Eclipse – Sample Races, Templates, and Characters Update

Here, at last, is an updated index to all the Eclipse-Style Races, Templates, Power Packages, and Sample Characters on the blog.I’m going to sticky this and try to keep it reasonably current from now on.

If you’re building a character, the usual sequence will be Race – Template (if any) – Basic Build, so that’s how this is organized. If you’re looking for “how-to” information, next up is the level-by-level class breakdowns and the general power-package information and examples. After that, for inspiration, swiping power packages from, and use in other games, comes the sample higher-level characters.

Character Creation and System Primer

Sample Races:

Sample Templates:

Eclipse Pathfinder:

Eclipse handles Pathfinder just fine – so here are Eclipse breakdowns for Pathfinder –Basics and Races and the class breakdowns for the  Alchemist, Barbarian, Bard, Cleric, Druid, FighterMonk, Paladin, Ranger, Rogue, Sorcerer and Summoner. The sample characters are pretty much all compatible with Pathfinder; if they don’t already have the Pathfinder Package Deal from Basics and Races simply add +2 to an attribute and +3 to their skills.

Sample Level One Character Builds:

Level-by-Level Class Breakdowns:

General Build Information and Power Packages:

Sample High-Level Characters:

. . Note that these characters were generally built for particular campaigns, and so are sometimes built using campaign-specific variants – usually a price break on especially-relevant abilities. These are covered in the Campaign Sheets for the relevant campaigns – Federation-Apocalypse Campaign, Ironwinds Campaign, Atheria Campaign, Twilight Isles Campaign, and Darkweird Campaign.

Level Two Sample Characters:

Level Three Sample Characters:

Level Four Sample Characters:

Level Five Sample Characters:

Level Six Sample Characters:

Level Seven Sample Characters:

Level Eight Sample Characters:

Higher Level Sample Characters:

Level Ten and Twenty Breakdowns:

Alzrius has also put up quite a few Eclipse characters on his Intelligence Check blog – including quite a few interpretations of popular characters from a variety of sources. Pretty much all of them are written up for Pathfinder, and usually use the Pathfinder Package Deal.

  • Rinoa, from Final Fantasy via Dead Fantasy, a powerful 15’th level spellcaster – along with the Hyne Witch template and a discussion of many of the other characters.
  • Pyrrha Nikos, a 7th-level Huntress-in-training, along with statistics for Vytal Humans, three Martial Arts, and some world background and discussion.
  • Sharalia, a Level One Fire Dancer – a character who controls flame through dance.
  • A 20’th level breakdown for an Antimage –  a “class” that specializes in negating the powers of dangerous spellcasters.
  • The Maedar – a racial template breakdown for a male medusa.
  • Sailor Saturn – a fragile young woman from the Sailor Moon anime with some exceptionally over-the-top powers.
  • Scorpion from Mortal Kombat, written up at the peak of his powers – along with the Netherrealm Ghost template and three Martial Arts.
  • Sam Winchester, a level three paranormal investigator from the Supernatural television series.
  • Varek, a Level Six Cleric with some support abilities.
  • Abraham Lincoln, Level Twelve Civil Warrior of the United States of America – with a touch of Vampire Hunter and including his Martial Art.
  • Agent Spin – a Second Level Elite Beat Agent who gets sent… to encourage people in trouble.
  • Gargamel, a First Level Incompetent Ritualist and Bumbler – perhaps fortunately, without statistics for Smurfs.
  • Spinnerette, a Level Five Spider-Style Superheroine/
  • Malecite, a Level Ten Villainous Mage from Suburban Knights, along with Malecite’s Hand, a vastly powerful relic and various new spells.
  • Dirk Markson, a Level One Dark Witch – and possible hero.
  • Barney Stinson (Scroll Down), a Level One Sitcom Inhabitant – from How I Met Your Mother.

Alzrius’s Eclipse d20 Ponies:

Alzrius built his ponies so as to fit into “standard” d20 games – whereas I used the “Superheroic” world template because it would allow my builds to reproduce the things that the ponies did on the show. Of course, that means that my builds will only work well in games based on the assumptions of Equestria; they won’t do so well in basic games. For those, courtesy of Alzrius, we have…

  • The Pony Races:  Earth Ponies, Pegasi, and Unicorns.
  • The Elements of Harmony:  Built as Eclipse Relics.
  • Rarity:  Starting off the series at level one! Commentary: Using the Elements of Harmony to cover the characters occasional incredible stunts.
  • Princess Celestia: As she generally appears on the show – as a ninth-level mentor-type who explains why she can’t handle things.
  • Adagio of the Sirens: Unreformed, still at large, and needing only an enchanted gem to make a comeback.
  • Lex Legis (And his Picture): Alzrius’s original character – and a very “gray” potential opponent.
  • Notes on Zecora: A discussion of just how much power – or lack thereof – is needed to build Zecora. Comments: My take on Zebras.
  • The Journal of the Two Sisters – and lapses in logic therein. Comments: Unicorn populations and birthrates, basic demographics – and why the “Unicorns losing their magic” story makes no sense in any terms.
  • Iliana, the Ponyfinder Queen: An examination of how to use Eclipse to customize – and slightly upgrade – a Ponyfinder queen to fit her history.
  • Lashtada, Ponyfinder Goddess:  As set up using The Primal Order for second edition.
  • Sonata Dusk: As appearing in his Fanfiction.
  • A Magical Medieval Society: Equestria: Building equestrian society using “A Magical Medieval Society”.
  • Baby Got Backlash: Flurry Heart and Magical Surges
  • Tempest Shadow: The movie antagonist escapes into d20, rather than remaining to face the friendship

Latest Material Index

Continue reading

Latest Material Index

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Latest Material Index

. It’s once again time to get the latest material index updated and to transfer the material from the old one to the main index tabs at the top of the page. If you want the very latest material, it may be necessary to either scroll down or consult the “Recent Posts” listing-widget on the lower right. The previous Latest Materials Index can be found HERE and – for those who like to rummage at random – the full post-by-post index can be found occupying a great deal of space in the lower right column.

. Eclipse Classless d20 Character Construction Cribsheet / Sample Character ListCharacter Creation PrimerCompiled Martial Arts.

. Subindexes: RPG Design – Twilight Isles – BattletechChampionsd20Legend of the Five RingsShadowrunWhite WolfOther GamesBattling Business WorldStar Wars

. Cumulative General Index. Continue reading

Eclipse and the Fifth Edition Warlock

The question here was “Can you do a fifth-edition style Warlock?”. The answer, of course, is “yes” – but it’s important to note that there are some philosophical differences between the editions. In 3.5 a lot of people felt that the game played best at the mid-levels. When being killed was unlikely but combats were fairly easy to run and didn’t take hours to resolve and the players couldn’t upend the game on a whim. So we got “Bounded Accuracy” – stretching that “sweet spot” over levels one through twenty. First level characters were fairly powerful heroes (rather than scrambling to survive) and twentieth level ones were very powerful – but it was Conan-style powerful, not Sun Wukong style powerful as it was in 3.5. You could no longer make an Acrobatics check high enough to walk on a sunbeam, try to shatter mountains, or routinely forge legendary artifacts of power.

Still, their take on the Warlock was fairly good, so here’s how to build them in Eclipse.

Now, by default Eclipse retains the resource management factor of older editions – although it does flatten the power curve somewhat, allowing low-level characters to make effective contributions in narrow fields and encouraging characters to diversify their abilities rather than focusing on incredible power at high levels. Still, that means that a 20’th level fifth edition character shouldn’t need more than ten or twelve levels worth of character points to purchase all of their special abilities with. (I’ll add things up and see how that works out at the end).

As for the basic framework… d8 Hit Dice (4 CP/Level), 2 SP/Level (Although I could argue for more; they may only get 2 “proficient” skills, but fifth edition only has 18 basic skills), one good save (Will), and a BAB of Level/2 since they are a primarily magic-using class (Again, I could argue for a 3/4’th progression, but I’ll see how this goes first).

As for the class abilities…

Weavings / “Cantrips” (I don’t want to mix up 5’th edition Cantrips with 3.5 Cantrips) (12 CP):

So: In 5’th edition “Cantrips” are unlimited-use and serve much the same purpose that weapons do for martial characters: they’re the basic go-to when you don’t need to burn any limited-use special tricks. Martials get multiple attacks and bonus damage as they go up in level, Cantrips pretty much do the same. As such, they’re roughly equivalent to first or weak second level spells in 3.5. Warlocks get four of them. Buy this as…

  • Shaping, Specialized and Corrupted for Increased Effect / only to produce four specific effects equivalent to first level spells, the effects chosen must be based on the character’s patron entity, the user must normally either speak or gesture to use these effects (although exceptions are possible for personally-directed effects) (6 CP). Attacks are usually based on Magic Missile (often with some minor special effect in place of never missing) or the Lesser Orb spells (dice can be split between targets). Note that effects with accumulative beneficial effects, such as healing, loose effect on any one target after 2d6 uses in any given day.
  • Presence, Specialized and Corrupted for Increased Effect (L3 Spell Effect) / Only affects the user, no social benefits, gives the user an easily detected aura of his or her patron’s power, this may cause social difficulties depending on the nature of said patron. The spell effect here is an Amplification effect applied to the user’s four Shaping effects, boosting them to the level of strong first level or weak second level spells, often by adding some secondary effect.

Spellcasting Abilities (37 CP):

Fifth edition Warlocks get to cast up to four spells after each rest and know up to fifteen different spells up to level five. Yet, despite the fact that they’re supposedly drawing on their patrons for magic, their spells don’t actually have to have anything to do with their patron at all unless they pick some of the ones a given patron adds to their lists – and there aren’t a lot of those. Now, while I can duplicate the general mechanics easily enough, by far the easiest way to do so is to use Channeling (with the patron as the power source) and Conversion (to suitable spells for the patron). That’s going to tie the Eclipse Warlock far more tightly to their patron – but I happen to think that’s all to the good. A Spirit of Solar Fire really should offer very different abilities from the Spirit of the Great Northern Glacier.

  • Channeling (The Patron): 1/Day + (5 x Cha Mod Daily Uses) Specialized and Corrupted / only for Conversion, no more than four uses (break up to match level chart?) before taking at least an hours rest (33/3 = 11 CP). Conversion, 6, 6, 9, 12, 12 CP for four each of levels 1/2/3/4/5 (available at levels 1/3/5/7/9). Corrupted/only four effects can be used before taking at least an hours rest (39 x two thirds = 26 CP). With a half-way decent Charisma score that will be enough to cover all the “resting” which can reasonably be crammed into a day. All effects are Charisma-Based, with a Save DC of (10 + Cha Mod + maximum level of spell currently usable), lower-level effects than the user can currently generate may receive minor effect upgrades due to being cast as higher level spells).

And there we have the spellcasting. It provides 20 spells instead of fifteen, but would call for spending time retraining to trade them out, instead of just allowing one trade per level (Although the GM may opt to allow that, taking “time in level” as “training time”). While it allows slightly more spells in total it doesn’t allow dumping the lower-level spells for higher level ones – unless the character spends a few more CP on upgrades, which is easy enough. Want to upgrade those four first level spells? 4 CP will do it.

The choice of Patron is a big thing for Warlocks. I won’t go through all of them, but here are five of the most popular – the Celestial, Fiend, Genie, Hexblade, and Undead.

Celestial Benefits (42 CP):

  • Shaping, Specialized and Corrupted (Light Cantrips Only, 2 CP).
  • Additional Weaving / Cantrip (Sacred Flame) (3 CP). Basically a standard fire-based attack.
  • Healing Light: You get (Warlock Level +1)d6 worth of healing, and can apply up to (Cha Mod, 1 Minimum) dice to one creature within 60 feet as a bonus action.

Honestly, in 3.5 and Pathfinder… healing is pretty easy. A 750 GP Healing Belt can provide 6d8 healing per day, forever. There are a LOT of healing effects and items. Admittedly “Usable at Range”, “up to (Cha Mod) Dice at a time”, and “Without taking your normal action” is handy, but you can always get a familiar and give IT some healing items. On the other hand, fifth edition lets characters heal a lot faster on their own; they can heal massive injuries in a single hour by spending their daily allotment of “hit dice”. A single “long rest” restores all their hit points and half their hit dice. So no injury lasts more than a day in fifth edition. In fact, a character who started healthy can likely heal most injuries in an HOUR. The only thing that makes this important is that – in a fight – you can get people that have gone down up again without wasting an action. So buy…

  • Additional Weave / Cantrip: Close Wounds (3 CP).
  • Improved Reflex Training (Close Wounds can be triggered on the same target up to (Cha Mod + 1) times as a single immediate action – but no single target can be affected by more than seven total uses of the user’s Close Wounds effect in any one day. 12 CP).

And behold! You are a good emergency healer and can often save your nearby friends from death! In fact, at low levels (and with a decent Charisma), you’re an impressively powerful healer – appropriate enough for a holy warlock. You’ll fall behind once things like Boots of the Earth (5000 GP, grant Fast Healing 1 while still – good for 600 points an hour while standing about) or higher level healing spells come into play, and it’s useless against special conditions, but it will make staying alive for the first few levels a LOT easier.

  • Resistance to one Energy Type. (Common, Major, Major, 9 CP). You gain Resistance 30 to a chosen type of energy since “Radiant” is not really a thing in 3.5.
  • Augmented Bonus: When you cast a spell that does damage, you add your Charisma Modifier to the damage against any one target, Specialized / only works with Lightning or Fire Damage (3 CP). Not a big thing in 3.5 where damage isn’t so narrowly capped.
  • Celestial Resistance grants some Temporary Hit Points, but does not really say how long they last.
  • Additional Weaving / “Cantrip” – Ward Of Life II (The Practical Enchanter). Grants 1/2/3/4/5/6/7/8 d6 Temporary Hit Points at caster level 1/3/5/7/9/11/13/15 for ten minutes per caster level (3 CP).
  • +1 Bonus Use of Channeling (2 CP) for conversion to Searing Vengeance (L6, 3 CP), Reflex Training, extra actions variant, Specialized and Corrupted / only to invoke Searing Vengeance when you are being reduced to zero hit points or below (2 CP).

Searing Vengeance: Heals the caster to half their maximum hit points in a burst of radiance that 1) brings them back to their feet, 2) inflicts 2d8+Cha Mod damage on those you choose within 30 feet, and 3) leaves them blinded for the rest of the turn.

Fiend Benefits (40 CP):

  • Presence: Death Knell effect applies to enemies within 10′ (6 CP).
  • Luck with +4 Bonus Uses, Specialized / can only be used once per hour, only for skill/ability checks and saving throws (6 CP).
  • Wardpact: Double Enthusiast with Adaption, Specialized and Corrupted for Increased Effect (6 Floating CP, can be reassigned each morning) / Can only be reassigned after a nights rest, only for purchasing Immunities or Damage Reduction, may occasionally be used as leverage by your patron since he/she/it must approve the selection (9 CP). (This is slightly weaker than the original version, but far, FAR, more versatile).
  • Hurl Through Hell: Once per day you can hit a creature and banish if until the end of your next turn, when it returns having taken 10d10 damage unless it’s a Fiend, which is immune to the damage.

10d10 damage (averaging 55) is fairly good, but as a fourteenth level subclass once per day capstone with a single target? Diamond Mind, Strike of Perfect Clarity (Level 9, +100 damage) can be used over and over again. Admittedly, that’s at L17 instead of 14 – but it’s only one example. Disintegrate (L6) does 2d6/level, to a maximum of 40d6 – averaging 140 points. Uberchargers and such can do enormous amounts of damage and then there are outright Death Effects.

  • Trick (Shatter Reality): 3/Day Variant, on a successful hit the user may inflict an extra 1d8 damage per level to a maximum of 16d8 and moves the target forward through time to the end of the user’s next turn. Corrupted / can only be used once per hour, does not work on fiends (4 CP).

Despite being one of the more popular choices the Fiend is relatively inexpensive as a Patron – mostly because, in d20 terms, it’s basically a blaster, and it’s one big trick isn’t that important in 3.5 terms. Ergo, I’m going to put one or two of the more popular additions into the base Fiend abilities:

  • 1) When you hit a creature with your eldritch blast, you can cast fireball as a bonus action using a warlock spell slot. The spell must be centered on the creature you hit with eldritch blast. Buy something like this as Reflex Training, Extra Actions Variant, Specialized for Increased Effect (six actions per day) / when you hit a creature with a damaging Weave / Cantrip you can throw one of your Warlock Spells at them using your Reflex Action. (6 CP).
  • 2) Fire Resistance 30 (Common, Major, Major, 9 CP). Fiendish Warlocks are often throwing fire around. Ergo… some ability to avoid setting yourself on fire seems appropriate.

Genie Benefits (38 CP):

  • I Dream Of Jeannie (Bottled Respite): You have a lamp, ring, bottle, or similar item containing a comfy extra-dimensional space. With a twenty foot radius and twenty feet of height. More than 25,000 cubic feet of space. That’s… a LOT of room. OK, you can’t stay that long (12 hours maximum at high level) and can only go in once per day (although you could easily get more uses in Eclipse), but there doesn’t seem to be any reason not to stow any amount of stuff in there and no limitation on how much you can take along per trip. Library, alchemy lab, and five-ton jade idol? A few thousand tons of rocks so you can break the thing while flying over the big bad and drop it all? Sure, why not? This only works in fifth edition because fifth edition is almost entirely concerned with combat. It doesn’t even consider things like putting shipping companies out of business or climbing inside and having someone use Animal Messenger to basically mail you into the fortress so you can open the sally port to let everyone else in. But almost all of that headache revolves around the space being permanent and mobile. So… Inherent Spell (Rope Trick, +1 level; can anchor the entrance on a portable object, you can hear through the entrance instead of seeing L3, Corrupted / must carry a specific item dedicated to your patron to anchor the entrance. If you lose it or it gets broken you can take an hour to dedicate another item. If it gets broken, the spell ends, 4 CP). That still leaves a lot of tricky options, but limits the “can keep enormous amounts of stuff inside” aspect.
  • Genie’s Wrath: Augmented Bonus: You may add your (Cha Mod) to the damage you inflict with any attack requiring an attack roll once per turn. The damage is elemental, the exact type determined by your specific choice of patron. (6 CP).
  • Resistance (30) to any one form of Elemental Damage or (12) versus Bludgeoning Damage (9 or 10 CP).
  • Inherent Spell (Fly) with +4 Bonus Uses, Corrupted / only half the normal duration (8 CP).

At level ten you can take up to five nearby people in with you and anyone (including you) who stays inside for at least 10 minutes gains the benefit of a short rest and adds your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there.

OK, unless you buy some special power “short rests” don’t really do much in 3.5. And you can only enter the space once per day. So the maximum actual benefit here is six points each for six characters. 36 points worth of healing (The ability to take multiple people in is covered by using Rope Trick instead). So:

  • Inherent Spell (Two first level effects: Lesser Restoration and Cure Light Wounds 2/Day Each with +4 Bonus Uses (Applies to each), Specialized and Corrupted / one minute casting time, only once per day per person for each spell, only works in an extradimensional space (4 CP).

At 14th level, you entreat your patron to grant you a small wish. As an action, you can speak your desire to your Genie’s Vessel, requesting the effect of one spell that is 6th level or lower and has a casting time of 1 action. The spell can be from any class’s spell list, and you don’t need to meet the requirements in that spell, including costly components: the spell simply takes effect as part of this action.

  • Major Favor (6 CP): Specialized and Corrupted for Increased Effect (can ask your patron for any spell effect of up to level six, repayment is relatively minor) / 1d4 day cooldown, only spells can be requested, user is subject to requests for minor “missions” as repayment, only usable for things that fit within the nature of the patron (although Jinni have pretty broad abilities).

Hexblade Benefits (37 CP):

Hexblade’s Curse: Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus, any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20, and if the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can’t use this feature again until you finish a short or long rest.

OK: first up, this is NOT A CURSE. Curses have negative effects on their targets – but all of the effects produced here are on the user. It’s an enhancement. And in 3.5… +6 to Damage, +1 on the Critical Threat Range, and a bit of healing when you kill a target is not that impressive.

So… Hexblade Spell (L2, +1 to Critical Threat Range, does not stack with other enhancements to critical threat range, +6 damage, one minute per level) and Necromantic Healing (Personal-Only Cure Serious Wounds, but only works if a significant enemy dies within one minute per level and within thirty feet). As a pair of relatively weak second level spells, this can be purchased as:

  • Presence, Specialized and Corrupted for enhanced effect (A pair of second level effects) / only works on the user, no social benefits, gives the user an easily detected aura of his or her patron’s power, this may cause social difficulties depending on the nature of said patron, only usable three times per hour (Effectively becoming continuous at level twenty) (6 CP). Yes, this is upgraded. In 3.5 it ought to be.
  • You gain proficiency with medium armor (6 CP), shields (3 CP), and martial weapons (6 CP). Honestly though, I cannot see anyone being a Hexblade without Pact of the Blade, which covers the Martial Weapons, so only 9 CP in effective cost.

The influence of your patron allows you to channel your will through a particular weapon. Whenever you finish a long rest you can pick one weapon you’re proficient with. When you attack with it you can use your (Cha Mod) instead of (Str Mod) or (Dex Mod) for the attack and damage rolls. This lasts until you change it on a new day. If you have the Pact of the Blade this benefit extends to every pact weapon you conjure.

  • Weapon imbuement: Double Enthusiast with Adaption, Specialized and Corrupted for Increased Effect (6 Floating CP, can be reasssigned each morning) / Can only be reassigned after a nights rest, only for purchasing Finesse (Use Cha Mod in place of Str or Dex Mod for attacks and damage with weapons) (6 CP).

Accursed Specter: Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it in your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics of which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0). The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. Once you bind a specter with this feature, you can’t use the feature again until you finish a long rest.

OK, the first thing to note is that 5’th edition Spectres are CR 1, not CR 7. They do 3d6 points of necrotic damage and reduce the victims maximum HP by the same amount until after a long rest. These are not the CR 7, level-draining, Specters of 3.5 / Pathfinder I. A specific summoning spell getting a level one creature is… level one (The Practical Enchanter). They do get some bonuses though. Of course, keeping it around is a pain. Still, if you just want a skeletal minion or something… a couple of points in Innate Enchantment can keep one around – although the GM may charge a couple of extra points on adding metamagic to keep it around longer. This does have the advantage that it will show up again in a little bit no matter how often it’s destroyed.

Create Undead is level six. We could cut it down a long ways – creates only one type of undead instead of twenty, they only last one day, you may only have one in your service at a time, you may only create one once per day – which would get us down to level three – a normal Innate Spell or tweaked Presence would cover that – but I’d have to add something else for Control and that’s getting far too complicated.

Companion and Leadership aren’t really for temporary followers. They would address a major problem with this ability in 3.5 / Pathfinder I though – that “Bounded Accuracy” keeps lower-level minions relevant much longer in 5’th edition than they are in 3.5. In 3.5… a CR 1 creature may well be annihilated in higher-level combat without even being noticed.

  • No, what we want for this is Major Privilege (You may call on the services of an undead minion of relatively modest – as compared to you – power once per day, Corrupted / May only be used after you kill a notable living, sentient, opponent. (4 CP).
  • Armor of Hexes: Presence, Specialized and Corrupted for enhanced effect (Displacement) / only works on the user, no social benefits, gives the user an easily detected aura of his or her patron’s power (this may cause social difficulties depending on the nature of said patron and the situation), only works against one target at a time (6 CP).

Master of Hexes: Starting at 14th level, you can spread your Hexblade’s Curse from a slain creature to another creature.

Since the “Curse” is actually an enhancement for the user and doesn’t go away if you kill a specific opponent… in 3.5 this does nothing at all. There’s no cost.

  • This doesn’t add up to enough, so I am gratuitously throwing in +1 to BAB (6 CP). After all, you’ll want to make that three base attacks milestone at level twenty.

Undead Benefits (38 CP):

Ok, so this one basically gives you undead traits. Rather than build a complicated, and fixed, assortment of effects take

  • Shapeshift with Shape of Death (Take on Corporal Undead Forms of equal or lesser hit dice up to once per day plus once per three character levels and Enchanted (Undead) Specialized / only for undead forms, user carries an aura of undeath and of his or her patron even in normal form (9 CP). There. As you go up in levels you can take on a wide variety of undead forms with a variety of special powers. While being undead you are healed by negative energy. There also isn’t a time limit for how long you can keep on being undead. Also, your bonus hit points will be based on Charisma, not Constitution and you get a small pile of immunities.
  • Augmented Bonus / Add (Cha Mod) to (Str Mod) for damage purposes when making melee attacks (6 CP).
  • Gain Major Resistance to Negative Energy (Common, Major, Major, 9 CP). Note that, while you are being undead, this becomes Resistance to Positive Energy.

Expel Death: If reduced to 0 HP, stop at 1 HP. Each creature of your choice that is within 30 feet of you takes necrotic damage equal to 2d10 + your warlock level. You then gain 1 level of exhaustion. Once you use this reaction, you can’t do so again until you finish 1d4 long rests.

  • Entropic Vortex: Inherent Spell (Energy Vortex), Specialized and Corrupted for Increased Effect (Negative Energy Damage, 30′ radius, always affects the user and so does 2d8 + 2 x Level damage) / only usable once every 1d4 days, always affects the user (Fortunately, as an Undead, this heals half the total amount), makes it blatantly obvious that the user is aligned with the undead, use counts as an evil act, 6 CP). Reflex Training (3 Actions/Day variant), Specialized and Corrupted / only to unleash the Entropic Vortex (2 CP).
  • Spirit Projection: This basically lets you take on an incorporeal Undead Form. Add Incorporeal to your Undead Shapeshift (6 CP). I could throw in a lot more restrictions, but why bother? It wouldn’t save much.

This one is fairly powerful and expensive – in large part because it’s highly thematic and I didn’t bother to apply nearly as many limitations as fifth edition does.

Mystic Arcanum (16 CP):

At high levels fifth edition Warlocks get one spell of each level 6-9, each usable once per day. Again, these should be fairly tightly tied to their patron.

  • Conversion to four L6 Spells (one each of levels 6-9, although the L7/L8/L9 effects cost 1/2/3 mana to reduce to level six, 15 CP), +4 Bonus Uses of Channeling (6 CP), 2d6 (7) Mana with Spell Enhancement (12 CP), and Rite of Chi with +2 Bonus Uses (9 CP). All Specialized and Corrupted / Bonus uses can only be used for Conversion, Each conversion effect can only be used once per day, conversions require a minimum effective caster level of 11/13/15/17 for the L6/7/8/9 effect, Mana is only usable for Spell Enhancement, only to allow upgrading the Conversion effects to the appropriate higher level effect, bonus uses are only available for these effects (48 / 3 = 16 CP).

This covers those high-level effects.

Eldritch Invocations (32 CP):

Warlocks get eight of these, but they seem to have an average cost of 3-4 CP, so 32 should cover it.

These are a bit messy, if only because they’re basically a grab-bag. Still, while there are some very specific options, a lot of them are just variations on the same basic mechanics:

  • 1) Provide a first or second level spell effect at will: Comprehend Languages, Detect (Analyze to Identify) Magic, False Life, Sense Link (Audiovisual), Silent Image, Disguise/Alter Self, Cloak Of Shadows (Invisible when standing still in dim light or darkness)/Invisibility, Jump, (Personal) Mage Armor, (Personal) Levitation, Keep Watch, Speak with Animals, False Life, Ebon Eyes, Invisibility, Monkey Fish, Dimension Hop, Discern Shapeshifter, Swift Girding, and Personal Haste. A few are more trouble; Speak with Dead is usually L3, but Mediums can get it at L2, so OK. Better yet, take it as a ritual. How often are you questioning corpses anyway? Arcane Eye, however, is usually (L4). Of course, Clairvoyance is available at L2 for Mediums, and the only major advantage of Arcane Eye over Clairvoyance is being able to move the sensor – which being able to cast the spell endlessly makes rather irrelevant.

Buy another set of Cantrips for four of these. Or possibly some Innate Enchantment, for things you just want on all the time or don’t want very often (I’m looking at you Comprehend Languages, Jump, Speak with Animals, Swift Girding). Yes, that’s (12 CP), but that’s effectively (3 CP) each.

  • 2) Add a spell that isn’t normally on the Warlock’s list to their spell repertoire. Of course, this is meaningless to the Eclipse version since their spell selection is freeform within the limits of their patron. Nevertheless, the usual list seems to be Confusion (L3), Slow (L3), Conjure Elemental (L5, much longer duration than Summon Monster, but requires concentration to maintain control), Polymorph (L4), Bane (L1, I’d put this with the other first level stuff, above), and Bestow Curse (L3 in fifth edition, but has limited duration making it useless to – say – curse a pickpocket with shaky hands when stealing. Stick with the 3.5 version). Buy Inherent Spell, Corrupted/the user must expend spell slots to power the effect (4 CP/Spell) – or, more sensibly, just take the spells if they fit the character conception and his or her patrons powers. You can even buy an additional set of spells – say one each of levels 2-5 – for 8 CP. Or to be even more reasonable… if you want powers beyond what your patron can or will grant, start developing some non-warlock abilities.
  • 3) Gain Advantage on a particular skill check or when attacking very specific targets or in very specific circumstances. In Eclipse this is Luck (6 CP) – although it generally applies to a particular group of skill checks, such as Charisma-Based skills or some such. Limiting it to a specific skill is probably grounds for double specializing it, reducing the cost to (3 CP). Concentration and Intimidation are specifically mentioned, but other skills would qualify.
  • 4) Gain access to Ritual Magic. In fifth edition there is a rather limited group of (thirty-four in the SRD I think) specific spells which can be cast as “rituals” – taking ten minutes or so but not requiring a spell slot. In Eclipse, Ritual Magic is a freeform magic system, capable of doing almost anything if you have the skill and components required for it. Given that we’re wanting the fifth edition style… Ritual Magic, Specialized for Enhanced Effect (the requirements for most rituals are fairly minor and they usually are either very special purpose or approximate noncombat spell effects) and Corrupted for Reduced Cost (4 CP) / User will only know (Cha Mod +2) Minor Rituals, half that many Major Rituals, and one-quarter that many grand rituals.

Blood Bonds (Minor Ritual): Up to (Cha Mod, plus yourself) creatures may sign their names in their blood on an item. As long as said item is in your possession you will remain aware of their state of health and of any conditions affecting them. The link suffices to carry any number of Messages and may carry two levels of harmless, helpful, spells targeting each of them per day.

To add unlimited use of Message you can use Innate Enchantment (1 CP, but you may want to reserve Innate Enchantment for other things), or an Item, or Shaping, Specialized for Increased Effect (can duplicate the Message cantrip) and Corrupted for Reduced Cost (4 CP) / only for the Message cantrip.

To add some helpful options take Inherent Spell (Two first level spells, each usable twice per day, Corrupted for Reduced Cost / Only usable on those linked as above (4 CP). Cure Light Wounds and Resurgence. If you wish, take this again to add Benign Transposition and Protection From Evil (4 CP).
To make using these options “not an action” when needed take Reflex Training (3/Day variant, Specialized for Increased Effect (using those four innate spells does not count as an action) and Corrupted for Reduced Cost (4 CP) / only usable for those four spells, only on behalf of those you have active Blood Bonds with.

  • 5) Make Extra Attacks. Well, this goes along with Personal Haste, and comes automatically with a higher BAB – so there’s nothing to buy here.
  • 6) You benefit more from Healing effects used on you. In this case I’m going to approximate the spirit of the effect rather than it’s exact mechanics. Grant Of Aid, Specialized for Increased Effect (Hit Points only but 2d8+10 of them) and Corrupted for Reduced Cost (must have an externally sources healing effect applied to you to trigger it, 4 CP). That’s probably not as good at high levels, but it’s pretty potent at lower ones.
  • 7) There are a selection which specifically modify Eldritch Blast – in Eclipse whatever basic attack effect you’re taken as your limitless-use attack: Upgrade the Damage Dice, Extended Range, pull a creature hit 10′ closer, push a creature hit 10′ further away, reduce it’s speed by 10′ briefly, and so on. Buy (Relevant Metamagic) and (Streamline), both Specialized and Corrupted / only to add the relevant minor upgrade to the single spell in question (4 CP per incidence).
  • 8) You get a Familiar. Note that baseline 5’th edition familiars are not especially useful. It takes several additional Eldritch Invocations to get them up to the utility of a baseline 3.5/Eclipse familiar. Buy Companion (Familiar) (6 CP) and assume that most of the upgrades come along with it.
  • 9) You can cast a specific spell once per day without using a spell slot. Examples here include Freedom Of Movement (L4), Animate Dead (L3, the 5’th edition version is basically “summon undead” since it may be free but only makes short-term minions. I’d take it as a ritual and make long-term minions), and Water Breathing (L3). The Water Breathing one also grants you a swim speed equal to your walking speed, but Personal Haste and Monkey Fish handle that.
  • 10) There are a few that go with specific patrons. I’m not going to be bothering to convert most of those because Eclipse doesn’t limit you to a specific list of patrons and lets you spend your character points to design your own powers – making this an effectively infinite project.

There are some specific Eldritch Invocations which do not fit in one of the general categories above of course. These include:

  • 1) Linguist: Enthusiast, Specialized for Increased Effect (2 Floating CP) and Corrupted for Reduced Cost (2 CP) / Only for Skills, only for Languages. Basically you can pick up two languages given a little time.
  • 2) “As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts. Once you use this invocation, you can’t use it again until you finish a short or long rest.”

Now THAT is complicated (and very specific) for what is basically either “Emergency Force Sphere” or “skip one round”. Lets see now… Time Hop affects one target within close range and sends them forward up to one round per level of the user. So… a Personal Only Time Hop restricted to one round with (obviously) no range would probably only be level one. Making it an Immediate Action would be about +4 levels, +3 after the break for built-in metamagic (as per The Practical Enchanter). So L4. Offering out-of-action near invulnerability for one round at the same level as Emergency Force Sphere. Fair either way I suppose.

  • Personally, I would just buy Reflex Training, Specialized for Increased Effect (six uses/day) and Corrupted for Reduced Cost (4 CP) / Only for defensive actions, only for escape, only usable once per hour at most. This lets you instantly move/teleport/etc to escape an attack as if you had a standard action to do so. If you want to give it a bizarre and over-complicated description, ask the game master. He or she will probably allow it.
  • 3) “The Seeker bids you to travel in search of knowledge, and little can prevent you from walking this path. You ignore difficult terrain, have advantage on all checks to escape a grapple, manacles, or rope bindings, and advantage on saving throws against being paralyzed.”

Now that’s tricky, just because it has three separate functions. So… Luck with +4 Bonus Uses (5/Day), Specialized and Corrupted / Only to make Escape Artist checks and Saves against Paralysis (4 CP). That has a limit, but if you need to reroll against that very limited category more than five times per day, something is going very wrong. Ignoring Difficult Terrain is a bit harder – but Surefooted Stride (3.5) and Feather Step (Pathfinder) are both level one and let you ignore difficult terrain. Stick one or the other in your Innate Enchantment for (1-2 CP), and there you are.

  • 4) “As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. When you do so, you deal psychic damage to the target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 0 damage).”

So as a (Swift Action? You do only get one bonus action per turn) Action you can cause… up to five (since 5’th edition limits attributes) damage to a 5′ radius. Presumably there’s some sort of a range limitation.

Honestly, if you really must have a very small attack that annoys people once per turn… take some minor 1000 GP or less item as an Innate Enchantment, add Int/Wis/Chr 10/10/10 (500 GP Base), Empathy (No cost), 60′ senses (500 GP), 0 Level attack Spell whenever it wants (1000 GP) (3 CP), add a Specialized and Corrupted Presence Aura to boost that specific spell up to L1 equivalent (2 CP), and let it pop away with some trivial attack once per round on it’s own. That way it doesn’t take any of your actions at all.

  • 5) Cloak of Insects (Flies): As a bonus action, you can fill a 5′ radius of yourself with bugs until you are incapicated or dismiss it. This grants you Advantage on Intimidation but Disadvantage on all other Charisma-based checks. Any other creature that starts its turn in the aura takes (Cha Mod) poison (acid) damage. Once you use this invocation, you can’t use it again until you finish a short or long rest.

Presence (Minor Swarm effect): Enemies within 10′ will be harassed by swarms of biting, stinging, mildly poisonous, and otherwise bothersome insects. This does 2d4 damage and bypasses DR since it mostly results from poison (A single-target first level spell that does 2d4 damage seems reasonable enough, even if it doesn’t allow a save). As a side effect this allows the user to roll twice – keeping the best result – when trying to Intimidate. Other social checks, however, must be rolled twice keeping the worst result. Corrupted / is conspicuous, and somewhat noisy, and can only be activated once per hour (4 CP).

A few just don’t work well. For example:

  • 1) Chains of Carceri (Requires Pact of the Chain, 15’th level): You can cast hold monster (Celestial, Fiend, or Elemental only) – without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.

Now wait a minute. Near-unlimited use of a fifth level spell? Admittedly, the targeting restrictions will make the utility of this up to the game master on any scripted adventure – but if the characters decide to make a quick trip to one of the relevant planes where it will work on pretty much everything? I tend towards sandbox games anyway, so while I could build this – applying Metamagic and Streamline to an unlimited-use lower level spell most likely (An extra Weave / Cantrip (Hold Person, 3 CP), plus the Amplify Metamagical Theorem and Three Levels of Streamline, buth Specialized and Corrutped / only to boost Hold Person up to Hold Monster with respect to Celestials, Fiends, and Elementals, 8 CP) but this is kind of procey and doesn’t really seem like it’s a good idea.

  • 2) “As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. Once you use this invocation, you can’t use it again until you finish a short or long rest.”

Uhm… when you can buy unlimited-use Clairvoyance without all those limitations this doesn’t seem too worthwhile. If you feel you must have it, use Occult Sense; there’s more than enough limitations their to reduce the cost and it’s only (6 CP) to start with. That’s fairly powerful sense – but a range of thirty feet, a duration of one minute, requiring concentration, and only being able to use it once an hour at most, will cut it down to (2 CP) and the Clairvoyance is (3 CP), so I suppose someone might want it.

  • 3) When you score a critical hit with your eldritch blast cantrip, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creature’s Constitution modifier (minimum of 1 hit point).

This is problematic because 1) Eclipse Warlocks have a LOT more options than Eldritch Blast, and 2) Eclipse characters don’t normally have “Hit Dice” to heal with like a fifth edition character (If they want that sort of ability they can get Grant of Aid, with Bonus Uses, Specialized in Hit Points Only for Double Effect (heal 2d8+10, on demand, quite a few times daily, 12 CP. The trouble is, even if someone buys this, they don’t need a boost from someone scoring a critical hit to use it. They just do). Besides… why would landing a Critical Hit – which simply represents “a hit to a vulnerable point” – trigger healing? How does a third party’s healing ability KNOW that your shot nicked an artery instead of going through the muscle tissue an inch to one side and why does it care? Just take Close Wounds as a Weave / Cantrip (3 CP). It’s better all around, even if Shaping based healing only works on a given target (2d6) times per day.

Pact Boon (Select One, usually about 12 CP):

Pact of the Blade (10 CP)

  • Innate Enchantment (Up to 8500 GP Value, 9 CP). All effects Spell Level One, Caster Level One, Unlimited-Use Use-Activated for a base of 2000 GP. Immunity / The XP cost of this specific set of cantrips and first level innate enchantments at caster level one (Uncommon, Minor, Trivial, 1 CP).
    • Handy Haversack (Weapons Only, x.5) (1000 GP).
    • Magic Weapon (Personal Use Only x.7, Only for Manifested Weapons x.8, 1120 GP).
    • Master’s Touch (Personal Only x.7, Weapons Only x.8, Only for Manifested Weapons x.8, 896 GP).
    • Manifest Weapon (2000 GP).
    • Mystic Strike (2000 GP).
    • Mystic Focus (1400 GP).

Manifest Weapon: Illusion (Shadow), Level 1, Components V, S, MF, Casting Time: One Action, Range: Personal, Effect: See Below, Duration: Up to one hour (Dismissable), Saving Throw: None (Special), Spell Resistance: No.

You suddenly hold an exact copy of a weapon you have in your possession. If the original is magical, it’s power is temporarily invested in the copy. The copy vanishes if it is more than 5′ away for more than one minute, if the original leaves your possession, or if the copy is broken, disenchanted, or dispelled, although this leaves the original unharmed. Ammunition must be supplied, but weapons requiring ammunition appear fully loaded drawing on whatever stock of ammunition the caster carries. Minor cosmetic alterations will ensure that the weapon “looks cool”.

In practice, this means that the user need not worry about their weapon being lost, sundered, or disenchanted.

This setup doesn’t care what weapons you want to use; you can use whatever you have stuck in your Haversack. It doesn’t really matter if that’s a Laser Pistol, a Battle Axe, a Submachine Gun, or a Dagger.

Mystic Strike: Transmutation, Level 1, Components V, MF, Casting Time: One Action, Range: Touch, Effect: See Below, Duration: One Minute, Saving Throw: None (Special), Spell Resistance: No.

When cast on a weapon Mystic Strike allows it to conduct magical energy; the wielder may release the energy of a spell slot through the blade on a successful hit, inflicting an extra 2d8 damage per spell level and adding any one of the following possible effects to the strike: 1) the bonus damage is of a particular type of energy, 2) an additional 2d8 damage, 3) the victim loses it’s next move action, 4) attempt a combat maneuver against the creature struck, 5) If you have Favored Enemy or Favored Foe you may roll your attack check twice and keep the best result.

This is stronger than the feat (below), but is an active spell and only works for one strike, not for all of them this turn.

Arcane Strike [General]

You can channel arcane energy into your melee attacks.

Prerequisite: Ability to cast 3rd-level arcane spells, base attack bonus +4,
Benefit: When you activate this feat (a free action that does not provoke an attack of opportunity), you can channel arcane energy into a melee weapon, your unarmed strike, or natural weapons. You must sacrifice one of your spells for the day (of 1st level or higher) to do this, but you gain a bonus on all your attack rolls for 1 round equal to the level of the spell sacrificed, as well as extra damage equal to 1d4 points x the level of the spell sacrificed. The bonus you add to your attack rolls from this feat cannot be greater than your base attack bonus.

Given that a Martial type can easily get five or more attacks, plus AoO, in a round… The Feat potentially inflicts 6-10 D4 of damage per level of the spell sacrificed and provides a substantial attack bonus.

A relatively common upgrade is Metamagic (Amplify) and two levels of Streamline (Specialized and Corrupted / only to upgrade Magic Weapon to Greater Magic Weapon, 6 CP) and Empowerment (Specialized in upgrading the effective caster level of Greater Magic Weapon for unlimited use and Corrupted for Reduced Cost / fades very shortly after the user releases the weapon, 4 CP). That’s moderately expensive at 10 CP, but increasing your weapons enhancement bonus can be quite useful.You could increase this further to throw in some special functions as well.

Mystic Focus: Transmutation, Level 1, Components V, MF, Casting Time: One Immediate Action, Range: Touch, Effect: See Below, Duration: Ten Minutes, Saving Throw: None (Object), Spell Resistance: No.

Mystic Focus temporarily attunes an object to it’s caster’s magic; it not only acts as a Spell Component Pounch, but does not hinder any necessary gesturing, effectively giving the user a free hand for spellcasting purposes.

Pact of the Chain (12 CP):

  • Companion (Familiar) with Template (12 CP).

Pact of the Tome (12 CP).

  • Additional set of four Cantrips (12 CP).

Pact of the Talisman (13 CP).

  • 3d6 (12) Mana with Reality Editing, Specialized and Corrupted / only for Reality Editing, only for two specific edits: to add +1d6 to a failed roll, maximum of once per roll, or to inflict 2d6 damage on an attacker and push them 10′ back. Either use counts as an AoO. Requires a physical focus to use (6 CP), plus Rite of Chi with +2 Bonus Uses, Specialized and Corrupted / only overnight, only to refill the Reality Editing pool (3 CP). Note that this can be used on behalf of others.
  • Create Relic, Specialized and Corrupted / one particular relic only (The Talisman) (2 CP): Mystic Link with Power, Summons and Travel Link, Corrupted / only to either travel to the talisman or pull a willing creature holding it to the user (10 CP), Plus Returning / Specialized, only affects the Talisman, given a little while the creator can resummon it if it is lost or destroyed (3 CP). Net Cost of Relic = 13 / 6 = 2 CP.
    • Enthusiast, Specialized for Increased Effect (2 Floating CP) and Corrupted for Reduced Cost (2 CP) / only for creating the specific relic above.

This one has been substantially beefed up, simply because it includes several of the effects that normally have to be purchased with Eldritch Invocation upgrades.

Pact of the Stars (10 CP):

  • You gain the Ritual Magic Eldritch Invocation (4 CP). One of your rituals is basically an “Augury” effect.
  • Luck (Roll Twice / Gain “Advantage” version), Specialized in Intelligence-based checks (6 CP).

So lets add things up, presuming that L12 base – for a base of 312 (48 at level one, +24 per additional level) CP to spend.

  • Saves +4/+4/+8 (Fort/Ref/Will) (48 CP)
  • Hit Dice: 12d8’s (48 CP).
  • Skills: 30 SP (30 CP). Note that this can be seen as +6 over the starting value, matching the “Proficiency
  • Bonus” for a 20’th level 5’th edition character.
  • Patron of Choice (40 CP).
  • Pact Boon (12 CP).
  • Proficiencies (Simple Weapons and Light Armor, 6 CP)
  • Weavings/Cantrips (12 CP)
  • Warlock “Spellcasting” (37 CP)
  • Mystic Arcanum (16 CP)
  • Eldritch Invocations (32 CP)
  • BAB +6 (36 CP). This also, of course, also matches the “Proficiency Bonus” for a 20’th level 5’th edition character.

This comes to a total of 317 CP – five over the base of 312 available at level 12. Of course, while 5’th edition doesn’t really have any mechanism for obligations, Eclipse DOES – and Duties (to your Patron) for +2 CP per Level is entirely appropriate. That gives us 19 CP to spend. I would spend

  • (6 CP) on Fast Learner, Specialized in Skills for +2 SP/Level to get up to four skill points/level (to make up for the additional skills available in 3.5)
  • (6 CP) on Adept to half the cost of four favored skills, allowing a few more skill points for things like Martial Arts and background skills which don’t really exist in fifth edition. Third edition characters often want things like Craft skills and background skills too. Sure, Profession (Farmer) may never come up, but if you were raised on a farm a lot of players think that it’s important to have it.
  • (1 CP) on Specific Knowledge (The chosen Patron). A Warlock really should know a good deal about their Patron- although they could have made a pact with little or no understanding of what they were doing.
  • (6 CP) in reserve for any small overages in the costs for Patrons, Pacts, and Eldritch Invocations. Possibly throw in

Of course, a few of the purchased powers call for higher levels to use – but that’s not really relevant to the total cost. As estimated… we’ve been able to pay for everything on a level twelve budget. It’s always nice when the math works out like that.

5’th edition also doesn’t automatically have Feats, and a twelfth level character will have five of them – although those aren’t considered as a part of a given build; they’re bonuses to individualize the character.

Plays and Literature of Modun – and the Magic of the Theater

First up it’s some of the major tales of Modun – items known across many cultures. Then, of course, it’s how to use them…

The Golden Empire Saga: Set during the mythic times of the at Doll Invasion, chronicling the defense and the rise of the Golden Emperor from his drawing the Sword and Girding of Destiny from a volcanic eruption until his being taken to the Misty Isles – and his (future?) eventual return in a swan boat to lead the lost and wandering to empire once more when all other hope is lost. For tone, think Arthurian Legends set in the Arabian Knights. Scholars tend to believe that the saga was actually pieced together from two separate sequences – the Doll invasion with humans as proxy troops (who were set free when the First or “Crimson” Emperor was eliminated) and the reign of the man (or men) who took over and led humanity against the Dolls as the “Golden” Emperor – leading to a set of plays about the terrible deeds of “the” Emperor, a heroic quest to kill “the” Emperor, and the glorious deeds of “the” Emperor with no clear demarcation between them. Thus the plays range from “The Blood Horde” (a tale of utterly ruthless conquest and slaughter under the leadership of the Emperor), the “Slayers” trilogy (about a powerful group of adventurers and their quest to assassinate the Emperor – a goal which really should have been a suicide mission), and the “Waters Of Empire” plays about the emperor leading the resistance (and a tryst with the Lady of the Waters, siring a son who would return from the sea years later, leading a troop of otter-warriors to assist in the final battle).

  • The closing speech from the Golden Empire Saga is considered a classic of literature, as the Lady of the Waters withdraws her aid now that the Golden Emperor has returned from the Land of Shadows to lead those who are lost and wandering once more! (In productions with better special effects she fades away into the mist and waters and the ship she sailed to return the Emperor to his people will break apart into a swarm of swans who will then fly off).

The Erdimetri Brotherhood Saga: A set of loosely-connected books and plays about a party of Engineer/Alchemists/Experts and their heroic (if very comedic) struggles against wicked overlords, terrible monsters, and crazed Clockwork Engineers and Greater Alchemists across Modun! Very episodic, and almost always involving the same cast of stereotypical characters – even if the actual EVENTS any given story is based on involved another group entirely. These usually involve a lot of audience participation (Ala the “Rocky Horror Picture Show”) since they’re extremely well known and full of popular, if a bit crazed, heroes.

  • “For such is the call, of the long-lost and forgotten, of which the merest whisper fans the flames within the heart! Adventure calls, and that siren song we answer, in pursuit of glories long lost to the knowledge of men…” – The Erdimetri Brotherhood Saga, Book Six, “The Erdimetri Brotherhood And The Polar Serpents”.
  • “I am Zheng Wei! Master of the mysterious arts of Science! That boundless art I here invoke, and require the substance of mine experiments to work mine will upon yonder foemen, from the tectonic forces be built the automata of destruction!” – an unfinished work in the series by Rhitaire. After all, he cannot let such valiant adventures go without a proper recounting in a play!
  • Other volumes include the three “Against the Dragons!” plays (D1, D2, and D3), “Tomb Of Nightmares”, “The Stolen Sun” (a desperate quest across a frozen world, followed by “The Erdimetri Brotherhood And The Polar Serpents” who’d stolen it), and “The Desolate Heart” series set in the inland deserts (notable for the easy scenery and costume requirements for most of the sequence).

The Adventures Of Baron Munchkinmousen: Fairly serious, even if the wererat Baron is notable for pulling the most absurd abilities and allies out of nowhere to defend his settlement and to deal with foreign treachery. There are substantial hints that the entire series is set in a Halfling “Fable” or even entirely in Dream. Theater companies usually avoid Munchkinmousen plays unless they include a very skilled illusionist to provide the special effects. “Amazon Wererats On The Moon!” is a surprisingly popular entry. Think of Monty Python.

Professors Millhous and Suohllim: Plays of crime, dimensional disturbances, and intrigue, revolving around the adventures of a gnome mage named Milhouse who was split into “evil and not-so-evil” halves in the process of meddling with a dimensional experiment. The plots commonly involve airships, gunplay, and assorted evil plots for the Duo (sometimes rivals or enemies) to uncover – and, predictably, for Suohilim to try to find a way to profit from, often successfully. Think Holmes and Moriarty with some low-grade / modern magic thrown in.

The Dark Storm Saga: A series of plays about the Doll Invasion versus the High Magic of the Elves (and some other races) in the early days of Modun. Notable for including gods, a disembodied doll leader seeking his lost ring which can give him physical form again, a very powerful witch coven, golems, and missions against numerous strongholds and underlings. Most of them resemble Wagnerian Opera given a clockwork engineering twist.

  • Unfortunately, since there are no real records of this period, and no one can really recall what happened… while these are regarded as being very classic, they aren’t even entirely coherent within single plays, much less as a body of work. There is some agreement that someone called Wu Xiang (a primordial elf and archmage) figured out how to defeat the Dolls by breaking magic and psionics thus crippling their invasion and preserving the remnants of the Elven Empire. The play “Kuimaagi Veritses” or “When The Magic Bled” purports to accurately portray this period, but there are no records of anyone ever managing to read or perform the whole thing. It is generally considered unwise to try in case there is something that happens to anyone who successfully reads or performs the whole thing. Traditionally every printing leaves out a few pages and is imprinted with a yellow warning sign. Think mythic warfare in a dark world.

The Elder Darkness Saga: Plays and tales about madmen and villainous (or well-meaning turned villainous by foolishness) folk using dangerous and accursed powers and artifacts, commonly extremely dark and ending in mass death and destruction. Often viewed as cautionary tales. Think “H.P. Lovecraft”.

  • “And for twice seventy years did the grip hold, the horrors of the depths becoming familiar, unto the third generation, when the folk aboard lived as much in the deeps as aboard, within the shadowy darkness of the depths where the horrors lurked. And when the derelict ship drifted at last to port, there was calm until the dark of the moon, when tainted gold had spread throughout the city like a venom through the blood, and the call went out, and those who lived by the sea were called into the depths. And still there are the ruins, and still the call of the deeps drifts upon the wind. An order of priests yet maintains a light there, in hopes of guiding the souls of the lost home at last.” -The Elder Darkness Saga, Tales by the Black Fireside #14. Think of tales like these – The Hunt, The Grove, The Well, The House, and The Ship.
  • “Know this, the Nightmare Queen of this place has fallen, her captives freed, and this place cleansed!” (Dark Storm Saga, Dreams of the Witch-Queen, Act 5).
  • (Enter the Torturer, holding some implements of his art, to look down upon the restrained form of his prospective victim) “Ah, an audience for my art! A myriad nerves to touch upon, each to be drawn forth and played in exquisite agony! The simple pain of a sliver beneath the nail, a burning brand? Such suffering to be found in each tiny square of skin! Please do refrain from speaking! Rare indeed is it for me to get to given even a breadth of a palm on which to enact my skills ere my canvas of suffering confesses all!” The Torturer’s Speech, Act III of “Twilight’s Descent” from the Elder Darkness Saga, (NOT the musical version! It is… in poor taste and hard to choreograph, especially since you need a masochistic actor to play the victim!)

The Adventurous (or Amorous) Tales Of Anbury the Bard: A very bawdy set of tales, perhaps the most infamous being “The Centaur And The Socket Wench”. Referencing THAT play can be considered corruptive for humans under 25 or folk of other races of that equivalent age or less. Private showings only, and usually must be specifically asked for by someone with enough authority to keep the local city guard out of the way. There are plenty of others of course, many comparable to the works of Gilbert and Sullivan or to Shakespeare, at least if Shakespeare was free to produce stuff rated “X” and up. Parents are usually advised to give the kids candy and take them to see some of the plays about the legendary Erdimetri Brotherhood and their incredible heroic deeds instead.

  • “For beneath the floor of the brewing great vat lie the bones of Yo’Mama, a mighty hero, the greatest of long ages past. To drink of the brew infused with his essence is to share in his strength and unquenchable spirit! And so it is that this town is notorious for the words “Hold my beer!””. (“The Old Tymee Inn”, Act II)

The Thousand Fates Of Vizier Sokollu Nadan: A collection of over a thousand short tales describing how the Grand Vizier Sokollu Nadan, a seer and destiny-manipulator, managed the court, city, and state on behalf of his oblivious youthful sultan (later a major figure in himself as Rihlan the Mage King) to keep the kingdom running smoothly and to make sure that everyone got what was coming to them. The honorable poor he raised up, the villainous met ironic (and often quite terrible) fates, the good found happiness, and so on. In later tales, such machinations are frequently carried out beneath the Mage King’s nose with varying levels of plausible deniability. A few clever rulers have commissioned actors to perform particular selections as a way to deniably inform their subjects that they had better call a halt to relevant plots or face the consequences! Think of A Thousand And One Nights crossed with tales of intrigue, curses, and treachery.

Theologia: These ancient works are – at least on Modun – pretty fragmentary, and are mostly tales of ancient gods and their works. A few are more current, and far more relevant, in that they present the benefits of various philosophies and ethics, most of which still apply, rather than tales of mostly-forgotten deities. On the other hand, tales starring abstract philosophies (and people agonizing over them or presenting complex arguments about them) tend to be dull. Their are occasional sponsors, who wish to make a point about something via a cautionary play, but that is rarely the best use of anyone’s time. Some of the more popular items in this group include:

The Ishhupu Stories: Fragmentary, assorted stories of Ishhupu, a mighty Storm God, and how he boasted and bumbled his way into numerous nigh-unwinnable competitions and battles with giant monsters. most of which he won by sheer bull-headed strength and stubbornness. A favorite for children’s productions, these are often performed with little more than paper masks with faces and names drawn on in crayon, sheets of cloth draped over a couple of youngsters as “monsters” (or over furniture as “scenery”), and a few props or scene indicators consisting of signs on sticks. They are loud, enthusiastic, and more than a bit disjointed and full of plot holes, but kids love them. Think “Superhero Movies” without a budget.

Isu The Philosopher: A septet of (relatively short) plays recounting the adventures of Isu Chandor, a philosopher who spoke of balance, harmony, self sacrifice, and peacemaking – usually revolving around his settling some disputes, helping build a community, and then rallying a diversity of folk and creatures against some terrible disaster or mighty peril. The ones with Dragons are especially popular. Unfortunately, you need a REALLY talented illusionist to put most of them on. They just aren’t the same without the epic special effects. Think “Journey To The West”.

Saruk The Monkey: These more modern stories mostly revolve around various nature spirits, how Saruk takes advantage of them, and why that has resulted in various features of the world – for example, an especially crooked river might be the “result” of Saruk somehow provoking the local river spirits into trying to catch him and chasing him all over the place. Most are for children, but a few – such as “why the porcupine has quills” (so that it has built-in skewers when Saruk wanted porcupine shish-ka-bob) get more than a little gruesome. Think “Just So Stories”.

Dishonorable Mention: Wahin and Delamera, Down On The Manor. A turgid, obnoxiously overdone, romance story with cliche plotlines, flat characters, plot holes, inconsistent writing (amongst other things, the manor SINKS into the swamp (what swamp? Who knows, it just turns up in act three) at the end, even as the army ants break through the last defenses, the cheap melodrama overcomes all, and Wahin says “Frankly my dear, so long as I’m with you, I don’t give a damn!” as the house descends into the underworld and the darkness pours in. For some unknown reason (most directors suspect a curse!) audiences – especially young women – absolutely LOVE the thing, possibly because it makes anything else that happens for the rest of the month look good. Actors and directors utterly despise the play, if only because performing it invariably results in SOMEONE on the stage injuring themselves during the production. The demand means that it’s performed frequently (for the income) which just makes everyone involved in such a production hate it even more. Think any overly-soppy romance movie.

Dishonorable Mention: The Apologia Of Fire. This collection of Ignis Elven plays would be fairly forgettable save for their blatant celebration of the assassination of rivals, slavery, poison, torture, betrayal, and virtually every other vice under the sun or hidden beneath the earth. It is widely believed by everyone EXCEPT the Ignis Elves that the author intended to hold up a mirror – or magnifying glass – to the worst elements of Ignis Elven society in hopes that the Ignis Elves would recoil in horror. Unfortunately, he missed his mark – and found his plays celebrated and treated as study material for the children of the major houses. Think “Triumph Of The Will”.

So how do the characters milk power out of this? Well, they take…

Method Acting:

In a world of fantasy and magic plays, sagas, and other entertainments have plenty of source material, are often known to be entirely real and (with a few illusion cantrips) can rival the kind of special effects and bizarre creatures that only appear in big-budget blockbuster movies in the modern world. Wizards, dragons, giants, and horrors from beyond are more or less stock characters in such productions.

A truly devoted method actor may immerse themselves in such roles, making the Magic of the Theater extremely literal. Unfortunately, while this resembles the effect of binding a vestige or channeling some spirit, the magic of popular tales is far more limited and cannot sustain such powers for long. Secondarily, the mental focus required means that such powers can only be invoked a few times a day – although at least a skilled actor can drop into such a role on a moments notice (a few props or Disguise Self may help a bit).

Purchase this as Mystic Artist (Acting), Specialized and Corrupted for Increased Effect (Takes effect on the user as a free action and lasts for ten unsupported rounds after activation instead of five, 6 CP)

  • Only to use Inspiration Abilities.
  • Only affects the User.
  • Only for Greatness (Skill 9, the planet/setting must contain substantial civilizations with histories and cultures) or Heroism (Skill 30, only available if the source material is well known to many, many, millions. For some modern examples… Sherlock Holmes, Bugs Bunny, Mario, Darth Vader, Robin Hood, Harry Potter, Dracula, King Arthur, and Superman might work)
  • Only usable once per day per three levels or part thereof – not once per level.
  • User will only be sufficiently familiar with (Acting Skill Ranks + Attribute Modifier + Synergy and permanent Feat Bonuses (if any)) specific roles. All such are effectively fixed although they can be retrained.
  • The user is effectively typecast, being restricted to Martial, Magical, or Skill-Based characters/roles. If an additional form of this ability is purchased the number of known roles must be divided between the variants.

Greatness/Heroism itself is Specialized and Corrupted for Increased Effect (Triple the CP bonus):

  • The Positive Levels do not provide the usual bonuses to BAB, Saves, or AC or – for Greatness – hit points.
  • Any specific character / role can only be assumed once per day.
  • The abilities gained must be associated with the role taken. No matter how famous, the role of Sam the Hapless Accountant will only grant the abilities of a rather ineffectual accountant. Infernus the legendary fire mage will grant fire magic, not water magic or necromancy.
  • Similar to channeling a Vestige, assuming a Role means that the user is playing a character. Getting too out of character will terminate the effect, so the role strongly influences how the user behaves and what they can do for the duration.

While there are a lot of possibilities, Magical Roles typically gain 18 CP worth of Inherent Spells to use with Greatness – two L1 spells each usable twice, one L2 spell usable twice, and one L3 spell usable once. As usual, the caster level is set by the user’s hit dice. requiring 1/3/5/7/9/11 to safely use a L1/2/3/4/5/6 Innate Spell. Heroism also grants a L4, L5, and L6 Spell each usable once – but, sadly, few roles are capable of supporting such power. Most settings either lack the cultural unity to grant their stories such strength or – like Modun – disallow high-powered magic in any case.

  • The Pyromancer: Hot-tempered, volatile, and inclined to try and solve every problem with Fire, most fantasy worlds have plenty of stories about Pyromancers. This role generally grants: L1) Burning Hands, Produce Flame, L2 Scorching Ray, L3 Fireball. In cases where the world and the user are capable of supporting a truly heroic role add in (L4) Wall of Fire, L5) Greater Fireburst, and L6) Lingering Flames.
  • The Beast: Feral, animalistic, and impossible to reason with, The Beast employs animalistic powers to potentially great effect. This role generally grants L1) Aspect Of The Wolf, Embrace The Wild, L2) Lions Charge, L3) Bite Of The Werewolf. For truly legendary roles add L4 Bite of the Wereboar, L5) Bite of the Weretiger, and L6) Bite of the Werebear. For good or ill, The Beast rarely gets to use most of those; once you have one “Bite Of” spell running there’s not a lot of point in using another.

Obviously enough there are a lot of common magical themes – most settings will have tales of pyromancers (and various other elementalists), and illusionists, and other common specialties – but if you want a popular character specializing in Rainbow Magic or Polymorphing or Walls to draw on… you may well be out of luck. You’ll just have to work with your game master, and accept it if and when he/she says that something isn’t available.

Martial Roles obviously provide martial abilities,

  • The Mighty Barbarian role might well grant Berserker with Odinpower, Odinmight, and Enduring (15 CP) and Universal DR 2/- (3 CP). Go ahead, throw caution to the winds, immerse yourself in the role, and feel the might of a legendary hero – +8 Str, +8 Con, +4 Will and -2 AC -for a few moments. Rage, rage, against the dying of the light!

Sadly, while there are mighty-thewed barbarians in most settings, other variants tend to be a lot more specific. Sure, you could have a role available with a selection of Martial Stances, or a Guardian who defends those about him with Auras (built using Presence) that bestow Mage Armor, Shield, and Energy Resistance) but it’s pretty unlikely. A swashbuckler or pirate role with a selection of Rapier tricks is a much better bet.

Skill-Based roles are the rarest of all.

  • A generic Expert might have some Innate Enchantments or Mantles that provide generalized skill boosts, but experts, even in plays and literature, tend to be expert in something in particular – and while a role can be maintained, few players will want to focus on being a master blacksmith unless they can use skill-based magic. So role’s like this have to be negotiated with the game master and generally are quite specific. You won’t see “an expert thief”, you’ll see Abu, the Thief Of Baghdad and his personal talents.

Like most temporary boost Feats, this one is difficult to balance. After all, it only works for a few minutes per day, offers a limited set of options, and has some bothersome drawbacks – especially in that the GM can terminate the effects at any moment if you act “out of character” for the role – and what that role is like is up to him or her. On the other hand, it provides the equivalent of three feats in several different ability sets. That’s fairly impressive. You can do quite a bit with three well-chosen feats even if the boost doesn’t last very long.

A lot depends on the nature of the game. If it’s kick-in-the-door dungeon crawls, this is a very powerful feat. Having a few useful spells available for each daily encounter? That can be quite handy! On the other hand, in a game of political intrigue where it’s hard to keep your performance up, something like Cloaking – granting you the ability to keep your motives and abilities continuously concealed would probably be a much better choice.

Perhaps most importantly, to make the most of this ability you’ll want to add to the game background. Do you want access to a specific set of abilities? You’ll need to invent a tale revolving around a character with those abilities, to talk about it with the GM, and to mention it in character. Make it a story that adds some background details to the setting – and you’ll have earned the right to tap into those abilities. Anything that adds more depth and detail to the game is worth encouraging.

It also provides a reason why traveling theater groups and carnivals might actually be able to survive their travels through the wilds of a lethally-dangerous d20 world. 

Return To Valdemar

The question has been asked “what happened with the Valdemar game?” (Valdemar d20 Basics, Part II – Gifts and Spells, Part III – Building Heralds and Companions, and Part IV – Beyond The Borders (Hawkbrothers, etc). A later set of articles covered the practical use of Valdemaran Gifts – Part I and Part II, a couple of sample characters using those basic rules, and how to build “Lifebonds“.)

The short answer is that it – like so many games that I’ve been asked to make power packages for and / or assist with – didn’t last very long. But since it’s a fairly good illustration of some of the problems with using literary sources (and mildly entertaining too!), it’s worth looking at why.

The setting was Valdemar, somewhat before the Last Herald-Mage trilogy and Vanyel. Mages, but no adepts, Heralds were being trained in an apprenticeship system and at the Bardic Collegium since the Heralds Collegium was not yet established, the Mages Collegium was many centuries in the future, as was the Healers Collegium (the GM wasn’t sure when that was established, but – given that Healers were rare and valuable even after Valdemar was a lot bigger – there just weren’t enough of them for anything but the standard apprenticeship and mentoring arrangement, as with the heralds). The introductory scenario involved a magical attack on new settlement on the northern border.

The first blowup was a player who wanted her character to 1) acquire the magical sword Need (a major item from the books, but one that was possibly drained and certainly halfway across the continent at the time), 2) start off as the Kings Own Herald, 3) almost immediately undergo Vanyels unprecedented “broken lifebond” awakening of all the possible magical gifts without any of the (difficult) secondary conditions that made that work, 4) pre-empt the game for multiple sessions for her “grieving”, and 5) achieve instant mastery of all the available powers after “grieving”.

Upon being informed that “Need” was not available the player was upset. When the rest of the players reacted to “the characters lifebonded mate dies offscreen because the player said so, and the character started blasting the area and endangering the local villagers” by knocking her out the player threw a tantrum. On being informed that even Vanyel had to be trained to use his new powers, which is why book two in that trilogy started off TEN YEARS after book one – and that, in a d20 game, the normal way to acquire and train new powers was to play and gain levels. If she wanted to take ten years off-screen to get trained, that was OK, but the rest of the players were entitled to play through that time, she made a wide variety of accusations about this all being unfair and basically quit halfway through the introductory scenario (although, it being an online game, she did continue complaining and making nasty remarks for a while).

The remaining characters dealt with the introductory scenario and sent the surviving colonists back into more civilized territory.

The report led to a meeting of the royal council, although that was coming up anyway.

The next player explosion happened when the player discovered that 1) there were groups in the kingdom that did not automatically love and trust the Heralds. This was entirely canonical to the series – the very first book (“Arrows Of The Queen”) featured a group that considered the Heralds near-demonic – but the player wanted to be universally loved and respected and unquestioned – not to have to try and persuade people. This was immediately followed by the discovery that there were religious groups in the country who were not represented in the council because the religious advisors and representatives did not accept their doctrine. The player took great exception to this because “There Is No One True Way” was pretty much Valdemar’s motto! They accepted EVERYONE equally!

Pointing out that they canonically did not accept the Followers of the Cold God (Assassins from the far south), or the Karsite doctrine of burning children at the stake, was ignored because “they accepted all REAL religions!”. Pointing out that the very real worshipers of most of the Aztec Gods, or the River Thuggee, would not be welcome either did not seem to make an impression.

When an impatient counselor pointed out “Yes, there is no “one true way”! INCLUDING that philosophy! Think about it! I have seven children; I made sure that they got plenty of milk – my wife’s, a milk nurse when my wife was ill, or goats or cows milk if there was a problem! And they have all done well! Why don’t you have a few kids and give your infants whiskey and salt beef instead of milk and see how that turns out? There may not be any “one true way” but there are PLENTY of wrong ones!” we had another player explosion. They apparently wanted an all-accepting fantasy rather than a d20 game.

The remaining player-character Heralds decided to just ignore the stuff they didn’t like.

At that same council, the main plot came up; Karse (in the books the designated enemy/attacker for years past and many centuries to come) had been doing their usual border raids and sending assassins. As the defenders of the Kingdom, the Heralds were asked to do something to prevent further raids and assassination attempts. Already some of the locals were launching raids and attacks on Karsite settlements in revenge for their slaughtered families.

Now that WAS non-canon. In the (young adult) books the characters mostly spent their time on relationship drama and coming of age stuff – and the fact that the author didn’t want to bother with a grand panorama of history led to glossing over many hundreds of years of border raiding (and occasional assassination attempts) with Valdemar never really retaliating because they were too ethical.

But in d20, the characters are actually expected to accomplish things. And rarely through martyrdom. In d20, just as in real life, dying restoring a stalemate is not exactly a glorious victory. The two remaining Herald players insisted that they couldn’t really do anything because they could not take the offensive – and that locals who’d lost their families in the current raiding, had to be stopped from crossing the border to seek revenge, because revenge was wrong!

They didn’t take the idea that – if there “was no one true way” – telling the locals that “taking revenge was wrong” was just trying to tell them that “our way is the only true way!”.

Then this bit came up – Archavelli Mantin, Council Guild Representative, speaking:

“Lets cover a little reality shall we?

Karse is a land mostly consisting of rocky hills. Such lands tend to support small, scattered, groups of herders, shepherds, and small farmers who lead hard lives just barely making a living. They’re governed by a massive, repressive, theocracy that adds greatly to their burdens and returns very little to them. To make that situation seem tolerable to their population, their leaders need an enemy to blame for it. Preferably, they need regular conflicts in which they can put anyone who seems to be showing doubts on the front lines to die, obtain enough loot to report a victory, and which will never really threaten them – thus allowing them to claim divine protection.

They don’t want to blame someone they could actually defeat. Their people would wonder why things aren’t getting better after that victory.

They don’t want to attack someone who might actually strike back at them directly. Their desire is to maintain their own power and wealth, not to put themselves in danger.

They don’t want to attack someone who might defeat them or inflict serious damage on their tax base. That could endanger their lifestyle or even cause a rebellion.

No, their ideal partner in this theater exercise is a neighbor who can be counted on to let them keep raiding without being willing to follow them home and inflict serious damage on THEM after they’ve rallied their people, stolen some stuff, proclaimed a victory, and gotten a few dissidents killed.

Valdemar, with our current “enlightened” policy of offering quarter, not following attackers home, not employing assassins, not harming civilians, and not ravaging their countryside as they are ravaging ours is an ideal patsy for the rulers of Karse. We’re betraying our own people by failing to adequately defend them AND by inviting further attacks on them to uphold a mask of phony virtue built on their blood. Secondarily, we are propping up a government that preys on it’s own people AND ours.

Earl Ranthell is half right – it is our obligation to stop Karse’s raids. Mutual support and defense is the basic deal Valdemar has made with each territory we’ve annexed – which is why those areas retain their own nobility, with their own armed forces, and their own governing organizations. And that’s why they are free to leave if we fail to provide that defense and support. There are other options than total war though – The Earl is just focused on that because that’s the only option he can set in motion on his own and, thanks to those mutual defense agreements, demand support for. I, personally, would suggest a deep assassination mission – eliminating the “Son Of The Sun” and as many upper-level priests as possible to make it apparent to whoever takes over that attacking Valdemar is at his or her personal peril.

And no, it doesn’t matter where the current batch of assassins came from. The actual people were likely from Karse – it has a large supply of fanatics – but anyone could have set up and paid for the attempt with a little lying. This has nothing to do with an attempt on the King. It has to do with the hundreds of lives we lose along the border every year. With the orphaned and maimed children. With our obligations to our own people. Personally, I hold each farmers life as precious as the Kings – and where there is only a choice of evils, it is our task to choose the lesser one. If necessary, to sacrifice our own morality for the safety of the realm. People who are actually virtuous don’t ask other people to pay for it.”

The herald players refused to deal with that, and quit when they found that events in the world did not get suspended while they went off to deal with personal matters, leading to a lot of deaths.

The few people playing non-herald characters did a few more things, but with hardly anyone left the game wound down before it even got started on the main plot.

And that’s the problem with literary backgrounds for d20 games. D20 games expect the characters to be active, to run around trying to find solutions, and to actually have an impact (almost always a disruptive one) on the world. The literary background is, at best, the stuff that would have happened if the player characters didn’t interfere. And it often has plenty of plot holes* because it’s written to be exciting and to sell to particular audiences – not to provide a background for a bunch of players looking for ways to pick the place apart in search of wealth and power.

And the more fond of a book the GM or players are, the more they will be upset when someone starts disrupting it. d20 is not make for fanfiction, or to simply allow players to “experience” a setting. It’s made for the players to lure the setting into a dark alley, stick a knife in it, and rummage through it’s pockets for magic items.

*Oh, those plot holes? The game never even got to things like why – in this wonderfully enlightened system – kids were allowed to go hungry and child-thieves had to fear being summarily beaten to death (being picked to be a herald had to be a big rescue moment) (Take a Thief). Or why – more than seven hundred years after starting a horse-breeding program to produce conventional warhorses – Valdemar still had to go abroad to find a cavalry troop (it was because the author wanted to bring in characters from another series set in the same world) (The Last Herald Mage Series, Mage Winds Series). Or why there was no public education system (it was left to various priesthoods – but that did explain why religions never really developed) (Take A Thief). Or why technology and medicine had been mostly paralyzed for a thousand years (the author didn’t want to rewrite their successful setting when it was selling books). Why did the complex magic systems of favors and extra-dimensional beings (Vows and Honor) turn into generic energy handling in most of the rest of the series? (Too complex and ambiguous for the main series’s intended audience).

The Calendar Of Modun

The Calendar Of Modun (Cefura, Northern Hemisphere):

Cefura is Modun’s only major (super-) continent, and no one is sure where the name came from. Many just call it “the continent” or “the mainland” as there isn’t really much of a secondary landmass besides a few fairly decent sized islands around it (or in the central sea). There are tales of islands or chains of islands on the far side of the planet and a few “ruins”, but nothing else continent sized.

There is some evidence that the environment is being influenced by something beyond the sun and Modun’s atmosphere, hydrosphere, and geosphere, but no one knows how many such influences there are or extensive that might be. Various biomes influence matters, as do magical nexi, possibly other celestial effects, and (very likely) the devices and machinations of the First Ones. The best scholars are, however, mostly convinced that the planet should be considerably hotter than it is and that the deserts should be far more widespread (simply because vast areas are thousands of miles inland from the oceans).

Moduns Year has 245.2502 Days (Days are 25.39 hours long, split into twenty-four hours, with each hour being about 63 1/2 earth minutes, although minutes are not a common measurement). This gives 60 days per season, with five days left over (plus leap year and the twice-millennial two extra days, which are often believed to divide major eras of history). Thus each month has thirty days and five six-day weeks. The major moon orbits in roughly 27 (local) days (making ALMOST exactly nine lunar months per year, with only about 2.25 days off. Lunar calendars have to insert am extra month every twelve years to avoid drifting too much and occasionally move it up or back a year to make up for smaller differences). A few groups living in more constant climates – usually the far north (cold) or far south (hot) – do use a lunar calendar, but it’s fairly rare.

There is, unfortunately, no widespread agreement on just what year it is though. Even the oldest elven records only go back about nine thousand years – although it is certain that far older civilizations existed.

  • Elves usually date from either the first defeat of the Dolls (and the breaking of magic/reality) or from the (not always agreed upon) formation of the elven empire – although many cities also use local dating systems based on when the place was founded. The scholars constantly argue, but the most commonly agreed on date is about 8723.
  • Humans commonly date from when the Emperor was slain and they were freed from the Dolls – but they throw up a lot of local systems and egotists who want to meddle with the calendar (quite common in the desert culture for some reason. Lots of old monuments note “years since some great leader”). Quite a few places date things from some important local event, at least for a while, but most other egotistical changes tend to revert. Humans mostly agree on a current date of 564.
  • Gnomes tend to point to various obscure celestial events (and can get quite excited about them). but most of them do use a common reference point of about 2327 years back said to be when the arrived on Modun (and something about “trouble navigating”). Oddly enough, Gnome “Caravans” or “Flights” tend to keep vanishing, but the rest never seem to worry about it, so.. their business?
  • Halflings… None of the Fables agree. At all. Given that time passes in a fable at a variable rate (as in Dream), and that the local environment does not necessarily correspond with the outer environment at all, no one really knows.
  • Dwarves like to count since the last clan battle – and there is always a new one. Given their nomadic tendencies, they tend to keep track of upcoming dates in the future, and pay little attention to events long past. This tendency confuses most other groups.
  • Most of the minor races tend to count from when they arrived on Modun (equals year 0). Not that most of them were organized enough at that point to make this at all reliable.

The semi-primordial computer systems of the First Ones have serious discontinuity in their records: prior to the discrepancy the date was 253,034,967 CE. Since the discontinuity there has elapsed 12,134 years. The discontinuity was a change in the positions of the celestial bodies in their respective orbits, the various clock systems across the local solar system, and in stellar drifts. It was likely about fourteen years, since greater intervals would require waiting until similar positions re-occurred – which is hard to reconcile with the minimal stellar drift. Still, the computers do not normally communicate with the mortal races much (if at all), and those same mortals would find nine – or even five – digit years kind of awkward to use. Among mortals only a few esoteric scholars of the truly distant past know anything about this.

As for the calendar of the temperate regions itself, it begins with…

Waxing Solstice: With the passing of the shortest day of the year, life and warmth begins to return to the wilds of Modun. It is a day of new enterprises and invention, when what has been hidden over the winter months is revealed. The balance of magic shifts from Water to Air and positive energy spreads across the lands.

Spring: As the ice in streams breaks up and the first blooms and buds poke through the last patches of winter snow Modun begins to turn green as the season of storms and wild weather – the powers of the Air – takes hold. The two months of spring are Jusith (the month of Conjuration, Flowers and Herbs, and Planting) and Cralets (The month of Transmutation, Forests, and Growth), the houses of the rising sun. Lesser correspondences include Sunrise, East, Spirits, Youth, Communication, Music, Fields and Cities, and Animals. It’s Implement is the Wand or Athame.

Waxing Equinox: Marked by a day and a night of equal length, the Equinox belongs to no month. It is a propitious time to start a field of study or launch any enterprise where balance will be profitable. The balance of magic shifts from Air to Fire and the tides of Positive Energy are at their peak.

Summer: With the heat of the season and daylight waxing, summer is associated with growth and fecundity as plants race towards maturity and beasts are raising their young, as well as the powers of Fire. The two months of Summer are Drasulets (the month of Evocation, Light, and Destruction / War) and Ujers (the month of Abjuration, Construction, and Order), the houses of the noontime sun. Lesser correspondences include Noon, South, Energy, Young Adulthood, the Senses, Magical Beasts, Religions, Deserts and Plains, Metals, and Artifice. It’s Implement is the Sword or Censor.

Waning Solstice: The longest day of the year heralds the gradual cooling of the continent. Said to be a day for trials and diplomacy, when treaties are signed and bargains made for the year to come. The balance of magic shifts from Fire to Earth and the balance of the world shifts towards negative energy.

Fall: With the harvest time approaching, the most prosperous days of the year are arriving, bringing festivities. Cooler nights and comfortable days. The powers of the Earth reign supreme, a time for gathering in and for marriage and breeding. The two months of Fall are Cludus (the month of Enchantment, of Art and Travel) and and Liguts (the month of Illusion, of Deception and Renegades), the houses of the setting sun. Lesser correspondences include Sunset, West, Pleasure, Money, Maturity, Ritual, Festival, Mountains and Foothills, and Fungi. It’s Implement is the Staff or Hammer.

Equinox: As darkness begins to overtake the light, rites to guide the dead are undertaken across Modun, It is a time of endings, of what will not be renewed for another year. The balance of the world shifts from Earth to Water and negative energy begins to dominate the energies and nature of the world.

Winter: As cold settles upon the land stillness overtakes the world and – in that stillness – the subtle stirrings of ancient powers are more easily detectable. The living gather in their warmed shelters, while the realms of the dead – and of dream – draw close. The powers of Water reign as a time of rest and scholarship begins. The two months of Winter are Towalt (the month of Divination, of Foundations and of Lore) and Slari (the month of Necromancy, of the Dead, and of History and Remembrance), the houses of the midnight sun. Lesser correspondences include Midnight, North, Old Age and Death, Dreams, the Unknown, Mind, Alchemy and Potions, and the Creatures of the Depths, both Oceanic and Dimensional. It’s region is Swamps and the Deeps. It’s Implement is the Ring or Cauldron.

Yearend Day (2 days every four years): The moment when the cycle of the world returns to it’s starting point, to turn anew. A day when vocations are chosen, apprenticeships are begun, and commitments are made. Followed by the Waxing Solstice. It is popularly believed to be a day of balance in all things, and thus a time to finalize enchantments and agreements. Some say that Celestial Influences touch upon Modun at this time.

How much influence the correspondences hold in the world at large is debated, but they do hold considerable importance in ritual magic, they do seem to influence events in some fashion, and there are certainly specific times and places where various powers gather. At the least, it is best not to ignore them entirely even if they have little effect on the personal level.

Lovecraftian D20 Part II – Lovecraftian Magic

Magic and Psionics in lovecraftian settings suffer from a major problem. It’s not that magic is inherently bad, or that psychic powers aren’t useful – it’s that other species got there first. The Mi-Go, the Great Race of Yig, the Flying Polyps, the White Apes, Cthulhu and it’s Spawn… The world is OLD. Even the Serpent-Folk, with a history extending back to the so-called “Age of Reptiles”, found only dregs to work with – tiny wells of power, untainted meteorites, and other scraps too unimportant for the even older races to bother with. The world’s magic has been long since claimed, channeled, and patterned by inhuman mentalities, the world is saturated with the psychic imprints of ancient beings. To open yourself to such influences is to gamble with your sanity, humanity, and free will.

Being psychic opens you to horrible psychic influences. Trying to use Magic opens you to equally horrible physical influences and to having your brain warped. It’s like trying to use the Warp in Warhammer 40K: horrible elder entities have gotten there first and polluted the hell out of the place. There are still occasional crumbs and the bit of personal power that comes with being alive, but that’s not a lot. With training, and patience, and great caution, you can find a little nearly-pure (with no more taint than you can tolerate) power to use – but that’s mostly only good for trivia. Sure, calming the bees while you gather honey or attracting game can be handy, but it’s not usually of much interest to adventurers.

Lovecraftian magic generally isn’t something that you usually want to use. It has a heavy price. It’s something to pull out when you’re absolutely desperate, not a common tool – although player characters often dance along that tightrope.

So it’s not fair to charge much for it. No one wants to invest a lot of Levels, or Feats, or Character Points on something that mostly serves to put them in danger – especially when they know that the game master isn’t going to make an adventure contingent on a power that no one has. If the GM has established that the only solution is a banishment ritual, and none of the characters have that power… the players know perfectly well that they can recruit an NPC or count on there being an artifact to use or something. Ergo, Lovecraftian Magic tends to cost one Feat / 6 CP per field, although there is occasionally a similarly-priced upgrade or two available. Normal humans may invest a maximum of three Feats / 18 CP in Lovecraftian Magic before going insane.

Mythos Corruption is a variation on the Arcanum Minimus / Powers Of Corruption effect from The Practical Enchanter. Calling on forces corrupted by the Elder Entities and Races is unhealthy for humans, slowly driving them mad and twisting them into something quite inhuman. Calling on such magic results in 1d4 points of corruption. When your corruption score exceeds your current Will save (plus constant bonuses) plus your stage of descent you must make a Will save (DC 13 if you’ve been using your magic for good purposes, 16 if you’ve been using it for a general tool, 21 if you’ve been using it for selfish or evil purposes) or descend a step into the madness of the mythos. On a success, the mage has resisted the corruption of the mythos.

In either case the corruption score resets to zero. Barring such a dramatic resolution, a character’s corruption score
falls by one point a week automatically, by one point a day via involvement with humanity, rituals, or meditation, and by 1d4 points whenever the character makes a great commitment or sacrifice in pursuit of benefits to humanity.

Common stages of the descent into mythos madness include:

1-2) Temptations. The character is marked by evil, and may suffer social penalties, but receives some useful but relatively minor special ability or a creature which serves as an mythos familiar.

3-4) The Pact. The character begins to acquire innate mythos powers or extra feats, but slowly undergoes a psychological metamorphosis, becoming madder and madder as well as being compelled to perform weird tasks for no apparent benefit.

5-6) Creature of the Mythos: The character slowly becomes a horror from beyond. This brings useful powers and increasing limitations. Natural creatures begin to hunt you and your maddening masters may now punish you for disobedience.

7) Crown of Serpents. Some power of the Mythos claims you as their agent and assigns both tasks and minions in the form of a variety of lesser horrors and minor villains.

8) The Fall. The character is subsumed by the mythos. PC’s become NPC’s, while NPC’s are usually taken away by their new masters.

It is possible to reverse the descent, at least before the final fall, but it’s a matter of quests, atonements, and mighty purifications, rather than any simple game-mechanical process.

Mortal Magic

Lovecraftian Sorcery is basically an attempt to reclaim humanities birthright – access to the small magics that should have helped the species master it’s world and build a civilization as it helped the first races of the newborn cosmos. Unfortunately, that possibility was dead and buried before the solar system formed.

  • Shaping, Specialized and Corrupted for Reduced Cost / user must conduct regular purification rituals and meditate a lot to purge himself or herself of alien influences (and may suffer mythos corruption if they do not), user will tend to become entangled in greater magical affairs whether or not he or she wants to, user will be regarded as strange, eccentric, and suspect by normal folk, user senses the alien magical patterns in the environment and will be exposed to a constant temptation to tap into them for quick and easy power, user may only employ (Int Mod) general fields of magic, the effects must be relatively subtle (Call Lightning works, Lightning Bolt probably does not) the effects produced can take one (at level 1+), two (at level 3+) to three (at level 7+) of the following limitations: Ritual (requires at least a brief period and the use of various components), Sacrifice (requires draining power from serious offering, such as a sizeable animal, object of great significance, or similar. May count as multiple limitations if the object is truly rare and precious to many), Fatigue (DC 13 Will Save to avoid Fatigue when casting), or Mythos Corruption. This allows the user to generate effects equivalent to Prestidigitation at no cost, of Cantrips with one limitation, or even of first and second level spells with two / three (the maximum possible) limitations.
  • 1d6 (4) Mana with Spell Enhancement, Specialized and Corrupted for Reduced Cost / only for Spell Enhancement, only with the Shaping ability above, user must already have applied at least two limitations to the desired effect, may only use one point at levels 1-4, two at 5-8, and three at 9+ (2 CP).
  • Rite of Chi, Specialized and Corrupted / only to refill the Spell Enhancement Pool above, requires at least half an hour of meditation to activate, may result in strange visions – often of things which make no sense, sometimes of vague dangers and possible “missions” (especially common for religious casters), and rarely of the corrupting influences and entities of the Mythos (2 CP).

And with that single feat / 6 CP you are a Shaman, Witch-Doctor, Druid, Priest, Mystic, Houngan, or what-have-you. You have magic. Unfortunately, in general fantasy (and specific d20) terms… it isn’t a LOT of magic. You may be a master healer, but after a few ritual castings of Cure Light Wounds (or Hedge Magic Spells such as Relieve Illness or Relieve Poison) you are likely going to be tapped out. Of course, in realistic terms, that’s still serious power. Try not to go mad tapping into the power-sources that have been touched by the elder races OK?

Upgrades: Investing another Feat in Mortal Magic usually buys +2d6 of Mana and +4 Bonus Uses of Rite of Chi – making the user one of the great sorcerers of legend.

Dream Magic:

The Dreamlands are an island of the fantastic carved out of the realms of the mind by the massed power of humanity – and, despite the many bits of forgotten dreamlands from near-extinct races and alien powers which have gotten entangled in it through the ages is still a bastion of humanity, and one of the few realms where humans could – in theory – practice the great (and very blatant) magics in safety. Unfortunately, of course, while the tenuous reality of the realm helps quite a lot, there really isn’t all that much power there – and the belief in the dangers of using magic, and some troublesome psychic influences, have leaked in around the edges.

Dream Magic comes in two forms:

Dreamweavers simply buy Access to the Dreamweaving Occult Skill at normal cost (6 CP). They can even extend a little bit of the powers of dream into normal reality – if they are incredibly skilled. This, of course, is upgraded by simply buying a higher skill level, a skill-boosting effect, or a bit of Mana to use to power the greater effects.

Dream-Magi can wield great powers – but their magic only functions within the dreamlands.

  • Ritual Magic, Specialized and Corrupted / only works in the realms of Dream, user will tend to become entangled in greater magical affairs whether or not he or she wants to, user will be regarded as strange, eccentric, and suspect by normal folk (2 CP)
  • Power Words, Specialized for Increased Effect (User may store the effects of Rituals as if they were spells of levels 1-4 for minor/notable/major/grandiose effects) and Corrupted for Reduced Cost / only works in the realms of Dream, user will tend to become entangled in greater magical affairs whether or not he or she wants to, user will be regarded as strange, eccentric, and suspect by normal folk (4 CP)

Dream-Magi can create flying ships, teleport groups to the dream-moons surface, hurl bolts of lightning, and many other effects of considerable power – but, in the end, the realms of dream are of little consequence to reality, and their powers are just that – dreams.

Advanced dream-magi just take the package again (6 CP), thus doubling the number of fields to which they have access and being able to store twice as many ritual effects, ready to go.

Psychics:

Psychics are generally limited to personal energies – but while this makes their abilities quick and easy to use, it also means that all the psychic residue from literal eons of ancient, alien, minds feeds straight back into their heads unless their abilities are very strictly channeled indeed.

  • Psychics generally employ Witchcraft (Eclipse), usually with at least two Pacts (the Infusion and Energy (particularly Backlash and Madness) lists are almost mandatory). That’s enough to start off with 18 CP worth of Witchcraft at a cost of only 6 CP – but in a world full of inhuman powers witches all too often come to a bad end. Those who specialize their abilities in things like the “Mystic Martial Arts” (Such as THIS character) tend to have better luck however.

Obviously Witchcraft offers a wide assortment of special powers and the possibility of additional Pacts – so an Advanced Witch can easily have +3d6 Power (6 CP) and a couple of special abilities offset with appropriate Pacts (free).

Next up we come to the genuinely lovecraftian elder alien magic. The stuff which is REALLY unhealthy for humans.

Feral Humans:

Feral (or Unnatural) Blood: Lurking in the background of humanity lies interbreeding with the Serpent Folk, the White Apes, the Ghouls, and assorted primoridial godlings – and when something awakens that ancient blood the transformation can be swift and terrible, although victims often attempt to conceal it by disguising themselves.

Presence, Specialized and Corrupted for Increased Effect (Applies two second level effects; Bite of the Wererat and Embrace The Wild) / effects only apply to the user, normal people and mammals percieve the user as disturbing and unnatural, effects cannot be turned off, user will be troubled by feral insticts and occasional nightmarish visions (6 CP).

Feral (or Unnatural) Blood grants some fairly impressive advantages – low-light vision, either 30′ blindsense or scent (your choice, but permanent once made), a +2 bonus on Perception checks, a +6 Dex (Enh), +2 Con (ENh), +3 natural armor (ENh). Your face becomes ratlike, doglike, or snakelike, granting a bite attack that deals 1d4 points of damage (or 1d3 points if you are Small) + 1-1/2 times your Str modifier. You also gain the the Weapon Finesse feat. If your base attack bonus is +6 or higher, you do not gain any additional natural attacks. That’s enough to make a character fast, tough, and extremely dangerous to normal folk. Occasional more “wolfish” variants trade out the Dex bonus for a +4 Str bonus, but that’s a bit of an aberration; the distant ancestors of Homo Sapiens Sapiens were more shrewlike than wolflike.

Truly powerful Ferals often gain access to a bit of Innate Enchantment, Specialized for Reduced Cost (Up to 11,500 GP effective value) / effects only apply to the user, normal people and mammals perceive the user as disturbing and unnatural, effects cannot be turned off, user will be troubled by feral instincts and occasional nightmarish visions (6 CP). Oversized lumbering offspring of various powers, particularly deadly creatures with combat enhancements, and more all fit in here. This will cost a few XP to activate, so it usually only comes into play gradually or as crossbreeds grow up.

Blood Smiths:

Blood-Smiths express another aspect of that ancient heritage, being naturally bound to certain magical patterns. They can use their blood and crafting skills to craft magical implements – channels for their natural power. This is, almost uniquely among Lovecraftian Magics, relatively safe… although it does take some time to awaken.

Lesser Blood-Smiths simply employ Shaping (Use of Charms and Talismans) variant. This… is actually fairly normal. If it didn’t require an unnatural elder bloodline in a Lovecraftian setting it would probably be pretty common. Of course, it is pretty weak (6 CP). Still, it’s about the ONLY magic available with no serious drawbacks.

Greater Blood-Smiths employ Innate Enchantment (Specialized for Increased Effect (up to 11,500 GP value) and Corrupted for Increased Effect (No XP Cost and +10 on the crafting rolls to make the relevant foci) / User may maintain no more than (Con Mod + 1) foci at a time, only one focus may be used per slot, the effects are only active for the person using the focus (and only for a few minutes if a focus is loaned out), normal people and mammals percieve the user as disturbing and unnatural, as an active magical entity the user will attract hunters and enemies, user is sensitive to magical disturbances and may suffer maddening dreams or fears at the GM’s whim, activating a focus requires 1d6 HP worth of the user’s blood.

  • This one is fairly simple; the user may create a suite of Innate Enchantments worth up to 11,500 GP (applying a x.7 cost multiplier for only working on the person holding the focus along with any other modifiers they like) – but can only have a few active at a time. If your suite includes Personal Haste, Magic Weapon, +2 Dex, Resist Energy, Light Foot, Lesser Vigor (Limited Uses), Protection From Evil, and a few other effects, but you can only support three foci at a time… You might wear an Amulet of Haste, a Ring of Energy Resistance, and carry a +1 Sword – but the other effects will be inactive because you don’t have a focus for them active.
  • Upgrading this usually calls for some Mana to temporarily boost effects or simply upgrading the total to 23,500 GP worth of options and doubling up the number of possible foci for your slots (+6 CP).

The Angekok:

The Angekok is bonded to – or haunted by – a Lovecraftian Familiar. This is often semi-involuntary, but can be used for your own purposes at times.

  • Companion (a Familiar, usually using the base statistics for a Hawk or something) with the Spirit Fetch Template (Eclipse II), Specialized / this dubious companion whispers strange and horrifying secrets into your head, shows you things you would much rather not see (granting some form of spiritual/supernatural awareness of the presence of the mythos in the world), and often offers you horrifying “missions” and disturbing rewards. The relationship is not nearly as pleasant as it is with a more normal familiar – and the favors you can get tend to be a little warped (6 CP).
  • Powerful Angekok may have various creatures on-call – access to a version of the Minions Occult Skill at normal cost (6 CP).

Ritual Magic: 

Lovecraftian Ritualists are simply using Ritual Magic, albeit in large part by tapping into the alien patterns burned into the structure of reality. Take Ritual Magic, Specialized for Increased Effect (it is quite light on the skill and component requirements) / all rituals cause Mythos Corruption in the operator, all rituals have significant alien influences, practitioners will be seen as strange, eccentric, and suspect by normal folk, user senses the alien magical patterns in the environment and will be exposed to a constant temptation to tap into them for quick and easy power, ritualists usually only have (Wis Mod +1) fields that they are comfortable working in – whether such fields are Weather Magic, Monstrous Transformations, Geomancy, Travel, Creating Undead, Alchemy, or Warding Rituals.

Truly powerful ritualists may learn to store the effects of their rituals for later use, normally using Power Words, Specialized for Increased Effect (User may store the effects of Rituals – and only rituals – as if they were spells of levels 1-4 for minor/notable/major/grandiose effects) / user will tend to become entangled in greater magical affairs whether or not he or she wants to, user will be regarded as strange, eccentric, and suspect by normal folk, only works with personal rituals (6 CP),

Existing Abilities:

Access to the Occult Skill Stygium Alchemy at normal cost (6 CP), Houngan Conjurer, and the Character-Defining Feats Bloodline Of The Tomb and Dreaming of R’lyeh both fit in here as well.

Given a Pact or two a Lovecraftian Mage could squeeze in the basic (24 CP worth of Witchcraft) Bokor package – but even if the GM feels that vestiges / mysteries EXIST in the setting, they are going to be the imprints of elder things from the early days of the universe. The Bokor will be STARTING OFF as a warped raving maniac in exchange for the potential for horrific power (Or at least standard fantasy d20 power; this is a good way to play a lovecraftian mage in a normal game; just reskin the Mysteries a bit). Any character with this package is going to be a target for rivalries and enmities that were old when the earth was young – and will probably be a target for every would-be investigator, scheming alien, and rival mage on the planet. I’d recommend saving this for a major enemy.

Mythos Invocations:

Finally, we have the core of Lovecraftian Magic – calling on (and hoping to get what you want from) the various elder entities and races. Most of the rest of it was more or less peripheral. These were the effects that the Necronomicon, Das Vermis Mysteries, and the rest of the legendary books revolved around. Mythos Magic tends to be pretty closely related to classical demonology, in that it’s major categories are really pretty limited.

  • 1d6 (4) Mana with Reality Editing, Specialized and Corrupted for Increased Effect (1/2/3/4 points to invoke a Minor/Notable/Major/Grandiose edit) / Only for reality editing, Only for the following general effects, Only for (Knowledge / Arcana Total) fairly specific effects – although benefits from Masterwork Tools and other bonuses count, use may call for particular times or places of power and are heavily influenced by stellar events, the user gains Mythos Corruption when these powers are used, as per the Powers Of Darkness table in The Practical Enchanter (6 CP). Advanced versions of this are generally simply taking it again, or even twice more – increasing the user’s reserve of Mana and adding an additional set of more specific effects based on Knowledge / Religion or Knowledge / Nature. No, there generally isn’t any Rite of Chi to provide more rapid mana recovery. If you want to use this sort of power often enough for boosted mana recovery to matter you aren’t likely to survive for long enough for it to matter.

The possible effects are…

  • Contact: You open a connection to something. In general, Elder Gods (Azathoth, Nyarlathotep, Yog-Sothoth) are invited to manifest with a Grandiose Edit, Great Old Ones (Cthulhu, Cthugha, Yig) require a Major Edit. Spiritual Entities (Star Vampires, Dream-Creatures) require a Notable Edit. More powerful entities may appear in visions, influence the area, apply some power, or even manifest. Lesser creatures and races (Mi-Go, Shoggoths, Star Vampires) require Minor Edits and may drop by in their own time. In all cases, such creatures are often curious, or like to be invited in for their own reasons, or want particular offerings, or some such. You can ask for a trade, or for a favor, or offer to pay them in Mana to do something for you, or (if you are utterly reckless) attempt to compel Spiritual Entities and Lesser Creatures to (very briefly) serve you.

It’s important to note that while the lesser creatures and races are extremely alien, they can understand humans to some extent. Great Old Ones and Elder Gods? Well… Lets say you saw a colorful, exotic, bug. Perhaps a large ladybug. It has landed on your counter and is attempting to carry off a crumb that fell off your sandwich, or drink a bit of spilled lemonade. OK; It wants food. You might even find it cute. Do you know what would be best to feed it? Do you catch it in something and put it outside? Do you swat it? Do you put it in a jar with some leftover lettuce and start trying to identify it on the internet? Do you find where it came from and exterminate the colony? Do you give it a few more crumbs and shoo it back outside?

That’s what calling on a greater being is like. It might help you. It might not. Even if it tries… well, “destroy that thing!” is at least a concept you might get across. “Make me immortal” is a lot more complicated though, and there are a lot of ways (many of them far worse than death) that an utterly alien entity might think were a good way to give you that IF it decides to help you in the first place.

At least with Elder Gods and Great Old Ones there’s often a list of things that they are known to be willing to do. Cthulhu, for example, is generally willing to have the deep ones attack a seaside village and carry off it’s people, give away treasure from sunken ships, send terrible dreams of the depths to an area or person to drive the affected folk a little mad, and grant good fishing in an area for many years. Shib-Nigguruth will grant fertility and offspring, fill an area with fecund life, provide eldritch familiars, and heal wounds – although unnaturally. Yog-Sothoth can move things between aspects of the world, places, times, and dimensions – but it is wise to remember mistakes happen even if you manage to sufficiently specify a destination. Lesser creatures can actually be controlled if you’re very lucky. The ones created to be minions may even be fairly easy to control for a bit. Don’t count on it lasting though.

  • Command: Well, when it comes to Elder Gods (Grandiose Edit) and Great Old Ones (Major Edits) there’s no way to command them. “Spells of dismissal” are possible, but are little more than ways of being boring or of politely asking them to please look at something else now. (Fortunately, the Elder Gods and Great Old Ones get lots of calls – which means that they will usually go away on their own as soon as they’re done with whatever they came for). Spiritual Beings and Lesser Creatures can be given a simple directive (most often “go away!” but fairly often “destroy that!”) as a Minor Edit or (Cha Mod + 1) commands as a notable one. Unfortunately, they do get to make saves.
  • Transport: Whether you want to move between islands, between the stars, or between eldritch dimensions, quite a few mythos beings can arrange it for you. Oddly, you’re usually much better off with the least being you can work with, even if it will take longer and be a lot more trouble. After all, a representative of the Mi-Go, or a Nightguant, is a lot easier to communicate with than Yog-Sothoth – and is a lot less likely to accidentally put you in the Great Library of Celeano inside out, or made of antimatter, or a million years in the future, or in an alternate dimension, or the wrong library entirely, or in an area with a lethal environment, or some such than an entity that doesn’t flip you through a dozen dimensions to deposit you at any point in the multiverse that it pleases. Certain creatures specialize in particular kinds of transport. Nightguants carry you on trips between relatively nearby points in the galaxy. The Great Race is more likely to move your mind into another body.
  • Aid: OK, you can ask Elder Gods for things like moving your species to a new planet (or pointing you towards a flaw in space that will get you there), or a hundred tons of gold, or for the complete galactic survey, or some such – but this is not only a Grandiose Edit, but it’s all too likely to go horribly wrong. And it’s not even because they’re acting like a Jerkass Genie. They just don’t understand – and cramming the information that will let YOU communicate with them effectively into a mortals head is likely to cause the mortal to explode or lapse into gibbering madness. On the other hand, this sort of thing is so trivial to an Elder God that they rarely want anything in exchange. Great Old Ones often want something – but contacting them is only a Major Edit, they’re a lot more comprehensible (and can even somewhat understand mortals), and their demands can occasionally be met. You want immortality? Cthulhu can even get that idea! He will probably turn you into a deep one and take you and all your descendants as servants… but you may well get what you were asking for. Notable and Minor edits can reasonably get an “acceptable” (or at least understandable) bargain going with the Spiritual Beings and Lesser Creatures*. You want the Mi-Go to use their incredible medical knowledge to cure the plague ravaging the land? Arrange them some mineral concessions and it may well work out. You want a Shoggoth to salvage a deepwater wreck for you? A tasty herd of cows might do the trick!

*According to Lovecraft, a surprising number of creatures want to crossbreed with humans. Presumably because such half-breeds make useful pawns, or anchors, or gates, in the case of Elder Gods (The Dunwich Horror or any spawn of Shib-Nigguruth who just likes kids) and Great Old Ones (The Star-Spawn of Cthulhu find Deep One servants helpful) or just in search of genetic diversity (most of the lesser races). This doesn’t actually make much sense, but then Lovecraft was a product of his times. Fortunately, in D20, this requires no special notes. D20 humans can interbreed with ghosts, and fires, and rocks, and dragons, and all kinds of things anyway.

And there is a heaping helping of Lovecraftian Magic in the style of a lot of classical magic: Dangerous. Unstable. All too easy to meddle with. And, unless you are kind of desperate, usually best left alone. Anything beyond the most basic abilities is best left alone if you are wise.

Still, for good or ill… adventurers are almost never wise.

Lovecraftian D20 – Part I, The Timeless Knights

There is a basic problem with lovecraftian d20.

“Cosmic Horror” revolves around the idea that people aren’t important. They don’t matter. Even entities such as Cthulhu ultimately do not matter; they threaten only a few worlds in infinity. The cosmic entities are incomprehensibly vast and powerful, they might brush a galaxy aside as if it was a speck of dust too small to see when you are out for a walk. That is why some people find such tales disturbing – while others, who already accept that the universe does not give humanity a special place within it, find them amusing. In d20, in particular, this genre is difficult because d20 revolves around the player characters – who pretty much by definition CAN make a difference and, ultimately, can defy those cosmic powers if they wish. In d20 “There is nothing you can do!” is a challenge, not a statement of fact.

Secondarily, it’s really hard to scare players, to whom it is only a game. You can tell them that they have weird quirks, but telling them that their characters have gone insane and are no longer under their control doesn’t pull them into the next chapter; it means that they’re no longer playing. Telling them that something is a formless, incomprehensible, writhing, horror, just brings out the skill checks. Do it’s words cause mental problems, is it’s form shocking and horrific, and it warps reality where it passes? Isn’t that just a pumped-up Gibbering Mouther?

Even in true cosmic horror, the eldritch entities aren’t usually HOSTILE. After all, if they wanted to destroy the earth or something… it’s not like anyone could stop them. Sometimes they are even vaguely benevolent, as in “I sculpted this cosmos for some incomprehensible purpose that won’t fit into your minds! I don’t want it messed up while I’m using it!”

They’ll still have no sense of SCALE on the mortal level, and are likely to be pretty unreasonable – but from their point of view if some tiny world-component is getting out of whack… tasking another microbe to fix it is entirely reasonable. Trying to work on something so incredibly TINY is like trying to fix a single bad transistor on a modern computer chip!

For a quick example of that general concept here’s a package deal and some items:

Package Deal: Timeless Knight

Between and beyond what was and what may be, places which are and are not, worlds and realms adrift upon the cosmic seas or aground upon it’s shoals, lies the Far Realms, the blind eternities which were before creation and will be after. And through that realm stretches the great web of Atlach-Nacha, collector of worlds, which is within the great abyss. Here where the crystal spheres which bound universes hang, and small gates open into them (Allowing the Great Old One which is Atlach-Nacha to peek though and build pocket-universes, reflections of what once was, as mere mortals might build ships in bottles). Here may mortals visit, an instant and an eternity in one. While the lore of the Timeless Realm cannot be held in any mortal mind outside that realm, fragments of a myriad adventures and experiences across space, time, and dimension cascade through the consciousness of those who enter or leave in an experience that both fills eternity and takes but a single instant. Those who dare to walk that realm, and survive to return, may take upon themselves the duty of the Timeless Knights, to oppose the enemies of creation – undead, malevolent travelers in time, nihilistic cults, and the more destructive beings of the far realms.

Disadvantages:

  • Hunted: The forces of the Silence, the stilling of creation’s song which brings oblivion. Should the Silence have it’s way, creation will not only no longer be, but will never have been.
  • Obligations: Opposing the forces of the Silence.

Advantages:

  • The Timeless Knights may walk the web of Atlach-Nacha when finished with a line of destiny. Minor Favor / Access to the Web of Atlach-Nacha, Specialized/only when an adventure / plotline / destiny has been fulfilled, normally repaid by dealing with a local infestation of undead or similar upon arrival (1 CP). They may thus walk the web to appear elsewhere, or in another realm – manifesting a new body (with copies of any psychically attuned gear) if they happen to be dead when they started.
  • Specific Knowledge / The Web of Atlach-Nacha (1 CP). While the web is infinite, and beyond the comprehension of any mortal, a knowledge of it’s paths will allow access to a wide variety of times, places, and realms with a mere Plane Shift spell and a Survival check to navigate the web.
  • The Timeless Will: Rite of Chi with +4 Bonus Uses, Specialized and Corrupted / Only to restore Power, requires a DC 24 Will check to avoid a slight random displacement (Up to a few minutes and a few hundred feet) to someplace or situation that – outside of linear time – caught the user’s attention while focused on what lies beneath reality (4 CP).
  • All the Myriad Lines of Time are mere strands in the Timeless Web – and so the Timeless Knights are constants, strong against changes in those timelines. Thus, if someone attempts to change the past, or they do so themselves… they will be unaffected by any resulting paradox (Infusion / Temporal Energies, Specialized and Corrupted / only to gain immunity to Paradoxical Effects and Historical Revisions (2 CP).
  • The Timeless Knights may draw upon the experiences of other worlds, although only a limited amount of such power may be easily imported into the local reality. In each world they visit they gain access to an Occult Skill (Enthusiast, Specialized and Corrupted / only to gain access to an Occult Skill, can only be changed after traveling the Timeless Web, 3 CP).
  • Hedge Magic: Timeless Knights tend to recall odd bits of mystical lore, gaining the knowledge of (Int Mod + 3) minor rituals. Note that these are genuinely trivial – but if you wish to never need a tindertwig again, or to have a charm for styling hair, or wish to perform some minor bit of folk magic, here’s your chance (Specific Knowledge / minor rituals, 1 CP).

And that gives us an episodic campaign, with free passage from adventure to adventure, assorted job requirements, an long-term enemy, a way to keep the characters alive, some distinctive tricks, and one important benefit – a significant amount of Power recovery. And it’s weird and mysterious enough that you can be a mysterious loner and still fit right into a party.

So lets add an exotic material to make things even more distinctive.

Draumamalmur:

Threads of timelessness from the web of Atlach-Nacha are alloyed with the ectoplasmic and malleable stuff of dreams, allowing the result – Draumamalmur – to take details of it’s form from the user’s mind. It’s natural color is that of a fading, unremembered. dream, but it’s users can easily imprint their own ideas of color upon it. It can be used like threads, woven into cloth or rope, or alloyed with metal – in each case contributing it’s ability to make small and convenient changes and allowing such items to be repaired if damaged or “destroyed” by the simple expenditure of Psionic Power (1 Power to repair 1 Damage). Items made of Draumamalmur can be invested with Psionic Power (which may not be regained until the user allows the energy in the item to dissipate), in which case they are attuned to their user, will function as masterwork items for him or her, and their spiritual essence will accompany their user during astral projection or lucid dreaming. Items made of Draumamalmur may be given psychicly oriented enchantments without having to have a +1 enhancement bonus first. Hardness 12, HP 50 (a fixed amount, regardless of thickness since it is basically a dream made solid), +6000 GP when (if!) available.

Timeless Blade (Psionic Item):

  • The favored weapon of a Timeless Knight, these blades are forged (or dreamed into being?) of Draumamalmur, and thus – if imbued with 1 Power – count as Masterwork Weapons. If invested with 3 Power they are considered Adamantine Psychic Weapons (Magic Item Compendium, with a bonus depending on the user’s Power total) and will fit into any sheathe.
  • Timeless Blades are relatively easy to make if you have access to the Web of Atlach-Nacha, can summon dreams into reality, and have sufficient psionic Power to add the +2 “Psychic” property – which is generally the easy part. So they only cost about 4000 GP to make if you have access to the Web and Dream. In practice they’ll usually sell for about 15,000 to 20,000 GP – if you can find a buyer. They are pretty specialized and properties like “perpetually sharp and perfectly balanced” are basically flavor text in d20.

High-powered Timeless Knights may own a

Cloak Of Dreams (Psionic Item):

  • Woven of Draumamalmur these cloaks can be invested with the user’s psionic Power. The greater the investment, the more responsive the cloth becomes, and the more the user becomes a thing of dreams. Unbonded cloaks do tend to “flow” towards nearby psionic creatures, apparently attracted to their personal energies. The cloaks have three aspects in which Power can be invested:
  • Garbed In Dreams (4) The fabric takes on the appearance of any desired clothing at will. DR 4/Psionic Weapons, +4 Circumstance to Disguise and Stealth. This will be effective versus hot and cold weather, or as a swimsuit, or as a swarmsuit, among other arrangements.
  • Dance Of Dreams (4): The fabric guides the user’s movements., +2 Circumstance Bonus to Dex, +4 to Acrobatics and Slight Of Hand.
  • Wrath Of Dreams (4): The fabric lends strength to the user. +2 Circumstance Bonus to Str, +4 to Escape Artist and Swim.
  • Flesh Of Dreams (Automatic if the first three effects are all active): The user becomes part of dreams, Energy Damage is reduced by five points, Attribute Drain or Damage (including from poisons and disease) is reduced by 2 points and energy drain and effects that cause Fatigue or Exhaustion are reduced by one level (effectively negating Fatigue). For good or ill, however, at this point the user can be attacked by creatures emerging from Dream or literally stumble into the realm of dreams.
  • Unfortunately, the wearer suffers a -2 penalty on Will Saves and is open to the currents of dream. He or she will dream most strangely, may be drawn into otherworldly and fey events (such as various odd quests), and may be called on to deal with rogue nightmares. Power invested in a Cloak cannot be regained until the attunement is dropped.
  • This is difficult to price; while the raw bonuses and the material would be worth about 50,000 GP in total, it penalizes a save, can pull you into danger, and effectively reduces your Psionic Power total by 12. I’d call it about 20,000 to 30,000 GP. Of course, just as with the Timeless Blade, the really hard part of making one is finding someone with access to both the Web and Dream to collect the raw materials.

So how do we introduce this kind of weirdness to a more-or-less conventional game? Here’s a more conventional item for that job:

Bequest Of The Dead: This cold black emerald holds life-in-death, a distant echo from the tomb, awaiting a fertile mind to emerge once more. When the bearer’s spirit departs, it will absorb the psychic traces left behind, rendering the body a blank slate that cannot be used for the creation of undead (or for Speak With Dead) any more than a random tree-branch could. More importantly, the next one to take possess of the stone will gain some odd bits of memories and one of the prior user’s feats. While this is limited to things that can be taken at level one without prerequisites, the preference is for an ability the user greatly valued. The stone will not “reset” until the current user’s spirit departs their body, in which case it will replace it’s current “contents” with a few bits of their memories and a feat that they greatly valued that otherwise fits the stones limitations. If the Feat is one that provides daily uses of some sort, the uses will become available after a day of wearing the stone.

  • For pricing, this is basically a slotless “bestow a feat” item – and one with unuusal flexibility. As such, the base price is 25,000 GP. Strong Necromancy, does not require an item slot, but does require close skin contact to operate.
  • This one is an entertaining way to start introducing things like the Character-Defining Feats to a game with a side bonus of throwing in memory-traces which can serve as adventure lead-ins.

And for a couple of minor items…

A Hawkstrike Wristlet manifests a psychic bow (type and strength modifier, if any, up to the user) and a dozen adamantine arrows when one point of Power is spent to make it do so. It can also mount a Weapon Crystal which will apply to the bow it creates. Both the bow and the arrows are fairly obviously temporary creations, and will disappear after one hour if the user does not opt to have them vanish earlier. The GM may permit the Wristlet to be further enchanted, again adding to the functions of the bow – but this is in no way guaranteed.

This is another hard one to price. Technically this is a 0-Point Relic – a very restricted application of Witchcraft’s Nightforge (base cost of 2 CP), although you could build it in other ways. It’s a decent hold-out weapon, but it can only be used by a Witch (or, if the GM is feeling generous, a Psionic) and one which occupies an item slot. Call it about 1000 to 2000 GP. It’s kind of neat, but you may be better off stuffing a real bow into your Handy Haversack.

A Chirurgeon’s Sash can store 12 Power or 7 Spell Levels worth of Healing for the user, although no single stored effect may exceed 5 Power or Level Three. It will release one such effect per round if the user wills it or falls unconscious (although, in that case, the selection is random from among whatever is available). In either case this does not count as an action. The Sash appears to be a fine silken ornament when fully charged, and seems to become more and more ragged as it is discharged. although the effect is purely cosmetic. A Chirurgeon’s Sash can be worn in the Belt or Torso slots.

While Spell Storing is normally expensive, this is pretty specific – and is a lot less effective than a Healing Belt (750 GP) overall. While the “wake me up” function can be handy (unless the GM lets you commission a low-grade intelligent item to help you out) it’s limits are relatively low and you have to keep charging it. On the other hand, “activates when you need it without requiring an action on the user’s part” can easily save your life. Call it 1500-3000 GP.

Eclipse Martial Arts, the Wild Hunt and Cinematics

And for today, it’s some more material for the Martial Arts – a serious occult style and a purely cinematic style with some modifiers to enhance it to truly wild martial arts stunts.

Cloak Of The Horned Lord / Robe Of The White Witch (Cha, Unarmed)

It Is The Cŵn Annwn – The Wild Hunt Of Primal War.
Blackened Souls Are It’s Hounds, It’s Steeds Of Magic.
Cernunnos And Holda Ride, Bearing Death And Renewal.
The Darkness Is Gathered In Their Wake, Bringing Dawn.

A Mortal Touched By Magic, Who Walks The Ancient Way.
May Wind A Strand Of That Power About Themselves.
Cloaked In Antiquity, They Are Wraiths Upon The Wind.
Raven’s Talons Plucking Blackened Souls To Run As Hounds.

This purely supernatural unarmed style is only available to the god-ridden, those who have been infused with the supernatural power of the ancient wild gods in one form or another – and can thus shapeshift to take on equine, canine, or avian forms. Those who choose to tap into that powers source can become agents of the wild hunt – infused with divine toughness, a portion of the hunts supernatural mobility, and the ability to act as reapers of souls, sending the souls of the evils they slay to join the wild hunt until their evil is expunged.

  • Requires: Ability to take an Equine or Avian form, willingness to send spirits to the Wild Hunt.
  • Basic Abilities: Toughness 4, Attack 2, Strike, Synergy / Arcana, Religion, and Stealth.
  • Advanced Techniques: Mind Like Moon, Weapon Kata (Appropriate Natural Weapons, either equine, avian, or canine – but only one of the three), Combat Reflexes, and Wraith Step (Celerity +20 ground movement with Stunts, Specialized/only usable for (Cha Mod) rounds during any ten minute period (6 CP), note that this requires a movement rate of at least 60′ to use and – since it allows briefly running on walls and cliffs, or over water, or along narrow leges – is mostly only useful to those with Canine or Equine forms. Those with Raven-forms can simply fly, 6 CP).
  • Occult Techniques: Inner Strength x2, Soulmark (-1 Con, may be used as a free action when you strike a killing blow in melee to send the targets soul to the Wild Hunt. They cannot be readily resurrected) and Summon Hound (2 Con, You may summon forth a Hound of the Wild Hunt – an effect equivalent to a Hound Of Doom spell).

This is another one that’s a bit of a stretch – but only with respect to Wraith Step (a very minor stretch. While it’s not on the usual list it has pesky requirements to use), and the two Occult Techniques – Soulmark and Summon Hound. Both useful, but not especially impressive, effects. After all, “more difficult to resurrect” doesn’t mean a lot – most opponents don’t get resurrected anyway, and “more difficult” probably won’t stop the GM if he wants to bring someone back even if it’s only fair to have it take longer. It’s only really a bother for PC’s. Hound Of Doom is a fairly useful spell, but it’s only third level and not exactly difficult to gain access to.

In actual play this style was very thematic – but it was used by Majestic, the Urban Unicorn, and what got the most use was the Wraith Step technique; it turned out that a lot of the action in the game was taking place on rooftops or (it being Gotham City) aboard small boats offshore, and in various other places that a Unicorn had no normal method of accessing. With Wraith Step, however, he could go up the walls or out across the water to a boat.

The reactions to a unicorn charging up the side of a building to kick some rooftop sniper were very entertaining.

The Warrior’s Wheel (Dex, Unarmed)

As much an exercise program as a martial art, the Warrior’s Wheel focuses on constant motion, flowing smoothly from the user’s primal instincts, changing from attack to defense to evasion with as much speed and as little pattern as possible – making the user almost impossible to predict and using whatever advantages come to hand. It’s greatest benefit is not in combat, but in the development of the user’s inner reserves and health.

  • Requires: Dex 14+, Smooth Light Armor Proficiency.
  • Basic Techniques: Attack 3, Defenses 3,Toughness 3, Power 2, Strike.
  • Advanced and Master Techniques: Combat Reflexes, Instant Stand, Mind Like Moon, Fast Draw
  • Occult Techniques: Inner Strength II, The Sun Source (Rite of Chi with +4 Bonus Uses, Specialized / only to recharge the Inner Strength Pool at 1d6/Use), and Healing Hand.

Optionally, if the GM feels that “Mental Discipline is a bigger part of being a general martial artist than mysterious healing powers, the GM may choose to substitute Witchcraft II, Specialized / only provides Iron Will, 1 Con runs Iron Will for 1 minute/level. Personally, I prefer this version; it’s a lot more interesting even if having some innate healing powers is generally useful there are a LOT of ways to get healing. Of course, a lot of martial artists use a little witchcraft too, some basing their entire personal styles on it.

This… is basically an extremely generic martial art, a more energetic version of Tai Chi designed more for health than for combat. Of course, given that this is a fantasy system… it’s at least as effective as any real martial art has ever been. Real martial arts do not give your skin a 50-50 chance of stopping a .22 bullet.

Next up we have a package to allow martial arts madness on the cinematic, rather than superheroic, level.

Hands of the Myriad Paths (24 CP Total):

The precise weapon is not important. It is the will and focus of the user which governs the myriad arts of war. A true master needs not study the formalized techniques – if any exist – for using an item in combat. Once it is in their hands, it is an extension of their intent, bringing always a new possibility.

Immunity: the normal limits of martial arts. Whatever the user picks up to use in combat will allow him or her to employ additional techniques. (Very Common, Minor, Variable). The user’s base style must, however, be sufficient to already include techniques of the appropriate type. Just as importantly, you need at least one hand free to use a small item and both hands free for larger stuff, so this works best with unarmed styles.

  • Trivial (4 CP): Lets the user to look dangerous and competent with anything. Are you holding a saltshaker? You look like you can kill someone with it and you can use it with your martial art or arts as effectively as if you had a Weapon Kata for it. If nothing is listed this adds +1 to your base damage, but things on the level of skill tricks are appropriate.
  • Minor (08 CP total): Lets the user employ the Trivial effect and one extra Basic Martial Art Technique while wielding the item.
  • Major (12 CP total): Lets the user employ the Trivial effect, one extra Basic, and either an Advanced or Master Martial Art technique while wielding the item. Note that this is not necessarily limited to those in the book; variants are explicitly permitted.
  • Great (24 CP total): Lets the user employ the Trivial, one Basic, one Advanced or Master, and one Occult Martial Art technique while using the item. Note that this is not necessarily limited to those in the book; variants are explicitly permitted.

Sample Items:

Ice Cream Cone:

  • Trivial: Create an impression. You can look at someone within short range who is aware of you and send a Message (as per the spell) with how you eat some of your ice cream. If they have this ability (and ice cream) you may effectively converse until all the ice cream is gone.
  • Basic: Defenses: +2 to saves versus Fire and Cold.
  • Advanced/Master: Blinding Strike (Ice Cream in Eyes).
  • Occult: Paralyze (Ice Cream Headache).

Ladder:

  • Trivial: You can climb the ladder, and even do tricks on it or “walk” it around, without a surface to lean it on.
  • Basic: Defense: The ladder can be used as a shield.
  • Advanced/Master: Reach. The ladder can be used to hit people as if you had +5′ natural reach.
  • Occult Paralyze. You can somehow get people hopelessly entangled in the ladder. although once you have two trapped you will need to get something else to use.

Staff

  • Trivial: +1 to your base damage. Well, homids really don’t get much more basic than “I hit it with a stick!”.
  • Basic: Toughness. You gain DR 1/- which stacks with other forms of DR.
  • Advanced/Master: Expertise: You can trade out up to +5 of your attack bonus for a similar bonus to your AC.
  • Occult: Light Foot. You may use your staff to vault and otherwise boost your movement as per Light Foot.

Longsword:

  • Trivial: Grim and dangerous. Gain a +2 circumstance bonus to Intimidate.
  • Basic: Attack +1
  • Advanced/Master: Whirlwind Attack. With a sweeping blow you may strike many enemies at once.
  • Occult: Focused Blow. You may Combine all of your attacks into a single mighty blow. This can be rather nasty with Whirlwind since you can basically hit everyone nearby with your full attack sequence.

Chain:

  • Trivial: You can swing or throw the chain to cause the end to wrap around something securely, or detach it with a simple tug.
  • Basic: Defenses +1. By blocking and entangling attacks your defense is increased.
  • Advanced/Master: Improved Disarm.
  • Occult: Ki Block. By spinning the chain with incredible speed you can block many attacks.

Rope or Whip:

  • Trivial: You can make loud, intimidating, whip-cracks that can greatly discourage creatures of animal intelligence.
  • Basic: Blinding Strike.
  • Advanced/Master: Improved Grapple.
  • Occult: For (1 Con per scene) you may use the rope as an extension of yourself at a range of up to 30 feet, potentially grappling, delivering touch effects, or reaching out to pull yourself up, at that range.

Umbrella

  • Trivial: As per “Deflect Arrows” versus liquids, sprays, and splash weapons only.
  • Basic: +1 Defense. An umbrella can make it difficult for an opponent to see what the user is doing.
  • Advanced/Master: Improved Trip.
  • Occult: Spend (1 CON) to roll twice, keeping the best result, against gaze weapons for the duration of a fight.

Finally, here are some ways to boost any martial art – although the specific details mostly assume that you’re using The Warrior’s Wheel style given above.

Supplemental Abilities (24 CP Total):

Martial Arts (The Power not the Skill) II (d8 base damage with Strike or other weapons, 6 CP). This power increases the base damage of whatever the user is using to by two die sizes – 1d8 if it normally doesn’t do damage due to Strike. With Power +1/+2 this increases to 1d10/1d12.

  • Immunity/the distinction between weapons and the user (Common, Minor, Major, 6 CP). With this power the user may take on the magical properties of any one weapon that he or she is carrying – and extend them to anything he or she picks up. Switching from one weapon to another is a swift action. Go ahead. Wield a +3 Vorpal Ice Cream Cone. You know you want to.
  • Exalted Mastery: 1d6 (4) Mana with Reality Editing, Specialized and Corrupted for Triple Effect / only for reality editing, only to pull off unique “weapon” tricks, user may only pull off special tricks with an environmental feature or after two rounds of using a particular item (6 CP). Rite of Chi with +8 Bonus Uses, Specialized and Corrupted / only to refill the weapon tricks pool, only works between encounters (6 CP). Do you want to stuff that sidetable you’ve been using as a club into the dragons mouth to temporarily block it’s breath weapon? To entangle someone with the curtains? To start a blazing fire by dragging a blade behind you to strike sparks as you charge? To tie someone up while fighting them with a piece of rope? Most things are short term, but a few rounds can be forever in a fight. Save DC’s are usually (10 + Dex Mod + 1/2 Level).
  • Mantle of Impact: Presence, Specialized and Corrupted for Increased Effect (3’rd level spell effect) / only works on the user, provides no social benefits). Spell Effect: All weapons used are treated as one size category larger. This does not stack with spells like Lead Blades, Gravity Bow, or Shillelagh (6 CP).

This package is for those who like wild improvisation. Sure, it’s more efficient to specialize in a particular weapon, or focus on Charging and Power Attack for enormous amounts of damage, but it’s rather fun to grab entirely unsuitable objects, use them as effective weapons, and pull off wild stunts with them. At a total cost of 48 CP, the supplemental abilities are about what you’d expect to find in a five level dedicated prestige class. 

Modun – Half Elves

And for today’s minor bonus…

The rootstock (or “Primal”) Elves of Modun were deeply attuned to the elemental structure of the world, capable of using all four of it’s basic elements – but that same attunement made them uniquely vulnerable to the disruptions of nature wrought by the Doll Wars. With the shattering of the world’s magical structure, that elemental harmony was shattered as well, leaving the elves unbalanced – with one elemental affinity taking priority in each individual, leading to rapid speciation as those with similar elemental affinities, and lifestyles, clustered together and sought out suitable homes.

But if that elemental affinity is weakened by crossbreeding, a trace of that ancient heritage shines through. Dwarves, with their silicon-infused metabolism, are incompatible with Elves: such halfbreeds perish as blastocysts. Halflings, as creatures of Dreams, might be possible if great magics were used and the mother spent her entire pregnancy in a Fable – but it seems likely that each such child would be a unique creation of whatever combination of dreams and magic was used. Gnomes… it MIGHT be possible, but the size difference, and their alien origins, seem to be enough to prevent such crossbreeds.

Crossbreeds of the various subtypes within a species simply take after whichever parental type is most suited to their place of birth – or is apparently random if both are equally suitable,

Humans however… with their Shapeshifting linked to the creatures of Modun to adapt their genetics they are capable of mating with Elves to produce viable offspring without any great magical intervention. But their superficial attunement to the deep structure of Modun weakens the hybrids elven elemental affinity – making half-elves a bit more like the Elves of Eld.

Unfortunately, of course, the Magic of Modun is still shattered: the sweeping elemental powers of old simply do not exist any longer. And thus, while the Half-Elves of Modun are versatile, they lack the near-limitless endurance of an Ignis, Aqua, Terra, or Ventus elf channeling their affinity element.

Modun Half-Elves (31 CP / +0 ECL)

  • Adept: (6 CP).
    • Three Occult Skill Clusters. (Six skills in total, one skill each must be related to Earth, Water, Air, and Fire, one to no Element, and one must be related to their elven parent’s affinity element).
    • One Martial Art Skill Cluster (Three related styles).
  • Skill Bonus: +3 to each of the Adept Skills (4 CP).
  • Immunity / Sleep Effects (Uncommon, Minor, Major) (3 CP), Half-elves do not need to sleep, engaging in shorter trances instead.
  • Innate Enchantment (Up to 7500 GP Value, 8 CP). :
    • Resist Energy (SL 1 x CL 1 x 2000 GP Unlimited-Use Use-Activated x.7 Personal Only = 1400 GP). Half-elves have ten points of resistance to the natural forces of Modun. As such… they have little need for clothing, or shelter, or other trappings of civilization.
    • Enhance Attribute (Select) +2: (SL1 x CL1 x 2000 GP Unlimited-Use Use-Activated x .7 Personal Only = 1400 GP).
    • Embrace The Wild (2000 GP): Gain Low-Light Vision, 30′ Blindsense (Elemental Sensing), and +2 to Spot and Listen. (SL1 x CL1 x 2000 GP Unlimited-Use Use-Activated = 2000 GP).
    • Immortal Vigor I (+12 + 2 x Con Mod HP) (SL1 x CL1 x 2000 GP Unlimited-Use Use-Activated = 2000 GP).
    • Everfull Mug (x.7 Personal Only, 140 GP). A half-elf can get along with very little to drink, being refreshed by their minor elemental affinities.
    • Everlasting Rations (x.7 Personal Only, 245 GP). A half-elf doesn’t need much to eat either, and for the same reason.
    • Travelers Any-Tool (250 GP). While tiny elemental affinities are not especially dramatic, they do relieve half-elves of any need for most tools.
  • Immunity / Stacking limits when combining racial innate enchantment effects with external effects (Common, Minor, Trivial (only covers L0 and L1 effects, 2 CP).
  • Immunity/Dispelling and Antimagic (Common, Minor, Great, Specialized and Corrupted/only protects racial innate enchantments, 4 CP).
  • Immunity/the normal XP cost of Innate Enchantments (Uncommon, Minor, Trivial [only covers cantrips and first level effects at caster level one, Specialized / only to cover innate racial abilities (1 CP).
  • Skill Enhancement: 1d6 (4) Mana with Reality Editing, Specialized and Corrupted / only for Reality Editing, only for Elemental Effects, only to push the results of their elemental Occult Skills beyond normal limits (2 CP).
    • Rite of Chi with +4 Bonus Uses, Specialized and Corrupted / only to recover the Skill Enhancement pool above, requires at least ten minutes of rest per d6 recovered (4 CP).
  • Racial Disadvantage: Accursed (Uncanny): Lacking the clear-cut affinities of their parent’s races, and showing clear traces of their mixed heritage, both Humans and Elves tend to find half-elves discordant and uncanny, suspecting them of mastering strange skills, of having unknown purposes, and of being even more erratic than adventurers are. Fortunately, Dwarves, Gnomes, and Halflings tend to look at them as yet another variety of “the tall ones” – but they still have a difficult time around their parental species.

Half Elves are not really of much importance on Modun. The are rare outside of Ignis Elf territories, where a fair number are fathered on human slavegirls – but have little or no influence there. As far as the Ignis Elves are concerned, being a halfbreed puts Ignis Half-Elves well above the other races. That really isn’t saying much, but “inferior to us, but fairly good slaves and minions!” is more acceptance than most of the other races get. Unfortunately, their hybrid ancestry is not entirely compatible; Half Elves tend to be a bit smaller than either humans or elves, slender and lightly built, and often showing slightly animalistic features – a trace of their human heritage. They are strongly affected by Modun’s fragmented magical fields, making their abilities quite unpredictable.

Modun – Charms And Talismans Of The Ignis Elves

While minor magical items are fairly available in Modun’s towns and cities, the instabilities of high-powered magic have a compounding effect on the creation and use of greater ones. There are fewer high-powered spellcasters around since that path is far less rewarding on Modun. Spells of level seven and up are entirely unavailable. Anything above third level can’t normally be used in an item since they require mana to operate and items don’t have any. Even enchantments which fall within those limits occasionally spontaneously unravel as he dimensions shift or when they are moved through Modun’s distorted and disrupted magical fields. The best way to stabilize things is to use very low-powered effects (leading to the wide availability of very minor items) or to tie your item to the self-stabilizing energies of a living creature. Thus the popularity of Charms and Talismans, which are simply conduits for their user’s natural magic, and Relics, which are foci made to boost their user’s natural power.

Yet the Ignis Elves are notorious for both their arcane might – and for keeping slaves. What they do not usually mention is that the two are far more closely related than most of the other races understand. After all… the Ignis Elves live in active volcanoes. That isn’t a place where most of the other races of Modun can function effectively or survive for long. You can’t exactly put your (expensive) slaves to work farming or gathering natural resources for you when they’ll die in a week. If you want to keep them for long… they need even more expensive magical protection or to be kept in carefully sheltered areas. This may be worthwhile if you want to breed some half-elves or have captured some incredibly skilled craftsman, but that’s not enough reason to support a lot of slaves.

But if you support them reasonably comfortably – well enough to maintain the required Charm and Talisman slots – you can use variations on the black magic of Bondrunes (The Practical Enchanter, Black Magic Charms and Talismans) to draw on their energies for magical purposes. Perhaps fortunately, no single victim may bear more than one such Charm and one such Talisman. Crafting such Charms and Talismans requires that the victim be restrained and essentially helpless while the intricate tattoos are crafted. Sadly for the Ignis Elves, no individual slave-owner may benefit from the transmitted energies of more than seven of these more elaborate charm-level links and five talisman-level links, although they do permanently occupy the charm or talisman slots they are “installed” in on the unfortunate bearers. Removing them is possible, but involves a good deal of time, a great deal of pain, and a great deal of skilled work to keep them from coming back.

While there is some similarity, the Ignis Elves aren’t really a local version of the Drow. They come a lot closer to being a local version of the Third Reich if the Third Reich basically had nowhere to expand to and engaged in “Klingon Promotions” thanks to that lack. Yes, that’s still spectacularly unpleasant, but they’re much better organized than the Drow. Now as for those black magic Bondrune variants…

  • Ajavaras: This charm-level rune inflicts a -4 on Str and Dex on the bearer but grants the owner the use of a permanent magic “item” valued at up to 5000 GP. The Talismanic version inflicts -6 penalties but grants the use of an Item (or Items) with a value of up to 12,000 GP. (Unfortunately, only standard devices may be powered this way; this does not grant the benefits of design-your-own stuff or Innate Enchantment).
  • Erevaim: This charm-level rune inflicts a -4 on Dex and Con on the bearer but grants the owner the ability to summon a Mephit (Basically a psychic projection version) once per day, which will remain for up to ten minutes. Applying the rune to a Ventus Elf or Gnome allows the summoning of Air, Steam, or Lightning Mephits. Applying it to an Ignis Elf or Halfling allows the summoning of Fire, Magma, or Smoke Mephits. Applying it to an Aqua Elf or Human allows the summoning of Water, Ice, or Ooze Mephits. Applying it to a Terra Elf or Dwarf allows the summoning of Earth, Dust, or Magma Mephits. The Talismanic version inflicts a -6 penalty but may be called on three times per day for up to an hour each time.
  • Ektrivargus: This Charm-level rune inflicts a -4 penalty to Int and Cha on the bearer, but grants the owner +6 daily Power (For the first instance), +4 for the second, and +2 for the third, for a total of +12. Further incidences are useful only as backup. The Talismanic version inflicts -6 penalties and provides the same benefit, but if two or three are in use they provide +1 or +2 bonus uses on Rite Of Chi (to provide Power) if the owner possesses Rite of Chi in the first place.
  • Galineäravol: This charm-level rune inflicts a -4 on Int and Con on the bearer but grants the owner +3 Generic Spell Levels. A second instance provides and additional +2, and a third +1. The Talismanic version inflicts -6 penalties and grants the same benefits, but if the owner is benefiting from two or three instances they gain +1 or +2 bonus uses on Rite Of Chi (to provide generic spell levels) if the owner possesses Rite of Chi in the first place.
  • Ingeimeja: This charm-level rune inflicts a -4 on Int and Wis on the bearer but grants the owner +2 Mana. A second instance provides and additional +1 Mana. The Talismanic version inflicts -6 penalties and grants the same benefits, but if the owner is benefiting from two instances they gain a bonus use on Rite Of Chi (to provide Mana) if the owner possesses Rite of Chi in the first place.
  • Orjamar: This charm-level tattoo permanently occupies one of the user’s charm slots – causing anyone who sees the bearer to be aware that he or she has an owner and providing +1 Skill Point in Profession / Slave (basically acting servile and knowing the owners rules). The Talismanic version allows the victim to know what his or her master or mistress wants without having to be told and grants either +2 Skill Points in Profession / Slave or +1 in Profession / Slave and +1 in linguistics (the owners native language) if the bearer does not already speak that language.
  • Verimeja: This charm-level rune inflicts a -4 Con on the bearer but grants the owner the ability to – once per day – transfer up to half the effect of an incoming spell or power of up to level four, or a physical attack, or poison or other source of attribute damage or drain, to the unfortunate victim. This does not count as an action. The Talismanic version inflicts a -4 penalty to Str, Con, and Dex, but functions up to three times per day – if the unfortunate bearer survives that long.

For some more conventional (and mostly less black) Charms…

  • Ämblikkott: When unpredictable flows of lava and volcanic fumes may indunate areas without notice, evolution does not favor creeping things – at least among animals that are too small to support substantial magical protections. Hence most of the insects found in the lands of the Fire Elves can fly – or at least spin webs to cross narrow areas or ride thermal updrafts across larger ones. Moreover, useful insects can often use some help to colonize more hospitable pockets. This modest pouch can easily entice, contain, and support, a substantial swarm for several days. While this is sometimes used as a weapon (by tossing a swarm at some nearby target), or an implement of torture (by covering some restrained unfortunate in stinging or carnivorous insects), the most common use is purely practical – transporting swarms of honeybees to pollinate pockets of greenery, moving silk-spinning insects who have eaten one spot barren to more hospitable areas, or releasing a swarm of spiders to clear noxious insects out of an area. The Talismanic version can store up to three swarms, and sustain them for up to a month before they will have to be let out to feed.
  • Auvroovel (Black Magic): This bone-carved charm when placed within the mouth of a medium-sized or smaller corpse or skeleton animates it – making it about as effective as (if far more horrifying then) an Unseen Servant. The Talismanic version is a bone blade which, when plunged into the heart of a medium sized or smaller corpse (or where the heart would be on a skeleton) animates it as if it was a basic skeleton or zombie, although the blade must be left in place. Such things are, however, not powered by negative energy and – as mere constructs – are unaffected by being “Turned”. There are claims that making an offering or vow to the powers of nightmare will further empower such minions, but anyone who’s tried it has apparently opted not to talk about the results. Auvroovel are said to gradually weaken user’s – causing them to slowly sicken (and to eventually die and become undead themselves), or to age more quickly than is natural, or otherwise suffer ill effects. This usually isn’t a problem for short-term users however.
  • Eskiot (Spore Pouch): This pouch contains roughly a hundred and eighty pinches of fast-growing mushroom spores. Scattered over a suitable substrate – a pile of dead leaves, fresh-turned forest soil, rotting flesh, or similar, within an hour or so they will grow into enough edible fungus to make up a good meal for a medium-sized creature. While this is one of the most efficient ways to “carry food” known, the time delay and need for a substrate suitable for fungus to grow on tends to make charms such as Journeybread or Luncheon Pots more popular. The Talismanic version is capable of gathering spores from the fungi as it is being harvested, or from the air in general, refiling itself at a rate of 3d4 pinches per day.
  • Hatalikkus: Malice and plotting disturbs the currents of magic in their own ways, adding crimson and blackness to the usual aspects of the emotional spectrum. This amulet is sensitive to such forces, and possesses a limited ability to turn them back upon themselves. As a Charm it grants a moments warning – +2 bonus to initiative against such attacks and, once per day, will absorb the first one point of attribute or three points of hit point damage inflicted by an attack driven by such forces. Unfortunately, this only works against plots and schemes in social environments. It is of no use at all against beasts, undirected monsters, and similar difficulties. The Talismanic version is twice as powerful, but otherwise identical.
  • Hintuli: Normally the dead feel no pain – even if subjected to attacks that can disrupt or banish them. This whip, however, is wrought of anguish and the grief of the bereaved. While having a living physical body reduces such attacks to little more than discomfort, the dead – and undead – will feel pain when they are struck. Even a Charm level version is a considerable shock to undead who are used to knowing hunger, rage, sadism, jealousy, and a drive to harm the living – but not the pains of life. A talismanic version can often drive undead back, or sometimes even temporarily disrupt less substantial manifestations, such as ghosts and haunts. Sadly, it’s impossible to write effective rules for this item, since every game master tends to have their own ideas about how conscious undead are, and to whether or not they have any free will, and as to what drives them. Possibly forcing Will saves against some undead equivalent of Fear might work…
  • Iminuga: These weapon-charms are basically Rune Weapons – but these variants are a +1 Bane (the individual who’s full true name is written on the blade in especially-compounded ink). Sadly, it normally takes at least an hour to properly write upon such a blade, and – once in use – it will be wiped clean within a three minutes of combat (although that is usually more than long enough). Talismanic versions, however, will hold the name written upon it until an hour is spent purging it from the blade or the weapon tastes the hearts blood of the target (actually, any contact with their corpse will do as well as striking the killing blow).
  • Kivihääl: This curious charm can pick up vibrations in the surrounding earth and stone, turning them into audible sound. The Charm version is mostly good for hearing emergency and public-service announcements sent out as vibrations through the stone of the Ignis Elves volcanic homes. The Talismanic versions can also provide warnings of geological events, such as upcoming eruptions, tunnel collapses, landslides, and incoming lava “bombs”.
  • Kurimuusi (Banshee Bagpipes, Spirit Flutes, Etc, VERY Black Magic): Made of a flayed hide or bone taken while the victim was still alive, this noxious charm can be played to produce the sound of the victims cries, screams, and pleas if the user so desires. If the victim was closely related to or emotionally linked to a target within close range said target can be subjected to a Cause Fear effect (regardless of their hit dice, although if they roll a 20 on a save they gain a Rage effect instead) up to once an hour and will certainly find the noise horrific. The Talismanic version can be played (Level/3) times daily to produce a Chorus of the Damned – equivalent to a Distracting Cacophony effect twice daily. Of course, even the Ignis Elves tend to regard this device as sickening. In general, only complete psychopaths will make or use them, usually to torment some hated foe with the horrific destruction of someone they cared for. Variations made from animal skins are occasionally seen; they aren’t quite as bad (and all animals of the appropriate type count as being closely related), but even if you are troubled by bears, skinning one alive to make an instrument of bear scaring is probably a bit much.
  • Laksvär: This small makeup kit can render the user simultaneously almost unrecognizable as an individual while being easily recognizable as a member of a particular group with little more than a glance into it’s tiny mirror. Charms are used to apply a single type of makeup – one might give anyone who uses it a full set of clown makeup, or tribal “tattoos” and facepaint identifying them as a warrior of a particular tribe, or the full face concealment of a Plague Doctors mask. In any case, a Laksvär can be used (3 + Level/3) times daily, whether to don or remove the disguise. Talismanic versions can do up to five different disguises and gain an additional two daily uses.
  • Lehamma: This replacement tooth is almost indistinguishable from a standard one, but can store a single dose of a potion or alchemical concoction – allowing the user to either swallow the contents or spit them onto a target within 10′ as an free or immediate action once per turn. This is occasionally used as a poor mans breath weapon, but is more often used for healing potions, concoctions useful in escaping (metal-cutting acid or oil of slipperiness or some such), or poison. Talismanic versions can hold three separate doses of such materials and allow the user to chew through things as if they were made of adamant – although this is normally quite slow, only inflicting 1d6 damage per ten minutes of effort. Still, if you wish to chew your way out of chains, or through the bars of a cell, you can do so given time.
  • Litseimär: This crystalline lens (often worn on a chain as a badge) allows everyone who sees it to know what position of authority the user occupies in the local society, if any (this can also serve as a form of identification papers, even if the user’s position is simply “local child”). The Talismanic version allows the user to inspect written materials and determine what authority lies behind the words, easily detecting many forgeries. There are rumors that the knowledge of how to create Litseimär was a gift from strange, tentacled, psychic entities – possibly enemies of the Dolls – from between the stars, but no one really knows.
  • Mürgitoru: This pipe allows the user to conserve their tobacco or other drug of choice, allowing the user to smoke a single pipeful all day while mitigating the more dangerous effects. The Talismanic version allows the user to share the effects of their smoke with up to two companions. It also, far more subtly and dangerously, comes with a small compartment which can hold a single dose of poison or some other drug, whose effects can be inflicted on any single target within twenty feet if the user can smoke within that range for a minute or so. For good or ill, it is almost impossible to tell whether a given pipe is the Charm or the Talisman version.
  • Nahakau (Branding Iron): This simple tool sears a brand into the victims flesh without having to be heated and whether or not they are immune or resistant to fire. The talismanic version makes the brand extremely difficult to remove: it will tend to keep coming back if sliced away, scarred over, or similar measures are taken.
  • Noiru: This dark charm allows the user to manifest as an Apparition (Witchcraft, L4 Psychic Construct) for three minutes after being slain. The Talismanic version adds another three minutes – one per day for three following days, allowing the user to attack his or her enemies, appear to friends, and to claim a final chance at impacting the physical world.
  • Orthic Shield (Black Magic): This charm prevents the spirits of deceased slaves from following the links of their Bondrune variants back to their prior owner, and using him or her as an anchor to the living world and focus for haunting. Talismanic versions prevent the user from being targeted by death-curses and similar malignancies.
  • Rakonvarandus: This charm is an intricately carved cup or other ornament. If added to a hoard of treasure, the user will know if that treasure is disturbed, and get a brief vision of those disturbing it if and when that happens. The Talismanic version establishes a more potent link with the user’s treasures, allowing him or her to take abilities that can only be used while they maintain a treasure horde above a particular level (commonly a percentage of their wealth-by-level or other measure as set by the GM).
  • Ratehud Wheel: This spinning wheel spins obsidian, glass, and magma into durable, flexible, threads with the hardness and durability of stone. While this makes for heavy clothing and ropes and such, the durability may be worth it. For those rich enough to afford the upgrade, the Talismanic version can add gemstone powder to the threads which – for some reason – leaves them as light as normal items based on plant and animal fibers. Items made of Ratehud Fiber have the hardness of stone and at least double the normal hit points. They also, of course, don’t catch fire – although they will melt if enough heat is applied. Various forms of concealed armor are often made with Ratehud fibers.
  • Siladetipud: These crystalline “contact lenses” protect the wearer’s eyes against heat, dryness, ash, dust, and volcanic fumes. The Talismanic versions also emit a dim green glow that – viewed through themselves – translates into a dull red (and sometimes headache-inducing) visibility about equal to that provided by a candle and are comfortable enough for long-term usage.
  • Stripitsat (Black Magic): Inscribed with the personal rune used in the Bondrunes and Variants thereof applied to your slaves, this useful charm allows you to determine the rough direction and distance to anyone bearing a currently-active Bondrune or Variant Bondrune that’s attuned to you. The Talismanic version makes it difficult for someone else to trace such a link back to the wearer.
  • Surveanum: These simple lidded clay pots can be set into a fire, or even upon the surface of molten rock, and will cook their contents very swiftly indeed, and without allowing them to burn. Talismanic versions will keep the contents piping hot and ready to eat for up to a week without difficulty, even after being removed from the source of heat.
  • Teisikfang (Doppelgangers Tooth, Black Magic): As a charm, this melee weapon (most often a dagger, but others are possible) is fairly straightforward: you may take on the appearance of the last person you killed with it up to three times per day, although the false appearance may be maintained as long as you wish (at least until the impression fades in a few months or is lost if the weapon is unattuned for more than an hour or so). A Talismanic version can be used on the newly dead, grants knowledge of the victims name and a fair notion of what they were doing when they were killed, and provides a focus for the victim’s spirit, allowing said victim to haunt the user, although no one else can see or hear them without some special power. While this can be annoying, the user may bargain with the victim (or try to trick them) for further information. Unfortunately, failing to live up to any deals arrived at will leave the user open to a difficult-to-remove curse from the deceased. If you tell the spirit “All right, if you give me the combination to the safe I’ll let your kids live” you had best live up to it.
  • There are numerous variants on the Talisman level of the Doppelgangers Fang. The most common can simply store three appearances but offer no further information or links, or grant some insight into the victim granting an additional bonus to attempt to impersonate them, or which can cause the body to temporarily take on your own appearance.
  • Tuvaim (Black Magic): This accursed leaden seal charm may be set upon a corpse or crypt to spread astral darkness. If set upon a corpse it leaves the spirit mostly blind to the physical world, making it difficult for it to haunt others – or to even animate it’s own corpse. Set upon a crypt or modest area it makes it extremely difficult for spirits to sense anything beyond their anchors. The Talismanic version is “immaterial” to spirits and their powers. It – say – hung around the neck of a corpse or set upon a crypt, the spirit(s) will be unable to remove it without help from the living.
  • Ulekindlis: This simple charm extends any Energy Infusion (The racial “immune to one element/double damage versus it’s opposite” effect) which the user happens to have to his or her equipment – in the case of the Ignis Elves rendering their clothing and equipment impervious to fire damage, if vulnerable to Ice. The Talismanic version can extend this effect to one other creature, provided that it is willing, is in close contact with the user, and that the user maintains concentration on the effect – allowing an Ignis Elf, for example, to carry a visitor along a path beside a river of magma without them burning to death.
  • Ummitusraha: This incense burns with the scent of preserving spices, musk, and vanilla, with a teasing trace of sweet corruption. It infuses the local spiritual realm with a trace of the energies of life. As a charm, a handful thrown upon a fire will serve as an effective offering – allowing spirits in the immediate area to easily manifest and communicate while allowing them to once again experience many of the luxuries of life – fine food and wine, comfortable furnishings, the warmth of a fire, and more, for the next full day. The Talismanic version can either provide those same benefits for about a week or can be briefly shaped by the will on the user, allowing the creation of very short-term spiritual objects – perhaps placing a portcullis in the path of an onrushing spirit. While this will only hold for a few rounds in the face of a determined spirit, that may be enough time to offer a bargain or to escape. In either case, a pouch contains seven handfuls.
  • Vatilgad: This pouch of pebbles causes those pebbles to promptly revert to magma when they are drawn from the pouch, with barely enough delay for a high-dexterity user to get rid of them before they have an urgent need for fire resistance. Such a glob can be dropped into a cup to instantly heat the contents, poked into a keyhole to jam the mechanism, tossed at someone with effects similar to a Ray of Fire (Frost) cantrip, or used to start a fire, among other things. A Charm can provide up to (3 + Level/3) such pebbles per day (although the user will occasionally need to add more pebbles to fill it up). The Talismanic version can also provide a small handful up to three times daily, allowing the user to affect up to a 5′ radius.

Obviously enough, a lot of standard Charms and Talismans are also applicable – notably most of the Black Magic stuff – and some items from other articles. For example, the…

  • Living Phylactery.
  • Earthfire Stone and Starfire Cauldron.
  • Spider Glove.
  • Volcanic Fume Inhalers tend to make user’s eyes glow red instead of blue, but are otherwise equivalent to Dwarven Radium Water. Ignis Elf Bloodcurse Weapons work exactly like Dwarven ones.
  • Venomous Crossbows are basically versions of the Ventus Venom Bow, and come in hand, light, repeating, and heavy versions – although the cost is increased by the base cost of the crossbow. Similarly, Night Bracers are equivalent to Ventus Elf Stingers and Shadowed Cloaks are imported from the Ventus, and are occasionally available among the Ignis Elves.
  • An Alarm Horn is basically a version of a (standard) Resounding Horn that vibrates the Earth instead of the air, and is commonly used by guards and patrols to sound an alarm that most intruders on Ignis Elf territories cannot hear. Stylistic variations on Elven Cloaks, Vanishing Cloaks, Hidden Pockets, Flux Iron, and Tulthara are also very common, thanks to their utility in stealth missions.

If it wasn’t obvious, the Ignis Elves have a fairly unpleasant society, Of course, when you’re up against the Puppeteers and their Dolls… it’s like fighting off the Great Old Ones. No comprehensible ally is to be discarded. 

Modun – Charms And Talismans Of The Halflings

This question was about Modun Halflings Charms and Talismans. Now I didn’t include those originally because of two factors: many of their Charms and Talismans only work in Dream and – to a far more limited extent – in Fables and because a lot of the rest are specific to particular Fables and only work there. The Book Of The Moon might have several useful powers activated by reading the mysteries hidden in its pages – but it probably only works in the Isle Of The Moon Fable – that is to say in one particular small village out of the entire multiverse. It draws its “power” from the local dream-overlay saying “Yeah, that fits!” and going along with it – basically a remote control for that particular dream with buttons for a few preset functions.

Still, there is some amusement in looking at that sort of thing, if only because it allows entirely unreasonable levels of power in charms and talismans.

Dream-Crystals can be invoked as needed, although no more than once per day. They have more limited effects in the quasi-reality of a Fable, but can be invoked there as well. They do not work at all in reality. For some possible examples…

  • Dream Of Feasting: The Charm version provides a generous holiday dinner. The Talisman provides a mighty feast with waiters, wine selections, and exotic foodstuffs on demand.
  • Dream Of Flight: The Charm version allows the user to glide or drift gently downward for at least a few hours. The Talismanic version allows the user to soar like an eagle.
  • Dream Of Hedonism: The Charm version allows you to dream of a small but conventional orgy. The Talisman adds in pretty much anything you want in the way of exotic species, some shapeshifting for yourself, and various kinks and toys.
  • Dream Of Night: The sun sets. A Charm still allows the light of the moon and stars and such, but the Talismanic version leaves the area in utter darkness.
  • Dream Of Piracy: The Charm version makes you a member of the crew on a high-seas adventure. The Talisman makes you the Captain and provides a “treasure map”.
  • Dream Of Storms: A great storm ravages the area. With a Charm the effects are mostly outside your inn, tent, or craft. With a Talisman you are out in it, experiencing the full fury of the storm, and possibly having to deal with floods, or terrifying winds, or nearby lightning-strikes.
  • Dream Of The Fortress: Your citadel stands strong, your forces ready for a siege. A Charm provides some raiders, a bit of excitement, and a position as a commander of the guard or some such. A Talisman can provide a siege, sallies, attempts to undermine your walls, and a position as a high commander.
  • Dream Of The Mountain’s Peak: Above the birds, above low-lying clouds, and above the lesser peaks, you can see virtually forever. A Charm offers cool breezes, fabulous views, and bird-watching. A Talisman may allow the user to catch glimpses of distant realms of dream upon the horizon.
  • Dream Of The Wilds: Explore a mighty forest, climb mountains, see a tranquil lake, observe the Aurora Borealis The Charm version provides a fairly limited patch of wilderness of a particular type, the Talisman either allows several environments and a much larger area or lets the user become a creature of the wilds for the duration.
  • Dream Of Tournament: Whether carnival or competition, here are contests and displays of skill at arms. A Charm puts you in the audience, a Talisman makes you a competitor – and will even let you use skills you do not have as appropriate.
  • Dream Of Travel: Whether aboard a gnomish airship, a seafaring ship, part of a caravan, or some similar expedition, you may voyage to distant lands (or an approximation thereof). With a Charm you can see the sights and relax on your vacation. With a Talisman you can steer as you will – but there will likely be at least one attack or other problem.
  • Dream Of Volcanic Peril: Fire, lava, rains of hot ash, and underground explosions galore. It’s hard to get more exciting than that. A Charm covers a relatively limited area, and is less urgent. A Talisman can provide an entire mountain, fleeing “bystanders”, and much more action.

For some other kinds of dream-resources, we have…

  • Basket Of Nightmares: Once opened this picnic basket attracts troublesome creatures. As a charm this is limited to swarms of ants, occasional bees, and similar annoyances. As a Talisman, it usually seems to attract a bear or two. If the bear(s) are run off or otherwise dealt with a dream-extra forest ranger will pass by and tell the user a few interesting things about the local area. He or she will have +12 in Heal if someone is hurt. Halfling scholars say that the Basket Of Nightmares is actually a fragment of dream from an alien reality, as are a variety of other strange dream-charms. No one quite knows if a Basket Of Nightmares works outside of Dream and Fables since hardly anyone has ever heard of the things, much less tried to use them.
  • Dream Of Expertise: Allows the use of a particular physical feat for ten minutes per day while dreaming. A Talismanic version also provides a +2 insight bonus on any rolls required for the user of that feat. Variants allow the user of the Companion ability.
  • Dream-Forged Item: Charms and Talismans suffice to duplicate quite a lot of relatively minor magical devices – but only in the realms of dream, only permanent items, and only those allowed by the game master (The GM may opt to allow charged wondrous devices; something like a Ring of the Ram is reasonable enough, but may also cost a few dreamweaving points to provide the charges). As a rule, Charms can manifest a dream-item worth up to 7500 GP, while Talismans can manifest dream-items worth up to 18,000 GP. This, of course, means that even a low-level type can have plenty of magic items – but only in their dreams.
  • Dream Guardian: The user is accompanied by a pack of wolves or a pair of panthers or something similar (Charm version) or a Hound Of Doom or minor supernatural beast (unicorns are popular with younger girls, boys tend more towards small dragons and such) (Talismanic version) while in the lands of Dream. In a Fable you can get a small domestic pet dog or cat or a trained guard dog respectively.
  • Dream Key: This charm provides a +4 Circumstance bonus to any attempt to open a lock or sealed passage in the realm of dreams and counts as a set of lockpicks. the Talismanic version counts as Masterwork Lockpicks and provides a +12 circumstance bonus, but still only works in dreams. Similar tools exist for Stealth, Climbing, and various other skills when used in Dream. The downside, of course, is that they are completely useless in the physical world.
  • Dream Of The Great Sage: These actually come as a wide variety of more specific charms and talismans, each invoking a particular type of expert – an elderly mapmaker with great knowledge of geography, an expert cobbler, a blacksmith, or whatever. Charms simply cause such an individual to be found somewhere nearby (if occasionally in need of rescue). Talismans provide an appropriate place of business as well. Sadly, while advice works anywhere, if you want a dream-cobbler to fix your boots, you must either invoke them in a Fable or physically enter the realms of dream.
  • Fabled Artifact: These devices only count as Charms and Talismans, but represent important elements of a particular Fable. Are you visiting the Mysterious Island Fable? A Balloon capable of carrying the party on their escape would likely count as a Charm. Access to the Nautilus would definitely be a Talisman. Sadly, this sort of item only works in the appropriate Fable. The Troll Hammer from Buffy The Vampire Slayer? Charm – but one that only works in the Sunnydale fable. You’re in the Ponyville Fable and are looking for one of the Elements of Harmony? Definitely a set of Talismans.
  • Fable Pass: This charm provides a reasonable briefing on, and a rough map of, a particular Fable. The Talismanic version adapts to whichever Fable the user enters.
  • Literary Dream: These are passports to particular short story, book, or the setting of some other popular entertainment. A Charm suffices to enter such settings as a background character, a Talisman allows the user to replace some member of the main cast.

And for a few that work in reality…

  • Alarm Clock: The Charm version awakens the user at a specified time. The Talismanic version allows those within 20′ to make up instantly and clearly if this should be needed.
  • Clarity Stone: This crystalline orb allows the user to remember his or her dreams clearly and in detail. The Talismanic version can inscribe those details onto any convenient black scroll or tome. They are most commonly employed by dream explorers, sages, and researchers.
  • Concentrated Sleep: This elixir has an indescribable flavor that is never the same twice and the flask slowly refills itself (up to a maximum of three doses) while the user sleeps and the connection to Dream is open. The Charm is as effective as a Phoenix Pillow, but the Talismanic version only regains a dose if the user rests for a full day – and, when consumed, will allow the user to gain the benefits of a full nights sleep in a mere two hours. Unfortunately, the user may gain the benefits of a nights sleep only once per day, regardless of how long it actually takes.
  • Dream Bane: These charms ground out the subtle energies of dream, making the user’s sleep deep and dreamless. They’re occasionally useful for those dealing with trauma, or dream-related curses, or some such although it is widely considered (albeit with little evidence) to be unhealthy to use one for more than a few months. The Talismanic version also functions as a weapon crystal, granting whatever weapon they are attached to an additional +1 enhancement bonus and +1d6 damage against creatures of dream only. Modun Halflings tend to find these unsettling and do not gain the healing benefits of resting while using one.
  • Dream Diary: This functions much like a written diary, but the user’s entries take the form of brief daydreams (if reviewed while awake) or dreams (if reviewed while asleep). The Charm version can hold about two years worth of brief entries while the Talismanic version can hold ten.
  • Dream Game: these packs of cards are unique to each user since the images and text on the cards are drawn from their own imaginations. When one user challenges another to a game, they will wind up playing some sort of battle game with over-complicated rules which will generate an illusory “board” area and small illusions to show exciting little battles. A small bet is required, but a few pieces of candy or who has to wash the dinner dishes will do. Talismanic versions allow the user’s to play in their sleep, with up to a dozen participants, and to get directly involved, experiencing all the excitement in first person.
  • Dream Interpretation Guide: This little book provides a +2 insight bonus on any attempt to interpret the meaning of a dream or vision. The Talismanic version, once per night, allows the user to engage one creature of dream in a debate as to it’s meaning and purpose. If the user wins the creature is subject will accept his or her Suggestions as to what it is for for the rest of the night.
  • Dreamweavers Focus: The Charm version provides one extra Dream Point (From Dreamweaving) each day and will always let the user know if he or she is within a dream. The Talismanic version provides three extra dream points per day and grants an extra roll (keeping the best) when the user is attempting to resist interference with his or her dreams.
  • Hedge Of Dreams: This charm makes it notably more difficult to access or interfere in the user’s dreams, providing a barrier which increases the DC of such attempts by +3 or grants a +2 bonus on any saves the user needs to make. The Talismanic version gives the “hedge” “thorns”, which causes those who attempt to intrude on the user’s dreams to take 1d6 damage in the process. This will also protect a Mnemonic Mansion, although anyone who wants to invade one of those is unlikely to be dissuaded by 1d6 damage.
  • Panoply Of Dreams: Similar to a Tulthara, these charms can create a temporary outfit – a set of more or less fanciful clothing woven from the stuff of dream. Outside of a tendency to disappear if Dispel Magic, Dispel Psionics, or Dismiss Ectoplasm is used on them this is a perfectly normal, and serviceable, outfit. Talismanic versions can manifest a light or medium suit of basic armor and/or a shield, subject to the same limitations.
  • The Winslow: A small, fuzzy, indestructible, lizard-creature appears in your dreams. It is friendly, if silly. If you can keep it from being stolen by dream-raiders (who will make attempts every 1d6 days) it acts as a Mother’s Tears Amulet. The Talismanic version also acts as a Dao Sigil, slowly healing things like amputated limbs. Halfling scholars say that The Winslow is actually a fragment of dream from an alien reality, as are a variety of other strange dream-charms.

 

Eclipse d20 – the Unicorn Glade of Gotham City

For today’s bonus item, it’s a bit from Majestic’s later progress.

As the wilderness waned and urbanization increased, the creatures of the wilderness’s wild magic – fey, shapeshifters, wandering wizards, the witches of the forest deeps, dragons, and more – slowly withdrew to the Otherworlds. And as they withdrew… the ancient morphic patterns their existence had maintained, that shaped new manifestations of magic into accord with the existing order, waned as well. For with such beings it was not genes and biology that determined their nature but the patterns set by the existing beings of magic. Yet the upwelling magic of the world continued. And with few elders left to hold those patterns… adaptive radiation took place as it had before with the dawning of each new age of magic. Cities soon came to host their own magical ecosystems. Now…

  • Urban sorcerers hide in plain sight upon the stage, or advertise in phone books. Monotalents may call themselves “mutants”, or “metahumans”, or by many other names, with little understanding of their source of power.
  • Urban netrunner elves gather into boy bands, drive fast cars, hack computers, and fight with magical rock music and elegant pistols. Other groups may be bankers, celebrities, and high-powered lawyers (modern nobles).
  • Urban werewolves hold full-moon barbecues and work in the police department, where heightened strength, senses, and healing grant a considerable edge.
  • And urban were-unicorns walk the streets and sometimes take human form. Hospital administrators may not know why so so many of that paramedics patients pull through their critical injuries – but they are pleased nonetheless.

Gotham, with it’s hidden curse pulling it ever towards corruption and shadow, had not had any unicorns – fundamentally creatures of purity – for centuries. But now that one had come along, and one strongly attuned to both light and purity at that… the city spirit started making arrangements to keep him.

In game terms the City started making arrangements because the character – Majestic, a Were-Unicorn superhero – decided to spend a feat / 6 CP buying himself a Sanctum – The Unicorn Glade Of Gotham City:

  • Siddhisyoga: Specialized / only to add facilities and a Ward Major to the Sanctum (3 CP).
  • Action Hero (Crafting),Specialized for Increased Effect (Covers both Physical and Magical Costs) / only to pay for adding various facilities and a Ward Major to the Sanctum (6 CP).
  • Privilege: The Ward Major starts off at Rank 3 with the Bounty, Forgotten, and Healing abilities (3 CP).
  • Blessing, Specialized for Increased Effect and Corrupted for Reduced Cost / only to share Unicorn Shapeshifting with lovers. Within the Glade they can take Unicorn Form, gaining Unicorn Powers as he does. While they may retain the form after leaving, they can’t change outside ) (4 CP).
  • Stipend (6 CP). Mystic Crystals and Herbs bringing in about 200 GP ($4000) per month (6 CP).
  • Mystic Link with Power Link, Specialized and Corrupted for Reduced Cost / only to keep the Sanctum fully functioning when he’s away from it and to let him sense it if something intrudes upon it (2 CP).

A Unicorn Glade is the foundation for a new Unicorn Herd – a place where human lovers may take on Unicorn Form, where Unicorn Foals may be conceived and born, and where a fledgling herd may safely grow. As the presiding unicorn – whether lead mare or herd stallion – grows in power, the Glade will manifest new facilities and the Ward which defines it will grow ever more powerful, rendering the glade itself every more supportive and ever more hidden. If the Ward should ever reach truly epic levels of power the interior is likely to become a sizable realm of its own.

The upper levels had once been a bustling place; during the great age of steam, when trains reached out to bind the world together with rails – mere threads of steel – that spanned continents. The thundering hearts of that age were the steelworks, the plants that forged red-hot metal into the colossal engines that rode those rails. Great cranes and furnaces, heaps of coal to stoke the fires. rivers of water held in huge vats to quench the heat, and a thousand mighty machines labored day and night to build and tend those engines. That vast heart was slowed and stilled with the rise of the automobile and the old factory-complex – claimed for back taxes decades ago, but the hazard and cost of dismantling or renovating it far more than the return – was left to rust, lit only by the occasional shaft of light glinting through a broken window past the curtains of ivy where nature was beginning to reclaim mans labors.

The lower levels of the old industrial complex and railway nexus were barely above the water table, and the echoing space – once storage for the largest and heaviest locomotives the facility had produced – was long abandoned to rust, dust, and mold. With the fall of a once-towering smokestack burying the access-rails beneath a thousand tons of broken brickwork, the place was accessible only by long forgotten stairs hidden in the corners of the slumbering factory, Water pooled, draining to the deeper, water-filled caverns beneath Gotham, and a few errant plants grew in the occasional beams of light reflected down old ventilation shafts.

Edmund found it hard to imagine what had drawn him here. Was this what sleepwalking was like? The trip had seemed like something out of a dream – turning into the old maze of metal, passing the warning signs, opening the junk-hidden door and descending into darkness… He had wondered if he would wake up in bed. But beneath his feet ancient magic moved, ley lines focusing in on a place from which great dreams had taken flight – leaving a vacancy. The City-Spirit concurred with the gathering powers. Gotham… could use some unicorns. They tended to be beacons of light where darkness was all too common. This Stallion, especially, was attuned to light magic. It meant to keep him. And Unicorn Stallions required a home. And this place… would do.

As Edmund mused, looking out over a pool in the echoing darkness, the earth-energies gathered and blossomed – a mystical nexus forming and bonding itself to the creature of magic that had called it forth, wrapped already in the concealing magic of faerie.

From Edmund’s wandering footprints, greenery sprouted. A soft golden radiance suffused the darkness, growing slowly. Behind him, trees grew – rowan and oak, nut and fruit, rising to brace the roof more firmly than steel and iron had ever done. Soft grasses and berry-bushes spread, like the trees flowering and bearing in profusion. In the pond and rivulets where water leaked into the chamber, murky water rippled and suddenly ran clear and pure. In the walls, veins of softly luminescent crystal formed even as rich beds of herbs sprouted beneath the larger plants. A well-appointed campsite appeared beside a tinkling cascade of crystal water cascading from one wall, a simple, if well-furnished, bungalow* nestled in the grotto which had once been a side-tunnel for turning engines around. After all, the Stallion would probably want to spend some of his time in human form on occasion – or bring in mates and father children. The herd would grow.

By the time Edmund woke from his musing, noted the increasing brightness of solar radiance in the hidden depths of the earth, and lifted his eyes from the waters of the pool where the old rail-ramps once entered… he beheld a beautiful pocket of fey wilderness, brought to being in the heart of the earth. For a moment there was shock – but then acceptance. Somehow he knew… this place was HIS.

*Action Hero (Crafting) provided four action points to spend on upgrades. A rustic cottage-type dwelling seemed like a notable, but not terribly impressive project – so it cost 3 points. If Edmund gains a few more levels, the place may become quite elaborate.

Modun – Charms and Talismans Of The Dwarves

d20 characters all have some natural magic. It helps them heal cleanly and completely, it helps them resist external forces by allowing “saving throws”, it helps them resist pain (to the point that normally only magically-induced pain affects them), it helps them resist nonmagical illnesses, it renders them inhumanly capable and tough… and it can empower Charms and Talismans, which are simply channels for the user’s natural magic just as hammers and screwdrivers are channels for the user’s natural strength. Most charms and talismans are relatively generic, just like basic hand tools – but many of Modun’s races have Shaping built in, which gives them an affinity for particular types of magic – and thus the ability to easily empower more specific charms and talismans than usual. Other folk can usually still use most of them of course, but it is rarely so easy or natural as it is for the races they’re made for, just as a custom tool grip for a specific hand shape is awkward for people with differently-shaped hands to use. .

On Modun, dwarven specialty charms tend more towards tools, portability, and pranks, which at least helps keep the kids busy while they wander their rocky homelands. Given that nomadic pastoralism is a well-established social pattern in real-world history – unlike living in colossal trees (Ventus Elves), underwater (Aqua Elves), or in orrery-driven aerial transports (Gnomes) (among other eccentric lifestyles), dwarven charms and talismans are more down-to-earth in multiple senses.

On Modun Dwarves usually spend the rainy season in somewhat larger, and more durable villages, often built around small mines or other natural resources where the pasturelands are more abundant, and wander in smaller groups during the dry season, seeking to feed their animals by moving between slow-growing patches of pastureland to spread the load. Naturally enough, many of their tools help with this lifestyle

Ancestral Signet: This charm allows the user to influence earth-based dust and fine sand. The charm version will protect the user against inhaling dust or fine sand or getting it into their eyes, and makes it easy to clean the stuff out of your skin, hair, and clothing. Those with dwarven earth magic, or anyone using a talismanic version, may even sculpt images out of small quantities of loose material – even possibly creating a decent visual illusion if you merely wish to simulate a rock face, an earth-based elemental creature, or shape a map or diagram in the sand and dust.

Begemmed Banner: This pennant has a heraldic design pickout out upon it in tiny flakes of semiprecious stone, and will clearly convey the name and title(s) (if any) of it’s owner to all who look upon it and are close enough to make out the images on it. While this is mostly a vanity item, it does neatly defeat any attempt to mangle the user’s name, apply an insulting nickname, or downplay any rightful titles they may possess. The Talismanic version may have up to three ribbons – each conveying some simple message – attached, adding that message to the communication when one or more is unfurled. War-leaders may thus quickly communicate commands to – perhaps – “Attack!”, “Stand!”, and “Retreat” easily available, while a diplomat might proclaim “A Diplomat!” and “Here to Parley!”. Such messages do bypass language barriers. Numerous minor variants exist to convey things like Clan affiliation or that an urgent mission is underway or some such.

Bloodstone Amulet: This useful charm prevents any creature it is tied to from feeling pain. While this is useful for people (especially for those with arthritis or chronic pain or some such), it is invaluable when you want to perform veterinary work on an animal. The Talismanic version helps seal wounds, blocking the loss of blood as well, effectively preventing bleeding wounds and making healing more effective, providing a +1 HP bonus to any healing that the wearer is given, including overnight recovery. This makes minor healing items like Sovereign Ointment far more effective, allowing them to restore things like badly-damaged hooves.

Bread Press: While well-built ovens and time produce somewhat better results, when it comes to fast and easy it is hard to beat the convenience of dumping some coarsely-ground grain, water, and a pinch of salt and/or herbs and/or sweetener into a Bread Press, closing the cover for a few minutes, and getting out a steaming loaf of reasonably good bread without needing an oven or even a fire. Talismanic versions can similarly make pies, cakes, and casseroles.

Bull Tamer: This makes a bull, stallion or similar animal as docile as an ox, gelding, or similar while still leaving it available for breeding purposes. Talismanic versions halve the time required to train animals for various purposes.

Carnelian Compass: These fine needles can, if mounted within a compass, respond to emotional lines of force instead of to magnetic ones – pointing towards those individuals which the user feels a deep emotional bond with, and upon whom he or she is currently concentrating. Unfortunately, that influence is subtle and such focus is difficult to maintain, making tracking targets by this means slow, difficult, and prone to error. Still, if a desperate parent is searching for a lost or kidnapped child, or a child is searching for a beloved pet, a Carnelian Compass will probably get them there – if with no respect for safety. It can even search for someone who the user deeply hates, but this is even more unreliable unless the feeling is mutual. The Talismanic version is attuned to bonds with groups, and as such is considerably more reliable. It will readily lead the user to groups of friends or allies who are currently accepting visitors at considerable ranges.

Cenotaph Fetter: A beacon, anchor, and resting place for the spirits of the dead, a Cenotaph Fetter is basically a camp for the dead – a warm fire, hot cocoa and cookies, comfortable tents, and a stable place to look out at the wild lands of the astral plane and the living world. Near a Cenotaph Fetter the ghosts it anchors can easily generate effects roughly equivalent to Minor Image and Mage Hand – allowing easy communication and minor interventions. Setting up a Cenotaph Fetter requires that it be attuned by a living character for at least a week, although once one or more ghosts has taken up “residence” the Cenotaph becomes self-supporting. A Charm version can support up to three resident ghosts (and does allow for occasional visitors), although a living person must inscribe the names of the spirits involved upon it. The Talismanic version must be installed in a stationary position in contact with the earth, can support up to seven ghostly residents, and allows the spirits involved to readily exercise Dreamweaving and Witchcraft abilities in the area without having to pay extra to affect the material world. Ghost-collectives may even be able to manifest a reasonably powerful Psychic (Astral) Construct into reality on rare occasions. Dwarven ghosts often stick around for a few centuries to see how their descendents are doing and often volunteer to help protect them or to look after supply caches or to teach their children.

Cheesecloth: This square of loosely-woven cloth is fairly simple; pour whole milk through it to get whey and cheese, which – if it needs aging – will be well-aged in a week. Talismanic versions can produce 1d6+6 different kinds of cheese, thus adding variety.

Clotted Creamcake Pouch: This pouch “compresses” about five ounces of butter, oil, or clotted cream into a half-ounce patty (neatly wrapped if appropriate wrappers are added). These patties contain about a thousand calories each (about seven times as much as wax and ten times as much as butter) and keep indefinitely in the pouch – but slowly regain their normal size and mass once withdrawn from it. Thus a two-pound pouch actually holds roughly twenty pounds. While these sweet, buttery, creamy, nutty patties aren’t all that healthy to live on for long they’re more palatable if spread on bread or added to stew or some such. Of course, while Clotted Creamcakes are less effective than Journeybread as FOOD the pouch can slightly adjust their properties as they are withdrawn – so a patty can be used as a firestarter, rubbed into sticks of wood to make torches, lubricate machinery, be threaded on a bit of string to make a long-burning candle, be used to make decent pastry, or be burnt in lamps, amongst a hundred other uses. The talismanic version can make somewhat greater changes – allowing a patty to be used for pretty much anything you would normally use oil, grease, or derivative products for. It works as massage or tanning oil, as wood sealant and finish, to fuel lamps, fires, and small firebombs or cooking fires, to run a heater or suitable engine, or as ointment. Used with a sprayer it makes a fair substitute for a Grease spell – while adding a spark can produce a gout of flames.

Crafter’s Pouch: The miniature tools within this pouch function as a full set of tools for any one Craft skill. The Talismanic version either counts as Masterwork tools for said skill or counts as a complete toolkit for up to ten Crafts. It never weighs more than three pounds in any case.

Cream Separator: Pouring milk through this multi-spouted funnel will neatly seperate it into two or three components – perhaps water, cream, and nonfat powdered milk, or skim milk and cream, or reduced fat milk and butter, or curds and whey. Talismanic versions are considerably faster (and can handle the production of a larger herd), but are otherwise much the same.

Crystal Armonica: The spinning crystal disks (much more compact than the glass variety) of this instrument can easily wound an unskilled user, but the ethereal, piercing, tones it produces can be woven into an eerie spectral music, sometimes inducing melancholy in mortal audiences. Spirits, however, find it’s harmonies most enjoyable, and will often respond to a concerto by manifesting – in which case they can be addressed while the music plays and are usually willing to converse and answer occasional queries – or even to grant some minuscule favor, such as revealing where to find a badly-needed herb growing. The Talismanic version allows performers who intentionally injure themselves upon it to provide a blood-offering of 2d4 hit points in exchange for a favor of noticeable effect. In either case, the better the performance, the better the likely result.

Desiccant Sand: A pinch of this sand will quickly dry meat and fruit, dry up spills, or reduce sauces. While it has little effect on living things, it does irritate mucus membranes and eyes rather a lot if it happens to wind up in them, providing a +2 bonus on attempts at relevant dirty tricks and the equivalent of the Dazzled condition until the victim can rinse it away. A small bag holds about thirty uses. The Talismanic version can dry much more material, rough-cure a hide in a few moments, do 1d6+1 damage to fish and other water creatures, and will leave victims of appropriate dirty tricks blind or mute for a round.

Dowsing Rod: This classic tool allows the user to use appropriate skill rolls to look for things that would normally be beyond detection due to being hidden under the ground – although only large deposits or open spaces can be detected at any great range. Still, if you are searching for water, ore, mineral deposits, tunnels, or good building stone, this is an extremely useful tool. The Talismanic version provides provides a +2 Masterwork and a +2 Insight bonus to appropriate skill checks, but the functionality really isn’t that much greater.

Dust Bath: Placing an ounce or so of dust in this small soapstone ewer, letting it “charge” for a few minutes, and then pouring it over a person or item causes the dust to cascade over the target and to the ground, carrying away with it dirt, sweat, excess oil, and similar materials, leaving the target and it’s clothing (if any) both dry and clean. The Talismanic version similarly carries away minor parasites, such as insects and skin fungi, and leaves any injuries clean, sterile, and ready for further treatment.

Fault-Finding Ocular: This painstakingly-ground quartz lens offers the user a tendency towards cynicism and skepticism, granting a +1 Luck Bonus on any attempt to find fault with something or on saving throws made to disbelieve illusions. The talismanic version is a set of spectacles, granting a +2 bonus in general and a +4 when looking for faults in stones and stonework and metal objects.

Hearthstone: In combination with a Dwarves innate earth magic this charm causes the simple grass matting of a pit-house roof to – over the course of a day – develop a layer of dust and earth, taking on the toughness of hardened clay. In two days the layer of dust and dirt will take on the durability, fire resistance, and water-tightness, of baked tile. The Talismanic Version will, in three days, grant the roof the toughness of stone – and as long as a hearthfire burns within the house it can maintain some minor blessing such as keeping vermin out, preventing household accidents, ensuring that food does not spoil, granting good dreams, or even repelling minor evil spirits or undead (don’t rely on that too much). Sadly, like a Hallow spell, this requires that someone provide the blessing to be sustained – although such minor rites are hardly great feats of magic. When the user intends to leave their shelter to move onwards the effect will fade in about one hour per step.

Herdsire Totem: Carved from the skull of a herd/flock/etc ancestor (usually a bull, stallion, or ram from a few generations back), this charm – once fastened to the earth – exerts a subtle attraction upon domesticated animals descended from the bones donor and belonging to the clan of the Totem’s owner. While very small, the constant effect makes the animals affected far less likely to go astray. The Talismanic version applies a similar repulsion to things which are likely to get the animals into trouble – eating poisonous plants, getting stuck in the mud while trying to get water, wandering too close to patches of brush where predators are hiding, getting into areas with too many holes to break legs in, etc. Once again, the effect is subtle but persistent, significantly reducing random injuries and losses over time.

Lodestone Powder: This fine powder is psychically sensitive, and once attuned can be moved around by the user’s mind – as long as he or she can maintain concentration and keeps the stuff within (Dexterity) feet. While the force that can be exerted in this way is extremely small it will suffice to create small monochrome “images” with a maximum radius of about two feet, manipulate a quill to take hands-free notes, flip pages, fish your keys out from under the couch, hold small parts in position to be fastened into place, so on. The talismanic version provides more dust and can exert Strength 1 – enough to use a lock pick, construct an image with a five-foot radius, stir a pot, work typewriter keys, or even pour a drink for you. It’s commonly used by thieves, clock-makers, and elders with arthritis.

Miasmic Amulet: These charms protect the user against a specific disease (or a small cluster of closely-related illnesses, such as Colds or Flu), preventing them from catching it no matter how often they are exposed to it. Dwarves, notably, can catch several diseases which are almost unique to their silicon-infused flesh – Petrification Syndrome (from deep mines, which turns them into living statues that eventually go utterly mad), Volcanic Fever (from volcanoes, which causes them to melt down in gouts of lava), and Rusting Touch (from unmaintained forges), and more. Talismanic versions allow their user’s to carry the disease in question and either inflict it on others or control it’s effects – allowing their users to turn into a statue at will with Petrification Syndrome, or to turn parts of their bodies into living magma and back to flesh as needed, or to use their rusting touch selectively against opponents. However, if they lose the Talisman, such a disease advances immediately to it’s final stages, making this a very dangerous tool. Suicidal assassins or vengeful folk are said to sometimes use such talismans.

Mirrorstone: This small silvery gem can manifest a plane or simple curved surface of reflection with a radius of up to three feet as a standard action, facing either towards of away from the user. While this is entirely immaterial, it can be moved easily and does block line of sight although anything but light passes through it freely. This is often used for signaling, to set up “lighthouse” style effects, or to enable personal vanity. Talismanic versions can also manifest lenses, and can maintain up to five (admittedly much smaller) optical elements at a time. Skillful users (those with good Architecture and Engineering skills) can – with practice – sustain effective binoculars, telescopes, microscopes, solar furnaces, jewelers loupes, and similar devices, although they may need to build cases to keep stray light out.

Pestiferous Opal: This charm calls forth a small bird or animal (the type is determined by the patterns and flaws of the stone, and is constant for each stone) which will harass and annoy a chosen target initially within medium range for 1d4+1 hours or until slain (mildly tricky, since such creatures are very evasive and hard to hit). They act with the intelligence of a small, bored, mischievous, child – stealing car keys, squeaking in your ear just as you were getting to sleep, and so on. The Charm version can be used three times per day, but no more than once in any given six hour period. The Talismanic version has no “cooldown” period and the annoying creature(s) can last for 2d6 hours instead. These are surprisingly often used by parents to keep children busy.

Phantom Blades: These can actually be any kind of weapon and come in pairs. While the feel and act like the real thing they are obviously mostly illusory and merely cause a momentary chill, a few moments of numbness, and some discoloration that will fade in a few minutes, if a successful attack is made with them. The Talismanic version can animate one of the two weapons so that the user can practice without an opponent if desired. As long as the user maintains regular practice they are treated as having one free skill point in an appropriate martial art.

Radium Waters (Natural Charm / Talisman): The mysterious energies of these deep underground waters can provide visions of the future, the past, or of realms beyond – pretty much at random, although the GM may allow a Will save (at an arbitrary DC) to see something potentially relevant. Interestingly, the time spent dream-questing (usually a few hours) restores 1d4 Power per hour (plus any other effects of a nap) and is as refreshing as a strong energy drink. A flask normally contains twelve doses, but using it more than once a week or so risks addiction. Talismanic flasks are similar, but grant multiple visions – at least some of them potentially relevant – over the course of 3d4 hours of “sleep”. Sadly, the stuff is both strongly addictive and strongly mutagenic (Will and Fortitude saves). Mutations almost always include the user’s eyes glowing a radioactive blue, but are otherwise fairly random.

Runepoles: These inscribed poles are set at the corners of a modest area to influence the creatures breeding within it – influencing such factors as skin/coat/scale color and pattern, sex of the offspring, general docility, and similar minor features, within normal limits: one can easily produce wild or domestic sheep, colored black, grey, white, and brown, in various coat patterns, but getting green and red sheep is likely to call for dye. Runepoles do not guarantee results in any given case, but do exert a significant influence. The Talismanic versions can influence their behaviors while the animals are in the area, getting sheep to line up quietly for shearing (and food), making breeding bulls far less dangerous (if still not exactly SAFE), and training them quicker.

Spectral Swarm: This pouch of powdered chitin can be used up to three times per day to produce a small swarm of illusory insects for about thirty seconds. While these are physically harmless, and can be disbelieved (DC 10 + User’s Cha Mod) if someone thinks of it or directly interacts with them, they are potentially startling, distracting, and annoying since they can give a single target the sensations of being bitten, stung, or crawled upon. The Talismanic version is pretty much the same but can affect one hex or square and it’s adjacent hexes or squares within close range.

Thriving Galactite Amulet: While it’s usually preferable to breast-feed infants, at times it is difficult or impractical. This handy charm allows an infant to thrive on any type of milk available. The talismanic version will also keep an infant comfortable and clean despite the rigors of outdoor travel.

Thumper: This charm sends out regular pulses of vibration through the earth that are easily detected by creatures with tremor-, earth-, or stone-sense (natural or artificial) at considerable ranges. This can be useful in the short term for orientation or mining, but while it may take hours, or even a day or so, some tunneling creature of the deep earth with Tremorsense is likely to respond eventually. This tends to be hard on the general vicinity, but is sometimes the only way to damage an otherwise unassailable fortress or some such. The Talismanic version vibrates so strongly that it effectively blinds Tremorsense withing a 60′ radius, swamping it with spurious signals. On Modun, one of the minor rituals available to Dwarves with a high Arcana skill is a Deep Survey – employing a Thumper charm, a brief ritual, and several hours of lying flat on the ground to feel it’s vibrations, to produce a rough map of subsurface features within a radius of about two hundred feet to a depth of about 120 feet. Dwarves rarely dig blindly and are quite good at harvesting small deposits.

Turquoise Gyre: This small stone-and-metal top can be set spinning in a bowl or other slightly convex surface and will continue to spin until notably disturbed – but the top is very sensitive to external magical forces. While someone breaking into the user’s house will likely disturb it (and raise a clattering alarm as it falls), events such as small earthquakes foretelling greater seismic events, or opening a terrible gate to the netherworld, will probably disturb it many miles away, and oncoming natural disasters all tend to disturb it as well. When the Gyre falls it is wise to take notice. The Talismanic version leaves marks where it spins and comes with a slightly-concave holding-tray of divinatory symbols picked out in stone as well, giving anyone with Arcana +4 or more (or an instruction booklet) excellent odds of being able to figure out what kind of disturbance it was, thus gaining advance notice of many potential disasters and disturbances.

Water Straw: With the help of a dwarves natural earth magic this straw can be stuck through a bit more than a yard of earth and stone to suck groundwater out. The Beer Straw variant can similarly penetrate several inches of wood to allow the user to swipe some beer or other drink from a keg. In either case, once withdrawn no hole is left behind. The Talismanic version draws whatever liquid it’s stuck into out in a steady stream, allowing the easy filling of bottles and other containers, the irrigation of small plots, and creating tinkling little fountains for the ambiance.

Wind Brush: This charm wipes away – or at least muddles – the signs of passage left by a modest sized group, adding +5 to the DC of tracking them. The Talismanic version can increase the DC by +10 for a modest sized group, or by +5 for a fairly large one (Unsurprisingly about the size of the usual dwarven wandering “clan” and their herds) but is complex device requiring regular adjustment, forcing the operator to ride in a wagon at the rear of the group so that he or she can make relevant adjustments – straightening up plants there, a gust of wind there, and so on. Variants abound however; a harp played to produce “traveling music”, a complex mass of gears, small levers, dials, and buttons, or wands calling for quiet gestures (or actual brushes) are all likely variants.

Wirecloth Loom: Weaving cloth out of fine wire and reinforcing it with crystals makes for heavy, but extremely durable, clothing. While most non-dwarves find such clothing a bit “stiff”, this means that even dwarven children are commonly protected by the equivalent of Masterwork Studded Leather (no armor check penalty) while wearing clothing that virtually never stains, wears out, or tears. The Talismanic version of the Wirecloth Loom simply spins its own “thread” from ingots of metal.

Black Magic Charms And Talismans:

Whispering Malice (Natural Charm): A dull grey dust sometimes harvested from the final breaths of the spiteful and malignant, Whispering Malice is a psychic poison. Victims who ingest it will be plagued by intrusive thoughts and a subtle inner voice that constantly tells them that they are not good enough, that they are failing everyone, that whatever position they hold on an issue is unjustifiably wrong, and so on. The victim tends to become more reckless, inclined to depression, and more easily manipulated, over time suffering a substantial penalty to their effective wisdom. Fortunately, extensive therapy, or a ritual of exorcism to cast away the lingering traces of the poison’s malignant “donor”, can eliminate the effects even if the victim does not manage to throw off the influence on their own.

Bloodcurse Weapon (Natural Talisman): Infused with the blood and anger of someone who died with a feud unresolved, these black magic talismans function as +2 weapons – but will subtly steer their wielder to seek out the desired target(s) (an individual or small group) and battle them to the death, serving as +4 weapons inflicting 4d6 bonus damage against that target or group for the duration of the fight. Once either the user or the target perishes in such a battle, the weapon will crumble to dust. Anyone who attempts to wield such a weapon while denying it’s call will suffer from regular misfortune, such as having their bowstring break at a critical moment or accidentally including a potentially deadly mushroom in their stew. Each would-be user who perishes due to the weapons malice will slightly enhance its power, possibly even increasing it’s bonus, adding a special function, or making it harder to resist it’s urge towards vengeance.

Charms and Talismans are interesting for several reasons – and the biggest is that they are part of cultures and are used by the common folk, not overwhelming forces that reshape those cultures. Give everyone a Healing Belt? Suddenly injuries are almost meaningless. Allow a few Phantom Mills (Unseen Servant generator)? For a mere 2000 GP magical industrialization is underway. Give a village a few Bread Presses? Life is a little more convenient and really good baking gets reserved for special events, but life will not be turned upside down. Similarly, a clever adventurer will find plenty of uses for charms and talismans, and may find them interesting character notes throughout their career – but there isn’t going to be a “must have” list of items for their build any more than there is a “must have” list of tools for a household.

Eclipse d20 – The Dwarves Of Modun

There isn’t yet that much available on the Dwarves of Modun – mostly because, as yet, no one has elected to play one and the current focus of the game is a long way from their lands. No one has even met one yet (Well, outside of the 158-year-old gnome theater performer who has surely seen a few in various backstory audiences, but that really does not count).

Like so many “Dwarf” variants across the multiverse, the Dwarves of Modun are short and stocky compared to humans. But while their overall body plan is similar enough, their bodies make far more extensive use of silicon than most creatures, giving them denser flesh, an affinity with earth magic, the ability to absorb earth-based materials to enhance themselves, and rendering them infertile with most other races. Of their three subtypes – Stone, Metal, and Gem – Metal Dwarves usually have shiny metal-tinged skin and short hair that resembles wire more than anything else. Stone Dwarves tend to have skin like coarse sandpaper and “hair” consisting of short rocky spikes. Crystal Dwarves have slightly translucent skins, with tiny (and very thin) crystal “scales” with “hair” consisting of crystalline outcroppings.

On Modun, they tend to prefer stony wastelands, mountains, and barrens, where metals, minerals, and crystals are easily available – but the scarcity of food in such places tends to result in regular migrations and a dependence on cattle, which they use for food, work, and as draft animals.

As such, while there are loose clan structures, Dwarves are mostly found in small groups – two or three families that are allied at the moment – moving semi-randomly to areas their scouts have found will provide forage and water for the cattle or access to other resources (Interestingly, their earth magic tends to cause metal and mineral deposits to “respawn” over time, which is convenient even if it can make such sites objects of contention), to visit outposts of other groups to trade, to meet other groups of Dwarves to swap marriageable kids, to avoid unwanted social obligations (such as taxes, or conflicting demands for support when two groups of their allies are at odds), and to avoid natural problems such as insects, disease, and weather. Despite this their mastery of metal and stone – and reliance on sturdy oxcarts for transport – allows them to maintain a more technologically sophisticated lifestyle than might otherwise be expected. Wealth amongst them tends to be a combination of cattle herds, of stockpiles of finely worked stone and metal tools, of conveniences, of armor and weapons, of areas that are accepted as belonging to particular groups, and of favorable social connections with other groups. They generally employ pit-houses (shaped by their mastery of earth and stone) with temporary, portable, roofs, and hidden buried caches (sometimes small underground complexes with traps and animated guardians with long-established groups). Wanderers, however, tend to deal in coin and finely-worked tools, armor, and weapons, using their innate ability to work with stone and metals to great advantage.

There are rumors that a few more sophisticated (and mostly subterranean) city-states are buried deep in the mountains towards the center of the dwarven lands, places of tunnels and roads, fortifications, wine, splendor, clean-shaven disciplined infantry, and a certain degree of contempt for the barbarians who roam beyond their borders and refuse to join up (despite providing much of the food!) but these may be naught but travelers tales, perhaps designed to give their tellers a good laugh as adventurers waste their time searching for lost cities of gold.

Modun Dwarves (31 CP / +0 ECL):

Elemental Absorption (14 CP):

  • 3d6 (12) Mana with Unskilled Magic, Specialized and Corrupted / only for unskilled magic, only to take on abilities related to the material absorbed, materials are limited to earth/metal/stone/crystals, requires 1/20/50 GP worth of material to take on a L1/L2/L3 effect. Maintaining effects requires the ongoing investment of 3/6/9 Mana for effects of levels 1/2/3 (6 CP).
  • Rite of Chi with +4 Bonus Uses, Specialized and Corrupted / only to refill the Mana pool above, only works after an effect is dropped to recover the invested mana (4 CP).
  • Immunity/Dispelling and Antimagic (Common, Minor, Great, Specialized and Corrupted/only protects effects generated using Absorption above , 4 CP).
    • This, of course, is one of their major advantages: sure, a third level spell effect will take up most of their mana pool – unless they get some levels and buy it up! – but a permanently-active third level spell can be quite powerful. 

Earthshaping (6 CP):

Dwarves may slowly shape and polish stones and gems, refine ores into metals, and work and repair metal by touch. While this is relatively slow, given a little time they can easily build and craft stone and metal, escape from metallic manacles and bars, jam locks and metallic doors, and so on.  This is purchased as Shaping, Specialized and Corrupted for Increased Effect (Cantrip Equivalents that automatically apply as they work) in the enhancement and alteration of stone, ores, and metals (6 CP). This results in:

  • The ability to craft stone and metal items with a +5 bonus in one-third the usual time. As a result, their mundane metallic gear is presumed to be personally crafted.
  • Their personal metallic equipment gains the benefits of being constructed of any Special Metal or Stone that the GM finds allowable where this is beneficial. Sadly, this quickly fades if they stop using it, and so is of no use to anyone else. The choice of metal cannot be changed once made for any individual dwarf.
  • Their personal metallic or stone equipment is considered Masterwork as long as they are using it.

Magics Of The Earth (13 CP).

Innate Enchantment: Up to 5500 GP value (6 CP).

  • Immunity / Stacking limits when combining racial innate enchantment effects with external effects (Common, Minor, Trivial (only covers L0 and L1 effects, 2 CP).
  • Immunity/Dispelling and Antimagic (Common, Minor, Great, Specialized and Corrupted/only protects racial innate enchantments, 4 CP).
  • Immunity/the normal XP cost of Innate Enchantments (Uncommon, Minor, Trivial [only covers cantrips and first level effects at caster level one, Specialized / only to cover innate racial abilities (1 CP).

Stone Dwarf Innate Enchantments:

  • Immortal Vigor I: Adds 12 + 2 x Con Mod HP (SL1 x CL1 x 2000 GP Unlimited-Use Use-Activated x .7 Personal Only = 1400 GP).
  • Sustenance: Reduces user’s need to Eat, Sleep, Drink, and Breathe to one-quarter normal (SL1 x CL1 x 2000 GP Unlimited-Use Use-Activated x .7 Personal Only = 1400 GP).
  • Enhance Attribute: +2 Con (SL1 x CL1 x 2000 GP Unlimited-Use Use-Activated x .7 Personal Only = 1400 GP)
  • Assay Minerals: The being touched may identify and assay stone, ore, clay, and earth (SL1/2 x CL1 x 2000 GP Unlimited-Use Use-Activated x.7 Personal Only = 700 GP).
  • Boots Of Stomping: 3/Day generate minor earth tremor (600 GP).

Metal Dwarf Innate Enchantments:

  • Resist Energy: 10 Resistance (SL1 x CL1 x 2000 GP Unlimited-Use Use-Activated x .7 Personal Only = 1400 GP). Yes, resistance-10 to all five basic elements. Quite handy!
  • Master’s Touch: Grants effective proficiency with any weapon or shield (SL1 x CL1 x 2000 GP Unlimited Use Use Activated x.7 only items made primarily of metal or stone = 1400 GP).
  • Enhance Attribute: +2 Str (SL1 x CL1 x 2000 GP Unlimited-Use Use-Activated x .7 Personal Only = 1400 GP)
  • Assay Alloys, Metals, and Forgework The being touched may identify and assay alloys and metals (SL1/2 x CL1 x 2000 GP Unlimited-Use Use-Activated x.7 Personal Only = 700 GP).
  • Restful Crystal: Sleeping in armor does not cause penalties (500 GP).
  • Least Crystal Of Illumination: Any one metal item the user carries can be made to shine with the light of heated metal, shedding bright light in a 5′ radius and shadowy illumination for another 5′ beyond that (100 GP).

Gem Dwarf Innate Enchantments:

  • Personal Heroism: +2 to Attacks, Saves, and Skill Checks (SL1 x CL1 x 2000 GP Unlimited-Use Use-Activated = 2000 GP).
  • Enhance Attribute: +2 Cha (SL1 x CL1 x 2000 GP Unlimited-Use Use-Activated x .7 Personal Only = 1400 GP)
  • Assay Gems and Crystals: The being touched may identify and assay gems and crystals (SL1/2 x CL1 x 2000 GP Unlimited-Use Use-Activated x.7 Personal Only = 700 GP).
  • Lesser Crystal Of Screening: -5 penalty on Touch Attacks made against the user by incorporal creatures (1000 GP).
  • Lesser Crystal Of Illumination: Any one gem or crystal the user carries can be made to shed bright light in a 20′ radius and shadowy illumination out to 40′ (400 GP).

Miscellanea (8 CP):

  • Grant Of Aid, Specialized and Corrupted / requires at least ten minutes to activate, user must consume a mixture of rare minerals (Stone Dwarves), metal filings (Metal Dwarves), or Crushed Crystals (Gem Dwarves) worth 10 GP to activate this ability – although that will suffice for any number of “uses” within the next ten minutes or so (2 CP).
  • Immunity to Aging (Uncommon, Major, Trivial, 1 CP). Dwarves can live for about three centuries,
  • +1 Linguistics: The bonus language is always Dwarven (1 CP).
  • +1 Craft: Usually stone/metal/crystal related (1 CP).
  • +1 Socialize (1 CP). All that practice is worth something.
  • +2 to Occult Skills Earthheart Infusion and The Embryonic Pearl (1 CP).

Racial Disadvantages (-10 CP):

  • Incompetent (Swimming, Jumping): Dwarves, being dense, swim very poorly and do not jump well (-5 Penalty)
  • Incompetent (Social Skills with non-dwarves). Dwarves, used to their own centuries-old clan relationships, do not do well outside of those confines (-3).
  • Accursed:
    • Gem Dwarves: -2 on saves versus Sonic Effects and 1 1/2 times damage from them.
    • Metal Dwarves: -2 on saves versus Acid Effects and 1 1/2 times damage from them (Before their resistance). .
    • Stone Dwarves: -2 on saves versus Cold Effects and 1 1/2 times damage from them.

Campaign Magic – Covenant Seals, the Siege Perilous, and the Dreamer’s Censor

And for today it’s a bonus post – a trio of campaign-enabling items: Covenant Seals (to set up adventures and missions), the Siege Perilous (to take the party to distant adventures), and the Dreamer’s Censor (to train and access the realms of dream).

Covenant Seals:

Back in first and second edition clerical types prayed to be granted their spells each day – and might or might not get them depending on the judgement of their deity. If they didn’t behave according to the dictates of their faith, or didn’t make an effort when tasked with a mission or goal, or otherwise displeased their god, their powers might be diminished or even denied entirely. They fairly often got the spells that their god thought they should have instead of what they asked for – although this sometimes helped them out; if their god gave them a bunch of anti-undead spells instead of the anti-dragon loadout they’d asked for… that told them that they weren’t getting to the dragon today due to undead.

That faded over the editions, in roughly the same way that there are quite a lot of people who claim to be members of one or another religion but who don’t actually follow it’s teachings. After all, if someone wanted to be a priest of “X”, they almost always wanted it because they wanted some cool power that came with it, not because they wanted to play a devout follower of “X” who listened to what “X” told them. I suspect that that is related to the trend towards focusing on individual characters rather than campaigns – when embracing martyrdom for your faith became defeat instead of victory. I put a nod to that philosophy in Eclipse in the form of Duties – where you got some extra power for actually working towards some goal or serving someone or something. Here we have another – a nod to the classical notion of making a supernatural pact with some entity, receiving a bit of it’s power as long as you live up to your end of the contract.

Covenant Seals only work in settings where seventh level spells work and where greater powers, or some some reasonable facsimile thereof, exist. The effect is simple enough; a mortal proposes a contract – offering service(s), or valuables of some type, or sacrifices, or something similar, to a greater power or entity. If the contract (or edited version thereof) is approved and the mortal decides to go through with it after reviewing the terms, the mortal may then apply the Seal – and be imbued with the magical powers specified, although the upper limits of what is possible is set by the chart below. Contracts must specific what spells are to be granted, how often they will be renewed (minimum of never for short term contracts, maximum of once per day at some specified time), how the contract will or can be terminated, and any special services, offerings, or rituals which must be provided or observed. If the Power violates the terms of the contract (not likely; most don’t care that much) the Mortal may immediately terminate the Covenant. If the Mortal violates the terms, the Power may or may not take action or terminate the contract; it depends on the entity in question. If the power dies, the contract ends. If the Mortal dies the magical part of the contract also dies, although some greater powers will press their claim to the Mortal’s soul if that was part of the terms. A given Covenant Seal can only support one contract at a time. Such Covenants usually require several hours to set up – and consulting an expert on contracts is often advisable, unless the contract is something like “I will give you this specified set of spells each day at dawn as long as you keep attacking my enemies!”. The spells granted are, of course, limited by the nature of the greater power, but not necessarily by any particular spell list.

Level/Maximum Spells Imbued
1-2) One 1’st
3-4) Two 1’st
5-6) Two 1’st, One 2’nd
7-8) Two 1’st, Two 2’nd
9-12) Two 1’st, Two 2’nd, One 3’rd
13+) Two 1’st, Two 2’nd, Two 3’rd

All spells are cast at Caster Level 9, any material components must be provided, and the save DC’s are set by the user’s relevant casting attribute with a minimum of (12 + Spell Level). Alternatively, the GM may allow two second or one third level spell to be replaced with a specific feat.

  • Spellcasting Contract: SL5 (Originally SL7, but sealing a pact does 5d6 damage to the pacter (sealed in blood), requires a suitable offering of service or things the power values, and does not provide special bonuses to the caster) x CL9 x 500 GP Unlimited-Use Spell Completion Activation (Access to Cleric Spell List or Use Magic Device DC 33) x.5 (Immobile) x .1 (Usable once per week) x.9 (Requires Knowledge/Religion check at DC 20) = 1012.5 GP.
  • Offering (Brings an appropriate offering to the notice of a greater power): SL1 x CL9 x 500 GP Unlimited-Use Spell Completion Activation (Access to Cleric Spell List or Use Magic Device DC 33) x.5 (Immobile) x .1 (Usable once per week) x.9 (Requires Religion check at DC 20) = 202.5 GP.

At a total cost of 1200 GP a Covenant Seal is surprisingly affordable way to (potentially) access considerable power. If only they weren’t limited to one contract at a time… still, many families and groups maintain a small collection of Covenant Seals and have patrons that accept standardized pacts of some sort.

A Greater Covenant Seal (2650 GP) uses the ninth level version of Spellcasting Contract (seventh after modifiers) but is effectively the same save for having a CL of 13 and being able to grant a recipient of 13+ Hit Dice Two 1’st, Two 2’nd, Two 3’rd, Two 4’th, and One 5’th level spell(s) to use. All spells are cast at Caster Level 13, any material components must be provided, and the save DC’s are set by the user’s relevant casting attribute with a minimum of (14 + Spell Level). Alternatively, the GM may allow two second or one third or higher level spell to be replaced with a specific feat.

For an example… the Penitent Monks Of The Scales of Ma’at accept retired adventurers, warlords, and criminals who wish to balance the harm they have done with good. Once they have done some retraining, and have meditated to purify themselves… they are offered Contracts with the Lords of Balance – granted helpful spells (most often healing) as long as they spend their time sincerely attempting to atone for the harm they have done. Thus bandits and such should beware; they can never know if that wandering elderly healer visiting the village they are about to raid will turn out to have twelve levels as a barbarian or something.

The Siege Perilous:

Dread Portal: Conjuration (Teleportation), Level 5, Components V, S, M (A barred, iron-bound, door inscribed with various runes, warning symbols, and ominous figures inlaid in copper and silver, and set into a stone wall or arch, 200 GP). Casting Time: Seven Minutes and Special, Range: Special, Target: Creatures passing through the door, Duration: Three full days, Saving Throw: None (Voluntary), Spell Resistance: No.

When Dread Portal is cast the runes and symbols will dance and whirl across the door before settling into a particular configuration as the door opens into blackness. Up to seven characters may step through during the minute that the portal remains open – to emerge somewhere. Unlike most Teleportation effects, the destination is influenced by the general nature of those waiting to embark, but is not under their control (although it is usually on the same planet). Adventurers will normally find a “mini-adventure” of some sort – a modest ruin with a few monsters, an ancient graveyard haunted by some undead, or whatever – that is reasonably well suited to their abilities. Refugees are likely to find themselves somewhere distant from their troubles and reasonably safe for the moment and usually will not return. Stray kids tend to find a lonely person who will entertain and scold them for a bit before shooing them home. In any case, any members of the group who return to their point of arrival within the next three days will find themselves before the now-closed portal once more. Any who do not will have to make their own way back – if they survive.

Classic versions often have a set of seats arranged before the portal to accommodate the lengthy casting time, from which the participants will vanish and in which the fortunate survivors (if any!) will reappear.

While the delayed recall and potentially long range drives up the level, the lengthy casting time and lack of control – allowing the “narrative force”, or strange entities, or the forces of fate, or whatever, to do the steering – drives it back down at least as much. I could reasonably argue for level four, but I’m going to leave it at level five like the basic Teleport spell.

Siege Perilous: SL 5 x CL 10 x 1800 GP Unlimited-Use Command-Word Activated x .1 (Usable once/week) x .9 (requires Arcana DC 18 to activate, user may “take 10” but not “20” x.5 (Immobile) = 4050 GP + 200 GP (Focus) = 4250 GP.

In many campaigns and adventure paths the various encounters and situations are arranged in a carefully-graduated order, meant to let the characters level up in a smooth progression towards the climax. This is so ingrained that I’ve seen a campaign wrecked because the players – on being told that a warlord would be attacking their cluster of isolated villages in a few months – concluded that their best bet was to gather power as quickly as possible. So they set up for fast travel and began madly rushing about, skipping anything that seemed likely to take too long in favor of fast XP and treasure. Since most encounters were “appropriate”… that soon left them so overpowered for the plot-required encounters that the whole thing collapsed.

Now in early editions, encounters tended to be location-based. If you went to the mountain where the dragon lived, it didn’t matter what level the characters were. If low-level characters were stupid enough to ignore the rumors and warnings and not scout ahead and went there… the dragon would probably eat them. That made sense; the world was not arranged to suit the player characters. They didn’t have destinies and did not start out important.

A Siege Perilous allows a sensible setting, with location-based hazards and events, that doesn’t revolve around the PC’s (and won’t break if they miss or skip a step) – while still allowing them to hit a graduated series of level-appropriate adventures. Level one? There are plenty of places where wolves are attacking settlements, or a pack of goblins are being pests – and the Siege will send the party to places like that. Level 20? That ancient liches crypt could use purging…

This is a setup for an episodic campaign of course, made up of small one or two session adventures and thus allowing for those times when you have a guest character or someone can’t make it this week, but the small-scale destiny-free stuff does have a certain charm to it all it’s own.

Dreamer’s Censor:

Dream Gathering: Divination, Level: 3, Components: V, S, F (a lit incense cone, the spell is over when it burns out or is extinguished), Casting Time: One Full Turn (one minute to touch targets, Range: Touch, Target: Creatures Touched, Duration: 15-20 minutes, Saving Throw: None (Voluntary), Spell Resistance: Automatic if desired.

Dream Gathering brings up to (Caster Level) touched creatures into a shared lucid dreamscape, it’s nature set by the mind of the first target touched, although later entrants can add minor details. The first minute is devoted to gathering the group and setting up the environment, thereafter the group may spend 2d4 subjective hours experiencing some scenario during their fifteen to twenty minute power nap (they can be awakened normally during that time). While no one can be truly harmed, and no resources are expended during such an experience, the dreamers can enjoy a day at the beach, or go whitewater rafting, or hold a race, or spar with each other, or talk something over, or do something x-rated, without actual consequences beyond the slight results of their brief nap. Comfortable lounge chairs are recommended. Optionally, the GM may occasionally allow characters to derive a circumstance bonus on some particular task if they practice it a lot in dreams – but this risks a similar penalty if the practice sessions are missing important elements. It’s also possible for entities from the wider realms of dream to intrude on the dream, but – since that doesn’t actually accomplish that much – it’s rare for anything to make the effort.

Dreamers Censor: When this palm-sized incense burner is lit everyone who touches it within the next minute up to a total of five characters will be affected by Dream Gathering. After the dream is over the Censor will not operate again until the next day. SL 3 x CL 5 x 2000 GP Unlimited-Use Use-Activated x .2 (Once per Day) x .5 (requires a full minute to open, fill, light, and close up again) x .9 (The first user must have Lucid Dreaming or Dream-Weaving) = 2700 GP.

This, of course, is good for training and practicing – as well as a possible (if roundabout) method for a party to make a quick trip into Dream; all they need is to start in a setting with an easily accessible exit into the greater realms of dream. This still won’t let them stay all that long, but what do you want from a relatively minor item? Go ahead, attempt to drive off a child’s nightmares or visit the dreams of a long-slumbering dragon to ask it about some ancient historical event. Hold a final gathering with a dying relative – and hear about the long-lost treasure they hid and get a start on your next adventure. As with any dream… the possibilities are limitless.

Eclipse D20 – Exotic Combat

The question in this case was about Tolkien’s battles of music. And those are fun, and dramatic, and fairly similar to any other fight – a declaration of challenge/opening combat, attacks are launched to succeed or fail, “injuries” are inflicted, the battle sways back and forth as skill and talent influence the course of battle, songs and instruments are wielded like weapons, mystical injuries are inflicted, and – in the fullness of time – one combatant either attempts to break away and flee or is overwhelmed and falls. Oddly enough, such battles – once begun – are rarely interrupted; there are a few stories where some minion or companion stabs the brash challenger while he or she is focused on music and gives the opponent a cheap victory, but that’s pretty rare and mostly only turns up in deconstructions and satirical works – and with player characters, who are always looking for some way to seize an advantage.

Backwards and forwards swayed their song.
Reeling and foundering, as ever more strong
The chanting swelled, (Finrod) fought,
And all the magic and might he brought,
Of Elvenesse into his words.
Softly in the gloom they heard the birds
Singing afar in Nargothrond,
The sighing of the sea beyond…

…The wolf howls. The ravens flee.
The ice mutters in the mouths of the sea.
The captives sad in Angband mourn,
Thunder rumbles, the fires burn-
And Finrod fell before the throne.

-Tolkien.

There are an enormous number of sources for magical music – and not a few musical battles. Just to list a few, consider Orpheus (Greek Mythology). Spellsingers (Alan Dean Foster). Link (Zelda). Finrod (And swarms of others, including Aule, the Creator. Tolkien). Beldandy (Ah, My Goddess). Minmay (Macross). Heartsongs (My Little Pony). The Pied Piper (Folklore). The Sirens (Greek Mythology). Mothra’s “Faeries” (Movies). The Musicians (Kung Fu Hustle). The Dreamtime (Australian Myths). Aslan creating Narnia. Väinämöinen (the Kalevala). The Dagdha and his Harp (Celtic Myth), and Musicians and the Fey (Popular Myth). For more modern (and visual) notions we have Guitar Warfare and Roundtable Rival.

But now we have a major problem. If we start admitting “battles” of music – and presumably of insults, and dance-offs, and economics, and social standing, and so on – either people will just turn down battle types where they’re at a disadvantage (in which case most will never be used since “choice of battle type” is ALWAYS going to be to the advantage or one side or the other) or (if they can be forced into such battles) will either turn combats into initiative roll-offs and attempts to drag targets into battles that they aren’t prepared to fight or will force combatants to spread themselves thin attempting to cover dozens of different battle types. This is fairly disastrous and requires rewriting everything every time someone comes up with a new way to “fight”. Do you really want to bother with rules for a cooking battle beyond maybe a few skill rolls and some amusing attempts to cheat or sabotage the competition?

The basic answer in Eclipse is that you just treat this as normal combat (sometimes with a slower time scale) using regular hit points, and armor class, appropriate weapons, but with “death” defined appropriately. Are you engaged in a social combat of rumors, revelations, and slanders? The battle may take weeks – but when your opponent “falls” their reputation will be ruined, they will be a social outcast, and they may have to flee the city! Is the battle economic? The user will likely be bankrupted! Are you up against a giant corporation? It’s likely to be represented as a giant boss monster, with relatively low AC but a lot of hits and numerous attacks. Sure, that’s even more abstract than d20 combat normally is – but no more so than representing military units as individual powerful characters, and that goes back to Chainmail (1971) – arguably a major part of the foundations of Dungeons and Dragons.

Can this be justified? Well… let us consider a Dragon. High Hit Points, High AC. Why should that make it hard to fight in an battle of economics, or social combat, or song?

Hit Points? Economically dragons are rich and hard to bankrupt. Socially? They mostly care about other powerful creatures (which are hard to influence), have massive egos, and live a long time. They have massive reputations. It will be hard to ruin them socially. With song? They are ancient, clever, wise, and have inhuman charisma. They mostly only listen to each other. Why should they listen to what lesser creatures sing? Again… that’s basically lots of hit points.

Armor Class? Economically Dragons mostly just have hoards. If they do run businesses they tend to be inhumanly good at it. It will be hard to land a telling economic blow. Socially? Do you even know who they socialize with? How will you find where to strike? With Song? Perhaps easier, but how will you get them into such a fight in the first place?

The same sort of considerations go for other organizations, especially if you use the rules for representing them as high-level characters.

That is very abstract of course, but a lot of things in games are pretty abstract – and it should work well enough to run the game.

Things get even more messy when battle types can overlap. Of course, to overlap effectively they have to be on the same time scale – like spellcasting and physical attacks. At least that means that you aren’t likely to have to worry about economic warfare or social combat during a standard battle of spells and steel. Music, insults, and dance-offs though? IO suppose they’re possible. There are quite a few spells that can represent musical or insult-based attacks. I suppose you could use a version of Irresistible Dance that required that the caster keep up the dance-off to reduce it’s level and which had reduced effects to lower te level even more. While spells tend to be rather limited resources, how often will a character be trying to start a dance-off? Take this an an Inherent Spell with Bonus Uses and you’re got an effective (if weird) debuff to help out your friends with enemies who fail their saving throws.

Music and insults though? Those can reasonably be considered just another way to fight. There are various feats and individual spells that can help represent such battles, but to make it a full-out fighting style I’m going to make a Mystic Martial Art out of each – basically a spell list where each available spell can be used once “per encounter”. You can either go with the default restrictions or invent your own, but that’s the basic routine. You buy the various abilities as you go up in level as follows: L1 Ability (2 CP Each, take at least two), L2 Ability (4 CP Each, take at least two), L3-6 Abilities (4 CP each, take at least one of each level in order), L7-8 Abilities (6 CP Each, take at least one of each level in order), and L9 Abilities (8 CP Each).

The Flything (Insult) Style:

L1) Faux Pas: Lesser Confusion (Single Target, 1d4+1 rounds, save each round to throw it off)
L1) Contemptuous Dismissal: Demoralize (Psionic)
L2) Mocking Inabilities: Suggestion
L2) Infuriating Assault: Mindless Rage
L2) Appalling Tirade: Enthrall
L2) Shocking Denegration: Phantasmal Assaliants
L3) Insinuation: Glibness
L4) Mortal Insult: Phantasmal Killer.
L5) Mass Mockery: Mass Suggestion
L6) Malediction: Advanced Inherent Spell III: Greater Invocation of the Malediction Spell Template at level 4.
L7) Slanderous Tongue: Bestow Curse, affects up to (level) targets within short range. Alternate: Holy Word
L8) Burning Words: Inciendary Cloud,
L9) Greater Libel: Greater Bestow Curse. Affects up to three targets within short range.

Associated Stances (8 CP, may have one active at any one time).

  • Compel Hostility: Any enemy who comes within 10′ must save or focus on the user.
  • Comprehend Languages: every sapient being can understand your insults, mockery, and rude gestures.
  • Focused Malice: +2 to the DC of resisting your insults.
  • Burning Sarcasm: Any enemy who approaches within 10′ is affected by Lesser Acid Orb.

Harmony Of Creation Style (Instrumental Music):

L1: Concussive Chord: As per Magic Missile, but each missile does 1d6 Force Damage and requires a ranged touch attack. The target gets a Fortitude Save to resist the casters choice of being Bull Rushed or Tripped.
L1: Driving Rhythm: As per Improvisation, but user and up to three allies gain 1 Luck Point/Level each.
L2: Grieving Dirge: As per Phantasmal Assailants. Alternatively use Hideous Laughter.
L2: Guardian Descant: As per Hound Of Doom, but the Hound only exists to take attacks for the caster and adjacent allies, which it can do up to twice per round.
L3: Sonic Phantoms: Like the Musicians from Kung Fu Hustle. As per Melfs Unicorn Arrow but varying imagery
L4: Weave Emotion: Greater Invocation, creates any emotion-influencing effect of up to L3. Possible effects of L3 or less include Crushing Despair, Fear, Good Hope, Heroism (one hour per level), Malicious Spite, Rage, Overwhelming Grief, Smug Narcissism, and Terrible Remorse.
L5: Haunting Melody: Greater Invocation, Weave any Illusion – but not Shadow – effect of up to level four.
L6: Discordant Blast: Disintegrate. Alternatively Heaven’s Trumpet or Snowsong.
L7: Call The Fallen: Dirge Of The Victorious Knights with various special effects and no expensive components.
L8: Song Of Glamour: Mass Charm Monster.
L9: Song of Doom: Medium Range Greater Bestow Curse. Affects up to three targets, no two more than 30′ apart.

Associated Stances (Two points each, one may be active at any given time for every four purchased):

  • Shielding Rhythm (Shield, +4 Shield Bonus to user and allies in a 10′ radius).
  • Liberating Aria (Liberating Command, affects user and allies in a 10′ radius).
  • Whispered Melody (Disguise Self, affects user and allies in a 10′ radius).
  • Tempus Fujit (Personal Haste, affects user and allies in a 10′ radius).
  • Encounter Music (Anticipate Peril, +Level (+5 Max) to initiative for allies in a 10′ radius).
  • Shattered Harmony (All enemies who approach within 10′ are targeted by an Ear-Piercing Scream effect).
  • Distracting Sparkle (All non-allies within 10′ are subject to a Memory Lapse effect).
  • Veil Of Song (Everything within 10′ is hidden from Scrying effects).
  • Chime Of Dreams (The user and all allies within 10′ gain benefits similar to doubled Restful Sleep).
  • Jungle Rhythm (Everyone within 10′ benefits from Undetectable Alignment).
  • Laborer’s Chant (The user is attended by enough Unseen Servants to take care of minor tasks and help with larger ones).
  • Harmony Of Winds (User and all allies within 10′ benefit from a Feather Fall effect).
  • Joyful Noise (Joyful Noise, Negates effects of Magical Silence for user and allies within 10′)
  • Heroic Harmony (Master’s Touch, applied to user and all allies within 10′).
  • Path Of Song (Feather Step, negating difficult terrain penalties for user and allies within 10′)
  • Pack Descant (Summon Nature’s Ally: Any enemy who comes within 10′ will be confronted by a wolf and must deal with it before approaching further).

That’s 32 CP in total – an expensive purchase (or a +1 ECL Template) – but those stances (all based on Presence generating first level spell effects since these are supposed to be very mystical styles) do offer a lot of flexibility. It might be well worth it. 

For another variation, lets build some weaponized musical instruments based on Pathfinder’s weapon creation rules.

Battle Instrument:

  • Base Points: Exotic Weapon (6 Base), Two Handed (+3), +30 GP Cost (+2) Reduced Range (40′ Range Increment instead of 100, +1 Design Point) = 12 Design Points.
  • Base Cost: 50 GP.
  • Weapon Group: (As per instrument type – strings, percussion, etc)
  • Proficiency: Requires Mystic Artist / Perform / Music to use effectively.
  • Base Damage: Bashing, 100′ Base Range (reduced as above)
  • Improved Damage (2d4 Bashing Base, Critical 20/x2, 3), Upgrade to Sonic Damage (1) (Why is the upgrade to energy damage – and bypassing Damage Reduction – relatively cheap? It’s because energy resistance is much more effective than DR, and even a low level of it will likely render creatures pretty much immune to instrumental attacks).
  • Finesse (Bonus to Damage is based on Charisma, 3)
  • Magazine: 25 Shots before “Reloading” (3). (6/12/25/75 shots before reloading, 1/2/3/4 points).
  • Special Quality: Blocking (Musical Shield). May take a -4 on Attacks to gain a +2 Dodge Bonus to AC, Specialized and Corrupted for Increased Effect (Protects adjacent allies as well, bonus is +4) / only works against musical and sonic attacks (1).
  • Tool: It’s an instrument for playing music. You can play it normally (0)

That’s 11 points, so specific weapons can spend one more point… (You can, of course, design individual instruments – but it’s rarely worth the bother. Battle instruments are already pretty niche).

  • Guitar: User may opt for either Bashing or Sonic Damage (1).
  • Violin, Ukulele: User may opt for either Piercing or Sonic Damage (1).
  • Drums, Percussion: User may opt to use all of his attacks to affect a space and it’s adjacent spaces once every five rounds (1).
  • Trumpet, most Brasses: Target must make a DC 15 Fortitude save or be Deafened until it’s next action (1).
  • Carnyx: User may spend one shot and an attack to cause creatures with one hit die or less within the first range increment to make a DC 15 Will save or become Shaken for 2d4 rounds. This only works once per encounter (1).
  • Bagpipes and Accordion: The user’s breath provides much of the power, halving the ammunition use (1).
  • Piano, Organ, Harpsichord, Etc: Immobile Flaw (-2), giving such instruments 3 points to spend. Given that each such instrument tends to be unique, just give each one some unique property or properties.

Optional: Masterwork Weapon (+1 to Hit, can be enchanted, +300 GP)
Optional: Masterwork Tool (Perform / Strings, +50 GP).

Ammunition: Ranged Weapons require ammunition. In the case of a Combat Instrument it needs to be refilled with Alchemical Liquid Sound when it starts running low; a 50 GP flask is good for 25 “Shots”. If liquid sound is spilled, it will evaporate over the next five minutes or so, randomly producing loud and annoying noises suitable for upsetting the neighbors, getting thrown out of libraries, and being given detention in school. You can use a drop (one “shot” worth) in your mouth to speak extra-loudly without straining your voice for about ten minutes or use the same amount in an instrument to get the effect of an amplifier for a similar period. Alternatively, call it twenty shots per use of Mystic Artist.

And for those who want to pull out a gun and shoot Blackwolf the Dark Wizard and don’t want to fool around with absurdly over-complicated firearms rules… here you go:

Gnomish Dart Pistol: Simple Weapon (4 DP), One-Handed Ranged (+2 DP), Expensive (+30 GP, +2 DP), Disadvantage: Reduced Range Increment (From 100 to 40 Range Increment, +1 DP) = 9 DP, 40 GP. Improved Critical (20/x3, 3),Improved Damage (1d8, 3), Magazine (12 Shots before reloading, 2), Weapon Feature (Deadly, 1). The ammunition costs 2 GP/Shot. Yes, this works with the various feats and martial arts designed for firearms.

Eclipse d20 – The Cherry Blossom Fountain. A.K.A Sakura No Funsui

Anime Characters usually have a rather limited bag of tricks compared to a typical RPG character. Why? Because players get bored with doing the same thing over and over again and – while literary or anime characters can stretch their odd powers in bizarre ways, RPG’s tend to have definite rules, since otherwise you wind up with a bunch of players arguing about what they can get away with. This makes stretching things in a game difficult. Ergo modern-style RPG characters tend to have a fairly wide range of highly specific abilities. For anime-style characters that often means a modest selection of spells or other supernormal abilities.

The Cherry Blossom Adept (Sakura Tatsujin) (80 CP, could be taken as a +2 ECL Template):

The Cherry Blossom Adept is most effective as a magically-augmented fighter or “Gish”, usually relying on mobility and sneak attack – although their spell selection, while relatively limited, does cover a good deal of the basics for any adventurer. It is, however, more than a bit short on the more esoteric effects.

  • Shaping, Specialized and Corrupted for Increased Effect (First Level Effects, 6 CP) / Only for a very limited set of seven “seed” effects (although these can be amplified, granting access to a specific list of higher level effects), user may only tap into (Cha Mod + 1) seeds (The list only changes when the Cha Mod does or with retraining), all seeds and enhanced effects must adhere to a specific theme. Caster Level = User Level, Save DCs are (10 + Spell Level + Cha Mod) (type and applicability as per the spell), and they have their standard casting times. Either gestures or incantations generally suffice.
  • 12d6 (42) Mana with Spell Enhancement, Specialized and Corrupted for Reduced Cost / only for spell enhancement, only for enhancing shaping-based effects adhering to the Theme above, user must be at least L1 to use 1 Mana on a (L2) effect, L3 to use 2 for a L3 effect, and L5 to use 3 for a L4 effect (36 CP).
  • Rite of Chi with +16 Bonus Uses, Specialized and Corrupted for Reducd Cost / only to refill the Spell Enhancement pool above, requires at least ten minutes per die of mana regained, up to three dice per day may be regained via the user limiting himself or herself to light activity for the recovery duration, another three by meditation for the recovery duration, and the rest via a nights rest (10 CP).
  • Reflex Training (Three actions per day variant) with +12 Bonus Uses, Specialized / Only to use Cherry Magic effects, no more than one time per encounter per four levels or part thereof (12 CP).
  • Opportunist (Transformation Sequence): When initiative is rolled the Cherry Blossom Adept may opt to trigger a costume change and one or two of Force Shield I, Force Armor III and Variable Eldritch Weapon III, although he or she must, of course, spend the Mana for each spell and be capable of using them (6 CP).
  • Major Favors (Kami/Spirits) (6 CP): Once per session the user may either ask for some advice (usually getting a vision or an appearance by some sort of mascot-advisor) or spend one more point of mana then usual on a Cherry Blossom effect. If the GM gives permission and allows this to be upgraded to Enormous Favors (+6 CP) and the user is at least level seven this can be used to access a fifth level Cherry Magic effect once per session. Given the limited options this is considered Specialized for Increased Effect (The user need not repay these small favors beyond standard religious observances – occasional prayers, offerings of incense, etc).
  • Innate Enchantment (Up to 5500 GP effective value, 6 CP):
    • Costume: Courtier’s Outfit (Really Nice Costume, with Jewelry/Trim/Silly Badges/Whatever, 80 GP), Cold Weather Outfit (8 GP), Hot Weather Outfit (8 GP), Diving Outfit (10 GP), Flame Retardant Outfit (50 GP), with Mask (10 GP). Whatever clothes you’re wearing (if any) turn into a costume which looks very good, is comfortable in pretty much any kind of weather (and doesn’t get wet even if you go swimming), conceals your identity reasonably well, and is highly resistant to damage, including fire. A swirling cape, a hat, or a scarf, is optional (10 GP). Some characters throw in a cane or even a (functionless) wand, but such things are affectations (176 GP in total).
    • Detect Magic: SL 1/2 x CL 1 x 2000 GP Unlimited-Use Use-Activated, 1000 GP). Practically every magic-using anime character is also sensitive to magic – picking up on major magical disturbances, forces, and items without even looking, being able to determine if something is magical, and noting the presence or spirits and magical beasts. Ergo, they simply have Detect Magic as an automatic ability. This is probably a variant that works for your setting; if they mostly pick up spiritual presences, then so be it.
    • Void Sheathe: SL 1/2 x Caster Level 1 x 2000 GP Unlimited-Use Use-Activated x .4 (no more than three weapons [50 projectiles count as one weapon] may be so “sheathed” at a time) x .5 (all items stored must be primarily made of cherry wood) (200 GP). Note that retrieving an item from a Void Sheathe is a free action. This is pretty important in a lot of Anime, where running around carrying large weapons is sort of passe, but it usually doesn’t matter much in fantasy settings.
    • Embrace The Wild: SL 1 x CL 1 x 2000 GP Unlimited-Use Use-Activated x .4 (No bonus to Spot and Listen, no Low-Light Vision, and no option for Scent) x.4 (Blindsense only operates to allow the user to function without penalties for being unable to see in areas obscured by Cherry Blossoms) (320 GP).
    • Masterwork Scimitar: x.6 (user must possess a cherrywood bokken to channel this effect; in his or her hands such a weapon will perform as a per a masterwork scimitar (189 GP).
    • Masterwork Staff: x.6 (user must possess a cherrywood staff to channel this effect; in his or her hands such a weapon will perform as a masterwork quarterstaff (180 GP).
    • Magic Weapon: SL 1 x CL 1 x 2000 GP Unlimited-Use Use-Activated x.7 (Personal Only) x.6 (Only affects weapons made of cherry wood) (840 GP). Any cherrywood weapon the user wields is effectively a +1 weapon.
    • Immortal Vigor I: SL 1 x CL 1 x 2000 GP Unlimited-Use Use-Activated x.7 (Personal Only) (1400 GP). The user gains +(12 + 2 x Con Mod) hit points. Every anime character is tougher than normal. It’s just the way it works.
    • Prestidigitation: SL 1/2 x CL 1 x 2000 GP Unlimited-Use Use-Activated x.7 (Personal-Only) x.2 (only to keep the user clean, hair neat or artfully disheveled, etc, although this is automatic (140 GP).
    • Lesser Vigor: SL 1 x CL 1 x 2000 GP Unlimited-Use Use-Activated x.2 (Once per Day) x.7 (Personal Only). The first time the user falls unconscious – or goes to sleep – in a day this will self-activate, providing Fast Healing I for the next 18 rounds (280 GP). Anime characters are known for bouncing up again.
    • Relieve Illness (Hedge Magic, this site): SL 1 x CL 1 x 2000 GP Unlimited-Use Use-Activated x.2 (Once per Day) x.7 (Personal Only). The first time the user catches an illness in a day this will activate, greatly reducing the effects (280 GP). Anime characters do get sick fairly often, but the effects are generally fairly minor (and are often mistaken for colds).
    • Relieve Poison (Hedge Magic, this site): SL 1 x CL 1 x 2000 GP Unlimited-Use Use-Activated x.2 (Once per Day) x.7 (Personal Only). The first time the user is poisoned in a day this will activate, greatly reducing the effects (280 GP).
    • Lesser Restoration: SL 1 x CL 1 x 2000 GP Unlimited-Use Use-Activated x.2 (Once per Day) x.7 (Personal Only) x.5 (Takes a full minute to activate via concentration and breathing exercises, 140 GP).
    • Music Box (25 GP): If you want, you can have your own theme music. This doesn’t really affect anything, but why not?
    • Headband of Hair Styling (50 GP): You can have flowing, or spiky, or impractically long, or weirdly colored, hair if you want it. A beard or a mustache too. Pick a few different styles to switch between. No, this is not an official item. Who cares?
      Immunity/the normal XP cost of Innate Enchantments (Uncommon, Minor, Trivial [only covers minor stuff – mostly cantrips and first level effects at caster level one], 1 CP).
  • Contact/Cherry Tree Spirits (2 CP). A Sakura Adept can hear the whispers of the cherry trees – messages of nature and of the doings of gods, nature spirits, and of the dead. They may be informed of upcoming hazards, of possible missions, and of deaths, and may ask that their messages and prayers be passed on to such entities. It can also be presumed that they learned their art in this fashion – but, beyond sharing cherry magic with the user, information and occasional messages is the limit of the assistance that the cherry tree spirits can provide.

This is pretty good for it’s price – but while it does cover most of the basics it has nowhere near the versatility that a full-scale spell list provides. After all… Sakura Magic covers only 28 basic spells and 14 rarely-accessible spells. Even Paladins and Rangers spell lists dwarf that – and there is no provision in this system for acquiring new spells; once your charisma modifier is high enough to gain all seven seeds you know all the cherry magic that there is.

While listed, the fifth level effects are not normally accessible: they require either divine favors or extraordinary components, as well as the expenditure of three Mana, to access. Such materials are not easily found. Do you want to access the fifth level effects of the Hanabira No Tate? Seek out Konohanasakuya-hime, Goddess of the Cherry Tree, on the peak of the sacred mountain and beg of her a boon – one of the oversized eternal cherry blossoms from her sacred grove, gifted by her own hands. Bear it on your breast and three times per day you may access the greater powers of the Petal Shields. And even if she doesn’t favor you so much, perhaps you can obtain a handful of dried petals from her grove, although those will only allow you to access those final spells a few times in total.

Hanabira No Tate (Petal Shields)

The magic of the cherry tree includes substantial strength in defense, for their aspect of renewing life allows them to endure despite travail. Thus has the Yamataka Jindai Zakura endured for more than a thousand years. For a practitioner of Cherry Magic this art transforms swirls of cherry blossoms into formidable defenses, capable of absorbing and dissipating many attacks. 

L1) Force Shield I (Cherry Blossom Vortex) (The Practical Enchanter).
L2) Wings Of Cover (Cherry Blossom Curtain)
L3) Emergency Force Shield (Petals Upon The Stones)
L4) Wings of Flurry (Cherry Blossom Thunder)
L5) Wall Of Force (Depending on the nature of the focus used – and on if the user has a divine mission into some deadly environment – this occasionally manifests as Life Bubble).

Kaze Ni Mmau Hanabira (Petals On The Wind)

The breath of the Kami sends the sacred blossoms across the worlds. A master of Cherry Magic may exhale his or her own C’hi to ride with those mystical currents, moving with the freedom of a spirit across the earth.

L1) Personal Haste (Cherry Geta). (The Practical Enchanter)
L2) Spider Climb (Blossom Waraji).
L3) Blink (Within The Cherry Portal. The user stands a bit between the worlds of matter and spirit). As a note, if you’re going to rely on this effect a lot, make sure to get Ghost Touch on your weapon or from a Weapon Crystal (thus negating your own miss chance) and pick up some Sneak Attack and a decent BAB.
L4) Dimension Door (Ride The Petal Wind, the user(s) dissolve into blossoms and reform at the destination).
L5) Greater Blink (If enhanced by the favor of one of the great Kami, such as Amaterasu, instead of by a focus this can operate as Plane Shift, usually taking the user and company to the beginning of some divine mission or allowing the party to escape from some dark realm after a mission there).

Rakka-Ryū (Fallen Blossom Style)

As spring brings new life, winter crosses that boundary the other way, laying to rest the old. Thus the tale that the beautiful color of cherry blossoms comes from the blood of the dead who sleep beneath their roots. That darker aspect too can be tapped by a Sakura Adept, the deeper crimson of their flowers evoking the darker power of the underworld.

L1) Entangling Ectoplasm (Flower Bonds)
L2) Shackle (Binding Cherry Roots)
L3) Bestow Curse (Blossoms Of The Underworld)
L4) Shadow Conjuration (Blossamary Form)
L5) Hold Monster (Grasping Cherry Branches) (Depending on the nature of the focus used this occasionally manifests as Dismissal (Banishment To The Netherworld)).

Sakura Fubuki (Cherry Petal Storm)

Bolts of speeding, negative-chi aspected blossoms are formidable weapons, slashing flesh and spirit alike. All such attacks are considered Force Damage regardless of what kind of damage the original reference spell would normally do.

L1) Magic Missile (Razor Petal Wind)
L2) Whirling Blade (Petal Whirlwind)
L3) Halo Of Stars (Flower Dance) https://ruscumag.wordpress.com/2017/06/20/eclipse-the-master-of-stars/ Note that this version will look like flowers or flower petals.
L4) Dalamar’s Lightning Lance (Petal Wave)
L5) Incorporeal Nova (Cherry Blossom Storm) (Depending on the nature of the focus used this occasionally manifests as Ruin Delvers Fortune (Echoes of Silence), although the effects lasts for 1d4 minutes instead of rounds).

Sakura Kumo (Cherry Blossom Clouds)

Filling the air with swirling clouds of cherry blossoms, the basic form of this art offers concealment and the scent of cherry blossoms in profusion. Still, empowered it can render the air near solid, even to the point where it can bind those it touches or even allow the user to ride the wind in a sea of blossoms.

L1) Obscuring Mist (Cherry Blossom Cloud)
L2) Glitterdust (Twilight Cherry Rain)
L3) Shadow Binding (Flowing Cherry Waters)
L4) Solid Fog (Cherry Blossom Sap)
L5) Overland Flight (Riding a cloud of blossoms. Depending on the nature of the focus used, this occasionally manifests as Summon Monster (Specific Creature Variant: One Kirin) but this usually only happens if some major menace is involved or if it comes bearing advice).

Sakura No Mayu (Cherry Blossom Cocoon)

Wrapping the target in beautiful petals, this art infuses the target with the essence of renewing spring, removing burdens both spiritual and physical even as the blossoms vanish in life-renewing radiance. The blossoming cherry is a thing of transition, between winter and spring, between life and death, and of renewal and healing.

L1) Polypurpose Panacea (Cherry Blossom Tonic)
L2) Cure Moderate Wounds (Cherry Blossom Poltice)
L3) Remove Curse (Cleansing Cherry Vapors)
L4) Panacea (Cherry Blossom Envelopment).
L5) Raise Dead (Cherry Blossom Effigy. Depending on the nature of the focus used this occasionally manifests as Reincarnation, although the target gets a choice of three possibilities – the one rolled and the ones above and below the entry rolled).

Sakura Zai (Cherry Wood)

While less potent than the Blossoms, Cherry Wood is a conduit for the same forces in a far more enduring form, and so may be called upon by a master of cherry magic for enduring strength.

L1) Light Foot (Blossoms In The Wind) (Speedster Spells, this blog). This provides +30′ movement, +10 to Jump, and DR 10 versus falling only, for one minute per level but the user is treated as one size category smaller against grapple, bull rush, etc.
L2) Manifest Wood (Call The Cherry Wilds): Creates 1 cubic feet/Caster Level of cherry wood (finish optional) within short range. It can be shaped as the user wills, but attempting to entrap a target allows a reflex save. The stuff lasts for ten minutes/caster level.
L3) Force Armor III (Bark Of The Elder Cherry): Infused with the power of cherry wood, the targets clothing now offers a +7 armor bonus for one hour per level of the caster.
L4) Variable Eldritch Weapon III (Dark Cherry Imbuement) (Grants a weapon/50 projectiles made of cherry wood a +3 bonus, some or all of which may be devoted to special abilities. This lasts for ten minutes per level. If the weapon already has an enhancement bonus that stacks with special weapon properties, but not with giving it an enhancement bonus and any special abilities it already has are temporarily replaced with those imparted by the spell).
L5) Draconic Might (Heavenly Cherry Puppet Technique) (Depending on the nature of the focus used this occasionally manifests as Freedom Of Movement, lasting one hour per level. In either case, the benefits are granted by an “exoskeleton” of cherry wood which augments the user’s movements).

Associated Items:

There are seven variant Cherry Staves, each attuned to a particular seed. All have Caster Level 10 and can perform the six spells in the sequence. At 50 Charges, they have a net cost of 23,562.5 GP and 942 XP to create and a purchase price of 47,125 GP. (In Pathfinder they have a built in one-use-per-day recharging spell that automatically restores one charge per day at a cost of 52,000 GP, hold 10 charges, and cannot be recharged otherwise). In either case the first and second level effects cost 1 charge to activate, the third and fourth level effects cost 2 charges to activate, and the two fifth level effects cost 3 charges each to activate. As usual with staves these generally aren’t worth purchasing (unless you get a Tome version or desperately need a fifth level effect you cannot otherwise access), but may be worth hanging on to if you happen to find one or just really like cherry magic.

Most Sakura Tatsujin will want to use a Ghost Touch (via enchantment, weapon crystal, Ghost Shroud, or Dark Cherry Imbuement) weapon or two with +3 enhancement bonuses (18,000 apiece, so 36,000 or so. Just use Dark Cherry Imbuement to slap on the special functions you want at the moment. Fighting demons? Holy Demonsbane works nicely) to negate their miss chance while Blinking (and using Sneak Attack almost constantly), and I’d recommend an Amulet of Tears (Throat, Extra HP as a Swift Action can be VERY helpful, 2300 GP) and/or a Healing Belt (Extra daily healing is, once again, always a good thing. A steal at 750 GP). Given that most of their special talents depend on active spells, a Spellblade (+6000 GP on a weapon) to protect against Dispel Magic. Beyond that…

  • Head: A Circlet Of Rapid Casting (15,000 GP) will be invaluable later on given that using Mana to reduce the level of your spells for casting purposes as this build does makes all the spells of levels 1-4 effectively first level – so you can cast three per day as swift actions. You can take advantage of some cheap Lesser Metamagic Rods in the same way. Sure, you can already do some of this, but more is always better.
  • Face: A Third Eye Clarity (3000 GP) is a way to get out of being Dazed, which is hard to defend against.
  • Shoulders. A Transposer Cloak (6000 GP). Swift action to swap places with a nearby ally 3/Day.
  • Arms: Strongarm Bracers (6000 GP). Wield weapons as if you were one size larger. You know you want an oversize anime weapon.
  • Ring: Ring of Anticipation (Drow of the Underdark, 6000 GP) Roll all initiative checks twice, taking the best roll.
  • Ring: Stormfire Ring (4000 GP). Faerie Fire + 1d6 electrical damage for five rounds 5/day.
  • Belt: Belt of Battle (12,000 GP). +2 Competence to Initiative, 3 charges/day spent as swift actions, spend 1/2/3 for an extra move/standard/full action. Yes, you want this. Put the healing belt on during downtime.
  • Torso: Tunic of Steady Spellcasting (2500 GP). +5 bonus to Concentration checks.
  • Body: Ghost Shroud (5000 GP). +1 Deflection to AC, all melee weapons have Ghost Touch. Now put the weapon crystal on your bow.

Altogether that’s not quite 100,000 GP – about what you could afford at level twelve. Sure, there are other tools and things you might like – a nice magical-dagger focus for the Halo of Stars spell would be good and you could use a Charisma-booster, save bonuses, and (perhaps) a shield – but Cherry Magic will cover a lot of your needs and a few uses of Luck Specialized in Saves effectively covers the save bonuses. See if you can talk the game master into allowing you an Amulet Of The Frog (6500 GP). A Gish will have all kinds of fun with that.

Practical Cherry Blossom Adept Builds:

For a general framework… I’d go with the Rogue. Whether you’re using the 3.0, 3.5, or Pathfinder version if you throw in Fast Learner and Adept (or take Adept twice to save even more) you will save enough points to cover giving them Cherry Magic without removing anything – which should bump them up a tier or two very nicely. Or, of course, you can just take the Template route and slap it on top of anything. You’ll be a couple of levels behind, but if you pick something that synergizes reasonably well it will probably be well worth it.

This can also, of course, serve as a template for building various other anime powersets. Just trade out the spells for more relevant items.

Eclipse d20 – the Scholar of Magic

Once reading and writing were considered powerful mystical arts. After all, from nothing but a few meaningless scratches a practitioner could discover what was happening in distant realm, discover hidden secrets, exercise mysterious arts using herbs, or ropes and pulleys, or building ships, tell the tales of the gods, command the obedience of legions of men, seal contracts beyond what memory and handshakes could accomplish, hear the words of the dead, and so much more. Today we are so used to such things that we have long forgotten the wonder of writing in the world’s dawn.

When such earthshaking power was known to be real… who could know it’s outer limits? Would naming your blade, writing a targets name upon an arrows shaft, or reading the ritual words, lend power? Would symbols bind the unseen forces of the world to the will of men as they bound bargains between men and nations? The original Wizard – the Wise Man – was learned, and clever, and knew the words and the letters. Think of the reputation of Runes today. They are, after all, basically just an obscure alphabet.

But this form of wizardry – or at least all the parts that worked – was slow. That tome of notes gathered over a lifetime of practicing engineering might bind the rivers floods, letting the wise man who could read the secrets hidden therein direct great rituals – building earthworks, canals, and sluice-gate mechanisms – to control the forces of nature. But that power too grew familiar and mundane as understanding spread and mystery faded. Today it is engineering, not magic, and no god-king or secret lore is required to mobilize the resources and make it work.

But stories often needed quicker magic – and there was an example. Medicines, drugs, and toxins, brewed according to the complex instructions recorded in nigh-incomprehensible (“occult”) tomes could have swift and powerful effects, even drawing life from death. They just had to be prepared first – and so magic was stored in scrolls. grimoires, potions, amulets, charms, paintings, and rods. This is where the image of a wizard clutching am eldritch tome, reading aloud from it, and struggling to keep the power he or she is unleashing under control, comes from.

In these days of visual tales things have gotten even more rushed, which is why modern wizards employ prepared magic that they can unleash with a few words, or make a gesture to create a mystical diagram, or call on entities to do most of the work. Rummaging through, and reading from, books and scrolls to work your magic is usually limited to amateurs and is commonly taken to imply that they don’t really know what they’re doing – as shown in The Sorcerer’s Apprentice. Still, if it was good enough for Prospero, there is no reason why it can’t be good enough for a player character.

Scholar Of Magic:

The art of the Wizard is to reach across the planes, seize blazing sparks from creations primordial source, forge them into tools upon the anvil of your will, and to store them – barely-tamed thunderbolts of seething power – within your mind through sheer discipline and determination until it is time to call them forth and shape the world to your will. It is as close as any mortal ever comes to true divinity, a reflection in miniature of a Creator God.

Yet most would-be wizards fall short. Something is lacking. Most often, it lies in the shaping and storing. For such demands a will of iron, a tremendous memory for the intricate details of eldritch patterns, intense focus over time, the capacity for fine mental workmanship, the capacity to store raw power in your mind, and the mental discipline to not think about those readied spells until you wish to use them – for in thinking about them your mind will touch upon them and bleed off bits of their power in semi-random discharges (Such is the basis of “Reserve Feats”).

Wizards are, for all that, surprisingly common – but those who just fall a little short in their studies of magic are far more common. But if you cannot find a wizard… perhaps a Scholar of Magic will do.

The Scholar Of Magic package has two basic components, one of which is the per-level cost (3 or 6 CP) – a lot cheaper than the 14 CP/Level cost of Wizardry. Those two components are:

  • Empowerment (Scrolls. 6 CP). Scholars of Magic can’t bind spells. That doesn’t mean that they can’t channel sparks from the primordial source into pre-existing patterns to power them up. After all… tapping that that power is EASY. Holding on to it and getting it to do something besides explode in random magic is the hard part – but dumping that energy to a preexisting, external, already stabilized pattern is fairly easy. Thus a Scholar Of Magic can activate Scrolls with their own energies, avoiding using up the scroll. Note that they will, however, have to provide any expensive material components.
  • One level of the Int-Based Wilder Progression as Generic Spell Levels, Specialized for double effect (counts as two levels)/ only usable to empower either Arcane or Divine (or Druidic) scrolls, (this choice is permanent) includes spells only as theoretical knowledge (6 CP). Provides CL 2 for activating Scrolls and (6 + Int Mod)/1.8 generic spell levels to power them with. If you really want, take this twice and use two kinds of scrolls.

And that – at 12 CP – is pretty much it for the first level requirements. Keep your Intelligence up and spend either 6 CP per level through L10 or 3 CP/level through L19 and you will officially be a master of scrolls. You’re going to want a high intelligence, so taking Adept (to make skills cheaper) and Fast Learner (to get even more skills) may be in order.

You’ll also need at least one skill point in Spellcraft (if necessary you can Take 20 to decipher scrolls) and a relevant holy symbol or spell component pouch. I would highly recommend either spending 25 GP on scrolls of Detect Magic and Read Magic before even starting or spending 3 CP on the “Lesser Invocations” ability below. Those will make life a lot easier. Later on you’ll want a Handy Haversack, Infinite Scrollcase, or Endless Bandolier and possibly something to make getting a scroll out into a free action if you didn’t get that with Lesser Invocations.

If you want to branch out a bit later, toss in Device Use (Spell Completion items from one or another list – Wands, Staves, and Tomes, 6 CP) and there you are. You could even add Empowerment for them, and something to power them with – but first level utility wands (the only ones that really see much use) are cheap, higher level wands and staves usually aren’t worthwhile unless the GM lets you get away with the “only a fraction of the charges left, so only a fraction of the price” exploit, and Tomes are already so limited as to be special purpose stuff anyway. They are very in character for a Scholar of Magic though. Go ahead. Get a copy of the Necronomicon. You know you want one.

Now, admittedly, getting a bunch of Scrolls can get expensive in GP terms, and having to get them out to use them means that there’s always a risk of that particular scroll getting destroyed, and your magical tricks will be kind of limited – but this still offers access to some fairly high-powered “Spellcasting” without a large character point cost. Go ahead. Use them to moonlight as a rogue, or an adventurous archaeologist, or dashing swordsman or cartographer or something. Keep your “spellcasting” as a an emergency option.

The original question was mostly about getting magic on a budget – so here’s a 3 CP / Half-Feat to get a character some handy tricks. This version was written for use with the Scholar of Magic package above, but can easily be tweaked for use by others – or the common folk. The disadvantage, of course, is that you really can’t build on it and it takes up a quarter of the generally permitted 12 CP. This also makes heavy use of the Arcanum Minimus / Compact Metamagic from the Practical Enchanter / Eclipse to cut down on the level of effects by extending the casting time. In practice, this mostly means that items with that modifier are only really usable between encounters.

Lesser Invocations (3 CP):

There are the mages in their towers, the priests in their temples, the druids in their groves – and even the bards in their taverns – but all of them are practitioners of High Magic. Primordial power poured into great spells which twist the world, forged either by their own wills or by some greater entity. Even Hedge Mages often tap into that power. But there are also the little magics, calling on the small spirits and forces, the bit of magic within every part of the world. The whispered invocation of the hearth-spirits that lights a torch, of the household gods that gets the bread to rise properly, or which brings minor misfortune upon an obnoxious neighbor… such things are not spells. They are requests to minor spirits, using the natural magic of various items and materials, and simple skills within a world of magic. and thus are well within the reach of the common folk. After all, does wet wool remain warm because of it’s natural magic or because of it’s complex material properties? In a world of magic… both are equally likely.

Innate Enchantment (Up to 6500 GP Value due to rounding, 7 CP base, Specialized for Half Cost/you only get half the GP Value (3250 GP), 3 CP). In classic 3.5 games this also costs 130 XP; you can either spend 1 XP on an immunity to this cost (Uncommon, Minor, Trivial, 1 CP) if the GM won’t let you start off with your abilities working otherwise or just accept it; it is fairly trivial,

  • Read The Runes: Read Magic SL 1/4 (Arcanum Minimus, one minute casting time) x CL 1 x 1800 GP Unlimited-Use Command Word Activated x.6 3/Day, x.7 requires the use of an arcane test kit (I’s use the Upgraded Spell Component Pouch), x.9 Requires Knowledge/Arcana 4+ (170 GP). If you aren’t planning on being a Scholar of Magic this isn’t very important, so you can just buy something else.

Unless the GM has something different in mind for an arcane test kit I’d use the Magician’s Pouch: This modest bag contains various spell and ritual components, including packets of salt, beeswax, assorted colored chalks and small candles, origami paper, incense sticks and various common herbs, string, pen and ink, several pencil-sized “wands” (bone with lead bands, hawthorn, ebony with gold tips, elder, oak, magnetized steel, and mistletoe), a “scribing” tip (for the wands), 2 small knives (meteoric iron with oak handle, silver with rowan handle), silk cloths, 2 small bowls/bells/cups/incense burners/etc (silver and gold), a silver disc/mirror, tongs, wire, matches, a set of rune or “tarot” cards, a small key, some rings (Simple blank bands; 4 copper, 2 silver, 2 gold, and 2 iron), a small flute, embroidery thread, brass chime, holy symbol (Per user’s beliefs), some crystals, needles and thread, pins, and assorted vials (Holy and unholy water, assorted oils, alcohol, mercury, “fingerpaints”, a measuring cord, glue and healing herbs) in a padded roll. (60 GP, 3 Lbs.

An upgraded spell component pouch. Water-tight and somewhat resistant to fire, allows various applications of Spellcraft with +2 bonus and the performance of various bits of folk magic – charming warts, determining which of the village boys a village girl is most likely to marry, helping someone lose weight, making cattle less likely to stray, and so on).

  • Wisdom Of The Runes: Detect Magic: SL 1/4 (Arcanum Minimus, one minute casting time) x CL 1 x 1800 GP Unlimited-Use Command Word Activated x.4 2/Day, x.7 requires the use or an arcane test kit, x.7 can only inspect a small area each round, x.9 Requires Knowledge/Arcana 4+ (79 GP).
  • Claim The Runes: Moment of Insight (+20 to a Skill) SL 1/2 (Arcanum Minimus, one minute casting time) x CL 1 x 1800 GP Unlimited-Use Command Word Activated x.2 1/Day x.4 only for use with Detect Magic to determine the properties of a magic item x.7 requires the use of an arcane test kit (50 GP).
  • Skillful Organization: Sleights (L0, Free Action Casting, a snap of your fingers instantly brings a single small or medium item on the caster’s person to their hand(s), ready for use. SL 1/2 x CL 1 x 1800 GP Unlimited-Use Command Word Activated x.4 only for Books, Tomes, and Scrolls (360 GP). This isn’t really magic; the user just knows how to keep his scrolls and tomes ready to hand. (This is, of course, the “wandering scholar” variant. Other professions might want this attuned to other things – or not bother at all).
  • Expert Chirurgeon: Healing Belt: x.8 requires the use of a healing kit and the heal skill (for performing minor surgery), x.6 requires ten minutes of treatment time per patient (although dying patients will stabilize immediately) (360 GP). This will lose importance later on, but for the early levels? Even a little healing can be critical.
  • Study the Land: Commune with Birds, SL 1/2 (Arcanum Minimus, one minute casting time) x CL 1 x 1800 GP Unlimited-Use Command Word Activated x.4 2/Day (360 GP): Specialized for Increased Effect / Doesn’t actually require Birds, but only provides some very general information about the geography and trails of the local area, you can ask no other question. Variant forms specialize in other questions (or even other kinds of animals) of course. Fishermen may ask about good fishing spots, lumberjacks about where accessible patches of old-growth trees are, foragers about nuts and berries, and so on.
  • Improvise Shelter: Moment of Insight (+20 to a Skill) SL 1/2 (Arcanum Minimus, one minute casting time) x CL 1 x 1800 GP Unlimited-Use Command Word Activated x.2 1/Day x.4 Only for Survival Checks to locate/build appropriate shelter from the elements and a small fire (72 GP). Note that, by increasing the DC, such shelters can be camouflaged, given very minor defenses (such as a few basic stakes or some simple tripwire alarms). Other versions might give a big bonus to maintaining existing shelters, or focus on navigating at sea, or even foretelling the weather.
  • Stone Soup: Combines Locate Herbs (locates or conjures a modest handful of herbs and berries, suitable for making a pot of tea, adding little color and garnish to rations, or casting Goodberry). SL 1/4 (Arcanum Minimus, one minute casting time) x CL 1 x 1800 GP Unlimited-Use Command Word Activated x.2 1/Day, x.7 requires the use of a survival kit (63 GP) and Goodberry SL 1/2 (Arcanum Minimus, one minute casting time) x CL 1 x 1800 GP Unlimited-Use Command Word Activated x.2 1/Day x.7 requires the use of a survival kit (126 GP).
  • No Dry Well: Create Water Sl 1/4 (Arcanum Minimus, one minute casting time) x CL 1 x 1800 GP Unlimited-Use Command Word Activated x .4 2/Day (180 GP). This allows the user to scrounge up enough water (juicy fruits, cactus sap, fish juice, groundwater, etc) to keep four to six people adequately hydrated daily. There is water available most places if you know how to find it – and in d20 that includes asking the local spirits and powers for help.
  • Travel Hardened: Endure Elements SL 1/2 (Arcanum Minimus, one minute casting time (getting dressed)) x CL 1 x 1800 GP Unlimited-Use Command Word Activated x.2 1/Day x.7 Personal Only x.7 requires that the user travel at a casual pace, make an effort to dress reasonably, and attempt to minimize their exposure to inclement weather conditions (88 GP). Between winter, summer, and a lack of central heat and air, any fantasy-based d20 character will like having this.
  • Professional Blessing: Guidance. SL 1/2 x CL 1 x 2000 GP Unlimited-Use Use-Activated x .6 (3/Day) x.7 Personal Only x .2 (Only assists with rolls made in pursuit of a single, prechosen, mundane profession but works automatically. For example, a Lumberjack might gain a +1 (Competence) bonus on picking out trees to take down, on his check to see how well he does, and on some other aspect of the task – such as dodging a tree that is falling wrong. The GM picks when this bonus applies. Subtle, mostly unrecognized, and an invaluable edge in getting through life thanks to it’s cumulative effects over the years) (84 GP).
  • Spiteful Ill-Wishing: Some minor embarrassing, annoying, or even very slightly injurious or slightly expensive event happens to annoy the target within twenty four hours provided that the caster is feeling truly spiteful towards them. There is, however, no save. SL 1/2 x CL 1 x 1800 GP Unlimited-Use Command Word Activated x.2 usable once per day x.5 can often be warded off by lucky charms and minor protections or simply fails to work – but if a lot of people are cursing a single target some will usually get through (90 GP). This doesn’t have any real “game effect”, but it’s a way to try and get back at people without resorting to violence and an outlet for anger. The social benefits are well worth the occasional annoyance.
  • A Knack For It: Personal Haste, SL 1 x CL 1 x 2000 GP Unlimited-Use Use-Activated x.2 Only applies to a particular skill or profession, in which the user can get twice as much done as usual x.8 user must actually have professional-level skill (+4 or higher) in the area affected. It does not boost movement, or attacks, or anything that actually does much (320 GP). This is a boon to almost anyone. Perform a days labors in half the time or get two days worth of work done in a single day? Yes please.
  • Natural Health: All SL 1/2 (Arcanum Minimus, requires one minute to start) x CL 1 x 2000 GP Unlimited-Use Use-Activated x .2 one use/day x.7 personal only = 140 GP Each. One use each of Relieve Illness (Hedge Magic, this site), Relieve Poison (Also hedge magic), Lesser Vigor (fast healing 1 for 18 founds), and Lesser Restoration (560 GP). This is not that big a deal for adventurers past the early levels, but is an invaluable boon to commoners, starting adventurers, and anyone else who’d like a long and healthy life. You do have to last at least a minute for Natural Health to kick in though, so carrying a few Blessed Bandages might also be in order.
  • Fireblock: Once per day you can conjure up a small campfire. It needs no fuel, does not smoke, and will last up to twenty-four hours. (180 GP). This… is pretty blatant magic – but there is a reason why hearth-spirits are one of the most common magical ideas. Fire is so obviously alive and offers so many things that it is one of the great foundations of civilization and of survival. If it is willing to come when a mortal works with wood and tinder, in a world of magic why should not a call or invocation do as well?

Of course, while Magic can – in a magical world – represent equipment and skills, Equipment can also represent magic.

  • Crafter’s Chant: Artificers Tools (Ten sets, should cover pretty much any variant, 50 GP). After all, in a world of magic, chants, words of power, and tiny mystical rituals are tools just as effective as any mere physical item.
  • Umbrella (2 GP). Through minor signs, prayers, and details of dress, you may remain mostly dry despite pouring rain.
  • Compass (10 GP): You can tell which way is north from various subtle indications, both physical and magical. +2 to avoid getting lost via knowing which way is north.
  • Contraceptive Amulet (10 GP): You can have sexual congress without risk of becoming a parent if you don’t want to. There’s a writeup on how this works on this blog, but it really doesn’t matter.
  • Life Vest (5 GP). This floats very well. So do you. Remember to pray to the water gods regularly!
  • Swarmsuit (20 GP): Pretty much everyone who ever learns this trick feels it to be well worth it. Chant your prayer to the spirits, ask their aid, and keep the bedbugs, mosquitoes, ticks, and many other annoyances at bay! Or just harvest some honey without getting stung.
  • Fire Carrier (2 GP): There have been hundreds of variants on fire carriers since Homo Erectus started using the stuff about a million years ago – but they all work much the same way; tuck an ember into a lump of something that holds heat and burns very slowly, put it in an outer shell that insulates it and only allows very small amounts of oxygen to get in, and there you are! For quite some time (potentially weeks, or forever if you take care to replace the core every week or two) you can simply uncap your fire carrier, puff on it, and behold! Flame! Light what you want with it and put the cap back on to save it to start your next fire. If this was good enough for Otzi the Iceman in 3300 BCE, it should be good enough for you. (Unless you want the alchemist to make you a zippo lighter). Includes the case, about six months worth of the flame-matrix, and an emergency flint and steel in case the thing goes out. You can also get the Fire Piston version if you want. Regardless, mutter the plea to the fire spirits, hold out your hand, and comjure a small flame to set fire to something. Personally, my current favorite version can be seen HERE.
  • Ioun Torch: Asking for a little light is pretty easy. After all, pretty much every celestial body is willing and eager to give the stuff away (75 GP).
  • Chalk (100 Pieces / 1 GP): You can, under the “100 units = unlimited principle) mark stuff pretty much indefinitely.
  • Grooming Kit (1 GP): You are blessed with good hair, teeth, and general grooming.
  • Wooden Holy Symbol (1 GP): Well, when you have faith you really don’t really need a physical holy symbol – and in a world with active gods faith is fairly easy to come by.
  • Dagger (2 GP): Useful in all kinds of situations from opening mail, to cooking, to carving your initials onto trees.
  • Travelers Outfit (1 GP): Even if you are dressed in leaves, rags, and bits of uncured hide, it is as functional as a decent outfit.
  • Leather Armor (10 GP): Even if you don’t want it in a fight, the ability to evoke the protection of leather clothing protects against briers, small burns and cuts, slipping with a saw, things which stain or damage your skin, and a thousand other little hazards.
  • Work Boots (2 GP): You feet are tough and comfortable even if you are technically barefoot.

The comes to 3247 GP, so there are 3 GP left over. Simple pictures don’t cost much, so get a tattoo or something.

As ridiculously hard as I’ve squeezed the costs here, this stuff is still fundamentally trivial past the first few levels. Sure, it might be convenient to have a life vest, or tools, or to be able to scrounge up something to eat no matter where you are, or to be resistant to diseases, but how many games spend much time on that sort of thing? Most games focus on exciting adventures, not wilderness survival. It is, however, a reasonably good example of classical magic – the little rituals that make life easier. Besides… it’s only 3 CP and having a bunch of convenient little powers is probably well worth that.

Or you can use this sort of thing as templates for really low-level items to hand out to low-level characters. It’s up to you. 

Occult Skill – Mario Kart Driving

All right, this got thrown into a session as a funny suggestion, but it amused me, so about twenty hours later the suggestion spawned THIS – and already Rex, the Tyrannosaur-Druid, has indicated an interest in taking it. Mayhem awaits!

Occult Skill: Mario Kart Driving (Restricted, Dex)

Also known as the Chitty-Chitty-Bang-Bang Effect or Wacky Races Driving or… well, there are a lot of names..

This occult skill can be used to competently build, maintain, and drive some specific (chosen when the skill is acquired) type of vehicle. It is essentially useless when such a vehicle is not available. Each rank of the skill can be used to make a specific effect available to the vehicle being used (the choices are permanent once made barring retraining), but each such effect can only be used once per day (although you can take the same one more than once and some are continuous). In general, effects are either immediate or last for ten minutes or so (or however long the game master finds it amusing) although there are lots of exceptions. For some sample effects consider…

  1. Ablative Shielding (As needed): Ignore any one attack on the vehicle no matter how large.
  2. Accidental Passengers (Immediate Action): Several people from the area unexpectedly find themselves aboard the vehicle.
  3. Armor Plating (Constant, may be taken up to five times): Vehicle gains +1d12 HP, +2 AC.
  4. Bamboo Technology (Downtime): Given a day or so the user may assemble a working vehicle out of stone, or wood, or similar materials.
  5. Banana Peel (Attack Action): Target vehicle makes no progress for 1d4+1 rounds.
  6. Boom Box (Constant): You have big speakers. You may annoy everyone nearby, speak very loudly, or blow out your speakers for the day to use a Shout effect. Caster Level = Skill Total.
  7. Bootlegger Reverse (Free Action): The vehicle performs up to (Dex Mod) absurd – but not entirely impossible – maneuvers within the next minute.
  8. Burning Orbs (Constant, free action to switch on or off): Your vehicle has headlights, capable of lighting up a considerable area.
  9. Buzzsaw Buster/Mole Drill (Part of a move action): The vehicle can plow through a notable obstacle, such as a grove of trees or a security wall without damage or slowing down.
  10. Cannon (Attack Action to use): One shot as if from a Trebuchet at the start, middle, and end of the duration.
  11. CB Radio (Constant / Free Action): You may talk to the people in nearby vehicles.
  12. Chicks Dig Giant Robots (Standard Action): Your vehicle becomes a mecha for a bit, and may climb a tree, ski down a mountain, grab something, punch for 4d6, or carry it’s occupants to safety.
  13. Clown Car (Constant): The cargo capacity and number of people your vehicle can carry increase fivefold.
  14. Convenience Store (Full round action): You find a convenient store where you can run in, buy a few things, and hop back into your vehicle.
  15. Convoy (Standard Action): You may lose your vehicle amongst dozens of others that are going the same way.
  16. Cross-Country (Constant): Rough Terrain does not hinder you. Also, the vehicle can ski down appropriate slopes.
  17. Deeper Than It Looks (Immediate then ten minutes): Your vehicle can entirely conceal itself in a shallow puddle, or behind a lamp-post, or in come other blatantly unsuitable place and can swap between such places for the duration
  18. Detour (Immediate Action): You may scramble the street markers and signs you go past, possibly misleading others.
  19. Documentation (Constant): You always have the paperwork saying that you are allowed to do “that” in your vehicle.
  20. Driving Blind (Immediate Activation): You drive normally despite being unable to see.
  21. Ejection Seats (Immediate Activation): Who put those in? The driver may eject whoever he likes. Friends land safely, enemies take their chances.
  22. Elegant Ambience (Constant): Anyone who leaves the vehicle receives an instant touch-up. Their clothing, hair, skin, and teeth will all at least look perfect.
  23. Epic Jump (As needed): The vehicle can jump a chasm, building, or similar. The Grand Canyon likely requires several uses.
  24. Flaming Dismount (Immediate Action): You may dive from your vehicle and land safely, even as it crashes into your target and explodes.
  25. Flintstone Feet (Constant): Your vehicle may function for 1d6 hours without fuel – or a working engine.
  26. Flying Wheels (Constant): Every time the vehicle loses 25% of it’s hit points there are small explosions and parts come flying off, attacking 1d4+1 targets of the drivers choice within long range for 5d6 damage.
  27. Forest For The Trees (Standard Action): A small forest or similar obstacle springs up behind you.
  28. Ghostie (Free Action): Your vehicle gains Improved Invisibility for three minutes.
  29. Good Brakes (As needed): You may come to an instant stop without consequence. If something happens to hit you within the next few seconds your vehicle is essentially immovable and invulnerable.
  30. Good Suspension (As needed): The vehicle and passengers take no damage from a fall.
  31. Grapnel Line (Standard Action): Tow unreasonable masses for up to three minutes. You can also anchor it to something to pull your own vehicle or try to catch a victim.
  32. Hit The Nitrous (Free Action): Your vehicles speed triples for the next three minutes.
  33. Hitch Hiker (Standard Action): You may jump your vehicle aboard another, larger, vehicle and ride with it for a while.
  34. Hood Ornament (Immediate Action): Something you hit winds up riding on your hood/stuck to your windshield/on your bumper, otherwise unharmed. If no one is hit, you get a moose or bear or some such instead.
  35. Hydroplane (As needed): Drive over water for up to 1200 feet.
  36. Instant Onboarding (Constant): Entering and starting your vehicle is a free action.
  37. Instant Start (Immediate Action): The vehicle casts off and reaches it’s maximum speed in an instant.
  38. Jump To Lightspeed (As GM permits): A long journey is swiftly completed.
  39. Just Passing Through (Immediate Action): Vehicle and passengers are briefly immaterial.
  40. Kerble Space Program (As needed): Your vehicle has full life support and can operate underwater or in vacuum for ten minutes. Each additional time this is taken extends the duration by a factor of ten.
  41. Killdozer (Full round action): Your vehicle may operate as if it was a piece of heavy construction equipment for ten minutes.
  42. Lightning Storm (Standard Action): Attempt to hit up to three other vehicles as per Call Lightning.
  43. Limbo Diet (Immediate Action): The vehicle passes through a space that is far too skinny or short for it without difficulty.
  44. Line Of Fire (Standard Action): The vehicle leaves a trail of fire behind equivalent to a Wall Of Fire.
  45. Look In The Glove Compartment (Downtime): You may pull out mundane gear worth up to 250 GP. This is not salable and any unused portions disappear in 12 hours.
  46. Look Where The Earth Is Now! (Standard Action): You may become incredibly lost. As in wandering into the wrong universe lost. Anyone following you is along for the ride.
  47. Lose The Law (Standard Action): The vehicle, thanks to some absurd maneuver, at least temporarily evades law enforcement.
  48. Mad Max (Standard Action): Your vehicle sprouts spikes and roll-bars, and can inflict 3d6 damage on anyone who comes within 10′ for the next ten minutes.
  49. Map and Guidebook (Downtime): You are never lost. If you happen to be on the wrong continent or something, however, it may take days to get back.
  50. Mascot (Constant): Your vehicle comes with some small, cute, animal mascot, increasing it’s hit points by 25% since hitting the mascot is off limits. May be taken up to four times to achieve double hit points and a “baby on board” placard.
  51. Mode Shift (Constant): Your vehicle may act as a dirigible, boat, or land vehicle as needed. It is, however, rather slow if not in it’s base mode, although this can be purchased up to twice more to speed it up some.
  52. Natural Driver (Constant): You may apply your skill to an additional type of vehicle.
  53. Oil Slick (Standard Action): You leave behind either one huge oil slick or three lesser ones.
  54. Outrun The Explosion (Immediate Action): Whether minefield or orbital bombardment, your incredible driving allows you to escape the area of effect, even if the planet blows up.
  55. Paint Cannon (Attack): Cover up to three targets in paint. Within moments the dripping and running will resolve into artwork, messages, or a gigantic mess, however you please. Creatures will be briefly blinded.
  56. Parking Decal (Constant): Park anywhere you like! Society will just have to put up with it.
  57. Parking Space (Immediate Action): No matter how terrible the conditions there is a good parking space just where you need it. No one will disturb the vehicle for at least a day if you leave it unattended.
  58. Periscope (Standard): You can switch to an overhead view as needed.
  59. Pit Stop (Full round action): Your vehicle regains 1d4 HP/Skill Level and is fully fueled. Plus, you get a drink and a sandwich and will not receive the call of nature for at least two hours.
  60. Playing Chicken (Immediate Action): You manage to just avoid a collision, although the other vehicle may well hit something.
  61. Prolonged Conversation (Immediate Action): The occupants of the vehicle may have a lengthy conversation, show off various mementos (whether or not they have them handy), discuss their pasts, share confidences, and otherwise bond, in the moment before a crash, while falling from a great height, or otherwise only having a very brief time available.
  62. Puncture Proof: Your vehicle no longer has important components. Lost two tires, broken radiator, and battery blown up? It will function as well as ever until it runs out of hit points.
  63. Pursuit (Immediate Action): The vehicle abruptly finds itself pursued by something – police, a tyrannosaur, or something else exciting.
  64. Putting On The Style (Constant): Your paint job is perfect, there are no dents. and your ride is fabulous.
  65. Radar Invisible (Constant): No one can quite tell how fast you’re going although it definitely LOOKS like it might be far too fast or too slow.
  66. Ramping Up (Immediate): There is a ramp when you need one – whether to try and jump something or to get off a freeway. No one else gets to use it though.
  67. Ride Shotgun (Standard Action): Your vehicle apparently mounts an automatic shotgun, light machine gun, flamethrower, or rocket launcher. Being technological these are weak compared to spells, but are great for harassment. You have enough ammunition for fifty shots.
  68. Road Kill (As needed): If you hit an animal, it will fly up into the air and come down as properly packaged nuggets or strips, fries, dipping sauces, and drinks, all of which will land neatly in your vehicle ready to eat. Optionally, creatures with interesting hides may wind up as clothing or luggage.
  69. Road Racer (Immediate Action): You may drive through illusions; for example, a painted tunnel will work just fine.
  70. Scavenger Hunt (Special): Your vehicle may take 3d6 rounds to devour another vehicle that has wrecked or not currently operating, thus refueling and regaining 10d6 Hit Points.
  71. Seat Belts (Immediate Action): No passenger was injured in the making of this crash or explosion.
  72. Self-Driving (Immediate Activation): While the operator does need to be in the vehicle, controlling it no longer requires any actions.
  73. Sinbad’s Travels (Standard Activation): The vehicle is carried off by a sudden flood, a passing roc, an errant superhero, or some similar absurdity. Occasionally (at GMO) this will happen to a pursuers or rivals vehicle. In either case, it may take a bit to get back.
  74. Siren (Standard Action): You will have a clear path, as everyone will get out of the way for a bit!
  75. Skidmark (Immediate Action): You may get up to a hundred victims soaking wet and/or filthy if you drive by them or stop or start near them. They will be very annoyed.
  76. Slick Willy (Constant): You may ignore the effects of ice, snow, rain, and oil slicks.
  77. Smoke Screen (Standard Action): Large-area darkness for a bit.
  78. Smugglers Delight (Constant): You have a large enough secret compartment to smuggle a human being. It need not be in a reasonable location.
  79. Snatchers Glove (Immediate Action): you may scoop up something or someone you pass near. While this does require an attack check it does not matter how fragile it is or how fast you’re going; it will be fine.
  80. Sneaky Pete (Constant): You may apply your own Stealth check to your vehicle.
  81. Soundtrack: Your vehicle blasts an epic rock soundtrack; all enemies within long range must make DC 18 will saves or be shaken for seven rounds.
  82. Spectral Action (As needed): If the vehicle is destroyed the user may continue driving it’s ghost for the next ten minutes.
  83. Spy Car (Standard Action): Your vehicle can transform itself to look entirely different.
  84. Sunflower Power (Attack Action): Fire a Scorching Ray at CL = Skill Total
  85. Super Siren (Free Action): Sound an alarm audible for several miles.
  86. Super Wipers (Constant): Noting can keep you from seeing through the windshield for more than a moment.
  87. The Classics: Your speeding vehicle either hits an immense pane of glass, scattering fragments all over, goes through a structure and (no matter what is actually inside) emerges is a cloud of feathers and disturbed chickens, or some similar event. In any case, no one is hurt although pursuers may have difficulties.
  88. Theme Music (Constant): The vehicle has it’s own theme music. So do other vehicles in the area. Musical numbers break out nearby for no apparent reason and everyone sings competently when nearby.
  89. Thirst For Blood (Constant): Your vehicle wishes to kill people; it will quietly nudge events to make that possible (+/-1 on relevant checks) and whenever it manages to kill or seriously injure someone it regains 3d6 HP and suddenly becomes fully fueled.
  90. Tinted Windows (Constant): The driver and passengers are unhindered by bright lights and no one can see what is going on inside.
  91. Tornado Spin (Immediate Action): You may bounce madly through any path your vehicle could fit through,tossing away those who come too close.
  92. Tracking (Constant): The vehicle can show it’s operator the bearing to any relative of theirs who has been kidnapped.
  93. Treads Of Terror (Attack Action): Your vehicle can effectively trample everyone in a 10’ wide line as it moves this turn.
  94. Trunk Monkey (As needed): If you don’t know, try youtube.
  95. Turn This Thing Around (Standard Action): You may drive backwards at full speed and with no loss of control.
  96. Up the Wall (Immediate Action): You can drive up (or down) a wall or sheer surface. Driving upside down requires two uses.
  97. Urgent Broadcast (Constant): You occasionally hear announcements of some sort – warnings of danger, or notifications of missing kids, or possible missions you might go on.
  98. Valet Parking (Constant): When you are not in the vehicle it mysteriously vanishes, with no one seeing it go.
  99. Whistle Stop (Standard Action): You may whistle for your vehicle and – if it is within one mile – it will appear next to you, already running.
  100. Wrecking Service (Full round action): You get a badly damaged vehicle to operate normally for the next thirty minutes.

For 101… Find Racetrack (Full Round Action): Stop for a minute – and then, with the way clear and additional competitors having shown up, begin the race!

Obviously enough this is not am especially serious skill and will certainly cause very silly things to happen – especially if applied to larger vehicles – but it’s not likely to come up too often in most games. It’s very handy for someone who drives a getaway vehicle or who simply wants to inject a little insanity into things though.

Eclipse d20 – Humans Of Modun

d20 Humans are usually the generic option, although there are often a few special cultural traits and feats available to differentiate them. On the other hand, it seems reasonable – and much more interesting – to treat humans as being extremely adaptable, and to consider how an unearthly environment might change them. Thus most of the settings we use have unique human variants – and here are some for Modun – designed to fit the desires of that settings GM.

Humans are the most recent major arrivals to Modun, apparently being brought in from a number of different worlds as the army of the Puppeteers during the most recent invasion. Thankfully, due to the efforts of the Elves, Dwarves, Gnomes, and Halflings, the humans were eventually freed from the psionic domination of the Puppeteers – whereupon they joined the other races of Modun in repelling the attack. Since the end of Second Doll Invasion, humans have spread across the breadth of Modun, either developing their own cultures or perhaps recreating the trappings of their worlds of origin.

As humans have not been present on Modun as long as the other races, they do not seem to have noticeably differentiated magically into separate subraces despite considerable variations in height, skin and hair color, survival strategies, and cultures – but they do remain linked to a variety of Totem Spirits, an affinity which is usually – but not always – determined by their place of birth. As such, humans are runners-up for the single most numerous race on Modun (rivaling all elves combined in total) and the most widely dispersed. While the elves opted to spread out to find already suitable locations or chose to modify the ecology to match their native habitat, humans tended to adjust to their environment, settling anywhere where a locally-suitable totem makes it’s home, modifying their lifestyles to make better use of the local environment. Thus Elves may work to expand the forests that they prefer, but humans move to the desert, acquire a desert animal affinity, and learn how to find water, grow food, and build shelter with the materials available.

Also largely unique amongst the races, the “fellow member of the tribe” instinct in humans has been confused by their animal affinities, to the point where not only can unrelated humans be included in the tribe, but members of other species (even non-sapient ones) can join in. Further, the definition of who is part of the tribe can shift over time and differ between individuals.

It is this which allows the creation of kingdoms and states amongst the largely unrelated humans whereas the largest political entities of other races tops at the clan or city-state level. This is also the root of humans domesticating numerous animal species to fulfill functional roles in their society like cats keeping vermin away, horses providing transport, cattle being beasts of burden, and the numerous tasks dogs have been bred to perform. While other races may form symbiotic relationships with one or two animal species, humans specifically seek out and selectively breed animals and plants that could be useful.

While each of the different cultures of humans appear to have come from various different worlds – or such distant parts of the same world that they didn’t know of each other’s existence – it appears that the Puppeteers brought them together in psionic domination under the rule of one named Emperor Alexios Komnenos. While Emperor Komnenos seems to have been a willing participant, it also was found that he was some form of conduit for the Puppeteers to dominate their human troops since his apparent death at the Battle of Kikotoro broke the Puppeteers control over the human armies who then sided with the races of Modun against them.

Rumors that the bloodline of Alexios Komnenos still lives abound, along with tales that the spirit of the Emperor himself is still wandering the former battlefields to prey upon those who trespass on his domain. Still, most of what remains of the Emperor and his home culture is the language known as Common. These days the various human cultures have spun off to settle their own kingdoms, nomadic societies and even republics with the occasional border skirmish between them to make life annoying for the other races.

As immigrants to Modun in a time of dimensional chaos humans required an anchor to the reality of Modun, and preferably one that would render them a bit easier to control as proxy soldiers. The Puppeteers chose to link the groups of humans they imported to various Totem Spirits, giving them an animal affinity and a weakness to mental attacks. As such, the various human tribes commonly have slightly animalistic features*, tend to bond with (or outright shapeshift into) the forms of various animals, and tend to be rather contentious when they gather in large groups as sub-groups jockey for territory.

*Light anime style – things like fuzzy pointed ears, very light fur, the occasional tail, perhaps a hint of muzzle or an animalistic nose, (usually ineffectual) short claws, little horns, and similar features all pop up – albeit mostly at random other than being related to their totems and usually only one or two^ in any given human.

^Weird hair and/or coloration, whether of hair, skin, or eyes, does not count. After all, in a magical world… there are common kitchen spices that are enough to cause THAT.

Modun Human (31 CP / +0 ECL):

  • Legionary: Specialized / only with other humans (3 CP).
  • Adept: (6 CP).
    • Linguistics. One of their bonus languages is always the “species language” of their totemic affinity. Sadly, while this allows some communication, basic animals aren’t very bright and such communication is pretty limited.
    • Occult Skill Cluster: (Briar Prince and Namegiving)
    • Choice of two additional skills. Note that additional Occult Skill Clusters are fine choices.
    • +3 to each of the Adept Skills (4 CP).
    • Additional +2 to any two of the Adept Skills (2 CP).
  • Enthusiast (3 CP).
  • Companion or Shapeshifting (6 CP).
  • Innate Enchantment (6 CP for up to 5500 GP Value, 6 CP). :
    • Personal Heroism: +2 Morale Bonus to Attacks, Saves, and Skill Checks (SL1 x CL1 x 2000 GP Unlimited-Use Use-Activated = 2000 GP).
    • Enhance Attribute (Select) +2: (SL1 x CL1 x 2000 GP Unlimited-Use Use-Activated x .7 Personal Only = 1400 GP)
    • Lesser Restoration: SL1 x CL1 x 2000 GP Unlimited-Use Use-Activated, x.7 Personal Only x.5 Only to render the user immune to fatigue = 700 GP.
    • Skill Mastery: +5 Competence Bonus to any one Skill (SL1 x CL1 x 2000 GP Unlimited-Use Use-Activated x .7 Personal Only = 1400 GP)
  • Immunity / Stacking limits when combining racial innate enchantment effects with external effects (Common, Minor, Trivial (only covers L0 and L1 effects, 2 CP).
  • Immunity/Dispelling and Antimagic (Common, Minor, Great, Specialized and Corrupted/only protects racial innate enchantments, 4 CP).
  • Immunity/the normal XP cost of Innate Enchantments (Uncommon, Minor, Trivial [only covers cantrips and first level effects at caster level one, Specialized / only to cover innate racial abilities (1 CP).

Modun Human Racial Disadvantages (-6 CP):

  • Accursed. Humans are vulnerable to psionics, suffering a -3 on relevant saving throws.
  • Accursed: While humans are near-immune to physical fatigue, mental fatigue is quite another matter. If they do not take a break to relax, converse, and do something else regularly, and after major stress, their Personal Heroism and Skill
    Mastery effects will cease to work for several hours.
  • Humans have an annoying tendency to treat wild animals (at least of their affinity type) as being more or less domesticated. This isn’t technically a disadvantage since it has no actual mechanical effect, but does slightly influence other races attitudes towards them.

Their universal access to Occult Skills is what gives humanity it’s primary edge as a species on Modun. The Briar Prince ability – partially a consequence of their damaged “tribal” instincts – allows them to merge into almost any settlement, as if long resident but it is being Namegivers that gives humanity long term large scale influence. In a community of Humans… every child will be NAMED, with the benefits that brings. Weapons, structures, settlements… all will be Named. The benefits are subtle, but pervasive. Things work just a little better than expected and their names are woven into the tale of the world.

The Forest Wolves: Canine Totem (Wolf, Dog, Fox, Coyote, Heyna)

Germanic/Nordic Naming Conventions.
Common Adventuring Professions: Craftsmen/Engineers, Mighty Warriors, Huntsmen (See “Dark Ages Classes”).

The Skogulver build their cities in the temperate forests and plains, with an emphasis on small farming communities centered on a fortification/city center. Even a hamlet is likely to boast a motte-and-bailey defense, while larger towns support castles and walled wards. The Skogulver are unique on Modun in that their societies are organized into a councils of thanes (selected democratically by their respective communities for their strength, wisdom, charisma, and experience) to make decisions on the community’s behalf and to represent them on the Grand Council which votes on major policy decisions for the Skogulver as a whole. Canines are central to their culture serving as companions, protectors, trackers, and countless other tasks with seemingly a breed for every need.

The Skogulver place a strong emphasis on the needs of the community with the construction of roads, walls, and other infrastructure and community support nets being a major outlay of resources. The Skogulver also regularly hold numerous festivals and feasts as community building exercises with preparations always ongoing for the next major celebration in their society. Their common Occult Skills include Earthheart Infusion, Labyrinth Walker, Embryonic Pearl, and Oathbinding.

Vanara, The Forest Dwellers: Feline Totem (Pretty much any kind of cat).

Indian/Persian Naming Conventions.
Common Adventuring Professions: Beastmasters, Rogues, Shamans, Blade Dancers.

Isolated and reclusive, the Vanara thrive in the tropical forests and grassy valleys near the equator where their cities are renowned for their brilliant colors and vibrant open air marketplaces. Graceful, mysterious, and independent like their cats, the Vanara excel in the arts of stealth and subtlety, often keeping entire cities hidden from outsiders. Those cities that have been seen by outsiders are described as being built around giant pyramids that serve as gathering places and temples that come alive in the dusk hours when the sun sets and the air cools. And over each city rules a local prince of a mysterious unseen king that rules over all the Vanara.

Like their revered cats, the Vanara prefer stealthy ambushes and hit-and-run tactics over large military formations – their warriors abruptly emerging from the forests to strike only to blend back into it again moments later, as many a group of bandits or raiders can attest. The use of big cats such as cheetahs and leopards in their hunting parties (and the fact that many can transform into such creatures or even hybrid forms) has further reinforced the use of such tactics. The realm of the Vanara is not welcoming of outsiders coming uninvited. Locally common Occult Skills among them include Cool, The Embryonic Pearl, Stealing the Scene, and Superlatives.

Rihla The Journeyers: Camel Totem (occasionally other desert beasts).

Arab/Turkic/North African Naming Conventions
Common Adventuring Professions: Merchants, Explorers, Shapeshifters, Detectives/Schemers.

The harsh and enormous Kakari Desert is where the Rihla make their home. They are mainly known to outsiders through their nomadic traders that criss-cross the desert using various oases as waypoints to deal in goods and information from distant lands. Renowned as hardy and enduring people, they are comfortable in the deserts that many others would find unbearable and are known for being fierce warriors in battle – with a stamina the few others can match – when attacked by ambitious raiders and bandits.

At the center of the Kakari Desert in a vast oasis lies the opulent Rihla city of Zalihan where the Rihlan Mage King Sabah Ibn Zuhr reigns. He rules over the city with an iron fist and dissenters are either exiled, executed, or used in arcane experiments towards unknown purposes. Many of those exiled end up joining the nomadic traders who revel in plying in forbidden tales and secrets the Mage King would prefer remain unspoken. Like that he is rumored to be excavating a pre-Elven ruin deep in the bowels of his palace. Common Occult Skills among them include Dance of a Thousand Forms, Embryonic Pearl, Sandshaping (below), and Tough it Out.

Intihuasi, The Courtiers (Llama/Alpaca/Vicuna Totem, VERY rarely Bear).

Japanese/Chinese/Mayan/Incan Naming Conventions
Common Adventuring Professions: Experts, Martial Artists, Intriguers.

Perched on mountainsides and plateaus high above Modun’s deadly tropical rainforests and swamps (and their plethora of outrageously dangerous dinosaurs and reptiles – which, on Modun, typically wield innate magics, Basilisks and Dragons are notable examples) the Intihuasi occupy cities in the clouds, surrounded by high farming terraces and connected by narrow trails and swaying suspension bridges above precipitous drops. Here, defended in large part by their monster-filled rainforest “moats”, the Intihuasi – in city-states dominated by their paternalistic rulers control of the elemental vents which provide water called forth to run through the channels of the cities and the terraces below, metal for tools, and fire to fuel their forges and to spin into elaborate robes – engage in an elaborate formal dance of manners, artistry, and obligations.

Almost unique to the Intihuasi is the Art of the Terraced Flow (see below) – an occult skill revolving around directing flowing waters through a three-dimensional irrigation system laid out in hieroglyphic logographs, channeling elemental power into the vast and subtle magics of Wards Major – one of the great reasons why their cities survive as peaceful, prosperous, islands in the midst of a sea of terrible beasts. Unlike most places on Modun, the high cities of the Intihuasi really have no “lower classes”. Their realms may be small, but they are prosperous – and so there is plenty of time and leisure for cultivating social arts.

While the Intihuasi are not much for armies, they field many individual duelists of surpassing skill, tending to settle differences with contests of champions and duel-wars. Common Occult Skills among them include Cool, the Art of the Terraced Flow, Embryonic Pearl, and Firespinning. They also commonly study various Martial Arts.

Anhrun The Wind Voices (Corvus Totem, Occasionally Raptor)

Amerindian and Inuit Naming Conventions.
Common Adventuring Professions: Archers/Spearmen, Mages, Loremasters, Nature Shapers.

Whether in villages perched in trees, the heights of distant isles, or cliff-dwellings, the most obvious characteristic of an Anhrun settlement is the quest for height – and, after that, isolation. For defense they deploy swarms of ravens as scouts, raptors to launch distant strikes and carry swift messages, and an array of skillful, black-robed, ranged weapon specialists and mages to strike down any who would dare besiege their lofty fastnesses. Here, in small settlements mostly supported by the arcane arts, the inward- turning Anhrun traffic in arcane secrets and occult lore, reading the whispers of destiny, of darkness, and of things long hidden. If you are in need of such secrets the Anhrun can almost certainly provide them. The difficulty will lie in locating the one who knows what you want – and is willing to trade. For secrets and hidden lore are greatly valued among the raven-folk. Locally common Occult Skills among them include Astrology, The Embryonic Pearl, Secrets, and Stygium Forging, The Raven’s Dance martial art (below) is fairly popular among the Anhrun.

Vaeltajat, Walkers Of The Great Wheel: Reindeer/Moose Totem, rarely Bear.

Lapplander/Russian/Siberian Naming Conventions
Common Adventuring Professions: Rangers, Shaman, Bokur, Ritualists.

The Vaeltajat make their homes in the wintery north. While they originally simply followed the great herds on their yearly migrations, they have gradually built up sets of facilities and short-term encampments along their routes – here planting fields of berries, there setting up habitats for shellfish or tidal pools to attract fish, establishing docks for whaling, building shelters, and scattering seeds of useful plants, or even working small deposits of metals and minerals along their routes. Not only does this support rich zones of wildlife and help to shelter and feed the migrating herds, but it makes many wildly varying resources available to the Vaeltajat. Of course, that has left them with the problem of defending such resources while they are not there – which has led the Vaeltajat to focus on curses, traps, and various minions and pacts with local spirits that can be left behind to guard their infrastructure while their tribes journey onwards. Against any great force the Vaeltajat tend to give way – retreating across a hostile land to allow it, and the traps and angry spirits they leave behind – to do their fighting for them.

Not surprisingly, the Vaeltajat tend to keep things light and portable. While boats for whaling, and harpoons, and forges exist among them, they tend to be part of the infrastructure they seal up behind them to await their next visit. For themselves… tough leather and fur clothing, camping gear, weapons, and supplies enough to lightly burden a pack animal or two is enough to carry them from one briefly-occupied settlement to the next. While the Vaeltajat are unlikely to have any great quantity of materials available, they are very likely to have modest amounts of many different exotic resources. Common Occult Skills among them include The Embryonic Pearl, Gadgetry, Sensitive, and Stealing the Scene. Ritual Magic is also pretty common.

Occult Notes:

Sandshaping (Restricted, Wisdom. Possibly an Occult Style in other settings)

Sandshaping is the art of tapping into the power of the desert sands, bending them to the user’s will. There… really isn’t much more to day about that.

  • The user may passively shape (Twice Skill Bonus) pounds of mundane equipment from sand. While this takes 1d6 rounds, is restricted to mundane items (although they may be made the equivalent of Masterwork items for +3 points to their “cost”) such as armor, arrows, and rope, and cannot produce consumables (the items are still made of sand) such items have no encumbrance – although they will fall apart as soon as they are no longer being maintained.
  • The user gains DR (Skill / 2) against sandstorms, being attacked with blasts of sand, and abrasion from sand. They will not be bothered – or even notice – if their socks, body crevices, and eyes are full of sand.
  • The user may temporarily expend some of their points in this skill to create desert magic effects, at a cost of 1/2/4/7 points of skill fatigue to create an effect of level 0/1/2/3. The Caster Level is equal to the user’s hit dice.

Raven’s Dance Style (Wis-based Martial Art)

Imitating the erratic fluttering of a raven harassing some animal attacking it’s nest, this style isn’t actually very good – mostly being concerned with annoying people and getting away – but it’s a bit better than wild flailing and has been known to draw a bit of favor from the Raven Totem. Not that that is all that impressive either, but there’s only so much you can get from watching wild ravens.

  • Requires: An obsession with Ravens, spending loads of time observing ravens, Wis 12+.
  • Basic Techniques: Defenses 2, Strike, Power 1, Skill Synergy (Handle Animal, Specialized and Corrupted for +6 / only with ravens), Skill Synergy / Survival, and Toughness I
  • Advanced and Master Techniques: Blinding Strike, Raven’s Favor*, Dodge, and Deflect Arrows.
  • Occult Techniques: Inner Strength 2, Light Foot, Vanishing.

*Raven’s Favor: Shaping, Specialized and Corrupted for Increased Effect / only to imitate first level druidical effects, all of which must be focused on ravens (6 CP). Available effects include:

  • Animal Messenger (Raven).
  • Call Animal (Raven).
  • Call Raven Swarm (Organizes available ravens, not a summoning).
  • Calm Animals (Ravens).
  • Commune With Birds (Ravens).
  • Cure Light Wounds (only works on Ravens).
  • Detect Animals or Plants (Ravens).
  • Endure Elements (Make Ravens comfortable).
  • Feather Darts: Hurls three feathers as darts.
  • Liberating Command (Only works on caught ravens).
  • Magic Fang (Raven beaks, best on swarms).
  • Obscuring Mist (Cloud of Raven Feathers)
  • Produce Animal Food (For Ravens).
  • Speak with Animals (Ravens).
  • Summon Nature’s Ally (1d4+1 Ravens).

Since Martial Arts on Modun are normally taken in clusters of three, practitioners of this style usually also use archery and melee styles. 

The Terraced Flow: (Restricted, Intelligence)

The elements have power, as does movement. The powers of the air manifest in winds and their magic, the strength of water can smash towers or drive great machines even when it’s magic is completely unrecognized, and the enduring power of the earth both withstands and exerts vast forces, whether fast or slow. While tapping into tectonic forces is more appropriately a task for Megalithic Magic or – on a more personal level – for Earthheart Infusion, and the winds tend to be a bit too inconsistent to channel appropriately in most cases, water is fairly easy to work with. It’s current can be channeled through intricate workings with ease, empowering occult symbols with it’s flow – hieroglyphic logographs giving rise to subtle magical fields that can affect broad areas. Air, of course, is considerably more fickle; if an area does not provide near-constant winds from a particular duration (as is found in some mountain passes and such) any working would need to be constantly maintained. Even using water… maintenance will be required to deal with silting, erosion, and similar problems every little bit. For adventurers, the Terraced Flow is of limited use.

  • At Skill +7 a single user can create a Rank-1 Ward Major about a campsite, house, or small tower in an hour (gaining a 50% chance of selecting it’s power (or powers), otherwise it will be determined randomly) or may take eight hours to
    ensure that he or she can select its power. Such a ward may last for several weeks before breaking down. The time required may be divided between up to four users provided the secondary users have a skill of at least half the primary
    operators.
  • At Skill +12 the user may create a Rank-2 Ward about a similar area or protect an modest castle or small village with a Rank-1 Ward. This will last about a week before breaking down.
  • At Skill +20 the user may create a Rank-3 Ward about a similar area, a Rank-2 ward about a modest castle or small village, or a Rank-1 Ward about a large castle or manor. This will last about three days before breaking down.
  • At Skill +30 the user may create a Rank-4 Ward about a similar area, a Rank-3 ward about a modest castle or small village, or a Rank-2 Ward about a large castle or manor. This will last about a day before breaking down.
  • In all cases, regular maintenance – about half the time required to create the ward – can extend the time until breakdown by the same amount.
  • Unfortunately, individual users may neither create nor maintain for long wards of higher rank. Successively larger groups of (far less skillful) users can, at their peak, create a Ward of up to the 8’th rank, but that would require at least one true expert and at least eighty-odd assistants to do all the work.
  • The Terraced Flow also covers water powered mills and machinery, working with plumbing, aquaculture, and hydroponics – but few adventurers have much use for such arts.

The Terraced Flow is a boon to great settlements with appropriate conditions (whether for the water-based version or for a wind-based or geomantic version) but relatively few settlements are so blessed. For travelers… even a minor ward can be helpful, but it’s usually in a special-purpose way; a ward that provides Protection From Evil will be invaluable If you’re being besieged by the undead, but if the problem stems from weather, or rabid beasts, or some misinformed good guy it will be of no help at all.

Dreaming Of The Eclipse

There have been a lot of versions of the realms of Dream, with only a few relatively-consistent principles beyond “they mean something more than random stuff thrown up by the brain while it’s partially shut down”. What are those rules?

  1. Dreams are pretty malleable; with a strong will and an awareness that you’re dreaming they can be modified in a thousand ways.
  2. Personal dreams are little “bubbles” within a more general dreamscape that can be difficult to find and access.
  3. The consequences of anything that happens in a dream are greatly muted when you wake up. Despite old tales, dying in a dream generally just means abruptly waking up, if sometimes gasping and in shock.
  4. Dreams can reflect the past or future even if erratically and in hard-to-decipher ways.
  5. Dreams border on the realms of the dead and the divine so that entities from beyond sometimes visit them.
  6. Sometimes dreams are hard to remember. In reality, this is because they’re fragmentary and confused to start with. In fantasy, it’s because they are a regular infusion of mystery and the powers beyond into every mortal’s life.
  7. Perhaps most importantly… Dreams and Dream are erratic and unstable. They are generally handled differently in each setting, they aren’t consistent even within most settings, and the results of spells and powers based on or affecting dreams can vary from moment to moment. That’s one reason why dream-spells don’t need anything more than capsule descriptions. The details are going to change with each casting anyway.

There are a thousand other rules associated with specific realms of dream, but those seven – derived from a reality that everyone experiences every night – are pretty universal. Even the bit about personal and general dreamscapes pretty much follows automatically from “this is obviously MY dream” once you decide that dream in general is a “real place”.

Of course, in most games, the only times dreams mean anything – or even get mentioned – is if the GM chooses to send a meaningful dream to set up an adventure, or you get to attempt a mission in a dream (and probably die) before trying it for real, and so on. If someone takes “Lucid Dreaming”… well, there MIGHT be a dream-adventure, or the GM may insert some way to make this useful – but for the most part it’s just a characterization detail. Who cares if you can engage in Lucid Dreaming when dreams don’t actually change anything?

Similarly, dream magic is a popular idea – it’s about the only form of “magic” / unstable reality that most people regularly experience – but people have been making dream magic classes, spells, and special abilities since first edition, and there are reasons why it’s never really caught on. After all…

  • If dream magic works in the real world how is it different from any other kind of magic? Illusions, transformations, summoning, teleportation, and more are staple effects. You may fluff things slightly differently, but mages are mages. Sure, I can (and will) make a list of spells involving sleep and dreams, but it’s mostly going to be special effects.
  • If dream magic doesn’t work in the real world then it only matters if your adventure is set in the realms of dreams, perhaps along the lines of Lovecraft’s Dreamlands. That’s fine if you’re running a specialty dream campaign or a visit to such a realm, but now you’re back to either “everyone has some dream powers” or – if only a few characters do – one of a) the non-dream-users are ineffective and bored, b) dream powers are so cheap and/or limited that soon everyone will have them, or c) dreamer characters have wasted resources / levels / points / whatever on a rarely-useful art and have placed themselves at a significant disadvantage whenever they’re not in dream, in which case they’ll be unhappy then. No matter what, this approach rarely makes ANYONE particularly happy.
  • How about if only a few more-or-less useful, but rather specialized dream effects work in the real world? Now you have some mages who dabble in special-purpose dream magic instead of a few other spells. So here are ultra-condensed versions of the Dream spells from the SRD’s, a bunch of other books, and things I threw in because I felt like it, sorted into a few basic categories. I can’t say that it’s a complete list – but it does cover a lot of things.

Induced Sleep: Boring. Efficient. Classic. And nothing to do with dreams really.

  • Lullaby (L0): Make people a little sleepy.
  • Sleep (L1) and Deep Slumber (L3): Put creatures to sleep. Notoriously useful at low levels, mostly useless later.
  • Hibernate: (L3): Sleep a long time with little or no need for food or water and little need for air. So basically an extended Feign Death. (For the short term we already have Tree Shape (L2)). Handy for peasants who want to skip winter, but how many adventurers want to sleep for weeks or months at a time? While awaiting rescue perhaps? Take Ritual Magic and forget all this very minor and virtually never-used stuff.
  • (Melf’s) Slumber Arrows (L4): CL/3 (Max 5) arrows cause creatures with 15 hit dice or less to make will saves if they’re hit or fall asleep for an hour. If they save they are still Fatigued for an hour. Only lasts one round per caster level, but that’s plenty of time to fire the arrows.
  • Sleep Mote (L5): Creates a small whirlwind that can be moved around, putting those it engulfs to sleep. Saves apply. Of course, it has the standard problem of all such spells; you have to keep spending actions controlling it and the effect is fairly weak for it’s level since it can affect lots of targets if given enough time. But how many combats last long enough to make this preferable to a more immediate effect?
  • Cloak of Dreams (L6): Creatures that start or end adjacent to you must save of fall asleep briefly. Doesn’t last long. Potentially interesting I suppose, but short duration and a spell like Call The Void (L3) is also a fairly good aura defense. Of course at this level you could cast Circle Of Death (L6) instead.
  • Endless Slumber (L6): One target in close range must save or sleep until injured or a once/day save is made. Good for a kidnapping I suppose. Or you can just keep inflicting nonlethal damage every so often. Or drug them.
  • Hiss Of Sleep (L7): Puts one target per level to sleep without regard for their hit dice for one round/level. That’s actually fairly effective, and doesn’t seem to note that things that don’t sleep are immune although the victims are fairly easy to wake up. Still mind-affecting though. Better than Mass Hold Monster (L9) in several ways, if even more boring.
  • Symbol (3.0 Version, L8): Creates various Symbols. The “Trap” versions are powerful, but over-expensive and take ten minutes to cast. Sometimes useful in “hold the chokepoint” situations. But the spell can also be scribed in the air as a standard action with no special cost. Symbols of fear, hopelessness, pain, or persuasion can be used this way. Sleep can’t, but the trap version is still a sleep spell, so I’m throwing it in.
  • The Caterpillars Dream (L8): The recipient must either consume rare alchemical elixirs costing 15,000 GP or spend 3000 XP and wrap themselves in a cocoon of dreams. After one week, they emerge, transformed – basically receiving a character rewrite. It is unwise to use this spell too often and the GM – representing the uncontrollable forces of dream – must be consulted.
  • Microcosm (L9) or Eternal Slumber (Grand Hex): Victim dreams until it dies. Totally unexciting, and thus overpriced to make it available, but rarely used. Curses are a lot more interesting. Solipsism (L7) is effectively much the same. Or just go with good old Hold Monster and Coup De Grace or Wail of the Banshee.

I suppose you could put Symbol of Sleep (L5) on this list, but nobody ever wants that spell. Sure, it’s a fairly strong trap, but it takes ten minutes and 1000 GP to cast and doesn’t offer the kind of options you get with the general 3.0 Symbol spell.

Incapacitating opponents has it’s points, and Cloak of Dreams might have some tactical uses in keeping the fighters off the mages – but it also makes it hard to protect the mages. You might want to work up an Aura of Deep Slumber with Presence, or perhaps some stances, instead; those can limit themselves to enemies. Probably not worth it; mages tend to have better options for sixth level slots than rather unreliable defenses. Hiss of Sleep is actually fairly good, with a decent chance to incapacitate a number of opponents for multiple rounds. Slumber Arrows might be very effective if you throw it on an master archer’s ammunition. Still not really “Dream Magic” though.

Battlefield Control:

  • Nightmare Zone (L1): As per Entangle (L1), but instead of vegetation it requires shadows and dim illumination. If you also have disturbing environmental features or sounds the save DC increases by +1.
  • Labyrinth Of Dreams (L2): Lets the disorientation of dream bleed through into reality for three minutes. Anyone who moves within a 40′ radius must save or move 5′ in a random direction at both the start (or where they enter the labyrinth) and end (or where they leave the labyrinth) of their movement. Anyone within the area has Concealment.
  • Dreamland Overlay (L3): The area takes on an aspect of dream as a general setting – a swamp or flooded area, a ruinous city or wasteland, a confusing labyrinth full of fog, a downpour, or whatever. A will save will allow a character to ignore some aspect of the twisted environment for 2d4 rounds, but it will reassert itself thereafter. The effects will vanish with the rising or setting sun (whichever comes first) and have no lasting effects. Or there’s Nightmare Terrain or Dreadscape (Both L3) which are less dramatic and more reliable.
  • Dreamvenom (L4) A version of Psychic Poison from the Book of Vile Darkness that isn’t inherently evil and has a few extra poisons available – sleep, hallucinogen, etc. The effects go away after a nights rest however.
  • Castle Of Dreams (L5): A version of Secure Shelter that is surrounded by a Hide Campsite (L2) effect, has a bowl with 3d4 Goodberries (L1) on the table, and includes various cosmetic effects – furnishings, nice beds, signs, decorations, etc. If you want a house (apparently) made of gingerbread, or looking like a miniature castle, or built in a tree… here you go. Unlike a normal Secure Shelter, however, the entire thing will crumble into ruins in three days and will disappear entirely within a week.
  • Realms Of Dream (L6): Unprotected sleepers within a massive area (up to a multi-mile radius) will dream as you will through the night, whether that dream is of an utopian world, of some great omen in the skies, of war and destruction, of victorious defense, or what-have-you. For the day after they awaken, any actions they take which adhere to the dream’s themes gain a +1 morale bonus. Actions taken against that theme suffer a -1 penalty, although a will save negates this penalty on an individual basis. Thus granting a dream of a successful heroic defense to an area containing a city under siege will benefit the defenders and hinder the attackers.
  • Threads Of Narrative (L7): Curse an area (a seven mile radius) with seven perilous narratives from literature, fairy tales, and myths. Here you will find kings needing their daughters rescued from dragons, intelligent, man-eating, wolves chasing young women through the forest, mad alchemists hatching basilisks, people stumbling through faerie circles, and fair persons of the opposite sex with frozen hearts to be thawed. Until each of those situations is dealt with Narrative Causality (and relevant Occult Skills) will work in the area even if they do not normally work in the setting.
  • Brigadoon (L8): Overlays dream onto reality, adding a notable map feature, complete with inhabitants, for the next twenty-four hours. The details are not up to the user, but if you need a town, a castle, a comfortable inn, a military outpost, a lake or river, a dungeon, or a monster lair, this will provide it. Sadly, only minor things can be taken from such areas; catch a few fish from the river? OK. Dig out an immense treasure from a wrecked pirate ship that didn’t exist yesterday? You may be able to keep a few coins and random bits and pieces as if you had done some beach-combing, but that’s about it.
  • Alter Reality (L9): Drawing on the energies of dream you may employ a Limited Wish without other costs.
  • Dream Of Eternity (Epic): A sizable area – whether a particular mountain, section of forest, or town – merges with the realm of dreams. Spirits may wander through. Places of legend may manifest. Reality twists towards tracklessness, strange occurrences, and wildly variable time. Within a year and a day the folk living there will pull one way or the other, and the realm will follow – either vanishing into the timeless eternity of dream or once again becoming fully a part of the real world, albeit possibly with a few bits of weirdness holding over. If the realm does vanish into dream, it will be replaced by wilderness – although there will always be a point of access hidden somewhere therein.

Combat Effects:

  • Haze of Dreams (L1): Halves the targets normal movement rate for one round/level. Not really anything to do with dreams, but a potentially useful debuff.
  • Dream Lock (L2): Target shaken for a round, then Shaken and opponents gain Concealment for one minute/caster level. There’s a Mass version at (L4). Saves, of course, apply. Another potentially useful debuff, although not really preferable to Single-Target (L1) and Group (L3) Confusion and not actually having any effect related to dreams. That’s pure fluff. Nightmare Lullaby (L2) seems to be another variation on Personal Confusion.
  • Phantasmal Assailants (L2): Technically nothing to do with dreams, but a debuffing relative of Phantasmal Killer. Pretty good for L2; if you get past initial disbelief it causes 8 Wis and 8 Dex damage (Half on a fortitude save). Likely to just fail entirely as will saves go up though.
  • Waking Nightmare (L2): Target wastes actions fighting an imaginary horror for one round/level, getting a new save each round. A (L4) version does a point of Str damage with each failed save and requires another to avoid being Fatigued for a few minutes at the end. A decent distraction, although the creature can still defend itself and likely only loses a round or two of attacks. Comparable to Cloud of Bewilderment (L2)
  • Distracting Visions (L3): A target who fails to save is effectively Sickened. A reskin of various other debuff spells. Confusion (L3) is generally better. Phantasmal Strangler or Vertigo Field (Both L3) are more thematic. If you want to use this, you’ll probably want it to affect additional targets, otherwise Stinking Cloud (L3) is just better. My recommendation? Treat it like Stinking Cloud with selective targeting but which only makes those affected Sickened instead of Nauseated.
  • Dream Bolts (L3): These work like Scorching Ray, but do nonlethal force damage. This is more of a comic-book dream master thing – wherein every mystical entity can attack at range with some kind of magical blast, regardless of whether or not that makes any sense – but I have to admit that dream-magic is really not the best when it comes to blasting. (There is Oneiric Bolt from Atlas Games Occult Lore, but it only works on manifestations of dream and does damage based on the user’s Lucid Dreaming skill – which can be easily boosted to ludicrous heights. It’s interesting, but poorly designed).
  • Reality Blind (L3): Target is blinded and stunned but gets a save each round and you have to concentrate to maintain the spell. Afterwards the target has a minor cure and cannot heal naturally until they save, trying each night.
  • Dream Dalliance (L4): Gives the target such pleasant dreams that it must make a will save to wake up. Basically Bestow Curse with Medium range and less flexibility.
  • Phantasmal Killer (L4): Reasonably useful, but a standard spell and not really a dream effect. There’s a Manifest Nightmare (L4) version that is weaker but allows the caster to see what the targets greatest fear is. Given that direct combat in d20 is rarely focused on “learn about the target’s psychology” why not just go for Phantasmal Killer directly?
  • Dream Battle (L5): Fight your target in a dream. A will save avoids the fight, otherwise the loser gets Shaken and Cursed for the next twenty-four hours. Thematic, but unless you’re up to winning a solo battle anyway it’s not a great idea. And if you are up to winning a solo battle why the long-range tactic? Deniable political sabotage maybe? Annoying the dark lord you cannot otherwise affect?
  • Nightmare (L5): Lets you interrupt a targets sleep and do a little damage if they don’t save. Good for long-range harassment for a few days, but then countermeasures – like Pleasant Dreams (L1) – will almost certainly be taken by any important target. The Demon Dream (L6) version can add 1d6 wisdom damage to the effects of the basic Nightmare.
  • Fever Dream (L5): This causes a high fever, causing confusion and difficulty concentrating. Once again, plain old Confusion is generally better. It also has nothing to do with Dream Magic beyond the name.
  • Dark Visions (L6): Target falls asleep for a few minutes and has nightmares that leave it shaken until it gets a good nights sleep. Presuming that the party doesn’t eliminate their now-helpless victim. See “Hold Monster”. Or a ranged version of “Bestow Curse” (L4+ to make it ranged). The Symphonic Nightmare version (Also L6) leaves the target unable to sleep properly for one day per level but has touch range. So… a weaker relative of Greater Curse (L6)?
  • Dream Reality (L6): Keeps the target from clearly remembering things that happened during the spells one minute per level duration. Or you could get them drunk or curse them or use Modify Memory or hit them over the head with something. Memory Lapse is only (L1). Forget (L2) used to be handy, but didn’t make the jump to third edition. Or you could use the Befuddle (L0) Cantrip. How about Make Lost (L1-2)? You strip one target per level within medium range of their senses of direction and recent memories of travel. They forget the route they took in the last hour (but not events along the way) and become lost. Surely “forget the last few minutes” is no more than (L2). And Steal the Painful Memory (L7) affects creatures in a radius of ONE MILE PER CASTER LEVEL and can hide major events.
  • Waking Dream (L6): The caster may wildly distort a targets perceptions. While this can be described in many ways, it effectively renders them blinded, deafened, and sickened at medium range for (Concentration + 7) rounds. Given that this effectively covers all senses Blindsense and similar will not bypass the penalties.
  • Phantasmal Revenge (L7): Casting this on the body of a creature slain up to (Caster Level) days ago causes the killer to be attacked by a Phantasmal Killer. This only works once per body. Now honestly, this can really mess up a lot of plots, and won’t come in useful all that often – but it’s dramatic and thematic, so I’m including it. It’s also a stretch to call it a “combat effect” but it fits in here better than in most of the other categories.
  • Plague of Nightmares (L7): Evil spell from the Book of Vile Darkness which curses the target touched with an inability to sleep properly, 1d4 Charisma damage per day, and having their soul devoured by a demon if they hit 0 Charisma. On the other hand, a daily save ends the effect and the caster must chant for 12 hours a week and pay the ongoing corruption cost to keep it going. Or you could just Plane Shift (L5) them into the Abyss, for much the same effect without the risk of standing in front of someone who is presumably powerful and almost certainly upset at having this spell cast on them.
  • Rain of Roses (L7): 1d4 wisdom damage per round over a wide area, but only to evil creatures (who go unconscious at Wis 0). Also makes them Sickened, but they can save versus that effect.
  • Maze (L8): Bog-standard, nothing to do with dreams as such, but the thematics certainly fit.
  • Weird (L9): The area-effect version of Phantasmal Killer. Generally regarded as ineffective for a ninth level spell. If you want this… apply the “Mass” modifier directly to Phantasmal Killer for (L7).

Phantasmal Killer and Confusion are staple spells for some types of casters, and Waking Nightmare can be fairly good in the vein of Mirror Image or various illusions; even a single round of distraction against some creatures is good – but, once again, Individual Confusion (L1) is at least as good and may be better.

Communication Effects:

  • Suggest Dream (L0): Suggests a dream to a sleeping target within medium range (short without line of sight). This can be fun, upsetting, delightful, exciting, etc, but is basically just a dream with a general theme of your suggestion. The (L1) version can can throw in enough details to make someone think that “Hey! Maybe this dream meant something!” – so if they dream of an expedition turning into a disaster they might reconsider. Still, a will save applies unless someone just wants to dream of being an action hero or something. Get a Dream Recorder and make some movies?

“Contact Entity” (L1) lets “you send out a magical message to any eldritch entities of a particular kind within a 100-mile radius, which can be delivered to up to 20 such creatures, starting with the nearest creatures until the limit has been met”. Now this doesn’t send a specific message other than an invitation and where you are, and is limited to eldritch entities of 6 Hit Dice or less for game balance reasons, but still. Sends a message. To up to twenty targets that you do not even need to know or identify. With a range of a hundred miles. With a first level spell. Why is this reasonable when it’s “contact eldritch horrors with incomprehensible minds and languages” and unreasonable when it’s “Come to the garden club and let me show you my begonias!” in Common? Even if you need a slightly higher level spell to make it a more detailed and variable message… this is much more what Communications magic ought to be.

  • Shared Dreams (L2): The target can visit their (presumably distant) family in their dreams, exploiting their link with them. It won’t work with “family” who don’t know or care about them or who don’t want a visit. Given how scrambled dreams tend to be the effective communication is generally trivial or purely emotional.
  • Lesser Dream (L3): Send a five word message to a sleeping creature pretty much anywhere. Or spend 1400 GP on a set of Sending Stones, or use Whispering Flame (L2), or Whispering Wind (L2). Of course it’s a standard fantasy trope that communications are terrible and that – if you want to summon aid – you should light the beacons or send a heroic messenger, not cast a spell. In Eclipse… you can use witchcraft, or various other methods. Buy 1d6 Mana with Reality Editing (Specialized and Corrupted for 2 CP / only to cause a designated target to find a harmless copy of the letter you just wrote on his or her person – and “insert a couple of sheets of paper” is about as minor as reality edits get. Offer long distance fast delivery postal service and make some beer money.
  • Interplanar Message (L3): Lets you send a 25-word message to the target you touched while casting it. They can save if unwilling, but there’s no duration limit. If they’re asleep they dream about you and remember the message after waking. Given the lack of any time limit (or of any rule about casting it on the same person more than once). This may well be the most effective and versatile long-range communications spell in most standard games. It doesn’t really have anything to do with Dreams though.
  • Dream Recorder (L4): Lets you record a dream in a bit of crystal. Anyone who holds it can watch if they want. If they spend 2 Power or 1 Generic Spell Level on it, they can either show it to a group or have a full-sensory experience. For 4 Power or 2 Generic Spell Levels a willing group can get the full-sensory experience. Crystals can be broken or “recorded over”, but are otherwise permanent.
  • Dream (L5): Send information to someone who’s asleep. A bit better than Sending of Psionic Correspond (both at L4), but still way overpriced when you can Teleport at the same spell level and hold a detailed discussion if you want. Only really useful compared to spells like Animal Messenger (L1) if the target is a very long ways off. If they’re not that far you might as well use a slower method since Dream will have to wait for them to go to sleep, sleep, and wake up. Or you could just buy a Dream Candle (2300 GP) which can be used TEN TIMES to send a one-minute message to anyone (it doesn’t say, but probably on the same plane) that will be received the next time they dream.
  • Dream Council (L6): Send (or get back) a number of 25 word messages equal to your caster level. At only +1 level this pretty much says that the original Dream spell isn’t worth bothering with.
  • Dream Council II (L7): You can talk to someone in a dream for a lengthy period, audiovisual aids optional. Of you could just Greater Teleport (L7) there. Which will it be, Dream Council or perhaps Limited Wish? Greater Shadow Conjuration?

Honestly, most “high level” d20 communication magic is fairly awful. Why is it that any peasant can send messages to the outer planes by simply PRAYING while telling your kid you’re going to be late today calls for fairly powerful magic? If you REALLY must send messages a lot (and you aren’t in a setting where you can more readily send messages or call on the phone)… get a Spirit Fetch or an Improved Familiar that can teleport. Or dabble in Witchcraft. Or use Reality Editing to cause someone to suddenly remember the relevant information. Or just go with a few Dream Candles.

Equipment Effects:

  • Ectoplasmic Creation / Psionic Minor Creation (L1): Creates some mundane organic stuff – cloth, wood, etc – for a few hours. Complex stuff requires relevant skills – but does this extend to alchemical stuff? Why or why not? It should cover natural poisons. How about Ironwood as a metal substitute? Depending on what the GM lets you get away with this can be weak or far too good to allow. There’s a fifth level version that does mineral and metal, but given the aforementioned Ironwood who needs it?
  • Call Item (L1-L3); Calls a normal mundane item. Up to 10 GP at L1, 100 GP at L2, and 1000 GP at L3. A WOTC web psionic power, but it would be easy enough to call it dream magic. Certainly more reasonable than the shenanigans one can get up to with Ectoplasmic Creation.
  • Dream Transition (L1): Dream versions of all the equipment you habitually use shows up in your dreams with you – although only as appropriate to the dream. You can dream of eating breakfast with your family without your plate armor and great axe. Of course, in most cases – except the High School where you’re naked – the GM is likely to assume this anyway unless it’s a dream of escape from prison or something. Anyone up for escaping the Dungeons Of The Slave Lords? I haven’t seen anyone playing that one in AGES.
  • Dream Feast (L1): Target wakes up and is not hungry or thirsty. Or chew on some Everlasting Rations (350 GP) or wear a Ring of Sustenance. In d20 this is pretty much a solution in search of a problem.
  • Phantasmagoria (L4): Create a mundane item that lasts for a week. One at a time, nothing bigger than you can carry. Maybe useful, but there’s are several ways to do this, including spells and psionics, shapesand, chaos flasks, Marvelous Pigments, Fabricate, Creation Spells, a Supply Pouch, and – you know – shopping.
  • Forge Of Dreams (L7): Creates a weapon or suit of armor, as tough and strong as if it was made of adamantine regardless of its type or “actual” material, with a total bonus of +5 – although up to four of those “plusses” may be devoted to special abilities instead of enhancement bonuses. It lasts for ten minutes per caster level. Lesser versions offer lesser bonuses (-1 spell level per -1 on the total bonus to a minimum of (L4) and +2). Higher level versions usually focus on extending the duration or add more “plusses”.

Equipment effects are most useful at low levels, although Forge of Dreams can be handy if you suddenly need a suit of armor or weapon with specific abilities.

Enhanced or Protected Sleep:

  • Restful Sleep (L1): A group of targets heals twice as much as usual overnight. Not bad at lower levels when healing can be hard to come by – but not all that good either since low level characters don’t heal much overnight and doubling “very little” is not a big benefit. At even modest levels it has to compete with Wands and Healing Belts at the levels where it might actually do something. Healthful Slumber (L3) does exactly the same thing but for everyone within close range; don’t take it unless you’re leading a small army or something.
  • Pleasant Dreams or Restful Slumber (L1): Keeps things from messing up the target’s dreams. Another once a day item? Or once a day innate enchantment (400 GP value)?
  • Unbroken Night (or Comforter) (Genius Guide to Dream Magic, L0): Target sleeps well in any reasonable environment even if sleep is interrupted or they are wearing armor. This is useful. In fact, it is far TOO useful. No self-respecting spellcaster would not get this once per day in an item for (200 GP) and say goodbye to not getting enough uninterrupted sleep to regain all their spells.
  • Drowse (Genius Guide To Dream Magic, L1): A target that normally doesn’t sleep or dream can if it wants to. OK… but while there are things that do not need to sleep, they can already either sleep or lull themselves into an equivalent trance if they want to. Not NEEDING to sleep doesn’t necessarily mean that you CAN’T. Does this spell even do anything?
  • Dream Shield (L2): Protects a sleeping mind from interference better than Pleasant Dreams – or at least with a much more specific list of effects that are blocked. OK, but that’s still not exactly common and you need to cast it in advance.
  • Meditation (L2): Remain aware of your surroundings while sleeping. That’s potentially useful. but Keep Watch works on groups, is only (L1), and allows you to fight without interrupting your rest provided you get it recast or go to sleep afterwards. Or use Tireless Vigil (L1) for boosts to an individual unsleeping guardian. Or Vigilant Slumber (L1). After all, “attacked while you’re sleeping” is a huge cliche and there are lots of ways to handle it.
  • Lucid Dream (L3): +10 Competence Bonus to Lucid Dreaming for the night. A standard skill-booster spell. L2 would be +5 and L1 would be +3. Still, an active dream mage is probably good at Lucid Dreaming anyway. There’s also a (L1) version that basically gives you a personal lucid dream, which is mostly recreational. Rather like the “Potions of Godhood” that basically let you hallucinate a wonderful vacation as an all-powerful god. After an hour of being very silly and babbling nonsense you woke up feeling relaxed and like you’d had a nice break. They were usually the result of a failure to make a more useful healing potion.
  • Nap Stack (L3): Lets you get a full nights rest in only two hours and keep sleeping if you want. Fairly good, but 100 GP per casting and only usable once per week. And out of combat healing is generally easy. A decent preparatory spell, but you can always just sleep in a Rope Trick. Potentially powerful if there’s a fight, both sides fall back to rest, and you come back fully rested first.
  • Dream Therapist (L5): For the next lunar month the target will experience cathartic dreams – working through traumas, releasing and dealing with repressed emotions, and otherwise receiving expert psychotherapy. This allows them to make will checks to overcome such issues. There is a version which attempts brainwashing or post-hypnotic suggestion instead, but since it works against the target instead of with them a save to negate the entire effect applies each night. Even if the victim needs a “natural 20″… that’s a bit less than a 24% chance of success.
  • Timeless Daydream (L5): Basically as per Psychic Asylum.
  • Dream Self (L6): The caster in Dream may manifest a L4 Psychic Construct as a temporary host for his or her consciousness in the real world. If this construct is destroyed the user will suffer 3d6 damage and bear a wound reflecting the final strike on the construct. The exact range is a bit variable, but generally (Cha Mod + 1, 1 Minimum) miles from the user’s real body covers it.
  • Rise From Dreams (L7): Once cast, the user is anchored to Dream and will be automatically transferred to the realm of dreams upon his or her physical death – although it is theoretically possible to find the anchor in the realms of dream and destroy it (although the user may cast it again if he or she finds out).
  • Dream of Heroism (L8): Up to (Caster Level) targets with 30′ sleep well and dream of heroism, awakening with one positive level with the 6 CP assigned as they wish. The positive level will fade away the next morning and the spell does not stack with itself.

This is a rather limited branch, but what do you expect? There are only so many options for “you slept very well”.

Illusion Magic:

Yes, you can squeeze a lot of Illusion Magic in as “Dream Magic” – the Images sequence (Various), Color Spray (L1), Shadow Trap (L1), Haunting Mist (L2), Searching Shadows (L2), Invisibility (L2), Shadow Enchantment (L3), Shadow Conjuration (L4), Shadow Evocation (L5), Greater Shadow Enchantment (L6), Greater Shadow Conjuration (L7), Greater Shadow Evocation (L8), and Greater Shadow Transmutation (L9) – but at this point you’re basically shoving almost everything into “Dream Magic” since Illusions and Shadow Magic cover a fairly absurd range all by themselves. Speaking as a GM… I would leave this stuff off the list.

Information Gathering:

  • Dream Prophecy (L1): Grants insight into the meaning of a dream, whether yours or another’s. Sadly, most dreams really do not mean a lot, but important and meaningful dreams are usually recognizable by their clarity, vivid imagery, and tendency to repeat until understood. Unfortunately, this spell really doesn’t do anything you can’t do with Moment Of Insight (The Practical Enchanter, L1) applied to an appropriate knowledge skill check.
  • Oneiromancy (L2) (The Genius Guide to Dream Magic): Spy on a creatures dreams and make a successful Sense Motive check to get a (Caster Level/2) bonus to Wis and Cha based checks against that creature for the next day. A will save applies. Interesting, and a good bonus, but extremely situational. Ask the GM if spying on somethings dreams gives you a circumstance bonus when confronting it for a bit. After all, “I know your secrets!” is very classic even beyond Wis and Cha checks. I can’t see this specific spell getting a lot of use outside diplomatic situations or trying to outguess a general or something though.
  • Dream Interpretation (L3): Cast in the morning at five minutes/target (up to (Wis Mod +1) targets) each gets 1d4 “Portent Tokens” of random types, such as “Reroll A Save”, “Reroll an Attack”, “Reroll a Skill Check”, “+4 to Initiative”, and so on to use with any unused portents next time they sleep. Probably only L1 for a single target version.
  • Traveling Dream (L4): A bad version of Arcane Eye (Also L4) that requires that you sleep while you use it. Or you could just use Clairvoyance at (L3). Dream of Insight is a L6 version that also puts you at risk.
  • Manifest Desire (L4): Shows you what the targets greatest desire is and may distract them for a bit.
  • Dream Scan (L5): Basically telepathic spying on a sleeping mind. Something you could already do through the realms of dream and Dream Walk (L4) – which also lets you escape into and travel through dreams. There’s always Commune (L3). Who says you can’t commune with the powers of dream?
  • The Akhasic Gates (L8): All things echo imperishable in the depths of dream. With this enhancement of Dream Walk you may enter a dream of the distant past, of some alien world, or even of a tale that never was. Such places tend to be almost as “solid” as the “real world”, and potentially dangerous, and nothing material can be recovered from them without GM connivance – but knowledge and experience is not so limited.

OK, Oneiromancy is interesting, and VERY thematic – but so situational that even the freeform casters over decades of campaigns have never bothered trying such an effect. I threw in Dream Interpretation since it seemed appropriate. It would be a fun way to have a dream specialist in a party.

Summoning:

  • Summon Psychic Construct (Variable): The arcane version of psychic constructs (The Practical Enchanter). Calling these dream-beasts works well enough; they are fairly useful and only quasi-real at best. Plus, of course, this is a perfectly standard effect. Alternatively you can use Monster Summoning (or the Possession variant, see The Practical Enchanter) if you have a bestiary with dream-monsters in it to make a list from.
  • Dream Warriors (L2): Guardian creatures accompany you in your dreams. Admittedly, all I needed for that when I was a small child was a stuffed Tiger or Winnie-The-Pooh, but this gets you something from Summon Nature’s Ally (1/2 caster level rounded up) or Summon Monster (1/3 caster level rounded off). Possibly extra effective against Freddy Kruger. Maybe good for a dream-mission, but if you regularly need this… won’t everyone need it every night? Get some items. Or just take Witchcraft and buy a Tulpa using Birth Of Flames, Specialized and Corrupted / only exists in Dream (2 CP).
  • Dream Spirit (L3): A minor immaterial entity attacks your foes.
  • Hound of Doom (L3): Summons a Dire Wolf with a BAB and HP equal to yours. This is actually fairly good. But it’s also a standard spell shadow spell and has nothing to do with dreams. It just sort of fits in.
  • Dreamgate (L8): As per Gate, but limited to the realms of dream and the local material plane. Note that no one will thank you for offering Godzilla a route into reality even if dream-monsters aren’t nearly as effective in reality as they are in stories.

Summoning is always a nice effect, and if it’s good enough for the Krell of Forbidden Plant it should be good enough for d20. On the other hand it would be entirely reasonable to bump the spell levels up one when you’re calling things into reality. Dream-creatures tend to be a bit insubstantial. 

Transport Effects:

  • Dream Delivery (L2): You may toss a small, harmless, and non-living parcel into the realms of dream, attuning it to seek out a particular dreamer. They will eventually receive it, finding it beside them some morning. It may take some weeks however and packages can only be sent to creatures that normally dream.
  • Dream Step (L3): You may step into and through dream and re-emerge into reality anywhere within Short range. Side effects as per Dimension Door.
  • Dream Walk (L4): A limited version of Plane Shift that goes to and from the realm of dreams. Fair enough, since it’s taking bodies and equipment along.
  • Dream Travel (L6): You can get into someone’s dreams and possibly get near them physically. This might be more useful if it didn’t take an hour and wasn’t dangerous and higher level than Teleport. Just use the Easy Metamagic or Arcanum Minimus to bring your Greater Teleport down to level six.
  • Morpheus Chariot (L6): Teleport a group to a distant location after eight hours of sleep. Or just teleport (L5) right away. Or use an easier version of Greater Teleport (L7) by extending the casting time to bring down the level.
  • Follow Your Dreams (L7): Provides a “map” of Dream showing you the route from wherever you are now to wherever it is you wish to go – passing through a gate or enchanted realm or into or out of dream as necessary. This does not mean that the path shown will be safe, quick, or particularly practical – but if you can follow it, you can reach the realm of your desires.
  • Walker Of Worlds (L8): You may walk into the realm of dreams with up to seven companions (plus mounts and familiars if anyone has them) and exit on another world entirely. You don’t have to have a good knowledge of the destination, but the less you know, the more likely it is that things will go extremely wrong. After all, there are dreaming creatures in lots of places that you probably won’t survive.
  • Dream Voyage (L9): Sail a ship through the realm of dreams like Dream Travel, above. You can take a fair number of people along, but it’s nothing like Teleport Circle (L9).

Sure, it’s an approach that might not be covered – but it’s pretty inconvenient for what you get. There are plenty of good transportation spells, starting with things like Mount and Phantom Steed and going on up with Teleport, Plane Shift, and so on. You can always just refluff one of them. Dream Delivery, Dream Step, Follow Your Dreams, and Walker Of Worlds could be handy, but I put them in there.

 

Utility Effects:

  • Whispering Daydream (L1): Target briefly considers a suggested course of action – and it’s suggested outcome. They may think twice, or reject the idea as unlikely, if given time, so this works best to suggest impulsive actions. Thus targets may save to resist initially and again if they have time think about possible consequences.
  • Feed on Dreams (L4): While you cannot sleep in Dream, there are ways to substitute for it – ranging from simply stealing someone else’s sleep (leaving them awakening unrested on the material plane) by entering their dreams on through this spell – which can be cast while visiting the dreamscape associated with a settlement while it’s people are asleep, harvesting bits of stray energy over the next eight hours to effectively give the caster “a night’s rest”.
  • Sleepwalk (L4): Sleeping victim walks around slowly at your direction. Sleepwalking Suggestion (L5) lets you throw in a Suggestion effect to get the target to do something more complicated. Maybe useful if you want to make a locked room mystery, but Dimension Door kind of covers that. If you really must tow someone along… Tensors Floating Disk is only (L1) and moves faster. Or get a Phantom Mill (The Practical Enchanter, 2000 GP, lots of Unseen Servants) and have a bunch of unseen servants carry them. Are they more likely to wake up? Chloroform / Drow Sleep Poison / Sleeping Spell / Sap to the head.
  • Wormtoungue Dreamshatter (L4): A victim within long range comes to believe that a specified goal or project is impossible to achieve, and will find themselves unable to pursue that dream until someone removes the curse. Sadly, believing that the curse can be removed is one of the things that believing that success is impossible blocks. If this blocks a major personal goal it often results in extreme depression.
  • Dreaming Puppet (L5): Lets you seize control of a sleeper of up to (Caster Level + 4) hit dice at unlimited range as per Dominate Person (Also L5). They will be aware of you though. If their save is made by 10+ or is a natural 20 you become lost in dream. Not that that is much of a problem for a dream specialist. In general, unlimited range attacks that offer no chance to strike back are verboten in d20 games. Remember the arguments about Love’s Pain (L3)?
  • Scry Trap (L5): Dream magic offers an additional option; the user may either have it do the usual damage or have the diviner attacked by a Phantasmal Killer effect or by Summoning something with an effect of up to (L4).
  • Dream Image (L8): A version of Project Image (L6) that doesn’t need line of sight and has enough physical reality to interact with things (and to be dispelled by damage) but starts naked. You’ll probably want spare pants and an extra spell component pouch.

Now there is probably enough there to make a dream-specialist playable – even leaving out the Illusion effects – but if you stick to the stuff that actually is related to dreams it’s pretty limited. Throwing in the stuff that’s been reskinned to fit the theme makes it fairly practical.

So how to gain access to some dream magic?

1) Take the Rune Magic (Dream Casting) and Rune Magic (Dream Mastery) skills, three dice of Mana (Specialized and Corrupted, only to fuel Dream-Based Rune Magic, 6 CP), and Rite of Chi with +8 Bonus Uses, Specialized and Corrupted / only to refill the dream magic mana pool, user must spend a few minutes daydreaming to use it (8 CP). There; for 12 CP and some skill points you can dabble in freeform Dream Magic. You’ll need very high skills to actually get good at it though.

2) Go the high-end route. Take Sorcerer Spellcasting, Specialized in Dream Magic Only (8 CP/Level). That leaves plenty of room to throw in some special abilities and will take you all the way up to ninth level spellcasting. You’ll likely spend a lot of your time hiding behind a Psychic Construct while playing support but you can be pretty effective that way. This starts slow, but will be pretty high-powered in the end. Go ahead and combine it with Adept spellcasting or something if you want some range outside of dream magic or do a dream-warrior build. Substitute it for Bard casting – it has the same cost – and do a bard-style build. Or go for the Classic Illusionist package. It’s not like there is a shortage of things you can try in Eclipse.

You can also do this with psionics, but that’s only a minor variation really.

3) Take the low-end, warrior-magic, cheese route. That’s shaping (Specialized and Corrupted for first level effects / dream magic only, requires gestures and invocations, 6 CP), plus 3d6 Mana with Spell Enhancement (specialized and corrupted, only to enhance shaping-based dream magic, 6 CP) and Rite of Chi with +8 Bonus Uses (Specialized and Corrupted / only to recharge the dream magic enhancement pool above, only works given at least ten minutes downtime, 6 CP). That’s 18 CP, and would likely be spread out over a couple of levels, but makes a reasonably effective dream-adept at a fairly low cost. Sadly, this route caps out at fourth level effects, but it gets there fairly early – and that’s appropriate enough for dream-magic. After all, everyone dreams… If a campaign is simply going to wander into the dream-realms occasionally this is probably the way to go.

If the GM simply wants to divert into dreams for a bit, or have them come up occasionally, it may be best to set this package up as a relic; that way it can be traded out for something else when it’s not useful and will allow characters who didn’t want to invest in dream powers to fully participate.

4) Go with Witchcraft. That’s not spell-based, although it can offer limited access to spells – but it does cover a good deal of dream-manipulation early on. 18 CP in Witchcraft grants some power and access to seven basic Witchcraft Abilities – The Adamant Will will let you defend against dream-based attacks (among other things), Dreamfaring lets you Dreamwalk, Glamour – projective telepathy – will let you shape dreams (boosting it or adding Mana will let you do things like project Phantasmal Killer effects), Healing lets you induce healing sleep, Hyloka covers hibernation and other tricks, The Inner Eye lets you audit dreams, and Shadoweave can create minor illusions.

For advanced powers… Dreamgathering lets you invite people to dream-conferences, Seize the Wandering Soul can entrap dreamers, Spirit Binding can bind spirits to objects, Apparition lets the witch manifest a dream-body into reality, Ridden By The Loa lets you channel the power of dream-spirits, and Birth Of Flames lets the user manifest a permanent psychic construct. Admittedly that would be another 36 CP (although Pacts and limitations can reduce that cost) – but Witchcraft has many applications and can augment all kinds of abilities.

Witchcraft will never achieve the power of a full spellcaster, but it is fully functional in the real world as well as in dream, is extremely versatile, and can definitely exceed the power level of Rune Magic (at least at any reasonable level) as well as the cheap warrior-magic of option three – but it costs a lot less than the 160 CP the full spellcasting option will require.

5) Take a midrange spell progression for Dream Magic. Wilder if you want full power but a narrow range, or Adept. Those are only 6 CP per level, leaving plenty of room to throw supporting items and other abilities into the build.

6) You can do an Occult Skill version. That could go a lot of ways, but here’s the one we’re using at the moment.

Dreamweaving (Restricted, Cha)

This occult version of Lucid Dreaming provides (Skill Total) Dream Points daily. Some of the possible effects (listed by cost) are given below, but for the general rules;

  • The caster Level for any effect generated is (Skill Total / 2). This must be at least (Spell Level x 2 -1) to create a given spell effect. Attempts to exceed this limit go wrong at the game master’s option.
  • Saves against Dreamweaving effects are always Will at a DC of (10 + Cha Mod + Points Expended).
  • No more than (Cha Mod) or (Skill Total/3) dream points (whichever is lower, but one Minimum and seven maximum) may be expended on any single effect.
  • Dreamweaving is generally complimentary with Lucid Dreaming, any boost to one boosts the other.

Zero Point Effects:

  • Audit a dream from a dreamer within sixty feet. line of sight is not required, but concentration is. If many folk are dreaming in range, the targets native tongue is unknown to you, or they are from a foreign culture, the GM may call for various rolls to locate and interpret the dream. Dream-symbolism can be quite messy and very personal.
  • Fall Asleep when you want to, realize that you are dreaming, or wake up without a period of disorientation.
  • Make cosmetic changes to a dreamscape. If you want pretty flowers, pink skies, and crystal trees, so be it.
  • Cast a Spell in Dream. This costs 1/Spell Level (With Cantrips free) but is restricted as shown above. There’s no need to be capable of spellcasting in reality or to actually know the spell though.
  • Use Dreamweaving in a Dream as if it was Craft (Any), Disguise, or Stealth.
  • Identify the Nature of a Dream, Dream Artifact, or Dream Creature using Dreamweaving as a Knowledge skill.

One Point Effects:

  • Awaken fully refreshed after only 1D4 hours sleep. You will have and remember normal dreams.
  • Ensure that you have your normal mundane gear with you in a dream.
  • Use a Dream Point as an Action Point or for a personally-targeted Stunt while in Dream.
  • Guide the dreams of up to (Charisma) unresisting targets within 6′, granting dreams of pleasure, adventure, calm, etc.
  • Roll twice and keep the best result when resisting influences on your dreams or attempts to force you to sleep or wake. This activates when needed without requiring an action and is good for (Wis Mod + 1, 1 Minimum) uses once activated. For +1 point the effect may be extended to up to three others, for +2 points up to a dozen. They get their own uses.
  • Substitute Dream Points for the “charges” of an item in your possession (1 DP = 1 Charge) while in Dream.
  • Use Dreamweaving in a dream as if it was Climb, Ride, Jump, Swim, or Tumble.

Two Point Effects:

  • Create effects equivalent to “Pleasant Dreams”, “Restful Sleep”, or “Sleep” while in the real world.
  • Dimension Door within a Dream. Since distance is ill-defined in Dream, this can either move you within a scene or take you to a new scene.
  • Ensure that you have your personal gear, both mundane and magical, with you in a dream.
  • Fall asleep for a self-specified period even under duress, such as if you are being tortured. If you really wish, you can specify “forever” – in which case your body dies while you continue in the realms of dream.
  • Make substantial changes to a dreamscape. You can add rivers, walls, forests, weather, and so on. This may be inconvenient or act as obstacles, but is fairly harmless (directly harmful effects must be intentionally generated as spell effects).
  • Protect yourself with Dream Warriors within Dream.

Three Point Effects:

  • Create effects equivalent to Deep Slumber, Modify Memory, or Phantasmal Assailants while in the real world
  • Enter or Leave a personal dream-bubble.
  • Ignore any one attack on your person while dreaming or apply the effects of Panacea to yourself in your dream. This is not an action and may be done even if you would normally be unable to take actions.
  • Summon an Archetypical Spirit. In general these are basic minions (as found in this article) but adhere to particular roles – a Weather-beaten Sailor might help you patch your boat, or steer through a hurricane, but they won’t read your fortune in the cards or help deliver a baby. In return for this restriction a Archetypical Spirit can work up to three minor acts of magic suited to their role while they’re present. The old sailor might patch a hole in the hull with unnatural speed, be able to pull an armored knight gone overboard to the surface, and locate the black market hidden in a decrepit warehouse. An Archetypical Spirit remains for up to (Skill Total) minutes in reality or for the duration of the scene in Dream. Such entities will provide minor assistance to their summoner, but are not bound to obedience, tend to offer unsolicited advice, and act according to their natures

Four Point Effects:

  • Blanket a modest area in the real world with an aspect of dream. You can make the area dark and full of frightening shadows, or ominous sounds, or be a beautiful garden, or be on fire, or add some other environmental feature. While this can create hazards, their effects are never very serious in the end; a guard attacked by a dream or rioters might wind up waking up with some bruises and a limp, but will never be seriously harmed. Fires will leave scorch marks, soot, and the smell of smoke and a few minor burns, but will do no lasting damage. A savage monster attacking still makes a good diversion though.
  • Create effects equivalent to Dream, Nightmare, or Phantasmal Killer either in dream or in the real world.
  • The Dreaming Heart: Pull forth a manifestation of the target’s greatest Fear, Desire, or Regret. This lasts for three minutes in reality (and has little substance) or for up to three hours in the realms of dream, where is has the substance of a fourth level psychic construct and acts appropriately to it’s nature.
  • Locate a particular Dreamer, whether in dream or in reality.

Five Point Effects:

  • Create effects equivalent to Minor Dream Conference (calls up to (Cha Mod + 1) folk to a conference in their dreams), Dream Seal (prevents intrusion on, spying on, or interaction with the targets dreams for twenty-four hours), or Shadowform, either in Dream or – with a point of Mana – in reality.
  • Dream Of Strength: Grant yourself, and up to (Cha Mod) allies, +1 positive level for three minutes in Reality or until you return to Reality in Dream. In Dream, however, this usually comes with role, which other creatures of dream will recognize. Thus, if in a dream of a besieged city, you may find yourself as a guard-captain or be seen as one of the attackers who has slipped inside.
  • Dream Walk: You, and up to (Cha Mod + 1) companions, may step into the realm of dreams or return to the physical world. If within 60′ of a dreamer you may enter their specific dream. Returning to reality is trickier; the user will most often return to their place of departure, but if visiting a particular creatures dreams they sometimes seem to act as an anchor.
  • Pull an item briefly out of dreams. In general this may be a normal, permanent, magical item worth up to (Skill Total x 1000) GP – but at that point the duration is only for a single minute. Multiply that duration by (Total GP Allowance / Total Cost of the Item Summoned) – so an item worth only 1/10’th of the user’s allowance can last up to ten minutes. Note that pulling out items with strong associations can affect your own narrative for a time; pulling out an Undead Bane sword too often will tend to lead to you having to deal with more and more undead.

Six Point Effects:

  • Create effects equivalent to Bestow Curse (at Close Range, often keeping a sleeper asleep or leaving them lost in dream realms – whether pleasant or unpleasant), Mass Modify Memory, or Mass Suggestion in dream or – with two Mana – in Reality.
  • Dream Overlay is a version of Mystic Artist / Undertow – infusing an area with a genre, such as western, horror, treasure hunt, inescapable pursuit, pirate adventures, or whatever – causing events to twist to fit the theme until the dream resolves or a full day passes.
  • Dream Seeking: Link your personal dreamscape directly to dreams of times long past, yet to come, or of fictional or alien realms. This is equivalent to Mystic Artist/Worldgate. Sadly, prophetic dreams are rare, and not entirely reliable while alien realms – while often offering eldritch secrets – tend to be extremely dangerous.
  • Voices Out Of Time: You may dream of the long dead, or some mighty entity, or some forgotten power. While greater entities are unlikely to communicate directly, even a glimpse of their thoughts and purposes may reveal much – if perhaps to the user’s regret. Some entities may have dangerous effects on the user’s mind, although contact with others may be a blessing.

Seven Point Effects:

  • Create effects equivalent to Follow Your Dreams, Hiss of Sleep, or Maze, either in Dream or – with the expenditure of 3 Mana – in reality.
  • Dreamgate: You may briefly open a portal into or out of dream, whether to pass through, to try and banish something, or to try and let something loose. For good or ill, however, Dreams are not reality; even if you let loose a Dream of Godzilla… there will be no great destruction. There will be terrible dreams, destructive poltergeist activity, and perhaps even a Dreamspawn latching onto someone in the area – but buildings and landscapes do not dream, and thus will not be affected.
  • Forge of Dreams: You may summon forth a personalized Relic of up to the four point level – but the points in it come from your (Cha Mod), reducing it similarly until the relic is once more returned to dream or the user dies, in which case the relic will become permanent.
  • Haze of Dreams: You may cast stress, unwanted memories, madness, or possessing entities into the fathomless abyss beyond the realms of dream – either on your own behalf or for another.

This is a VERY high-powered Occult Skill. The direct dream-effects are quite powerful and the spell-like effects are also fairly impressive, even if using the more potent effects does require investing in a Mana pool and Rite Of Chi and some Bonus Uses to refill it. There is, however, an inherent trade-off; dream-magic and dream-manipulation is unstable by its very nature. Have you temporarily entrapped someone within a “Maze” effect in the realm of dreams? They will probably reappear pretty near where they were – but they might reappear elsewhere, or wander off into the dreamlands to haunt other dreamers, or show up riding some dream-monster that they wrestled into submission while they were lost, or wielding a giant magical axe that they took away from the Minotaur in the maze and will get to use to whale on you for a while before it fades back into dream. User’s may be drawn into power struggles in the realms of dream, act as lightning rods for weird disturbances, find that they’ve accidentally admitted a few Dreamspawn to bond with the local kids, or set everyone for miles around sitting up in their sleep and chanting the words of some terrible prophecy. You just never really know – and the more powerful the dream-weaver, the greater the disturbances their activities will cause in the realms of dream and the greater the distortions that will follow them even in the real world. Dreamweavers simply never have full control – which is why it’s almost never taught. Only those who have been dragged into a significant adventure in the realms of dream are ever likely to learn it.

If the GM wishes, he or she is fully entitled to assign minor difficulties in accordance with the dreamweavers skill total. After all, if the user is constantly followed by small, curious, dream spirits who steal small items, and his or her swearing tends to crack glass and pottery, or various other bits of nonsense… what else can you expect when the energies of Dream are leaking into the physical world through him or her?

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