

Open Game Content and Product Identity The following items are hereby designated as Product Identity in accordance with section 1(e) of the Open Game License, version 1.0a: The Introduction and How do I use this product section, the explanatory text under Corrupted and Specialized Magic, the Control Mechanisms section other than the Adventurer Framework, the Disadvantage Descriptions, the Pacts, Types of Witches, and Power Sources and Witches sections, the Characters section of Chapter Five, the Chakra section, and the Epic Monsters section outside of the game statistics. Descriptive material other than game mechanics, including captions, invented “quotations”, and elements of game setting, including but not limited to, capitalized names, names of artifacts, spell names, characters, countries, creatures, geographic locations, gods, historic events, lands, magic items, organizations, secret societies, legends, and original storylines. The product identity listed above is not Open Game Content. Permission is hereby granted to refer back to this book when presenting characters in point-buy format in other products.

Frederick Arthur Bridgeman, 1847-1928. An American painter of the Orientalist school who painted most of his more famous works in Paris and Algeria in the 1880's and 1890's. Sir Lawrence Alma-Tadema, 1836-1912. Dutch, later became an English citizen. Extremely popular at the time, now relatively little-known. Specialized in painting scenes of the ancient world. Fredrich Edwin Church, 1826-1900. A U.S. romantic painter, and the most prominent member of the Hudson Valley School. Notable for his allegorical series. Maxfield Parrish, 1870-1966. An American painter noted for his richly decorative style and for the widespread reproduction of his artwork. While no copyright renewal records were found under his name in

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Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or coadaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document, Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. Character Portraits: Fantasy Heroes copyright 2003, Mongoose Publishing

OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game

Eclipse: The Codex Persona

Eclipse: The Codex Persona copyright 2005 by Paul Melroy and Patrick Bryant. Distributed by Distant Horizons Games, WWW.DistantHorizonsGames.Com Mongoose Publishing repeated the Fantasy Heroes entry rather than Fantasy Heroines in Fantasy Heroines. In accord with the OGL we have not corrected this.

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If you’ve enjoyed Eclipse, try... The Practical Enchanter covers magical items and powers the same way that Eclipse covers character abilities! This ultimate enchanting guide covers all magical enhancements, items, and enhancing powers! ! Spell Templates covering (quite literally) millions of spells. ! Heartstones and Wards Major - the great enchantments at the core of magical lands and mystical orders! ! Full rules for designing your own Constructs - and another approach to Templates, allowing you to precisely measure - and buy off - ECL penalties. ! Rules for extraordinary Talents, Superheroes, and Cybernetics! ! Living in a Magical World - a guide to life, and the social impact of magical items, in a fantasy world. ! Full rules for Curses, Summoning, and Feat-Granting Enchantments!

Legends of High Fantasy adapts the d20 system for genuine High Fantasy play! In these pages you’ll find epic adventure and fearsome villains: become one today, and shake the world to its foundations in Legends of High Fantasy! ! Full coverage of the Core Classes - adaptions for High Fantasy play! ! Hundreds of new Metaspells integrated into a complete magical system! ! A Wealth System designed to take the stress off of counting coins and allow princes and paupers to work in the same group! ! Innate Talents, designed to take the power out of your magical equipment and put it back into the character! ! Charms and Talismans; two new types of magical items designed for the kind of results found in fantasy novels, guaranteed not to wreck your game! ! Advanced Ritual Magic - far beyond the basics in Eclipse.

Paths of Power covers magical paths based on Alignment, Personality Type, Class, Prestige Class, Creature Type, Martial Arts, and Magical Fields. This complete magical overhaul rewrites spellcasting. From the most flexible Wizard to the most focused Sorcerer, no spellcaster will regret walking the Paths of Power! ! Explore the mysteries, powers, and dangers of the mighty Elder Paths. ! Expand your world with new Domains and more than 250 new Spells. ! Give each spellcaster - and spellcasting creature - their own, unique specialities and spell lists - along with their own personal Marker Traits and Power Signature! ! Explore the frontiers of magic with Path Quests and Skills! The Practical Enchanter, Legends of High Fantasy, and Paths of Power are available through Amazon.Com, and your local game store.

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Eclipse: The Codex Persona

Persona Worksheet Character Traits

Motivation

Trait pairs always sum to 21. To check a trait roll (1d20 + Trait +/- any positive Wis Mod [per player decision]). The default DC is 21, but the GM will often modify this. Altruistic

/

Selfish

Chaste

/

Hedonistic

Cultured

/

Barbaric

Curious

/

Focused

Energetic

/

Apathetic

Enthusiastic

/

Steadfast

Faithful (or Loyal)

/

Treacherous

Forgiving

/

Vengeful

Helpful

/

Argumentative

Honest

/

Manipulative

Leader

/

Follower

Merciful

/

Cruel

Modest

/

Proud

Mystic

/

Worldly

Objective

/

Prejudiced

Open

/

Secretive

Optimistic

/

Pessimistic

Organized

/

Anarchic

Patient

/

Restless

Physical

/

Cerebral

Principled

/

Expedient

Sociable

/

Antisocial

Stoic

/

Expressive

Temperate

/

Indulgent

Trusting

/

Suspicious

Valorous

/

Cautious

“ Morale Bonus Option. +2 Morale Bonus to Attacks, Damage, Saves and Checks while pursuing the character’s motivations. “ Experience Option. Character gains XP for pursuing his or her goals, rather than for defeating opponents. “ Specialization Option. Character may buy abilities that may only be used while in pursuit of his or her motivations as Specialized. “ Action Point Option. Character gets to spend (____) free AP per session while pursuing his or her motivations on: “ Heroism

“ Stunts

Description What do people see when they glance at you?

What will people find out if they talk to you?

What will people find out if they ask around about you?

Deity

What will people find out if they look into your past?

Favored Traits Granted Powers Permission is granted to copy this page for personal use.

Eclipse: The Codex Persona

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Persona Worksheet Personality Profile When would you break your word?

The best way to achieve a widespread goal is…

When would you torture someone?

Issues, competitions, and conflicts should be…

Lying is...

Power…

Your reputation and social status is…

How often do you take time off?

What are you looking for in life?

How important to you are your possessions?

When would you betray or abandon a family member, close friend, companion, liege, or ally?

Fools, Criminals, and Enemies should be dealt with using…

You would defy the local laws and authorities…

Strangers and Foreigners are…

Success can best be achieved through…

How much attention do you pay to faith and religion?

Profile Score

The welfare of other people is…

Special Notes

Tradition is…

Permission is granted to copy this page for personal use.

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Campaign Options Checklist Use an “X” to mark abilities you’re not allowing. Use a “/” for those that you’re limiting with control options or mandatory restrictions. Basic Expenditures Skill Options G 3d6 Checks G Familiarities G Advance Skill Training G Basic Skills G Specific Knowledges G True Names G Base Caster Level G Spells G Magic Levels G Limitations G Clerical Magic Package G Spell Progression Tables G Paladin/Ranger G 3.0 Psychic Warrior G Psychic Spellcasting G 3.5 Psychic Warrior G Wilder G Adept G Bard G Cleric/Druid G 3.0 Psion G 3.5 Psion G Wizard G Sorcerer G Corrupted Magic G Specialized Magic G Phantom Slot Option Per-Level Modifiers G Duties G Fast Learner G Restrictions Once-Off CP Modifiers G Disadvantages G Package Deals General Abilities G Ability Focus G Acrobatics G Action Hero G Adaptation G Adept G Ambidexterity G Assistant G Augmented Bonus G Augmented Magic G Awareness G Berserker G Blessing G Blood Curse G Body Fuel G Celerity G Cloaking G Companion G Contacts G Countermagic G Costly G Create Item G Create Relic G Damage Reduction G Deep Sleep G Device Use G Domain/Path G Eldritch

G Empowerment G Enthusiast G Equipage G Executive G Expertise G Favors G Finesse G Grant of Aid G Guises G Harnessed Intellect G Healing Touch G Hysteria G Inherent Spell G Immunity G Innate Enchantment G Innate Magic G Invocation G Jack-of-All Trades G Journeyman G Karma G Leadership G Lore G Luck G Mana G Natural Magic G Mastery G Melding G Mentor G Mindspeech G Mystic Link G Occult Sense G Occult Skill G Occult Talent G Opportunist G Poison Use G Power Words G Presence G Privilege G Professional G Reflex Training G Reputation G Researcher G Resist G Returning G Rider G Rite of Chi G Sanctum G Schooling G Self-Development G Shadowmaster G Shapeshift G Siddhisyoga G Skill Emphasis G Skill Focus G Snatch G Specialist G Spell Conversion G Spell Flow G Spell Mastery G Spell Pool G Spell/Power Resistance G Spell Shorthand G Spell Turning G Stoic G Superstition G Test of Wills G Timeless Body

Eclipse: The Codex Persona

G Tireless G Toughness G Traceless G Track G Travel G Triggering G Turn Resistance G Unity G Wayfarer G Workhorse Combat Enhancements G Anime Master G Augment Attack G Blind-Fight G Block G Bonus Attack G Chain of Ki G Defense G Doubled Damage G Enhanced Strike G Evasive G Far Shot G Favored Enemy G Favored Foe G Variants G Fortune G Imbuement G Improved Critical G Improved Initiative G Improvise Weapon G Legionary G Lunge G Maneuver G Martial Arts G Occult Combat G Overwhelm G Rapid Strike G Smite G Specialist G Spirit Weapon G Split Movement G Throwing Master G Trick Racial Templates G Exotic Races G Player Modifications G Player Designs Metamagic Feats G Amplify G Area G Battle Magic G Combine G Compact G Easy G Elemental Manipulation G Extension G Lacing G Multiple G Persistent G Sculpting G Stabilize G Transference G Triggering

197

Metamagical Modifiers G Glory G Streamline G Fast Paths and Powers G Channeling G Basic Upgrades G Advanced Abilities G Dominion G Advanced Abilities G Godfire G Hexcraft G Martial Arts G Advanced G Expert G Master G Mystic Artist G Basic Modifiers G Enhanced Abilities G Path of the Dragon G Ritual Magic G Rune Magic G Spell Storing G Thaumaturgy & Dweomer G Theurgy G Witchcraft G Pacts G Advanced Abilities _________________________ _ Put a %-mark by all the following World Templates and options which ARE included in your game. Campaign Building Options G High-Level Spells G Personality Traits G Motivations G Character Profile G Control Options G Chakra World Templates G 108 Stars of Destiny G Anime G Energetic G Grim G Limit G Mass Murder G Mini Mighty Monster G Natural Magic G Penumbra G Power Sink G Superheroic G Wu Xia Special Options G Framework Required G Maximum Available Spell/ Power Level: _______ Permission is granted to copy this page for personal use.

Eclipse The Codex Persona ! Build exactly the characters you want, exactly the way you want them, with hundreds of new and expanded character abilities, feats, and completely personalized classes! ! A unified set of rules covering everything from postapocalypse through fantasy, modern, cyberpunk, futuristic, superheroic, and historical settings, all fully compatible and transferable. ! New magic systems: Hexcraft, the Path of the Dragon, Ritual Magic, Rune Magic, Thaumaturgy, Dweomer, Theurgy and Witchcraft, plus corrupted and specialized spellcasting, to accommodate many different campaign worlds and thousands of different types of spellcasters! ! Integrate restraints on special abilities and powers into your campaign setting, not with arbitrary restrictions and a cumbersome array of prestige classes! ! Drastically enhanced Metamagic, Spell Storing, Item creation, plus expanded Turning feats, Bardic abilities, leadership options, martial arts, proficiencies, combat techniques and more! ! Use Disadvantages, Character Motivations, and Ethics to add depth to characters and worlds. Eliminate pointless restrictions on character development! Customize templates to your every whim. Why should every Half-Celestial have the same powers? ! Playable rules for the Divine - from Channeling to Dominion, on to Divine Ascension - and beyond!

! Alternative rules for Epic Spellcasting. Why should the spell list stop at level nine? ! New Abilities for Barbarians, Bards, Clerics, Druids and every other type of character! ! Full back-compatibility, for seamless integration into your existing campaign and use with any other sourcebook! Requires the use of a Roleplaying Game Core Book published by Wizards of the Coast, Inc. This product utilizes updated material from the v.3.5 revision.

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