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Eclipse
The Codex Persona
Cover Art from Princess Parizade Bringing Home the Singing Tree by
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Happy Gaming!
Welcome To
Hello!
You’re probably suffering from a case of sourcebook overload. Even the official products
have started listing prestige classes so esoteric that they probably only have one or two
members. Feat, class, and prestige class information is scattered over dozens of volumes - and
you’ll often still find it difficult or impossible to build the character you want.
Eclipse is designed to solve that. It’s designed to put every special power and exotic ability
into one book and one pay-as-you-go class system. You can design just the characters you
want. You can throw out all of those weird classes, abusive builds, and peculiar special cases
while tailoring the available abilities to fit your world. Secondarily, it includes an enormous
number of brand new abilities, as well as several entirely new magic systems. Hopefully,
Eclipse will spark your imagination and help you see rules and variants more clearly.
We’re writing Eclipse so that characters can be reliably translated in mid-game regardless of
which basic set of d20 rules you’re using. You can even mix and match between Modern,
Future, 3.0, 3.5, and many more. For example, Eclipse doesn’t need a comprehensive
cybernetics system, because Eclipse is a point-based system. Characters can have all the
cyberware they want, but this amounts to purchasing particular abilities. Similarly, Eclipse
allows play under many different wealth systems. One can even ignore money, using feats
instead. We call Eclipse the ultimate for a reason.
We have a way to build every power or ability we’ve ever seen. With this product, you might
want to look at other books for a references or ideas, but you need nothing except the d20
core rulebooks, dice, paper, and a pencil.
Eclipse requires more GM interpretation and rulings than other systems because it aims to
be exceptionally versatile. To make your GM experience easier, it also contains ways to bring
the players in on the task of world creation. It may be your game – but why should you do all
the work?
We’ve play-tested, pushed, prodded, and pulled every corner of this system. And it works.
None of our players are willing to play d20 with any other system anymore - and we think it
would be cruel to try and make them.
As a Game Master, you don’t need to learn every variation, but remember that flexibility is
the goal. Every power we’ve ever seen in a d20 product is in here, along with hundreds we
came up with ourselves, stripped down to their basic principles. If someone wants to create a
weird variant on something, let them. There’s no reason a strange variant on an ability is
necessarily more powerful than an everyday one; it’s just strange.
Some people are going to look at this and say, “Horrors! This makes power-gaming too
easy!” Yes, any versatile system will. But we’re espousing RPG heresy here and saying in reply,
“So?”
You’re running the universe. Their characters aren’t going to get any bigger than that. If the
players insist on adding another zero after everything, just give more dramatic descriptions
and do the same. Remember that your job is to challenge them, not to fight them.
Now if it’s just a few of them you may have to haul out some of our player-control options -
or just tell them “No.”
Are they finding ways you never thought of to deal with monsters without fighting? Applaud
them and reward them and make bigger, more dangerous challenges for their minds! There’s
nothing you can’t do if you just put your mind to it.
If the players take powers that totally shatter the illusion of reality you were trying to
create, you do have a problem. But if you wanted to run a grim-and-gritty Rogue-oriented
game and they all took Fireball-spewing Wizards, the problem isn’t in the game system.
As a player, you need to learn how to play responsibly if you don’t already know how. Don’t
count on the Game Master to sit there and keep you in check; he or she has better things to do
than babysit. Besides, this is supposed to be fun, not fighting. Ask your Game Master what
kind of character and level of ability is appropriate to the world you’re playing in.
If your Game Master sets unreasonable expectations, you have several options. The first
and most preferable is to convince (not nag!) him or her to see things your way. If that fails,
try to work out an experimental deal. If that fails, you can always start your own game and do
it the way you wanted to. Your Game Master could probably use a break anyway; does he or
she ever get to play?
Lv L0 L1 L2 L3 L4 L5 L6
1 2/4 - - - - - -
2 3/5 0/2 - - - - -
3 3/6 1/3 - - - - -
4 3/6 2/3 0/2 - - - -
5 3/6 3/4 1/3 - - - -
6 3/6 3/4 2/3 - - - -
7 3/6 3/4 2/4 0/2 - - -
8 3/6 3/4 3/4 1/3 - - -
9 3/6 3/4 3/4 2/3 - - -
10 3/6 3/4 3/4 2/4 0/2 - -
11 3/6 3/4 3/4 3/4 1/3 - -
12 3/6 3/4 3/4 3/4 2/3 - -
13 3/6 3/4 3/4 3/4 2/4 0/2 -
14 4/6 3/4 3/4 3/4 3/4 1/3 -
15 4/6 4/4 3/4 3/4 3/4 2/3 -
16 4/6 4/5 4/4 3/4 3/4 2/4 0/2
17 4/6 4/5 4/5 4/4 3/4 3/4 1/3
18 4/6 4/5 4/5 4/5 4/4 3/4 2/3
19 4/6 4/5 4/5 4/5 4/5 4/4 3/4 The other Druids thought that the
20 4/6 4/5 4/5 4/5 4/5 4/5 4/4 giant mouth tattoo was a bit much.
So it ate them.
Dabbler. (-2) A character with Dabbler either has no Untrained. (-6) This character has not been trained as
class description or insists on taking abilities outside of an “adventurer,” is hopelessly untalented, or simply isn't
that theme. This penalty applies to each level until said interested. This modifier goes away - and the character
character takes out time (several months) to retrain. gets to spend those CP - when he or she gets trained,
GMO as to whether this or the 10% XP penalty applies. starts to take an interest, or finds a talent (if any).
Duties. (+2) A character with Duties has extensive Very Limited Spell List. (+.5) The character's spell
obligations. These restrict his or her time and freedom of lists are unusually specialized, or otherwise restricted,
action, as well as draining his or her resources, but also for his or her magic style and class. The Paladin doesn’t
mean getting a lot of practice or extra training. This receive this, because his or her spell list covers nearly
typically includes Druids, Clerics, and Paladins. Ignoring anything he or she might want to do and even offers
your duties brings on various penalties. Strangely, this some unique and powerful spells. Rangers, on the other
continues until the GM feels you have enough penalties hand, don’t have nearly the versatility they arguably
to equal the points you got from Duties. should get, so they receive this small bonus.
Package Deals. Some groups offer a set (usually 6-12 Broke. You start with only a third of the usual cash
CP worth) of abilities to anyone who joins up - and takes and equipment you would be entitled to by your level.
on their enemies and problems. This is a GM bribe to get You may have continuing money problems as well if you
characters to take on particular roles and obligations in add Obligations, Compulsive, or a similar flaw.
the setting. If they’re available, go ahead and take one;
you’ll be playing in the setting anyway. Compulsive. You have some particular mania or
“code of conduct” which influences everything you do.
Retraining. This allows a character to regain CP lost Likely compulsions include the classic manias (like
due to being Untrained or changing classes. It may also Pyro- or Klepto-), an overwhelming love or hatred,
be used to eliminate limitations and Disadvantages, but greed, dedication to some peculiar goal, truthfulness,
character must pay off the bonus points derived from extravagant spending, or even virtue. Codes include
them first. Retraining usually requires 2d6 months and an things like Hippocratic Oaths or Chivalry. Characters
in-game explanation of who, how, and where. that ignore their compulsions take a 20% experience
penalty.
Unique Training. Popular with high-level characters,
this can come from ancient masters, divine or infernal Dependent. There is something you just have to have
tutors, or simply spending six months disguised as a to function effectively. You could be addicted to a drug,
smith. It adds +1d6 CP, up to a maximum of +(2 x rely on a special talisman, require constant support and
Intelligence) CP over a character's lifetime. Of course, encouragement, or simply be so confused that you need
only the GM may decide what qualifies as “unique someone to tell you what to do. Unless there’s a specific
training.” effect involved this defaults to a -3 penalty on your rolls.
Hallucinations, Flashbacks, and Visions. Your Irreverent. You are fundamentally unable to accept
version of reality doesn't always agree with that of those the “divinity” of gods. You recognize their might and
about you. While this is common enough with respect to may even see one as a patron, but worship just isn't a part
details, in your case it may extend to things like whether of your nature; they're just really powerful people to you.
it’s daytime. More commonly, and most dangerously, While gods generally forego directly smiting you, none
you may simply see a distorted version of what everyone of them will grant you divine magic and many clerics
else sees. This is up to the GM, but the occasional Will have a problem with you.
save (DC 18) is suggested, or you may react in a
radically different manner than those about you. Obligations. You have responsibilities which you can
not easily discharge. You may have dependents, debts, a
Healing Resistant. You get only half the benefit of geas, massive tithes, oaths to fulfill, a job which you
Cure Wounds or Heal spells. Additionally, Neutralize cannot readily leave, be sworn to the service of a lord or
and Remove spells grant you a save to throw off ruler, or just have friends who need looking after. This is
whichever effect they are targeting, but aren’t automatic. a wonderful way to get dragged into adventures.
This does have an upside; the relevant Inflict Wounds,
Harm, Contagion, Poison, and Blindness/Deafness spells Outcast. You are socially unacceptable in a large area
are similarly reduced in effectiveness, allowing an extra or with a large and important group. You might be noted
save or halving the effect. as an oathbreaker, an “untouchable,” a kinslayer, or an
ex-slave, belong to a despised ethnic group, believe in a
History. The player has a few pages of notes for the heretical faith, or simply have numerous obnoxious
GM about the character's history, personality, and goals. habits. In any case, a sizable segment of the people in the
This should include some mention of friends and family, campaign setting will have nothing to do with you.
old enemies or allies, and where the character got his or
her training or equipment. The GM should to allow the Poor Reputation. You’re widely and unfavorably
player several sessions to come up with it all. known. This results in a -6 penalty on “friendly” social
skill and Charisma rolls throughout a major portion of
Hunted. Someone’s out to get you. You may be an the setting. This may be combined with “Outcast,” in
outlaw, have personal enemies, or have been marked by which case there's not much use in trying to talk to
some mystical entity. The nature of your foes should be anybody. Even your companions will suffer penalties if it
decided in consultation with the GM. As a rule, you becomes known that they associate with you.
cannot simply confront your hunters and fight it out with
them. They're either numerous, powerful, or secretive. Recorder. The player keeps records, and ensures that
the GM gets a copy. Acceptable forms are up to the GM,
Illiterate. An Illiterate character either cannot read or but common variants include character diaries, letters,
write one language or all of the languages he or she campaign logs, and keeping a list of NPC's.
knows. This disadvantage has a flat cost and does not
refer back to the starting disadvantages price table. The Secret. There is something buried in your past which
character gains +1 CP for the lone language version or you must keep hidden. Your dark secret may range from
+2 CP for all languages. As a side note, this doesn’t your unpopular ancestry to being a mass murderer, but
count against the maximum disadvantage limit, since it’s bad things happen if it is revealed (i.e., you will get two
only here to be consistent with the standard “barbarian” shiny new disadvantages). Characters most commonly
listing. In some settings the Game Master may choose to get two from: Hunted, Outcast, Poor Reputation, or
make illiteracy the default for most characters. Valuable, but things like Accursed, Insane, Obligations,
or Unluck may fit in some cases.
Incompetent. You suffer from a “-5” modifier on one
GM-selected skill, or a “-3” modifier on a group of
related skills (e.g., anything “high-tech”).
Stigmata. You have some injury which either cannot blame anything that happens in the vicinity on you, and
be healed or has healed badly. It is both painful and you'll have to pay in advance most of the time. Do not
inconvenient. You must make a DC 24 Fortitude save at try to be the party spokesman. It just won’t work out.
the start of each session; if you fail you take a -1 morale
penalty on saving throws for the duration of the session. Valuable. You are worth a lot of money. This usually
means that there's a reward out on you, but it may mean
Unarmoured. You refuse to use armor for some that you will bring a vast price on the slave market, have
reason. Characters who already suffer major penalties for some mystic quality about you which makes you
wearing armor can't take this disadvantage. priceless to a mage, or, for truly exotic character races,
that your body parts are extremely valuable.
Uncivilized. You do not fit into anything beyond a
small tribe. Complex social situations, the sheer scale of Vows. While closely related to Compulsive, Vows
cities and towns, and business and banking schemes are generally more restrictive. They're also far more
(among other things) are all beyond your grasp. You dangerous; those who fail to live up to their vows face
stick out like a sore thumb in civilized areas and greatly some form of retribution. On the other hand, they also
prefer to stick with items, foods, and customs typical of get some support; characters gain a +/- 3 bonus (as
your tribe. You start off with little or no access to needed) against attempts to make them break their vows.
advanced equipment or techniques for the setting, and
often take a -4 penalty when dealing with civilized Disadvantages are potentially far more trouble than
societies or technologies. they’re worth. The GM shouldn't overstress them.
They're most valuable to the game when used as a source
Unluck. Your life just keeps going wrong. You will of convenient plot hooks. Disadvantages may be bought
be afflicted with many small miseries that have no game off with CP if the GM agrees. Doing so without
mechanic (the GM gets to screw with you). You always explanation costs twice the CP value. Doing so with a
fail on a d20 roll of 2, regardless of how large your good in-game explanation (training or building up a new
bonuses are, just as if you had rolled a natural 1. reputation) costs CP equal to the value. Doing so
through some major in-game quest or epic adventure
Untrustworthy. You're hopelessly shifty, have an odd costs nothing. In any case, the GM must be consulted
aura, or just give the impression that you're guilty or up and must agree to any such changes. Disadvantages
to something all the time. As a rule, nobody will take which are integral to the character, or have become
your word for anything, the local city guards tend to major plot elements, normally cannot be removed.
For example, Ulric wants to buy Alchemical Hedge Specialized. The ability is only usable in a very
Magic using the Paladin/Ranger chart and an limited situation or is otherwise severely restricted. This
alchemically-based spell list. either doubles the effect or halves the cost. This may
often be applied to feats which require substantial
Alchemical Hedge Magician Spell List psychic energy to function or need extra preparation.
! An ability that normally requires a specific situation or
other Specialization can’t be cheated. If a character buys
L0: Brew (makes instant tea), Detect Poison, Flare,
all of his or her special attacks and abilities for the
Glue (sticks things together), Identify Herb (obvious),
weapon he or she uses all the time, this isn’t much of a
Phosphorescence (light), Smoke Cloud (makes a big
flaw unless the Game Master then makes a point of
puff of smoke) and Spray (sprays a vial of something on
taking away that weapon occasionally. Characters may
a nearby target).
come in for an ECL penalty if they specialize too much,
as per “Keeping characters under control,” page 163.
L1: Bless (or Curse) Water, Cure Light Wounds, ! Many abilities note that they apply only in “certain
Distillation (doubles the effect of a standard alchemical circumstances” or “special situations.” If you want to
compound for 2 XP), Entangle, Fastburn (turns a Specialize or Corrupt these, you’re going to have to limit
burning object into a small explosion), Magic Weapon, them even further.
Obscuring Mist and Resist Energy.
Ulric wants to make his alchemy cheaper. He wants
L2: Alchemic Mist (turns a vial of something into a to Specialize it by reducing the number of spells he can
small cloud), Blindness/Deafness, Delay Poison, Fire recover per day to 1d6 levels of spells (level zero spells
Trap, Glitterdust, Acid Arrow, Pyrotechnics and Soften count as ½ a spell level) per two hours of work with a
Earth and Stone. trunkful of alchemical equipment. That’s fairly
reasonable and his spell list doesn’t seem likely to break
the game. Still, the GM warns the player that, if this does
L3: Antitoxin (Neutralize Poison), Cure Moderate
turn out to be a problem, he may run short on some rare
Wounds, Dispel Magic, Ectoplasm (Shadow
or expensive alchemical catalyst and so find it harder to
Conjuration), Haste, Magic Circle (immobile but affects
renew his spells.
all alignments), The Naming of Names (attempts to
control someone by invoking their true name. Nothing to
Bonus Uses (+6 CP). Bonus Uses increases the
do with alchemy, but it’s a basic component of magic in
number of times the user may indulge in a times-per-day
the campaign, so OK), and Poison (can produce various
(or other appropriate period) ability by +4. At GMO, the
toxins, not just Con poison).
character may add a relevant attribute modifier to the
number of uses instead. Bonus Uses may be purchased
L4: Break Enchantment, Hold Monster, Rusting repeatedly.
Grasp, Protoplasmic Salve (cures only 3d6 damage and ! With the GM’s permission, you may add more uses at
takes several minute to cast, otherwise as per Heal), +1/2/3/4 uses for 2/3/5/6 additional CP’s.
Stoneskin, Touch of Alkahest (as per Disintegrate, but
Empowerment (6 CP). You may link your own Executive (6 CP). Executives grant skill bonuses to
energies with those of a charged or uses-per-day magic groups working on tasks. As long as those involved are
item in your possession up to (3+Int Mod) times per day. cooperating to achieve some end and are willing to listen
The item uses the highest of its or your attribute to the character they receive a +(Executive’s level/2)
modifiers and Casting Level. The spell levels, psionic cooperation bonus to relevant skill rolls. Executives can
Power, and other components for the effect come from normally lead a maximum of (Charisma) individuals at
the item or from you as desired. XP costs are always one time, cannot do anything but issue orders while
borne by you. You may Specialize in a particular type of providing this bonus, and cannot provide a bonus greater
device. In this case, waive the times-per-day usage limit. than twice the number of people in the group.
Harnessed Intellect (6 CP). With this ability a Inherent Spell (6 CP). A character with this ability
character may sustain a spell or other power that possesses a natural spell or psychic power of up to level
normally requires concentration for (Int Mod + 1) rounds 3. It’s usable once per day if it’s level 3, twice per day if
without concentrating, although he or she cannot control it’s level 2, and includes two different spells usable twice
the effect exactly during this period. The effect continues per day each if they’re level 1. These spell-like abilities
doing whatever it was doing before. The user may take are cast as if by a Sorcerer or Psion of the character’s
control again when time runs out. This ability may be level. Inherent spells generally have a minimum level
employed once per minute requirement of ([Spell Level x 2] -1), but the Game
Master may opt to allow exceptions for very low-level
Healing Touch (6 CP). Healing Touch allows characters and/or non-combative inherent spells. A first
characters to heal themselves or another by touch for level character with Scrying is much less of a problem
([Cha Mod] x [character level]) points per day. The than one with Fireball in most games.
healing may be split up rather than used all at once. ! Multiple adds +1/2/3/4 uses per day for +3/4/5/6 CP. If
! Improved (+6 CP) adds (character level/3) uses per this is applied to a pair of L1 effects it increases the uses
week of one of the following: Remove Disease, Lesser per day of both.
Restoration, Remove Blindness/Deafness, Cure Serious ! Advanced adds a related (GMO) spell or power of
Wounds, or Remove Curse. The character chooses which level (3 + the number of times Advanced has been taken
spell effect can be used when he or she gains Improved. so far) to the character’s repertoire. Grades 1 to 3 cost +6
! Switch (+6 CP) requires Improved and allows the CP each, grades 4 and 5 cost +12 CP each, and grade 6
character to mimic any of the above spells as needed. (for an inherent ninth level spell) costs +18 CP. Each
! Empower (+6 CP) requires Switch and adds Neutralize spell is usable once per day as a base, but the number of
Poison and Restoration to the list. uses may be increased normally. XP and other special
The Accursed Touch variant simply uses the reversed costs remain unchanged.
forms of most of the spells, substituting Vampiric Touch ! Internal (+6 CP) changes the ability from spell-like to
for Lesser Restoration and Enervation for Restoration. supernatural or possibly even extraordinary if the Game
Master feels that this is reasonable.
Many village healers and priests rely almost entirely ! You may take this ability multiple times. Upgrades do
on Healing Touch. With Bonus Uses and an augmented not carry over; each base ability begins its own sequence
Charisma bonus it suffices for almost any local need. of related abilities.
Mystic Link (3 CP). A character with Mystic Link Occult Skill (3 CP). Purchasing Occult Skill grants a
has an occult bond with someone or something. He or character access to any skill designated as “Restricted”
she may sense the target or the direction it lies in. by the Game Master, usually because it requires secret
! Communications (+3 CP) allows the user to knowledge or special powers to learn in the campaign
communicate with the target. This normally only works setting. The skill becomes an “irrelevant” skill for the
with living targets, although computers and sentient character’s class. This requires GM permission.
magic items are eligible. ! You may take this ability multiple times.
! Power Link (+3 CP) allows user to use spells or other ! As usual, if you spend 6 CP buying levels in an
powers on the target, or have the target use spells or irrelevant skill, it becomes relevant from that point
other powers on him or her regardless of range. forward.
Toughness (2 CP). With Toughness, you gain +1 HP Track (3 CP). Characters with this feat select Urban,
per 2 CP invested. You gain no bonus or penalty for a Wilderness, or Dimensional tracking. Tracking requires
high or low Con modifier from these. a Survival (for wilderness) or Gather Information (for
Toughness is included for 3.0 back-compatibility urban) check every mile to follow the target. This is DC
only. Characters who seriously want more HP should 15 for favorable conditions, DC 20 for unfavorable ones.
buy larger Hit Dice, increase their Constitution scores, Size bonuses on Hide checks apply, and unfavorable
or buy special bonuses. lighting may inflict penalties. Dimensional tracking
relies on Spellcraft and can trace Gates or teleportation
Traceless (6 CP). Traceless characters leave no and dimensional travel.
discernable traces of a particular type of activity. The ! Identification (+3 CP) allows the character to make a
user must choose a specific form. Common forms relevant knowledge check to determine the species (and
include: any other tracking-related information, such as a limp
! Travel means the character leaves no traces when and its size) of creature he or she is tracking.
moving about. The character leaves no footprints, ! Deduction (+3 CP) requires Identification and allows
disturbs no leaves, and breaks no twigs. the character to discover absurdly accurate information
! Magic means the character leaves no aura behind and (see below) with a successful (DC 35) tracking check.
his or her magic does not leave a discernable trace. It ! Style (+6 CP) grants another method of tracking. A
does not help with enemies using direct divination or tracker might purchase Style: Scent, for example, and
assessing his or her aura in person. trace the enemy by smell. Another character might
! Genetic means the character leaves no personal purchase Magical Traces, and could attempt to track by
biological evidence, such as fingerprints or usable DNA. observing residual spell energies. Either way, this
Imbuement (6 CP). Once taken, the user defines this Legionary (6 CP). A Legionary has great
for a specific weapon type or for unarmed attacks. coordination when fighting in a team. The character
! Weapons gain a +(level/4) enhancement bonus to hit gains +1/2/3 bonus to AC, Attacks and Reflex Saves
and damage. This does not stack with a magic weapon’s when teamed with 1-2/3-4/5+ others with who also
bonuses. possess this feat.
! Unarmed attacks receive a +(level/7) enhancement
bonus to hit and damage, but may take special weapon Lunge (6 CP). Add +5 feet to your effective reach.
powers or spend a “+1” to count as being of a special Creatures with tentacles, stretching powers, or very long
material without the Focused upgrade. Characters with limbs may take this more than once.
the Spirit Weapon feat may select either the weapon or
unarmed version to apply to that weapon when they take Maneuver (6 CP). You may use the Tumble skill in
Imbuement. combat to try to evade an Attack of Opportunity 1/round,
! Improved (+6 CP) reduces the divisor for the weapon with a DC equal to the attack roll.
formula to 3 and to the unarmed formula to 5. The
weapon formula becomes +(level/3) and the unarmed Martial Arts (3 CP). A character is considered armed
formula +(level/5). when using unarmed combat so long as he or she places
! Superior (+6 CP, requires Improved) reduces the at least 3 CP in this ability. He or she gains a base
divisor for the weapon formula to 2 and to the unarmed damage of 1d4 with unarmed attacks. Each +3 CP
formula to 3. The weapon formula becomes +(level/2) invested after that increases the damage by one die type
and the unarmed formula +(level/3). (d6/d8/d10/ d12), up to a maximum of 1d12 at 15 CP.
! Focused (+6 CP) allow the user to change “plusses” ! Characters possessing 1d12 damage may opt to invest
into specific magic weapon powers. Once spent on a +6 CP to move the damage to 1d20 or 2d10 depending
specific power (such as Holy or Shocking Burst), the on preference.
user may not reclaim the “plusses.” You may also count ! In martial-arts based games, the GM should allow
your weapon as any given special material for a plus. other characters to increase base weapon damage using
! Versatile (+6 CP) requires the Focused upgrade and this progression.
allows characters to reclaim and reallocate “plusses” ! Characters or creatures with natural or spirit weapons
given 8 hours to rest. may increase the die type in the same fashion.
! The user’s size has no effect on his or her martial arts
Improved Critical (6 CP). Improved Critical doubles damage. Go ahead. Make that mighty pixie martial artist.
a specific weapon’s critical threat range.
! Superior (+6 CP) allows the character to add personal A distinct and unrelated skill called Martial Arts
critical range improvements to a single magical one. Use appears in Chapter 3. Sorry, we ran out of names again.
If the sword is my soul...does using Rapid Strike (6 CP). Normally, characters attack
it count as unarmed combat? every 5 BAB steps. With Rapid Strike, they may select
one specific weapon type (or unarmed attacks), and use
Occult Combat (3+ CP). This talent grants the use of that attack every 4 steps instead. (BAB +20/16/12/8/4)
one psionic or mystic combat mode (with a dramatic ! Improved (+12 CP) grants the ability to attack every 3
name of choice) for every 3 CP invested. Each uses and BAB steps. (BAB +20/17/14/11/8/5/2)
attacks an attribute chosen when this ability is taken. The ! Superior (+18 CP) grants the ability to attack every 2
user and target make opposed (D20 + Attribute Mod + BAB steps. (BAB +20/18/16/14/12/10/8/6/4/2)
Will Save Bonus) checks (Wis Mod may apply to both). ! You may take this ability multiple times. Each time, it
If the target loses he or she takes 1d4 points of damage to affect a different weapon. Upgrades do not carry over
the attribute attacked (Con may not be reduced below 1 from one instance to the next.
in this fashion). Such attacks have a range of 60 feet and The Rapid Strike ability allows for some gross
cost 4 Power, 2 spell levels, or 1 Mana to launch. overkill with high-level characters. Be careful about
Upgrades apply to all modes. allowing the higher end versions unless you’re prepared
! Improved (+6 CP) boosts the damage done to 1d4+2 for this. Of course, the monsters can do it too, but this
attribute points. can rapidly overwhelm less combative characters.
! Drain (+6 CP) is an advanced mode that uses opposed
will saves only: if the target loses he or she is drained of Smite (6 CP). The character adds his or her Charisma
spell levels (at 1 for 1) or power (at 2 for 1) instead of Modifier to Hit, and level to damage, against a chosen
attribute points. The target may decide what specific type of foe 1/day. Most characters take this with Bonus
spells or reserves are lost but the user may decide which Uses. See page 52 for some possible enemy types.
effect, spell levels or Power, to apply if the target has
both. The Improved modifier applies normally. Specialist (3 CP). Specialist grants a +4 bonus on any
! Area (+12 CP) allows the user to affect either a 60' one of the following checks: Grapple, Trip, Sunder,
cone or a 20' radius within range. Using either doubles Disarm, Strength-based Overrun checks, or another
the cost of the attack. The second option may be added specialty attack the GM allows.
for another +6 CP.
Spellcasters may produce many powerful effects, but Amplify (6 CP). You know how to increase the raw
few can claim to really understand magic. Those who power of your spells. Common applications include:
study metamagic have at least begun to do so, as they ! Augment (+2 levels) adds +50% to the damage or
learn to manipulate the inner structure of spells. other effect inflicted.
Early metamagic techniques soon multiplied beyond ! Maximize (+3 SL) automatically gets the maximum
what any spellcaster could keep track of, much less value for damage or other random effects. Spells with
master. Most, however, are simply individual variable effects, such as Confusion allow the caster to
applications of one of the general metamagic theorems select the effect.
listed below. ! Double Effect (+4
The metamagic feats SL) simply doubles
listed below aren’t the effect inflicted.
limited to just the effects ! Double Maximized
mentioned here. (+7 SL) maximizes
Reasonable requests for and doubles a spell’s
variants sho uld b e effects. Obviously,
honored, although the this trick can exceed a
Game Master will almost given spell’s normal
certainly have to quash maximum damage by
overly potent effects and far, but few casters
is encouraged to can use it.
experiment until he or
she finds a good balance Area (6 CP). You
for a particular effect’s know how to increase
level modifier. the area of effect of
While characters can your spells. Common
build the same modifiers applications include:
into a spell’s original ! Area (+1 SL) adds
design whether or not +50% to the existing
they possess the theorem area or radius of a
in question, it’s often spell.
more useful to have a ! Boost (+2 SL)
basic effect and many improves the spell,
potential modifiers to changing Ray to Cone
match any situation. (same range) or Touch
One of the classic to a 10' radius.
metamagic feats, ! Hammer (+2 SL)
Heighten, no longer And now, for only +1 spell level, we bring you... doubles a spell’s
exists. In this system, any radius, the length of a
spell caster may use a spell in a higher-level slot, and cone, or any similar measurement.
gain all the benefits thereof. This does not apply to level ! Ray Burst (+3 SL) causes a Ray to affect a 30' radius,
increases paid toward metamagic effects. The only real with those within 10' receiving no save.
benefit is the increase in save DC, and we feel this ought ! Boundless (+8 SL) allows a spell to affect an entire
not to require a feat. Of course, some GM’s may battlefield. For example, a Magic Missile cast with the
disagree, but we still suggest that it cost no more than 3 Boundless modifier would inflict 5d4+5 force damage to
CP. That is just a variant of an ability they already every enemy on an entire battlefield.
possess: putting low level spells in high-level slots. ! Regional (+12 SL) allows a spell to affect an entire
state, region, or small continent.
All metamagic feats can stack with each other and ! Grandiose (+20 SL) allows a spell to affect an entire
there is no upper limit on the number of spell levels that planet, pocket dimension, demiplane, or similarly-sized
can be invested in any one feat; putting in more levels realm.
simply results in a higher-order variant on the basic We recommend against doing this with Fireball and
effect. similar spells. You usually live there, too.
Triggering (6 CP). You can set up delays or Glory. (6 CP) Once Glory is applied to a metamagic
activation conditions and program your spells to choose theorem the character may use it spontaneously, adding
between options on their own. Triggering options up to +(Con Mod) spell levels worth of the effect to a
normally persist for 24 hours, except where noted spell up to (Con Mod) times per day. This boost doesn’t
otherwise. allow any other metamagic feat, even if the character has
! Holding keeps a touch spell ready while you do more spell levels left over. Casters who prepare spells
something else for up to 10 minutes. This costs no spell may still use this effect spontaneously, but the +(Con
levels, although spontaneous casters do have the casting Mod) must cover the whole cost of the metamagic that
time extended as usual. they wish to add unless they’ve prepared the spell in a
! Simple Conditions (+1 SL) or a time delay costs +1 higher-level (but insufficient) slot.
spell level. This includes “Activate on command,” “Wait ! Improved Glory (+12 CP) allows the character to use
ten minutes,” and “When the next group of people come any metamagic feat he or she knows in this way, or any
by.” combination of such feats.
! Complex Conditions (+2 SL) allow the caster to use
multiple Simple triggers at once. Streamline. (6 CP) A favored ability for casters, this
! Programmed Conditions (+3 SL) allow the caster to reduces the level cost of any two metamagic feats by -1.
set up contingent effects (or several contingent effects) Casters may take this more than once, but cannot reduce
with a specified target, such as “Activate when I reach the level cost below 0.
half my hit points.”
! Mobile Focus (+1 SL) allows the spell to locate and Fast. (6 CP) For spontaneous spellcasters, Fast allows
select targets on its own initiative. These spells have a +0 the use all known metamagic feats without increasing the
ranged attack bonus, should it matter. This includes “Fire casting time. In general, this replaces any special
yourself at my enemies chasing after me past the preparation feats.
obelisk.” Also, this
anchors the spell to
a physical item
which can be moved
or left behind,
whereas the
previous versions
either kept the spell
near the caster or at
a specific location.
! Clockwise (+1
SL) adds to the time
limit. Casters may
relax the limit by an
additional 24 hours
with Extension. This
doesn’t increase the
spell’s duration, but
will allow a trigger
to remain active for
longer. The caster
may stack as many
of these as he or she
can afford.
How many times must I tell you this? Glory, then Streamline!
Point Cost Level Adjustment Extra Limbs (6 CP). You have additional arms, legs,
0-31 (No level adjustment) or other appendages. This does not grant extra actions,
32-63 +1 ECL but extra legs do allow the character to use the
64-95 +2 ECL Quadruped carrying capacity rules and provide a +10
96-127 +3 ECL foot bonus to ground movement. Extra arms let you carry
128-169 +4 ECL more things and may allow the use of two shields at once
160-191 +5 ECL if the Game Master is feeling generous.
Channeling must pick negative energy and good characters must pick
positive energy.
Channeling taps into powers of creation and Base Intensity = User Level. +2/4/5/6/7/8 for +3 CP
destruction, of life and death - more commonly known as per step. The actual Intensity equals the base Intensity
positive and negative energy. It’s one of the more primal modified by a d20 check on the chart below. While it is
paths available. possible to work without a “holy” or “unholy” symbol to
Positive energy can repel or even destroy the undead, focus the energy, this results in a -10 penalty on
hearten or inspire living beings, counter or neutralize Intensity.
negative energies, and reveal or disrupt various occult
effects. Channeling Intensity Checks
Negative power, as might be expected, has opposing 1d20 + 1d20+
effects. It can awe or command undead, inspire fear or Cha Mod Intensity Cha Mod Intensity
hopelessness in living beings, reveal or disrupt a variety 0- Base -8 13-15 Base -3
of occult effects, and counter or neutralize positive 1-3 Base -7 16-18 Base -2
energy effects. 4-6 Base -6 19-21 Base -1
Channeling effects have an Intensity, indicating the 7-9 Base -5 22-25 Base
maximum level of effect which can be produced or hit 10-12 Base -4 26+ Base +1
die which can be affected, and a Magnitude, indicating
the scale of the effect which can be produced or the total Base Magnitude = 2d6 + Cha Mod + User Level.
number of hit dice which can be affected. Unfortunately, Add +1d6 per +3 CP to a maximum total of +8d6 for
since Channeling involves spontaneously tapping into +18 CP.
extradimensional power sources, both are subject to
random influences (i.e., a d20 roll). Base Range = 60 Feet. This normally radiates from
the user, but may be projected in a cone if this is desired.
Basic Channeling simply involves buying some uses
per day. Intensity, Magnitude, and exotic enhancements
are optional, but useful. Basic Channeling can only
directly affect spirits sustained by pure positive or Basic Upgrades
negative energy, such as undead and any positive-
energy entities the Game Master brings into play. Censure (6 CP). You may lace your Channeling
Creatures who also draw strength from alignment forces effects with additional energies, allowing you to affect an
(outer-planar outsiders: good ones are normally linked additional category of targets. Common categories
with positive energy, evil ones with negative energy), include good and evil outsiders, elemental pairs, animals,
elemental forces (most inner-planar outsiders), chemical or plants. In the case of elementals or outsiders, you
sources (most material plane creatures), or other energy bolster an allied type while rebuking its opposite (for
forms either cannot be affected or have an effective +20 example, rebuking fire elementals while bolstering
Turn Resistance at the option of the Game Master. water). Animals and plants are Bolstered through
Creatures partially sustained by raw magic, such as positive energy and Rebuked by negative. You may take
Liches and Vampires, are more resistant than usual to Censure multiple times to affect multiple groups.
Channeling - an ability expressed as Turn Resistance. Such creatures are considered to have a base Turn
Creatures which are affected (Intensity greater than Resistance equal to one-half their Spell Resistance, if
or equal to their effective hit dice) can be Turned any. Characters who opt to buy Channeling which only
(Magnitude equal to their hit dice) or Destroyed affects creatures of a specific type may apply the
(Magnitude equal to twice their hit dice or more) if the Specialized modifier.
Spirit Speech (+6 CP, requires Landrule). Spirit Multitasking (+6 CP, requires Ears of the Wind). You
Speech allows you to communicate with natural beings may use whatever divination, clairvoyance, or similar
who dwell within your realm. While it doesn’t guarantee powers you possess to watch up to (character level)
cooperation, few creatures attempt to eat or attack events, locations, or situations at once. You take no
something talking to them, and if you keep the peace penalty for this, and may still act normally. In other
within your realm most Nature Spirits will assent to words, you can easily focus as much mental effort as is
everyday requests. This doesn’t allow you to contact needed on any one problem, without fragmenting your
Realm Spirits, such as the spirits of mighty rivers, mind.
storms, or whole forests unless you spend 5 DP to make Characters without clairvoyant powers may still
contact and more to influence them. See page 168 for a listen to multiple sets of advisors, read several reports at
description of Nature and Realm Spirits. once, keep an eye on the children, and practice fencing,
all at the same time.
Spirit Call (+6 CP, requires Spirit Speech). You may
now contact all Nature Spirits, even Realm Spirits, as Seal of Silence (+6 CP, requires Multitasking). This
long as they are within your realm, no matter how far impressive ability allows you to enforce silence on a
away you are. Realm Spirits will normally consider you location, topic, or person, so that none within your realm
a youthful peer. may speak on that subject and divinations fail. While
Know the Flock (+6 CP, requires Multitasking). With Epic Heroism (+6 CP, requires Heroism). You may
Know the Flock, you automatically sense all major temporarily awaken your latent abilities. Pick a template
influences on your followers, including influential people worth up to +4 ECL when you select this ability. You
and ideas. Furthermore, you know if any powerful or may take it on for the 24 hours by expending (2 x ECL)
important magical item, sentient or otherwise, currently DP. You may also spend 2 DP when they’re conceived
impacts your loyal subjects. You have a good idea of to pass the template in question on to your children.
what your followers are doing. This can extend beyond
your realm, but only where a large number of your Warband (+6 CP, requires The Rightful King).
subjects dwell. Choose a circle of up to five close allies and trusted
friends. For every 5 character levels you have over an
The Spark Within (+6 CP, requires Know the Flock). individual, he or she gains +1 Positive Level (page 86).
Favored by deities, the Spark Within allows you to send
omens, visions, and to speak with your followers at will. Gift of Tongues (+6 CP, requires Voice of
You are not limited by range or dimension. Command). You now understand all languages, from
everywhere, including ones not subscribing to a mode of
Revelation (+6 CP, requires The Spark Within). thought or reality akin your own. No code, mis-
Revelation is used for large-scale conversion of groups statement, or encryption can fool you. Lies can.
to your cause or religion. It does not compel individuals,
but the effects are noticeable on a grand level involving Wrath of the Overlord
thousands. First, you must a select a target, usually a
society, class, or subculture of no less than 500 people Curse (+6 CP, requires Dominion). You may spend
and no more than 5000. You spend 6 DP, and roll DP to shape the destiny of those who oppose you. 2 DP
percentile dice. The dice indicate the percentage of creates a minor curse, 4 DP fashions a major curse, and 6
followers you convert. DP fashions an awesome curse. These curses work on
Note that doing this is an open invitation to reprisals groups or family lines, not individuals - unless that
from other lords, and the individuals in question will not individual is powerful enough to personally count as a
at first be particularly loyal or faithful. If you don’t major factor in world affairs. Curses on individuals are
deliver better conditions or otherwise please the targets, normally handled by simple spells. Curses have three
they will revert to their original attitudes. rules, listed below.
! They must be vague. You cannot describe an exact
The Way of Valour effect, only a general idea. “-6 Con Score” is not
acceptable. “The Curse of Wasting” is good.
Voice of Command (+6 CP, requires Dominion). ! Curses can produce backlash and cause you trouble
People will obey you whenever you give out orders now and then. Normally, this means you’ll share the
appropriate to the situation. This doesn’t help you against curse for a while or have bad luck for a few weeks for
enemies, but anyone who is looking for a leader, is calling one.
confused, is simply used to following orders and has no ! All curses have an escape hatch. You must think up a
urgent reason to disobey, or is in need of aid, will gladly particular method by which the curse can end, and if that
follow you. There is no save unless a given individual escape hatch closes, you get to think up another one.
sees him- or her- self as a competitor.
True Aspect (+6 CP, requires Curse). You may spend
The Rightful King (+6 CP, requires Voice of DP to increase your powers, putting into action things
Command). Portents and signs cause everyone to you’ve merely been practicing. Each DP you spend (up
recognize you as a True King. Not only may you now to a limit of 3) adds 12 temporary CP for the next hour.
describe how glorious you look whenever you want, but Since this represents things you’re working on, you must
everyone must acknowledge that you are truly meant to permanently purchase at least two-thirds of the abilities
rule. so employed within the next (one level per DP spent).
Sphere of Influence (+6 CP, requires Manipulation). Creation (+6 CP, requires Godfire). You have created
You begin to embody some aspect of the universe. You a permanent divine realm (and presumably an afterlife)
gain a Divine Portfolio and automatically sense related for yourself and your followers. Once you reach this
major events. Select a relevant domain to grant to your level, pretty much everyone accepts you a deity, with all
priests. You can grant spells of up to spell level 3 while the good and bad that entails.
on the material plane. Increase this to level 9 if you
withdraw to the outer planes, a personal astral domain, or Divine Infusion (+6 CP, requires Creation). Every
another game-appropriate plane. Any magic cast which level after taking this ability, you gain a number of CP
touches upon your Sphere of Influence costs -1 spell equal to your (Cha Mod). This is good. However, the
level for you to accomplish. Game Master allocates these points to conform to your
Bored, retiring, or dying gods may opt to merge with followers’ beliefs, tales, and ideas about you. While
one of their Spheres of Influence, becoming an eternal rarely a bad thing overall, the character often gets points
part of the fabric of the universe. Such gods are beyond in abilities he or she doesn’t use or has little interest in,
mortal or even normal divine concerns, although they general attribute enhancements, strange relics, and weird
may use a point of Godfire to elevate a successor and minions. Much of it is likely to wind up in Endowment,
give their remaining store to him or her on the way out. below.
Godfire (+6 CP, requires Sphere of Influence). You Soulshield (+6 CP, requires Godfire). Soulshield
gain the ability to hold, manipulate, and focus Godfire. protects your followers after they die. In other words,
This feat opens up a whole new chapter in your power when one of them dies, their soul is automatically drawn
and status. You are now considered a true god, if a minor to your divine realm. It cannot be trapped or held on the
one. See Godfire (page 76, below) for more details on material plane or by a spell of less than 9th level. Any
this wonderful ability. creature, item, or spell that does so is immediately
Like Dominion, it usually takes special circumstances brought your attention, so that you may rip the offender
to gain Godfire, such as being initiated by another god, into tiny pieces for having the effrontery to insult you so.
being infused with the power of an ancient relic, having
divine blood, or some mighty ritual. Sanctify (+6 CP, requires Soulshield). Select an non-
attack area-effect spell of up to 6th level. You may use
Divine Attribute (+6 CP, requires Godfire). You can that effect at will and may set it as a constant effect over
temporarily embody a Sphere of Influence you possess. your chosen holy city, in all temples dedicated to you, or
This causes you to lose control of your character; the on another suitably limited set of locations as you prefer.
GM takes over, while you become a force of nature, Such sites are automatically Hallowed or Unhallowed as
freely wielding the powers of one of your Spheres of appropriate as well.
Influence. This often makes you unkillable (“How can
you kill the Sea?”) and grants a wide range of powers Endowment (+6 CP, requires Godfire). You grant 1
which need little game description: they either are CP worth of abilities to all your priests and devoted
appropriate to what needs to be done or they aren’t. This followers, everywhere. The ability applies to any priest
may well result in you attacking or hindering the party, of an order or temple devoted to you, as well as laymen
or even eliminating your own home, friends, or magic devoted to your service and exemplifying your
items. Be cautious. principles. You may take this feat as many times as you
please. Go ahead. Your followers will love and worship
Transcendence (+6 CP, requires Godfire). You may you for it.
now purchase abilities as if you had no purchase limits Endowments based on adherence to principles and
imposed by character level or attribute requirements. traits are discussed further on page 153.
Minions (+6 CP, requires Godfire). You gain 2d12 Greater Endowment (+6 CP, requires Endowment).
supernatural followers, outside of any Leadership feats Greater Endowment causes any 1 CP from Endowment
you have. These followers are competent administrators to apply to all followers everywhere, including those not
and have challenge ratings of 2/3'rds your level. Aside exceptionally faithful. As long as they do believe and are
from this, you gain a small horde of messenger spirits or moderately loyal, they gain the 1 CP. You may take this
other minor helpers, useless in combat but very useful ability as many times as you please up to the number of
for organizing and directing your followers. While times that you’ve taken Endowment.
reasonably bright, they aren’t powerful at all.
Inspiration Abilities
! Emotion (Skill 3). You can make everyone in the area
feel any strong emotion you care to evoke for up to five
rounds after you cease to perform or after they leave the
area of your art. In combat you may target either allies or
enemies, providing/inflicting a morale bonus/penalty of
up to (1 + Skill Rank/6) on saves against mind-affecting
powers and on attacks and damage. Out of combat this is
most useful for manipulating crowds or setting the mood
for negotiations, oratory, and diplomacy.
! Competence (Skill 6). Competence is more like it.
Now you can give someone a +2 morale bonus to any
skill check, attack roll, saving throw, or AC while you
use your art, albeit only one of these at a time. It only
affects one character.
! Greatness (Skill 9). The lucky target(s) of Greatness
becomes inspired to new heights. Up to (Level/3) targets
gain a +1 Positive Level bonus and 1d10 temporary hit
points.
! Excellence (Skill 12). Excellence grants the target two
+4 morale bonuses which can be applied to an attribute,
I don’t play, actually. I to all their saves, to their armor class, to their attacks, or
just strike inspiring poses. to the damage they inflict in melee combat.
Acclaim (+6 CP, requires Mass Influence). Your art Song of Power (+6 CP, requires Acclaim). You create
may focus the combined magic of your audience into a work of art with the power to alter reality - once, when
various effects. In general: it’s first shown, played in full, or otherwise displayed. In
1) The effect always involves the entire assembly, effect, it’s imbued with a single Godfire Point (see page
although the artist may exempt him- or her- self. 76 for more information). Song of Power may be taken
Compelling (+6 CP, Requires Subliminal). Your art Spirit Channels (+6 CP, Requires Spirit Summons).
forces those exposed to it to behave in some fashion, You may create artistic works which can store one use of
ranging from joining a festival to starting a bloodbath. a spell, spell-like, or supernatural ability supplied by the
The user may provide a general direction, such as artist or by some other, willing, entity. In the case of
“Riot!” or “Dance!”, but the details are up to the performance arts, the ability will be unleashed the next
individuals affected. time the artist performs that piece (it’s best to use minor
variants for this to avoid accidentally triggering the
Immersive (+6 CP, Requires Compelling). Your arts ability). The user may store a maximum of (Wis Mod +
can convey memories and/or experiences to those 1, 1 minimum) such effects at any one time.
exposed. This can be used simply to let people
experience tales and myths or as an adjunct to other art The Great Summons (+6 CP, Requires Spirit
to add meaning and depth, but it can also be used to Channels). Your art transcends the barriers between
grant those exposed XP equal to the skill check used up dimensions, allowing the artist to affect any or all
to a maximum of once per week and a lifetime limit of coexistent planes at his or her option. If this is combined
3000 XP for any given target. with Greater Summoning (Manipulation 30), Great
Projection, or some other long-range technique the effect
Undertow (+6 CP, Requires Immersive). Your art may be projected to a desired target on any plane.
shifts reality, altering the nature of the setting within its Yes, you can try to call or manipulate gods, powerful
compass - for example, from Horror to Comedy or from demons, and similar creatures. Even if you get it to work
a City setting to a Wild Jungle. The behavior of objects, it probably isn’t a good idea. Still, who knows? They
creatures, and the world itself are all transformed. This might find it amusing.
does not affect the underlying reality; it does affect what
conventions and implicit rules people follow. Fantasy Sense Harmony (+6 CP, Requires The Great
dwellers suddenly within a Western theme would still Summons). With Sense Harmony, the character notices
use magic swords and Fireball spells, but would start awesome occult disturbances of the cosmos (i.e., changes
settling disputes with duels in front of the saloon at high in trans-planar wars or the birth of a new deity), in both
noon. this and higher realms.
The Philosopher’s Stone (+6 CP, requires Dragon- Eye of the Dragon (+6 CP, requires Dragonfire).
smith). The magic of the True Philosopher’s Stone, long With Eye of the Dragon, a character may absorb up to
sought after by alchemists and laymen alike, allows the (Int score) incoming spell levels each day. He or she may
enhancement of the body. With this talent, a student of only store a maximum of (2 x Con score) at any one
the Dragon Path bind magical energy into flesh, time, however. Spell levels may be expended on other
enchanting living (or unliving) beings as if they were Dragon Path disciplines or, for +12 CP, to power spells
items. Additionally, the character may directly convert as per a Rod of Absorption. Unlike the Rod, a master of
experience points to rare metals, gems, and other the Eye of the Dragon may absorb any spell which would
valuables at a rate of 2 GP per 1 XP. affect him or her, regardless of whether or not it has an
area effect. Eye of the Dragon may be taken up to (Wis
The Way of Inner Fire Mod+2) times and stacks with itself.
For +3 CP the user may learn to absorb magic from
Dragonfire (+6 CP, requires Shaping). Dragonfire items. Charged items yield 1 spell level/charge drained.
enables a character to convert spell levels into flame Permanent items yield (Caster Level/2) spell levels but
attacks, shields of energy, and the channeling of raw are negated for 24 hours.
magical power into other beings or items as a Standard Spells generally cannot be partially absorbed, but if
Action. Attacks do 1d6 fire damage/spell level sacrificed the Game Master allows this it results in a proportional
to a 30’ radius area or 2d6/spell level to a single target. chance of spell failure. For example, absorbing 2 spell
Shields cancel a total of 4 points of damage per spell levels from a 7th level spell results in a 2-in-7 chance of
level sacrificed; a character may leave a shield up and do failure (in this case use a d8 and reroll 8's).
other things, but it lasts only 1 round per spell level.
Shields may be used on other characters at ranges of up Venom of the Dragon (+6 CP, requires Eye of the
to 120 feet, provided that the user can see them. Dragon). Venom of the Dragon allows a character to
Channeling energy into creatures and objects is on a store up to (Int score) levels of actual spells thrown at
1-to-1 basis. Characters converting spells for this them, which they may release and use as a Standard
purpose can only sacrifice one spell, regardless of how Action even if they couldn’t normally cast those spells.
many levels it has, per round. This only applies to “friendly” incoming spells, cast by
an ally for the explicit purpose of absorption. Like Eye of
Breath of the Dragon (+6 CP, requires Dragonfire). the Dragon, Venom of the Dragon may be taken up to
While Dragonfire is normally fire-based, with Breath of (Wis Mod +2) times and stacks with itself. The
the Dragon the character may make it into any energy absorption limit of the Eye of the Dragon.
type he or she knows of other than “divine” or “infernal”
energy (unless the character happens to actually be a Bones of Jade (+6 CP, requires Venom of the
deity). Holy, Unholy, Lawful, and Chaotic energy forms Dragon). This allows a character’s Venom of the Dragon
usually require an appropriate alignment. ability to absorb hostile spells as well as friendly ones,
allowing the user to “catch” incoming spells and throw
Living Fire (+6 CP, requires Breath of the Dragon). them back. The Eye of the Dragon limit still applies.
With Living Fire, a character may create a Dragonfire
construct and use selective targeting effects. A Ride the Dragon (+6 CP, requires Eye of the
Dragonfire Construct can be treated as a fire elemental or Dragon). A character with Ride the Dragon may channel
Astral Construct. Simply channel sufficient spell levels their Dragonfire energy into actual spells. The character
using the Dragonfire feat to match a chosen level of may choose 10 spell levels’ worth of spells of up to level
Summon Monster or Astral Construct. While the “fire 4 and channel Dragonfire energy into them as a standard
elementals” are automatons, and hence are immune to action, casting them as spontaneous spells. Ride the
mental attacks, they otherwise act just like a normal Dragon may be taken up to (Wis Mod +2) times to gain
summoned being. additional spells.
The user may also selectively target creatures using
Dragonfire attacks, so that area effects ignore allies. Wings of the Dragon (+6 CP, requires Ride the
Aside from combat uses, the character can destroy Dragon). The character adds a level 5 or 6 spell to his or
toxins, diseases and parasites by wielding a Dragonfire her Ride the Dragon spell list. Wings of the Dragon may
blast targeting only the foreign element. be taken repeatedly to gain additional spells.
The Dragon’s Bones (+6 CP, requires Blood of the Scales of the Dragon (+6 CP, requires Will of the
Dragon). With this, a character may sustain up to (Int Dragon). This personal armoring talent adds +2 Natural
Mod) spells without effort, avoiding the need to Armor and DR 5/Magic. It stacks with itself up to a
concentrate on spells which normally require it and maximum of +10 natural armor, and DR 15/Magic.
extending the duration of other non-instantaneous spells
until he or she ceases to maintain them. Mind Over Matter (+6 CP, requires Scales of the
Dragon). Characters with Mind Over Matter may spend
The Way of the Wings of Fire spell levels as needed to resist special attacks, even
during other character’s turns. They may sacrifice 2 spell
Kinetic Master (+6 CP, requires Shaping). A levels per Negative Level, 1 spell level per point of
mainstay of minor telekinetic talents, this allows the user attribute drain, or 3 spell levels against Paralysis. GM’s
to manipulate objects within 60 feet with an effective may allow other, similar attacks to be resisted and set
Strength of (Int/3). Unfortunately, skills like Sleight of their own prices.
Hand, which require tactile or close-up visual feedback,
suffer a -10 penalty when used at range in this fashion. Flight of the Dragon (+6 CP, requires Will of the
Dragon). With Flight, a character may zoom about at will
as if under the Fly spell. This is basically a telekinetic
effect, but special effects are optional.
Glamour (+6 CP, requires Mindspeech). Glamour is a Forge of the Dragon (+6 CP, requires Hand of the
sort of illusion magic. It alters how people interpret what Dragon). With this feat, a crafter no longer needs any
they see, but not the physical nature of it. It can make a tools to produce equipment. Mundane tools grant a +2
just plain ugly person look roughly distinguished or a bonus, while masterwork tools now grant a +5 bonus.
poorly-dressed person seem fashionably apathetic about
fashion (in the way only the super-rich might be able to Manufacture (+6 CP, requires Forge of the Dragon).
get away with). There is no save; the user simply gets to With Manufacture, a character can speed up item
describe him- or herself, and those in a 15-foot radius, in creation by a factor of ten. The quality of the character’s
his or her own words. work does not suffer, and if he or she would normally
take extra time to create masterwork of other high-
quality items, it does not require that extra time.
DC Modifiers
Expertise. Having sufficient mundane skill in
something may make magical methods much easier.
For example, creating a mighty fortress would usually
fall under the Grandiose or even Epic difficulty. For a
character skilled in architecture, the effect might only
be Amazing. GM’s must play this one by ear, but in
general mundane skill can reduce the DC by one or -
at the very most - two levels.
Theurgy
Theurgical Verbs
Throughout the history of magic, magi have sought to
understand the magic of words, symbols, names, and the ! Creation (Dagaz, Genis) covers the ability to create
tongue of creation. Theurgy draws upon that ancient objects, materials, thoughts, and energy out of magical
heritage, bringing unmatched flexibility to those few power.
who master it. ! Control (Thurisaz, Fiat) covers position, motion, and
Theurgy allows its users to compose spells on the fly animation, as well as making things act within their
by combining their skills in magical verbs and nouns. nature (horses eat grass, not meat).
Each verb allows a particular type of manipulation while ! Destruction (Eiwas, Perdo) covers damaging things,
each noun covers one of the basic components of reality. destruction, uncreation, and negation. While it is all too
Naturally enough, each spell requires at least one noun often used like a sledgehammer, the power of destruction
and one verb. can be as artful as the finest scalpel.
The mechanic is simple. The user describes what he ! Healing (Uruz, Medi) covers the ability to heal, repair,
or she wants to do and the nouns and verbs it will and maintain things by stabilizing their structure.
involve, gets a ruling on the level of the task from the ! Transformation (Kenaz, Muto) covers the ability to
Game Master, marks off an open spell slot of the reshape and transmute materials, to link things together,
appropriate or higher level (or aborts the spell if it’s too and to imbue items with new properties. Like most
high a level), and rolls (1d20 + worst verb skill involved magic, this skill conveniently glosses over the immense
+ worst noun skill involved) against a DC of 5x (Spell knowledge of biology, chemistry, and physics this would
Level +1). On a success, the spell goes off. On a failure, seem to require.
the spell fails and the slot is wasted. Theurgy is always at ! Understanding (Ansuz, Sapio) covers knowledge,
least a full-round action. divination, and communication.
Magic levels dedicated to Theurgy - with slots which
cannot be used for other purposes - are Specialized, and
so cost only half the usual number of CP. While Theurgical Nouns
Theurgists can fuel their spells with raw Mana or generic
spell levels, they still need to buy a Caster Level. The Physical Elements
Every noun and verb used in the spell must be ! Air (Perthro, Tempest) covers gases, air, weather and
considered. A spell that transmutes rock into another wind, as well as sound and electricity. Oddly, Dexterity
form of rock would require both the Transformation and is also tied to air magic.
Earth skills. One that transformed rock into air would ! Earth (Jera, Terra) covers stone, soil, and metal. It also
require Transformation, Earth, and Air. If it then focused covers gravitation and the nuclear forces - although there
and directed the flow of air from the transmuted stone, it are few spells or spellcasters who deal with such matters.
would require Control as well.
Apportion Interdict
Abjuration, Conjuration
Abjuration, Conjuration
Range: LOS (Touch for ritual version)
Range: Medium (100 ft + 10 ft/Level)
Duration: Special
Duration: Instantaneous
Casting Time: One Standard Action or Ritual
Casting Time: One Standard Action
Saving Throw: Will negates
Saving Throw: Ref negates
Spell Resistance: Yes
Spell Resistance: Yes
The target temporarily loses access to a source of
Treat this spell as per Teleportation without Error,
supernatural power. Common power blocks include gods
except that the caster doesn’t have to travel, it will affect
(and therefore divine magic), particular planes (which
unwilling targets, and the weight limit is 250 lbs. per
may block negative energy attacks and the like) and
level.
arcane energies. This only lasts 1 minute per level if cast
Higher-level, or metamagically-modified, versions of
as a normal spell, but can easily tilt the odds of a fight. If
this spell often throw in area-of-effect.
it’s cast as a Ritual the effect lasts for one week per
Caster Level on a successful save and is permanent until
Danse’ Macabre some countermeasure is found otherwise.
Enchantment, Necromancy
Range: Medium (100 ft + 10 ft/Level)
Duration: Instantaneous
Life Leech
Conjuration, Necromancy
Casting Time: One Standard Action
Range: 60 ft radius burst
Saving Throw: Fort negates
Duration: Four hours.
Spell Resistance: Yes
Casting Time: One Standard Action
This brutal spell animates the skeletons of up to
Saving Throw: Fort half
level/2 targets. Victims suffer a -10 penalty to all
Spell Resistance: Yes
physical checks if they resist the caster’s commands and
This spell transfers 12d6 HP from each desired target
can be made to take 1d4 hit points per round (unaffected
within 60' to the caster as temporary hit points. While the
by damage reduction) if the caster commands their bones
caster can gain a maximum of 240 hit points in this
to rip free. Outside of the fact that the flesh on them is
fashion, the damage inflicted is not so limited. A target
still alive and protesting these are perfectly normal
who makes his or her Fort save takes only half damage.
skeletons and can be Turned or Destroyed normally.
Reforging Spellweaving
Illusion, Transmutation Abjuration, Enchantment
Components: V, S, M (a toolkit suitable for working on Range: Personal
an item of the desired form) Duration: One hour (D)
Range: Touch Casting Time: One Standard Action
Duration: Instantaneous Saving Throw: None (Normal for the secondary spells)
Casting Time: Ritual Spell Resistance: No (Yes for the secondary spells)
Saving Throw: None You may manipulate the flow of magic around you to
Spell Resistance: No produce minor (L2 and under) spell effects. You may
Reforging alters the form of magic items, but not create such effects up to once per round, but cumulative
their magical function. It could turn a pair of bracers into effects such as Cure Wounds will only work 2d6 times
a sword or a cloak or vice versa without altering the on any single target. Secondarily, your enhanced magical
magical power of the item in question. It does alter senses effectively grant you the Countermagic ability
which item slot it occupies, however, as well as all of its with the Reflexive improvement.
mundane statistics. Higher-level versions of this spell increase the limit
on the level of spells which can be woven by +1 per +2
Runic Enhancement levels.
Conjuration, Evocation, Transmutation
Range: LOS Torim’s Superlative Porter
Duration: One hour per level or until expended (D) Conjuration, Evocation
Casting Time: Ritual Range: Special
Saving Throw: Will negates Duration: Special (D)
Spell Resistance: Yes Casting Time: Ritual
Specify up to +8 levels of metamagic. Add them to Saving Throw: Will negates
any other single spell which you cast during this spells Spell Resistance: No
duration. This spell creates a 20’ cubic trans-dimensional space
A L13 version allows the metamagic(s) added to be which exists only in relation to the caster (in effect it
selected when the second spell is cast. follows him or her about) along with quasi-intelligent
unseen servants to manage it. The user merely holds out
Sight from Beyond his or her hand and asks for an item or places an item in.
Divination, Enchantment, Illusion This effect is permanent, but occupies one active spell
Components: V slot until dismissed. Dismissing it dumps all objects on
Range: Personal the ground. If the caster dies while this spell is active, it
Duration: One minute per level (D) becomes a permanent hidden pocket dimension until he
Casting Time: One Standard Action or she is resurrected (if ever).
Saving Throw: None
Spell Resistance: No
You gain a +20 insight bonus on AC, attacks, saves, Twelfth Level Spells
and those skills where seeing the future would help. The
character not only sees the future, he or she can scan
Anagathic
through every possible future until the end of the spell,
Abjuration, Necromancy, Transmutation
seeing which action results in what. This has no separate
Components: V, S, M (a small mirror)
effect from the bonus and does not protect the caster
Range: Touch
from all error; there are limits to comprehension, if not to
Duration: Instantaneous
the spell.
Casting Time: One minute
Saving Throw: Fort negates
Spellsharing Spell Resistance: Yes
Conjuration, Enchantment The target does not age for the next week, whether
Range: Personal from natural or unnatural causes. Alternatively, his, her,
Duration: One hour per level (D) or its age may be reduced by one day.
Casting Time: One Standard Action As hard as it is to prevent aging, it’s even harder to
Saving Throw: Will negates undo it.
Evasive Tessaract
Abjuration, Divination, Conjuration
Components: Mental only
Range: Touch
Duration: One round per level (D)
Casting Time: One Standard Action
Saving Throw: Will negates I’m... too sexy for my mail.
Spell Resistance: Yes
Photon Transformation
Illusion, Transmutation
Components: V
Range: Touch
Duration: One minute per level (D)
Casting Time: One Standard Action
Saving Throw: Fortitude negates
Spell Resistance: No
The target becomes a being of pure energy and can
fly at anything up to lightspeed, take five times the usual
number of actions per round, shift up and down the
frequency scale at will, and move through solids and
liquids. He or she can generate 16d6 fire-based ranged
touch attacks with a 400 ft range increment at will or
blast 20 ft radius areas with 8d6 at the same range (these
are in no way magical and no save applies). The target
need not breathe, eat, or drink, and is considered
incorporeal in this state. The user can be reflected by
mirrors, cannot penetrate darkness-based effects of 8th
Many people underestimated Marie. Who level or above, and can get lost awfully easily if they
knew that the doll was actually a spellform? actually do opt to approach any significant fraction of
lightspeed.
Rejuvenate Star
Evocation, Necromancy, Transmutation
Range: None
Duration: Instantaneous
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
The complex heavy elements in a star revert back to
hydrogen, while the magic keeps the star stable. This
counters Destabilize Star, below. I’d like to show you a little trick
While much the same thing could be accomplished Mother taught me once while
with The Great Awakening, that spell could also trigger you were out being evil.
Lair of Dreams
Enchantment, Evocation, Illusion
Range: See text
Duration: See text
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
Lair of Dreams causes an aspect of the user’s psyche
to intrude on the physical world in the form of a
dungeon, structure, or area of wilderness. The user may
cut the link at any time in theory, but rarely this turns out
to be impossible or simply doesn’t cause the Lair of
! Lying is...
(+2) An ineradicable stain upon one's very soul.
(+1) A shameful last resort.
(+0) Something to avoid if at all possible.
(-1) An easy way to smooth things over.
Where will you go from here? (-2) One of the best ways to manipulate people.
Penumbra. The Penumbra Template takes the Once done choosing your world templates, all you
already-powerful and makes them gods. Quite often have to do is decide what special paths (from Chapter 3)
literally. In Penumbra, there are no limits on what feats and basic feats you wish to leave out. Mystic Artist and
characters may or may not take, and how many of them Channeling are the only normal Paths. For abilities, just
they may take. Characters can apply flaws to every jot down a few that don’t fit in the with the style of game
ability they choose to. you want - and note any which are secret techniques held
The more damage, the better. If one character ignores by limited groups - and viola! One finished setting, ready
hit points and saves totally and concentrates solely on to play.
becoming the ultimate Thaumaturgy master, so be it.
Let’s say you get through your idea and select a You can even do this
Template and realize, “I want to play an iconic game with magic systems. One
with great warriors and wizards. I want characters to old, but rarely used trick has
represent archetypes, not built on a player’s passing the GM set up the game so
whim!” Don’t worry, cause we’ve got a solution for you. the players are foreigners
(You didn’t think we’d waste your time here, eh?) and don’t understand the
There’s a lot of room in the archetypes for variability. local magic. The GM
After all, one can imagine a world where the Fighter is a defines the outcome of using
butt-kicking knight-errant Paladin-lite, or a tough-as- spells. Let the players work
nails desert soldier. Now, you probably don’t want to go through, building the
through and think up new ideas for every character class. magical principles (and
But on the other hand, you might want new material. rules and formula) as they
go. Not only does this
So get your players together, pick out a bunch of reduce the strain on you, but
ideas and archetypes, and simply hand them out. it involves each and every
Everyone grabs a couple and writes up ideas and builds, player in the process of
at least out to level 10 or so. The players don’t have to world creation, and gives
play the builds they develop. Instead, they hand them them a stake in it. All of this
back and you sort through them, sort out what’s useful really helps breathe life into
and what’s silly, and polish them off. Then you go back the campaign.
to the players with these and start the campaign.
Available 96 CP (Base)
Hit Die: 3d4 (0 CP)
Saves: +5 (15 CP; +1 Fort, +3 Ref, +1 Will)
Warcraft: +1 (9 CP; the character will spend 3 CP Actually there’s nothing wrong with it. But
next level to gain another +1) there’s no penalty and the patch looks cool.
Special Abilities: (18 CP) - Luck (Bonus Uses, 12
CP), Immunity/Divination (Uncommon/Major, 6 CP)
Proficiencies: All Simple Weapons, Light Armor (6 Mini-Monk: Level 8
CP)
Skills: 48 skill points (48 CP; taking thieving, spying, So she’s short. So she’s not so good at getting along
and athletic skills) peacefully. She can kick butt, instead! The Mini-Monk is
Total: 96 CP out of 96 knows Kung-Fu and likes to hit people. Hard. Often.
Aside from that, she has all sorts of tricks for not getting
hit back, because she just doesn’t fight fair. And every
Desert Raider: Character Level 5 now and then, when she really needs it, she can just let it
all out. All those years of being picked last in sports, of
Desert Raiders live a precarious existence on the being laughed at for her size, of straining to reach the top
most marginal terrain – a frozen waste, a dry grassland, cabinets – and its going to hurt somebody else this time.
or a burning desert. Using the harshness of such lands to Fear the short one.
become strong, they prowl the land fiercely. Hunting for
game or material wealth depending on where they find Available 216 CP (Base)
themselves – in the wastes or near settled areas – the Hit Die: 8d4 (0 CP)
desert raider strikes with fearsome swiftness. No caravan Saves: +12 (36 CP; +2 Fort, +5 Ref, +5 Will)
can cross their domains without either paying the tolls or Warcraft: +8 (48 CP)
risking a swift and merciless death at their hands. Special Abilities: (84 CP) Ambidexterity (6 CP),
Acrobatics (6 CP), Odinmight Berserker: +16 to-hit and
Available 144 CP (Base) damage, +8 to AC (Specialized: only after being picked
Hit Die: 5d10 (30 CP) on for being short, 12 CP), Karma (6 CP), Defender (6
Saves: +8 (24 CP; +4 Fort, +3 Ref, +1 Will) CP), Bonus Attack: with Quarterstaff (6 CP), Improved
Warcraft: +5 (30 CP) Imbuement (12 CP), Enhanced Strike: Crushing,
Special Abilities: (15 CP) - Track (Wilderness, 3 Focused, Whirlwind, Hammer, Shattering (30 CP).
CP), Traceless (Wastes, 6 CP), Reputation (Desert Proficiencies: All Simple Weapons (3 CP)
Warrior, 6 CP) Skills: 45 skill points (45 CP)
Proficiencies: All Simple and Martial weapons, Total: 216 CP out of 216 CP.
Light Armor (12 CP)
“I am Gormnadus, Master of the Earthern Bones, Resurrection. A Realm spirit can Truely Resurrect a
Render of Rifts, Ruler of the Continental Divide! You had truly deceased Nature spirit at will. It must, however,
better have a very good reason as to why you think I first locate a spare stream, herd, grove to settle them on,
should stop my battle with the Subcontinent because of as appropriate to the spirit.
your pitiful little civilization.”
Typeless. Realms spirits have no type. They are
Realm spirits are the great form of Nature Spirits. immune to all spells which target creatures by type or
They control whole regions or domains, such as a forest, which have different effects depending on the type of
mountain range, mighty river, a hurricane, an entire creature affected.
species of animals, or the sea. Each looks after many
small Nature Spirits. They can be fierce if provoked, but Whole Mind. Realm spirits are immune to mind-
doing so is rather difficult. The fact is that such beings affecting spells and effects. Trying to use such magic on
find humanity (along with elves, dwarves, and so on) too a Realm spirit causes the caster or user to become
small to notice. They might notice giants or dragons, but stunned for 24 hours, as the vast mental flow of the
probably wouldn’t care; they think on the scale of eons Realm Spirit overwhelms him or her. Additionally,
and continents. In most games, all of human and even Realm Spirits are always aware of everything that
elven civilization is simply not worth noting. happens in their realms.
Realm spirits are immortal. Unless an adventure
actively destroys the entire realm from the roots up, the Master’s Privilege: A Realm Spirit may subtract 18
Realm Spirit will remain. And while wizards are CP from a target (dividing the 18 CP any way it pleases)
powerful, few of them have the power to destroy a once per month per target. The spirit chooses where the
mountain range, permanently stop a mighty river, or CP are lost from, although they do not gain any
obliterate a whole species. information about the target’s abilities except from their
Such entities often have great wisdom and own observations. This lasts for one month and affects
knowledge, and may well be willing to extend a bit of any target within the spirit’s realm. There is no save.
aid to those who require assistance. More than anything They may similarly add 18 CP, although the abilities
else, they merely enjoy appreciation. As Realm Spirits, bestowed must have something to do with the spirit’s
they have no need of magical power, wealth, or servants. realm. A mountain spirit might grant damage reduction,
The only thing one could possibly need is help on some enhanced strength, or superb climbing abilities.
mighty project to improve the land, sea, sky, or ecology.
Like Nature Spirits, Realm Spirits are immobile, Static. A Realm Spirit cannot leave its domain. They
although their greater scope means they have less to have no way around this, although they can go on astral
worry about outside their domains. journeys or similar adventures with the proper magical
aid.
The Realm Spirit Template
Level Adjustment: +9
Base: Outsiders, humanoids and goblinoids, Animals,
or any Plant creature with 13 or more hit dice.
Realm Spirits in the Game
Type: Change to Native Outsider.
Realm spirits are not generally meant as characters.
Special Attacks Only the most powerful of mortals or most important
changes in the world can attract their attention. They can
Improved Elemental Control. Realm spirits may and will carry on a conversation normally, but they
manipulate animals, plantlife, and natural features with rarely find anything or anyone interesting enough to try.
ease on a whim within their domain. If used as an attack, Finally, a Realm Spirit cannot lie (at least, not
they can usually deal anywhere from 4d6-10d6 intentionally). Their connection to the vast world has
bludgeoning damage (or other appropriate type) and they rendered them incapable of using mere deception on a
do not miss unless they’re just giving warnings. scale intelligible to mortals. Realm spirits can deceive,
but only on a scale so large it means nothing to humans.
Special Qualities A Realm Spirit deceives about where a volcanic eruption
or continental shift may occur, and does so only with
Immortality. These spirits have the same immortality other Realm Spirits, gods, or other greater beings. It also
as Nature Spirits: if you destroy every last scrap of their does so implicitly, by “body language,” not with mere
realm, they die. However, this amounts to attempting to words.
The Rad-Fiend
This terrifying monster has a fascinating power: it
exudes radiation which breaks down organic matter into
more radiation. It has no body; the creature simply is
nothing more than radiation with a simple program and
magical sensors system attached. It is considered a
construct, cannot be mind-controlled, and has specific
invulnerability to all physical, energy, and magical
damage, ability drain, disintegrate and all other instant-
death effects, albeit only a few hundred hits. Damaging
negative energy turning can cause injury, but it has
Resistance (not Turn Resistance) 20 to that. Positive
energy turning heals 12 hit points. In order to turn it, a
creature must be inside the Rad-Fiend’s radius.
Fighter Class Description (3.0 & 3.5) Representing the “no multiclassing” rule in point-
buy is difficult. The best way to do it - and incidently the
Master of battle, the Fighter knows every trick in the best way to bring down the CP cost a bit - is to buy Fast
book and probably wrote a few others into it. Likely able Learner Specialized so that it only works as long as the
to defeat any other character at his or her preferred range, character continues with a rigid, preset, program of self
the Fighter studies a dozen styles and techniques for development. We don’t really recommend bothering
killing quickly and efficiently. though. That rule always seemed pointless anyway.
(3.0 & 3.5) (*) “Corrupted.” These abilities are not usable while
Available 504 CP (Base) wearing armor.
Hit Die: 20d10 (120 CP) (^) “Corrupted.” These abilities suffer from "armor
Saves: +24 (72 CP) failure percentages" as per arcane spellcasting.
Warcraft: +20 (120 CP)
Abilities: (66 CP) - Bonus Feat XI (66 CP) Note that the 3.0 Improved Trip (and similar Feats)
Proficiencies: Weapon and Armor (27 CP) only cost 3 CP. The 3.5 version adds additional abilities
Skills: 46 skill points (46 CP) as shown in the feat conversion appendix.
Total: 451 CP out of 504 CP
(3.5)
By this calculation the Fighter is somewhat Available 504 CP (Base)
underpowered. This is true. While they are the best of the Hit Die: 20d8 (80 CP)
standard classes at small scale combat, they aren't all Saves: +36 (108 CP)
that much better than some of the others (especially if Warcraft: +15 (90 CP)
enhancing magic is used), and they are much less Abilities: (142 CP) – Martial Arts V (21 CP), Improved
flexible. They appear equal simply because most games Fortune (Improved Evasion, 8 CP*), Celerity VI (14
spend a great deal of time on small scale combat. Those CP*), Augmented Bonus (Improved, Wis to AC, 8 CP*),
extra points are best spent giving them some non-combat Defender (4 CP*), Immunity (Poison 9 CP, Falling 4*
skills and abilities to work with, just in case the GM CP, Disease, 6 CP), Healing Touch (Specialized, self
leans towards intrigue scenarios or otherwise mostly only, 2 CP^), Spell Resistance (Level+10, 8 CP^), Resist
non-combative adventures. (+2 saves vrs Enchantment, 3 CP), Imbuement (unarmed
version, spent on Lawful [+2], Magic [free with Lawful],
and Adamantine, 6 CP), Inherent Spell (Etherealness,
Monk Class Descriptions Dimension Door, Quivering Palm, (10* CP),
Mindspeech (All living creatures, Specialized must
(3.0) actually speak, 6 CP), Timeless Body (Perfect Self,
Available 504 CP (Base) +Transcendence, 3 CP), “Flurry of Blows” (2x Bonus
Hit Die: 20d8 (80 CP) Attack 8 CP*, +4 Warcraft, Specialized [only to make up
Saves: +36 (108 CP) for Flurry penalties], Corrupted*, 8 CP*). Optional
Warcraft: +15 (90 CP) Ability Sets: Trick (Stunning Blow, 4 CP*) OR
Abilities: (138 CP) – Martial Arts V (21 CP), Trick Improved Grapple (4 CP*), Improved Trip (4 CP*) OR
(Stunning Blow, 4 CP*), Improved Fortune (Improved Improved Disarm (4 CP*), and Block (Missile Weapons,
Evasion, 8 CP*), Improved Trip (2 CP*), Block (Missile 6 CP*) OR Reflex Training (Combat Reflexes, 6 CP).
Weapons, 6 CP), Celerity 6 (14 CP*), Augmented Bonus Proficiencies: Weapon (6 CP)
(Improved, Wis to AC, 8 CP*), Defender (4 CP*), Skills: 92 skill points (92 CP)
Immunity (Poison 9 CP, Falling 4* CP, Disease, 6 CP), Total: 518 CP, 502 with Fast Learner, out of 504 CP
Enhanced Leap (no normal limit, 2 CP*), Healing Touch
(Specialized, self only, 2 CP^), Spell Resistance (*) “Corrupted.” These abilities are not usable while
(Level+10, 8^), Bonus Attack (Flurry of Blows, 6 CP) wearing armor, using a shield, or carrying a medium or
Resist (Still Mind, +2 on saves versus Enchantment, 3 heavy load.
CP), Rapid Attack 2 (Unarmed Only, 6 CP), Imbuement
(unarmed version, 6 CP), Inherent Spells (Dimension (^) “Corrupted.” These abilities suffer from "armor
Door, Etheralness, and Quivering Palm, 10* CP), failure percentages" as per arcane spellcasting.
Paladin Class Descriptions The Paladin comes out with a few points left over. A
Paladin, however, usually
A righteous champion has some other benefits.
and crusader for justice, the Most should have Good
Paladin travels the world to Reputation (6) and
spread joy and crush evil. Privilege (Church
Using their divinely-granted Membership, entitled to
might to smite the wicked assistance, 6 CP). A few
and heal the afflicted, automatic points in
Paladins exemplify the Knowledge: Religion (at
noblest aspects of civilized least of his or her own)
lands. Or they’re mad killers might also be in order.
who only happen to whack
evil creatures. C’est la vie.
Psion Class
(3.0) Description (3.0 &
Available 504 CP (Base) + 3.5)
40 (Duties) = 544 CP
Hit Die: 20d10 (120 CP) Where Wizards turn
Saves: +24 (72 CP) outward, Psions look
Warcraft: +20 (120 CP) within. Though wielding
Magic Levels: 17 Paladin similar powers, they study
(34 CP) + 10 Specialized the mind and its hidden
Caster Levels (30 CP) might, eschewing the flows
Abilities: (78 CP) - Occult of mystic power. Usually
Sense (Detect Evil, 6 CP), controlled and calm, a
Immunity (Disease, Fear, 12 CP), Improved Augmented Psion enjoys the benefits of long hours of meditation on
Bonus III (Divine Grace, Specialized; only while truly his or her chosen disciplines.
good and pure in faith, 18 CP), Smite (6 CP), Turn
Undead (3 + Cha Mod times per day at +2 levels, 12 Available 504 CP (Base) = 504 CP
CP), Presence (Aura of Courage, 6 CP), Healing Touch Hit Die: 20d4 (0 CP)
(with Remove Disease, 12 CP), Companion (Mount, 6 Saves: +24 (72 CP)
CP) Warcraft: +10 (60 CP)
Proficiencies: Weapon and Armor (27 CP) Magic Levels: 20 Psion (240 CP)
Skills: 46 skill points (46 CP) Abilities: (36 CP) - Companion (Psicrystal, 6 CP) and
Total: 527 CP out of 544 CP either Occult Combat 10 (3.0 version, 30 CP) or five
bonus psionic feats (3.5 version, 30 CP)
(3.5) Proficiencies: Weapon (3 CP)
Available 504 CP (Base) + 40 (Duties) = 544 CP Skills: 92 skill points (92 CP)
Hit Die: 20d10 (120 CP) Total: 503 CP out of 504 CP
Saves: +24 (72 CP)
Ranger 3.0 Class Description Trickery and deceit fill the Rogue’s purse and ensure
his or her survival. Whether for good or ill, a Rogue
Available 504 CP (Base) +10 (Very Limited Spell List) studies people, learning their foibles and weaknesses.
= 514 CP Whether disarming a trap set by a self-confidant
Hit Die: 20d10 (120 CP) merchant or slitting a throat of a foolish foe, the Rogue
Saves: +24 (72 CP) dances through the city with an easy grace only
Warcraft: +20 (120 CP) possessed by those who know their own skill.
Magic Levels: 17 Ranger (34 CP) + 10 Specialized
Caster Levels (30 CP) Available 504 CP
Abilities: (20 CP) - Track (6 CP), Favored Enemy (6 Hit Die: 20d6 (40 CP)
CP), Ambidexterity (Corrupted only in light or medium Saves: +24 (72 CP)
armor, 4 CP), Bonus Attack (Corrupted only in light or Warcraft: +15 (90 CP)
medium armor, 4 CP) Abilities: (81 CP) - Augment Attack (Sneak Attack 10,
Proficiencies: Weapon and Armor (21 CP) 30 CP), Fortune (Evasion, 6 CP), Awareness (Uncanny
Skills: 92 skill points (92 CP) Dodge, +Danger Sense II and Specialized Flankless, 15
Total: 509 CP out of 514 CP CP), Occult Skill (Use Magic Device, 6 CP), Special
Ability selection (x4 at 6 CP each for 24 CP)
Many people feel that the 3.0 Ranger isn’t very Proficiencies: Weapon and Armor 12 CP)
powerful, and might object to rating them with more Skills: 184 skill points (184 CP)
points than the Fighter. The sheer number of points Total: 479 CP out of 504 CP
Sorcerer Class Description (3.0 & 3.5) Wilder Class Description (3.5)
Often wielding magic gained from an inborn gift, the The Wilder, a psychic talent with a penchant for just
Sorcerer channels raw magical energy into inner magical unleashing it all, has much to offer as an adventurer.
channels, letting spells fly left and right. Less studious Despite their lack of versatility relative to Psions, they
than the Wizard because he or she relies less on study, have just as much power, and even more punch in battle.
the Sorcerer gains power from exploring the very limits Wilders can enter a state of absolute focus, channeling
of his or her ability. extra energy through their psychic disciplines.
All right. It’s a Sorcerer or Wizard (could be a Bard, Available 240 CP (Base)
but there’s no point) with one extra hit point per level Hit Die: 10d8 (40 CP)
(Self-Development: Constitution for HP, 12), one extra Saves: +13 (39 CP)
Feat (6 CP), +5 BAB (30 CP), the saving throws shifted Warcraft: +10 (60 CP)
around (free), and a few more points in Weapon Abilities: 64 to 74 CP (66 to 76 CP depending on ability
Proficiencies (+6 CP). That’s +54 CP. They’re normally selection* plus Augment Attack: +1 to hit and damage
giving up two levels of spellcasting (28 or 36 CP) and against creatures native to mastered terrain types (8 CP)
any special class bonuses they’d normally get other than Skills: 40 (40 CP)
Magic Levels; that’s familiar advancement (Corrupted to Total: 243 to 253 out of 240 CP
limit it, saves 2 CP) and 12 CP (two feats) for wizards.
That’s a net profit of 12 or 16 CP. Just Corrupt or *Abilities
Specialize something. translate as follows.
! Aquatic. Celerity I
(Swim speed, 6 CP)
Hierophant Class Description (3.5) OR Skill Focus and
Skill Emphasis Swim
Supposedly the greatest blessed servants of the divine (totaling +4, 7 CP)
powers, Hierophants are surprisingly balanced. Their ! Desert. Immunity
special abilities are rarely worth five full levels of (Exhaustion,
spellcasting, but many divine spellcasters find one or two U n c o m m o n /
levels of Hierophant valuable. Minor/Minor, 2 CP)
! Forest. Skill Focus
Available 120 CP (Base) and Skill Emphasis
Hit Die: 5d8 (20 CP) Hide (totaling +4, 7
Saves: +9 (27 CP) CP)
Warcraft: +2 (12 CP) ! Hills. Skill Focus
Magic Levels: +5 Caster Level (15 CP) and Skill Emphasis
Abilities: (30 CP or less, select five of them)* Listen (totaling +4, 7
Skills: 10 (10 CP) CP)
Total: 114 CP out of 120 CP ! Marsh. Skill Focus
and Skill Emphasis
*Abilities translate as follows. Move Silently (totaling +4, 7 CP)
! Blast Infidel: Maximize (Glory, Specialized only ! Mountains. Celerity I (Climb speed, 6 CP) OR Skill
affects negative energy attack spells against targets with Focus and Skill Emphasis Climb (totaling +4, 7 CP).
opposite alignment, 6 CP) ! Plains. Skill Focus and Skill Emphasis Spot (totaling
! Faith Healing: Maximize (Glory, Specialized only +4, 7 CP)
affects positive energy healing spells against targets with ! Underground. Occult Sense (Darkvision, 6 CP)
same alignment, 6 CP) ! Fiery. Immunity (Fire, Common/Major/Major,
! Divine Reach: Inherent Spell (Estimated to be a 3rd Corrupted only 20 resistance, 6 CP)
level spell, 6 CP) ! Weightless. Celerity III (Corrupted and Specialized:
! Gift of the Divine: Blessing (Only works on Turn only works on Flight speed without gravity, 6 CP)
Undead, 3 CP) ! Cold. Immunity (Cold, Common/Major/Major,
! Mastery of Energy: Channeling (+6 CP spent on basic Corrupted only 20 resistance, 6 CP)
Channeling abilities) ! Shifting. Occult Sense (natural spatial distortions in the
! Metamagic Feat: Any Metamagic Feat (6 CP) direction you want to go, 6 CP)
! Power of Nature: Blessing (Specialized only works on ! Aligned. Immunity (Outer-planar alignment magic,
Shapeshifting, 3 CP) Common/Minor/Major, 6 CP)
! Spell Power: Increase Caster Level (3 CP) ! Cavernous. Occult Sense (Tremorsense, 6 CP)
! Spell-like Ability: Innate Magic (6 CP)
Strong Hero; Hit Die: 10d8 (40 CP), Saves: +11 (33 Dedicated Hero; Hit Die: 10d6 (20 CP), Saves: +13
CP), Warcraft: +10 (60 CP), Feats: 10 (60 CP), (39 CP), Warcraft: +7 (42 CP), Feats: 10 (60 CP),
Proficiencies: Simple Weapons (3 CP), Defender 5 (24 Proficiencies: Simple Weapons (3 CP), Defender 5 (24
CP), Skills: 26 skill points (26 CP), Action Hero CP), Skills: 52 skill points (52 CP), Action Hero
(Heroism Option, +3 Bonus AP per level, 12 CP). Total: (Heroism Option, +3 Bonus AP per level, 12 CP). Total:
258 CP out of 264 CP 252 CP out of 264 CP
Fast Hero; Hit Die: 10d8 (40 CP), Saves: +11 (33 Charismatic Hero; Hit Die: 10d6 (20 CP), Saves:
CP), Warcraft: +7 (42 CP), Feats: 11 (66 CP, 10 +13 (39 CP), Warcraft: +5 (30 CP), Feats: 10 (60 CP),
general and Fast Learner specializing in Defense), Proficiencies: Simple Weapons (3 CP), Defender 3 (12
Proficiencies: Simple Weapons (3 CP), Defender 8 (22 CP), Skills: 78 skill points (78 CP), Action Hero
+ 20 CP from Fast Learner), Skills: 52 skill points (52 (Heroism Option, +3 Bonus AP per level, 12 CP). Total:
CP), Action Hero (Heroism Option, +3 Bonus AP per 254 CP out of 264 CP
level, 12 CP). Total: 260 CP out of 264 CP
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Altruistic / Selfish
Chaste / Hedonistic
Cultured / Barbaric “ Morale Bonus Option. +2 Morale Bonus to
Attacks, Damage, Saves and Checks while
Curious / Focused pursuing the character’s motivations.
Principled / Expedient
Sociable / Antisocial
Stoic / Expressive
Temperate / Indulgent What will people find out if they ask around about you?
Trusting / Suspicious
Valorous / Cautious
Deity
What will people find out if they look into your past?
Favored Traits
Granted Powers
Permission is granted to copy this page for personal use.
When would you torture someone? Issues, competitions, and conflicts should be…
Your reputation and social status is… How often do you take time off?
What are you looking for in life? How important to you are your possessions?
When would you betray or abandon a family member, Fools, Criminals, and Enemies should be dealt with
close friend, companion, liege, or ally? using…
You would defy the local laws and authorities… Strangers and Foreigners are…
How much attention do you pay to faith and religion? Profile Score
Tradition is…
DHG 1007