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THEY CAME FROM GEN CON! – Grixxers, Di’roc’vespizhi, and Mikan

August 6, 2017

With the fiftieth anniversary of Gen Con right around the corner, I decided to complete a project that I’d been kicking around in my head for a while: writing a post about the small number of Gen Con-exclusive D&D characters we’ve seen over the years.

To be clear, this isn’t in reference to characters from games that were only run at Gen Con or anything like that. Rather, from 2006 to 2008, there were a few D&D characters that appeared in the Gen Con program books (which if I recall correctly were no longer mailed out to preregistered attendees at that point, instead only being available on-site). Why the people in charge of writing the program books did this (and have never done it before or since that I know of) isn’t something I ever found out, though for 2007 I suspect it was to celebrate Gen Con’s fortieth anniversary. Given that, perhaps we’ll see a new character in the program book for this year’s fiftieth anniversary?

Either way, here are the characters that have been – up until now – known only to those who attended Gen Con during the following years.

Note that you can click on these for larger versions.

2006: Grixxers

Appearing in the 2006 program book, “Grixxer” is the singular form of the species name, as this race is given both PC information and a monster stat block, along with a brief racial overview.

To be clear, the “name” entry in the upper-left corner appears to be for the individual grixxer illustrated here: Bornek a.k.a. Bob.

 

2007: Di’roc’vespizhi and Mikan

The fortieth anniversary of Gen Con would feature an image of a fearsome red dragon on the cover of the program book. More surprising was that this red dragon, Di’roc’vespizhi, received a page with his statistics, showing him to be one of the strongest dragons ever written for D&D! By contrast, the anime mascot Mikan was a low-level character with no optimization to speak of. There’s an interesting contrast between these two characters, though I’ll be the first to admit that I’m not sure what it is…

At a glance, Di’roc’vespizhi’s stats look very similar to those of Tchazzar in the 2006 Dragons of Faerun book. In fact, there are numerous minor differences between them. (Items marked with an asterisk (*) in his stat block are from the 2003 Draconomicon.)

 

Despite the header reading “Updated” Mikan Character Stats, I can’t find any earlier stat block for her.

 

2008: Mikan 4E

In 2008, Mikan would reappear (being the only one of these characters to ever do so), this time with D&D Fourth Edition stats. She’d be absent the following year, however, vanishing as mysteriously as she came…

Notice that she gained a level at some point. And yet stats for her little dragon companion, Shinji, remain notably missing.

 

Bonus: The Mikan Character Book

At some point during one of these Gen Cons (I can’t remember if it was 2007 or 2008, though I suspect the former) I went up to the information booth that was specific for the anime area of the con to ask about the mysterious Mikan who had somehow gotten her stats in the program book. To my complete surprise, the guys manning the booth shoved a short folio into my hands! Explaining that they’d been told to hand copies of it out to whoever asked about Mikan, free of charge, I was left to peruse the tome. Given that I’m posting her character stats here, it seemed worthwhile to do the same for this short book as well.

…wait, does she mention “The Grixxer” on page 15?!

As a note, the studio that created Mikan’s character, Clone Manga, doesn’t seem to have copies of this work for sale anywhere. In fact, they barely acknowledge that Mikan is their character, with the only references to her I can find being some of the images below appearing on their commercial works page (and even then they don’t mention her name). Hopefully, my reposting this in its entirety here is okay.

Epic Magic in AD&D 2E

July 15, 2017

The concept of “epic” levels – and all of the accompanying features therein, such as epic-level spells, magic items, etc. – was named such in D&D Third Edition. While most people ascribed that to the eponymous Epic Level Handbook, in truth the term had been introduced roughly a year prior, in the Forgotten Realms Campaign Setting. While the mechanics were brief and somewhat dissimilar from how their finalized form would look, that was where we were told that characters of great power (i.e. level 21+) were “epic” in what they could do.

Naturally, this term has since been retroactively applied to earlier editions of D&D.

Doing so, however, brings up some interesting issues. While there’s little problem with maintaining that “epic” characters are those above 20th level – despite most earlier editions not placing any special emphasis on 20th level as a stopping point – this becomes more difficult when applied to magic. While most earlier incarnations of D&D didn’t really have “epic-level” magic anyway, AD&D 2E had quite a few – several of which could be used before you hit 20th level!

What follows is not meant to be an overview of all alternative systems of magic in AD&D, but rather is a listing of spells and magic systems that “go beyond” what conventional magic can achieve in AD&D. Whether by scope of effect, exceptional requirements to cast, or sheer power, this is magic that cannot be represented by traditional spells and spellcasting. (Also, keep in mind that all of the systems covered here are “player-facing” in their presentation. What that means is that these are all systems that are meant to be (potentially) utilized by PCs, and so have game rules that depict and regulate them. Forms of magic that are meant to be plot devices, and as such have no game rules – such as the Last Word from the Planescape adventure Dead Gods – are not covered here.)

As such, let’s take a look at the “epic-level magic” of AD&D 2E.

10th+ Level Wizard Spells

The most straightforward understanding of epic-level magic, these are the wizard (i.e. arcane) spells of 10th level and above. Perhaps unsurprisingly, there are rather few of them, most being found in Netheril: Empire of Magic, part of the Forgotten Realms’ “Arcane Age” line of products. Even there, it was made clear that spells of level 11 and above were allowable only during the specific time specified in that sub-setting. Only 10th-level spells were usable after that, as demonstrated by the two 10th-level spells found in The Fall of Myth Drannor.

Note that the 10th-level spells from the Dark Sun setting are listed under “Psionic Enchantments,” below.

10th-Level: Lefeber’s weave mythal, mavin’s create volcano, mavin’s earthfast, moryggan’s mythaleash (The Fall of Myth Drannor), proctiv’s move mountain, the srinshee’s spellshift (The Fall of Myth Drannor), tolodine’s killing wind, valdick’s spheresail.

11th-Level: Mavin’s worldweave, proctiv’s breach crystal sphere.

12th-Level: Karsus’s avatar (reprinted in Powers & Pantheons with some changes).

It’s interesting to note that, while Netheril: Empire of Magic has very little to say about using 10th-level spells after the fall of the titular Netheril, The Fall of Myth Drannor outlines that casting 10th-level spells in the Forgotten Realms is a process restricted only to the highest-level spellcasters, and is subject to divine review. Secrets of the Magister would later impose even more stringent penalties and restrictions upon casting 10th-level spells in the Realms.

Archmagic

While there were a few third-party products with level 10+ spells for pre-Third Edition D&D (The Tome of Mighty Magic, from North Pole Publications and later reprinted by Gamescience, comes to mind), Mayfair Games’ Archmagic boxed set deserves special mention for the quality of what it offers. Part of their “Role-Aids” line of AD&D-compatible materials, this boxed set introduced numerous epic-level spells, going all the way up to level 15! It should be noted, however, that this boxed set was printed before Netheril: Empire of Magic, and so has its epic-level spells scale differently (e.g. there are no 12th-level spells that will make you a god the way karsus’s avatar will). Nevertheless, for the sake of completeness they’re listed below:

10th-Level: Dual identity, twisted path.

11th-Level: Glory everlasting, minions.

12th-Level: Saving grace, unbearable insight, unnatural fortitude.

13th-Level: Bane divine, blight, enslave the sky, entropy unbound, exclusive essence, knell of darkness, manifest destiny, open gate, persistent rebirth.

14th-Level: Celestial realignment, doom inexorable, genesis.

15th-Level: Greater apocalypse.

Quest Spells

Introduced in the Tome of Magic, quest spells are divine spells of exceptional power that deities will grant to their priests under exigent circumstances. Priests can receive a quest spell without being epic-level, however; the Tome of Magic outlines that priests can receive a quest spell at as low as 10th level (though 12+ is more typical)! Several more quest spells were introduced in The Book of Priestcraft, with each one being specific to a deity of the Birthright campaign setting.

Interestingly, the alternate progression charts for characters in Netheril: Empire of Magic placed quest spells as being something gained via advancement, allowing the strongest priests (level 40+) to receive and use quest spells as a matter of course, instead of deities granting them to higher-level followers in response to notable events. It also had a table showing what quest spells were granted by each deity in that sub-setting.

Note that, in AD&D 2E, the highest level of divine spells that could be granted to clerics, druids, and other full-progression divine spellcasters depended not only on the priest’s level, but also on the strength of the deity. Various near-divine entities could only grant spells of up to 4th level (and often with additional restrictions), demigods could grant spells of up to 5th level, lesser deities could grant spells of up to 6th level, and intermediate and greater deities could grant spells of up to 7th level (the highest level normally available in AD&D 2E). This created a question of which deities could grant quest spells.

While the Tome of Magic is silent on the issue, The Book of Priestcraft lists quest spells for all of its deities, including lesser deities. However, the Greyhawk Player’s Guide states that only greater deities can grant quest spells. (I also distinctly recall – but cannot locate – a question in Dragon magazine’s “Sage Advice” column where Skip Williams stated that only greater or intermediate deities could grant quest spells. Note that the “Sage Advice” column in Dragon #182 says that Dark Sun priests – elemental clerics, druids, and templars, can all receive quest spells.) As such, individual DMs will need to make a final ruling, there.

Quest Spells: Abundance, animal hordeavani’s resuscitation (TBoP), avatar form (TBoP), circle of sunmotes, conformancedaythief (TBoP), elemental swarmerik’s animal compulsion (TBoP), etherwalk, fear contagionhaelyn’s wisdom (TBoP), health blessing, highway, imago interrogation, implosion/inversion, interdictionkriesha’s cursed quest (TBoP), laerme’s emissary (TBoP), mebhaighl touch (TBoP), mindnet, planar quest, preservation, revelation, reversion, robe of healingsera’s blessed luck (TBoP), siege wallship of tears (TBoP), shooting stars, sphere of security, spiral of degeneration, stalker, storm of vengeancetattoos of protection (TBoP), transformation, undead plague, warband quest, ward matrixwarlords of cuiraécen (TBoP), wolf spirits.

Psionic Enchantments

Although presented under the slot-based system of spell memorization, the psionic enchantments of the Dark Sun setting – presented in Dragon Kings and then reprinted (albeit only for the arcane spells, and even then only a few) in Defilers and Preservers: The Wizards of Athas – are different enough to warrant their own section. (The rules for priest characters above 20th level are reprinted in Earth, Air, Fire, and Water, but not the actual spells themselves.)

What makes psionic enchantments so different is the requirements to cast them. Rather than needing exotic components or lengthy preparation times (though these are also oftentimes needed), characters must reach 20th level in their requisite spellcasting class AND be a 20th level psionicist! More than that, however, they must also have begun to transform into an advanced being: an elemental (clerics), spirit of the land (druid), avangion (preserver), or dragon (defiler). Such beings are the only ones capable of utilizing psionic enchantments. As such, while it’s technically possible that characters beyond the Dark Sun setting could learn to use these spells, it’s unsurprising that such a thing has never been seen.

10th-Level (arcane): Abrasion, advanced domination, defiler metamorphosis, defiling regeneration, defiling stasis, dome of invulnerability, enchanted armaments, enslave elemental, immediate animation, just sovereign, life extension, magical minions, magical plague, masquerade, mass fanaticism, mountain fortress, pact, preserver metamorphosis, prolific forestation, prolific vegetation, pure breed, raise nation, recruitment, reverse loyalties, rift, rolling road, undead’s lineage, wall of ash.

8th-Level (divine): Alter climate, create oasis, forever minions, hasten crops, reverse winds, wild weather.

9th-Level (divine): Air of permanence, disruption, mountainous barrier, pocket dimension, prolific vegetation, storm legion.

10th-Level (divine): Cleanse, insect host, planar vassal, prolific forestation, rift, silt bridge.

True Dweomers

Presented in Dungeon Master Option: High-Level Campaigns, true dweomers are quite clearly the ancestor of D&D Third Edition’s epic spells. Both utilize guidelines and tables to allow players and DMs to construct custom spells of great power, usable by wizards or priests. Although High-Level Campaigns compares these to psionic enchantments (calling the latter a formalized development of the former), in fact the two are quite obviously different in virtually every regard.

Other than the example true dweomers in High-Level Campaigns, we don’t see any others…for the most part. One partial exception stands out, however. In Reverse Dungeon, it’s possible for characters to locate the spells invoked devastation and rain of colorless fire. Initially stated as being “9th-level wizard spells that […] have only one-third chance to learn,” a parenthetical note says to use true dweomers from High-Level Campaigns if that book is in play. Both are limited recreations of the original versions, and although they’re not presented with full write-ups, they do have enough described about them to make use of them in a game (though, given the utter annihilation both unleash, including killing the caster, that’s not saying very much).

True Dweomers: Hurd’s obligation, kolin’s undead legion, kreb’s flaming dragon, kreb’s stately veil, nazzer’s nullification, neja’s irresistable plea, neja’s toadstool, neja’s unfailing contempt, ratecliffe’s deadly finger, tenser’s telling blow, wulf’s erasure, wulf’s rectification, yunni’s herald.

War Magic and Battle Spells

Introduced in the Birthright Campaign Setting, and expanded with naval war magic in Cities of the Sun (the latter of which was reprinted in Naval Battle Rules: The Seas of Cerilia), war magic sounds like an incredibly powerful form of new magic. In fact, “war magic” is an entirely artificial distinction, one made solely by Birthright’s mass combat rules. Specifically, “war magic” is the term for existing spells that are large-scale enough to have an effect on mass combat; any other spells cast are simply too insignificant to be represented under the mass combat rules. War magic is broken up into categories based on their effects on a mass combat scenario. The list of war magic spells can be found on war cards #94-101 in the Birthright Campaign Setting.

Transmutations: Transmute rock to mud, transmute water to dust, dig, move earth.

Fogs: Wall of fog, fog cloud, pyrotechnics, solid fog, obscurement, control weather.

Massmorphs: Massmorph, hallucinatory forest, mass invisibility.

Hallucinatory Terrain: The hallucinatory terrain spell has its own war card in the Birthright Campaign Setting explaining its effects in battles.

Walls: Wall of ice, wall of fire, wall of stone, wall of force, wall of iron, wall of thorns.

Blesses: Bless, chant, prayer.

Wizard Spells (D – attacking unit is destroyed): Cloudkill, death fog, prismatic spray, incendiary cloud, meteor swarm, prismatic wall, prismatic sphere.

Wizard Spells (R – attacking unit is routed): Fireball, lightning bolt, ice storm, death spell, delayed blast fireball, symbol, power word stun, power word kill.

Wizard Spells (F – attacking unit falls back): Phantasmal force, improved phantasmal force, spectral force, fear, advanced illusion, chaos, permanent illusion, programmed illusion.

Priest Spells (D – attacking unit is destroyed): Fire storm.

Priest Spells (R – attacking unit is routed): Call lightning, flame strike, blade barrier, fire seeds, creeping doom, symbol, earthquake, holy word.

Priest Spells (F – attacking unit falls back): Pyrotechnics, insect plague, sunray, illusory artillery, spike growth, spike stones.

The following listings are from war cards #CS91-CS98 in Cities of the Sun (reprinted as war cards #SC44-SC51 in Naval Battle Rules). These are specifically with regard to naval war magic, meaning that they target ships and crews rather than ground-based armies. While these have some overlap with the war magic spells listed above, there are enough differences (i.e. spells being added, deleted, and moved between categories, as well as aggregating wizard and priest attack spells into a single entry) to warrant listing them separately here:

Crew-affecting Spells (D – attacking unit is destroyed): Cloudkill, death fog.

Crew-affecting Spells (R – attacking unit is routed): Blade barrier, chaos, symbol, mass charm, fear, prismatic spray, death spell.

Crew-affecting Spells (F – attacking unit falls back): Confusion, pyrotechnics, insect plague, web, rainbow pattern, hypnotic pattern.

Illusions: Phantasmal force, improved phantasmal force, spectral force, advanced illusion, permanent illusion, programmed illusion.

Fog: Wall of fog, fog cloud, pyrotechnics, obscurement, control weather.

Movement Spells: Control weather, control winds, gust of wind.

Barriers: Solid fog, wall of force, lower water, otiluke’s freezing sphere, wall of ice.

Bless: Bless, chant, prayer.

Turn Wood: The turn wood spell has its own war card, allowing the caster to move a single vessel one “battle area” in the direction of their choice.

Attack Spells (D – attacking unit is destroyed): Disintegrate, incendiary cloud, meteor swarm, fire storm.

Attack Spells (R – attacking unit is routed): Fireball, lightning bolt, delayed blast fireball, wall of fire, chain lightning, call lightning, produce fire, fire seeds.

Attack Spells (H – attacking unit is damaged): Flame arrow, melf’s minute meteors, warp wood, flame strike.

Battle spells – listed in The Book of Magecraft and The Book of Priestcraft – are a related category of war magic, in that a “battle spell” is a mass combat variation of a spell that would ordinarily not have an effect on large-scale battles. So while a magic missile spell would not have any notable effect on a mass combat, rain of magic missiles would. Both books list the methods by which battle spells may be researched (and improved upon). Battle spells do not take up a higher level than their tactical counterparts, but often require greater components to cast. Moreover, the books mention that battle spells are not made for a small-scale tactical engagement, and that DMs will need to adjudicate when a situation is or is not a mass combat encounter.

In the listings below, the parenthetical number indicates the spell’s level:

Wizard Battle Spells: Charm unit (1), rain of magic missiles (1), glittering shower (2), rolling fire (2), flying troops (3), monster unit summoning I (3), slow unit (3), aura of invulnerability (4), enchanted weapons (4), stoneskinned army (4), animate army (5), shadow troops (5), wolf in the fold (5).

Priest Battle Spells: Erik’s entanglement (1), avani’s asylum (1), oaken strike (1), turn undead unit (1), barkskinned unit (1), charm unit (2), hammer storm (2), animate army (3), dispel battle magic (3), haelyn’s holy warding (3), cure unit (4), ruornil’s silver robes (4).

Elven High Magic

The idea of elves having a form of subtle yet supremely powerful magic is one that predates D&D. However, while the game was quite comfortable with nodding in that direction, the demihuman level limits for elves caused a contradiction between what was alluded to and what was possible under the game rules. Insofar as the Forgotten Realms was concerned, the answer to that was that elves had a powerful form of ritual magic known as “High Magic.” While typically used as a background element, game rules for High Magic were finally presented in Cormanthyr: Empire of the Elves, another product in the “Arcane Age” line.

High Magic rituals are, at the top end, extremely powerful, but this is balanced by extremely stringent requirements and heavy backlash effects on the casters. Rituals are divided into three categories (from weakest to strongest): Solitude, Complement, and Myriad. Each ritual has two listings, the first in Elvish and the second being the Common translation. Both are given below:

Rituals of Solitude: Adoessuor/”The Reverie of Ages,” Akh’Faen’Tel’Quess/”Life of Duty, Form of the People’s Need,” Daoin’Teague’Feer/”Starshine Upon the People,” Evaliir’Enevahr/”The Song of Evenahr,” Kai’Soeh’takal/”Skin and Breath of the Wyrm,” Ol’Iirtal’Eithun/”Flights of True Mark, Arrows of Art,” Saloh’Cint’Nias/”Gift of Alliance,” Theur’foqal/”Summoned Shield, Conjured Screen,” U’Aestar’Kess/”One Heart, One Mind, One Breath,” Vuorl’Kyshuf/”A Message on Birds’ Wings to Silver.”

Rituals of Complement: Ahrmaesuol/”The High Revival, Restoration,” Ghaatiil/”The Traveling Path,” Ialyshae’Seldar’Wihylos/”Sacraments of the Seldarine Blessing,” Fhaor’Akh’Tel’Quess/”Tribute of One’s Duty to the People,” N’Maernthor/”Hidden Homeland,” N’Tel’Orar/”Corrosion/Erosion,” Oacil’Quevan/”The Forms of Unity and Age Among Forests,” Quamaniith/”The Vow Tangible,” Suyoll/”The Revival.”

Rituals of Myriad: Arrn’Tel’Orar/”Storm Erosion,” Elaorman/”Place from All Around and Nowhere, Home of Summoning,” N’Quor’Khaor/”The Banishing, Binding Outside of the People’s Lands,” Uaul’Selu’Keryth/”The Sundering, At War with the Weave.”

Realm Spells

Realm spells are another type of large-scale magic found in the Birthright setting. Initially presented in the Birthright Campaign Setting – with more found in The Book of Magecraft and The Book of Priestcraft – realm magic requires that a wizard or priest not only have a divine bloodline, but also have mastered a domain and formed a connection to it. Casting a realm spell requires a realm with enough inherent magic (or enough devotional energy, for priests), sufficient gold, enough of a connection to the land, requisite personal power, and a month of time. But as exacting as that is, the results can be well worth it.

Realm spells do not have spell levels. Instead, each requires a sufficient character level (that is, level of wizard or priest; these days we’d call it “caster level”) in order to cast, among other prerequisites as listed above. In the listings below, the parenthetical numbers indicate the necessary character level in order to cast each realm spell.

Wizard Realm Spells: Alchemy (1st), dispel realm magic (1st), scry (1st), subversion (1st), battle fury (2nd) (TBoM), coffer credit (2nd) (TBoM), detect ley line (2nd) (TBoM), inflame (2nd) (TBoM), royal facade (2nd) (TBoM), trace ley line (2nd) (TBoM), demagogue (3rd), ley trap (3rd) (TBoM), mask ley line (3rd) (TBoM), mass destruction (3rd), summoning (3rd), transport (3rd), gold rush (4th) (TBoM), protect source (4th) (TBoM), regent site (4th) (TBoM), death plague (5th), feign destruction (5th) (TBoM), protect ley line (5th) (TBoM), stronghold (5th), warding (5th), defection (6th) (TBoM), legion of dead (7th), ley ward (7th) (TBoM), raze (7th), shadow block (8th) (TBoM), deactivate ley line (9th) (TBoM), enhance source (9th) (TBoM), deplete mebhaighl (10th) (TBoM), siphon mebhaighl (12th) (TBoM), sunder ley line (12th) (TBoM), poison source (16th) (TBoM).

Priest Realm Spells: Bless army (1st), bless land (1st), dispel realm magic (1st), investiture (1st), protection from realm magic (1st) (TBoP), true believer (1st) (TBoP), holy war (2nd) (TBoP), magical tithe (2nd) (TBoP), maintain armies (2nd) (TBoP), blight (3rd), population growth (3rd) (TBoP), ward realm (3rd) (TBoP), bless holding (4th) (TBoP), conversion(4th) (TBoP), excommunicate (5th) (TBoP), honest dealings (5th), legion of dead (5th) (TBoP), erik’s mighty forests (6th) (TBoP), one true faith (12th) (TBoP), consecrate relic (16th) (TBoP).

High Sciences

Unlike everything mentioned up until now, the high sciences are not a form of magic. Rather, they’re psionic in nature. This is not an insignificant point, as psionics – initially presented in PHBR5 The Complete Psionics Handbook, and later updated in Player’s Option: Skills & Powers (with the updated rules being reprinted in the Dark Sun Campaign Setting Revised and Expanded) – in AD&D 2E are very different from magic, and the default is that they don’t interact with each other unless something says that they do.

While psionics are used in psionic enchantments (listed above), those are more magical in nature than psionic. Rather, psionic enchantments utilize a character’s psionic abilities to hone their mind to handle stronger magical powers (to paraphrase what it says in Dragon Kings). However, high sciences – presented in The Will and the Way – are entirely psionic in nature. Each one of the apex of a particular psionic discipline, and only a single-classed psionicist can attempt to learn one (so would-be users of psionic enchantments should become a psionicist first in order to learn a high science, and then dual-class). Even then, they can only learn the high science for their primary discipline, and learning it requires intense research. Each one is listed below, with its associated psionic discipline noted parenthetically.

High Sciences: Cosmic awareness (clairsentience), elemental composition (psychometabolism), mass contact (telepathy), megakinesis (psychokinesis), planar transposition (psychoportation).

Bonus: Immortal-Level Spells

Everything up until now has been with regard to AD&D Second Edition, largely because that’s the only edition that really had magic that went above and beyond standard spellcasting…with one exception.

The Immortals of (what’s now called) Basic Dungeons & Dragons, or BD&D, were initially introduced in Set 5: Immortals Rules. While this provided rules for PCs to ascend beyond mortality and become gods (strictly speaking the Immortals were said not to be gods, but in practical terms this was a distinction without a difference), it had comparatively little to say about what magic Immortals used, largely restricting itself to how mortal spells could be invoked via expenditures of an Immortal’s innate power.

This was tweaked when the Immortal-level rules were revised in Wrath of the Immortals. While these rules still kept the ability of Immortals to directly invoke mortal spells (often with a few upgrades), this set introduced Immortal-level spells, being magic that only Immortals could learn and cast. These spells are as follows:

Immortal-Level Spells: Bestow, conceal magical nature, create species, detect immortal magic, hear supplicants, immortal eye, increase spell duration, power attack, probe, probe-shield, reduce saving throw, shape reality, transform.

Conclusion

With eight different listings for AD&D 2E and one for Basic D&D, these represent the sum total of what could reasonably be considered “epic” magic in pre-Third Edition D&D. As noted at the beginning of the article, there are plenty of other magic systems out there for AD&D 2E – such as the rune magic of vikings and giants, for example – but these are the ones that push the limits of what magic (and psionics) is normally capable of under the game rules. If you plan on using them in your game, take care that they don’t make a mess of your campaign, as using epic magic without due consideration can result in a catastrophe of epic proportions.

Tails of Equestria – Character Levels and the Mane Six

June 18, 2017

One of the most enjoyable parts of an RPG adaptation of a popular series is seeing how it stats out the characters from that series. That’s because – since RPG fans are inveterate tinkerers who want to quantify their fantasies so as to better understand (and so enjoy) them – this lets us get a better handle on what they can do. With that level of concrete information, we can evaluate them in more objective terms; this forms a more stable foundation that we can hang new possibilities on, and so let our imaginations run (even more) wild.

Tails of Equestria, with its stats for the Mane Six, is no exception to this.

Pony Power Levels

Chapter 11 goes over the process of gaining levels. In brief, a PC (pony character) gains a level every time they finish an adventure, regardless of how many sessions that takes. Experience isn’t tracked; it’s one level per adventure, period. (Mini-adventures, such as The Gift Horse, are typically meant to be dropped into their full-length counterparts as an extra scenario, rather than being treated as full adventures in-and-of themselves.)

Gaining a level if a fairly simple process in Tails of Equestria. You increase one of your traits by one die size (and, if it’s Body or Mind, increase your Stamina points accordingly). You increase all of the talents that you used during the adventure by one die size (which means that canny players will try and find a way to use as many of their talents as they can during the adventure). You increase a single talent that you didn’t use by one die size OR learn a brand new talent at D4 value. You might choose an additional quirk, though this isn’t recommended.

That’s pretty much it.

The chapter also notes that characters that reach level 10 should typically be retired. Adventures for ponies beyond that point are “epic quests” due to the scope of the challenges that ponies of such a high level will likely face. (I also can’t help but note the amusing irony that ponies above level 10 are, essentially, “epic-level” characters.)

Naturally, this leads us to wonder if the Mane Six – whose stat blocks are on pages 136-137 – are epic-level ponies. At a glance, it’s not immediately obvious, since their stat blocks don’t list their character levels. Luckily, we can reverse-engineer their stats to figure out what level they are; while this can’t be done with their talents (since those are only raised if they were “used” or not during adventures, and so can’t be reliably measured), their traits have starting values and rates of increase that are set.

All 1st-level characters in Tails of Equestria start with a D4 and a D6, which they can place in either their Mind or Body traits as they choose. Their Charm trait always starts out as a D6. Finally, earth ponies – thanks to their Stout Heart racial talent – always bump up their Body value by one die size. In other words, we know what the total value of a 1st-level character’s traits will be. Since we know that characters always bump up a single trait by one die size when they gain a level, we can subtract this from a character’s starting trait values to figure out what their level is.

How does she not have “Being Awesome” as a talent?

For example, Rainbow Dash has Body D20, Mind D10, and Charm D10. Regardless of how she arranged her initial Mind and Body trait values (i.e. whether she started out with Body D6 and Mind D4, or Body D4 and Mind D6), we can chart the number of die increases she’s received, and the number will be the same either way. In this case, her current traits represent nine increases over a 1st-level character’s trait values…meaning that she’s level 10.

Some quick calculations show that this is the same for Applejack, Pinkie Pie, Fluttershy, and Rarity; all are level 10 characters.

Twilight probably should be the same, but there’s a bit of an issue with saying for certain. If we judge her by the starting trait values of a unicorn (since she was one originally), then she’s received ten increases, rather than nine, which would make her a level 11 character. But as I noted previously, she should likely have the Stout Heart talent of an earth pony, due to her alicorn nature. Since having this talent automatically increases your Body trait by one die size, that would mean that Twilight has only gained nine increases, and so is a level 10 character, the same as her friends. That strikes me as being more in keeping with her character (even if she has had several adventures on her own, such as the events of Equestria Girls and Rainbow Rocks).

Naturally, this leads us to wonder what – out of over a hundred-fifty episodes – these nine adventures have been that raised the Mane Six’s levels. It’s tempting to consider the major two-parters that constitutes most of the season premieres and finales up through the beginning of season six (the earliest that Tails of Equestria can reasonably be set, since it references Flurry Heart), but not all of the Mane Six participated in those (e.g. the events of the season five finale, The Cutie Re-Mark – Parts 1 & 2).

Epic Ponies

By now it’s fairly obvious why the rules recommend retiring a character that hits 10th level: a unicorn or pegasus that hits 14th level (or an earth pony that hits 13th level) will be able to max out all of their traits as D20s! What happens if they continue gaining levels after that? Well, the rules don’t say, but they do give us a hint…

Several creatures have multiple dice for a trait, such as how the ursa minor has a whopping 3D20 for its Body trait! More relevant to ponies is that Zecora’s (p. 135) traits are Body D12, Mind D20+D6, and Charm D20. From this, we can infer what happens for ponies that want to increase their traits past a D20 value: they start adding a second die! As per Zecora’s stat block, second dice for the Body or Mind traits count towards your total Stamina points.

Presuming that Zecora started out with the trait values of a typical pony (i.e. a D4 and D6 for her Mind and Body stats and a D6 for Charm), then her current trait dice make her a level 15 character!

A second die for a trait – which I’ll go ahead and say should always start at a D4, just like a new talent – is most likely treated similarly to how you use talents in conjunction with traits. That is, you roll both dice at once, and take the highest value rolled; you do not add them together. So if Zecora were rolling her Mind trait, she would roll a D20 and a D6, and take whichever rolled the highest (if she were using a relevant talent,  such as Keen Knowledge: Potions (D20), she would roll that as well, taking the best result from all three dice). Having a second die therefore means that you’re much less likely to have bad rolls (this will become more true if you continue to increase your second die’s size). GMs should probably strictly enforce the note on page 87 that no trait should be more than two die sizes above any other…though ironically Zecora herself, with her Body D12 and Mind D20+D6, is breaking that guideline!

These same rules should apply for talents that are increased beyond a D20 as well. Note that any trait or talent that reaches a D20 value – let alone gets a second die – is no longer able to use the Exploding Hoof technique (page 57); when you’re already rolling a D20 normally, rolling a only single die in hopes of getting maximum die value so that you can roll the next larger die is pointless.

In the event that a character ends up with 2D20 and still wants to increase the die value, then they can add a third in the same way, with potentially no limit to the number of dice that can be gained, though at that point you’ve likely gone well beyond what the book would consider to be epic adventures!

For a character that powerful, becoming an alicorn is likely something of an afterthought.

Tails of Equestria – Suggested Errata

June 10, 2017

So I imagine that my longtime readers (all four of them) are wondering why I haven’t had anything to say about the official My Little Pony: Friendship is Magic RPG, Tails of Equestria, up until now. After all, I’ve made quite a few posts about ponies in RPGs up until now, so why not a peep about the game since it released a few weeks ago?

In fact, I’ve been eagerly anticipating the game since it was first announced, and have already gotten a copy and reviewed it on various other websites. I haven’t mentioned it here simply because I use this blog for making more substantive posts than simple reviews, such as posting sample builds, suggesting variant rules, or mentioning some changes that I think should be made. This post is one of the latter, as there’s a (somewhat minor) issue that I noticed:

There seems to be an error in Twilight Sparkle’s stat block.

Before going any further, I should note that – as with all RPG systems that I talk about here – familiarity with the game rules is assumed. Use the link to the aforementioned review for an explanation of how the Tails of Equestria game rules work.

Pages 24-29 lay out the characteristics of each of the three pony types, noting that each has a racial talent at a D6 value: Fly for pegasi, Telekinesis for unicorns, and Stout Heart for earth ponies. Page 30, which briefly covers alicorns (and flat-out says that you can’t play one) says that they combine the characteristics of all three types of ponies: “Alicorn magic is not fully understood, but it is known that Alicorns have the magical powers of the Unicorns, the flying abilities of the Pegasi, and the strength of the good, true-hearted Earth ponies.” That seems to suggest, in other words, that alicorns should have the talents of each type of pony.

On page 137, however, Twilight only has two of them: Telekinesis (D20) and Fly (D6).

“She is Twilight Sparkle. Equestrian. She will not complain, so I complain for her.”

While it’s a bit odd that her Fly talent is so low – that would mean that, since becoming an alicorn (presuming that she gained her Fly talent as a D6 and not a D4, which seems like a reasonable assumption), her ability to fly has never been “used” during an adventure, since every talent you use is automatically bumped up by one die value when gaining a level (see page 87) – that she doesn’t have Stout Heart at all is a notable oversight.

That’s because, as outlined on page 25, the Stout Heart talent represents the only time in the entire game where you modify a die roll via elementary arithmetic: in addition to bumping your Body trait up by one die size, Stout Heart lets you roll the die associated with it (that is, the die associated with the Stout Heart talent itself) and add the result to any test that uses your Body trait. That’s the only time addition or subtraction are used in the game; all other mechanical interfaces with the rules rely on changing the number of rolls you get, how many dice are rolled, or the size of the dice being used.

This means that Twilight not having Stout Heart listed among her talents isn’t a purely academic notation; she’s actually (albeit slightly) reduced in what she can accomplish under the game rules. Most likely, she should have this at a D6 value, the same as for her Fly talent. Hopefully this will be corrected in future printings.

Eclipse and Psychic Magic

May 26, 2017

Pathfinder is often hailed as being “3.75,” a moniker that it comes by honestly. However, as much as it kept the central components of 3.5 alive, it altered or eschewed several of the peripheral elements. One of the more notable instances of this is in how Pathfinder has discarded psionics in favor of psychic magic.

Presented as filling the same conceptual niche as psionics, psychic magic has several differences from arcane or divine magic. So how easy is it to use with Eclipse: The Codex Persona? To answer that, let’s take a look at the various aspects of psychic magic and see how well they can be translated over.

Neither Arcane Nor Divine: The rules for psychic magic state: “Psychic spellcasters aren’t affected by effects that target only arcane or divine spellcasters, nor can they use arcane or divine scrolls or other items or feats that state they can be utilized by only arcane or divine spellcasters.” This is a distinction that can be taken as-is. The magic progressions in Eclipse (pg. 11-14) determine things such as spells per day, spells known for spontaneous casters, and how broad your spell list is. Determining what type of magic buying levels in a progression represents is a separate consideration – much like determining which ability score is tied to your spellcasting – and so has no CP cost.

Thought and Emotion Components: The single largest difference between psychic magic and other kinds of magic is that it doesn’t have verbal or somatic components. Rather, it has thought and emotion components. What’s important here is what the text says about how these correlate to each other: “If a spell’s components line lists a somatic component, that spell instead requires an emotion component when cast by psychic spellcasters, and if it has a verbal component, it instead requires a thought component when cast by psychic spellcasters.”

This tells us that psychic spells are still using components; they’re just using ones which introduce different possible interferences to casting spells. Specifically, spells with emotion components can’t be cast when under the effect of a non-harmless emotion or fear effect, and spells with a thought component have all of their concentration DCs increased by 10 unless the spellcaster spends a move action focusing their mind immediately before casting. The text also notes that there are special metamagic feats to alleviate these restrictions, just as there are for verbal and somatic components.

At a glance it might look like these limitations are easier than traditional verbal or somatic components, but if we think about it that’s really not the case. After all, being affected by non-harmless emotion or fear spells is hardly something that happens less often over a character’s adventuring career than being grappled. Likewise, you’re likely to make concentration checks far more often than you are to be affected by an area of magical silence. So in this regard these aren’t really problems.

What’s more notable – and only obliquely covered in the psychic magic rules – is that psychic spellcasting doesn’t need inexpensive material components; only expensive ones, and focus components, are required. Moreover, it indirectly indicates that psychic spells can be cast in armor (mostly by way of saying that it’s not subject to effects specific to arcane magic, such as armor’s arcane spell failure chance).

So how can we represent all of this in Eclipse?

While the swapping of verbal and somatic components for thought and emotion components would seem to indicate that this is simply an alteration of the Components limitation (p. 11), that isn’t the case, hence why armor can be freely used and minor material components aren’t necessary. In fact, this is a minor variation of the Conduct limitation, representing a high grade of personal mental discipline, similar to the faith-based aspect of divine spellcasting, though not focused around any religious traditions.

Sentimental Substitution: One often-overlooked aspect of psychic magic is that it allows for a tiny bit of flexibility where expensive material components (but not foci) are concerned: “When a spell calls for an expensive material component, a psychic spellcaster can instead use any item with both significant meaning and a value greater than or equal to the spell’s component cost. For example, if a spiritualist wanted to cast raise dead to bring her dead husband back from the grave, she could use her 5,000 gp wedding ring as the spell’s material component.”

Unlike the previous entries, this represents something above and beyond what most other forms of spellcasting normally can do. Components are still components, for example, but this ability allows for characters with it to have more options than those that don’t. As such, this one is going to actually have a cost associated with it, since greater flexibility represents an advantage under the game rules.

Being able to substitute another item of equal or greater value for an expensive material component, so long as it’s one of notable personal value, can be represented via Privilege for 3 CP. That’s not very costly, but then again this is only a minor bit of flexibility. Plenty of GMs, for example, seem to hand-wave changing 5,000 gp worth of coins into a 5,000 gp diamond for casting raise dead.

Undercasting: Psychic spellcasters can – when casting a spell that has multiple versions of a different spell level each (e.g. summon monster I, summon monster II, summon monster III, etc.) – choose to cast that spell and invoke a lower-level effect. “For example, a psychic spellcaster who adds ego whip III to his list of spells known can cast it as ego whip I, II, or III. If he casts it as ego whip I, it is treated in all ways as that spell; it uses the text and the saving throw DC for that spell, and requires him to expend a 3rd-level spell slot.”

This is, quite obviously, a rather poor ability. As written, the psychic caster is giving up a 3rd-level spell slot in order to use a 1st-level version of the 3rd-level spell in question, but there’s no reason given for why they’d want to do that. While there might be certain situations where you’d want to restrain the power of an effect you’ll unleash, there’s no inherent benefit presented in this example. At least when you cast summon monster III as though it was summon monster I you get extra creatures as a result.

Given just how poor of an option this is, the best way to represent undercasting in an Eclipse game is simply to throw it out in favor of metaspells (p. 30). As written, that requires that characters purchase the metaspells in question, but as with purchasing spells directly with Character Points (p. 11) you can instead simply have them be available in the setting for characters to buy (with gp), steal, discover, or otherwise acquire, though this should require some care on the GM’s part. Either way, this isn’t an option that should be directly tied to psychic spellcasting.

With that, all of the salient aspects of psychic magic have been covered. As we can see, not only is it not at all difficult to make use of this style of spellcasting under Eclipse, it’s not even that expensive to build a psychic spellcaster compared to their arcane or divine peers. The entire net cost is 3 CP for a tangential ability that, if not wanted, can be easily discarded while keeping the rest.

And that kind of character customization is what Eclipse is all about.

Divine Inflation

April 16, 2017

It was recently pointed out to me that Pathfinder deities – not necessarily the deities of Golarion that Paizo uses, but any deities written for a Pathfinder game – have had the bar raised on the information they “need” to have included. Traditionally, the bare minimum you needed was only the following:

  1. Clerical Domains: Self-evident in their necessity, every god has clerical domains that reflect their various portfolios. Traditionally, any god will always have the alignment domains that correspond to the non-neutral portions of its alignment. Pathfinder has stated that, for their setting, true gods have five domains, whereas demigods and other quasi-divinities (e.g. archdevils, empyreal lords, etc.) only have four.
  2. Alignment: This is necessary so that clerics (and other classes, such as warpriests) can follow the “one step away” rule with regard to their alignment and their deities. This also goes for things like the prohibition on casting spells with an alignment descriptor opposite of part of their deity’s alignment.
  3. Favored Weapon: In Pathfinder, clerics et al automatically gain proficiency with their deity’s favored weapon. This also matters for a few tidbits here and there, such as the spiritual weapon spell.

That’s technically all you’re required to have, in terms of game mechanics that are necessary for potential PCs. Obviously, most entries will want to flesh that out with things like the deity’s areas of concern, holy symbol, etc. But those three are the main things that the game rules are concerned about insofar as what’s salient with regards to PC character sheets.

But the ever-expanding options that Paizo has put out has resulted in numerous other options for PCs with a strong focus on the divine. The result is that there are now quite a few other things that deities can offer, meaning that what options a particular god makes available now needs to be taken into consideration when presenting new deities. This can be tricky, if for no other reason than because some of these options are quite easy to overlook. These include:

  1. Subdomains: The most popular of the optional divine rules, subdomains represent a twist on a domain, typically to make the god’s domains more closely match their portfolio. Each subdomain is tied to a particular domain, and if the deity offers both than you can choose whether or not to take the subdomain when you take the parent domain; if a particular subdomain is not offered, then you can’t select it. Interestingly, the Inner Sea Gods book clarified that a god can offer a subdomain but not the parent domain; that allows you to take the parent domain as modified by that subdomain, but not take the unaltered domain. Paizo has also established, for their setting, that true gods offer six subdomains whereas quasi-divinities only offer four.
  2. Animal and Terrain Domains: These are domain options that can only be taken by druids (though a particularly-focused nature-adherent that gets domains might be able to choose them also). The tightly-focused aspect of what sort of characters these apply to means that not all deities might offer these, which will characterize several of the other options found here. A god of urban development, for example, probably won’t have any of these domains.
  3. Inquisitions: These are essentially clerical domains without granted spells, offered as specific choices for members of the inquisitor class, though a cleric (or similar class) could take one in place of a domain if they really wanted to. While it’s odd to consider, the presentation of the inquisitor class seems to imply that – unlike druids or paladins – they’re universal with regards to what deities have them. It’s odd to think of an inquisitor of a deity of peace and tolerance, but apparently they’re out there!
  4. Mysteries: Including mysteries here is a bit of a stretch. The flavor text for oracles specifically says that they draw their power from multiple patron deities who support their ideals, rather than any single god. However, I’ve also seen that particular bit of fluff overlooked or ignored quite a few times…possibly more often than I’ve seen it followed. To that end, having deities include specific mysteries seems like a “better to have it and not need it”-type thing. If you really want an oracle that’s dedicated to a single deity, having specific mysteries for them is a nice touch.
  5. Paladin Oaths: While these are all technically variations of the Oathbound Paladin archetype, each oath is essentially an archetype unto itself. Given that these are explicitly tied to compatible deities – rather than being secular variations of how particular (orders of) paladins operate – it’s self-evident that deity presentations have these, albeit only for gods that would have paladins in the first place.
  6. Variant Channeling: Not all deities are concerned with healing the living and harming the undead (or vice versa). Variant channeling offers alternate channeling options based around the theme(s) of a deity’s portfolio. Given that channeling is ubiquitous, and rather iconic, among clerics and similar classes, listing what variants are available should be remembered much more often than it is.
  7. Witch Patrons: This is another dubious inclusion. I’ve spoken before about the possibility of a witch’s patron being a deity, but that remains nebulous at best. I prefer to look at it this way: if divine spells can be granted by non-deities (e.g. demon lords, fey elders, Great Old Ones, etc.), then why can’t deities be a kind – though not the only kind – of patrons granting arcane spells to witches?
  8. Deific Obediences: This one feat typically requires more work than any of the other options here. Open to potentially any character regardless of class, this feat requires that every deity not only have their own obedience bonuses and requirements to achieve them, but also expanded benefits for the evangelist, exalted, and sentinel prestige classes…which I suspect leads to a lot of GMs either disallowing those classes or ripping off the expanded obedience entries in Inner Sea Gods wholesale.

As a note, I haven’t included spirits – the shaman class’s version of domains – here because shamans are explicitly stated to turn to spirits as an alternative to gods. If, however, you think that spirits should be more closely tied into the divine hierarchy, it may make sense to treat gods as having dominion over certain types of spirits as well.

That’s quite a lot, and more than virtually any divine entry bothers to include. That’s a shame, because not presenting those listings essentially locks out – or at least puts the onus on the GM to invent – those options for players that want to know the full range of what their deities offer. More than that, expanding that information helps to present (albeit in a rather metagame-y way) the manner in which the gods make their influence felt in the game world.

And that’s without getting into things like a deity’s preferred planar ally.

Eclipse and Skills

January 28, 2017

I’ve said many times before how much I enjoy Eclipse: The Codex Persona (along with its “sister” books The Practical Enchanter, Paths of Power, and Legends of High Fantasy). To my mind, it’s nothing less than the culmination of the “options, not restrictions” credo that was the hallmark of the d20 System. Even other point-buy character generation systems can’t match the flexibility and creativity that Eclipse allows for.

Nowhere is this more evident, to my mind, than with how it reinvigorates the use of skills for d20 characters. For class-based characters, skills tend to be little more than an afterthought; something to be noted only for what little combat-related mechanics they have, directly or indirectly. Most often, they’re used only for detecting ambushes (and, more rarely, clues) via sensory skills, getting hints about monster abilities via knowledge skills, and making useful items via crafting skills (oh, and bards using performance skills for a few of their powers).

Everything else is extremely vestigial, to the point where they’re taken for little more than personal flavor reasons. That’s not inherently bad, of course; “personal flavor” is another term for “role-playing,” after all. But it’s a shame that they can’t also be more useful at the same time. When you only have so many skills points, you shouldn’t need to choose between putting them in skills that are flavorful, and those that are actually useful.

Normally I’d make some example characters to show off a particular application of Eclipse, but in this case I’m going to take a page out of KrackoThunder’s book and overview various abilities directly. What follows isn’t meant to be comprehensive, if only because Eclipse allows for its abilities to be altered, modified, and changed in myriad ways to suit a player’s needs for their character(s). A given ability might require more Character Points than you have at your current level, but in all likelihood it’s not going to be impossible to make.

Part 0: The Skill System

While Eclipse is focused on decoupling various class-level groupings of abilities, there’s absolutely no reason why this can’t be done for the skill system itself in an Eclipse-based game. While there’s no reason why you can’t just make use of an existing skill system from 3.5, Pathfinder, or any other d20 System, it’s worth examining what other options are available so as to better tailor the kind of game you want to run.

This is an area that’s distinct from a particular character’s progression. While various abilities give characters the ability to interact with a given skill system in a different way, the way that skills (normally) work is distinct unto itself. Consider the following:

What skills are available? First and foremost, consider what skills are actually available for characters to take. There’s quite a few available, ranging from 3.0 to 3.5 to Pathfinder to d20 Modern to Thoth’s condensed skill list. Even the D&D Fifth Edition skill list could be used! Note that you can put things that would normally be Occult Skills (q.v.) on the standard skill list if they’re fairly common in a particular campaign. If magic items and magic shops are everywhere, to the point of being everyday facts of life, then it might make sense for Craft (precepts) to be a normal skill on the campaign’s skill list.

What to do about class/cross-class skills? Even if you go with a standard skill list, the question of “class” and “cross-class” skills are impossible to ignore when using a classless character generator. Eclipse addresses this (p. 9) with two recommendations: 1) that every character start off with 12-18 “relevant” (e.g. class) skills based on their character’s theme (but notes that skill-based characters “often” have more), and 2) that spending 6 CP to buy ranks in an “irrelevant” (e.g. cross-class) skill makes it into a class skill.

Even here, there are some judgment calls that need to be made. For one thing, when deciding how many relevant skills a character will have, you’ll need to address skills that have sub-skills. For example, can a character have Knowledge as a relevant skill, or are Knowledge (arcana), Knowledge (dungeoneering), Knowledge (engineering), etc. each a separate skill, some of which might be relevant for them while others aren’t?

What other specifics does the skill system use? Will it allow for maximum ranks equal to character level across the board, or will it allow for (level +3) for relevant skills and (level +3)/2 for irrelevant skills? Will 1 CP purchase 1 rank for all skills, or will it purchase 1 rank for relevant skills and 1/2 rank for irrelevant skills? Do characters gain quadruple (or even some other) number of skill points on things that grant bonus skill points at 1st level? Do certain skills grant skill synergies when you have enough ranks? Do ranks in all skills cost an equal number of CPs to purchase, or are some skills more expensive than others?

What Eclipse tweaks will you use, if any? Finally, consider some of the other options listed on pages 9-10 of Eclipse. Will you include skill specialties (note that this is different from “specialization”), where 1 skill point is worth a +3 bonus on a particular application of a skill (e.g. a +3 bonus to making swords with Craft (weapons))? What about specific knowledges, where somewhere from 1 to 3 skill points (depending on the knowledge in question) is worth a +15 bonus regarding an extremely specific subject (e.g. a single type of monster, such as the dryad, rather than all fey)? Or “unfamiliarity” penalties to untrained skills, which can be bought off for several skills with 1 skill point? These (and the few others listed there) can all help to offer interesting tweaks to how skills work in your campaign.

Remember that, with Eclipse, a skill’s “total bonus/score” is a measure of not just the bonus derived from ranks, but from ALL non-magical permanent modifiers. So your ability score modifier, bonuses from abilities like Professional (q.v.) or Skill Emphasis (q.v.), Pathfinder’s +3 to relevant skills that you have ranks in, etc. all count towards that.

Part 1: Drawbacks

Not all modifications to how a character uses their skills will necessarily be positive. Some of the disadvantages (pg. 18-20) are either skill-specific, or can be made to apply to skills and skill checks.

Remember, disadvantages that don’t cause any trouble for a character are not worth any CPs. While it’s natural for a character to try and work around their flaws, the point of that is that those flaws come up, in order to be worked around, in the first place. Taking penalties to your Swim skill is worthwhile in a temperate setting that has a coastline; it won’t earn you anything on a desert world.

Accursed: This is the “catch-all” disadvantage, and can be applied in a variety of creative ways. Consider taking it so that skill and ability checks automatically fail on a natural 1 (without automatically succeeding on a natural 20), possibly with the caveat that you can’t re-roll such a result (e.g. with Luck, q.v.).

Blocked: While the text for this disadvantage says that it’s typically used for things like a particular magical school or racial ability, you could take it so that you’re completely cut off from one particular skill, automatically failing checks made with it. This would be the disadvantage to take if your character couldn’t swim, for example.

Illiterate: This disadvantage has a special cost, separate from the pricing guidelines for other disadvantages. While this disadvantage technically should stop a character from purchasing any skills related to reading (e.g. Decipher Script, Forgery, etc.), it’s interesting to consider allowing a character to purchase ranks in those skills in anticipation of eventually buying off this disadvantage (and automatically failing all such checks until they do so). Such a character would essentially undergo an extreme, almost savant-like “awakening” to their new area of knowledge.

Incompetent: You take a -5 penalty to one skill in particular, or -3 to any group of skills that are related to a particular theme. This seems like a less-bad version of what you could get with Blocked (q.v.), which makes it awkward that they’re worth the same amount of CPs for taking them. The reason for this is that, unlike with Blocked (or Inept, q.v.), the GM selects which skill(s) this is applied to. Whereas a player is going to want to put their disadvantages where they feel their impact the least, a GM is far less likely to be so inclined (and will usually do just the opposite).

Inept: You take a -2 penalty to all skills that are keyed to a particular ability score modifier. Notice that neither Strength nor Constitution are available as modifiers for this disadvantage, nicely avoiding what would otherwise be an easy way around this particular disadvantage. While it doesn’t explicitly say so, I’d recommend applying this to ability checks that use the linked ability score as well.

Unlike many other skill-related disadvantages, Inept has the potential of hitting a character where it hurts later on in their career. Thanks to all of the potential new skills that can be accessed via Eclipse, it’s entirely possible for this to apply to something like Martial Arts (q.v.) or Rune Magic (q.v.) that end up being based on the linked ability score.

Outcast: While this doesn’t refer to skills directly, I’d recommend that this cause massive penalties on social skill rolls with members of the affected group. Possibly even automatic failure on such checks. Exceptions might exist with regards to who doesn’t shun/hate/fear you, but these will be designated by the GM.

Poor Reputation: While this looks similar to Outcast (q.v.), there are several important differences that need to be noted. The first is that this one has a static, defined penalty, which means that you can overcome it if you raise your bonuses high enough on your social skills. That’s to be expected; if you work long enough, hard enough to counter your poor reputation, you’ll probably succeed eventually.

Also, keep in mind that being an Outcast is likely due to you being subject to some sort of institutional prejudice, whereas having a Poor Reputation is typically due to something that you’ve (purportedly) done. As such, this disadvantage will likely follow you around; if you want to get someplace where your reputation hasn’t reached yet, you’ll likely need to work hard – after all, if you can get there, so can other people who’ve heard about you.

And of course, this disadvantage calls out that your associates will also take a penalty for associating with you. A canny GM won’t forget to bring that up.

Showman: While the initiative penalty is the most immediate concern, remember that this grants anyone looking into your current activities a +3 bonus. That might not seem very high, but it’s essentially a reminder that you can’t help draw attention to yourself. You’re the person that other people’s – including your enemies’ – Gather Information checks will be about.

Uncivilized: While this disadvantage’s description notes that you’re essentially from a tribe that hasn’t developed complex cultural, social, economic, or other institutions, this is really more of a “fish out of water” disadvantage. The key to remember is that this isn’t just about things being different, but rather that other societies are operating along principles that your own hasn’t discovered yet. This means that if your civilization hasn’t discovered magic, or only has a primitive type of magic, you’ll take penalties to skill checks to use magic such as Theurgy (q.v.) or Thaumaturgy/Dweomer (q.v.).

Unluck: Despite what the text says here, I doubt that it’s intended to make you automatically fail skill or ability checks on a natural 2, since you don’t fail those on a natural 1. If you want that to apply, consider taking the Accursed (q.v.) disadvantage as well.

Untrustworthy: Similar to other “social penalty” disadvantages, this is likely to hit you hard on skill checks within its scope. The difference between this and other such disadvantages is that your penalties apply only to issues of trustworthiness. You might automatically fail Bluff checks, or example, but you’ll have no problem paying for healing at the local church.

Vows: It’s interesting to note that this disadvantage openly admits that it can work in your favor, with a +3 bonus (or -3 where appropriate) versus something that would make you break your vows. This doesn’t negate the restrictive nature of your Vows, nor the penalty you’ll take for breaking them, but it’s still worth leveraging where you can. For example, if you’ve taken a Vow of silence, you’ll probably be taking penalties to most social interaction skill checks, but you’ll gain a +3 bonus on saving throws against spells or other abilities that would compel you to speak.

Part 2: Abilities

Here is where we examine the meat of what Eclipse can do for your character’s skills. As noted above, this is only a sampling of what you can potentially do. Variants, along with specializing and/or corrupting abilities, can lead to all sorts of possibilities beyond what’s listed here.

One of the oft-overlooked strengths of Eclipse as a whole is that it allows for multiple ways to achieve a given effect, oftentimes for different costs. This is because, as a modular toolkit for building characters, it’s expected that some options will be modified or even outright banned for various campaigns. Most of the time, you won’t have all options in the book “on the table,” hence page 197.

Acrobatics: This ability lets you make a single skill check (the one with the highest DC) when performing several physical stunts. Although the text doesn’t say so, this is typically going to be limited to what you can do in a round. So if you to move quickly across a tightrope (effectively DC 25; actually DC 20 with a -5 penalty for moving your full speed), then leap over a 15-foot alleyway (DC 15), and over the head of an enemy on the snow-covered roof on the other side without provoking an attack of opportunity (DC 30; actually DC 25 +5 for an icy surface), you’d only need to make that last check.

The benefit here is obvious; only having to make one roll cuts down on your failure chances, since unless you have your skill bonuses high enough to succeed even on a roll of 1, multiple checks means multiple attempts to get a critically low roll and fail before completing the sequence of actions. However, there’s another aspect to this that needs to be taken into account:

The benefit that this ability accords a character is based on two different factors: how many different skills it consolidates, and what bonus the character has in the one skill that’s used (e.g. the one with the highest DC in the sequence). Because of these, the value of this ability will fluctuate depending on the skill list being used in the campaign (which isn’t very surprising; all abilities will have their relative worth vary according to the details of the campaign).

In the sequence of events described above, for example, using a skill list based on 3.0, 3.5, or d20 Modern would mean that the skill checks required would be (respectively) a Balance check, followed by a Jump check, followed by a Tumble check. Moreover, this would only be helpful (in the above situation) if you had a decent bonus in Tumble, as that has the highest DC. If you put more ranks into Balance or Jump, you’d essentially be negating those skills…which has the interesting effect of making you look for ways to increase the DC, so that you can use your highest skill bonus on the unified roll.

But in Pathfinder, all of those would be made with a single skill (which, ironically, is also called Acrobatics) anyway, meaning that you’d be using the same bonus each time. (Note that, in this case, the DC for moving through the enemy’s threatened square would be 5 + their CMD, and so it might not be the highest DC, not that that matters here.) So this ability is far less useful in a game that uses Pathfinder skills…though it’s still helpful to only have to make one check rather than three.

For some extra fun, combine Acrobatics with some effects that increase your movement rate and the Split Movement ability, making your character’s combat options much more cinematic. Throw in the Lightfoot modifier to this ability, along with Mana with Reality Editing, and you’ll effectively be a wuxia fighter.

Action Hero: This has multiple options, each of which can affect your skills.

Heroism can be applied to skill checks, but compared to options such as Luck (q.v.), it’s hard to dedicate a limited resource like Action Points to doing so. Essentially, most skill checks won’t be critically important to the point of needing to bump them up with an Action Point instead of just re-rolling or taking a natural 20 the way Luck lets you. That said, if you’re extremely skill-focused, consider specializing this ability in skills only for double effect. That, together with Luck and some skill booster options, can get your checks up to truly stratospheric levels.

Stunt has no need to be talked up. Being able to temporarily grant yourself an ability you didn’t have before is universally applicable. Just buy one of the other abilities listed here when you really need it, presuming you can get it for 6 CP (remember, a lot of abilities are universal, and so can often be specialized to apply only to skills, either for half-cost or double effect, depending on how expensive they are).

Crafting is a bit of a head-scratcher. It says that it lets a character “with the appropriate skills and abilities” expend Action Points to overlook time and XP costs involved with crafting things (you still need to pay the relevant GP costs, however). The ambiguity comes from whether or not you still need to make the actual check(s) involved. The implication here is that you do – the point of this ability is to get around the downtime requirements involved in crafting, and so craft on the go – but on the other hand it’s awkward to think that a bad check result could see you wasting potentially lots of Action Points, which are a limited resource to begin with. Personally, if the player is willing to spend the APs on a big crafting project, I’d say that substituted for a successful check.

Invention allows a character to essentially transcend the skill system altogether. Creating entire new technologies is usually beyond what any particular skill check can do. Someone else who uses your new technology might need to make a skill check to do so, presuming that they can at all; it’s entirely possible that the skill in question doesn’t exist or is extremely restricted, depending on how many Action Points you paid to allow the technology to spread.

Influence strikes a balance between the previous two options. Like Crafting, it dovetails with a particular type of skills, in this case social skills. But like Invention, it lets you largely move beyond what they’re capable of. Most social skill checks are for short-term favors or conversations, often with strict limits on what you can get an NPC to do for you. With Influence, you can spend Action Points to move beyond that, without needing to make a skill roll. In fact, you technically don’t need any bonuses in any social skills at all to use this ability, perhaps reflecting something like bribery, blackmail, or other forms of influence beyond being diplomatic or deceptive.

Adaptation: This is the ability to take if you want to avoid skill (and other) penalties from being in a hostile environment. It won’t negate any damaging or lethal effects, but if you’re spending a lot of time in a place that’s requiring skill checks where none would normally be called for (e.g. checks to avoid losing your balance in an arctic environment), or penalties to checks that you want to pump up, use this.

In all likelihood, however, you won’t need to purchase this directly, simply because most games either aren’t primarily set in such a hostile environment, or will supply a method to overcome it if they are (e.g. you’re playing a race that has this ability as part of their racial traits). If you need this ability in the short-term, using something like Action Hero/Stunt in order to pick it up (if you can’t use something else, such as a spell, to achieve a similar effect).

Adept: Eclipse openly states that this ability is one of the most powerful in the book, and it’s right to do so. Being able to buy skill ranks at half-price, for four skills no less, may not sound very strong, but it is. Essentially, you’re taking around 80 CP worth of skills, and paying 6 CP to be able to buy them for 40 CP instead. That’s well over a levels’ worth of savings! You’ve now freed up a tremendous amount of CPs that can be spent elsewhere, which is where this ability’s value comes from.

To make things really crazy, buy Adept along with Fast Learner (q.v.), with the latter specialized for double effect/only for skill points, and corrupted for two-thirds cost/only for Adept skills. You’ve now paid 10 CP, and in return the four chosen skills will automatically max themselves out at each level. That’s 10 CPs spent for 80 CPs’ worth of skills. GMs be warned if you see your players abusing this trick.

Assistant: Using the “aid another” action is one of the least “sexy” actions you can take, since you’re essentially giving up your turn to make someone else slightly better at something. There’s even a check involved in doing so, albeit one that’s so low that it’s essentially a pro forma thing.

Paying 6 CP to double your bonus isn’t really that attractive of an option either. Really, the only way to make this worthwhile is if you increased the bonus. Insofar as skills are concerned, specializing this to apply only to skill checks means that (if you pay the full CP) you can double the effect, so you’ve changed the +4 bonus into a +8 one, which is a lot more attractive. Corrupt it to apply only to a single skill, and that rises to an astonishing +12 when you aid another on that skill! (Every other aid another check you make will still be for a +2 bonus, though.)

This is part of the real usefulness of this ability (more for GMs than players): it has the power to turn someone into a mcguffin. Why does the Dark One want to kidnap the Radiant Princess so badly? Well, because she has this ability, specialized and corrupted as described above for Spellcraft, and then specialized again (normally a big red flag, but in this case useful as a plot device) to only apply to the Occult Ritual (q.v.) of Awaken the Primordial Devourer. So he if can snatch her and force her compliance, she’ll grant him a +24 on his check to perform the ritual and bring the evil god back to life! Boom, there’s an adventure seed right there.

Augmented Bonus: Like Adept (q.v.), this is one of the strongest abilities in Eclipse, letting you add a second attribute modifier to something. The text is fairly clear about how this affects skills, as the basic ability allows for adding to a skill or set of skills (e.g. adding your Wisdom bonus to Intelligence-based skills).

The far stronger use of this ability, however, is if you can take the Improved and Advanced modifiers so that you can apply this to your skill points per level. If you have a high attribute bonus, along with a high Intelligence, you can potentially gain huge allotments of skill points at each level for free! Given all of the other things you can do with skills in Eclipse, that’s a major reason for GMs to keep a close eye on this ability (which the text says to do anyway).

An interesting twist to adding a second attribute to your skill points per level is that this makes stat-boosting items for that ability score grant additional skill ranks, the same way Int-boosters do.

Berserker: As amusing as it is to consider, there’s no reason why you couldn’t take Berserker with regards to skills. The short-term nature of this ability means that you won’t be able to use it for long-term projects, and it might be hard to thematically justify using this power for mental skills (e.g. Knowledge checks), but there’s no reason why you couldn’t “hulk out” with regards to a physical skill such as climbing or jumping.

For a particularly useful way to apply this to a skill, tie it to Martial Arts (q.v.). Doing so immediately grants you several bonus abilities, and can represent a “second wind” or (more amusingly) you having a sudden flashback to a lesson that your master taught you that just so happens to be perfectly applicable to your current situation.

Blessing: Another ability that lets you sacrifice in favor of someone else, Blessing is surprisingly versatile as written, since it doesn’t seem to require that it be tied to any particular ability when you take it. In fact, it doesn’t seem to have very many limitations at all (which means that you can add those in by specializing and/or corrupting the ability to increase its effects or save on its price).

One way to put this to good use regarding skills is to grant other party members ranks in your Hide/Move Silently (or similar) skills, neatly solving the perennial problem of having a heavily armored character try to sneak past some guards, where a failure gets the entire party caught. Just remember that you lose those ranks while you do so.

Device Use: This ability doesn’t seem to have much purpose besides negating the need for Use Magic Device checks. Presumably it exists for those usage requirements that a UMD score can’t bypass, regardless of your check result, but anything that stringent probably wouldn’t allow for this ability to work either. You should probably only take this if there’s a category of items you think you’ll want to use with some degree of regularity, but can’t normally activate, and can’t take ranks in UMD…that’s pretty freaking specific, though.

About the only other use for this ability I can see is to package it into a racial build, where your race counts as another for the purposes of activating a particular item. Normally, counting as a member of another race would be something I’d set to Privilege, but activating a category of magic items – with no other modifiers or considerations – might be slightly beyond that.

Enthusiast: Gaining 1 Character Point that can be reallocated every 72 hours doesn’t seem like a big deal (especially when you can’t spend this on specific knowledges (q.v.)), but here’s something interesting: notice the note on Create Artifact about how, for 1 skill point, you can know the “recipe” for how to make a unique magic item. Well, go ahead and use Enthusiast for that, and voila; the skill point that keeps on giving!

Beyond that, it works for several other quirks as well; skill specialties and negating untrained penalties are both great ways to reallocate where this 1 CP applies. And that’s without adding the Double modifier, let alone specializing it for something like skills.

Executive: This is the much more plausible way, compared to Blessing (q.v.), to grant skill bonuses to other people under your direction; at the very least, it can work on multiple individuals at once, and doesn’t require that you give up anything (save for an action to direct them). Interestingly, you don’t need to have any ranks in the skill that you’re providing a bonus to. So maybe you can’t actually Stealth at all, but by god you can help everyone else do it better!

What’s more notable here is that you can grant a bonus to all skill rolls devoted to accomplishing a particular task, rather than just a single roll. So if you’re coaching someone through catburglary 101, this will help with picking locks, disabling traps, hiding in shadows, etc. Naturally, you can specialize this for double effect if you restrict it to a particular skill.

The CEO modifier can apply this bonus to a large number of individuals, particularly if you purchase it more than once. It’s difficult to comprehend how you could apply such a skill bonus to several hundred, or even thousand, people working on concert; what exactly would they be doing in the first place? Maybe some sort of large-scale crafting project, or everyone is performing a spontaneously-synchronized dance number.

Finesse: This ability lets you swap out one ability score modifier for another in a particular regard, such as using your Wisdom modifier for your Charisma-based skills. The advanced version functions for something more common, such as the attribute that grants you your skill points per level.

This ability has costs that are largely commensurate with Augmented Bonus (q.v.), which begs the question as to why anyone would take this instead of that. The answer – leaving aside the aforementioned caveat that not all abilities will necessarily be available in any given game – is that there might be situations where you don’t want a particular ability score’s modifier to apply anymore. If you have an ability score so low that it provides a penalty, rather than a bonus, it makes more sense to swap it out for another ability score, rather than bring in another ability score’s bonus alongside it.

Guises: This ability exists largely to make the Disguise skill relevant in a world of magic. While using mundane disguises has long been a clever way of fooling abilities based purely around defeating magic disguises (e.g. true seeing), that only goes so far.

This ability, with its modifiers, covers a quite a range of mechanical effects. The basic effect, along with the Cultural modifier, target background details, essentially paying for the privilege of overlooking those issues. The Racial and Quick Change modifiers get into the uses of the Disguise skill, eliminating the penalty for disguising yourself as a different race, and using the Disguise skill as a move action rather than requiring tens of minutes, respectively. (I’d personally eschew the Racial modifier in favor of an Immunity (q.v.) to several of those minor penalties to Disguise, such as for race, sex, age, etc.)

It’s with the Mental Guise and Split Persona modifiers that this ability thoroughly transcends the mundane. The former defeats most magic that would penetrate your disguise, while the latter actually lets you move your skill points around when disguised (though only a little). This can be quite powerful if your disguise has exotic or unusual skills, such as a Martial Art (q.v.).

Hysteria: It’s easy to see Hysteria as a version of Berserker (q.v.) that grants less of a bonus and requires you to fuel it with magic or ability damage. However, Hysteria lets you apply its bonus to something different each time, so long as it fits with your chosen theme (e.g. magical, physical, or mental). To that end, skills are a viable choice, as the text itself notes. So this can fuel a concentration check to maintain a spell or your ranks in a particular magic skill (e.g. a particular Thaumaturgy, q.v.) if you’ve chosen magic, for example.

Immunity: Although it doesn’t look it at first glance, Immunity is one of the most versatile abilities in Eclipse, albeit one that requires more permission from the GM to use. With regard to skills, Immunity can let you potentially ignore various restrictions on the skill system itself. For example, you might have a character that’s immune to the limits of the Heal skill, or even immune to having to use a more-restrictive skill list in favor of a more consolidated one!

Inherent Spell: It’s easy to overlook this one in terms of what it can do for skill-based abilities. While lower-level spells that provide a modest boost to skills are probably better off being used with Innate Enchantment (q.v.), consider using Inherent Spell with a larger “bang for your buck” spell. Such a thing is typically going to be a spell that only applies a competence bonus to one skill in particular (see the “(Skill) Mastery (Various)” spell template in The Practical Enchanter, p. 14). Being able to use a mid-to-high level version of such a spell just a few times a day can, if set for a single skill, provide a serious magical boost.

If picking one skill is too narrow, try and take the greater invocation spell (The Practical Enchanter, p. 176). Limiting it to skill-based competence bonuses will let you make any version of a spell from the aforementioned spell template up to one spell level below the greater invocation spell, allowing for a huge degree of versatility.

Innate Enchantment: Innate Enchantments are typically used for unlimited-use use-activated spell effects, which makes anything above a 1st-level spell tend to be prohibitively expensive. As such, these are best used for buying some low-level skill boosting spells off of the various spell templates in The Practical Enchanter.

Of course, there are various abilities that nicely complement what’s here, allowing you to maximize the applicability of skill boosts taken this way. Empowerment can be taken to bump up the caster level (since you’ll need to have set it to 1 due to pricing issues). The Amplify Metamagic Theorem, typically bundled with sufficient Streamline to cover whatever effect you want and specialized and corrupted to only apply to skill-based Innate Enchantments, can increase the base effects heavily. And of course, if you can purchase an Immunity (q.v.) to your Innate Enchantments being dispelled, countered, or subject to antimagic, that effectively makes them extraordinary abilities, and so they’ll apply even to things like Rune Magic (q.v.).

Innate Magic: This is one of the abilities that seems to get passed over a lot, since it not only requires 6 CP to buy, but requires that you give up a spell slot to be able to convert the effect into a supernatural or spell-like ability, with various restrictions on the uses per day and level of the spell so sacrificed. It’s not a bad idea if there’s a particularly flashy spell that you use so regularly that you want to have it always be available, but for skill-boosting magic, it’s usually going to be better to use one of the previous methods mentioned, such as Inherent Spell (q.v.). While that might seem more expensive, it doesn’t require you to already have spellcasting abilities to give up (which are, ultimately, a much larger CP cost to buy).

Jack-of-All-Trades: Being able to gain an across-the-board +1 (or +2, if you buy the greater version) untyped bonus to all skills linked to a particular attribute isn’t bad at all for a potential skill monkey character. But this ability’s real draw is the Universal modifier, which essentially makes it so that you can use any skill (so long as it’s on the campaign’s normal skill list) untrained. If you’re getting massive bonuses to all skill checks, or even a large category of them, from some combination of abilities, that’s a must-have.

Journeyman: The ability to raise the level-cap to which you may buy a particular ability, even if only slightly, can potentially be a powerful ability. But in terms of raising the skill cap, there’s comparatively little reason to do so. Unless you’re trying to gain quicker access to something like the Epic Stunts modifier of Skill Focus (q.v.), there’s really no reason not to just buy other abilities that can grant bonuses, rather than raising the limit on how many ranks you can purchase.

Karma: This ability, particularly when specialized for double effect/restricted to skills, is notably narrative in nature. I’d recommend corrupting it as well, in that the bonus gained when you spend karma points needs to be narratively-tied to a previous act that gained you karma. Doing so firmly ties this ability to its theme, and it a great way to bring the focus towards heroic deeds that make a difference to people, rather than just killing things and taking their stuff.

Lore: Lore essentially gives you a Knowledge skill that trades off your needing to purchase ranks for it in exchange for its coverage of its chosen field being fuzzy enough that it’s essentially “what the GM thinks is appropriate.” Believe it or not, this is not nearly as bad as it sounds – most GMs are going to have lots of backstory that they’re looking to find a way to present to the PCs, and this ability is a very useful venue for doing that.

Luck: Being able to re-roll a failed check, or simply getting an automatic 20, is incredibly powerful, which is why any GM worth their salt will place restrictions on how much Luck can be bought. If you can get away with it, buy Luck with +4 Bonus Uses, specialized for one-half cost/only for skill checks, and you can make five skill checks per day that are guaranteed to give you the best results you can get, for only 6 CP.

Mastery: Being able to take 10 on skills that you normally couldn’t is one of those abilities that looks extremely attractive at first blush, but might not have as much use as you think. It’s usefulness will be directly proportional to how often you find yourself in a situation where – when making a given skill check – you have enough of a bonus for a roll of 10 to be (virtually) assured of success, but could still fail if you roll below that.

Since this ability applies to a number of skills equal to your Int modifier x 3 (minimum 3), you should pick the skills it applies to along one of two lines: either to skills that you think you’ll use fairly often, and so will keep (nearly) maxed out, or to skills that you’ll only apply a small bonus to, but only need to hit a static target. If you just want to make sure that you can get a high roll on those occasions when it’s absolutely necessary, take Luck (q.v.) instead.

Melding: This power is a bit of an odd duck. It seems to be its own version of the Cultural modifier to the Guises (q.v.) ability. The idea here seems to be that you don’t necessarily need to be in disguise to use this, though it can help with that. The major idea of this power seems to be that you won’t make any sort of cultural faux pas, and so might avoid some penalties to social-based checks. But between Guises and Adaptation (q.v.), it seems largely superfluous. Take it only if you want a convenient excuse for blending in to some foreign culture that you’ve never been to before, and which would apply major penalties for interacting with otherwise (e.g. “I happen to have written my thesis in Klingon Studies, so I’m quite sure I can lead the negotiations without starting a blood feud”).

Mindspeech: This ability needs to be discussed in terms of its Skill Sharing modifier. Being able to share up to 2 CP worth of skills and/or knowledge-based abilities to anyone you’re mindlinked to doesn’t, on its face, seem very worthwhile. Not only do you need to buy Mindspeech with the Mindlink modifier, but you then need to buy this one as well, and it only works for up to 2 CP of skill-based abilities…isn’t it better to just take Blessing (q.v.) instead?

Remember, however, that Blessing (even if you buy the ability to use it with multiple individuals) has limitations that this doesn’t. The big one being that you have to give away the ability you’re sharing while you’re using blessing, unlike here. Moreover, Blessing only works based on the difference in your abilities, whereas with this you could lend ranks in a skill to someone with more ranks than you (though you won’t be able to let them break their skill cap, or let the same bonuses stack).

More notable is that this doesn’t just apply to skills, but to “skills and/or knowledge-based abilities.” Depending on how you read that, it can apply to anything related to skills, so long as you can get it down to 2 CP. That means it’d only apply to abilities if you’ve specialized and corrupted them for reduced cost (or specialized and/or corrupted this ability for increased effect), but there’s a lot you can do with that.

If you have Rune Magic (q.v.) skills, for example, and the person you’re mindlinked to has some Mana and a high ability modifier in the same modifier that you’re using for your Rune Magic, consider granting them 1 rank each in [Rune] Casting and [Rune] Mastery. Presuming that their bonuses are high enough, that might be enough to let them use a 1st- or even 2nd-level effect. That’s not much, but if used creatively it might make all the difference.

Occult Skill: Being able to buy a skill that’s not on the game’s normal skill list is an incredibly versatile ability. Since Occult Skills tend to be more powerful than normal skills (hence why they’re restricted), this is essentially a collaborative effort between the player and the GM to design a new skill that goes beyond what mundane skills can accomplish.

Some examples of this, in addition to the book’s Shadow Walk skill, are Accounting (no, really), Legendarium, Gadgetry, or Glowstone Alchemy, Faith or Gathering, Dwarven Rune Mastery, Subsumption, or Identities, Foresight, Governance, Ninjaneering, Dreambinding, or Secrets, Minions, or various Equipment skills, Action skills, and more!

Poison Use: This ability won’t be used in most games, in all likelihood. Leaving aside that most campaigns have a tendency to ignore that 5% chance of poisoning yourself when applying it to a weapon/poisoning yourself when rolling a natural 1 with a poisoned weapon, the ability to make poisons tends to be a normal part of the Craft (alchemy) skill anyway. If you’re really worried about poisoning yourself, specialize this ability for one-half cost/doesn’t grant the ability to craft poisons, and make the Craft (alchemy) checks to make poisons as normal.

Presence: This is one of the better ways to grant skill bonuses (or penalties) to those around you. It’s extremely short-range, and lower-power, but is permanently active. Note that this isn’t an effect that you can change once you take it, at least not without a very good reason, so choose wisely what effect it has.

If you take the Improved modifier, you gain a +4 bonus to all social-based skill checks, albeit only in a way that reflects the theme of your Presence ability. This works well as another typeless bonus that should stack with virtually everything else, although the GM has discretion over exactly how and to whom it applies.

There’s an odd notation in the Improved line, saying that “unlike the basic effect,” the Improved modifier affects everyone you interact with. Presumably this is in reference to the 10-foot radius of the normal power. So you’d still gain a +4 bonus (if applicable) even if you spoke to someone across a river or through a magical scrying sensor.

Privilege: This ability doesn’t expressly grant any skill-related bonuses, but that doesn’t mean that it can’t. As a catch-all for having some sort of elevated social rank or similar benefit, Privilege can also be used for more esoteric forms of having a low-grade persistent advantage. If you’re a human and have Privilege/treated as an elf for type-based effects, for example, then you wouldn’t need to make a Use Magic Device check to activate magic items that are limited to elves only (which is why I was rather down on Device Use (q.v.) before). Of course, you’d need a good reason for why you have that ability in the first place, but it’s certainly viable.

Professional: Professional is one of the “big three” in terms of abilities that directly grant a bonus to a particular skill, with the other two being Skill Emphasis (q.v.) and Skill Focus (q.v.).

Despite being the ability that gives you the most bang for your buck – a +10 bonus for 6 CPs – Professional is probably not an ability you’ll see taken very often. That’s because it has an “early buy-in, late payoff” clause built into it. Since it only grants a +1 bonus every two levels, for levels gained after you buy it, this means that you not only need to take it at level 0 (essentially level 1, since level 1 subsumes the CPs you get at level 0), but won’t reach its maximum bonus until level 20, which most campaigns don’t ever reach.

Professional does become slightly more attractive if you specialize it for double effect, granting a +1 bonus every level to a maximum of +20, but this requires that you seriously limit how it applies to the chosen skill. This would be for something like Knowledge (engineering)/only for defensive fortifications, or Survival/only to follow tracks. If you don’t want to go quite that far, you could corrupt it (granting a +0.75 bonus every level, with any fractional bonus being rounded down), but that would require limiting it to more than one function of a skill, but not all of them, such as Handle Animal/only related to checks involving teaching or performing tricks (so it wouldn’t apply to checks to domesticate an animal, for instance).

Reputation: The positive version of the Poor Reputation (q.v.) disadvantage, this is essentially an ability noting that you’re famous.

The mechanics for this ability are two-fold. The first is simply a check to see if they’ve heard of you; this is distinct from Gather Information or similar checks – in essence, it’s sort of a special version of a bardic lore check to see if they are aware of who you are and some other basic facts about you. The second mechanic grants you a bonus (or penalty) depending on how much people like or dislike what your reputation tells them.

It’s notable that unlike Presence, this isn’t reliant on any sort of special aura the way that ability is. You can’t grant effects to the people around you, nor does directly conversing with someone subject them to any sort of effect that makes it easier for you to sway them. This is simply the consequence of having a famous name. Since this is a purchased ability, it will presumably work to your advantage more often than not, but there’s no helping that certain deeds are likely to carry a negative modifier with regards to people who’d naturally oppose them. A champion of the Heavens is unlikely to be popular with demons, for example.

Rider: The basic version of this ability functions as per the Mounted Combat feat, letting you make a Ride check to negate a hit on your mount once per round. This is a fairly straightforward translation, and there are several modifiers that mimic the rest of this particular feat-tree. Others go beyond, including the Vehicle modifier that lets you use these abilities for vehicles via a Pilot (or similar) skill check.

Of special note is how that modifier might, at the GM’s discretion, make the vehicle partially sentient, with basic mental ability scores. I suspect that this is meant to be indicative of cinematic tricks some vehicles are able to perform when their driver is making use of them (the reasoning being that they’d need to be alive to perform such insane stunts), rather than this making them like KITT from Knight Rider. After all, this ability by itself doesn’t let them speak.

Self-Development: It’s easy to overlook the basic version of this ability, since it’s the Improved version that increases an ability score for all purposes. Nevertheless, you can spend 6 CP to buy a +1 increase to an ability score for a single purpose only, such as its bonus to linked skills. True, this isn’t economical compared to most of the other ways you could pump up a skill bonus, but it remains a viable option after most others have been exhausted.

Skill Emphasis: Another of the “big three” direct skill boosters, Skill Emphasis is the cheapest option, providing a +2 bonus for 3 CPs. While less economical than Professional (q.v.), this is far more likely to be taken, as it allows for a more immediate bonus to be gained at less of an up-front cost than the former ability offers. By contrast, it remains more economical than Skill Focus (q.v.), though it has no modifiers to augment it as that ability does.

Skill Focus: The least economical of the “big three” skill boosters, Skill Focus has three levels at which it can be purchased, each of which gains you a +0.5 bonus per CP spent. The Mastery modifier is even less worthwhile, in terms of how much you get for the price you pay, but it’s there as an option if you absolutely need to raise your bonus even more. The Speed option is more useful, however, as it cuts the time required to use a skill in half. The text says that skills that require one round become a move action, but that raises some question as to what happens to skills that require a standard action; presumably they’re also a move action, awkward as that would be.

Overall, the best use of the above options is probably to spend 2 CP to buy a +1 bonus, because – presuming that the GM requires you to buy an abilities basic form before purchasing modifiers – that opens the door to what comes next: Stunts and Epic Stunts.

Stunts are, hands down, one of the best options you can take for skills in Eclipse. Although they require you to spend 2 Mana, or alternatively take 2 points of temporary ability damage, they open up a new world of options for the skill that you took Skill Focus for. All of a sudden, that skill can now access supernatural functionality above and beyond what it could normally accomplish. The DC will still be high, possibly insanely so, but it’s no longer impossible. Now you can make Intimidate checks against iron golems, use Sense Motive to detect invisible enemies by their “killing intent,” or make Tumble checks to move across an avalanche by leaping from rock to rock. Suddenly skills matter again.

If you don’t want to deal with ability damage whenever you use your chosen skill this way, try the following: take Mana, specialized/only for skill stunts, and corrupted/no form of natural magic. If you do that for reduced cost, you can buy 1d6 Mana for just 2 CP. If you do it for increased effect, you’ll receive 3d6 Mana for 6 CP. Either way, it’s a nice way to get some cheap fuel for this ability. In fact, this trick works for a lot of abilities that rely on Mana to power them, such as Rune Magic (q.v.) – just change what the Mana is specialized for, and you’re all set.

Epic Stunts, by contrast, essentially use the epic spellcasting system (albeit for any skill), requiring that you research each specific epic stunt, that you make a check to put it to use, and that you can only perform an epic stunt a number of times per day equal to your skill rank divided by 10. There’s a bit of a note here; although the text for this modifier specifically refers to “skill ranks,” you’ll need to determine if that’s being literal, or is meant to refer to the total non-magical bonus you have. If you want to keep this segregated to epic levels, then go with the former, but if not, then choose the latter (and if you use the former option with the Pathfinder skill system, make the +3 bonus for “relevant” skills be an exception, since otherwise this would be off-limits until level 24, rather than level 21).

Examples of epic stunts will vary wildly, since – as the epic spellcasting system demonstrated – developing each epic stunt will allow for them to vary wildly in power, from near-useless to completely broken. Some possibilities: using Sleight of Hand to pickpocket someone’s soul without them noticing as you pass them on the street, using Knowledge (history) to trace cause-and-effect relationships so thoroughly that you travel through time, or using Appraise to draw out the magical potential hidden within ordinary objects and temporarily change them into powerful magic items.

It’s worth remembering that you don’t need to limit Stunts and Epic Stunts to the campaign’s normal skill list, either. If you have skills such as Martial Arts (q.v.), magical skills such as Rune Magic (q.v.) or Thaumaturgy (q.v.), or Occult Skills (q.v.), those are all viable skills for which Skill Focus, and its modifiers, can apply. Just imagine what you could do then!

Spell Shorthand: This ability is only notable – insofar as skills go – for its Hieratics modifier, which not only gives you an inherent read magic ability, but as a consequence lets you prepare spells from someone else’s spellbook without needing to make a Spellcraft check. Essentially, this ability (like most of the rest of the modifiers for this ability) is concerned with the “fine print” regarding Spellcraft and spellbooks.

What’s more interesting is the italicized text right after this ability. This is another Eclipse rule, much like the ones for modifying skill points and checks near the book’s beginning, to make a single Spellcraft check (over two weeks of game time) to “master” a spellbook. Doing so lets you learn all of its spells, rather than needing to make separate checks for each one. It’s essentially an alternative version of Acrobatics (q.v.) just for this particular application of Spellcraft, except that it’s free.

Track: This ability, like Rider (q.v.), is a direct translation of a feat (of the same name, in this case). However, it allows for alternative applications, such as in urban environments or even tracking magic. The modifiers for this ability are notable, allowing for the tracked creature to be studied with insights ranging from impressive to absurd.

More notably, the Style modifier allows for even more alternative methods of tracking via special senses; creative players will use this in myriad different ways (e.g. “when you spend enough time in the water, you learn that its movement is never truly random; each motion is because something moved it. Eventually, you can learn to feel that displacement, if it’s recent enough not to have been degraded by other such ripples, and identify what caused it and from what direction.” This would allow for tracking via a Swim check.)

Travel: This ability by itself doesn’t have a skill application per se, but the Trailblazing modifier has one. Specifically, it allows for random encounters to be noticed ahead of time with a successful Survival check, letting them either be avoided or prepared for ahead of time. Improved Trailblazing enhances this, giving you a 3 rounds heads-up even on a failed check.

This is an area where I’d recommend GMs be flexible with what constitutes “random encounters,” since use of this ability shouldn’t be penalized due to a (rather arbitrary) technicality. The point of this ability is to notice potential ambushes or other encounters before they happen, so that countermeasures can be proactively taken. At the same time, remember that it’s not some sort of supernatural danger-sense; this ability is based around being able to scout ahead and notice tell-tale signs of incoming danger. It shouldn’t mean that characters suddenly know when an enemy wizard is about to teleport in (at least, not without something like a skill stunt via Skill Focus, q.v.).

From the “Combat Enhancement” abilities (pg. 50-55) section:

Blind-Fight: The GM will likely need to maintain a firm line against PCs trying to extrapolate that modifiers to this ability should grant them out-of-combat sensory abilities as well, something that would only hold true if they purchased Sense of Perception. An easy rationale here is that the PC has honed their fighting instincts, which tend to react subconsciously, rather than being proactively utilized.

Characters that do take Sense of Perception are now in a somewhat awkward position. They can sense the structure of matter around them, including things like heartbeats…but other characters can still Hide (as per the skill, or similar skills) from them. In fact, as written the only out-and-out bonus this applies is a +10 to find hidden spaces.

The disconnect here is narrative in nature, as it’s hard to justify how a character can hide themselves (e.g. perform an activity designed to obscure visual, auditory, and other sensory information) from someone with the ability to directly sense the composition of matter around them. You sort of know you’re not alone if you can determine that there are other heartbeats around you, after all. If you can sense a dense mass roughly the size of a person inside a cake, you’re not going to be surprised when someone jumps out of it.

One possible answer is to reframe what it means to use Hide and similar skills, under the auspices that such skills wouldn’t be worthwhile in a magical world unless higher results meant things such as slowing their heart, lowering their internal temperature, canceling out their scent, etc. But this runs the risk of buffing such skills for free, and effectively negating (or at least reducing the value of) Occult Senses and other abilities that are designed to defeat mundane hiding, for which the characters have paid CPs to acquire. Moreover, this would mean that the GM needs to determine exactly when Hide checks start getting into supernatural ranges. So this might not be the best idea.

My recommendation would be to make this ability detect hidden characters automatically, unless such characters had a plausible reason (e.g. some sort of extraordinary circumstance, beyond a normal skill check) to explain why they could remain hidden. Probably one of the most obvious would be to take Skill Focus (q.v.) with Stunts to explain how they can hide from supernatural senses, but this could also apply to things such as hiding in an area that makes you indistinguishable from your surroundings (e.g. getting lost in a crowd) or using alchemical disguises (possibly ingested) that make you “feel” like something else (e.g. a reverse radiocontrast agent).

Chain of Ki: The Third Hand modifier lets you essentially use a whip-like object as a natural limb, so if you really wanted to use Sleight of Hand to pickpocket someone from 15 feet away by manipulating a length of cord, you could. More notably, you could use this to make Climb and Jump checks with a whip with no penalties, Simon Belmont-style. However, there’s a limit to how far you can take this; if you want to use your full strength in this manner, you’ll need to buy the Strengthen modifier as well.

There’s likely to be some questions that come up if you upgrade Third Hand with Animation. Namely, while it can act on its own, the fact that it says it’s “per a small animated object” means that you’ll need to rule on if that means it can use skills or not, since animated objects as written have none (being mindless). My suggestion would be that it could use your skills, but limited only to physical tasks that it could reasonably accomplish.

Evasive: It’s easy to overlook this with regards to skills, but can be quite valuable if there’s a particular skill you’re fond of using in a fight that normally provokes an attack of opportunity. The text for this ability calls out using the Heal skill (e.g. to stabilize someone that’s dying), but other choices could be Escape Artist (e.g. to escape from a net; that would be an uncommon action) or Ride (e.g. to control a frightened mount; also an uncommon action).

Favored Enemy and Favored Foe: These two abilities are so similar  (being the 3.0 and 3.5 translations of the same ability) that I’m going to cover both of them at once. That’s very much in the vein of Eclipse, as its italicized notation likewise applies to both.

The essence of these abilities is that you gain bonuses to certain rolls under certain circumstances. Deciding what bonuses (or rather, what the bonuses apply to) is fairly straightforward; while damage and a handful of specific skills are traditional, there’s no reason that they can’t be rearranged. The circumstances under which they apply are more variable – against specific races/classifications of enemies are standard, but a favored variant is to have them only apply when in a particular area(s). The book even notes that bonuses for mental skills might only apply towards certain topics, etc.

Be wary of attempts to combine the small bonuses on disparate checks/rolls into a single bonus on one check. While that might be appropriate for something like Berserker (q.v.), abilities like that have built-in limitations on how long they can be used for (and pushing those limits tends to cost more). By contrast, Favored Enemy and Favored Foe automatically apply whenever their circumstances are met, with no additional costs and no other limitations. As such, you should be very wary about allowing for higher bonuses in exchange for a narrower range of what they apply to. If you really want to increase the bonuses, go for specialization or corruption (e.g. taking Favored Foe, with a variant for terrain/forests, specialized for double effect/taigas only).

Maneuver: This ability lets you defend yourself against an attack of opportunity with a Tumble (or whatever skill replaces that, if you use an alternate system) check against the attack roll, rather than relying on your static AC. Smartly, this ability is limited to once per round. Essentially, this ability opens up that use of Tumble against AoO’s, since normally that can only be done proactively.

It’s worth noting that this isn’t something you could do with Reflex Training, per se. Since that lets you take a specific standard action (or, technically, a move action) in response to a specific action occurring, the closest you could get would be to take a move action – using Tumble as you moved around – in response to an AoO. Though even then, I’d wonder if that was too common a circumstance to set Reflex Training against. Either way, if you want to avoid AoOs (and don’t want to take Block, which isn’t as crazy as it sounds), this is the ability you want.

 Part 3: Paths and Powers

Whereas the previous sections of Eclipse dealt with individual abilities, this portion of the book covers chains of abilities that effectively form their own sub-systems. While some have little to do with skills at all, several are (near-)totally built around skills, including multiple skill-based magic systems.

Skill-based magic systems present an interesting intersection of options, being able to be modified via most magic-altering abilities (e.g. metamagic theorems) as well as by most skill-altering abilities. This can allow for some incredibly potent options which creative players, including the GM, can employ, particularly since skill-based magic tends to be highly versatile in the effects that it can produce (though this tends to be in exchange for lower levels of direct power/complexity compared to slot-based magic progressions).

Channeling: Relatively few channeling options have skill-based abilities. The following are a few that do:

Dark Awakening – the first ability of the Hatred’s Weal path – allows for undead to be animated via channeling (and, in a rather intriguing note, for the user to animate themselves after their death). Undead created in this way can be influenced with social skill checks, according to the text. This is slightly awkward, because it would only be noteworthy for unintelligent undead; creatures with an Intelligence score can typically be influenced anyway. Moreover, this influence is limited to those undead that you’ve personally created (with this ability, no less). If all you really want is a way to use social skills on mindless undead, consider buying an Immunity (q.v.) to the inability to do so instead.

The Dark Veil – the third ability of the Hand of Darkness path – is explicitly stated to allow you to erase memories of yourself from those nearby with a successful channeling attempt. However, it also has some preceding text that talks about you essentially being forgotten by history; it’s difficult to tell if this is flavor text for the actual memory-erasure power, or if it’s something that actually happens, albeit gradually, when you select this power. If you think that it is, Gather Information and similar checks  made about someone with this ability will likely take penalties (or even be impossible) after enough time has passed.

Dominion: For 6 CP you can have a mystic connection to the land, accruing both personal and political power through your ability to influence things within your domain. Insofar as skills are concerned, the most direction application is via a Boost, which lets you add a bonus directly for a certain amount of Dominion Points. Slightly more curious is the Inspiration ability, which says that you may Inspire (as per the Mystic Artist (q.v.) ability) for one day per DP spent.

The thing is, the Mystic Artist ability to Inspire isn’t a single ability unto itself. Rather, “Inspiration” is a chain of abilities. What this means is that, presuming that you don’t need to meet the skill bonus minimums for each ability (and I have no idea if you do or not; I’m just guessing you don’t), you can essentially pick whichever Inspiration ability you want to use when spending Dominion Points in this way. So if you wanted everyone in your dominion to be more aware of what you do as king, you could spend a DP to grant everyone Competence (setting the +2 bonus to Knowledge (nobility and royalty)) for a day. Though that might not be the best option, since they still won’t be able to make that check untrained.

Martial Arts: This skill – which is actually an infinite number of sub-skills, much like Profession – is essentially the “skill-based magic system” for martial characters. Of course, that’s an artificial distinction; you can make a spellcasting martial art just fine, and the skill-based magic systems can be taken by characters that otherwise have no magic (presuming that they can scrape up the skill points). Still, as presented this section lends itself to martial characters first and foremost.

There are several notations in the opening for Martial Arts that are easily overlooked, particularly the rule that – while you can know more than one Martial Art – you can only make use of one at a time, switching between them as a free action. Just as importantly, you must use an established Martial Art to learn one that’s tied to an ability score; if a PC wants to invent their own style they can, but it won’t add any ability score modifier.

Rather intriguingly, this means that a character with an ability score penalty who wants to learn a style that would normally use that particular ability score is better off inventing their own Martial Art. That’s actually thematically consistent. If you’re extremely sub-par in a given area, then you’re probably going to need to go back to the drawing board and find a way to work around that. In practice, however, this will almost never happen; characters will simply choose a martial art focused on a different ability score (one with a bonus), or find a way to alter which ability score their chosen Martial Art is linked to (such as via Finesse, q.v.).

Insofar as actual Martial Arts abilities that are related to skills, as written the only one is Synergy, which grants you a +2 bonus to a chosen skill. Given that you only gain a new Martial Arts ability per 2 points of skill bonus, that makes this ability on par with simply buying the skill ranks directly (presuming that you can; e.g. it’s not a cross-class skill in a 3.5 skill system). Remember, you only gain that while actually using your Martial Art.

While not explicitly stated, there’s no reason that you couldn’t repurpose the Attack option, and possibly other options as well, to apply to skill checks with a particular skill instead of attack rolls. Theming a Martial Art around a skill check this way can create rather ridiculous results, giving you something like a Ranma 1/2-style “Martial Arts Craft (pottery)” that has you attacking wet clay to make pots out of it, or using Blinding Strike by slamming a pot over an enemy’s head, etc. If you don’t mind some wackiness in your games, you can have a lot of fun here.

Mystic Artist: The Eclipse version of “bardic music,” this 6 CP ability effectively makes any kind of Perform skill into a source of power. In fact, it doesn’t need to be limited to a Perform skill per se; the text slyly mentions Knowledge (architecture) as a viable application. That said, it does need to be focused around doing something that people can see, hear, or otherwise perceive; it’d take quite an explanation to justify Mystic Artist keyed to Sense Motive! Likewise, remember special Mystic Artist powers don’t necessarily use the same ability score that the associated skill does.

As a note, the text has a rather curious sentence at the bottom of page 84: “No matter how many different mystic artist skills a character has, only count the highest for the purposes of getting Basic Abilities unless the character buys the Mystic Artist feat again specifically for use with another skill.” From what I can tell, this is saying that if a character has Mystic Artist for a skill with various sub-skills (e.g. Perform), then they need to apply it to a particular sub-skill, and other sub-skills aren’t counted unless another 6 CP are spent to tie one of them to Mystic Artist as well.

Mystic Artist has a number of Basic Abilities that are related to skills as well: Competence is the second Inspiration ability (which was briefly discussed under Dominion, q.v.), and grants a +2 bonus to one type of roll, which could be used for a skill check. It’s a morale bonus, which isn’t quite as good as a typeless bonus, but still better than having it be, well…a competence bonus, since that’s the bonus of choice for most direct skill-boosting effects. Note that this ability says “to any skill check,” which strongly implies that this affects all skills; that’s a subtle boost, since a lot of abilities make you pick a specific skill.

Block, the first choice of the Synergy Abilities, lets you make a skill check as a saving throw for yourself and nearby allies. That’s a powerful ability, since skills tend to be far easier to buff than saving throws. Moreover, even if the blocked effect doesn’t allow a save, they need to make a Caster Level check versus your skill check, which in most cases means that they’ll lose. That might seem too good, but the balancing factor here is the relatively narrow area of application – how many times do you face sound-based attacks, for example?

Group Focus, the second Synergy Ability, lets you similarly substitute your skill check for someone else’s concentration check; this isn’t quite as strong, but is still likely to be helpful in certain cases (e.g. in Pathfinder concentration isn’t a skill). Moreover, this can alternatively bump up aid another actions by +2. If you’ve already pumped this up via Assistant (q.v.), then this can help that ascend even further.

Spirit Summons draws out a targeted creature so long as it’s in the area, but that’s not its major effect. Rather, this lets you add your Mystic Artist skill bonus to the results of a Diplomacy check, at least as far as negotiating and obtaining favors go. Needless to say, this is incredibly powerful…or at least it can be, depending on whether or not you limit what Diplomacy can do. Don’t forget that this only helps if you can make Diplomacy against a particular creature in the first place.

Distracting allows you to force others to make concentration checks, with the DC equal to your Mystic Artist skill check result, to be able to “focus on their tasks.” Presumably, this means that they can’t complete them while you use this ability, allowing you to interrupt virtually anything so long as the target can perceive you and has a crappy concentration score! Normally, you’d expect this to draw swift reprisal (“turn down that racket!”), but for some fun combine this with the Subliminal modifier, and all of a sudden they’re going to be distracted without knowing why.

The Hidden Way allows you to cast spells as part of performing your art, essentially bypassing the typical aspects of spellcasting (e.g. discrete verbal and/or somatic components, etc.), though I’d expect that it still requires expensive material and focus components. The text makes a distinction as to how this disguises your spellcasting, noting that it not only grants a +10 to the Spellcraft DC to determine what magic you’re working, “but usually won’t be noticed as spellcasting at all!”

This is notable because it seems to presume that Spellcraft is active, rather than passive. That is, you need to say that you’re trying to identify a spell/magical effect, rather than simply being able to roll automatically if there’s such an effect nearby that you could conceivably perceive. How your group rules on that may affect how useful you find this modifier.

Path of the Dragon: Among the strongest abilities in the book, Path of the Dragon only has a few powers that affect skills, at least directly. In fact, many of the more dramatic powers here, such as Heart of the Dragon, can be used for spells that have skill-related effects, but we’ll overlook that in favor of abilities that have some sort of direct interaction with the skill system, of which there’s only a few.

Kinetic Master notes that animating things from a distance imposes a -10 penalty when using them with skills such as Sleight of Hand, “which require tactile or close-up visual feedback.” Interestingly, while Will of the Dragon can boost the effective strength of this telekinesis, there’s nothing that can explicitly overcome the skill penalty. If you want to get around this, you’ll likely need either a special power that lets you project your senses, or an Immunity (q.v.).

Tongue of the Dragon allows for subliminal telepathy that grants, among other things, a +2 bonus to Charisma-based skills. Ironically, this applies to Use Magic Device (though any GM concerned with narrative applications obviously won’t allow that). More seriously, the skill bonus is the least of what this ability offers, but does a gain greater applicability if you have expanded what skills Charisma applies to (such as by Augmented Bonus, q.v.).

Ears of the Dragon is “receptive telepathy,” which seems to be the natural opposite (or perhaps extension) of Tongue of the Dragon. In either case, it grants a +4 bonus to Sense Motive, though that’s somewhat overshadowed by the continuous detect thoughts effect (to say nothing of automatically reaching into the minds of weak NPCs). According to a strict reading of the text, both Ears and Tongue can’t have their skill bonuses cancelled out by effects that protect from mental intrusion, but they probably should.

Awe of the Dragon allows for emotion-projection, with the “love” option granting an additional +2 to aid another checks. There’s a bit of ambiguity here, as to whether you can grant someone else an additional +2 when you “aid another” for them, or if you can grant someone else an additional +2 when they “aid another” for a third party (or, alternatively, when they aid you). By itself, that’s not very impressive, but it’s just one aspect of what this ability can do (and the “aid another” check need not be for skill checks anyway).

Taskmaster, the first of the four skills in The Way of the Dragon’s Craft, are where Path of the Dragon begins to directly affect skills, and the results are dramatic. Being able to divide mundane skills (and only those) by your Intelligence score means that you can accomplish results that would take days in hours, and tasks that would take hours in a few minutes. Since you can still work for up to eight hours on projects, this means that you can potentially accomplish monstrously huge amounts of work in no time flat…so long as they’re extremely simple, such as crafting some armor.

Hands of the Dragon is fairly mundane for what it offers, being a +3 bonus to all Craft, Knowledge, and Profession skills. Presumably, this is meant to be notable for the fact that each of these skills has (potentially infinite) sub-skills, all of which the character is now more skilled at. However, this would be the case for something that boosted all skills in general, or the appropriate ability score, etc. At this point, a small bonus, no matter how widely applied, isn’t the sort of thing that’s likely to be considered exciting.

Forge of the Dragon makes it so that you don’t need tools to craft (and those that you have grant bonuses). This is a power that’s stronger the more attention you pay to details, since GMs that hand-wave away needing things like needing equipment to craft, or allow for portable equipment, will make this something of a non-ability. If such things are strictly observed, however, then this can become a powerful ability indeed, since crafting that would otherwise be impossible now becomes viable regardless of whether or not the requisite tools are at hand.

Manufacture increases crafting speed ten-fold. Presuming that this stacks with Taskmaster (q.v.), you can conceivably create even large-scale projects in the blink of an eye if your check result is high enough. You still need the raw materials (especially if you also want to enchant what you make), but if you’re taking this power that’s probably not going to be a problem.

Ritual Magic: The first of the oft-mentioned skill-based magic systems, Ritual Magic is the simplest, requiring only a single page to denote. As the name suggests, this isn’t “spellcasting” per se, as the text allows for a Spellcraft check to be made to enact a major magical ritual. The key here is that the DC is meant to be astronomical to the point of near-impossibility…unless the PCs can acquire the various special components (which might be rare or even unique) to gain sufficient bonuses. Otherwise, they can try the ritual on their own, but there are penalties for failure (and even side effects on bare-success results), so it’s more likely that they’ll need to go and track down at least some of the ritual components

A subtle extension of this idea is that you can perform minor rituals as well. For these, there’s no real issue of side effects, mostly because the rituals being enacted are too trifling to warrant them (e.g. they have extremely minor game effects). This variability tracks fairly well, albeit not completely perfectly, with the rituals in Legends of High Fantasy.

Rune Magic: One thing that needs to be made immediately clear is that, despite the name, this magic system has nothing to do with runes per se. Rather, the name is an artifact from this magic system’s original presentation. (Typically, the theme replaces “rune” in the name of the associated skills; so someone taking Rune Magic for healing would list the skills as Healing Casting and Healing Mastery.)

My favorite of the book’s skill-based magic systems, Rune Magic offers an approach to spellcasting that’s not only low-powered, but also limited by theme instead of being “catch-all” the way standard d20 spellcasting is. While it is possible to cast extremely powerful spells via Rune Magic, it’s fairly difficult, as you not only need to have Mana to burn, but you’ll need to have raised your [Rune] Casting and [Rune] Mastery skill bonuses exceptionally high.

Doing so can be rather difficult, since this magic system flat-out disallows skill bonuses from spells, and bonuses from magic items are only at half-effectiveness. There’s a minor point of confusion with that latter rule, however; if a magic item only grants an indirect bonus – e.g. it provides a boost to an ability score, which indirectly bumps up associated skill bonuses – you’ll need to decide if that applies to a Rune skill’s bonus at full value or half-value.

With the possible exceptions of Ritual Magic (q.v.) and Witchcraft (q.v.), this is the go-to for martial characters that just want to “dip” into a magic system. That’s because Rune Magic’s limitations make it relatively cheap to buy up; you just need to raise the bonuses for two skills, and buy some Mana, and you’re set. Even modest cost-cutting measures for those will make it relatively easy to keep a single area of magic – maybe even two – at a level where it can still make a vital role, whether it’s for healing magic, defensive magic, personal enhancement magic, etc.

Spell Storing: An expanded set of options for crafting spell completion and spell trigger magic items, Spell Storing offers only a few instances of direct intersection with skills. Interestingly, there’s nothing here about Use Magic Device, which you’d expect to be a large point of notation – presumably that skill already covers all of the basic interactions one could have with items that store spells.

Magical Lore is an upgrade option that’s rather odd, as it builds in the possibility of activating items via a Spellcraft check. I call that odd because, as noted, Use Magic Device already does exactly that. The major benefit here seems to be that Spellcraft is a more common skill, and that the DC is [10 + (2 x spell level)], which is easier than with UMD (usually; a wand with a high-level spell that uses this modifier could conceivably have a higher DC than UMD’s flat DC 20 to activate).

Minor Ritual is the next option after Magical Lore, and requires that a multi-round ritual be enacted to make use of a stored spell. The text notes that this could require “even a skill check” to do. This will require some weighing on the part of the GM to judge exactly what the DC should be, since canny players will be weighing this against the DC of Magical Lore and Use Magic Device. Given the nature of this ritual, the DC will typically be lower – and will very often be for an odd skill, such as Perform (sing) or Sleight of Hand – but will need to be successfully made over several rounds in order to activate.

Thaumaturgy/Dweomer: Eclipse describes this as being the form of magic that was used before Vancian-style spellcasting – and psionics – were invented, which is the sort of in-world characterization that fires the imagination. It’s also noted as a rather complicated system for advanced players, which it is; it’s not coincidental that this skill-based magic system has notes at the end outlining the best way to utilize it.

The most difficult aspect of Thaumaturgy/Dweomer is coming up with eight skills (or more, but almost never less) that define different aspects of the chosen theme. Whether that theme is based on the effects or the method by which those effects are enacted is the main difference between thaumaturgy and dweomer, respectively, but that typically makes it no less challenging to invent eight new interrelated skills. Moreover, as the book notes, there should be a careful balance between skills that lend themselves to in-combat uses and out-of-combat uses.

While it’s entirely possible to go in as a dedicated user of Thaumaturgy or Dweomer, GMs can expect some players to try to dabble. Somewhat amusingly, this tends to work better with characters that are already high-end spellcasters, due to it being comparatively cheaper to diversify their existing spellcasting abilities. Since they’ll typically have caster levels that have been specialized in their main progression, it costs only 1 CP per caster level to change that to being corrupted for their main progression and a chosen Thaumaturgy/Dweomer area. They’ll also need to fuel magic used in this way, but – if it’s allowed – that’s often no more expensive than buying Unity, so that they can substitute either spell levels or power (rather than having to use both). And, of course, they’ll need to spend some skill points toward the area in which they’ll be dabbling.

Put all together, that’s not going to be cheap. But presuming that they’re only looking to seriously invest in one or two of the eight areas in a given Thaumaturgy/Dweomer field, it can let them gain some notable versatility to augment their standard spellcasting abilities. Moreover, since it will be drawing from the same source of power as their primary spellcasting (i.e. using spell slots from that progression), it will tend to be self-limiting in terms of how often it’s used.

Theurgy: The major limitation of Theurgy is the multiplicity of skills involved. While buying up the verbs is not unduly difficult, the sheer number of nouns means that anyone who wants to use this skill-based magic system is going to be forced fairly sharply between being a powerful-but-limited specialist or a (relatively-)weak-but-variable generalist.

The point that most Theurgy-users will quickly fixate on is that, when using complicated spell effects, they can only use their worst noun and verb skills involved. Essentially, that the magical chain of effects they’re weaving together is only as strong as the weakest link. As such, they’ll tend to look for magical effects that are limited to their strongest areas, diversifying their skills only to a certain degree.

To that end, GMs should be wary of players trying to skirt Theurgy’s limitations. While skill boosters or Luck (q.v.) won’t be a problem, attempts to apply Jack-of-All-Trades (q.v.) or Mastery (q.v.) to Theurgy skills should be carefully reviewed. An attempt to buy an Immunity (q.v.) to the inability to apply ability score modifiers to Theurgy skills should virtually never be granted.

Witchcraft: The low-level versatility of Witchcraft extends to skills as it does to most other areas. Among the twelve basic Witchcraft powers, several grant skill bonuses or penalties directly, typically to those skills that are most directly related to what they can affect.

Elfshot is roughly equivlant to bestow curse for what it can do, including slapping a -6 penalty on a skill check. While the power is cheap to use, it’s rarely worth extending its duration for extra power. That’s because most anti-curse measures (typically remove curse) can overcome it easily. Outside of exceptional circumstances, this is best used for very short-term goals, most typically weakening an enemy in a direct encounter.

Glamour allows for a +6 bonus to social skill rolls, and level 0 or level 1 spell effects related to mental manipulation and similar effects. While the text says that you can buy this up to use higher-level spell effects, it doesn’t say that this increases the skill bonus involved. I’d recommend allowing that, since it certainly falls within the scope of what this power allows, probably to +12. But by that same token, I’d also suggest that defenses against mental manipulation negate this bonus.

Healing grants a +5 bonus on relevant Heal checks when used to gain a day’s worth of healing over the course of one hour. That’s a lesser effect compared to this power’s ability to “throw off the effects of drugs and intoxicants with a flat duration,” but still notable for listed examples such as diseases or toxins. One thing that needs to be kept in mind is that, while it’s easy to assume that this power is limited to the user only, that doesn’t necessarily need to be the case, though that might call for a GM ruling.

The Inner Eye provides a +6 bonus on sensory-perception checks, including for detecting what someone else is thinking or feeling. While a bonus to Sense Motive seems less notable than reading surface thoughts or sharing senses – which the power also says that it can do – the skill bonuses are still a worthwhile boost, since they last for 10 minutes per 1 power spent. They’re essentially the “radar sweep” for thoughts in the area, rather than zeroing in on a single target’s psyche. But make sure not to grant this to everything; enemies with no minds – such as undead, vermin, traps, etc. won’t receive this bonus.

Shadowweave plays with light and shadow to grant a +6 bonus to disguise- and stealth-related rolls. That said, be aware that this won’t help you versus non-visual detection. As with Glamour, consider allowing this bonus to be increased if the player buys the advanced version of this ability.

Witchsight grants a +6 bonus to sensory-perception checks, but unlike The Inner Eye it does so by boosting the user’s own senses, and so can work against things like detecting poison by smell or hearing an incoming arrow. Remember that this only affects one sense at a time, however; if you use a skill system that has a consolidated list of sensory skills (e.g. Pathfinder’s Perception skill), then this bonus will only apply to certain rolls, based on how something is being perceived.

Seize the Wandering Soul grants a +6 bonus to Intimidate checks, but only against spirits that you’ve captured. At that point, the bonus to a skill check is minimal compared to the gravity of having imprisoned a bodiless entity! The main use of that will be to better extract short-term bonuses from them, similar to the powers mentioned under the Summoning ability.

Voice of the Dead suffers from much the same conceptual problems as the Channeling (q.v.) power Dark Awakening. While it doesn’t allow for undead to be animated, it does allow for communication with any undead, rather than just ones that you’ve created. The basic issue remains, however; other than mindless undead (which tend to be the weakest), you can communicate with most undead normally anyway. This power says that you can do so “without penalty,” noting that undead have a base attitude of neutral (as per Diplomacy) towards such attempts. Basically, this power means that the undead don’t automatically hate you for being alive.

Kinetic Master is essentially the same as the Path of the Dragon (q.v.) power of the same name, save for costing power.

Whisper Step adds a +5 bonus to various movement-based skill checks, due to the use of subconscious minor telekinesis. Consider specializing this power for double effect related to certain circumstances, such as only to negate armor check penalties. If you want to use heavy armor (and don’t care about the speed reduction or the arcane spell failure chance), this is a lot cheaper than buying the Smooth modifier (admittedly, you’ll need to have bought at least 12 CP of Witchcraft powers before you can buy this, but you’re getting something for those).

Weathermonger allows for the weather to be foreseen and manipulated, noting that this grants a +5 to relevant checks. While Survival seems like the obvious skill this would apply to, the text notes that it could apply to something like piloting a ship through a storm. Other options would be “reading the wind” to gain a bonus to Fly checks, though this probably shouldn’t provide a bonus to attacks with ranged weapons.

Darksense allows the user to “see” the air around him, albeit only in terms of disturbances. This essentially presents problems similar to Blind-Fight’s (q.v.) Sense of Perception modifier. Since this one is explicitly based around sensing the movement of the air, creatures might still make a Hide check to be able to defeat it via staying extremely still (gargoyles are especially famous for this).

Aegis allows for a character to be recover as though under the care of someone with 10 ranks in the Heal skill. If you want to be notable for quickly recovering from a particular condition, this is easily specialized to only apply to something like poison or disease. Since this power can be used even while unconscious, it’s a great excuse for why characters who manage to escape with terrible wounds might survive and come back later…of course, that’s not usually a problem anyway in worlds with healing and resurrection magic.

Conclusion

As noted at the beginning of this article, these are only some limited examples of how Eclipse can revitalize skills in your d20 game. The plethora of options available via variations, specializing and/or corrupting, spell options that produce skill-based effects, and the Immunity (q.v.) power are just a few of the ways that you can come up with virtually anything else you can imagine, albeit subject to the GM’s oversight.

Skills should be more than just an afterthought for your characters, and with Eclipse they can be.

From Dusk Til…Dusk

January 1, 2017

Sonata Dusk has lived an interesting life.

Born a Siren in Equestria, she and her sisters Adagio and Aria were long ago banished to Earth by the great pony wizard, Star-Swirl the Bearded. Living as humans there, they managed to retain a low profile for a long time, stewing in their frustration at having their powers stunted by Earth’s magic-poor nature. Without sufficient magic, they had no way to enchant others to shower them with the adoration that they knew they inherently deserved.

It was purely by chance that they noticed the presence of Equestrian magic in the battle that Twilight Sparkle and her friends fought against Sunset Shimmer. But that was enough for them to hatch a plan to regain their full powers, eventually succeeding only to be near-immediately defeated again. That seemed like the end of the Sirens’ story, consigning them to an eternity of mundane drudgery on Earth, but something happened that no one could have predicted…

The three sisters somehow found themselves transported to the world of Everglow.

How exactly it happened remains unclear. Sonata remembers meeting an unknown pony on Earth – a dull-grey mare – who offered to restore their powers and transfer them to a world almost as magic-rich as Equestria, which she and her sisters eagerly accepted. But the identity of their benefactor is a mystery that she’s never felt was important enough to think back on, let alone solve.

What mattered to her was that, once on Everglow, Sonata and her sisters immediately returned to their old tricks. But a familiar face turned up to stop them; although Twilight had different friends with her this time, the result was the same, with the Sirens being defeated yet again.

For Sonata, that was enough. Renouncing her sisters (she’d never liked them very much anyway), she decided to try living in a way that didn’t make everybody want to stop them all the time. For a creature that wanted to be adored more than anything, the constant string of defeats was a pretty clear sign that they were doing it wrong.

That breakthrough had a profound effect on her, changing her from her original body (which she and her sisters had regained once they’d transferred to Everglow) into that of a pony. Precisely what precipitated that change was indeterminate, but was largely attributed to some sort of lingering mutability due to the body-altering side effects of the transfer between dimensions. Either way, Sonata was stoked by her new form, and started making a new life for herself, trying to learn about how to get people to like her without having to force them.

It was shortly thereafter that she met the unicorn Lex Legis.

Thrown together by happenstance, both of them were shocked when they began to develop feelings for each other over the course of their adventures. By the time they returned to Equestria, things between them had grown into a full-blown romance. Shortly thereafter, Lex took the western third of Equestria for his own, renaming it Legesia, and the two were wed as king and queen.

Current Sketch

Waifu 4 Laifu.

Waifu 4 Laifu.

Currently, Sonata is happier than she’s ever been. Her life is one of luxury, she’s still head-over-hooves in love with her new husband, and the public absolutely adores her. Everything is perfect, and she has no intention of letting anyone or anything disrupt that.

To that end, she’s almost as active socially as her husband is politically. While she does help him with very important negotiations and public addresses – he uses a message cantrip to transmit his words to her, and she parses them into more manageable and empathetic language, e.g. using her Diplomacy score rather than his – she spends a great deal of her time singing. From fundraising concerts to public rallies to private parties for important nobles and visiting dignitaries, Sonata’s voice has proven time and again to be the grease for the wheels of government that Lex has constructed.

Of course, it’s not very surprising that she’s been so effective, since she’s enchanting her audience.

Although she knows that Lex would be furious if he knew, Sonata regularly uses the magic of her voice to sway people so that they feel positively towards her husband and his regime. As far as she’s concerned, this is only fair, since most ponies simply can’t seem to appreciate the scope of his reforms; she’s heard plenty of them badmouth him for instituting taxes and regulations, but none of them seem to praise him for using that money to lay down a new series of brick roads or opening new schools. To Sonata, using some magic to help Lex get the recognition she feels he deserves is an act of love.

To that end, Sonata has no sympathy for those that she thinks are trying to ruin the happiness she’s found. Those who threaten her husband or her home will find that, in contrast to her usual sunny disposition, she’s capable of great cruelty. Although she respects the laws that Lex has made, if she feels that breaking them is necessary, she won’t hesitate to do so in order to protect everything she’s gained.

Sonata Dusk, Level 9 Enchantress

Naturally enough, Sonata’s stats are made with Eclipse: The Codex Persona, a d20 supplement that allows for point-buy character-generation.

Unique Race: Altered Siren (31 CP/+0 ECL)

  • Adept, specialized for one-half cost/only for Perform (sing) and Swim (3 CP).
  • Attribute Shift/-2 Int, +2 Cha (6 CP).
  • Fast Learner, specialized for one-half cost/only for skills, corrupted for two-thirds cost/only for Adept skills (2 CP).
  • Adaptation/underwater (6 CP).
  • +2 bonus to Swim checks (2 CP).
  • +3 bonus to Perform (sing) checks, specialized for double effect/only for Mystic Artist (3 CP).
  • Immunity to aging (uncommon/minor/great) (6 CP).
  • Privilege/being treated as fey versus type-based effects (3 CP).
  • Being a quadruped grants +10 movement speed, +50% carrying capacity, and +4 on checks to avoid being tripped. This is balanced against minor penalties (much smaller than normal for quadrupedal creatures): their ring and hand magic item slots are combined (as anklets), and they are only considered to have a single hand for wielding/holding things – that being their mouth; this does not prevent comprehensible speech or interfere with verbal spell components (no cost).

Having been born as a (hippocampus-like) Siren, spending centuries on Earth as a human, and finally becoming a pony after arriving on Everglow, Sonata’s racial characteristics are now a muddle of all three. She has a human’s skillfulness, applied to a Siren’s specialties, with a pony body.

Available Character Points: 240 (level 9 base) + 10 (disadvantages) + 30 (levels 1, 3, 5, 7, and 9 feats) + 6 (starting traits) = 286 CP.

Sonata’s disadvantages are Foolish (she has trouble with concepts like “consequences” and “learning from experience.” Lex is helping her to offset this somewhat via the Mentor ability; see below), History (the events of Rainbow Rocks), and Inept (all Intelligence-based skills).

Ability Scores (20-point buy):

Ability Scores Initial Scores (point cost) Racial Bonuses Level Bonuses Items Total
Strength 10 (0) 10 (+0)
Constitution 12 (2) +2 +2 belt 16 (+3)
Dexterity 12 (2) 12 (+1)
Intelligence 10 (0) -2 8 (-1)
Wisdom 13 (3) +1 (8th level) 14 (+2)
Charisma 17 (13) +2 +1 (4th level) +4 headband 24 (+7)

Sonata uses the Pathfinder package deal. This gives her an additional +2 to an ability score (applied to her Constitution) and her “favored class bonus” has been put into hit points.

Basic Abilities (93 CP)

  • Proficient with simple weapons and light armor (6 CP).
  • 9d6 Hit Dice (18 CP).
  • +6 BAB, corrupted for two-thirds cost/no iterative attacks (24 CP).
  • Fort +6, Ref +3, Will +6 (45 CP).
  • 0 skill points (0 CP).

She’s an (Evil) Enchantress (95 CP)

  • 9 caster levels, specialized for one-half cost/wizard progression only (27 CP).
  • 9 wizard progression levels (Charisma-based; arcane magic; components and studies (spontaneous casting) limitations), specialized for one-half cost/only spells with the mind-affecting or sonic descriptors are on her spell list (49 CP).
  • Immunity to charm effects (common/major/major), this grants immunity to charm effects of 5th level or below, and a +6 bonus on saves versus those of higher levels (6 CP).
  • Shaping, specialized for increased effect/only works for level 0 wizard spells on her spell list, corrupted for two-thirds cost/must be free to gesture and speak (4 CP).
  • Easy metamagic modifier, specialized for one-half cost/only for material and somatic components (3 CP).
  • Streamline, specialized for double effect/only for the Easy metamagic modifier (6 CP).

Since Sonata uses the studies limitation with her magic progression, set to limit her to a list of spells known, it’s necessary to list what specific spells she has. Ergo, her spells known are listed above. Note that she only treats sorcerer/wizard spells with either the mind-affecting or sonic descriptors as being on her spell list; this affects what spell trigger or spell completion magic items she can use.

For the spells listed above, those not in the SRD are hyperlinked to their source. However, trying to assign her twelve 0-level spells turned out to be rather difficult, since there simply aren’t that many sorcerer/wizard cantrips that have one of those two descriptors! As such, I had to reach further afield. She has two spells from the hedge wizard list (consider them to be arcane variants, since that’s a unique spell list), and one from the 3.5 Spell Compendium. One is from the SRD, and another is from an obscure Pathfinder supplement.

The last seven are new spells, listed below:

Backup Performers

Enchantment (Charm) [language-dependent, mind-affecting]

Level bard 0, sorcerer/wizard 0

Components V, S

Casting Time one standard action

Range close (25 ft. + 5 ft./2 levels)

Target one creature/level

Duration 1 min./level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Creatures enchanted by this spell gain insight as to how to sing and dance in such a way as to enhance someone else’s performance. For the duration of the spell, they gain a +2 bonus on Perform (dance or sing) checks made to aid another.

Earworm

Enchantment (Compulsion) [mind-affecting]

Level bard 0, sorcerer/wizard 0

Components V

Casting Time one standard action

Range close (25 ft. + 5 ft./2 levels)

Target one creature

Duration 1 minute

Saving Throw Will negates; Spell Resistance yes

When casting this spell, you sing, hum, whistle, or otherwise vocalize a tune as part of the spell’s casting. If the target creature fails its saving throw, this tune then becomes stuck in their head, becoming a mild distraction that causes a -1 penalty on skill and ability checks.

 

Enchant Instruments

Transmutation [sonic]

Level bard 0, sorcerer/wizard 0

Components V, S

Casting Time one standard action

Range touch

Target one instrument touched/level

Duration 10 min./level (D)

Saving Throw none (object); Spell Resistance yes (harmless)

When this spell is cast, the touched instruments begin to play themselves. The tune played can be adjusted by the caster as a free action. This accompaniment is of basic quality, and grants any musical-based Perform check a +1 circumstance bonus, even if the instruments are of masterwork quality. Damaged or substandard instruments still apply any penalties that they would normally impose.

Instrumentality

Transmutation [sonic]

Level bard 0, sorcerer/wizard 0

Components V, S

Casting Time one standard action

Range touch

Target object touched (see below)

Duration 1 min./level

Saving Throw none; Spell resistance no

This spell allows a touched object to serve as an improvised musical instrument, with no penalty for its improvised nature. This spell may work on a small group of objects if they’re all being used together as a single instrument. For example, this spell can be cast on a knife, fork, and metal bowl, allowing them to function together as a drum.

Know Performance (Various)

Enchantment (Charm) [mind-affecting]

Level bard 0, sorcerer/wizard 0

Components V, S

Casting Time one standard action

Range touch

Target creature touched

Duration 10 minutes

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

There are many different kinds of know performance spells, each one specific to a different type of performance. The recipient receives a +15 bonus to the relevant Perform check when making that particular performance. For example, a version of this spell keyed to the song The Ballad of Barnaby Bramble would receive a +15 bonus when making a Perform (sing) check to sing that song, but not for any other Perform check, including other instances of Perform (sing). The bonus received from this spell does not stack with any other skill bonuses the character might have in Perform, including ranks, synergy bonuses, Skill Focus, spells or magic items, etc. However, bonuses from ability score modifiers, masterwork items used in conjunction with the performance, and circumstance bonuses still apply. Penalties of all types still apply as normal.

Lend Assistance

Enchantment (Charm) [mind-affecting]

Level bard 0, sorcerer/wizard 0

Components V, S

Casting Time one standard action

Range close (25 ft. + 5 ft./2 levels)

Target one creature

Duration 1 minute

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

You grant the target creature the ability to provide helpful assistance where it normally wouldn’t be able to do so. For the spell’s duration, it can make aid another attempts with trained-only skills that it has no ranks in. This does not help with skill checks for tasks that take longer than the spell’s duration (unless you can extend this spell to last as long as the period of time that the skill check covers), or allow aid another checks to be made for skill checks that cannot normally receive them. At the GM’s discretion, certain skills may be too alien for this skill to assist with (e.g. Occult Skills).

Rearrange Voice

Transmutation [sonic]

Level bard 0, sorcerer/wizard 0

Components V, S

Casting Time one standard action

Range touch

Target creature touched

Duration 10 min./level (D)

Saving Throw Fort negates; Spell Resistance yes

This spell causes a touched creature’s voice to change, allowing the caster to set it to anything from a squeaky soprano to a sepulchral bass. The determination is made when the spell is cast, and cannot be changed thereafter. This spell merely changes the recipient’s vocal range; it cannot be used to make them sound like someone else, though the altered voice does grant a +2 circumstance bonus to Disguise checks.

Alluring Voice (77 CP)

  • Mystic Artist for Perform (sing) (6 CP) with Amplification x3 (18 CP), Echoes (6 CP), Enduring (x10 modifier) (12 CP), Projection (6 CP), Rapid (6 CP).
    • Inspiration abilities: emotion, competence, greatness, mass greatness, mass excellence.
    • Manipulation abilities: hold audience.
    • Synergy abilities: block, amplify, harmonize (emotion and hold audience), serenity.
  • The Path of Whispers modifier: Subliminal (6 CP).
  • Art of the Occult modifier: The Hidden Way (6 CP).
  • The Celebrated Way modifier: Fame (6 CP).
  • Traceless/magic, specialized for one-half cost/only for Mystic Artist abilities (3 CP).
  • Skill Focus/+1 Perform (sing) (2 CP).

When she sings, Sonata’s Mystic Artist abilities make the magic she brings to bear virtually impossible to notice. The use of Subliminal, The Hidden Way, and Traceless allow for Sonata to use myriad abilities – including casting spells – during a performance without anyone being the wiser for it, even if they use detection magic.

Even without using spells, Sonata’s abilities allow her to manipulate her audience on a grand scale. She’ll typically utilize her emotion and hold audience powers to remind everyone of everything Lex has done for his country, with Echoes making that take effect the next time someone speaks ill of him or his accomplishments. And of course, Fame guarantees her access to the upper strata of society both in Legesia and Equestria (on top of her privilege; see below).

Monarch Among Social Butterflies (21 CP)

  • Mentor (6 CP).
  • Finesse/use Charisma for skill points per level (12 CP).
  • Privilege/nascent queen (3 CP).

Sonata’s mentor is, as mentioned previously, Lex. Although the queen of a country would normally have Major Privilege, Sonata still acts more like a pop idol than newly-minted royalty, eschewing formality and ranks in favor of having a good time.

Gear

  • Headband of alluring Charisma +4 (headband). 16,000 gp.
  • Chain shirt +3 (armor). 9,250 gp.
  • Ring of protection +2 (ring/hand). 8,000 gp.
  • Amulet of natural armor +1 (neck). 2,000 gp
  • Belt of mighty constitution +2 (belt). 4,000 gp.
  • Cloak of resistance +2 (shoulders). 4,000 gp.
  • Necklace of fireballs type II (slotless). 2,700 gp.
  • Pearl of the sirins (slotless). Free.
  • 50 gp.

Sonata’s gear was purchased for her by Lex, over the course of several trips to Everglow. As he was worried about her, he focused on defensive magic items, though he did bring her a few that would enhance her abilities. Her necklace of fireballs is meant to be used as a last-ditch weapon. Similarly, her pearl of the sirins was a wedding gift to her from Lex, and came out of his gear value rather than hers.

Derived Stats

  • Hit points: 6 (d6; 1st level) + 28 (8d6) + 27 (Con bonus) + 9 (“favored class bonus”) = 70 hp.
  • Speed: 40 ft.
  • Alignment: Chaotic Neutral.
  • Saving Throws:
    • Fort: +6 (base) +3 (Con bonus) +2 resistance (cloak) = +11.
    • Ref: +3 (base) +2 (Dex bonus) +2 resistance (cloak) = +7.
    • Will: +6 (base) +2 (Wis bonus) +2 resistance (cloak) = +10.
  • Armor class: 10 (base) +2 (Dex bonus) +7 armor (chain shirt +3) +2 deflection (ring of protection) +1 natural armor (amulet) = 22, touch 14, flat-footed 20.
  • Attacks: +6 (BAB) +0 (Str bonus) = +6 touch.
  • Ranged Attacks: +6 (BAB) +2 (Dex bonus) = +8 ranged touch.
  • Combat Maneuver Bonus: +6 (BAB) +0 (Str bonus) = +6 CMB.
  • Combat Maneuver Defense: 10 (base) +6 (BAB) +0 (Str bonus) +2 (Dex bonus) +2 (ring) = 20 CMD (24 vs. trip).
  • Skills: 45 skill points (Cha bonus) + 9 skill points (Fast Learner; only for Perform (sing) and Swim at half-cost each).
Skills Ranks Ability Modifier Class Bonus Misc. Modifier Total
Appraise 9* -1 Int +3 -2 disadvantage +9
Bluff 9* +7 Cha +3 +19
Diplomacy 9 +7 Cha +3 +19
Perception 9 +2 Wis +3 +14
Perform (sing) 9 +7 Cha +3 +6 racial (Mystic Artist only), +1 Skill Focus +20 (+26 with Mystic Artist)
Perform (dance) 9 +7 Cha +3 +19
Sense Motive 9** +2 Wis +3 +10 (+18 to sense enchantments)
Spellcraft 9 -1 Int +3 -2 disadvantage +9
Swim 9 +0 Str +3 +2 racial +14

Sonata’s class skills are Acrobatics, Appraise, Bluff, Craft, Diplomacy, Disguise, Intimidate, Perception, Perform, Profession, Sense Motive, Spellcraft, Survival, Swim. As the above table indicates, she’s only taken ranks in a few of these.

*Because Sonata gains skill points from Charisma, rather than Intelligence, Charisma-boosting items such as her headband of alluring Charisma +4 grant her additional skill ranks. In this case, the additional ranks are for Appraise and Bluff.

**5 skill ranks purchased normally, the other 4 are specialized for double effect; only to detect if someone is under an enchantment.

Further Development

Sonata is vaguely aware that her powers aren’t good for all situations. While she knows that she can beguile enemies and support allies with her magic – and function to a great degree in watery environments – she’s fully aware that outside of these situations she’s relatively powerless. When facing off against creatures that are mindless or not vulnerable to enchantments, she has very few options open to her. Likewise, a single silence spell can severely curtail what she can do.

Despite this, Sonata has little desire to try and diversify her powers; even with Lex’s mentoring, she simply gains experience too slowly (thanks to her Foolish disadvantage) to make that feel worthwhile. She instead prefers to surround herself with protectors and allies that can cover her weaknesses should a fight break out. These are typically some of her husband’s retinue.

Beyond that, Sonata’s only ambition is to protect her current status quo. Although she worries about Lex’s continued striving to raise his power to new heights, she’s determined to stay by his side no matter what. Those who try to change that will find her preparing their funeral dirge.

Relic: Palindromic Agimat

November 25, 2016

One of the breaks from D&D tradition that Third Edition made – a break that has since become standard – was the loss of reversible spells.

Reversible spells were those spells that could be prepared “backwards,” allowing you to use a spell effect that was the opposite of what the normal spell would be. If you had haste in your spellbook, for instance, then you could choose to prepare it backwards, which meant that you were preparing slow instead. You could only make that choice when preparing the spell (spontaneous conversion wouldn’t be a thing until Third Edition, though I’m sure there were a few isolated instances of it out there before then), essentially meaning that there were certain spells that, when you acquired them, gave you a “buy one get one free” bonus.

It’s not that hard to see why Third Edition dumped reversible spells (though I admit I’m just speculating about the designers’ motives). They had no real bonus to offer clerics, druids, and other spellcasters who could already prepare their spells from their entire spell list. For wizards and other spellcasters who needed a spellbook, reversible spells saved a few gp on acquiring and inscribing the second spell, but that was so minor that few groups ever even bothered to track that.

Really, the only group that would get a lot of mileage out of reversible spells are sorcerers and other spontaneous spellcasters. Since they don’t prepare spells, the only way that they’d be able to use reversible spells is to let them decide whether they’re using the normal or reversed form whenever they cast a spell. Essentially, a spontaneous spellcaster that knows a reversible spell gets an extra “spell known” for no cost.

I honestly don’t think that’s such a big deal, but given how much the designers saw fit to limit sorcerers (e.g. making them wait an extra character level to reach new spell levels, having metamagic’d spells require a full-round action to cast, etc.), they clearly thought otherwise. In other words, reversible spells were almost certainly judged to be more hassle than they were worth, and so were discarded.

Personally, I think that’s a loss. Given how little flavor D&D spellcasting has (just try explaining what a “resistance bonus” is from an in-game standpoint, let alone how it applies to all “saving throws”), the idea of reversible spells struck me as very thematic. It alluded to an idea from classical occultism, which was that you could reverse a magical effect by reciting its incantation backwards. Having D&D make use of that, even if only slightly, gave magic a bit more flair.

To that end, here’s a relic (made using the rules from Eclipse: The Codex Persona) that lets you add reversible spells back into your game…with a little extra!

Palindromic Agimat (1 CP)

This small amulet is inscribed with runes that loop back on themselves, creating a formula that has no beginning or end, regardless of how it’s read.

  • Privilege/the wearer can cast certain spells backwards, creating an effect opposite of their normal results. Preparatory spellcasters must prepare reversed spells to make use of them in this way, whereas spontaneous spellcasters who know a reversible spell may choose which version to cast at the time of casting (3 CP).
    • Major upgrade/the wearer can choose to make use of reverse spell effects from spell completion, spell trigger, and command word-activated magic items (3 CP).

Using Privilege to allow for reversible spellcasting – a very cheap option, especially if you’re not worried about taking the upgrade so as to be able to reverse magic items – is because the GM is the arbiter of what spells are reversible and what aren’t. Below is a suggested list, based on AD&D Second Edition (note that “mass” or “communal” versions of spells are also reversible to their “mass” or “communal” counterparts, respectively, e.g. mass cure light wounds is reversible to mass inflict light wounds).

  • The reverse of comprehend languages is aphasia.
  • The reverse of bestow curse is remove curse.
  • The reverse of bleed is stabilize.
  • The reverse of bless is bane.
  • The reverse of bless water is curse water.
  • The reverse of blindness/deafness is remove blindness/deafness.
  • The reverse of cause fear is remove fear.
  • The reverse of chaos hammer is order’s wrath.
  • The reverse of circle of death is undeath to death.
  • The reverse of cloak of chaos is shield of law.
  • The reverse of consecrate is desecrate.
  • The reverse of contagion is remove disease.
  • The reverse of each of the cure spells is the inflict spell of the same level.
  • The reverse of detect chaos is detect law.
  • The reverse of detect evil is detect good.
  • The reverse of discern lies is glibness.
  • The reverse of dispel chaos is dispel law.
  • The reverse of dispel evil is dispel good.
  • The reverse of dream is nightmare.
  • The reverse of enlarge person is reduce person.
  • The reverse of flesh to stone is stone to flesh.
  • The reverse of freedom is imprisonment.
  • The reverse of hallow is unhallow.
  • The reverse of haste is slow.
  • The reverse of heal is harm.
  • The reverse of holy aura is unholy aura.
  • The reverse of holy smite is unholy blight.
  • The reverse of holy word is blasphemy.
  • The reverse of knock is arcane lock.
  • The reverse of locate object is obscure object.
  • The reverse of  magic circle against chaos is magic circle against law.
  • The reverse of magic circle against evil is magic circle against good.
  • The reverse of neutralize poison is poison.
  • The reverse of protection from chaos is protection from law.
  • The reverse of protection from evil is protection from good.
  • The reverse of purify food and drink is putrefy food and drink.
  • The reverse of raise dead is slay living.
  • The reverse of resurrection is destruction.
  • The reverse of sympathy is antipathy.
  • The reverse of transmute rock to mud is transmute mud to rock.
  • The reverse of water breathing is air breathing.
  • The reverse of word of chaos is dictum.

It’s worth noting that neither spell is the “real” or “correct” version of its reverse. It’s entirely possible for players to find a neutralize poison scroll (which can be reversed into poison) and later on find a poison scroll (which can be reversed into neutralize poison). Both can be the “default” listing for the spell, though this classification is little more than semantic.

A spell can always counter and dispel its reversed form.

D&D Did You Know’s: Comeliness in AD&D 2E

November 20, 2016

Charisma measures a character’s personality, personal magnetism, ability to lead, and appearance.

With this sentence, printed in the Pathfinder Core Rulebook, Paizo inherited one of the great debates in D&D: Should appearance be something that Charisma measures?

The issue of measuring something that’s highly subjective wasn’t necessarily the problem. After all, things like “willpower” and “intuition” are also incredibly difficult to measure, and yet no one has any problem assigning those to a character’s Wisdom score. Rather, the problem is that beauty is in the eye of the beholder, not the beholdee (insert obligatory jokes about eye tyrants here).

Having an objective statistic for something that would vary wildly based on the attitudes and beliefs of other characters tended to be more than a lot of role-players were willing to accept. While the attitude of “low Charisma means being ugly” – and its reverse with regards to high Charisma being beautiful – is still thoroughly enmeshed in the gaming community today, it’s largely treated as a vestigial attitude.

Instead, Charisma is more and more being treated solely as a measurement of force of will and personal magnetism. In fact, the Pathfinder stipulation that it was related to appearance was really the last gasp for the “Charisma is beauty” idea. D&D Fifth Edition struck all references to physical appearance from the entry for Charisma entirely.

Of course, this wasn’t the only attempt to resolve the disparity, however. For many people, the answer was to attempt to break beauty away from Charisma and instead make it its own ability score. This tended to be a bad idea, simply because there were few places to implement the impact of a seventh ability score; for the most part, the game engine already had the main six ability scores apply where they needed to, leaving any new one struggling to define itself.

That said, attempts were still made. E.N. Armoury – Chainmail Bikini added a “Beauty” score, while the infamous Book of Erotic Fantasy had a seventh ability score called “Appearance.” But these third-party products aren’t the attempt that most gamers remember. For that, we turn to the classic AD&D 1E product Unearthed Arcana, which was where most old school gamers came across Gary Gygax’s attempt to resolve this dilemma with a new ability score: Comeliness.

Comeliness was quite wacky, as far as ability scores went. Instead of the usual 1-25 range for AD&D 1E ability scores, it could go as high as 30, and plunge as low as -16 or even further! It also had odd effects, such as acting as an auto-charm on the people around you if high enough, to the point where many of them would start to follow you like love-sick puppies.

The Comeliness statistic didn’t originate in Unearthed Arcana, of course. Like so much of that book, it was compiled from Dragon Magazine, issue #67 in this case. Still, UA was where it reached its widest audience. But for all the attention it drew – a new rule from the co-creator of D&D! – it ultimately failed to find an audience, and by the time AD&D Second Edition came out, Comeliness had been forgotten and quietly slipped into the annals of gaming history.

Or did it?

In fact, Comeliness managed to survive into AD&D 2nd Edition, thanks to the RPGA. You can find intermittent instances of NPCs having Comeliness scores in various issues of Polyhedron Newszine well into the AD&D 2E years, such as in “The Living City: Misti’s Moonlight Pawnshop,” from Polyhedron #105 (March, 1995).

While it would be easy to write this off as a few holdovers from 1E that were being translated into 2E, that wasn’t the case. In fact, rules for the Comeliness score in 2E were tucked away in Polyhedron #89 (November, 1993) in an addendum to the adventure “The Ugly Stick.”

In fact, the 2E Comeliness rules are quite brief, consisting of only three paragraphs and a table:

Comeliness

Much of this scenario relies on the Comeliness rules from the Network’s Living City tournaments. The DM can institute this rule, or the DM can simply substitute Charisma wherever the scenario mentions Comeliness. Here are the Comeliness rules:

Comeliness reflects a character’s physical attractiveness. It can influence the initial reactions NPCs have to a character. Comeliness is not Charisma. The latter score represents a character’s force of personality.

Unlike the original edition of the AD&D game, a character’s Comeliness score is not adjusted based on Charisma, nor can characters with a high Comeliness score “fascinate” others. Comeliness in Living City play affects reaction bonuses that are tied to Charisma. Therefore, a character with a high Charisma and a high Comeliness has a significant reaction bonus.

Comeliness Reaction Adjustment
6 -2
7 -1
8-12 0
13 +1
14 +2
15 +3
16 +5
17 +6
18 +7

That’s all there was. While this doesn’t go below 6 or above 18, it’s fairly easy to calculate what the reaction adjustment would be for such extreme scores; the reaction adjustment listings are identical to those for a Charisma of the same score in the AD&D 2E Player’s Handbook.

While reducing Comeliness to a cut-rate bonus or penalty to one aspect of Charisma might be rather prosaic, it’s also a fairly easy thing to implement. Since reaction adjustment largely only applies to NPCs whose attitude the PCs cared about interacting with, that helped to self-limit the problems of applying beauty to creatures with truly alien standards; such creatures tended to be monsters to be killed, rather than people to be parleyed with.