Sunteți pe pagina 1din 202

!

Eclipse
The Codex Persona

Distant Horizons Games


Eclipse : The Codex Persona

A Distant Horizons Games product by Paul Melroy and Patrick “Stanley”


Bryant.

Cover Art from Princess Parizade Bringing Home the Singing Tree by
Maxfield Parrish, 1906.

Copyright © 2005 by Paul Melroy. ISBN 978-1-4303-0313-8

Distant Horizons Games Logo trademark Distant Horizons Games.

The following items are hereby designated as Product Identity in


accordance with section 1(e) of the Open Game License, version 1.0a: The
Introduction and How do I use this product section, the explanatory text
under Corrupted and Specialized Magic, the Control Mechanisms section
other than the Adventurer Framework, the Disadvantage Descriptions, the
Pacts, Types of Witches, and Power Sources and Witches sections, the
Characters section of Chapter Five, the Chakra section, and the Epic
Monsters section outside of the game statistics. Descriptive material other
than game mechanics, including captions, invented “quotations”, and
elements of game setting, including but not limited to, capitalized names,
names of artifacts, spell names, characters, countries, creatures,
geographic locations, gods, historic events, lands, magic items,
organizations, secret societies, legends, and original storylines. The
product identity listed above is not Open Game Content. Permission is
hereby granted to refer back to this book when presenting characters in
point-buy format in other products.

'd20 System' and the 'd20 System' logo are trademarks of Wizards of
the Coast, Inc. and are used according to the terms of the d20 System
License version 6.0. A copy of this License can be found at
www.wizards.com/d20.

Wizards of the Coast is a trademark of Wizards of the Coast, Inc. in the


United States and other countries and is used with permission.

Questions? Comments? Errata? Something you’d like to see in the next


supplement? Contact us at Feedback@DistantHorizonsGames.Com

Eclipse: The Codex Persona


What’s all this about?

Well, reviews are good, but publicity is nil, so we’re releasing


the .PDF version of Eclipse: The Codex Persona as Shareware: If
you like it, please drop by and pay for it (or buy the print edition at
Lulu.Com) and get on our list for the fourth edition update once
Wizards of the Coast releases the 4'th edition SRD.

Pay for the PDF at Lulu.Com

Pay for the PDF at RPGNow.Com

Buy the Direct Print Edition at Lulu.Com

Or - if you want to give us a little extra money -

Buy the Distribution Edition at Lulu.Com

This page does not appear in either print version; the only real
difference in the editions is in the covers - and in not having to
compensate for the distributors cut.

Questions, comments, suggestions, and requests are probably


best left at my gaming blog, at http://ruscumag.wordpress.com/. If
there are very many, I’ll put up a FAQ or two in the d20 tab. There
are some other files and sample characters available there as well.

If you want hard copies of some of our other books, they’re also
available through our Lulu Storefront.

Happy Gaming!
Welcome To

Eclipse The Codex Persona


The Ultimate d20 Character Guide

Or, the World’s Longest Character Class

Hello!

You’re probably suffering from a case of sourcebook overload. Even the official products
have started listing prestige classes so esoteric that they probably only have one or two
members. Feat, class, and prestige class information is scattered over dozens of volumes - and
you’ll often still find it difficult or impossible to build the character you want.

And isn’t that the point?

Eclipse is designed to solve that. It’s designed to put every special power and exotic ability
into one book and one pay-as-you-go class system. You can design just the characters you
want. You can throw out all of those weird classes, abusive builds, and peculiar special cases
while tailoring the available abilities to fit your world. Secondarily, it includes an enormous
number of brand new abilities, as well as several entirely new magic systems. Hopefully,
Eclipse will spark your imagination and help you see rules and variants more clearly.

We’re writing Eclipse so that characters can be reliably translated in mid-game regardless of
which basic set of d20 rules you’re using. You can even mix and match between Modern,
Future, 3.0, 3.5, and many more. For example, Eclipse doesn’t need a comprehensive
cybernetics system, because Eclipse is a point-based system. Characters can have all the
cyberware they want, but this amounts to purchasing particular abilities. Similarly, Eclipse
allows play under many different wealth systems. One can even ignore money, using feats
instead. We call Eclipse the ultimate for a reason.
We have a way to build every power or ability we’ve ever seen. With this product, you might
want to look at other books for a references or ideas, but you need nothing except the d20
core rulebooks, dice, paper, and a pencil.

Eclipse requires more GM interpretation and rulings than other systems because it aims to
be exceptionally versatile. To make your GM experience easier, it also contains ways to bring
the players in on the task of world creation. It may be your game – but why should you do all
the work?

Eclipse: The Codex Persona 1


How Do I Use This Product?
In one sense, this is merely another big book o’ powers. In another sense, Eclipse stands to
redefine how people create, develop, and play in d20 campaigns. Distant Horizons Games is
committed to bringing you quality products – products that are comprehensive, organized, and
versatile. We can’t possibly anticipate or prepare material for every game, so instead we’ve
made the familiar d20 system becomes much more flexible and alive, responding to your every
whim.

We’ve play-tested, pushed, prodded, and pulled every corner of this system. And it works.
None of our players are willing to play d20 with any other system anymore - and we think it
would be cruel to try and make them.

As a Game Master, you don’t need to learn every variation, but remember that flexibility is
the goal. Every power we’ve ever seen in a d20 product is in here, along with hundreds we
came up with ourselves, stripped down to their basic principles. If someone wants to create a
weird variant on something, let them. There’s no reason a strange variant on an ability is
necessarily more powerful than an everyday one; it’s just strange.

Some people are going to look at this and say, “Horrors! This makes power-gaming too
easy!” Yes, any versatile system will. But we’re espousing RPG heresy here and saying in reply,
“So?”

You’re running the universe. Their characters aren’t going to get any bigger than that. If the
players insist on adding another zero after everything, just give more dramatic descriptions
and do the same. Remember that your job is to challenge them, not to fight them.

Now if it’s just a few of them you may have to haul out some of our player-control options -
or just tell them “No.”

Are they finding ways you never thought of to deal with monsters without fighting? Applaud
them and reward them and make bigger, more dangerous challenges for their minds! There’s
nothing you can’t do if you just put your mind to it.

If the players take powers that totally shatter the illusion of reality you were trying to
create, you do have a problem. But if you wanted to run a grim-and-gritty Rogue-oriented
game and they all took Fireball-spewing Wizards, the problem isn’t in the game system.

As a player, you need to learn how to play responsibly if you don’t already know how. Don’t
count on the Game Master to sit there and keep you in check; he or she has better things to do
than babysit. Besides, this is supposed to be fun, not fighting. Ask your Game Master what
kind of character and level of ability is appropriate to the world you’re playing in.

If your Game Master sets unreasonable expectations, you have several options. The first
and most preferable is to convince (not nag!) him or her to see things your way. If that fails,
try to work out an experimental deal. If that fails, you can always start your own game and do
it the way you wanted to. Your Game Master could probably use a break anyway; does he or
she ever get to play?

2 Eclipse: The Codex Persona


General Index
Secrets 16 Ability Focus 23
Training 16 Acrobatics 23
Development 16 Action Hero 23
Approval 16 Heroism 23
Framework 16 Stunts 24
Introduction 1 The Generic Adventurer 16 Crafting 24
How Do I Use This Product? 2 Per Level Modifiers 17 Invention 24
Index 3 Dabbler 17 Influence 24
Definitions 6 Duties 17 Adaptation 24
Fast Learner 17 Adept 24
Restrictions 17 Ambidexterity 24
Chapter 1: Getting Started 7 Untrained 17 Assistant 24
Very Limited Spell List 17 Augmented Bonus 25
System Introduction 8 NPC Levels 18 Augmented Magic 25
Describing your personal class Once-Off CP Bonuses 18 Awareness 25
"But I'm playing in character!" 8 Package Deals 18 Berserker 25
Character Building Basics 9 Retraining 18 Blessing 26
Children, Growth, and Adventurers 9 Unique Training 18 Blood Curse 26
Basic Expenditures 9 Disadvantages 18 Body Fuel 26
Hit Dice 9 Disadvantage List 18 Celerity 27
Skills 9 Accursed 18 Cloaking 27
General Skill Options 10 Aged 18 Companion 27
3d6 Checks 10 Blocked 18 Contacts 28
Familiarities 10 Broke 18 Countermagic 28
Learn as you go 10 Compulsive 18 Costly 28
Basic Skills 10 Dependent 18 Create Artifact 28
Specific Knowledges 10 Foolish 19 Create Item 29
True Names 10 Frail 19 Create Relic 29
Saving Throws 10 Hallucinations 19 Damage Reduction 29
Special Abilities 10 Healing Resistant 19 Deep Sleep 30
Proficiencies 10 History 19 Device Use 30
Base Attack Bonus 10 Hunted 19 Domain/Path 30
Base Caster Level 10 Illiterate 19 Metaspells 30
Magic Levels 11 Incompetent 19 Dominion* 31
Limitations 11 Inept 19 Dweomer* 31
Clerical Magic Package 11 Insane 19 Eldritch 31
Spells 11 Irreverent 19 Empowerment 31
Spell Progression Tables 12 Obligations 19 Enthusiast 31
Paladin and Ranger 12 Outcast 19 Equipage 31
3.0 Psychic Warrior 12 Poor Reputation 19 Executive 31
Psychic Spellcasting 12 Recorder 19 Expertise 32
3.5 Psychic Warrior 12 Secret 19 Favors 32
Wilder 12 Showman 20 Finesse 32
Phantom Slot Option 12 Slow 20 Grant of Aid 32
Adept 13 Stigmata 20 Fast Healing and
Bard 13 Unarmoured 20 Regeneration 32
Cleric and Druid 13 Uncivilized 20 “Unlimited” Abilities 32
3.0 Psion 14 Unluck 20 Guises 33
3.5 Psion 14 Untrustworthy 20 Harnessed Intellect 33
Wizard 14 Valuable 20 Healing Touch 33
Sorcerer 14 Vows 20 Hysteria 33
Corrupted and Specialized Magic Handling Disadvantages 20 Inherent Spell 33
Destructive 15 Immunity 34
Difficult 15 Innate Enchantment 34
Elemental 15 Chapter 2: Special Abilities 21 Innate Magic 35
Focused 15 Invocation 35
Granted 15 Ability Modifiers 22 Jack-of-All Trades 35
Mysticism 15 Corrupted 22 Journeyman 35
Ritualist 15 Al. Hedge Magician 22 Karma 35
Subsumption 15 Specialized 22 Leadership 35
Unreliable 15 Bonus Uses 22 Lore 36
Wild 15 Basic Abilities 23 Luck 36
Control Mechanisms 16 Reading The Entries 23 Mana 36
Bloodlines 16 Extraordinary, Spell-Like, Mastery 37
Ritual 16 And Supernatural 23 Melding 37

Eclipse: The Codex Persona 3


Mentor 37 Combat Enhancements 50 Size Modifications 62
Mindspeech 37 Anime Master 50 Extended Size Chart 62
Mystic Artist* 38 Augment Attack 50 Growth 62
Mystic Link 38 Blind-Fight 50 Shrinking 62
Occult Sense 38 Block 50 General Notes 63
Occult Skill 38 Bonus Attack 51 Existing Templates 63
Restricted Skills 39 Chain of Ki 51 Half-Celestial 63
Shadow Walk 39 Defender 51 Half-Dragon 63
Occult Talent 39 Doubled Damage 51 Half-Fiend 63
Opportunist 39 Enhanced Strike 51 Afflicted Lycanthrope 63
Poison Use 39 Evasive 52 Natural Lycanthrope 64
Power Words 39 Far Shot 52 Variant Lycanthropes 64
Presence 39 Favored Enemy 52 Minor Monster Powers 64
Privilege 40 Favored Foe 52
Professional 40 Favored Enemy/Foe Types 52
Reflex Training 40 Variants 52 Chapter 3: Paths and Powers 65
Reputation 40 Fortune 53
Researcher 41 Imbuement 53 Channeling 66
Resist 41 Improved Critical 53 Basic Factors 66
Returning 41 Improved Initiative 53 General Enhancements 67
Rider 41 Improvise Weapon 53 Censure 68
Rite of Chi 42 Legionary 53 Conversion 68
Sanctum 42 Lunge 53 Damaging 68
Schooling 42 Maneuver 53 Divine Command 68
Self-Development 42 Martial Arts 53 Dualism 68
Shadowmaster 42 Occult Combat 54 Great Channeling 68
Shapeshift 42 Overwhelm 54 Heightened 68
Shaping* 43 Rapid Strike 54 Sacred Hand 68
Siddhisyoga 44 Smite 54 Glorious Touch Path 68
Skill Emphasis 44 Specialist 54 Hatred's Weal Path 69
Skill Focus 44 Spirit Weapon 55 Hand of Darkness Path 69
Snatch 44 Split Movement 55 Planar Bonds Path 69
Specialist 44 Throwing Master 55 Path of Infusions 70
Spell Conversion 44 Trick 55 Divine Wrath Path 70
Spell Flow 44 Tides of Light and Darkness 71
Spell Mastery 45 Metamagical Theorems 56 Boundless Realms Path 71
Spell Pool 45 Metapsionic Equivalency 56
Spell/Power Resistance 45 The Theorems 56 Dominion and Divine Ascension 72
Spell Shorthand 45 Amplify 56 Gaining Dominion 72
Spell Storing* 45 Area 56 Personal Dominion 72
Spell Turning 45 Battle Magic 57 Political Dominion 72
Stoic 45 Compact 57 Advanced Dominion 73
Superstition 46 Easy 57 The Way of the Lands 73
Test of Wills 46 Elemental Manipulation 58 The Way of Omnipresence 73
Thaumaturgy* 46 Extension 58 The Way of Valour 74
Theurgy* 46 Lacing 58 Wrath of the Overlord 74
Timeless Body 46 Multiple 59 The Path of the Pharaoh 75
Tireless 47 Persistent 59 Godfire 76
Toughness 47 Sculpting 59 Gaining Godfire 76
Traceless 47 Stabilize 59 Optional Rules 77
Track 47 Transference 59 Using Godfire 77
Travel 48 Triggering 60 Side Effects of Godfire 78
Triggering 48 Metamagical Upgrades 60 PC's, NPC's and Godfire 78
Turn Resistance 48 Glory 60
Unity 48 Streamline 60 Hexcraft 79
Wayfarer 48 Fast 60 Creating Hexes 79
Witchcraft* 48 Buying Hexcrafting 79
Workhorse 48 Templates and Racial Abilities 61 Assigning Spell Levels 79
ECL Adjustments 61 Importing Spell Lists 80
* These are gateway abilities. Full Racial Abilities 61 World Laws 80
descriptions appear in Chapter 3 Amorphous 61
Attribute Shift 61 Martial Arts 80
Proficiencies 49 Energy Infusion 61 [Martial Art], the Skill 80
Armor 49 Extra Limbs 61 Basic Abilities 81
Weapon 49 Non-Abilities 61 Advanced Techniques 81

4 Eclipse: The Codex Persona


Master and Occult Techniques 82 Thaumaturgy and Dweomer 100 Chapter 4: High-Level Magic 122
Sample Martial Arts Skills 83 Weaving Effects 100
Adamantine Fist 83 Basic DC and Cost 101 Spell Key 123
Arctic Fire Kung Fu 83 DC Modifiers 101 The Spells 124
Crane Style Kung Fu 83 Cost Modifiers 102 Tenth Level Spells 124
Wind Dance 83 Special Benefits 102 Eleventh Level Spells 127
Cloak Mastery 83 Special Options 102 Twelfth Level Spells 128
Oaken Storm 83 Thaumaturgy Sample Fields: 103 Thirteenth Level Spells 132
Phantom Blade 84 Necromancy 103 Fourteenth Level Spells 135
Gungnir's Flight Kung Fu 84 Weather Control 103 Fifteenth Level Spells 137
Blood Blade Technique 84 Dweomer Sample Fields: 104 Sixteenth Level Spells 139
Ghost Busting Technique 84 Psychokinesis 104 Seventeenth Level Spells 141
Telepathy 104 Eighteenth Level Spells 143
Mystic Artist 84 Other Dweomer Fields 105 Nineteenth Level Spells 144
Basic Abilities 85 Warping 105 Twentieth Level Spells 146
Inspiration Abilities 85 Healing 105 Twenty-First Level Spells 147
Positive Levels 86 Extra-Sensory Per. 106 Twenty-Second L. Spells 149
Manipulation Abilities 86 Mysticism 106 Twenty-Third L. Spells 150
Synergy Abilities 86 Practical Consideration 106 Twenty-Fourth L. Spells 151
The Classical Bard 87
Basic Ability Modifiers 87 Theurgy 107
Amplification 87 Theurgical Verbs 107 Chapter 5: Building a Campaign 152
Echoes 87 Theurgical Nouns 107
Enduring 87 The Physical Elements 107 Characters 153
Great Projection 87 The Living Elements 108 Personality Traits 153
Projection 87 The Hidden Elements 108 Granted Powers 154
Rapid 87 Sample Theurgical Effects 108 Motivations 155
Seeking 87 Customizing Theurgy 108 Character Profiles 156
Whispers 87 The Questions 156
Enhanced Abilities 88 Interpreting the Results 158
Path of Artistic Mastery 88 Witchcraft 109 Descriptions 159
Path of Whispers 89 Basic Abilities 110
Chords of Fate 89 The Adamant Will 110 World Construction 160
The Celebrated Way 90 Dreamfaring 110 Sample World Templates 160
Path of Dissonance 90 Elfshot 110 Putting Players to Work 162
Art of the Occult 91 Glamour 110 Keeping Characters
Hand Of Shadows 110 Under Control 163
The Path of the Dragon 92 Healing 110 Sample Character Builds 164
The Way of the Artificer 92 Hyloka 110
The Way of Inner Fire 93 Infliction 110 Templates 167
The W. of Hosting the Essence 94 The Inner Eye 110 The Faithful Steed 167
The W. of the Wings of Fire 94 Shadowweave 110 Nature Spirit 168
The W. of the Dragon's Speech 95 Witchfire 110 Realm Spirit 169
The Way of the Dragon's Craft 95 Witchsight 110
Pacts 111 Epic Monsters 170
Ritual Magic 96 Service 111
Occult Ritual 96 Vow 111 Appendix 1: Chakra 173
Weird Science 96 Sacrifice 112 Appendix 2: Class Breakdowns 176
Ritual Results 96 Infusion 112 Standard Adventurer Classes 176
Energy 112 Non-Adventurer/NPC Classes 182
Rune Magic 97 Types of Witches 113 Prestige Classes 183
Rune Casting 97 Power Sources and Witches 114 d20 Modern Base Classes 188
Rune Mastery 97 Spirit Types 114 Companion Bonuses 189
Minor Abilities 97 Advanced Witchcraft 115 Using Other DHG Products 189
Magician 97 Path of Coven Mastery 115 Appendix 3: 3.5 Feat Conversion 190
Runic Ritual 97 Path of Spirits 116 Quick NPC Conversions 190
Path of Darkness 117 Afterword 191
Spell Storing 98 Path of Water 118
Improved Activation 98 Path of Earth 119 Art Credits 192
Multiple Embedment 98 Path of Fire 119 Product Identity 192
Additional Media 99 Path of Air 120 Open Game License 193
Maximum Level Increase 99 Path of Light 121 Other Products 194
Multiple Formula 99
Focusing 99 Character Persona Worksheet 195
Campaign Option Checklist 197

Eclipse: The Codex Persona 5


Definitions ! (Dex Mod): Dexterity Bonus.
Abbreviation.
! (Int Mod): Intelligence Bonus.
Abbreviation.
! Disadvantages: Special character ! Magic Level: A magic level is one
! Base Caster Level: An option for limitations which provide a (modest) “level” of progression in any magical
buying Caster Level independently of number of extra CP when taken. system using spell slots. These can be
spell slots. ! Dominion: Gathering power from purchased directly.
! Basic Skills: An option for giving the support of your followers. ! Mana: Generic power for all magic.
each character a minimum cultural ! Dweomer: A scientific spellcasting ! Martial Arts: Combat skills which
skill package. technique using specific magical specialize your style (and an
! (Cha Mod): Charisma Bonus. skills. unrelated special ability).
Abbreviation. ! Familiarities: An option for making ! Metamagical Theorem: A general
! Channeling: The use of positive or skills more important by penalizing metamagical effect which can be
negative energy. unskilled characters. applied in a wide variety of ways.
! Class: A character’s personal ! Framework: Character construction ! Microscale: Creatures or things that
description of what he or she does guidelines for a specific campaign. are too small to see. Microscale
and how he or she does it. ! GM: Game Master: The Game creatures have their own size chart.
! Corrupted: A fairly specific ability. Master creates a plot or adventure for ! Mystic Artistry: The use of art-
When capitalized, it refers to a feat the players. related powers.
modifier noted on page 22! ! GMO: Game Master’s Option: the ! Path of the Dragon: A system of
! (Con Mod): Constitution Bonus. GM can decide what to do with or to arcane abilities based on personal
Abbreviation. the party. This one doesn’t get used mystical energy.
! Chakra: Personal magical power much in this product, but we ! Power: When capitalized, psionic
nexi, an in-game system for limiting commonly use it in other Distant energy.
power combinations. Horizons Games books. ! Proficiencies: Basic skills with
! Character Points (CP): Character ! Generic Spell Levels: These are armor and weapons.
points granted by levels are used to spell levels which are not bound to a ! Ritual Magic: A freeform, if slow,
build characters or creatures. specific spell. Spontaneous casters technique for producing magical
can use them to restore expended effects.
spell levels (on a ! Rune Magic: A magical technique
1-for-1 basis). relying on skills in specific magical
Other casters fields.
can not. Some ! SL: Abbreviation of Spell Level.
abilities are Mostly used for metamagic.
fueled with ! Skill Points (SP): Skill Points are
Generic Spell just Character Points spent on buying
Levels, much skills, or gained from Intelligence
like Power fuels bonuses.
Psionics. ! Specialized: A very specific ability.
! Godfire: The When capitalized, it refers to a feat
u l t i m a t e modifier noted on page 22!
e x t e n sio n o f ! (Str Mod): Strength Bonus.
Dominion. The Abbreviation.
power source ! Thaumaturgy: A primal magical
used for major technique using raw energy and a
divine miracles. specific theme.
! Grandiose: ! Theurgy: A spellcasting system
Items or based on magical nouns and verbs.
creatures of vast ! Traits: Character personality values
size. These have used to guide roleplaying in doubtful
their own size situations.
chart. ! Warcraft: A character’s skill with
! Hexcraft: A all weapons and attacks (i.e., BAB).
spellcasting ! (Wis Mod): Wisdom Bonus.
system based on Abbreviation.
cards. ! Witchcraft: A magical system
reliant on low-level psychic powers.

Another character sheet, Sir?


6 Eclipse: The Codex Persona
Chapter 1:
Getting Started

Eclipse: The Codex Persona 7


System Introduction
Of course, both of those characters could be built
more or less conventionally. Other players will get more
creative. This book is pretty much designed for them.
Point-based design allows endless versatility, adding
There are others: the Wolf-Binder, The Shamanistic
options for both games and characters. Here you’ll find
“Lady of Many Spirits,” The Trickster, The Thunderer,
exotic techniques for warriors, skill options for experts
The Mistress of Life and Fire, and the Lightbringer.
and rogues, strange new abilities for divine spellcasters
Each has their own task, and endures across the ages.
and exotic magical techniques for arcanists along with
Ulric is the Wanderer. It is his duty to maintain the
whole new forms of magic and might.
ancient wards and to fulfill the mysterious dictates of
Of course, with unlimited options, the first thing to
Wyrd. He does not know his age. He knows that he was
do is to start hacking away the ones you don’t need.
born in the far north, where he was called to battle a
GM’s can use the handy worksheet in the back.
spirit of winter that sought to engulf the world, but there
are centuries’ worth of gaps in his memory and his
Each player needs to describe their character’s class.
power. He is a skillful physician-scholar, staff-fighter,
While this description doesn’t need to be very long or
and dabbles in alchemical magic, but most of his power
complicated, it should cover the basics of WHAT a
is derived from the immortal fires of the Path of the
character does and HOW he or she does it. We suggest
Dragon which burn within him.
three to four sentences, although sometimes a simple,
Still, there are many who would open the gates of the
iconic name suffices. Either way, you need to set down
world and unleash what waits beyond. Until he regains
what the character’s strengths are. For example:
his full might, it will be necessary to conceal himself
from them.
“Randir the Witch-Hunter has dedicated himself to
Result: Well, Ulric is obviously going to be tough,
hunting and defeating rogue spellcasters. He has a solid
have quite a few innate magical abilities, some skills,
base in combat, though not exceptional, and has studied
and some specialized combat and spellcasting. Probably
counter-magic. He knows how to sneak around, how to
the player has a power build in mind; specializing some
investigate - and how to cut an Wizard’s throat.”
of his talents will let him squeeze out a few extra points -
Result: Randir can be expected to buy a fair number
but since he intends to conceal some of his powers, and
of levels in Warcraft (a.k.a., Base Attack Bonus) and
is providing plenty of free plot hooks, that shouldn’t be a
fair hit dice. While resembling a classic Rogue, he has
problem. At least this player really has something
fewer skills, spending CP on defensive magical talents
definite in mind. For a writeup, see page 165.
instead. Randir won’t be taking many strange innate
powers or major spellcasting, but may purchase some
Want a noble hero tormented by the dark powers of a
abilities Specialized against mages.
demon imprisoned in him? A merchant prince? A fallen
godling out to reclaim his throne? A renegade cyborg? A
Don’t be this guy! social manipulator? An inventor?

Bill “So, what do you want to play, Mike?” Go right ahead.


Mike: “I’m going to play Volthar the Barbarian!”
Bill: “OK, what kind of class description do you have? Characters still may “multiclass,” only it revolves
around taking abilities outside their descriptions. Some
Mike: “He’s… a barbarian?
GM’s may prefer that characters take levels from a
Bill: *Sigh* standard list of classes, in which case they should simply
select lists of abilities to suit their world and use the
Better... “Volthar is a Barbarian’s barbarian, a normal d20 multiclassing rules. The Dabbler penalty
brutal destroyer who smashes people, places, and things. (page 17) and the Schooling ability (page 42) may apply.
For him, it’s not about the treasure, it’s about defending
the honor of his ancient people by killing everything in Remember that "I'm Playing In Character!" does
his path and taking their stuff, if any. As a tribal NOT excuse being disruptive or demanding extra work
barbarian, he is well equipped for survival in his from the GM. You're the one who came up with the
wasteland home.” character to begin with: it's your job to make him or her
Result: Well, Barbarians are as Barbarians do. Even acceptable to the group and to keep him or her involved
without using the standard build, Volthar will probably with it. Characters who will not work with the group will
want a high combat skill, hit points, and probably the be, quite rightly, abandoned by it. From the characters’
Berserker abilities. With a bit more detail he could have points of view "PC" and "NPC" are quite identical. If
gone in for some totemistic magic or wilderness skills, your character is interfering with other people’s ability to
assuming he wanted any. play, invent a reason for him or her to grow, change, or
get along - or take him or her away.

8 Eclipse: The Codex Persona


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

The character building system revolves around CP, or


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

Children, Growth, and Adventurers Table Is there something wrong


with being a stereotype?
Level Hit Points Life Stage CP and SP gained
“-2" 1 Infant None. Helpless.
“-1” 1 +Con Mod Child +2x(Int Mod) SP Skills. 1 CP buys 1 skill point. The normal maximum
0 3 +Con Mod Youth +24 CP +Int Mod SP (Level + 3) for skill ranks remain unchanged. Any cross-
1 Hit Die Max + class (we call it “irrelevant”) skill on which a player
Con Mod Adult +24 CP +Int Mod SP spends 6 or more CP becomes a class skill (‘relevant”)
+1 Hit Die + from then on. What skills start off in-class are designated
Con Mod Adult +24 CP +Int Mod SP by the GM in consultation with the player according to
the class description. Most classes start off with 12-18
Most Game Masters start characters off at level one, class skills, but skill-based characters often have more.
under the assumption that they’re successfully gotten ! Characters gain bonus SP for high Intelligence, as
through childhood and adolescence. While exceptional listed on the Children, Growth, and Adventurers table
children may gain levels before adulthood, it’s relatively above.
rare. If it happens just move on up the chart. ! Characters may buy a “specialty” in a given skill for 1
CP; these add +3 to the roll, but only for a chosen limited
application. Only one specialty ever applies at a single
time, even if they overlap. For example, many riders
Basic Expenditures specialize in “Horses.”
! Unlike normal skills, restricted skills can’t normally
Hit Dice. While characters receive basic hits (1d4 + become “relevant” without the Occult Skill (Improved)
Con modifier) for each level, they may buy larger hit feat. A restricted skill is simply a skill that most people
dice. Upgrading to a d6 costs 2 CP, a d8 costs 4, a d10 can’t learn, usually because it's highly specialized,
costs 6, a d12 costs 8, and a full d20 costs 16, if your requires secret lore, or has exotic prerequisites. The 3.0
GM will allow you to take them. (These cost a number of Rogue’s Read Lips skill was restricted, even if that didn’t
CP equal to the hit die’s die type, minus 4.) Characters make much sense. There are better examples on page 39.

Eclipse: The Codex Persona 9


General Skill Options ! True Names are difficult to discover, learn, and
pronounce. Once found, you can memorize one major
! Roll skill and attribute checks using 3d6 instead of (sentient beings, mystical entities, elements or forces),
1d20. Since this gives much more consistent results, three lesser (animal types such as “Hyena,” common
averaging around 10, it makes skill ranks and modifiers items, and organs), or twelve minor (plant types, e.g.,
much more important. “Basil”) names per skill point. Knowing something’s
! Use “Familiarities.” An untrained character takes a -4 True Name is usually worth a +4 bonus on any rolls
penalty on skill checks. This can be eliminated by either involving using magic against it. Other uses are possible,
taking levels in the skill or by becoming familiar with the but depend on the game world and the creature involved.
skill; you can become familiar with 3 separate skills per
skill point invested. Skill enhancing devices do NOT Saving Throws. Each point of bonus in a single
negate unfamiliarity penalties. saving throw (Fort, Ref, Will) costs 3 CP. They can be
! Allow characters to spend CP and Int-based SP from modified and limited to make them cheaper, but more
their next level in advance provided that the character specific. See Resist on page 41 for more information.
actually takes the time to learn a skill or skills in-game.
! Give every character some automatic skills at level Special Abilities. Characters may purchase feats and
one. These normally include: Profession or Craft special abilities. Most cost 6 CP, but some have varying
(whatever your parents did) +2, and specialities in Sense costs, or cost more or less than usual. See the Abilities
Motive (own culture), Handle Animal (those commonly section (the abilities section starts on page 23) for more
used in your culture), Knowledge: Local Area (where details. Abilities can be modified and limited to make
you grew up), and Knowledge: (your) Religion. them cheaper, but less effective.
Familiarities include: Bluff, Diplomacy Gather ! GM’s must approve any Corrupted or Specialized
Information, Hide, Listen, and Climb. For comparison, ability (page 22). Remember, if it doesn’t hinder the
this would have a total cost of 8 SP. character, it isn’t a downside. All class features are
Creatures with distinctly different homelands or available as feats or a combination of feats.
physiologies should substitute something else for these
skills as appropriate. Monks raised in seclusion may not Proficiencies. These fall under abilities, and are
have Profession or Craft. Centaurs won’t have Climb. located on page 49.

Specific Knowledges BAB. Base Attack Bonus is purchased as Warcraft.


Each level of Warcraft costs 6 CP and adds +1 to the
Specific Knowledges are straightforward; instead of character’s Base Attack Bonus. It may be taken multiple
spending skill points on general information - such as times, up to three points over the character’s level, just
Knowledge: Geography - you spend them on specific like a skill. This is the only attack-bonus purchase which
things, such as “The defenses and layout of Castle contributes to the character’s attack progression. Other,
Eravain.” In general, this can be treated as a +15 bonus special-purpose enhancements exist for players to buy, of
on relevant rolls. Of course, knowing exactly what some course.
authority has to say on a subject is only helpful if they
happen to be right. Base Caster Level works like Base Attack Bonus and
Common types of specific knowledge include: has the same cost and cap; 6 CP per level up to a limit of
! Books normally cost 1-3 SP each. They’re a good deal +3 over the character’s level. Basic spellcasters have a
harder to remember than poems and such. Quite a few Specialized (only for the progression it was purchased
priests commit one or more major holy books to with, 3 CP/level) version of this included with the cost of
memory, normally at a reduced cost of 1 SP each due to their Caster Levels. Paladin and Ranger progressions are
their dedication. an exception: since they have an effective Caster Level
! Epic Poems and Classic Ballads are designed to be equal to their (class level/2), they need only buy 10
easily memorized, but are often very long. It costs 1 SP Specialized Caster Levels, totaling 30 CP at level 20.
to memorize three of them. The cost of spell slots varies with the progression, as
! Individual Studies are difficult to classify. In general shown under Magic Levels, below. Magic levels which
they can be treated as “memorizing a book” on the apply to two or three progressions are usually considered
subject in question. Corrupted, and cost 4 CP each - making it slightly
! Mystical Rituals depend on their complexity. In cheaper to combine spellcasting progressions.
general, you can memorize (Int Mod +3) minor rituals Casting a spell or using a power normally requires a
(burial, marriage, coming of age, etc) for 1 SP. Major minimum Caster Level equal to (twice its level -1). The
rituals with notable effects will probably cost 1 SP each. Game Master may or may not enforce this. If not, it may
Sadly, while memorizing a ritual provides the usual +15 be possible to cast very powerful spells with very low
bonus on knowledge checks about said rite, it only offers Caster Levels and spells with fixed, rather than per-level,
a +5 bonus on actually performing the ritual. effects become far more valuable.

10 Eclipse: The Codex Persona


Magic Levels. Characters usually purchase and obligations, for his or her spells to work. This
spellcasting abilities level by level, although alternative usually applies to Divine magic, though some ascetic
systems exist for those who wish to use them (see Psionic or Arcane forms have this.
Chapter 3, page 65). Characters may not buy more than ! Noncombative (3.5 Optional). The user’s spell list has
two magic levels in any one progression per level, and either very limited or virtually no combat applications.
cannot buy a magic level higher than their (character The only standard classes using this modifier are the 3.5
level + 3) in any case. See also Base Caster Level, Ranger and Bard; the 3.0 versions started with relatively
above. limited combat magic, but were free to develop it. The
3.5 versions may not.
Progression Cost ! Restrained. The user can only produce a limited range
Paladin or Ranger 2 of effects - typically “no wide-area destructive spells,”
Psychic Warrior, Wilder, Adept 6* although many other limitations are possible. Divine and
Bard, Cleric (No Package), Druid 8* Psionic powers are usually subject to this.
Cleric Package 10* ! Studies. Spells must be found and mastered, or the
Psion 12* user is limited to a modest list of inherent spells (and can
Wizard 14* only trade around one per level). Arcane and Psionic
Sorcerer 16* powers are usually subject to this restriction. Sadly, only
those using Inherent Spells can be spontaneous casters.
*Includes +1 Specialized Caster Level. Removing a limitation adds +2 points to the cost of
each magic level. Extra ones reduce the per-level cost by
All magic levels are normally subject to at least two -1 point for every six points (or part thereof) of the cost
of the following limitations: on the chart above. For example, a “Prophet” might use
! Components. Spellcasting requires extensive work, the Sorcerer's charts (16 CP/level) – but use the Conduct
including incantations, gestures, and weird material restriction as well, reducing the cost to 13 CP/level.
components. Most effects are subject to armor-related Sadly, spell progressions have a minimum cost of 2
spell failure and cannot be used without pouches full of CP/level regardless of how many limitations are applied
spell materials. Arcane magic is usually subject to this and are always restricted to a general type of magic.
restriction.
! Conduct. The user must subscribe to specific beliefs, Beginning cleric magic is a considerable bargain. It
behave in particular ways, or live up to various duties normally includes two domains (12 CP), their related
feats (12 CP), Spell Conversion (Healing OR Harming
spells, 6 CP) and a set of specialty Spell Slots (6 CP).
This is a sort of Divine Credit. It assumes that religion is
going to be a major part of the character's career. The
GM may opt to make dabblers buy these abilities
separately. In this case, the per-level cost of cleric magic
is reduced to 8, identical to the Druid’s. This actually is
a better buy at very high levels, starting at level 19.

To continue our first example, A Witch-Hunter


probably has only the Paladin/Ranger progression,
bought with the following limitations: Restrained (only
counter-magic spells with a few healing and banishing
spells) and Code of Conduct (user must not study other
Arcane or primal magic). While bought as Arcane here,
it could easily be bought as Divine for an order of holy
guardians or Psionic for an elite order of meditative
wardens. This will cost 2 CP/level and is usable in
armor, but will never become very powerful.

Spells. Characters may acquire an existing spell


formula of any spell they could cast but do not already
know for 1 CP. Original, customized spells cost 2 CP.
Casters who can use spells spontaneously pay double the
normal cost. Characters using psionic abilities which
may be augmented pay three times the normal cost. The
“Spells known” category in the progressions (page 12-
14) is only of interest to characters limited by Studies.
But she can so Read Magic!
Eclipse: The Codex Persona 11
Spell Progressions Characters who want to use psychic progressions for
normal spellcasting should divide the listed Power by 1.8
to convert it to spell levels, and may trade out one old
All spell progressions include the numbers of spells spell formula per level. Characters who want to use
known for spontaneous sorcerer-style casters. normal magic levels for psychic progressions should
multiply the available spell levels by 1.8 to get Power,
Paladin and Ranger Spell Progression use the total number of spells known as the number of
Spells gained per level/Spells known (if applicable) disciplines known, and use the maximum level of slot
available as the maximum level of power which they can
Lv L0 L1 L2 L3 L4 Lv L0 L1 L2 L3 L4 know.
1 1/2 0/1 -/- -/- -/- 11 3/5 2/4 1/3 1/2 0/1
2 1/3 0/1 -/- -/- -/- 12 3/5 2/4 1/3 1/2 1/1
3 2/3 1/2 -/- -/- -/- 13 3/5 2/4 2/3 1/3 1/1 3.5 Psychic Warrior Power Progression
4 3/3 1/2 -/- -/- -/- 14 3/5 2/4 2/4 2/3 1/2 Power Points and Powers
5 3/3 1/2 0/- -/- -/- 15 3/6 3/4 2/4 2/3 1/2
6 3/4 1/2 0/1 -/- -/- 16 3/6 3/5 3/4 3/4 2/2 Daily Powers Max Daily Powers Max
7 3/4 1/3 1/1 -/- -/- 17 3/6 3/5 3/5 3/4 3/3 Lvl Power Known Lvl Lvl Power Known Lvl
8 3/4 1/3 1/1 0/1 -/- 18 4/6 4/5 3/5 3/4 3/3 1 0 1 1st 11 35 11 4th
9 3/4 1/3 1/2 1/1 -/- 19 4/6 4/5 4/5 4/5 3/3 2 1 2 1st 12 43 12 4th
10 3/5 2/3 1/2 1/2 -/- 20 4/6 4/5 4/5 4/5 4/4 3 3 3 1st 13 51 13 5th
4 5 4 2nd 14 59 14 5th
Note that basic Paladins and Rangers start investing 5 7 5 2nd 15 67 15 5th
points in spellcasting at level 4. 6 11 6 2nd 16 79 16 6th
7 15 7 3rd 17 91 17 6th
8 19 8 3rd 18 103 18 6th
3.0 Psychic Warrior Power Progression 9 23 9 3rd 19 115 19 6th
Power Points and Powers 10 27 10 4th 20 127 20 6th

Power - Powers Discovered -


Level Pts/Day 0 1 2 3 4 5 6 Wilder Power Progression
1 2 2 — — — — — — Power Points and Powers
2 3 3 — — — — — —
3 4 3 1 — — — — — Daily Powers Max Daily Powers Max
4 5 3 2 — — — — — Lv Power Known Lv Lv Power Known Lv
5 8 3 3 1 — — — — 1 2 1 1st 11 106 6 5th
6 11 3 3 2 — — — — 2 6 2 1st 12 126 7 6th
7 16 3 3 2 1 — — — 3 11 2 1st 13 147 7 6th
8 21 3 3 3 1 — — — 4 17 3 2nd 14 170 8 7th
9 26 3 3 3 2 — — — 5 25 3 2nd 15 195 8 7th
10 33 3 3 3 2 1 — — 6 35 4 3rd 16 221 9 8th
11 40 3 3 3 3 1 — — 7 46 4 3rd 17 250 9 8th
12 47 3 3 3 3 2 — — 8 58 5 4th 18 280 10 9th
13 56 3 3 3 3 2 1 — 9 72 5 4th 19 311 10 9th
14 65 3 3 3 3 3 1 — 10 88 6 5th 20 343 11 9th
15 74 3 3 3 3 3 2 —
16 85 3 3 3 3 3 2 1
17 96 3 3 3 3 3 3 1 Optionally, all chart-progression spellcasters have a
18 107 3 3 3 3 3 3 2 “phantom slot” one level higher than their current
19 118 3 4 3 3 3 3 2 maximum, representing whatever they’re studying at the
20 129 3 4 3 3 3 3 3 moment.
Unfortunately, using it requires a Fortitude save to
3.0 Psionic Powers are a great deal more specific
avoid (1d4 damage per spell level), and a Will saving
than the 3.5 powers. For example, the ability to summon
throw to avoid a spell misfire. Both DC’s are (11+Spell
Astral Constructs included nine separate disciplines in
Level).
3.0; these were folded into one in 3.5. The 3.0 charts
thus offer substantially more powers. As a rule, the 3.0 Fooling around with magic you haven’t yet mastered
chart should only be used with the 3.0 powers and the under stress is not recommended. Still, when did player-
3.5 chart with the 3.5 powers. characters stick with what was recommended?

12 Eclipse: The Codex Persona


Like Spellcasters, Psionic characters get extra magic Cleric and Druid Spellcasting Progression
for having a high score in their primary magical Spells gained per level/Spells known (if applicable)
attribute. In their case they receive (Att Mod) x Caster
Level/2 extra Power rather than bonus spells. Lv L0 L1 L2 L3 L4 L5 L6 L7 L8 L9
1 3/5 1/3 - - - - - - - -
Adept Spellcasting Progression 2 4/6 2/3 - - - - - - - -
Spells gained per level/Spells known (if applicable) 3 4/6 2/4 1/2 - - - - - - -
4 5/7 3/4 2/3 - - - - - - -
Lv L0 L1 L2 L3 L4 L5 5 5/7 3/5 2/3 1/2 - - - - - -
1 3/4 1/2 - - - - 6 5/8 3/5 3/4 2/3 - - - - - -
2 3/4 1/2 - - - - 7 6/8 4/6 3/4 2/3 1/2 - - - - -
3 3/4 2/2 - - - - 8 6/9 4/6 3/5 3/4 2/3 - - - - -
4 3/4 2/2 0/1 - - - 9 6/9 4/6 4/5 3/4 2/3 1/2 - - - -
5 3/5 2/3 1/2 - - - 10 6/9 4/6 4/6 3/5 3/4 2/3 - - - -
6 3/5 2/3 1/2 - - - 11 6/9 5/6 4/6 4/5 3/4 2/3 1/2 - - -
7 3/5 3/3 2/2 - - - 12 6/9 5/6 4/6 4/5 3/5 3/4 2/3 - - -
8 3/5 3/3 2/2 0/1 - - 13 6/9 5/6 5/6 4/5 4/5 3/4 2/3 1/2 - -
9 3/6 3/4 2/3 1/2 - - 14 6/9 5/6 5/6 4/5 4/5 3/5 3/4 2/3 - -
10 3/6 3/4 2/3 1/2 - - 15 6/9 5/6 5/6 5/5 4/5 4/5 3/4 2/3 1/2 -
11 3/6 3/4 3/3 2/2 - - 16 6/9 5/6 5/6 5/5 4/5 4/5 3/4 3/4 2/3 -
12 3/6 3/4 3/3 2/3 0/1 - 17 6/9 5/6 5/6 5/5 5/5 4/5 4/4 3/4 2/3 1/1
13 3/6 3/5 3/4 2/3 1/2 - 18 6/9 5/6 5/6 5/5 5/5 4/5 4/4 3/4 3/4 2/2
14 3/6 3/5 3/4 2/3 1/2 - 19 6/9 5/6 5/6 5/5 5/5 5/5 4/4 4/4 3/4 2/3
15 3/6 3/5 3/4 3/4 2/2 - 20 6/9 5/6 5/6 5/5 5/5 5/5 4/4 4/4 3/4 3/4
16 3/6 3/5 3/4 3/4 2/3 0/2
17 3/6 3/6 3/5 3/4 2/3 1/3 The clerical progression does not necessarily include
18 3/6 3/6 3/5 3/5 2/3 1/3 domain spell slots. Those are gained via the Specialist
19 3/6 3/6 3/5 3/5 3/4 2/4 ability (page 44).
20 3/6 3/6 3/5 3/5 3/4 2/4

Bard Spellcasting Progression


Spells gained per level/Spells known (if applicable)

Lv L0 L1 L2 L3 L4 L5 L6
1 2/4 - - - - - -
2 3/5 0/2 - - - - -
3 3/6 1/3 - - - - -
4 3/6 2/3 0/2 - - - -
5 3/6 3/4 1/3 - - - -
6 3/6 3/4 2/3 - - - -
7 3/6 3/4 2/4 0/2 - - -
8 3/6 3/4 3/4 1/3 - - -
9 3/6 3/4 3/4 2/3 - - -
10 3/6 3/4 3/4 2/4 0/2 - -
11 3/6 3/4 3/4 3/4 1/3 - -
12 3/6 3/4 3/4 3/4 2/3 - -
13 3/6 3/4 3/4 3/4 2/4 0/2 -
14 4/6 3/4 3/4 3/4 3/4 1/3 -
15 4/6 4/4 3/4 3/4 3/4 2/3 -
16 4/6 4/5 4/4 3/4 3/4 2/4 0/2
17 4/6 4/5 4/5 4/4 3/4 3/4 1/3
18 4/6 4/5 4/5 4/5 4/4 3/4 2/3
19 4/6 4/5 4/5 4/5 4/5 4/4 3/4 The other Druids thought that the
20 4/6 4/5 4/5 4/5 4/5 4/5 4/4 giant mouth tattoo was a bit much.

So it ate them.

Eclipse: The Codex Persona 13


3.0 Psion Power Progression Wizard Spellcasting Progression
Power Points and Powers Spells gained per level/Spells known (if applicable)

Power -------- Powers Discovered -------


Level Pts/Day 0 1 2 3 4 5 6 7 8 9 Lv L0 L1 L2 L3 L4 L5 L6 L7 L8 L9
1 2 2 0 - - - - - - - - 1 3/8 1/6 - - - - - - - -
2 3 2 1 - - - - - - - - 2 4/9 2/6 - - - - - - - -
3 4 2 2 - - - - - - - - 3 4/9 2/7 1/3 - - - - - - -
4 7 3 2 0 - - - - - - - 4 4/10 3/7 2/4 - - - - - - -
5 10 3 2 1 - - - - - - - 5 4/10 3/8 2/4 1/3 - - - - - -
6 15 4 2 1 0 - - - - - - 6 4/11 3/8 3/5 2/4 - - - - - -
7 20 4 3 2 1 - - - - - - 7 4/11 4/9 3/5 2/4 1/3 - - - - -
8 27 5 3 2 1 0 - - - - - 8 4/12 4/9 3/6 3/5 2/4 - - - - -
9 34 5 3 2 2 1 - - - - - 9 4/12 4/9 4/6 3/5 2/4 1/3 - - - -
10 43 6 3 2 2 1 0 - - - - 10 4/12 4/9 4/7 3/6 3/5 2/4 - - - -
11 52 6 3 3 2 2 1 - - - - 11 4/12 4/9 4/7 4/6 3/5 2/4 1/3 - - -
12 63 7 3 3 2 2 1 0 - - - 12 4/12 4/9 4/7 4/6 3/6 3/5 2/4 - - -
13 74 7 4 3 3 2 2 1 - - - 13 4/12 4/9 4/7 4/6 4/6 3/5 2/4 1/2 - -
14 87 7 4 3 3 2 2 1 0 - - 14 4/12 4/9 4/7 4/6 4/6 3/6 3/5 2/3 - -
15 100 7 4 3 3 3 2 2 1 - - 15 4/12 4/9 4/7 4/6 4/6 4/6 3/5 2/4 1/2 -
16 115 7 4 4 3 3 2 2 1 0 - 16 4/12 4/9 4/7 4/6 4/6 4/6 3/5 3/4 2/3 -
17 130 7 4 4 3 3 3 2 2 1 - 17 4/12 4/9 4/7 4/6 4/6 4/6 4/5 3/4 2/3 1/2
18 147 7 4 4 4 3 3 2 2 1 0 18 4/12 4/9 4/7 4/6 4/6 4/6 4/5 3/4 3/4 2/3
19 164 7 4 4 4 3 3 3 2 1 1 19 4/12 4/9 4/7 4/6 4/6 4/6 4/5 4/4 3/4 2/3
20 183 7 4 4 4 4 3 3 2 2 1 20 4/12 4/9 4/7 4/6 4/6 4/6 4/5 4/4 4/4 4/4

3.0 Psions also gain one power of each level from


their chosen speciality list. These become available at the Sorcerer Spellcasting Progression
“0" listings on the table. Spells gained per level/Spells known (if applicable)

3.0 Psionic Powers are a great deal more specific Lv L0 L1 L2 L3 L4 L5 L6 L7 L8 L9


than the 3.5 powers. For example, the ability to summon 1 5/4 3/2 - - - - - - - -
Astral Constructs included nine separate disciplines in 2 6/5 4/2 - - - - - - - -
3.0; these were folded into one in 3.5. The 3.0 charts 3 6/5 5/3 - - - - - - - -
thus offer substantially more powers. As a rule, the 3.0 4 6/6 6/3 3/1 - - - - - - -
chart should only be used with the 3.0 powers and the 5 6/6 6/4 4/2 - - - - - - -
3.5 chart with the 3.5 powers. 6 6/7 6/4 5/2 3/1 - - - - - -
7 6/7 6/5 6/3 4/2 - - - - - -
8 6/8 6/5 6/3 5/2 3/1 - - - - -
3.5 Psion Power Progression 9 6/8 6/5 6/4 6/3 4/2 - - - - -
Power Points and Powers 10 6/9 6/5 6/4 6/3 5/2 3/1 - - - -
11 6/9 6/5 6/5 6/4 6/3 4/2 - - - -
Daily Powers Max Daily Powers Max 12 6/9 6/5 6/5 6/4 6/3 5/2 3/1 - - -
Lvl Power Known Lvl Lvl Power Known Lvl 13 6/9 6/5 6/5 6/4 6/4 6/3 4/2 - - -
1 2 3 1st 11 106 22 6th 14 6/9 6/5 6/5 6/4 6/4 6/3 5/2 3/1 - -
2 6 5 1st 12 126 24 6th 15 6/9 6/5 6/5 6/4 6/4 6/4 6/3 4/2 - -
3 11 7 2nd 13 147 25 7th 16 6/9 6/5 6/5 6/4 6/4 6/4 6/3 5/2 3/1 -
4 17 9 2nd 14 170 27 7th 17 6/9 6/5 6/5 6/4 6/4 6/4 6/3 6/3 4/2 -
5 25 11 3nd 15 195 28 8th 18 6/9 6/5 6/5 6/4 6/4 6/4 6/3 6/3 5/2 3/1
6 35 13 3rd 16 221 30 8th 19 6/9 6/5 6/5 6/4 6/4 6/4 6/3 6/3 6/3 4/2
7 46 15 4th 17 250 31 9th 20 6/9 6/5 6/5 6/4 6/4 6/4 6/3 6/3 6/3 6/3
8 58 17 4th 18 280 33 9th
9 72 19 5th 19 311 34 9th
10 88 21 5th 20 343 36 9th

14 Eclipse: The Codex Persona


Corrupted and over your spells each day or if your patron keeps coming
up with missions for you.
Specialized Magic This is a classic for clerics and for spellcasters who
are too impatient or greedy to actually study.
! Mysticism. Your magic relies on building up credit
Corrupting or Specializing (page 22) magic levels with various types of spirits, and so cannot use external
allows for a great deal of variation over and above that power sources or batteries. This is usually Corrupted, but
inherent in mixing and matching limitations, levels, Specialized if the spirits are unusually difficult to please
charts, and spell types. Either can be used to increase (i.e., you have a slow or difficult recovery).
the effective number of magic ranks purchased, to reduce This works well with Rune Magic (page 97),
the cost, or alter the number of spells granted by each especially when combined with Mana (Specialized to
level. Some common modifications include: create individual “pools” of favors with particular
! Destructive. Your magic has dangerous and/or spirits, page 36) and Reflex Training (so that “spirits”
destructive side effects, either environmental (usually can cast instant defensive spells for you, page 40).
Corrupted), on your friends (usually Specialized), or ! Ritualist. Your magic requires lengthy preparations
personal, such as insanity, progressive mania, damage, or and many components. This is usually Specialized unless
spiritual corruption (usually Specialized). normal magic is not available in a campaign.
While this is a classic for evil The classic ritual summoner
mages (who don’t care what can command tremendous forces
happens around them), a player if he or she can keep summoned
character struggling with the creatures around for a while
undesirable consequences of with the Persistent metamagic
power can be very interesting. (page 63), but is helpless if
! Difficult. Your regain your caught unprepared.
magical energy slowly. This is ! Subsumption. You fuel your
usually Corrupted if it merely magic by “draining” power from
requires a week or two, or others. This usually causes
Specialized if you have to use mental problems. This is
Rite of Chi (page 42) or a similar Corrupted if you need steal
ability to get it back. powers only to learn them (i.e.,
This works well with to buy a power you must first
characters who draw their defeat someone who has it) or
magic from dangerous sources, Specialized if someone must be
steal it from mystical beings, or drained to regain your powers.
must pay for it in some fashion. Less drastically characters
! Elemental. Your magic is can buy a progression to store
restricted to an unusually narrow but not cast spells, making them
field. While “the four elements” a walking magical battery. This
(Corrupted) or a single element Specialized power may require
(Specialized) are common It Slices! It Dices! It makes buying off some limitations such
choices, there are hundreds of as Components or Studies.
31 varieties of Pancakes!
possible fields. ! Unreliable. Your magic
Almost too common to comment on, extreme simply fails to work sometimes. This may require a die
specialization is usually better for dabblers than for roll each time a spell is cast or there may be conditions
magical experts. that block your abilities, such as being on holy ground,
! Focused. You need some vulnerable external device to carrying metal, or targeting someone carrying cold iron.
use your magic. This is Corrupted if the “device” is Corrupted or Specialized depending on the extent of the
something that’s difficult to destroy or take away, such limitation and how often it comes into play.
as a sacred grove, temple, or series of tattoos on your For a very Specialized version of this try magic
skin. It’s Specialized if it’s easily taken away, such as a which only works on a particular set of targets.
staff or wand, or if it attracts trouble, such as a hidden ! Wild. Your magic is unstable. It may be governed by
horde of treasure. natural cycles, such as the phases of the moon, and thus
Perhaps this is part of how dragons become so be reasonably predictable (Corrupted) or it may vary
powerful - and why it angers them so much to have randomly and/or have uncontrollable side effects
something stolen from their hordes. Heh. (Specialized).
! Granted. You deal with a single mystical entity on a Note that this is a LIMITATION. It never improves
personal level, and may acquire only those abilities your powers beyond what you’ve actually paid for,
which it decides to grant. This is Corrupted if it simply although it certainly reduces them at times.
limits your choices, but Specialized if you have to debate
Eclipse: The Codex Persona 15
Control Mechanisms ! Approval. This simple - if intrusive - method has
the GM approve only a limited number of special
abilities for each character. This is, of course, what most
While there’s nothing wrong with a free-wheeling methods come down to in the end - but in this case we’re
game that allows people to spend their CP on anything not bothering with an in-game justification. This works,
they want, it’s hard to run. but it’s less satisfying for everyone.
! Framework. Characters must spend a minimum
Since Eclipse is designed for use in any setting, it number of points per level in various fields. This won’t
offers far more character options than will fit into any keep people from going for the “best” abilities, but it
one game world. Sadly, such flexibility, like any point- does force them to be tolerably well-rounded, cuts down
buy system, also allows many forms of character-design on the number of special talents any one of them can
abuse. Players may want to indulge in truly grotesque have, and helps maintain the idea that they’re learning
min-maxing, create incredibly powerful specialists, take from experience rather than picking from a menu. A
points for irrelevant “disadvantages” (or even disguised basic Adventurer framework is shown below. While
advantages), build characters that don't fit into the game minor exceptions may be allowed, and points from bonus
world, stack bonuses, and buy whatever they see as the feats and disadvantages are not subject to the template
most convenient, “best,” or most cost-effective abilities limits, it should be suitable for most d20 settings.
whether they make sense for the character or not.

Unfortunately, any given option will be “abusive” in


Adventurer Framework
some worlds and with some GM's but not in or with Per-Level Point Expenditure Restrictions
others. Trying to address this within the rules themselves
is a futile effort that simply creates more loopholes and Ability Minimum Maximum
endless special cases. Ergo, here are some ways to Hit Die 0* None
customize things for your particular world. Skill Points 2* 12
! Bloodlines. Many abilities can be learned, but Saving Throws 3* 12
others require some innate mystical talent. If you're not Special Abilities 0 12
born with that special spark, such abilities are extremely Warcraft 3+ 12
difficult (e.g., require a Wish, Miracle, great quest, major Magic Levels 0 18
mystical experience, or divine aid) or even impossible to Extra Spells 0 4
acquire. Players may pick a limited list of restricted
abilities for which their character has the necessary
“spark” during character creation. *More is usually a good idea
! Ritual. Some abilities require specific rituals or +This translates to a minimum BAB of (Level/2).
odd technological means to acquire. The ingredients, Most characters should be allowed to round down to the
places, times, and procedures to follow are all likely to nearest 6.
be more or less difficult to find or arrange. This method,
like Secrets, below, has the side benefit of being a rich Special Abilities. Individual Game Masters may
source of side-adventures. make exceptions for heavily ability-dependent
! Secrets. The secrets of some abilities are guarded characters, such as Monks, but don’t count on it.
by ancient hermits, hidden orders, supernatural beings, or Adventurers may not invest more than (level+2) x 6 CP
elder dragons, are buried in rare manuscripts, or are only in any one chain of linked special abilities OR have more
to be found in distant and dangerous places. than (level+1) abilities from any one such chain. They
! Training. Some talents require months or years of cannot add more than two links to such a chain per level.
exotic training, are very time-consuming to maintain, or
have other special, or mutually exclusive, requirements.
Proficiencies. Characters may spend as many CP as
No one can have more than a few of them. As a side
they wish on Proficiencies. As a practical matter, they
benefit, this option can be used to keep characters busy,
are expected to learn at least four weapons; almost
and spending money, between adventures.
anyone should be able to pick up a club, crossbow,
! Development. Some abilities take months or years
dagger, or staff and use it immediately. In fact, most
to develop, may be erratic at first, and may cost more
adventurers should be able to use all simple weapons.
points than usual. Characters list the abilities they want
and set aside points for them. The GM deducts points
from that pool if and when he decides to make an ability Magic Levels. No points need be spent here, but
available, may only allow a partial ability at first, and characters cannot gain more than two levels in any one
may deduct extra points for overly-useful abilities or magic progression per character level. Similarly, they
combinations. may not buy more than 4 extra spells per character level.

16 Eclipse: The Codex Persona


Slight modifications to the basic framework can Fast Learner. (+1) Actually purchased as a feat for 6
adapt it to particular campaigns. For example, in a CP, this ability grants extra CP as the character rises in
modern espionage setting characters are presumably level. Specialized versions are available and encouraged.
quite skilled, but can’t have any mystical abilities No one may take Fast Learner more than once unless it’s
beyond trivial psychic powers. Ergo: been built into a template, race, or class by the Game
Master. For example,
Modern Espionage wizards have Fast
Framework: Minimum Learner Specialized
6 CP per level spent on in acquiring new
skills, maximum of 2 CP spells each level.
per level spent on This doubles the CP
mystical abilities. output; each spell
costs 1 CP, so
In a setting where all wizards gain 2 spells
the characters are a part per level.
of a mercenary The Game Master
company, one might should keep a careful
reasonably require: eye on Fast Learner;
it is very easily
Elite Mercenary abused.
Framework: Minimum
of 2 CP per level spent Restrictions. (+1)
on buying larger hit A character with
dice, minimum of 4 CP restrictions has major
spent on skills per level, limitations on the use
maximum magic level of some ability or
of (character level - 3). type of equipment.
This will keep the He or she may never
characters reasonably (ever!) acquire or use
tough, but drastically such talents without
limits their spellcasting. major penalties. For
You want to add what? Don’t you think it’s example, W itch-
just a bit late for that? You’re down to 18 CP! Hunters never cast
spells except to fix
Per-Level CP Modifiers the problems caused by other magic on pain of losing
most of their abilities.
The point bonus is per category which applies. A
If applied to a character, these modifiers add or character only gains the bonus points for restrictions on
subtract the listed CP value at every level, starting at things that would obviously useful to him or her.
level 1. Modifiers linked to a particular ability (such as Common restrictions include wearing no armor, using no
Very Limited Spell List) require the character to invest a weapons, using no magic or psionics, or skill-related
substantial number of points in that ability; 3 per level is feats. A good explanation is in order. Why is the
good minimum. That’s nearly 3 full levels at level 20! character restricted in this way?

Dabbler. (-2) A character with Dabbler either has no Untrained. (-6) This character has not been trained as
class description or insists on taking abilities outside of an “adventurer,” is hopelessly untalented, or simply isn't
that theme. This penalty applies to each level until said interested. This modifier goes away - and the character
character takes out time (several months) to retrain. gets to spend those CP - when he or she gets trained,
GMO as to whether this or the 10% XP penalty applies. starts to take an interest, or finds a talent (if any).

Duties. (+2) A character with Duties has extensive Very Limited Spell List. (+.5) The character's spell
obligations. These restrict his or her time and freedom of lists are unusually specialized, or otherwise restricted,
action, as well as draining his or her resources, but also for his or her magic style and class. The Paladin doesn’t
mean getting a lot of practice or extra training. This receive this, because his or her spell list covers nearly
typically includes Druids, Clerics, and Paladins. Ignoring anything he or she might want to do and even offers
your duties brings on various penalties. Strangely, this some unique and powerful spells. Rangers, on the other
continues until the GM feels you have enough penalties hand, don’t have nearly the versatility they arguably
to equal the points you got from Duties. should get, so they receive this small bonus.

Eclipse: The Codex Persona 17


NPC Levels Disadvantages. Each character may take 1/2/3 dis-
advantages, for a total of +3/+6/+10 CP when the
character is designed. Characters may not take more than
How many levels should NPC’s get? If it matters, we three disadvantages. While this is not strictly reasonable
recommend the following chart for non-adventuring - it would make more sense to have fewer CP since they
NPC’s and for those for whom “adventures” are the must deal with their disability - it’s more fun this way.
rare exception, not the rule. Most ordinary character disadvantages can be found on
the list below. If someone wants to get really creative, let
! Level 1 for being a mature adult them. It’s only three or four points.
! +1 per age category (middle-aged, old, and venerable)
! +1/2/3/4/5/6/7/8 for raising at least 1/2/4/8/16/32/64/ Disadvantages List
128 or more children to adulthood. Max
! +1 per social or guild rank climbed +4 All disadvantages are subject to a general rule: if it
doesn't cause you significant problems, then it’s not a
! +1 for being knighted or publicly honored +2
disadvantage, and is worth no points.
! +1 for being ennobled or getting a major post +2
! +2 for being or becoming a ruler +4 Accursed. The universe is out to get you. This covers
! +2 for being worshiped as a god +2 literal curses, such as dooming those you love, terrible
! +2 for actually becoming a god +2 fates, bleeding fire instead of blood, or uncontrollable
lycanthropy, as well as lesser, persistent annoyances. The
latter might include being a preferred target for attacks
While the rules are exactly the same for adventurers (you count as two people if random targeting is used),
and non-adventurers, or for NPC’s and PC’s, most non- unpleasant disabilities such as epilepsy, allergies and so
adventurers invest their CP in things they actually use a on. Your curse can be lifted, but it requires a great deal
lot rather than in anything the players or Game Master of work or truly major magic.
are likely to care about, or even notice.
Monster levels, of course, are whatever fits the story Aged. You didn't take up adventuring until late in
and the needs of the Game Master. life. You are middle-aged or older and may, at the option
of the GM, have an extra level or two with the points
assigned to abilities of little use in adventuring - giving
Once-Off CP Bonuses you a starting edge at the cost of a long-term penalty.

Blocked. You cannot use some type of ability to


These apply only once, although the CP bonus is which you'd normally have access. This is commonly a
permanent unless the character chooses to buy off a magical school, but this may include racial abilities or
disadvantage. class abilities in games which use classes.

Package Deals. Some groups offer a set (usually 6-12 Broke. You start with only a third of the usual cash
CP worth) of abilities to anyone who joins up - and takes and equipment you would be entitled to by your level.
on their enemies and problems. This is a GM bribe to get You may have continuing money problems as well if you
characters to take on particular roles and obligations in add Obligations, Compulsive, or a similar flaw.
the setting. If they’re available, go ahead and take one;
you’ll be playing in the setting anyway. Compulsive. You have some particular mania or
“code of conduct” which influences everything you do.
Retraining. This allows a character to regain CP lost Likely compulsions include the classic manias (like
due to being Untrained or changing classes. It may also Pyro- or Klepto-), an overwhelming love or hatred,
be used to eliminate limitations and Disadvantages, but greed, dedication to some peculiar goal, truthfulness,
character must pay off the bonus points derived from extravagant spending, or even virtue. Codes include
them first. Retraining usually requires 2d6 months and an things like Hippocratic Oaths or Chivalry. Characters
in-game explanation of who, how, and where. that ignore their compulsions take a 20% experience
penalty.
Unique Training. Popular with high-level characters,
this can come from ancient masters, divine or infernal Dependent. There is something you just have to have
tutors, or simply spending six months disguised as a to function effectively. You could be addicted to a drug,
smith. It adds +1d6 CP, up to a maximum of +(2 x rely on a special talisman, require constant support and
Intelligence) CP over a character's lifetime. Of course, encouragement, or simply be so confused that you need
only the GM may decide what qualifies as “unique someone to tell you what to do. Unless there’s a specific
training.” effect involved this defaults to a -3 penalty on your rolls.

18 Eclipse: The Codex Persona


Foolish. You don’t learn as quickly as usual, and so Inept (select Int, Wis, Chr, or Dex). You suffer from
take a 20% experience point penalty. This isn't, however, a -2 modifier on all skills linked to the chosen attribute.
cumulative with the usual penalty for multiclassing.
Insane. You’re out of your mind. This is usually
Frail. You must make a (DC 18) Fortitude save after limited to particular situations or subjects, leaving you
casting a spell of level 3+ or fighting for three rounds. sane enough most of the time, but when that trigger
On a failure you take 1d6 points of nonlethal damage and comes up you become completely irrational. This most
become staggered for 1d4 rounds. The GM may allow commonly shows up as phobias (darkness or a class of
this to be limited to spellcasting OR combat, but this creature are favorites), but there are innumerable ways to
increases the save DC to 23. go a little off your rocker.

Hallucinations, Flashbacks, and Visions. Your Irreverent. You are fundamentally unable to accept
version of reality doesn't always agree with that of those the “divinity” of gods. You recognize their might and
about you. While this is common enough with respect to may even see one as a patron, but worship just isn't a part
details, in your case it may extend to things like whether of your nature; they're just really powerful people to you.
it’s daytime. More commonly, and most dangerously, While gods generally forego directly smiting you, none
you may simply see a distorted version of what everyone of them will grant you divine magic and many clerics
else sees. This is up to the GM, but the occasional Will have a problem with you.
save (DC 18) is suggested, or you may react in a
radically different manner than those about you. Obligations. You have responsibilities which you can
not easily discharge. You may have dependents, debts, a
Healing Resistant. You get only half the benefit of geas, massive tithes, oaths to fulfill, a job which you
Cure Wounds or Heal spells. Additionally, Neutralize cannot readily leave, be sworn to the service of a lord or
and Remove spells grant you a save to throw off ruler, or just have friends who need looking after. This is
whichever effect they are targeting, but aren’t automatic. a wonderful way to get dragged into adventures.
This does have an upside; the relevant Inflict Wounds,
Harm, Contagion, Poison, and Blindness/Deafness spells Outcast. You are socially unacceptable in a large area
are similarly reduced in effectiveness, allowing an extra or with a large and important group. You might be noted
save or halving the effect. as an oathbreaker, an “untouchable,” a kinslayer, or an
ex-slave, belong to a despised ethnic group, believe in a
History. The player has a few pages of notes for the heretical faith, or simply have numerous obnoxious
GM about the character's history, personality, and goals. habits. In any case, a sizable segment of the people in the
This should include some mention of friends and family, campaign setting will have nothing to do with you.
old enemies or allies, and where the character got his or
her training or equipment. The GM should to allow the Poor Reputation. You’re widely and unfavorably
player several sessions to come up with it all. known. This results in a -6 penalty on “friendly” social
skill and Charisma rolls throughout a major portion of
Hunted. Someone’s out to get you. You may be an the setting. This may be combined with “Outcast,” in
outlaw, have personal enemies, or have been marked by which case there's not much use in trying to talk to
some mystical entity. The nature of your foes should be anybody. Even your companions will suffer penalties if it
decided in consultation with the GM. As a rule, you becomes known that they associate with you.
cannot simply confront your hunters and fight it out with
them. They're either numerous, powerful, or secretive. Recorder. The player keeps records, and ensures that
the GM gets a copy. Acceptable forms are up to the GM,
Illiterate. An Illiterate character either cannot read or but common variants include character diaries, letters,
write one language or all of the languages he or she campaign logs, and keeping a list of NPC's.
knows. This disadvantage has a flat cost and does not
refer back to the starting disadvantages price table. The Secret. There is something buried in your past which
character gains +1 CP for the lone language version or you must keep hidden. Your dark secret may range from
+2 CP for all languages. As a side note, this doesn’t your unpopular ancestry to being a mass murderer, but
count against the maximum disadvantage limit, since it’s bad things happen if it is revealed (i.e., you will get two
only here to be consistent with the standard “barbarian” shiny new disadvantages). Characters most commonly
listing. In some settings the Game Master may choose to get two from: Hunted, Outcast, Poor Reputation, or
make illiteracy the default for most characters. Valuable, but things like Accursed, Insane, Obligations,
or Unluck may fit in some cases.
Incompetent. You suffer from a “-5” modifier on one
GM-selected skill, or a “-3” modifier on a group of
related skills (e.g., anything “high-tech”).

Eclipse: The Codex Persona 19


Showman. You
compulsively
posture, show off,
gloat, and brag -
giving away your
plans and wasting
time even in
combat. You take a -
3 Initiative penalty,
while others get a
+3 bonus on any
checks that involve
finding out what
you're planning to
do or are doing at
the moment.

Slow. You suffer


a - 2 I n i tiat i v e
penalty and a -10
fe e t p er r o und
penalty to your base
movement rate, and
cannot buy feats
whi c h improve The eternal dilemma: healthy baby versus extra CP. Heh.
either of these.

Stigmata. You have some injury which either cannot blame anything that happens in the vicinity on you, and
be healed or has healed badly. It is both painful and you'll have to pay in advance most of the time. Do not
inconvenient. You must make a DC 24 Fortitude save at try to be the party spokesman. It just won’t work out.
the start of each session; if you fail you take a -1 morale
penalty on saving throws for the duration of the session. Valuable. You are worth a lot of money. This usually
means that there's a reward out on you, but it may mean
Unarmoured. You refuse to use armor for some that you will bring a vast price on the slave market, have
reason. Characters who already suffer major penalties for some mystic quality about you which makes you
wearing armor can't take this disadvantage. priceless to a mage, or, for truly exotic character races,
that your body parts are extremely valuable.
Uncivilized. You do not fit into anything beyond a
small tribe. Complex social situations, the sheer scale of Vows. While closely related to Compulsive, Vows
cities and towns, and business and banking schemes are generally more restrictive. They're also far more
(among other things) are all beyond your grasp. You dangerous; those who fail to live up to their vows face
stick out like a sore thumb in civilized areas and greatly some form of retribution. On the other hand, they also
prefer to stick with items, foods, and customs typical of get some support; characters gain a +/- 3 bonus (as
your tribe. You start off with little or no access to needed) against attempts to make them break their vows.
advanced equipment or techniques for the setting, and
often take a -4 penalty when dealing with civilized Disadvantages are potentially far more trouble than
societies or technologies. they’re worth. The GM shouldn't overstress them.
They're most valuable to the game when used as a source
Unluck. Your life just keeps going wrong. You will of convenient plot hooks. Disadvantages may be bought
be afflicted with many small miseries that have no game off with CP if the GM agrees. Doing so without
mechanic (the GM gets to screw with you). You always explanation costs twice the CP value. Doing so with a
fail on a d20 roll of 2, regardless of how large your good in-game explanation (training or building up a new
bonuses are, just as if you had rolled a natural 1. reputation) costs CP equal to the value. Doing so
through some major in-game quest or epic adventure
Untrustworthy. You're hopelessly shifty, have an odd costs nothing. In any case, the GM must be consulted
aura, or just give the impression that you're guilty or up and must agree to any such changes. Disadvantages
to something all the time. As a rule, nobody will take which are integral to the character, or have become
your word for anything, the local city guards tend to major plot elements, normally cannot be removed.

20 Eclipse: The Codex Persona


Chapter 2:
Special Abilities

Eclipse: The Codex Persona 21


Ability Modifiers requires a touch attack since it has no range, resistance
to acid applies, the damage is distributed over several
rounds, it can be stopped by washing it off or applying a
Ability modifiers cover the variations. Can it only be base, and it’s capped at 30d6. It may be pushing it, but
used when the character has an audience? Then it’s the GM allows it), and Vital Elixir (a combined version
probably Specialized. Does it cause a single point of of Bull’s Strength, Bear’s Endurance, and Cat’s Grace;
attribute damage? Then it’s probably Corrupted. While OK at level four).
ability modifiers are usually applied only to special
abilities, characters can have them on basic abilities. This Like a Paladin or Ranger’s spell list, these spells are
commonly crops up in special saving throw bonuses available to any alchemical hedge mage, but must be
against particular attacks, in attack bonuses usable only prepared in advance.
against certain creatures, or in magic levels with severe
restrictions (see page 15). Ulric wants to Corrupt the list, increasing his
effective level in the progression by 50%, by making
Corrupted. A Corrupted feat or ability is either more casting his spells require an Alchemy skill check at a DC
limited than usual or comes with some sort of downside. of [(Spell Level +1) x 5] and an alchemical lab to
The effect of such a feat or ability is increased by 50% or prepare since they all revolve around tossing alchemical
it costs only 2/3 the normal price. compounds around. Fair enough.

For example, Ulric wants to buy Alchemical Hedge Specialized. The ability is only usable in a very
Magic using the Paladin/Ranger chart and an limited situation or is otherwise severely restricted. This
alchemically-based spell list. either doubles the effect or halves the cost. This may
often be applied to feats which require substantial
Alchemical Hedge Magician Spell List psychic energy to function or need extra preparation.
! An ability that normally requires a specific situation or
other Specialization can’t be cheated. If a character buys
L0: Brew (makes instant tea), Detect Poison, Flare,
all of his or her special attacks and abilities for the
Glue (sticks things together), Identify Herb (obvious),
weapon he or she uses all the time, this isn’t much of a
Phosphorescence (light), Smoke Cloud (makes a big
flaw unless the Game Master then makes a point of
puff of smoke) and Spray (sprays a vial of something on
taking away that weapon occasionally. Characters may
a nearby target).
come in for an ECL penalty if they specialize too much,
as per “Keeping characters under control,” page 163.
L1: Bless (or Curse) Water, Cure Light Wounds, ! Many abilities note that they apply only in “certain
Distillation (doubles the effect of a standard alchemical circumstances” or “special situations.” If you want to
compound for 2 XP), Entangle, Fastburn (turns a Specialize or Corrupt these, you’re going to have to limit
burning object into a small explosion), Magic Weapon, them even further.
Obscuring Mist and Resist Energy.
Ulric wants to make his alchemy cheaper. He wants
L2: Alchemic Mist (turns a vial of something into a to Specialize it by reducing the number of spells he can
small cloud), Blindness/Deafness, Delay Poison, Fire recover per day to 1d6 levels of spells (level zero spells
Trap, Glitterdust, Acid Arrow, Pyrotechnics and Soften count as ½ a spell level) per two hours of work with a
Earth and Stone. trunkful of alchemical equipment. That’s fairly
reasonable and his spell list doesn’t seem likely to break
the game. Still, the GM warns the player that, if this does
L3: Antitoxin (Neutralize Poison), Cure Moderate
turn out to be a problem, he may run short on some rare
Wounds, Dispel Magic, Ectoplasm (Shadow
or expensive alchemical catalyst and so find it harder to
Conjuration), Haste, Magic Circle (immobile but affects
renew his spells.
all alignments), The Naming of Names (attempts to
control someone by invoking their true name. Nothing to
Bonus Uses (+6 CP). Bonus Uses increases the
do with alchemy, but it’s a basic component of magic in
number of times the user may indulge in a times-per-day
the campaign, so OK), and Poison (can produce various
(or other appropriate period) ability by +4. At GMO, the
toxins, not just Con poison).
character may add a relevant attribute modifier to the
number of uses instead. Bonus Uses may be purchased
L4: Break Enchantment, Hold Monster, Rusting repeatedly.
Grasp, Protoplasmic Salve (cures only 3d6 damage and ! With the GM’s permission, you may add more uses at
takes several minute to cast, otherwise as per Heal), +1/2/3/4 uses for 2/3/5/6 additional CP’s.
Stoneskin, Touch of Alkahest (as per Disintegrate, but

22 Eclipse: The Codex Persona


Basic Abilities
Acrobatics (6 CP). Acrobatics allows you to combine
several physical stunts into one roll. An example might
be, “I flip over the railing, grab the chandelier, swing
across the room, tumble out the window, and land on my
Reading the Entries. Now and then you’ll see entries
horse!” This would require one roll, at the highest DC
like this: “This costs +6/12/18 CP for spells of level 1-
incurred by any single action. You may thus evade some
6/7-8/9.” What does this mean? It means the entry has a
checks; in the example above the character wouldn’t
variable cost depending on how powerful an effect you
need to make any Jump checks because the Tumble
buy. In the above example, the extra cost for buying a
check has the highest DC involved.
spell from level 1 through 6 is 6 character points. This
! Light Foot (+6 CP) allows combining an impractical
rises to 12 character points for spell of levels 7 and 8, or
maneuver with normal movement, such as running on
18 points for level 9 spells. Just count the slashes if
walls or turning in midair while jumping.
there’s any question.
Some talents grant multiple abilities. Abilities listed
Action Hero (6 CP). You gain (2 + level) Action
with a (+) sign next to the CP cost require the basic
Points each time you gain a level and may accumulate a
ability (i.e., the first one named).
pool of up to (2 x level +
10) Action Points at any
Most of these abilities
one time. Characters must
are extraordinary. As a
select one of the options
rule, only those which
below to spend Action
grant actual magical
Points on each time they
powers are spell-like or
purchase Action Hero.
supernatural. This doesn’t
For each additional
mean that you can’t turn
+2 CP you gain one extra
them into supernatural
AP per level and +2 to the
powers by corrupting them,
maximum you can
but this isn’t really
accumulate in your pool. If
recommended: sooner or
you want to fuel other
later someone will use a
abilities with AP, they can
major antimagic effect. If
normally be purchased as
word gets out, and a
Specialized.
character used this flaw too
! Heroism allows you to
much, they’ll become
spend one Action Point per
unplayable. Certainly no
round to improve a single
evil mastermind would go
character-action roll (NOT
without a way to counter
a hit point or other
some over-enchanted hero
character development
or heroine!
check) by 1d6. At level 8+
Moreover, characters
roll 2d6 and apply the best
(and often players) have
one, at 15+ roll 3d6 and
few ways of discovering
apply the best one, and at
whether an ability is
22+ roll 4d6 and apply the
supernatural or not, except Why, yes, I am a Hero! How could you tell?
best one. Totaled multiple-
by trial and error. If the
die rolls, such as the damage from a Fireball or a high-
characters neither know nor care about their own
level rogue’s Sneak Attack, may add the total instead of
abilities, why worry about it?
keeping only the best die. An Action Point may be spent
on Heroism after the roll is made, but must be spent
Ability Focus (3 or 6 CP). You add +2 to the DC of
before the Game Master announces the result. Action
resisting one of your specific abilities, such as a breath
Points cannot be used if you’re “Taking 10” or “Taking
weapon, special ability, particular spell, or specific
20.”
poison. At 6 CP this may be expanded to a particular
For +3 CP you may roll d8's instead of d6's. For a
school, technique, descriptor, domain, or path of magic,
further +3 CP you may roll d10's instead of d8's. For
a small group of innate magical abilities, or another
another +6 CP, you may spend two action points per
modest group of abilities.
round if you want to. Finally, for +6 CP more, you may
! For double the base cost (+3 or +6 CP) the DC of the
spend one AP per day without having to reduce your
ability or abilities in question may be increased by +4.
reserve. This last option is NOT usable with any of the
! You may take this ability multiple times. Each time, it
other expenditure options.
affects another ability.

Eclipse: The Codex Persona 23


! Stunt temporarily enhances your current abilities by a campaign will be able to make devices using the
total of +6 CP. Constant-effect abilities purchased in this principles of the item, and at five times the base AP cost,
fashion work for one minute. Other abilities last for one it becomes generally available.
round. In any case, the extra CP can only be used to ! Influence allows you to spend AP to manipulate large-
enhance abilities related to your current talents and must scale events. For example, a minor change, such as
be approved by the Game Master. They may, however, getting the taxes on a village reduced or forgiven for a
exceed the normal purchase limits. “Stunts” may be year, would cost 1 AP. Getting backing for an expedition
Corrupted or Specialized under the usual rules. or getting someone pardoned for a fairly serious offence
Popular uses of this ability include taking an extra might cost 3. Impressive requests, such as a raid or
Standard Action (Reflex Training), gaining an extra use rescue expedition across a border, cost 6. Major changes,
of any “uses-per-time period” ability (Bonus Uses), or such as settling an inheritance dispute or getting a grant
automatically stabilizing your condition (Grant of Aid). of lands might cost 10. Huge changes, such as getting a
“Taking 20” when this is not normally allowed (Luck), modest war started or settled, cost 15. Grandiose
making a mighty effort (Hysteria), instantly refreshing a changes, such as changing a state religion or starting a
spell slot (Invocation), or “throwing off” mental crusade, cost 21.
influences (Immunity; the influence is gone for good if Influence is particularly useful when some of the
the power in question has a specified duration, but players want to meddle in politics while the others
comes back after a minute if it’s permanent) are also simply want to fight things.
popular.
! Crafting lets a character with the appropriate skills and Adaptation (6 CP). Adaptation allows you to become
abilities expend Action Points in lieu of the time and XP accustomed to a stressful environment, position, or
that would normally be required to complete a project; situation, avoiding it’s penalties. For example, you can
the user is simply presumed to “have been working on become used to fighting while prone, while on the
it.” In general, it costs 1 AP to complete a minor project, pitching deck of a ship, while climbing, or while in zero-
such as forging a masterwork dagger, scribing a couple or high-gravity environments. Adaption to the desert or
of ordinary scrolls, or brewing a couple of potions. to an arctic environment would negate the effects of
Notable projects, such as a wand, cost 3. Impressive environmental stress, movement penalties, and similar
projects, such as building a small boat or a minor annoyances in that environment. A social specialist could
permanent enchantment, cost 6. Major projects, such as even become used to working with a hostile audience,
building a private tower in the woods, enchanting and no longer suffer penalties to his or her skills in such
midrange permanent items, or making a lesser magical situations. Unless combined with some form of Damage
staff, cost 10. Huge projects, such as enchanting a ship, Reduction, or other appropriate defense, Adaption does
creating a powerful permanent item, or making a major not suffice for survival in environments which inflict
magical staff, cost 15. Finally, Grandiose projects, such damage on a per-round basis.
as creating an epic item or building a fortification, cost ! You may take this ability multiple times. Each time, it
21. affects another combat situation or environment.
Crafting is useful in games which don’t allow a lot of
downtime for would-be crafters and enchanters to work Adept (6 CP). Select four related (i.e., get your GM’s
in. Without it they may never get to use the abilities permission) skills, which you learn for half price. Each
they’ve purchased. The Game Master is entitled to some rank of a relevant skill now costs only 1/2 CP. Each rank
advance notice of any project worth 10 AP or more. of an irrelevant one now costs only 1 CP.
! Invention lets a character expend Action Points to ! You may take this ability twice, affecting two groups
develop new technologies, jury-rig equipment, create of skills, if your Game Master gives you permission.
new spells, or simply to have brilliant ideas (i.e., getting Adept is actually one of the most powerful abilities in
a suggestion from the Game Master). A simple idea costs the system. It provides a huge skill bonus in exchange for
a mere 1 AP and a temporary jury-rig costs 1d3. simply deciding on what you’re good at. The Game
Inventions are quite expensive, however. Master should keep a careful eye this. It’s most common
A minor improvement to an existing design costs 2 in Prestige Class conversion.
AP, an original design 4 AP, a minor innovation 7, a
notable development 10, a dramatic discovery 15, and Assistant (6 CP). Your “Aid Another” actions
brand new fields of technology 25. Paying the base costs provides a +4 bonus, instead of the usual +2.
results in a prototype that only the inventor can ! Aide (+6 CP) You may add your +2 bonus to mystical
effectively use or maintain. Twice that allows the and psionic actions by taking a similar action. For
inventor to make and sell the item, but others cannot - example, you could assist a more powerful spellcaster in
although they may begin investing AP in the invention as casting a Lightning Bolt, adding either +2 Caster Levels,
well. When the total reaches three times the base cost, +2 to the save DC, +2 to the spell level, or +2 per die of
the device can be duplicated by the creator’s students. At damage, by casting Shocking Grasp as Aid Another.
four times the base AP cost specialists throughout the

24 Eclipse: The Codex Persona


Augmented Bonus (6 CP). You may add a second
attribute bonus to the usual one in some specific
situation, such as with a skill or set of linked skills, with
a specified type of weapon, or against a type of foe.
! Improved (+6 CP) makes the attribute bonus apply in a
fairly common situation. For example, saving throws
occur regularly in most games. The Paladin has
Improved Augmented Bonus for each saving throw,
adding his or her Charisma bonus to his or her relevant
saving throw bonus.
! Advanced (+6 CP) requires Improved and makes the
attribute bonus apply in some very common or repetitive
situation, such as to hit points or skill points per level.
! Adding a third attribute bonus to something triples the
total cost of this ability!
! You may take this ability multiple times. Upgrades do
not carry over. You may not take this more than twice
for a single situation, and may not add the same ability
bonus to one roll twice.
GM’s normally want a good explanation for why you
get to do this, and should refuse to allow this ability
without one.

Augmented Magic (3 CP). This grants a +1 bonus on


an aspect (usually Caster Level or damage per die) of a
specific type of spell or under particular circumstances.
For example, Wizards might take this bonus for Caster
Level for their Illusion spells, or combat mages a damage Look, I know you can build it, but I’m
bonus on fire-based spells of any school. Non- not putting up with a berserker squirrel
spellcasters may take this to augment specific effects, and his mighty butterfly companions!
such as the damage from flame-based weapons.
! You may take this ability up to three times on any
given power, but may only apply it once per aspect.
Berserker (6 CP). The Berserker ability grants
Awareness (6 CP). You suffer no defensive penalties extreme but short-lived bonuses. The user normally gains
when you’re surprised. You retain your Dexterity bonus +4 to two attributes, +2 to a saving throw or AC, and -2
when caught flat-footed or attacked by an invisible to another attribute, save, or AC for (3+Con Mod)
assailant and save without penalty against surprises. rounds 1/day. The user gains another berserk session per
! Flankless (+6 CP). You can no longer be flanked. This day per 3 character levels or part thereof. The user
is usually Specialized so that it does not function against becomes fatigued after using Berserker. GM’s should
opponents with a 4-level or better advantage over you. note that the character may not generally do anything
! Danger-Sense (+1 CP) provides a +1 bonus on AC else but a specified, focused task or similar stunt. For the
against trap attacks and on Reflex saves caused by traps. classic barbarian rage, the character can do little except
You may purchase this multiple times. immediate, physical skills and tasks, mostly meaning
! Defensive (+3 CP) permits you to take a defensive combat.
action when surprised. You may take a Free Action and Note that the guidelines on where the bonuses should
activate any abilities used solely to defend yourself (such go are not meant as absolute rules; let a character pick
as Expertise or Dodge), but not those which affect something appropriate. AC, damage bonuses, to-hit
anyone else or affect your combat abilities in other ways. bonuses, Caster Level, or even turning might all be
! Improved Defensive (+3 CP) requires Defensive and acceptable choices depending on the character. The
permits you to take a Move-Equivalent Action when bonuses must simply total +8 (the character may apply a
surprised. -2 penalty somewhere to add an additional +2).
! Foresight (+6 CP) requires Defensive and allows you
to make a Wis check (DC at GMO; stealthy or quick Ability Level Standard Barbarian Bonuses
enemies mean much harder DC’s) to gain a chance to Berserker +4 Str, +4 Con, +2 Will, -2 AC
warn your friends, thus granting them the benefits of the Odinpower +6 Str, +6 Con, +3 Will, -2 AC
Defensive ability described above. Odinmight +8 Str, +8 Con, +4 Will, -2 AC

Eclipse: The Codex Persona 25


! Controlled (+6 CP) allows the user to make a DC 18 ! Blood Tide (+6 CP) lets you upgrade your curse.
Will save to do something outside of his or her focus You may suppress up to 18 CP worth of your own
while berserk. abilities (or spare CP) to suppress twice as many CP
! Odinpower (+3 CP) usually increases the bonuses to worth of your target’s abilities. Your suppressed abilities
+6, +6 and +3 respectively. The total increases to +13. will return a month after your target is slain or otherwise
! Odinmight (+3 CP) requires Odinpower and usually completely defeated.
increases the bonuses to +8, +8 and +4. The total ! Bane (+6 CP) lets you add a specific Disadvantage
increases to +18. (page 18) as a part of the effects of your curse.
! Enduring (+3 CP) removes the fatigue after the ! Doom (+6 CP) lets you select the abilities to be
berserker session. This is often combined with Corrupted suppressed rather than allowing the target to do so.
Bonus Uses (only to extend the duration). ! Malediction (+6 CP) lets you curse an additional
! You may take this ability multiple times. You may not (Cha Mod, 1 Minimum) targets. If you’re using Blood
use more than one Berserker effect at a time, and Tide your suppressed abilities will not return while any
enhancements to one Berserker do not carry over. Each curses powered by them remain active.
Berserker ability you buy can provide different bonuses. Blood Curse is not a very good investment for most
people - but it is very classic, the odd vengeful character
Blessing (6 CP). Blessing allows you to give others might want it, and it is very simple in this system. It fits
abilities equal to your own. Although powerful and some campaigns better than others, particularly when
versatile, Blessing comes with built-in flaws: you can the Witchcraft rules are in play.
only bless others when your abilities exceed theirs, and
you lose the difference. As an alternative, the user may Body Fuel (6 CP). Body Fuel enables you to
opt to “share” a particular item slot and the benefits of transmute your own health into power. Every 2 points of
whatever occupies it. temporary attribute damage yields 2 Power, 1 Spell
! For example, a character with Blessing and +8 BAB Level, or 1/2 of a Mana point. Characters may allocate
could give another character with +5 BAB the spell levels to spells prepared and already cast without
difference. His or her BAB would then fall to +5. The resting, but cannot exceed their usual spell level limits.
Blessing lasts for 24 hours without being renewed, and Any attribute points expended on Body Fuel cannot be
the “Blesser” may take back his or her abilities at any regained by psionic or magical means short of a Limited
time. The Blessing ends if either dies. Wish, which translates the drain into an XP point loss as
While advanced upgrades do exist, allowing the user listed under Versatile, below.
to bless groups of up to [Chr Mod +1] targets (+6 CP), ! Efficient (+6 CP) doubles your yield from Body Fuel.
to “share” more item slots (+6 CP each), to pass on a Characters may take this multiple times to triple or even
legacy after death (“Unique Training”, +6 CP), or quadruple the yield.
allowing the user to “share” his or her successful saves ! Versatile (+6 CP) allows you to use 4 hit points or
or some other specific die check with those in the (with GM permission) 50 experience points as 1 attribute
immediate vicinity (+12 CP), we recommend that these point for this feat. It may be possible to burn off other
upgrades be left in the province of NPC’s or at least be types of points as well, but this will require permission
carefully supervised. An elder mentor or other from the Game Master.
companion who can share some talent or protect his or ! Reserve (+6 CP) provides 6 “phantom” attribute points
her friends is a standard story element. A team made up to use for Body Fuel only. This may be taken up to three
of an ultimate melee master, ultimate offensive times and, for +6 CP, may be expanded so as to be able
spellcaster, ultimate defender, ultimate stealth master, to divert other forms of attribute damage to this reserve.
and ultimate manipulator all sharing their talents with ! Kundalini (+6 CP) allows magical or psionic effects
each other is abusive, boring, and fabulously unlikely. powered by or with the assistance of Body Fuel to ignore
antimagic and anti-psionic effects. If the effect was
Blood Curse (6 CP). You may curse a single target, personalized (i.e., affects you only) it ignores dispel
suppressing 12 CP worth of their abilities as they select. effects as well.
If the target dies, or if you triumph over them utterly in While Kundalini can be a very powerful effect, it isn’t
another way, you may select another target after a month actually useful very often. Few powerful characters are
has passed. If you die, nothing short of a special-purpose willing to work in an antimagic field anyway. It’s a great
epic quest or divine action can nullify your curse. way to let one character assault that megavillian -
Sadly, a good curse requires at least a month to work presuming that he or she doesn’t have it, too.
and must be directed at a precisely identified target (“the ! Blood Magic (+6 CP) allows the user to use the energy
dark lord behind these attacks” is not good enough). from Body Fuel to spontaneously add levels of any
Only the most powerful Blood Curse currently in effect metamagic he or she knows to an effect, up to a limit of
on any given target counts. A peasant granny may curse +4 spell levels over his or her usual limits. This may be
the usurping demon prince, but she can’t simply get taken twice, increasing the limit to +6, or three times,
together a dozen friends and curse him into oblivion. increasing the limit to +7, the absolute maximum.

26 Eclipse: The Codex Persona


Celerity (6 CP). Celerity adds +10 feet per round to won’t conceal your species.
one of your movement modes. This is considered bonus ! Contact (+3 CP) allows you to use your personal cloak
movement for the purposes of skills; it does not apply on anyone you touch at the same time.
when calculating movement penalties on skill use. ! Area (+6 CP) requires Contact and cloaks the entire
! Improved adds +10' more movement per 3 CP area around the character, making it difficult to locate
invested. who, exactly, possesses the disguised aura.
! Stunt Double (+6 CP) allows brief water walking,
running down cliffs, and similar wild actions provided Companion (6 CP). Used to gain familiars, psi-
that you have a movement rate of at least 60’. crystals, animal companions, and sometimes mounts.
! Additional (+12 CP) allows you to use Celerity to add Companion empowers a sidekick – usually an animal.
a new movement mode, such as Flight or Burrowing. A You may choose to apply the standard d20 Druid’s
creature with a movement mode enjoys a +8 bonus on Animal Companion bonuses, Wizard’s Familiar bonuses,
checks for using that movement mode and has a base Paladin’s Mount bonuses, get a Psi-Crystal, or use any
movement rate of 20’ (Flight or Ground), 10’ (Swim), or similar progression. The base creature may not have an
0’ (Burrow). Once again, the Game Master is likely to ECL of more than 1/3 your character level.
keep a careful eye on this. ! Template (+6 CP) adds a template of up to +2 ECL to
the companion. Only one Template can be applied to a
Cloaking (6 CP). A character with Cloaking has an given companion, but you may pay the cost multiple
always-on disguise over his or her mystical and/or times to add a more powerful template. The ECL
psychic aura, although this has no effect on normal addition is cumulative up to a maximum of +6.
senses. You must specify what the effect is. Cloaking is ! Storage (+6 CP) allows you to store a number of spell
often used to make one look like a honest fellow to fool levels in the Companion equal to the Companion’s
truth-detection, to alter your apparent alignment, or to Charisma. You may release the spells as if you were
disguise yourself as a member of a similar species. using a scroll, provided your Companion is touching or
! For example, Davin the Diviner searches for the adjacent to you. For an additional +6 CP you or the
human rogue Clara. But Clara has Cloaking to make her companion may release a spell as if using a spell storing
look like an elf to divination magic. Davin passes her device.
over in his search without a second thought. ! Great Form (+6 CP) allows you to apply Righteous
! Variable (+6 CP) allows you to alter the effect of your Might (at a Caster Level equal to your level) to a
disguise, although not what is disguised. If you can cloak companion as a Free Action up to three times per day.
your alignment, Variable lets you appear to be of any ! Might (+6 CP) allows you to grant your companion the
alignment you want - but it won’t conceal whether or not benefits of two Positive Levels (see page 86) or of a
you’re lying. If you can conceal lies, this lets you make continuously active second level spell or psychic effect.
things look like lies, truths, or half-truths at will, but ! Transform (+6 CP) allows you to take a form similar
to your Companion’s, and the
Companion to take a form of
your species. You both need not
use this ability at the same time,
but may if you wish.
! Transference (+Sp.) allows
you to give CP to your
Companion. He, she, or it
receives 2 CP for every 1 CP
you surrender.
! Additional (+6 CP) allows
you to gain another Companion.
The new Companion gains the
benefits of any Great Form,
Might, Storage, Transform, or
Template bonuses already given
to a previous Companion, if
applicable and you so desire.

If you want a normally-


sentient sidekick, take the
Leadership ability instead.

A Horse! A Horse? My Kingdom for a booster seat!


Eclipse: The Codex Persona 27
Contacts (1 CP each). Contacts are simply ! Improved (+12 CP) increases the extra cost to 2 spell
(reasonably) reliable individuals in particular businesses, levels or 4 Power.
or with a particular set of skills, which the character ! You may take this ability multiple times. Each time, it
knows. For example, a character might know a reliable affects another type of mystical ability.
fence, a poison merchant, a skillful alchemist, and an
expert appraiser. Another might know a wise old priest, a Create Artifact (6 CP) You may create magical items
good scribe, and a translator of rare languages and the old-fashioned way, with bizarre mystic ingredients,
inscriptions. A contact can be discarded and replaced (or strange rituals, and guesswork. While very powerful,
regained later) in 1d4 weeks. and supremely flexible, this is laborious, dangerous, and
! Multiple (+6 CP) lets you multiply the number of unreliable, which is why modern methods supplanted it.
contacts you get for each CP invested by (Cha Mod + 1). Occasional adventurers, whether in search of supreme
! Occult (+1 CP) grants a Contact with very powerful or power, or simply because they prefer the quests and
very strange abilities. This may be taken twice on a mysticism of such creations to spending time and effort
particular contact, in which case it may be an entity, such to learn modern methods, still study such antiquities.
as a ghost, outsider, fey, monster, or As an example, Fymbulwyntyr,
other unusual being rather than an the Wand of the Winter’s Breath,
ordinary character type. is a carved white dragon’s tooth.
! Well-Traveled (+3 CP) lets you The would-be creator must
locate new or old contacts in an area in submerge it for seven days in a
only 1d4 days rather than 1d4 weeks. pool of unfreezing water at the
North Pole, have it blessed and
Countermagic (6 CP). With enruned by an Ice Hag, and only
Countermagic you may: handle it with gloves of Yeti hide
! Counterspell with any spell of the until activating it by solving the
same school of higher level than the riddle of the Icy King. On the other
target effect. hand, it holds up to 90 charges
! Use Dispel Magic and Greater and casts Ice Storm, Extinguish
Dispel Magic with a +5 bonus on the Flames, and Wall of Ice (at 1
roll. charge each), Cone of Cold and
! Use an unused empty spell slot of Wall of Ice (at 2 charges each),
level 3+ like a normal Dispel Magic. and Control Weather that
! Empty Mind (+6 CP) allows you to summons cold and winter storms
use your unused spell slots as specific only (at 3 charges). It may or may
counterspells, guaranteeing success. not negate fire-based attacks on
! Reflexive (+6 CP) allows you to contact for an appropriate number
reflexively use any Countermagic of charges, depending on how well
technique. This is actually an example of the Reflex the maker paid the Ice Hag. Wielders can recharge it by
Training feat (page 40), but requires the basic simply throwing cold-based spells at it. There is no XP
Countermagic feat. or GP cost, although accomplishing the necessary tasks
! The Spiral Dance (+12 CP) allows you to seize control may take quite a lot of gold. The casting level and the
of a successfully-counterspelled spell, rather than simply spells used in the creation process, if any, are specified
negating it. You may redirect the spell, even back upon by the GM. If you make a mistake in the procedure, the
the original caster. results become unpredictable. Small variations suffice to
ensure that no two artifacts are ever identical, so
Costly (12 CP). Costly makes it harder to affect you characters can’t mass-produce them. The Game Master
with mystical abilities of some type (typically Arcane should make sure that they’re worth the trouble.
magic, Psionics, Thaumaturgy and Dweomer, In practice, the player outlines the item and general
Witchcraft, or Divine magic). procedure, the Game Master makes whatever modific-
! Magical effects cost 1 extra spell level to affect you ations he feels appropriate, and the character first
properly. The spell still functions either way, but if the researches the procedure and then undertakes it.
caster does not spend the extra level (they can sacrifice ! Characters who want to know a specific item-creation
any available spell level or generic levels), the magical “recipe” may acquire it for 1 SP. Optionally, the Game
effect is weakened, lowering the required saving throw Master may choose to use this as the general method for
DC (if any) and effective Caster Level by -1. creating items. If you want to make an item you’ll need
! Psionic and Witchcraft abilities require 2 extra Power to either develop the lore on your own (e.g., spend that
(easier to get than spare spell levels), but if the user CP or skill point), locate a manual or directions for it (a
cannot pay, they are simply drained of all remaining reason to go adventuring), or locate an NPC who knows
Power and the effect fails. the secret techniques.

28 Eclipse: The Codex Persona


Create Item (6 CP). You may create magical or ! Transmutation (+6 CP) lets you infuse XP into
psionic items of some sort. Choose a standard item slot material to transmute it into more useful mundane forms.
or item type (Arms and Armor count as a single item This costs 1 XP per 2 GP worth of equipment so
type in most worlds) or some other grouping, such as produced. We recommend that this be limited to
Traps, Constructs, or Runes, items related to a particular transmutations within the same general type of elemental
field of magic, such as fire or transformation, or items material and that “labor costs” be considered for things
related to a particular profession or occupation. like opening pits.
GM’s should be restrictive about item categories. ! Philosopher’s Stone (+6 CP, requires both Alchemic
! Accelerated (Special.) allows you to shorten the time Mastery and Transmutation) allows you to store both a
taken to craft an item. Divide the normal duration in days transmutation effect and the XP to power it in an
by the number of CP paid into Accelerated. You may alchemical talisman, to be used at the whim of the
upgrade this ability as often as you wish. possessor. The user need not have any special abilities.
! Additional (+6 CP) gives you a bonus item slot. ! You may take this ability multiple times. Each time,
Provided that it’s physically practical, the user can wear you gain another kind of item creation ability. Upgrades
one extra magic item and have it work. For example, he apply to all of them. In fact, they can also be applied to
or she could wear a headband and spectacles or an extra any Spell Storing abilities (page 98) you happen to have.
ring. This is often Specialized in particular item slots,
such as “rings.” Create Relic (6 CP). Another classical way to create
! Artificer (+6/12/24 CP) reduces the GP or the XP cost weird and wonderful devices, Create Relic allows you to
for making items by 25%/50%/75%. This talent is invest CP directly into items. Each 1 CP permanently
commonly Specialized, but you can’t get Double Effect. invested in such an item grants it 6 CP worth of abilities
! Artisan (+6 CP) allows you to half the XP cost of an to bestow on the user. While this is permanently weakens
enchantment by doubling the GP cost or vice-versa. At you, and creates items which are intimately tied to you, it
the GM’s option this may be automatic (half GP and does allow the creation of truly impressive devices
double XP) on Tattoo Magic/Creature Enchantments. As without having to expend a lot of CP on special abilities.
an alternative, the item may be assigned unpleasant or Such items are very good links to you for certain magical
dangerous side effects rather than doubling a cost. activities.
! Transference (+6 CP) allows you to accept freely- Relics can come into being quite accidently. Gods
donated experience points for making magical items with the Divine Infusion ability often find themselves
instead of supplying them all yourself, although you endowed with relics, while magical disasters, heroic
cannot use such donated points for any other purpose. deaths and final blessings/legacies sometimes begin the
You can also put spirits into items to power them; this process spontaneously. One relatively “common” relic
provides the equivalent of (200 x creature’s CR) XP. As type simply includes an advanced version of the skills
a rule, spirits are only willing if the binding is for a needed to enchant it further, allowing its wielder to
limited time. For an additional +6 CP you may bind invest his or her own CP, XP and wealth in doing so.
unwilling spirits or drain XP from unwilling victims. Typically 1-2 points invested is sufficient since such
Unfortunately, items created in this fashion are abilities are - obviously enough - quite Specialized.
invariably cursed in some fashion. Secondarily, binding Game Masters should beware of players who want to
spirits into items often upsets more powerful entities. invest large amounts of CP in relics - although it usually
! Epic (+12 CP, minimum character level 20) lets you suffices to remind them that toys can be taken away.
create items up to twice as powerful as normal ones. Similarly, a group of characters who all want to create
Multiply the base GP cost by 10 for making such items. relics to pass around the group are in search of a firm
! Excellence (+3 CP) lets you add your full attribute “No” or an ECL penalty.
bonus to the DC of resisting an item’s functions rather
than the minimum bonus required to cast the spell. Damage Reduction. DR comes rated at 2/3/4/5/6/8/
! Harvest of Artifice (+6 CP) lets you gather and expend 10/12/15/20/25/30/35 points at a cost of 3/6/9/12/15/24/
up to 100 XP (+50 per additional +3 CP) per month on 36/45/60/75/96/120/150 CP. This applies to all damage
item creation or Transmutations (below) at no personal sources, including magical and energy-based attacks.
cost. You cannot add these points to your personal total, Characters commonly specialize it by applying it only
accumulate them from month to month, or use them for towards physical attacks, energy attacks, magical attacks,
other purposes. or another GM-approved specialty. The Corrupted
! Alchemic Mastery (+3 CP) lets you distill XP (whether modifier can be added by leaving an additional common
personal, donated or harvested) into alchemical mixtures. “hole” in your defenses. For example, silver weaponry or
These function as universal power components, storing fire spells would apply to physical reduction or magic
those XP for later use by anyone in making items, defenses, respectively.
transmuting, or in casting spells with XP components. ! You may take this ability multiple times. Each time,
Unfortunately, it costs 2 XP to store 1 and the stored you add another type of damage reduction.
points cannot be used for other purposes.

Eclipse: The Codex Persona 29


Deep Sleep (6 CP). Many ascetics study meditation
and mysticism. In d20, these skills are as useful as any.
With Deep Sleep, a character gains the benefits of a full
night’s rest in only four hours and may ignore minor (up
to 15 minutes total) interruptions in that interval.
! Meditation (+6 CP) allows a character to regain his or
her spells or Power whenever he or she has enough time
to rest. At the very utmost, this can only work three
times per day, and even arranging that is usually quite
difficult.
! Self Healing (+3 CP) allows the character to enter a
healing trance, doubling his or her normal healing rate.
In addition, the character recovers 2 attribute points from
temporary attribute damage every day.
! Cosmic Awareness (+6 CP), allows the user to gain
mysterious insights into the universe with a successful
Wis check, obtaining obscure prophecies, strange clues,
odd riddles, a glimpse of the obvious, some good advice,
or whatever other information the Game Master feels
like giving out today. The GM sets the DC for deliberate
use, which increases by +5 per usage in a day.
Of course, this also helps get the party back on track
when they get lost.
! True Prophet (+6 CP), requires Cosmic Awareness.
You may shape destiny. Your words WILL come to pass
barring intervention by a deity or similar power. Your
pronouncements must, however, be either vague and Are you sure you want a
open-ended (“Disaster and misfortune shall follow you
all the days of your life!”), contain an either-or escape character who specializes in sleeping?
hatch (“Either all the clans shall be united or all shall Device Use (6 CP). You may selects a type of racial
fall!”), or be of very limited scope and fairly immediate or professional item you cannot currently use. From now
effect (“Don't worry Madam! We WILL find your child on you may use it as if you possessed the required class,
before he freezes to death!”). The GM must rule on the race, sex, or other relevant characteristic.
acceptability of a prophecy before the user pronounces it; ! You may take this ability multiple times. Each time, it
this may reveal information (e.g., if the kid’s already adds another effective characteristic.
dead no meaningful prophecy can be made about finding
him alive) otherwise unavailable, but does not count as a Domain/Path (6 CP). You gain access to either a set
use of this ability. The GM must pre-approve this of thematically linked spells or to a versatile “metaspell”
ability, since he or she has to work with the player to which can be cast at various levels to produce effects
produce interesting and appropriate prophecies. Always within its theme. The domain, path, or metaspell selected
remember; prophecies can be distinctly double-edged. or created is subject to the approval of the Game Master.
This ability may be used for both major (once per session Domains and paths usually include nine spells; one of
or game month, whichever is longer) and minor (up to each of the usual spell levels. They do not include any
three times per session) prophecies. special domain powers: these must be purchased
! Body Control (+6 CP) allows the character to reduce separately.
his or her need for sleep, oxygen, food, and water to one ! You may take this ability multiple times. Each time, it
quarter normal, or to resist poisons, with a successful adds another domain or path.
Wis (DC 15) check. Unfortunately, this requires sinking
into a meditative trance. Acting while maintaining such a Metaspells can be cast at various levels to produce
state requires the use of 1 Power or 1/4th point of Mana effects within their narrow themes. For example, Weave
per round. of the Spider King creates strands and cords of silk,
! Stasis (+3 CP) requires Body Control and enables the stickyness optional. Simple enough. On the other hand,
character to make a Wis check (DC 15) to enter stasis. with a little imagination it can be used to weave nets,
The character needs no air, food, drink, or rest, and does hurl ropes, wrap up enemies, create clothing, and bridge
not suffer from poisons, but cannot move or take any chasms. In game terms, a metaspell’s caster defines the
physical actions. The character does not age in this state. effect he or she is trying to produce and the GM rules on
whether or not it (a) fits the nature of the spell being
used, (b) is within the limits of the skills and knowledge

30 Eclipse: The Codex Persona


of the caster, (c) whether or not a check of some sort will If you apply this variant to Siddhisyoga talents (page 44),
be required (very common if or when the caster is the effects you wish to enhance must have a particular
pushing it), and (d) what the spell level will be. theme. You cannot simply apply it to all of your talents.
Fortunately, most casters soon develop a repertoire of
more-or-less “standardized” applications, reducing the Enthusiast (3 CP). Enthusiast grants 1 floating CP.
GM's workload. A broad selection of metaspells is Given 72 hours to retrain and redirect it you may put it
included in our first work, Legends of High Fantasy. into anything you please save for Specific Knowledges
(page 10), boosting that ability until you turn your
Dominion (6 CP). With Dominion, a character may enthusiasm in another direction.
draw power from those who acknowledge his or her ! Double (+3 CP) upgrades Enthusiast so that it grants 2
leadership. With the GM’s permission he or she may floating CP instead of 1.
take the Dominion paths, presented on page 72, with the ! Adaption (+3 CP) allows the user to redirect a CP in a
GM’s permission. mere 1d4+1 hours.
This is very useful when Specialized in languages - or
Dweomer (6+ CP). This alternative magic system is in the creation of minor relics.
based on groups of related magical skills. See page 100.
Equipage (6 CP). A character with Equipage can
Eldritch (0 CP). You may call upon exotic forces to always find minor items (with a maximum value of
power your magic rather than relying on the usual 2/5/10 GP per level per week for 6/12/18 CP) on his or
sources. In other words, your magic may have strange her person. It does not matter if the character is locked
special effects for free. This has no direct game effect, naked in a dimensional vault; he or she can always locate
but gives you more style. Eldritch abilities that cost spell the required goods. Sadly, all versions of Equipage are
levels do not extend the casting time. limited to things that the user can reasonably carry;
! Subtle (+6 CP) your magic is hard to detect once cast; normal humans cannot pull five tons of dirt out of their
even characters using Detect Magic or similar effects back pocket just because it’s cheap.
must make a Will save (DC 10 + caster’s spellcasting ! Link (+3 CP) allows the user to bond with a specific
attribute modifier + spell level) to notice your magic. item currently in his or her possession. From then on, the
! Enduring (+6 CP) makes your spells difficult to user may pull it out of nowhere on a moment’s notice.
counterspell. Enemies must make a Dispel Check to ! Purchasing (+6 CP) allows the character to stuff
counterspell them even if they would normally not need money into his or her pockets and pull out gear in
to. Enduring costs +1 spell level like a metamagic feat, exchange. Availability is up to the GM, who may require
unless the character also applies the same penalty to his Gather Information rolls or a similar check for exotic
or her attempts to counter other's magic. items.
! Tenacious (+6 CP) adds +5 to other’s check DC to ! Returns allows the character to put items into his or
counter the caster’s spells. Tenacious costs +1 spell level her pockets to build “credit” for later purchasing. This
like a metamagic feat, unless the character also applies grants 50%/80%/90% of the item’s value for +3/6/12
the same penalty to his or her ability to counter other's CP). While most useful with Purchasing, this does work
magic. with the basic version.
! Characters using advanced Eldritch feats must select ! Signature (+6 CP) lets the character instantly equip
and describe the source of their powers. Other characters himself or herself with an equipment package (designed
with the Eldritch feat and the same source receive no when this ability is taken) worth up to 12,000 GP. This
penalties or advantages when facing the user. may include mounts and permanent magic items, but not
! All three effects may be taken as a set for only 6 CP, expendable ones, and lasts for 12,000/(GP value of
but this cannot then be “turned off.” It also limits use of package) minutes. Consumables, such rations or rope,
magic items to items made by a character with at least will not disappear once used, but the character can only
one of these modifiers. Many settings have spells usable replace them at a rate of 5 GP worth of material per
only with Eldritch magic, and others not usable at all week. Characters may call on their signature packages up
with Eldritch magic. to (Level/3 +1) times daily.

Empowerment (6 CP). You may link your own Executive (6 CP). Executives grant skill bonuses to
energies with those of a charged or uses-per-day magic groups working on tasks. As long as those involved are
item in your possession up to (3+Int Mod) times per day. cooperating to achieve some end and are willing to listen
The item uses the highest of its or your attribute to the character they receive a +(Executive’s level/2)
modifiers and Casting Level. The spell levels, psionic cooperation bonus to relevant skill rolls. Executives can
Power, and other components for the effect come from normally lead a maximum of (Charisma) individuals at
the item or from you as desired. XP costs are always one time, cannot do anything but issue orders while
borne by you. You may Specialize in a particular type of providing this bonus, and cannot provide a bonus greater
device. In this case, waive the times-per-day usage limit. than twice the number of people in the group.

Eclipse: The Codex Persona 31


! CEO (+6 CP). You may provide bonuses for up to (5 x ! Major (+3 CP) favors let you call on your contacts for
Charisma) individuals at one time. This may be taken up bigger things; you may get an actual prototype instead of
to three times, increasing the number to x25 and x125 some information on its specifications, a letter of
respectively, but x125 is the upper limit. introduction rather than a casual contact at a party, or get
! Tactician (+6 CP). You may command troops in something wiped off the record rather than getting it
battle, providing bonuses of +(your level/4) to attack overlooked.
rolls and damage, as well as the usual bonus to skills. ! Enormous (+6 CP) favors require Major favors first.
! An Executive can only help people who aren’t You might be able to get someone into a witness
interested in helping themselves so far. He or she can relocation program, get a raid launched, or get a set of
only help a number of unwilling or grudging people records inserted to back up a phony ID.
equal to the number of willing followers. ! You may take this ability multiple times. Each time it
adds a new set of contacts with their own favor rating.

Finesse (6 CP). A character with Finesse may


replace one attribute modifier with another in some
fairly common situation, such as for a particular saving
throw.
! Advanced (+6 CP) makes the attribute bonus apply in
some very common or repetitive situation, such as to hit
points or skill points per level.
! You may take this ability multiple times. Each time, it
affects another situation. Upgrades do not carry over.
GM’s normally want a good explanation for why
you get to do this, and are likely to refuse to allow this
ability without one. This is especially true of the
advanced version.

Grant of Aid (6 CP). You are automatically healed of


1d8+5 points of damage or 1d3 points of attribute
damage or 1 negative level (select as needed) once per
day per three levels or part thereof. This does not require
an action; the player simply decides when it happens.
! Mighty (+3 CP) adds the character’s (Con Mod) to the
amount of HP damage healed and +1 to either of the
other options.
! Regenerative (+3 CP) allows either slow (1d4 weeks)
regrowth of lost limbs and organs or the rapid re-
attachment of any bits that get chopped off.
Well, SOMEBODY has to be in charge! Regenerative may be taken twice to get both effects.
! Spark of Life (+6 CP) allows the user to cling to life,
Expertise (6 CP). A character with Expertise selects and heal or be healed normally, for (Con score x 5)
two related abilities, attributes, or other scores. He or she rounds after he or she ought to be dead unless driven
may reduce one of the selected abilities’ bonuses at any below (- Total hit points). This doesn’t work with Stoic:
time by up to -5 to add a equal amount to the other Ferocity (page 45); you’ll still lose consciousness once
bonus. Usually, characters take this for Warcraft (BAB) you ought to be dead.
and AC or damage, but many other combinations exist. ! Fast Healing is usually purchased using Specialized
! Improved Expertise (+6 CP) increases the upper limit (HP only, double effect) and Corrupted (slow, may or
to + and -20. may not work [GMO] versus tissue-destroying effects
such as fire and acid, x1.5 effect) modifiers, for a base of
Favors (3 CP). Characters with favors have 1d8+5 (usually taken as 10) points per level per day.
connections with a specified major group or with up to
(Cha Mod + 3) notable individuals and can call on minor This illustrates a notable point: very few abilities are
favors once in a while (usually once per game session). actually “unlimited.” We usually take creature listings
While vastly powerful contacts are possible, they’re not with “unlimited” use of particular abilities to simply
recommended, at least to start with. Contacts sometimes mean “enough that the GM doesn’t have to worry about
ask for favors in return - and those are always about their it during an encounter.” Player characters are another
big problems. While favors shouldn’t dominate the matter; they have to pay for their abilities.
game, they can still be quite important.

32 Eclipse: The Codex Persona


Guises (3 CP). Guises allows a character to create an Hysteria (6 CP). Similar to Berserker, Hysteria lets
alternate identity, complete with whatever documents, the user briefly expand his or her own abilities. This
references, legal history, or acquaintances might be costs 4 Power or 1 Mana, and grants a +6 bonus to a
necessary. This identity must be of the character’s save, Caster Level, turning intensity, AC, skill or
species (and often ethnicity) but may have a different attribute check, or similar trait. While the specific bonus
public face or personality. Creating such an identity is selected by the user when he or she activates the
takes a minimum of several weeks. ability, he or she must select a theme (magical, physical,
! Many allows the character to create up to two more or mental) when he or she purchases the feat and must
identities per +3 CP invested. The character need not choose bonuses in keeping with the theme. This activates
create them all at once. as a Free Action and lasts for 1 round.
! Racial (+3 CP) allows the character to appear as per a ! Warding (+6 CP) allows the user to shrug off an
foreign ethnicity or species the character is similar to. Be ability-draining attack with a use of Hysteria. The GM
reasonable. A human could probably pass for an elf with may allow the character to shrug off other special attacks
a little cosmetic help, but not a dragon. appropriate to his or her theme, but may opt to charge an
! Quick Change (+6 CP) allows the character to change additional +3 CP for the privilege.
Guises or merely use the Disguise skill with a flourish of ! Extended (+6 CP) lets the user pay twice the normal
a cape or any other Move-Equivalent Action. cost (8 Power or 2 mana), but extends the duration to one
! Cultural Adaptation (+6 CP) allows the character to minute.
blend into other cultures as if he or she were a native, as ! Great (+6 CP) halves the cost of using Hysteria,
long as he or she has a relevant persona. usually to 2 Power or 1 mana.
! Mental Guise (+6 CP) makes the personas “real.” Even ! Mighty (+6 CP) lets the user invoke Hysteria to double
truth-detecting magic below 7th level will not reveal the the effect of a spell, attack, or ability. This doubles the
deception. Power or Mana cost of Hysteria and supersedes the
! Split Persona (+6 CP) requires Mental Guise and normal +6 bonus.
allows the character to shift around up to 10% of his or ! You may take this ability multiple times. Each time,
her skill points in each persona he or she has. The you add another form of Hysteria. You may not stack
character actually loses points from his or her “real” Hysteria with itself, although you can combine it with
skills while pretending to be someone else. Berserker if you can justify it to your Game Master.

Harnessed Intellect (6 CP). With this ability a Inherent Spell (6 CP). A character with this ability
character may sustain a spell or other power that possesses a natural spell or psychic power of up to level
normally requires concentration for (Int Mod + 1) rounds 3. It’s usable once per day if it’s level 3, twice per day if
without concentrating, although he or she cannot control it’s level 2, and includes two different spells usable twice
the effect exactly during this period. The effect continues per day each if they’re level 1. These spell-like abilities
doing whatever it was doing before. The user may take are cast as if by a Sorcerer or Psion of the character’s
control again when time runs out. This ability may be level. Inherent spells generally have a minimum level
employed once per minute requirement of ([Spell Level x 2] -1), but the Game
Master may opt to allow exceptions for very low-level
Healing Touch (6 CP). Healing Touch allows characters and/or non-combative inherent spells. A first
characters to heal themselves or another by touch for level character with Scrying is much less of a problem
([Cha Mod] x [character level]) points per day. The than one with Fireball in most games.
healing may be split up rather than used all at once. ! Multiple adds +1/2/3/4 uses per day for +3/4/5/6 CP. If
! Improved (+6 CP) adds (character level/3) uses per this is applied to a pair of L1 effects it increases the uses
week of one of the following: Remove Disease, Lesser per day of both.
Restoration, Remove Blindness/Deafness, Cure Serious ! Advanced adds a related (GMO) spell or power of
Wounds, or Remove Curse. The character chooses which level (3 + the number of times Advanced has been taken
spell effect can be used when he or she gains Improved. so far) to the character’s repertoire. Grades 1 to 3 cost +6
! Switch (+6 CP) requires Improved and allows the CP each, grades 4 and 5 cost +12 CP each, and grade 6
character to mimic any of the above spells as needed. (for an inherent ninth level spell) costs +18 CP. Each
! Empower (+6 CP) requires Switch and adds Neutralize spell is usable once per day as a base, but the number of
Poison and Restoration to the list. uses may be increased normally. XP and other special
The Accursed Touch variant simply uses the reversed costs remain unchanged.
forms of most of the spells, substituting Vampiric Touch ! Internal (+6 CP) changes the ability from spell-like to
for Lesser Restoration and Enervation for Restoration. supernatural or possibly even extraordinary if the Game
Master feels that this is reasonable.
Many village healers and priests rely almost entirely ! You may take this ability multiple times. Upgrades do
on Healing Touch. With Bonus Uses and an augmented not carry over; each base ability begins its own sequence
Charisma bonus it suffices for almost any local need. of related abilities.

Eclipse: The Codex Persona 33


Immunity. Immunity helps protect a character from they can keep their abilities and equipment working in
some specified effect, environment, or attack. While realms that wouldn’t ordinarily allow them, although this
most often taken for some type of energy attack, it might is often Corrupted to require a roll. Immunity to range
apply to anything the character can dream up. The cost is penalties is always very popular, but Game Masters are
calculated from what, specifically, the character is advised to keep a careful eye on such purchases.
warded against. ! You may take this ability multiple times. Each time,
! How common is the attack or effect? Uncommon you add another type of Immunity.
effects like “spider venom” or “hard radiation” set the
base price at 3 CP. Common effects include specific
types of elemental damage, like Fire or Electricity,
specific types of magic such as Divination or Illusion.
and dangers such as poison or falling. Common effects
set the base price at 6 CP. Very Common effects would
include effects like “weapon damage” and set the base
price at 12 CP - if the Game Master allows them at all.
! How severe are the effects of whatever-it-is? Minor
effects such as “Charm” or “Fear,” pain, most weather,
truth detection and other divinations, or any other
inconvenience, cost nothing extra. Major effects, such as
damage, paralysis, and level drain cost +3 CP. Severe
effects such as transformation, death, full mind control,
being incarcerated, or anything else that pretty much
takes the character out of play, cost +6 CP.
! The amount of resistance the character purchases
changes the price. Trivial resistance (5 points of damage
or effects of up to spell level 1) costs 1/3 the cost
calculated above. Minor resistance (12 points or effects
of up to level 3) costs 2/3 the price calculated above.
Major resistance (30 points or effects of up to L5) costs
the full amount calculated above. Great resistance (60
points or effects of up to L7) costs twice the base price.
Epic resistance (90 points or effects of up to L9) costs
three times the base price. Finally, Legendary resistance
(100 points and reduce any remaining damage by 75% or
effects of L20 or less including “Epic” spells and
powers) costs four times the base price.
! If resistances don’t fit, add typeless bonuses to the Immunity: Cheesecake
relevant rolls instead. Trivial adds +2, Minor +4, Major
+6, and Legendary +8. Immunity is versatile, and Innate Enchantment (6 CP). With Innate
sometimes the GM may have to judge the amount of Enchantment, a character has two options:
resistance. ! His or her innate power may duplicate the effects of a
For example, the Improved Precise Shot feat from the magical item or items valued at up to 5000 GP
3.5 edition allows the character to evade all cover (according to the standard d20 rules). The character must
penalties below total cover or concealment, including pay twice the normal experience point cost to create said
grapples. This is a Major effect. If it allowed the item. For every +1 additional CP invested, these innate
character to ignore even total cover or concealment, it enchantments rise in value by 1000 GP.
would become Legendary. ! Absorption, a variant form, has no upper value limit –
! Immunity also allows characters to bypass special but the user must have the item to be absorbed. The item
defenses. Simply take an Immunity to the defense in is effectively destroyed, although theoretically a
question. This usually requires Major Resistance, unless sufficiently powerful spell or effect might reclaim it from
it would be easy (Minor) or very easy (Trivial) to bypass the character’s body or corpse. For an additional +6 CP
the defense through other means. you may change the bonuses, if any, granted by an
! Characters may take immunity to aspects of reality if absorbed item to another type. Perhaps fortunately, the
the Game Master opts to allow it. For example, a super- choice of type is permanent even if you buy the Innate
strong character might take Immunity to Leverage and be Enchantment/Absorption ability again.
able to pick up clumsy objects or carry heavy ones ! You may take this ability multiple times. Each time
without putting stress on the floor. Dimensional travelers you gain a new inherent enchantment or can absorb an
may opt to take an immunity to local conditions, so that additional item.

34 Eclipse: The Codex Persona


Innate Magic (6 CP). Innate Magic converts a spell ! Grand Master (+12 CP, requires Master). You may
slot to a permanent supernatural (for spells which affect buy abilities of the chosen type as if you were three
the user only) or spell-like ability useable 2/4/7/12/18/ levels higher.
24/36/60/Unlimited times daily for slots of 0/1/2/3/4/5/6/ ! You may take this ability multiple times. Each time, it
7/8-9 levels above that of the desired effect. The spell affects another ability.
used must be one that the character could normally cast.
For example, Egrith the Thunderer could give up a Karma (6 CP). One a character takes the Karma feat,
fifth-level slot to gain Lightning Bolt as a spell-like he or she gains the attention of cosmic forces. The user
ability usable seven times per day. If he restricted Fly so may gain and spend “Karma” points. One point of “Good
that it only worked on him, he could take it as a Karma” comes free with the feat.
supernatural ability. If he wants to continue casting Fly ! Characters may only accumulate 5 total Karma points.
on other people, it would be spell-like. Spending one gets the user a +10 synergy bonus to all
! You may take this ability multiple times. Each time it die rolls except damage for the next round.
converts an additional spell slot. ! The character adds +1 Good Karma per level gained,
+1 per act of dramatic heroism, or +1 per CP spent.
Invocation (6 CP). Invocation grants one bonus spell ! The character adds +1 point of “Bad Karma” per act of
slot usable for any spell or power you can cast up to your gross villainy and evil. Bad Karma works just as well as
current spell level limit in a particular progression. This Good Karma for the user, but the Game Master then gets
goes up with the character, so it never becomes obsolete. to inflict random havoc on the character’s allies. One of
! Thematic (+6 CP) allows the bonus spell slot to be the leading causes of death for characters who spend Bad
used to spontaneously cast any spell within a chosen Karma is homicide by their former friends.
theme, domain, or path that’s currently within your ! Improved (+6 CP) raises the bonus to +15 and raises
abilities otherwise. This may be considered Specialized the cap to 10 total Karma.
if the slot is not usable otherwise.
! Improved Thematic (+3 CP) requires Thematic and Leadership (6 CP). You have relatively obedient
makes a slot with Thematic even more versatile. Even if followers who are willing to follow your orders. By
a character prepares a spell in the slot it can still be used default they’re of your general type, but with +3 CP and
for spontaneous spellcasting within the theme. the Game Master’s permission you may command an
! Split (+3 CP) allows the spell slot to be broken up into exotic race, undead, elementals, demons or other
individual spell levels and allocated out as needed, either outsiders appropriate to your nature, or even (for another
spontaneously or prepared. +3 CP) animated objects or other constructs.
! Doubled (+6 CP) requires Split. This doubles the In any case, you gain followers with a total ECL of (2
number of spell levels in the pool created by Split but x [your level + your Cha Mod]). While none of them can
does not increase the maximum spell level. have an ECL greater than (your character level - 3) or
! Mighty (+6 CP) makes the bonus spell slot one level less than 1, you may otherwise allocate levels, and
higher then your previous maximum. This stacks with describe their personality traits and areas of expertise, as
itself, allowing the purchase of successively higher-level desired. Their equipment is up to the GM, but is usually
slots with each purchase of Invocation (12 CP total). typical for NPCs. Their levels may be increased, or
Sadly, using an spell slot of level (N) still requires a additional followers may be added, as you go up in level;
minimum Caster Level of (2N-1) and a casting attribute the Game Master should make adjustments.
of (10 + N). While followers are not slavishly loyal unless the
! You may take this ability multiple times. Upgrades do character truly deserves such loyalty, they are reliable
not carry over. within reason. Lost followers can be replaced as long as
the character is making a reasonable effort to do so and
Jack-of-All-Trades (6 CP). Jacks-of-All-Trades gain isn’t abusing his or her followers; this will usually
+1 bonus to all skill checks based on an attribute selected require 2d6 months.
when this ability is taken. If you want them, two L0 youths count as 1 level
! Greater (+6 CP) increases the bonus to +2. worth of followers, as does a dozen or so small children
! Universal (+6 CP) gives the user an effective rank of 1 suitable for employment as pages.
in any unrestricted skill. This does not decrease the cost ! Strength in Numbers (+3 CP) allows you gain
of actually buying the skill. numerous servants (don’t worry about upkeep) who take
care of ordinary, everyday tasks. These servants can be
Journeyman (6 CP). A Journeyman may purchase replaced if killed, but the character will not have many
some type of ability (often skills or spellcasting) as if he willing servants on dangerous voyages or journeys.
or she were one level higher, increasing the usual (Level ! Horde (+3 CP) requires Strength in Numbers and adds
+ 3) cap. numerous level 1 warriors as ordinary guards and gofers.
! Master (+6 CP). You may buy abilities of the chosen Essentially, the character now possesses his or her own
type as if you were two levels higher. guard troop, goon squad, mercenary troop, or any other

Eclipse: The Codex Persona 35


source of dependable thugs. These can be replaced if Luck (6 CP). A lucky character may either “Take 20”
killed, but the character will not have many guards who in advance, without taking extra time and whether or not
are willing to go on dangerous voyages or journeys. this would usually be allowed, or reroll after the primary
! Beast-lord (+3 CP) allows a character to take animals roll once per day. Most characters also get Bonus Uses.
or (with GM permission) magical beasts as allies instead ! Fortune (6 CP). If you simply want a character to be
of sentient NPC’s. Most wilderness types take this when generally lucky in life - always finding a parking space
they gain the basic feat. In general, 1 CR equals 1 just where and when they want one, having the correct
character level for the purposes of this feat, but GM’s change, and otherwise having things go smoothly, buy
may vary this for balance. Any creature with an exotic Fortune. While this makes life easier in many small ways
unlimited-uses-per-day ability should cost +2 levels. for the character, in mechanical terms the user may shave
! Born Leader (+6 CP) increases the total number of 20% off of any in-game time requirements.
levels of followers available to [3x (your level + Cha ! Many characters buy Luck “Specialized” without
Mod)]. changing the cost; this grants one reroll with a certain
! Emperor’s Star (+6 CP) adds one Positive Level (see kind of effect or a situation every time that effect, ability,
page 86) to all your followers. You must describe where, or situation is used or occurs. This situation must be
exactly, they gain the CP bonus, and it must be the same fairly rare; characters certainly may not reroll failed
for all of them. attack checks or general saves in this manner. For
example, a warrior might buy this for Fort saves against
Lore (6 CP). A character with Lore gains a broad- instant Death magic, granting a safety margin against
based knowledge “skill” at (character level + Intelligence evil spellcasters.
modifier). Classical “Bardic” Lore covers Rumors and Technically this is Specialized Luck with Bonus Uses
Secrets, but fields such as Botany and Zoology, Arts and - but if a particular roll is called for and fails more than
Entertainment, Outsiders, World Politics, Dungeon Maps five times a day on average it isn’t really “fairly rare.”
and Secrets, and many others are equally appropriate.
! You may take this ability multiple times. Each time, Mana (6 CP). Every level of this ability taken grants
add another kind of Lore. an extra 1d6 points of personal Mana, 2d4 generic spell
levels, or 3d6 Power. Characters without
other psychic abilities do not become
vulnerable to psychic attack modes if the
game’s current rules make psychics more
vulnerable to each other. Mana can help with
spellcasting, while Power often fuels
meditative or martial arts abilities aside from
psychic powers.
Unfortunately, while Mana is extremely
flexible, it recovers at a mere one point per
day, two with rest and meditation. Power and
generic spell levels recover each day, as
usual.
As a general rule, 1 point of Mana
equates to 2 spell levels or 4 Psionic Power -
or one charge from a magic item. Mana is
commonly used to power exotic abilities.
Abilities which would normally be uses-per-
day may be designated as using personal
Mana instead at 1 use for 2 Mana. If Mana is
required as an extra limitation, such powers
usually count as Corrupted.
Any character with Mana may select one
of the forms of Natural Magic described
below at no cost. Adding additional forms
costs +6 CP each.
! Reality Editing. You may spend Mana to
add details to the setting the GM has
described. A minor detail consistent with the
setting (say, a convenient tapestry or
chandelier in the castle hall) costs 1-3 Mana.
Notable, but plausible, additions (say a weak

36 Eclipse: The Codex Persona


link in the chains or a handy display of weapons on a Melding (6 CP). A master of Melding adopts customs
castle wall) cost 3-5. Major, unlikely, additions (a handy and accents instantly. He or she may thus fit into any
secret passage in your palace, a rescue party showing up social, ethnic, or religious group as if he or she had been
two days early) cost 5-10 if the GM opts to allow them at a member for years, whether this involves an actual
all. Reality editing is always subject to GM approval. disguise or simply not offending the locals and picking
GM’s who are quick-thinking and extremely flexible up their etiquette. While most casual contact will not
may opt to allow Grandiose additions. Be warned; even reveal the deception, the character also adds his or her
at a cost of 9-15 Mana this has the effect of turning over Intelligence Modifier to any relevant rolls made to
much of the plot and mood of the game to the players. deceive others about the disguise. Melding grants no
! Resilience. You may spend Mana to counteract or buy special language capability.
off attribute drains or damage at a 1 to 1 ratio, level
drains at 2 Mana per level drained, and to resist mind- Mentor (6 CP). You receive special training from
affecting powers at 2/3/4/6 Mana for effects of levels 0- some individual or group, whether natural or
3/4-6/7-8/9. This is especially popular in Martial Arts supernatural. As long as you obey the dictates of your
based games (see page 80). trainer(s) - taking on odd missions for the ancestor spirits
! Spell Enhancement. You may spend up to three points who show up to teach you, following the rituals of the
of personal Mana to enhance a spell. Each point may be sect, or whatever other requirements the Game Master
used to reduce the effective level of a spell (for casting imposes - you gain a 10% bonus on all earned
purposes only) by 1, to add 1 level’s worth of known experience.
metamagic to it, or to increase the effective Caster Level ! Secret Master (+6 CP). Your mentor can teach you the
by +2. secrets of one or more exotic abilities when you’re ready
! Unskilled Magic. You may simply announce the spell to learn them.
effect you’re trying to produce and dump Mana into it. ! Prodigy (+6 CP). You don’t need trainers, and so need
Whatever-it-is you’re trying to do will cost 2 Mana not listen to their dictates.
per level of the effect - half of which is wasted and a This is often taken Specialized, as in “Bonus XP can
quarter of which goes into random side effects. only be used to create items.”
The Casting Level equals the user’s level or (Int/3 +
the effect level), whichever is less. Mindspeech (6 CP). You gain the ability to send and
The maximum level of effect which can be produced receive thoughts with willing (or at least not unwilling)
equals the user’s base Will save bonus or (Wis/3), targets within a 60’ radius.
whichever is less. ! Beastspeech (+6 CP) allows full communication with
Keeping the side effects down to displays and animals, rather than the simple communication of vague
inconvenient effects (rather than dangerous ones) emotions and urges possible with basic Mindspeech.
requires a Cha check at a DC of ([2x the Mana used] + While animals generally aren’t very smart, this translates
6). The side effects are always up to the Game Master. things into rough “speech.”
Effects with an extended duration usually require that ! Mindlink (+3 CP) allows you to maintain a contact
the caster invest Mana in them; some or all of the Mana with a single target no matter how long the range
used to cast them cannot be recovered while they persist. becomes. You may maintain one additional link at a time
This does make it easier to cast long-term spells. per +1 CP and may designate specific targets which you
Unlike most spellcasting, unskilled magic works can establish a link with at any range per +1 CP each
better under stress. Characters who are furiously angry, (yes, if they die, you can get in touch with their spirits).
utterly outraged, or otherwise on an emotional peak, gain Unfortunately, such targets cannot be changed after
one free point of Mana, which may be spent in excess of being selected.
the above limits or be used to reduce the cost. Characters ! Outreach (+6 CP) allows the user to attempt to set up a
who have just seen their lover or child die, are facing Mindlink indirectly using a secondary link to locate the
certain death, or who are otherwise in the throes of some target. Suitable links include being within the domain of
great passion, get two. Characters who are dying, or who a Nature Spirit, having a piece of a deceased individual’s
are willing to die in the casting, get four. Even a body or some other relic of theirs, being at a temple
relatively unskilled dabbler may be able to manage a dedicated to a particular god (such calls are normally
decent dying curse. answered by a minor spirit in the service of the god), or
being at an elemental nexus. Unfortunately, this requires
Mastery (6 CP). Characters with Mastery may “Take at least 1d6 minutes and may require the expenditure of
10” under stress for a number of skills equal to 3 x their Power or Mana at the option of the Game Master.
Intelligence Modifier (minimum 3). Optionally, Mastery ! Sense Sharing (+3 CP) allows you to see, smell, hear,
may also be applied to Caster Level checks or other d20 taste, and feel everything one of your targets does.
checks, although this requires the consent of the Game ! Spell Transfer (+6 CP) allows you to give another
Master and usually only covers one type of check. character you’re linked to any beneficial spell effects
targeting you.

Eclipse: The Codex Persona 37


! Spell Sharing (+6 CP) requires Spell Transfer and Inanimate power sources can simply be tapped as if they
allows you to share beneficial spell effects targeting you were in hand.
with another character you’re currently linked with. ! Summons Link (+3 CP) grants the power for the
! Spirit Speech (+6 CP) allows you to communicate with character to teleport the target to his or her location. This
unlinked creatures on coexistent planes. For an costs extra (+3 CP) if the target is animate and only
additional +6 CP the user may attempt to communicate works on things the user could pick up normally.
with individuals on other planes in general. ! Travel Link (+6 CP) requires Summons Link and
! Skill Sharing (+6 CP) allows you to share up to 2 CP enables the character to teleport to the target.
worth of your skills and/or knowledge-based abilities ! Identity Link (+3 CP) mystically bonds the character
with anyone you’re currently maintaining a Mindlink and target. Any spell effects which affects one also
with. affects the other.
! Transferable (+6 CP) allows the character to
switch which person or object he or she has a
link with.
! Runebinding (+6 CP) grants the character the
ability to enchant a specific (non-transferable)
inanimate target. The character requires no other
feats to do so, but all enchantments are subject
to the approval of the GM.
! You may take this ability multiple times.
Each time, you a create a separate mystic link.
Upgrades apply to all your Mystic Link powers.

Occult Sense (6 CP). Occult Sense grants


the character a new sense, such as lowlight
vision, deathsight (allowing you to sense when
someone is near death), the ability to accurately
date objects by touch, the ability to sense
radiation or magnetic fields, the ability to see
ethereal spirits, automatically sensing the
current astrological modifiers (if such things are
used), and so on. Occult Sense generally
counteracts minor penalties or allows minor
added abilities.
! More powerful senses, such as Darkvision
(where the character sees even in total darkness)
cost the same, but come with limitations. This
usually amounts to either being usable 3/day
with a duration in rounds equal to the
character’s level or greatly limited range,
So where’s the trigger on this thing? usually 60’. Extremely powerful senses are
usually only usable in special circumstances.
! Improved (+6 CP) allows the character to use a
Mystic Artist (6 CP). Mystic Artists inspire and powerful sense at will instead of 3 times per day or
manipulate others through art. While music, dance, and extends the range to be like normal sight.
oratory are the most common forms, storytelling, ! You may take this ability multiple times. Each time,
painting, or architecture also work. See page 84. you gain another sense.

Mystic Link (3 CP). A character with Mystic Link Occult Skill (3 CP). Purchasing Occult Skill grants a
has an occult bond with someone or something. He or character access to any skill designated as “Restricted”
she may sense the target or the direction it lies in. by the Game Master, usually because it requires secret
! Communications (+3 CP) allows the user to knowledge or special powers to learn in the campaign
communicate with the target. This normally only works setting. The skill becomes an “irrelevant” skill for the
with living targets, although computers and sentient character’s class. This requires GM permission.
magic items are eligible. ! You may take this ability multiple times.
! Power Link (+3 CP) allows user to use spells or other ! As usual, if you spend 6 CP buying levels in an
powers on the target, or have the target use spells or irrelevant skill, it becomes relevant from that point
other powers on him or her regardless of range. forward.

38 Eclipse: The Codex Persona


Sample Restricted Skills Opportunist (6 CP). A character with Opportunist
selects a particular type of action (most often a single
Shadow Walk (Wis, Trained Only) attack) and particular situation when you normally could
Use this skill to navigate or adjust to areas of warped not take that action. You may use your action under that
reality - dimensional fringes, dream realms, and the specific circumstance from now on. For example, the
quasi-illusory legend realms shaped by popular tales and basic Rogue can attack opponents who were just injured
myths. Note that navigating a dreamscape or legend by another character.
realm generally involves “maneuvering” through roles ! You may take this ability multiple times. Each time it
and sequences of events as well as mere physical applies to a new action and/or situation.
movement.
Check: Shadow Walk is primarily an intuitive, rather Poison Use (6 CP). Characters with Poison Use no
than a rational, skill; the DC is subject to unpredictable longer risk self-poisoning when using poison and may
changes. make various toxins using Alchemy, assuming that is not
considered a normal part of the skill.
Legendary Realm DC Dream Realm DC
Follow Plotline 10 Alter Scene 10 Power Words (6 CP). Power Words enable the
Locate Sidequest 15 Shift Scene 15 character to store up to (Con score/3) total spell levels
Locate Exit 25 Find Secret 20 and release them as Move-Equivalent Actions. A
Derail Plotline 30 Shift Dreamers 25 character may release one spell per round in this fashion.
! Improved (+6 CP) increases the total spell levels
Dimensional Fringe DC which can be stored to (Con score/2).
Follow marked path / tail someone 15 ! Superior (+3 CP) requires Improved and increases the
Locate stable path / memorize route 20 total spell levels which can be stored to (2*Con score/3).
Locate loosely-defined dimension/realm 25 ! Harbingers (+6 CP) allows a character to release up to
Locate specific hidden realm 35 two Power Words per round.
Locate realm of heart’s desire 45 ! Spellform (+6 CP) allows a character to invest 2 HP
per spell level to make a Power Word quasi-sentient. It
Special: Characters with a Knowledge skill activates as desired without taking part of the character’s
appropriate to the dimensional region they’re operating action. Most are purely mental constructs, but some
in at rank 5+ gain a +2 synergy bonus on Shadow Walk. spellforms have material bodies and can fly about near
their owner. Unfortunately, “killing” them does nothing
Of course, unless you live in an unstable dimension aside from dissipating them for 1d4 minutes.
or on the fringes of a dimensional crossroads realm, ! Sendings (+6 CP) allows the character to send their
you’re unlikely to even know of the existence of such a Spellforms on errands. While not very bright, they’re
skill. capable of locating a place or person nearby (and going
Some other restricted skills might include Glowstone off there) if given good directions or if the user is
Alchemy (requires the use of glowstone - which is only familiar with the area.
found in a few realms), Kel Vordant (a long lost tongue If a character creates Spellforms, but doesn’t use
of the high gods, a language of true names and the direct them within a few weeks, they tend to become more alive.
command of reality), and Subsumption (a ritualistic way More than one magician has discovered to his or her
to gain magical powers by eating people and creatures shock that he or she now really does have an angel over
who possessed them; this drives you more than a bit mad one shoulder and a devil on the other. While never
and is only common among the Yer Cannibals). hostile to the character, such Spellforms might well
qualify as living beings, albeit immature and with one-
Occult Talent (6 CP). Occult Talent covers a variety track minds stemming from the single spell they have.
of minor magical abilities. These require no components These living Spellforms permanently take up spell levels
but never rise above 1st level spells. The basic effect from the character’s available Power Word pool, but
allows a character four level 0 spells and one level 1 can use their powers twice per day without additional
spell, which he or she may use 1/day each. This does not cost or chance of spell failure.
allow the character to use items which normally require
spellcasting abilities. Presence (6 CP). With Presence, your character
! Improved (+6 CP) allows the character to expand his influences those around you. The base level extends to a
or her repertoire considerably. He or she now has a 10-foot radius and can induce simple effects such as
selection of five level 0 spells and three level 1 spells. He courage (immunity to fear), a -2 morale penalty, or some
or she gains 5 level 0 slots and three level 1 slots to cast other specific effect similar to a L1 spell.
them with as a Sorcerer or Psion would. ! Improved (+6 CP) adds +4 to any social skill roll made
! You may take this ability multiple times. Upgrades do with the backing of Presence. This means that characters
not carry over from one instance to the next. with auras of holiness or purity gain the bonus when

Eclipse: The Codex Persona 39


dealing with decent folk, while characters with auras of they are fairly cheap. Good examples of privileges
evil and corruption gain the bonus when bribing or include Civil Authority, Minor Income (enough to
intimidating others. Unlike the basic effect, such support a family on), Legal Immunities, or Guild
modifiers can affect anyone and everyone you interact Membership.
with. Of course, this also marks you, and will doubtless ! You may take this ability multiple times. Upgrades do
draw a good deal of attention. not carry over from one instance to the next.
! Superior (+6 CP) requires Improved and forces all Players often ask why they need to spend CP on
would-be attackers to make Will saves (DC 13 + things they acquire through cleverness, roleplaying, or
character’s Cha Mod) or be unable to attack, either out of grants from NPCs. It’s simply because all of those things
fear, awe, loathing, love, insanity, or because they’re require time and effort from the character - whether
rolling on the ground laughing. The save must be coming up with and implementing the ideas, spending
repeated each round, although victims get a +5 bonus if time with the NPC’s, or dealing with whatever
the user is currently attacking them. complications come with the grant. The character won’t
! You may take this ability multiple times. Upgrades do have as much time to develop other abilities. Of course,
not carry over from one instance to the next and no more if the GM really wants to hand out freebies, so be it.
than one roll is ever required to attack you.
Professional (6 CP). Professional grants a +(level/2)
(rounded down, +10 Max) bonus on a particular skill.
Only levels gained after taking this ability count.
! You may take this ability multiple times. Each time it
applies to a new skill.

Reflex Training (6 CP). With Reflex Training, a


character gains a free, immediate, Standard Action under
some particular circumstance. You cannot string together
more reflexive actions than your relevant attribute bonus
(usually Str Mod or Dex Mod). Alternatively, the
character may instead simply take an extra Standard
Action at any time 3 times per day. You may not use this
version more than once per round.
! Improved (+6 CP) allows you to take as many actions
as you can trigger. The circumstances must be extremely
narrow. Extra Standard Actions require Bonus Uses.
! You may take this ability multiple times to gain
actions under multiple circumstances. Upgrades do not
carry over.

Reputation (6 CP). Reputation means the character is


widely known, at least in certain circles, for his or her
skills, talents, or deeds. Describe what he or she is
Do I need Presence to known for - and to which groups.
look evil, or is that free? ! The Game Master may simply note the reputation and
apply it when appropriate. If a mechanic is desired,
Privilege (3 CP). Privilege grants the character NPC's in the affected group make an (Int + Rep Score)
special legal and social advantages. The character must check at DC 20 to have heard of the character. A
define exactly what the privilege is (and preferably how characters base score is equal to his or her (level/3)
he or she obtained it). The ability to sell restricted goods ! If an NPC is aware of a character's reputation, the
legally, carry weapons openly about a city, or come and character may gain - or suffer - a modifier of up to + or
go from the palace make good minor privileges. -5 on relevant social skill checks. A reputation as a
Characters may also simply come from wealthy families, criminal mastermind rarely helps with city guards, but is
in which case they’re entitled to a few servants and some often useful on the street.
extra starting cash at lower levels. ! Improved (+3 CP) increases the character’s reputation
! Major (+3 CP) increases the entitlement to a higher score to Level/2.
level. Being a guildmaster, high-ranking officer in the ! Superior (+3 CP) increases the character’s reputation
army, or powerful bureaucrat are all good examples. score to (2xLevel)/3.
! Privileges vary considerably from place to place Characters who want to attract followers should
within a campaign world. Since they’re almost always simply buy Leadership and describe it as an effect of
tied to specific locations, organizations, or governments, their reputations.

40 Eclipse: The Codex Persona


Researcher (6 CP). Characters with Researcher may champion of light without a very good explanation,
invent new spells, arts, and items within a chosen regardless of what the player wrote on the character
specialty in half the usual time and at half the usual cost. sheet.
Sorcerers and other intuitive spellcasters may simply
take original spells in their new spell allotment.
! Invention (+6 CP) allows the user to spend CP to
create new technologies or fields, rather than merely new
applications of existing techniques. The cost and actual
availability of technologies depend largely on the GM’s
willingness to vet or create new material.
! Analyst (+6 CP) allows a character to discover the
mechanisms or principles behind any item or observed
effect related to his or her research specialty given a few
weeks to study it.

Resist (3 CP). This is the basic improved-saving-


throw effect. Each level of Resist grants a +1 bonus in a
saving throw category OR a +2 bonus on all saving
throws against some specialized group of effects (poison,
energy and ability drain, charm and mind control, etc.).
! You may take this ability multiple times, although the
Game Master should question huge specialized bonuses.

Returning (6 CP). A powerful but expensive


technique favored by villains, Returning allows a
character to return from death. The basic form requires
that enemies take special precautions, such as burning or
shredding the character’s body or sprinkling his or her
grave with Holy Water, to prevent the return. Usually,
the character will return as an outsider, elemental, golem
(albeit sentient), or undead. Yes, you did chop all my limbs
! Extraordinary (+6 CP) makes it even harder to keep off. But I’ve got Returning.
the user from coming back. For example, the user’s tomb
must be totally destroyed to keep him or her from
coming back. Rider (6 CP). With Rider, characters can aid their
! Unique (+6 CP) requires Extraordinary and allows the mounts in battle. This initially allows them to use a Ride
character to return except for one particular method, roll in place of his or her mount’s AC to negate a hit on
which alone may destroy him or her. Examples might the mount once per round. A Rider is not limited to any
include a character who can only be killed by stealing his specific creature or type of creature.
or her signet ring and throwing it into the volcano in ! Vehicle (+6 CP) allows these bonuses to apply to a
which it was forged. vehicle type instead of any creature. At the GM’s option,
! Rewrite entitles a character to a minor (1/4 of CP), this may make a specific vehicle at least partially
major (1/2 CP), or total (all CP) rewrite of his or her sentient and give it basic mental ability scores. This
abilities at a cost of +6, +12, or +18 CP, respectively. further applies to all future feats taken from this list.
The character does not need to have Returning among Vehicles normally use a “Pilot” check instead of Ride,
the new character abilities. Of course, this only activates but the skills are identical save for the name.
when the character revives. ! Might (+6 CP) adds the Faithful Steed template to a
! The GM normally gets to decide what type of being creature. See page 167 for the template.
the new character will be. For 6 CP, the character may ! Psychic Bond (+6 CP) creates a subtle psychic bond
designate a type, such as undead or good outsider. For 12 between rider and mount. This grants a +5 bonus to Ride
CP, he or she may designate a specific form (such as lich and allows the character to communicate with his or her
or archon), although his or her personal abilities may still mount mentally. For an additional +6 CP the character
vary considerably from the norm for that creature. may call his or her mount and have it simply show up,
! Returning never changes a character’s alignment. The regardless of how impractical this is.
character might change personality, but that’s a decision ! Sensory Link (+3 CP) requires Psychic Bond and
for the player. The GM is encouraged to enforce certain allows a character to share senses with his or her Mount.
limits; a character given to gross selfishness or acts of ! Sharing (+3 CP) allows a character to share the effects
wanton cruelty is unlikely to return in the form of a holy a beneficial spell targeting him or her with the mount.

Eclipse: The Codex Persona 41


! Ward (+6 CP) requires Sharing and allows any of the additional favored class.
riders personal magical, psionic, or ability-based ! Additional Favored Classes (+6 CP) allows a character
defenses to apply to the mount as well, at least as far as to select three classes as additional favored classes.
the GM will put up with it. ! All Classes Favored (+9 CP) allows a character to use
! Spirited (+3 CP) adds +10’ or +10% (whichever is all classes or builds as favored classes.
better) to one of the Mount’s movement modes. This can
be taken repeatedly, but can’t more than double a mode. Self-Development (6 CP). This feat increases a
! Stable Seat (+3 CP) cuts the penalties for using ranged character’s attribute by +1 for a specific purpose, such as
weapons or other powers while mounted in half. Strength for to-hit bonuses or Dex for AC calculation.
! Improved Stable Seating (+6 CP) eliminates all ! This ability helps low attributes more than high ones.
penalties for using ranged weapons or other powers Attributes with a base score of 3-6 or 7-9 go up by +3 or
while mounted. +2, respectively, instead of by +1.
! Battle Dance (+3 CP) allows a character to add his or ! Improved (+6 CP) improves the attribute permanently
her (Wis Mod) to the Mount’s AC. for all purposes, instead of only for a specific purpose.
! Overbear (+3 CP) allows the mount to use the ! You may take this ability multiple times to boost your
equivalent of a Trip attack without incurring an Attack of attribute(s) to any desired level.
Opportunity by ramming into people. The mount
receives a free attack if this succeeds. Shadowmaster (6 CP). Shadowmaster boosts the
“reality” of shadow magic (this primarily affects a small
Rite of Chi (6 CP). Given a few minutes of rest, one number of Illusion spells) by 5% per spellcaster level, to
with the knowledge of Chi may regain 4d6 power, 2d6 a maximum of +50% over the spell base or 100% in
spell levels (the user allocates where these go), or 1d6 total, whichever comes first.
Mana once per day. Characters may use this more often, ! Upgrade (+6 CP) increases the maximum bonus to
but incur a cumulative -1 negative level each time (these +75%. The maximum possible total remains at 100%.
go away in 24 hours). Characters with Bonus Uses do
not suffer this as long as their Bonus Uses hold out. Shapeshift (6 CP) You may take Small or Medium
animal forms once per day per 3 character levels as a
Sanctum (6 CP). A character with Sanctum may Standard Action. You may not take a form with more hit
establish a personal place of power (such as a building, dice than you possess. All equipment you carry melds
grove, or dungeon) and gain +24 CP while inside it. The with your new form and is unusable. The new form lasts
character must define what bonuses he or she gains when until you decide to change back. As a side effect,
the sanctum is defined. These only apply in the Sanctum shapeshifters can revert to normal form when
(no, you can’t count that as Specialized). polymorphed.
! Occult Wards (+3 CP) keep people from entering. The
player may designate the exact form (traps, force
barriers, secret doors, or simply steering people away are
common choices). The CR for any part of the ward is
equal to half the character’s level.
! Guardians (+6 CP) protect the Sanctum from
intruders. The player may set the form (undead,
outsiders, and golems are common choices). The CR for
any creature is equal to half the character’s level.
! Spirit-tie (+3 CP) summons the character back to the
Sanctum after dying, where he or she can hopefully be
revived (or he or she has a pre-existing resurrection
method). This prevents the character from moving on to
the afterlife unless he or she wishes it.
! Variable (+3 CP) allows the character to change his or
her Sanctum abilities whenever he or she gains a level.
Many characters experiment with feats or magic, buying
them first in a Sanctum and then permanently.

Schooling (+3 CP) Schooling allows characters to


use a variant class description for buying abilities
without penalty. For point-based characters this also
bypasses retraining time for changing classes.
! Additional Favored Class (+3 CP) allows characters in
games with more restrictive class systems to select an Is it cannibalism if I wasn’t
human when I ate him?
42 Eclipse: The Codex Persona
Shapeshift Type Extensions ! Spirit of the Wild (+12 CP) allows the user to take on a
! Beasts (+3 CP) allows the user to take on Magical particular extraordinary or supernatural ability from
Beast forms. This is commonly Corrupted to a specific among those he or she could access via shapeshifting for
form or small group of forms, but this is not required. an hour without actually changing form. For example,
! Dire (+3 CP) allows Dire animals. the user could take on a Cheetah’s extraordinary speed.
! Dragon (+6 CP) allows the user to take on Dragon ! Variants (+3 CP), a catch-all category, allows the
forms. The user is still restricted by size and hit dice. shape-shifter to make alterations in his or her forms. He
! Elemental (+3 CP) allows Elemental forms as well as or she may assume any variation available to any normal
animal ones. Characters who can take on elemental member of any species he or she can become. This is
forms may revert from petrification. For +3 CP the user equivalent to a continuous Alter Self effect.
may take on all elemental creature forms. ! Wild Essence (+12 CP) lets you use a shift to take on a
! Ooze (+6 CP) allows Ooze transformations as well as type from among those you can normally attain without
animal ones. changing physically. For example you could change your
! Plant (+3 CP) allows Plant forms as well as animal type from Humanoid to Plant to gain temporary
ones. immunity to poisons. Each use of Wild Essence lasts for
! Shape of Death (+6 CP) allows the user to take on one hour.
corporeal undead forms. The ability to take incorporeal
forms costs another +6 CP. Shapeshift Inherent Constructs
! Verminform (+3 CP) allows the user to take on Vermin ! Creatures of Blood (+6 CP) allows shape-shifters to
forms. For a further +6 CP, the user may take on the create constructs from their own blood. These function
Swarm type. exactly like whatever creature the shape-shifter mimics
! Enchanted (+6 CP per form type) allows the user to in creating it, which must be one he or she can turn into.
use a form’s extraordinary and supernatural abilities, but The shape-shifter must sacrifice a number of hit points
not its spell-like or spellcasting abilities. This only costs equal to the creature’s normal maximum to create one.
3 CP for Elemental and Vermin forms. These creatures cannot use supernatural or spell-like
Shapeshifting does not extend to Aberrations, abilities. They last for 1 hour per level. For +6 CP this
Constructs, or Outer-planar creatures unless the user is can be extended to one day per level.
already one of those types, in which case it extends to ! Magic of Blood (+6 CP) requires Creatures of Blood
that type only. and allows the creation of creatures which can use
supernatural or spell-like abilities.
Shapeshift Size Modifications
! Growth* (+3 CP) allows Large or Huge forms. For +6 Shapeshift Magical Modifications
CP this can be extended to Gargantuan forms, for ! Exemption (+3 CP) allows the character to leave out
another +12 to Colossal forms, and for a further +24 to selected items while shapeshifting. Items which would fit
Mountainous. See page 62. the new form will remain in place.
! Shrinking* (+3 CP) allows Tiny or Diminutive forms. ! Inanimate (+12 CP) allows the character to shapeshift
For +6 CP this may be extended to Fine and for another his or her equipment to fit his or her new form. This may
+12 CP this may be extended to microscale forms (page be Specialized if magical, psionic, or high-tech gear does
62) not function while shapeshifted.
Size changes may be pro-rated according to the ! Natural Magic (+6 CP) allows a character in animal or
user’s normal size. For example, a creature which is plant form to cast spells even without hands or the ability
already Huge only needs +3 CP to reach Colossal, but to speak. He or she may use components if he or she had
must pay +3 CP to reach Medium-sized. them before transforming.
! Sharing (+6 CP) allows the character to transform a
Shapeshift Internal Modifications willing subject other than herself. This lasts until the
! Attribute Modifiers (+6 CP) allows the user to take on creature decides to return to its normal form.
the physical attribute modifiers of a form, instead of
simply taking its average physical attributes. While there are hordes of other abilities which can
! Attribute Shift (+6 CP) allows the character to move be described as “shapeshifting,” that’s only a special
around up to 6 points of physical attributes when he or effect: buy them directly and describe them as you like.
she shapechanges.
! Hybrid (+6 CP) allows a shapeshifter to make a partial Shaping (6 CP). Shaping allows you to channel
change, mixing animal characteristics with their natural ambient magical energy into Prestidigitation at will. This
form. In general, this means that they can continue to use is the first step along the Path of the Dragon, as
weapons, items, and sometimes armor, while in “animal” presented on page 92, and is explained further there.
form but must spend another +6 CP to be able to speak Shaping, and its higher-order variants, can also be
clearly. used to build characters with weak, but unlimited-use,
abilities, such as many minor “superheroes.”

Eclipse: The Codex Persona 43


Siddhisyoga (6 CP) You may sacrifice treasure to daily. Sadly, each such stunt must be researched as if it
give yourself innate mystical abilities (equivalent to was a high-level spell and will require a successful skill
magic items) with a total price equal to one-half the check to use.
value of the sacrificed treasure. You may spend this on Yes, if you apply this to Spellcraft this is the Point-
any desired enchantment without regard for item slots. Buy gateway to using the existing SRD epic spell system.
Some effects, such as True Strike and Cure Light Personally, we recommend using Invocation (page 35)
Wounds may not be taken as unlimited-use (such effects and the high-level spell list (page 122) instead.
are normally limited to a maximum of three uses per ! You may take this ability multiple times. Each time it
day). The powers purchased must be approved by the applies to a different skill. Enhancements do not carry
Game Master. over.
! Fey (+6 CP). You may double the power gained from
your sacrifices by spending 1 XP per 20 GP worth of Snatch (3 CP). A character with Snatch may make a
treasure sacrificed. Thus gaining an innate enchantment Reflex check (DC 15) to grab any available or
worth 1000 GP would cost 2000 GP or 1000 GP and 50 unattended item, including the weapons of disarmed
XP. opponents, in a free hand as a Free Action.
! Efficient (+6 CP). You gain abilities with a total price ! Upgraded (+3 CP) reduces the DC to 10.
equal to 2/3'rds the value of the This variant on Reflex
sacrificed treasure. Training warranted an
! Inner Whispers (+6 CP). You independent listing.
may “buy” charged items and
recharge them by expending Specialist (3 CP). With
twice the amount of XP it would Specialist, a character selects
take to make them normally. one magical specialty, usually
If you want the power in your an arcane school or a pair of
character, rather than in a pile divine domains. The character
of items, this is the ability for gains an extra spell slot of
you. each spell level he or she can
use of up to level 3. He or she
Skill Emphasis (3 CP) This may only memorize or cast
grants a +2 bonus on any single spells using these slots with
skill. t h e c h o s e n s p e c i a l i ty.
! You may take this ability Characters may take this
multiple times. Skill Emphasis without selecting a magical
may only be taken once on any specialty and put any spell in
single skill, though you may still it, but this doubles the base
purchase it for other skills. cost as well as the cost of any
improvements. Characters
Skill Focus (2/4/6 CP). This using Divine Magic need pay
grants a +1/2/3 bonus to any Equipment? Bah! Equipment is a only half price for Specialist.
single skill. Skill Focus stacks crutch for the weak and untrained! ! Improved (+3 CP) extends
with Skill Emphasis. the spell slots up to level 6.
! Mastery (+3 CP) grants an additional +1 bonus to any ! Superior (+6 CP) requires Improved and extends the
single skill. It may be taken twice, for a maximum bonus spell slots up to level 9.
of +7 when combined with Skill Emphasis.
! Speed (+6 CP) reduces the required time to use the Spell Conversion (6 CP). A character with Spell
skill by half. Skill-based actions which normally require Conversion selects a limited number of spells according
one round become Move-Equivalent Actions. to his or her class theme, usually nine (one for each spell
! Stunt (+6 CP) permits supernatural stunts with the skill level). The user may convert a prepared spell of equal or
at the cost of 2 temporary attribute points or 2 Mana. higher level into one of them spontaneously. The user
This covers things like using Escape Artist to escape a must already have access to the spells he or she selects
Sphere of Force, stitching together a flesh golem with for Spell Conversion.
Heal, or talking a berserk rampaging monster out of Clerics use this the most, but anyone may have it.
eating the party with Diplomacy. Note that this doesn’t
decrease the (likely high) difficulty of such actions; it Spell Flow (6 CP). A spontaneous caster with Spell
simply makes them possible. Flow adds up all the levels of spells he or she learns from
! Epic Stunts (+6 CP) requires Stunt and a minimum then on. Level 0 spells count as 1/2 spell level. The
skill rank of 24. It allows you to perform astounding caster may expend these as desired to learn any level of
feats using the selected skill up to (Skill Level/10) times spell he or she can cast.

44 Eclipse: The Codex Persona


Spell Mastery (6 CP). Characters with Spell Mastery ! Hieratics (+3 CP). You have an inherent ability to
no longer require source material (i.e., a spellbook) to Read Magic and can prepare spells from other
prepare a number of selected spells equal to their character’s spell books without a Spellcraft check
Intelligence Modifier. Preparing a spell from another character’s books
! Efficient (+6 CP) allows the user to double his or her usually requires a Spellcraft check. Mastering a spell
effective Int modifier as far as Spell Mastery goes. book allows you to use the book as if you had written it.
! Rapid (+3 CP) allows such spells to be prepared in a This requires two weeks and a successful Spellcraft
mere 1d6 rounds. Spontaneous (+3 additional CP) allows check at a DC of (26 + The highest level of spell in the
the use of such spells as if the caster were a spontaneous book).
caster.
! Signature (+6 CP) allows the character to transform Spell Storing (6 CP). Spell Storing is sufficiently
other prepared spells of equal or greater level into one of complex to warrant it’s own section in Chapter Three
the mastered spells. (see page 98).
! You may take this ability multiple times. Each time, it
affects different spells. Any improvements other than Spell Turning (6 CP). With Spell Turning, a
Efficient must be purchased for each set of spells. successful counterspell enables the caster to redirect it
back at the caster or the caster’s location. If neither of
Spell Pool (6 CP). A character with Spell Pool adds these is a valid target, the spell fails.
up all available spell levels (level 0 spells count as 1/2
spell level) from a single chosen progression and uses Stoic (6 CP). Characters with Stoic are not subject to
them as “spell points.” Each spell uses a number of death by massive damage and may make a Fortitude save
points equal to its level. This does not bypass the (DC 15) each round to self-stabilize if below 0 HP.
limitations of the level of spells which may be cast. ! Improved (+6 CP) allows a character to survive until
The maximum number of spells of any one level he or she reaches -30 hit points, although he or she still
which can be cast or memorized equals ([spellcasting loses consciousness at 0 hit points.
attribute/2] - Spell Level). For example, a Wizard with ! Ferocity (+3 CP) allows characters to act normally
16 Intelligence could cast a maximum of seven 1st level while at negative HP (but not while dead) until after the
spells, six second level spells, five 3rd level spells, four battle.
4th level spells, and so on. ! Juggernaut (+6 CP) requires Ferocity and allows
characters to remain active for three rounds after dying.
Spell/Power Resistance (6 CP). Once purchased, the Although no amount of healing can help them, only
character gains Spell or Power Resistance which rises resurrection magic, characters with this feat who die may
with his or her level, rated at (5 + character level). remain active and continue to fight, cast spells, or take
! Improved (+6 CP) increases the resistance by +5. This any normal action. The GM may or may not allow
may be bought twice. characters disintegrated or otherwise destroyed to remain
active – this depends on the world and whether or not the
Spell Shorthand (6 CP). You may record your spells thought amuses him or her.
in half the usual space, at half the usual expense, and in
half the usual time.
! Cryptoglypics (+3 CP). You can read dangerous
magical inscriptions, including Glyphs, Symbols, and
enchanted Tomes without triggering the magic they
contain.
OK, this is simply a minor Immunity, but it’s popular
with the more studious mages.
! Encryption (+3 CP). You may convert a spell formula
of any level into a one-page mystical diagram. Sadly, no
one without this ability can understand them at all.
! Formal Notation (+3 CP). Other spellcasters can
prepare spells from your books without a Spellcraft
check or having to already have the spell recorded in
their own books. Perhaps fortunately, thanks to the
special inks and procedures required, spellbooks still
can’t be printed en mass.
! Runemaster (+3 CP). You may mystically inscribe
spells on bizarre mediums. For example, you may embed
them in pearls, paint them on shields, or tattoo them as
strange glyphs on the skin. Party! Party! Party! Wooh!
Eclipse: The Codex Persona 45
Superstition (6 CP) This interesting talent allows divine providence, but the limits of the user’s own will.
Divine spellcasting without a supernatural patron or See Thaumaturgy and Dweomer, page 100.
quasi-sentient source of power. Characters may cast up
to level 2 spells with nothing more than their will to back Theurgy (6 CP). You’ve found a way to link divine
them. Level 3 spells require at least some sort of and arcane magic. In general, converting between the
personal belief or code of conduct (yes, you can decide druid, bard, and wizard/sorcerer lists adds one level, as
that you’re a god and invoke yourself), and characters does converting between the druid, ranger, paladin, and
who subscribe to a popular code, belief, or superstition cleric lists. Any other conversions, such as between
can cast spells of up to level 4 regardless of its validity. cleric and wizard, add +2 levels unless the Game Master
rules otherwise. The user must either have access to the
Test of Wills (3 CP). Test of Wills enables a spell to be converted (whether personally or from a
character to use one action making an opposed Will save friend, scroll, or deity) or must research it normally.
against a nearby (60' or so) enemy. The loser becomes Thus a cleric who wants to learn Fireball can either
Shaken. Creatures immune to fear take no penalties from learn it from a wizard or research it, but it becomes fifth
this ability, though if they win the opponent does receive level as a clerical spell in any case. The level adjustment
the penalty (unless the opponent applies even if the spell is
is also immune to fear). The present, and of lower level, on
effect usually lasts for 1 round the list in question anyway.
per level of the initiator. This Converting the arcane version of
does not work when you’re Bull’s Strength to a clerical spell
actually in battle, but does work results in an inefficient fourth
at any time before combat level spell.
actually begins, even if both A distinct and unrelated set
sides desire a fight. of skills called Theurgy appears
! Checked (+3 CP) upgrades the in Chapter 3. Sorry, but we ran
result so that the loser becomes out of names.
Checked.
! Subordinated (+3 CP) Timeless Body (3 CP). You
requires Checked and makes the no longer age, do not suffer
loser becomes Subordinated. aging penalties (although
(The winner gets a +2 on attack benefits still accrue), and will
rolls and the save DC’s of any not die naturally until reaching
powers used against the loser). your maximum racial lifespan.
! Frightened (+3 CP) requires Cosmetic aging may or may not
Subordinated and makes the continue at the option of the
loser become Frightened. user. Most characters simply
! Extended (+6 CP) makes the look the same for the rest of
effect last 1 minute per level of their lives, but sages and ancient
the initiator. kung-fu masters are notorious
! Binding (+9 CP) requires for looking fantastically aged.
Frightened and allows the user, Timeless Body is free in games
if victorious, to issue a You kids today! When I started fighting based around hacking monsters
command to the loser. These Evil all we had to work with was... to bits each week with little-to-
commands must be short, simple no downtime.
orders. While the target must follow them for the ! Transcendence (+6 CP, minimum level 10) transforms
duration of the effect it will not normally attack its allies a character into some sort of magical being, without
or commit suicide unless it has severe loyalty issues or altering his or her basic form or abilities. Native
just plain lacks sanity. Some effects, like commanding a Outsiders are the most common, but Plant creatures or
fiend to return to its native plane, can effectively take a other strange variants are possible. This generally
creature out without resistance or further complications. includes DR 10/Magic, a change in type, and possibly
! Mob (+6 CP) allows the initiator to stare down a mob some minor abilities that come with the template.
of low level people (half the initiator’s level or less). ! Rejuvenation (+6 CP) negates any age-based attribute
Make the roll only for the enemy with the highest Will. penalties the character may have suffered previously.
! Age Shifting (+3 CP, requires Rejuvenation) lets you
Thaumaturgy (6 CP). Thaumaturgy allows the control assume any desired physical age, including the age-based
of primal forces and powers. Often possessed by physical attribute modifiers.
Shamans and barbarian cultures, these allow for Characters who want to extend their natural
powerful effects bounded not by mathematical law or lifespans should purchase Immunity/Aging.

46 Eclipse: The Codex Persona


Tireless (6 CP) removes cumulative penalties for ! More exotic forms include Murder (the victim remains
lengthy efforts. The character never becomes exhausted dead, but there is no discernable cause of death and no
from normal physical efforts. blood or other traces), Computer Hacking, Surgery, and
This is another Specialized Immunity, but was used many more. This may be taken multiple times, each time
so often that it merited its own listing. applying to another activity.

Toughness (2 CP). With Toughness, you gain +1 HP Track (3 CP). Characters with this feat select Urban,
per 2 CP invested. You gain no bonus or penalty for a Wilderness, or Dimensional tracking. Tracking requires
high or low Con modifier from these. a Survival (for wilderness) or Gather Information (for
Toughness is included for 3.0 back-compatibility urban) check every mile to follow the target. This is DC
only. Characters who seriously want more HP should 15 for favorable conditions, DC 20 for unfavorable ones.
buy larger Hit Dice, increase their Constitution scores, Size bonuses on Hide checks apply, and unfavorable
or buy special bonuses. lighting may inflict penalties. Dimensional tracking
relies on Spellcraft and can trace Gates or teleportation
Traceless (6 CP). Traceless characters leave no and dimensional travel.
discernable traces of a particular type of activity. The ! Identification (+3 CP) allows the character to make a
user must choose a specific form. Common forms relevant knowledge check to determine the species (and
include: any other tracking-related information, such as a limp
! Travel means the character leaves no traces when and its size) of creature he or she is tracking.
moving about. The character leaves no footprints, ! Deduction (+3 CP) requires Identification and allows
disturbs no leaves, and breaks no twigs. the character to discover absurdly accurate information
! Magic means the character leaves no aura behind and (see below) with a successful (DC 35) tracking check.
his or her magic does not leave a discernable trace. It ! Style (+6 CP) grants another method of tracking. A
does not help with enemies using direct divination or tracker might purchase Style: Scent, for example, and
assessing his or her aura in person. trace the enemy by smell. Another character might
! Genetic means the character leaves no personal purchase Magical Traces, and could attempt to track by
biological evidence, such as fingerprints or usable DNA. observing residual spell energies. Either way, this

Eclipse: The Codex Persona 47


counters -10 points’ worth of penalties on the DC for the Unity (6 CP). In worlds where Psychic powers and
tracking check. It grants no inherent ability to use the Magical effects are treated as distinct, non-interacting
selected sense, only the ability to track with it. forces, a character with Unity has found a bridge
!You may purchase this ability multiple times. Upgrades between Psi and Magic. This character may treat them as
carry over. aspects of the same thing. This primarily means that his
“There were two of them – both using their left hands or her psychic powers (or magic) interact with magic (or
and both master swordsman. They fought several hours psychic powers), including dispels or anti-magic or anti-
ago. They battled up here on the rocks, then moved down psychic fields. It also means that metamagic and meta-
there. Wait! One of them switched hands. They dueled psionic abilities are interchangeable for him or her.
around the tree. Now the other one switched hands. The
winner disarmed the loser here, and then knocked him Wayfarer (6 CP). This allows the user to be a priest
out. It must have taken several minutes for him to come of an entire pantheon, force, or philosophy, rather than a
round again, then he ran off that way.” given deity. In practical terms, it means that in games
where the GM restricts spells from the normal lists based
Travel (3 CP). Travel grants the ability to move on the deity’s personality (i.e., the Ocean god doesn’t
unhindered by a particular type of natural terrain, such as give out Flamestrike), the priest may still use them.
forest, mountain, tundra, or even asteroid field. It reduces Similarly, you’re much less likely to be assigned a quest,
travel time by 25% in that terrain for the character, but can use spells with any alignment descriptor regardless
does not add to melee-scale movement. of your alignment, and generally don’t have anyone
! Add Terrain (+6 CP) adds one terrain type to the keeping an judgmental eye on you. On the downside,
terrains a character’s Travel abilities function in. You there isn’t anyone keeping an eye on you, so don’t count
may add as many different terrains as you desire. on divine intervention.
! Mount (+3 CP) makes the Travel ability affect your
horse, other riding animal, or vehicle as well. Witchcraft (6-18 CP). Buying this feat gives you
! Group (+6 CP) makes the Travel ability affect your several powers under the Witchcraft rules. See page 109.
whole party (up to [Charisma] characters). With Mount,
it affects the entire party and their mounts or vehicles. Workhorse (6 CP). Workhorse allows a character to
! Fast (+6 CP) increases the character’s travel time reduce his or her effective encumbrance by one level.
reduction to 50%.
! Swift (+6 CP) requires Fast and increases the
character’s travel time reduction to 75%. Zoom.
! Trailblazing (+6 CP) allows the character to avoid
random encounters. With a successful Survival (DC at
GMO, usually 15-25 depending on the monster), the
character may avoid a random encounter or allow his or
her allies to prepare for the fight. He or she may even set
snares, ambushes, and traps, time and skill permitting.
! Improved Trailblazing (+6 CP) entitles a character to a
3-round warning that he or she is entering a dangerous
area even on a failed Trailblazing check.

Triggering (6 CP). Triggering enables a character to


release a spell or power from his or her personal reserves
or from a type of item without expending a use of the
power. The user must specify a specific type of ability or
item (wands, staves, a specific spell-like ability or
prepared spell, etc.) when this ability is taken.
! This requires an attribute check (usually Int or Cha for
Arcane casters, Wis for Divine casters, or the relevant
attribute for a Psychic) with a DC of 11/13/15/17/21 for
level 0/1/2/3/4 effects. Failure means the character does
expend a use of the ability in question.

Turn Resistance (2 CP). This grants a bonus of +1


effective Hit Die for the purpose of resisting Channeling,
spells, and other Hit-Die based effects only per 2 CP Can we get off the
invested. It’s most commonly found in the undead, but Holodeck now, Captain?
can be useful to any character at times.

48 Eclipse: The Codex Persona


Proficiencies Cultural Weapons (e.g., “Oriental Weapons,” 9 CP),
Blasters (All light, hand-held, energy weapons, 6 CP),
Pistols (3 CP), and Small Arms (modern pistols and
Armor Proficiency. A character with Armor rifles, 6 CP).
Proficiency knows how to use armor properly, has ! Gunnery (6 CP) covers all fixed-mount exotic
practiced moving in it, and can maintain it given the right weapons, from steam cannon to catapults to laser
supplies. batteries.
! Light Armor (3 CP) includes all armors listed as light. ! Elemental (6 CP) covers “throwers” (flame, acid, etc),
! Medium Armor (+6 CP) requires Light Armor and and small-scale explosive devices such as grenades.
includes all armors listed as light and medium. ! Only the very first listed items (Any One ... Weapon)
! Heavy Armor (+6 CP) requires Medium Armor and may be bought by characters after reaching level 2 unless
includes all armors listed as light, medium, and heavy. they use the retraining option (page 18). Characters just
! Superheavy Armor (+6 CP) requires Heavy Armor and can’t suddenly master a variety of weapons after they’ve
includes all armors listed as light, medium, and heavy, as already molded their abilities.
well as superheavy armor, exotic forms, and peculiar
materials. ! Bioweapons (6 CP) covers the offensive use of germs,
! Shield Use (3 CP) includes all shields. biotoxins, vermin, and similar items.
! Smooth doubles the total cost of any armor or shield ! Economics (6 CP) covers hostile business takeovers,
proficiency (6 CP in total for Light, 18 for Light and currency manipulation, unfair trade agreements and
Medium, etc) and allows the user to ignore armor check tariffs, and similar tactics*. Barbarians hate this.
penalties and spell failure checks. You must buy Smooth ! Gases (6 CP) covers the effective use of irritant,
for Light before Medium, and Medium before Heavy. It blistering, tissue-destroying, toxic, and lethal gases, as
may also be applied to Shield Use. well as the use of counteragents and protective gear.
! Powered Armor (+6 CP) allows the proper use of ! Psychological Weapons (6 CP) covers satire, insults,
armor that has built-in strength amplification, movement whispering campaigns, leaflets, and other propaganda
modes, weapons, and other systems if you have techniques*. It also stretches the idea of a weapon about
proficiency with that armor’s basic type. Do not include as far as it will go.
the cost for Powered Armor when purchasing Smooth.
! Fast (+6 CP) allows the user to don or remove armor *No, we aren’t joking. Just use the normal combat
in one round, regardless of its type. rules on a slower scale if you want to use such exotic
Powered armor, obviously, leans more toward forms of “combat” and define “death” appropriately.
science-fiction games. Still, more than a few fantasy
worlds have intelligent or animated armor.

Weapon Proficiency. Characters usually buy some


sort of weapon proficiencies. It’s a poor adventurer who
can’t even use a club to fight off some goblins. Unlike
Armor Proficiencies these are listed with separate costs,
both to cover the vast array of options and because
there’s a lot more variety in weapons skills than in the
use of armor.
! Any one Simple Weapon (1 CP)
! Any one Martial Weapon (3 CP)
! Any one Exotic Weapon (6 CP)
! A small group of Simple Weapons (2 CP)
! All Simple Weapons (3 CP)
! All Simple Weapons and any one Martial Weapon (6
CP)
! All Simple and Martial Weapons (9 CP)
! All Simple and Martial Weapons plus any one Exotic
Weapon (12 CP)
! All Simple, Martial, and Exotic Weapons (15 CP)
! Limited sets of Martial or Exotic weapons (such as
those possessed by the Monk) cost 3 or more points,
depending on how limited they are. The character must
be able to use all simple weapons first. The list is subject
to the GM’s discretion. Common examples of limited
sets include Bows and Crossbows (6 CP), Axes (6 CP),
Could someone help me out of
this getup? I’m afraid to move.
Eclipse: The Codex Persona 49
Combat Enhancements Blind-Fight (6 CP). In melee, every time a character
with Blind-Fight misses because of concealment, he or
she may reroll his or her miss chance percentile roll once
Anime Master (6 CP). Anime Master allows the user to see if he or she actually hits. He or she does not lose
to grapple, overbear, and wield weapons, as if he or she his or her Dex bonus to Armor Class, and the enemy
was one size category larger. doesn’t get the usual +2 bonus, for being invisible. An
invisible enemy’s
Augment Attack (3 bonuses do still apply
CP). Augment Attack for ranged attacks. In
grants +1d6 damage or poor light, the user’s
+1 to hit in some speed slows to normal.
specific situation ! Combat Awareness
(essentially, this feat is (+6 CP) prevents you
already “Specialized”), from being flanked.
per 3 CP invested (a ! Darksense (+3 CP)
mere +1 damage costs 1 extends a character’s
CP and +1d8 costs 4 Blind-Fight senses out
CP). Characters may to a 10’ radius. For the
double the cost to make purposes of the bonuses
the situation relatively and penalties of Blind-
common or triple it to fight this is the melee
make it very common range. With ranged
(e.g., with a particular attacks the user takes no
type of weapon which penalties due to lighting
you almost always use). within this range.
No character may ! 30’ Darksense (+3
possess more than 36 CP CP) requires Darksense
worth of basic and extends a
augmentations. T he character’s Blind-Fight
following upgrades may senses out to a 30’
also be purchased: radius. For the purposes
! Crippling (+6 CP) It’s all in the wrist. of the bonuses and
makes attacks cause one penalties of Blind-Fight,
point of ability damage. Characters must select the target this is the melee range. With ranged weapons the user
ability when this ability is taken. takes no penalties due to lighting within this range.
! Extended Range (+6 CP) adds +45’ to projectile ! Sense of Perception (+6 CP) requires Darksense and
weapon ranges or +60’ for thrown weapons. allows the character to sense the structure of matter
! Continuing (+6 CP) lets an attack cause +1 point/ within the Darksense radius. The character can now feel
round of damage until treated with an easy (DC 13) Heal matter, its divisions, and any empty spaces (or spaces
check. It otherwise lasts up to twice the attacking filled with air or water). He or she can sense the internal
character’s level in rounds. mechanism of a lock and the heartbeats of living
! Silencing (+6 CP) keeps the target from speaking for creatures. Creatures can still Hide from users, but the
one round. user gains a +10 bonus to find hidden doors and spaces.
! Disabling (+6 CP) reduces target’s movement by 10’
(to a minimum of 10') for the duration of the encounter. Block (6 CP). Block lets a character counter an
! If you want something else, make it up, and consult incoming attack with DC 20 Reflex save once per round.
your Game Master to determine the cost. This must be bought on a limited category. In general,
Creatures which are immune to critical hits or who each Block attempt uses up an Attack of Opportunity and
make a Fortification check are immune to extra damage provides Great Immunity to the attack. Attackers may
or special Augment Attack effects. This does not apply if give up part of their BAB to increase the Block save DC
the bonus was purchased against such targets in the first on a 1-to-1 basis. The following three forms are the
place, such as “+3d6 damage versus undead” (relatively normal choices:
common, for 18 CP). ! Missile affects any thrown or projectile weapon.
! Melee affects any melee attack, including grapples.
Game Masters may permit characters to purchase ! Arcane affects any single-target magic attack.
more than 36 CP worth of Augment Attack as long as the ! Master (+6 CP) upgrades the roll, so that it requires
various bonuses apply to different situations. only a DC 15 save.

50 Eclipse: The Codex Persona


! Riposte (+6 CP) allows the user to immediately ! Animation (+6 CP) requires Third Hand and turns any
retaliate in the same mode, launching a single attack of single, modestly-sized flexible item you’re touching into
their own. This counts as an Attack of Opportunity and a quasi-living thing, capable of acting and reacting (as
requires a successful Block check - which also counts as per a small Animated Object that acts on your initiative)
an Attack of Opportunity. You’ll need extras. according to your desires even if you’re unconscious. For
! Catch (+6 CP) allows the user to grab a ranged +3 CP you may upgrade its base abilities to those of a
weapon aimed at him or her out of the air and keep it medium Animated Object, and for another +6 to those of
with a successful block. If combined with Riposte, the a large Animated Object.
user may retaliate with the attackers own weapon. ! Strengthen (+6 CP) adds +10 Hardness and hit points
! Deflections (+12 CP) allows the user to catch to the rope, whip, cloth or chain. It also allows you to
individually-directed magical attacks to release on their ignore leverage; your Strength is transmitted through
action next round. This can be combined with Riposte to whatever you’re using.
allow such spells to be retargeted against their casters.
! Multiple (+6 CP) allows the user to block 1 extra Defender (6 CP). Defender adds a +(level/5 rounded
attack each round. down) bonus to your AC. The character selects the bonus
No, you can’t take Bonus Uses on actions per round. type (Natural Armor, Dodge, or Deflection are the usual
This was actually asked. choices). The type determines what effects or situations
! You may purchase this feat multiple times, each time will bypass it, and what magical effects fail, under the
for a different category of attack. Upgrades do not carry normal rules.
over from one instance to the next. ! Improved (+6 CP) adds +1 AC and may be taken
multiple times. Characters don’t actually have to take
Bonus Attack (6 CP). The character chooses a Defender first, although it is recommended.
specific weapon type, style, or situation, which grants Many characters take a Corrupted version: not
one extra attack. The attack is made at the user’s highest cumulative with armor and shield bonuses.
attack bonus, but all attack rolls are reduced by -2.
! Improved (+6 CP) reduces the penalties for your Doubled Damage (6 CP) The character must choose a
normal attack sequence by 2. very specific situation (this is difficult to Specialize
! You may take this ability multiple times. Each time, further), in which he or she deals double damage from
choose a different situation OR increase the penalties for physical attacks. This situation must be so specific as to
the new attack by -2, cumulative with previous penalties make the ability rare and difficult to use.
on new attacks. Upgrades do not carry over from one ! For example, a common use is to affect only mounted
instance to the next. charge attacks while wielding a lance or spear. This is
Yes, this supersedes the standard rule for two- difficult to do in most places, particularly in dungeons,
weapon combat. That’s just a Corrupted version; you buildings, mountains, forests, and cities, and so is
have to give up using a shield. Otherwise a character suitable for Doubled Damage.
may use any weapon he or she can carry and effectively ! You may take this ability multiple times. Each time, it
use: natural weapons and unarmed attacks, off-hand covers a different situation.
weapons, and shields.
Enhanced Strike (6 CP each). Enhanced Strike
Chain of Ki (6 CP). A martial arts technique with includes a variety of combat techniques mostly used by
broad applications, this allows the use of a length of advanced characters. Each ability may be used once per
rope, cloth, or chain as a whip-like weapon without minute. If the character desires, he or she may pay 3
penalty. Such weapons inflict 1d4 (ribbons, string), 1d6 Power, or 2 spell levels, or 1 Mana to use an ability more
(rope, cloak, light chain, barbed whip), or 1d8 (spiked or than once per minute, paying for each additional use. All
heavy chain) points of damage and have reach. are full attack options. A character may purchase as
! Varying Grasp (+6 CP) enables you to use the weapon many versions of this ability as desired.
as a plain melee weapon (or double weapon with two ! Crushing applies all damage from an entire attack
identical heads), using the Reach as needed. This incurs sequence as a single attack.
no attack penalty when attacking inside your Reach ! Focused changes the attack to a touch attack.
range. ! Hurling throws a weapon for double damage; this
! Entangle (+6 CP) enables you to use grapple as a supersedes Doubled Damage. For an extra +3 CP, the
ranged attack up to the Reach of your weapon. Both you weapon returns after the attack sequence.
and the target make checks normally. This deals no ! Whirlwind allows the user to make a single full-BAB
damage unless you wield a barbed whip or spiked chain. attack against every target within reach.
The target of the grapple cannot hurt you unless you are ! Hammer allows the attack to deal maximum damage
within his or her own reach. while gaining a +5 bonus to hit.
! Third Hand (+6 CP) allows the weapon to manipulate ! Shattering ignores half the total hardness when the
items, as if it were your hand, up to its reach. character attacks an object.

Eclipse: The Codex Persona 51


Evasive. Evasive characters may take an action Favored Foe (6 CP, 3.5 Version). A character with
(select one) that usually provokes an Attack of Favored Foe may select an enemy creature type at levels
Opportunity without being so exposed. You may take 1, 5, 10, 15, 20, and so on, gaining +2 to damage and on
this multiple times, selecting a different action each time. Listen, Sense Motive, Spot, and Survival checks when
! Uncommon Actions (3 CP) such as Bull Rush, using these skills against a chosen enemy creature type.
Disarm, Sunder or Attack an Object (carried by another), Each time a new foe is added the character may select
or Grapple are cheap. one of his or her foes (including the one just chosen) and
! Common Actions (6 CP), such as use the Heal skill, increase his or her bonuses against that foe type by +2.
retrieving stored items, Coup De Grace, or throwing a Favored Enemy and Favored Foe do not stack.
weapon, cost more.
! Very Common Actions (12 CP) such as using Favored Enemy and Foe Types
projectile weapons in melee, casting spells, moving by
opponents in the threatened area, fleeing combat, or Type (Subtype) Type (Subtype)
using spell-like abilities cost a lot. Aberration Humanoid (reptilian)
! You may take this ability multiple times. Each time, it Animal Magical beast
covers a different situation and/or action. Construct Monstrous humanoid
Dragon Ooze
Far Shot (6 CP). Far Shot multiplies projectile Elemental Outsider (air)
weapon ranges by x1.5 and thrown weapon ranges by x2. Fey Outsider (chaotic)
This may be taken multiple times. Giant Outsider (earth)
Humanoid (aquatic) Outsider (evil)
Favored Enemy (6 CP, 3.0 Version). With Favored Humanoid (dwarf) Outsider (fire)
Enemy, the character selects a type of enemy, either by Humanoid (elf) Outsider (good)
species or by type (although “humanoids” isn’t allowed Humanoid (goblinoid) Outsider (lawful)
for no known reason). This brings a bonus of +(level/4) Humanoid (gnoll) Outsider (native)
to damage and on Listen, Sense Motive, Spot, and Humanoid (gnome) Outsider (water)
Survival skill rolls versus the chosen foe. The character Humanoid (halfling) Plant
adds another foe type at a -1 (cumulative each time) Humanoid (human) Undead
penalty whenever the bonus rises. Humanoid (orc) Vermin
Favored Enemy and Favored Foe do not stack.
Favored Enemy and Favored Foe pull a fast one
there. Why should a four-armed unholy monster from the
depths of Heck, a slime creature from the abyssal mire,
and an evil alien swarm-mind all fall in one category
(Evil Outsider), while humans, elves, and dwarves are
too different? At the least, it ought to be arranged by the
creature’s body type or affiliation. In the latter case, the
character targets members of a particular group: the
Order of Doom, or the servants of Demon Lord Belal.
While we included it for back-compatibility, we don’t
really recommend using the standard type list.
Possible variants on Favored -Enemy and -Foe are
legion, and usually simply reassign a few of the bonuses
or alter the “type” list. A beastmaster might want
bonuses on Handle Animal (or whatever) and Heal
instead of on damage and Sense Motive. A diplomat
might want to take favored cultures instead of types,
gaining a bonus on Diplomacy and Knowledge skills
instead of on Survival and damage. Explorers might
want to take terrain types instead of creature types,
gaining bonuses to Hide and Move Silently instead of
Sense Motive and damage. Scholars might want to take
specific regions or periods, gaining bonuses to Appraise,
Decipher Script, relevant Knowledge skills (counted as
two or three of their bonuses), and possibly Use Magic
Device. Thieves might want to pick favored cities,
Yeah. Favored Foe: Trees. So? gaining bonuses to Appraise, Gather Information, Hide,
Move Silently, and Knowledge: Local while there. Those

52 Eclipse: The Codex Persona


who hunt particular monsters might want to take extra the standard rules for adding multipliers. Do not stack
bonuses against them and their particular attacks. You increases directly.
can even favor particular instruments, individual spells For example, a character who doubles his or her
(to increase the save DC, damage, etc), or declared threat range through this feat and triples it through a
heretics and enemies of your church. spell would have a total threat range multiplied by x4.
Used this way a somewhat illogical ability can ! Lethal (+6 CP) increases the critical multiplier by +1.
become a powerful and sensible tool for customizing ! You may purchase this feat multiple times. Each time,
characters, without expending large amounts of CP (or it affects another weapon. Upgrades do not carry over.
feats and levels) on abilities which are often of little use.
Improved Initiative (3 CP). The character gains +2 to
Fortune (6 CP). The ever-useful Fortune feat gives Initiative per 3 CP invested, up to a maximum +8 bonus.
the character the ability to entirely ignore certain effects The maximum is intended for the players’ benefit, so
on a successful save. If a spell or effect has an entry such as to avoid pitting them in massive Initiative races
as “Fort Partial” or “Ref half,” this feat works. against monsters.
! Evasion covers Reflex saves.
! Impervious covers Fortitude saves. Improvise Weapon (3 CP). With Improvise Weapon,
! Defiant covers Will saves. a character may pick up and wield any item he or she can
! Improved (+6 CP) upgrades the ability so that the handle as a weapon or shield with statistics identical to
character takes half damage or effect even on an manufactured weapons. Most items equate to clubs,
unsuccessful save. Alternatively, for many Will or Fort daggers, staves, or mauls of various types.
saves, half duration may be appropriate. ! Surprise Strike (+6 CP) lets the user select one
! You may take this ability multiple times. Each time, it opponent, who is then considered flat-footed against the
affects a different saving throw. Upgrades to not carry user for one round. This works once per combat
over. encounter.

Imbuement (6 CP). Once taken, the user defines this Legionary (6 CP). A Legionary has great
for a specific weapon type or for unarmed attacks. coordination when fighting in a team. The character
! Weapons gain a +(level/4) enhancement bonus to hit gains +1/2/3 bonus to AC, Attacks and Reflex Saves
and damage. This does not stack with a magic weapon’s when teamed with 1-2/3-4/5+ others with who also
bonuses. possess this feat.
! Unarmed attacks receive a +(level/7) enhancement
bonus to hit and damage, but may take special weapon Lunge (6 CP). Add +5 feet to your effective reach.
powers or spend a “+1” to count as being of a special Creatures with tentacles, stretching powers, or very long
material without the Focused upgrade. Characters with limbs may take this more than once.
the Spirit Weapon feat may select either the weapon or
unarmed version to apply to that weapon when they take Maneuver (6 CP). You may use the Tumble skill in
Imbuement. combat to try to evade an Attack of Opportunity 1/round,
! Improved (+6 CP) reduces the divisor for the weapon with a DC equal to the attack roll.
formula to 3 and to the unarmed formula to 5. The
weapon formula becomes +(level/3) and the unarmed Martial Arts (3 CP). A character is considered armed
formula +(level/5). when using unarmed combat so long as he or she places
! Superior (+6 CP, requires Improved) reduces the at least 3 CP in this ability. He or she gains a base
divisor for the weapon formula to 2 and to the unarmed damage of 1d4 with unarmed attacks. Each +3 CP
formula to 3. The weapon formula becomes +(level/2) invested after that increases the damage by one die type
and the unarmed formula +(level/3). (d6/d8/d10/ d12), up to a maximum of 1d12 at 15 CP.
! Focused (+6 CP) allow the user to change “plusses” ! Characters possessing 1d12 damage may opt to invest
into specific magic weapon powers. Once spent on a +6 CP to move the damage to 1d20 or 2d10 depending
specific power (such as Holy or Shocking Burst), the on preference.
user may not reclaim the “plusses.” You may also count ! In martial-arts based games, the GM should allow
your weapon as any given special material for a plus. other characters to increase base weapon damage using
! Versatile (+6 CP) requires the Focused upgrade and this progression.
allows characters to reclaim and reallocate “plusses” ! Characters or creatures with natural or spirit weapons
given 8 hours to rest. may increase the die type in the same fashion.
! The user’s size has no effect on his or her martial arts
Improved Critical (6 CP). Improved Critical doubles damage. Go ahead. Make that mighty pixie martial artist.
a specific weapon’s critical threat range.
! Superior (+6 CP) allows the character to add personal A distinct and unrelated skill called Martial Arts
critical range improvements to a single magical one. Use appears in Chapter 3. Sorry, we ran out of names again.

Eclipse: The Codex Persona 53


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

Overwhelm (6 CP). A character with this may choose


to use Overwhelm Attacks. These function exactly as
normal attacks but can drive opponents back 5 feet.
Enemies resist as per Bull Rush. Note that this renders
any subsequent attacks without a ranged weapon useless
that round if it succeeds. Reach allows for subsequent
attacks as well.

If the sword is my soul...does using Rapid Strike (6 CP). Normally, characters attack
it count as unarmed combat? every 5 BAB steps. With Rapid Strike, they may select
one specific weapon type (or unarmed attacks), and use
Occult Combat (3+ CP). This talent grants the use of that attack every 4 steps instead. (BAB +20/16/12/8/4)
one psionic or mystic combat mode (with a dramatic ! Improved (+12 CP) grants the ability to attack every 3
name of choice) for every 3 CP invested. Each uses and BAB steps. (BAB +20/17/14/11/8/5/2)
attacks an attribute chosen when this ability is taken. The ! Superior (+18 CP) grants the ability to attack every 2
user and target make opposed (D20 + Attribute Mod + BAB steps. (BAB +20/18/16/14/12/10/8/6/4/2)
Will Save Bonus) checks (Wis Mod may apply to both). ! You may take this ability multiple times. Each time, it
If the target loses he or she takes 1d4 points of damage to affect a different weapon. Upgrades do not carry over
the attribute attacked (Con may not be reduced below 1 from one instance to the next.
in this fashion). Such attacks have a range of 60 feet and The Rapid Strike ability allows for some gross
cost 4 Power, 2 spell levels, or 1 Mana to launch. overkill with high-level characters. Be careful about
Upgrades apply to all modes. allowing the higher end versions unless you’re prepared
! Improved (+6 CP) boosts the damage done to 1d4+2 for this. Of course, the monsters can do it too, but this
attribute points. can rapidly overwhelm less combative characters.
! Drain (+6 CP) is an advanced mode that uses opposed
will saves only: if the target loses he or she is drained of Smite (6 CP). The character adds his or her Charisma
spell levels (at 1 for 1) or power (at 2 for 1) instead of Modifier to Hit, and level to damage, against a chosen
attribute points. The target may decide what specific type of foe 1/day. Most characters take this with Bonus
spells or reserves are lost but the user may decide which Uses. See page 52 for some possible enemy types.
effect, spell levels or Power, to apply if the target has
both. The Improved modifier applies normally. Specialist (3 CP). Specialist grants a +4 bonus on any
! Area (+12 CP) allows the user to affect either a 60' one of the following checks: Grapple, Trip, Sunder,
cone or a 20' radius within range. Using either doubles Disarm, Strength-based Overrun checks, or another
the cost of the attack. The second option may be added specialty attack the GM allows.
for another +6 CP.

54 Eclipse: The Codex Persona


Spirit Weapon (6 CP for melee, 9 CP for ranged). Split Movement (6 CP). The user selects a specific
With Spirit Weapon, the character may manifest a type of action (like attacking or spellcasting) He or she
personal-use weapon which does subdual or lethal may then split his or her movement up into sections
damage. The character picks either subdual or physical, before and after that type of action. Consider each move
not both, and the user also chooses slashing, piercing, separately. He or she does not gain any bonus for using
crushing, a magical energy type, or a non-magical energy Move-Equivalent Actions and may not use more of them
for the damage type. Most characters who take this also than he or she normally could.
purchase Imbuement (page 53). The weapon may be any The Game Master may want to draw a distinction
the user is proficient with including unarmed strikes. between ranged and melee attacks, schools of magic, or
Unarmed strikes bought with the Spirit Weapon power disciplines, making this ability much more specific.
are considered armed attacks. Spirit Weapon damage
may be upgraded as Throwing Master (6 CP).
per Martial Arts. With Throwing Master, the
! Nonmagical energy character may throw any
works in antimagic object he or she can pick up
fields and the like, with one hand, with a basic
b u t h a s a range of 10' (20’ for light,
disadvantage. Targets aerodynamic items) for 1d4
with normal (lethal) bludgeoning damage,
insulating clothing or its usual base damage,
(leather for whichever is higher. Again,
electricity, asbestos the damage may be increased
for fire, wool for as per Martial Arts.
cold, etc.) have
resistance 5. Metal Trick (6 CP). You may
armors normally do make a special attack under
not insulate. Specialized circumstances or
! Switch (+3 CP) 3/day, which forces a save
enables a character to and causes a dangerous
do either stun or special effect. The usual DC
lethal damage at will. stands at 10 +(1/2 your level)
For each additional +(any one relevant attribute
+3 CP the user may modifier). This usually uses
add an additional Intelligence or Dexterity, but
type of damage to his anything’s possible.
or her repertoire. ! Death Attack kills the target
! Touch Attack (+6 after the Trick-user studies the
CP) enables the victim for 3 rounds, if the
character to make victim fails a Fort save. Death
touch attacks rather Attack usually uses the
than normal ones. I took Exotic Appearance! Intelligence bonus.
Note that this costs ! Stun Attack forces the
(+6 CP) per attack What do you mean “It goes on the weapon?” victim to make a Ref save or
per round so becomes Stunned for 3
upgraded, not (+6 CP) for all attacks together. rounds. You may either use this 3/day or under specific
! Exotic Appearance (+3 CP) upgrades the Spirit circumstances. Stun Attack usually uses Dexterity bonus.
Weapon to look like almost anything the user desires, ! Note that Death attacks, Fear attacks, Paralysis, or any
such as “Bolts of Black Lighting” rather than a short other power which takes the target out of the fight all
bow. have the same cost. Essentially, a Trick can take a target
enemy out of the fight. In d20, this is as effective as
The Evil Space Emperor leered, menacingly “And killing outright. Attacks which merely inflict a penalty,
now, young Skyhopper, you will die!” The Emperor such as entanglement, temporarily hindering movement,
laughed hideously and pulled out a laser rifle, firing or temporary blindness will either be more easily usable
wildly at Skyhopper. The Black Knight looked askance at or can be considered Corrupted.
the Evil Space Emperor, quickly deciding that anyone While a Death Attack is slightly more useful, it
who wasn’t willing to spend 3 CP for a decent special remains slightly less versatile due to the time
effect was far too cheap to rule the cosmos. requirement - and the inability to ask questions later.

Eclipse: The Codex Persona 55


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

Spellcasters may produce many powerful effects, but Amplify (6 CP). You know how to increase the raw
few can claim to really understand magic. Those who power of your spells. Common applications include:
study metamagic have at least begun to do so, as they ! Augment (+2 levels) adds +50% to the damage or
learn to manipulate the inner structure of spells. other effect inflicted.
Early metamagic techniques soon multiplied beyond ! Maximize (+3 SL) automatically gets the maximum
what any spellcaster could keep track of, much less value for damage or other random effects. Spells with
master. Most, however, are simply individual variable effects, such as Confusion allow the caster to
applications of one of the general metamagic theorems select the effect.
listed below. ! Double Effect (+4
The metamagic feats SL) simply doubles
listed below aren’t the effect inflicted.
limited to just the effects ! Double Maximized
mentioned here. (+7 SL) maximizes
Reasonable requests for and doubles a spell’s
variants sho uld b e effects. Obviously,
honored, although the this trick can exceed a
Game Master will almost given spell’s normal
certainly have to quash maximum damage by
overly potent effects and far, but few casters
is encouraged to can use it.
experiment until he or
she finds a good balance Area (6 CP). You
for a particular effect’s know how to increase
level modifier. the area of effect of
While characters can your spells. Common
build the same modifiers applications include:
into a spell’s original ! Area (+1 SL) adds
design whether or not +50% to the existing
they possess the theorem area or radius of a
in question, it’s often spell.
more useful to have a ! Boost (+2 SL)
basic effect and many improves the spell,
potential modifiers to changing Ray to Cone
match any situation. (same range) or Touch
One of the classic to a 10' radius.
metamagic feats, ! Hammer (+2 SL)
Heighten, no longer And now, for only +1 spell level, we bring you... doubles a spell’s
exists. In this system, any radius, the length of a
spell caster may use a spell in a higher-level slot, and cone, or any similar measurement.
gain all the benefits thereof. This does not apply to level ! Ray Burst (+3 SL) causes a Ray to affect a 30' radius,
increases paid toward metamagic effects. The only real with those within 10' receiving no save.
benefit is the increase in save DC, and we feel this ought ! Boundless (+8 SL) allows a spell to affect an entire
not to require a feat. Of course, some GM’s may battlefield. For example, a Magic Missile cast with the
disagree, but we still suggest that it cost no more than 3 Boundless modifier would inflict 5d4+5 force damage to
CP. That is just a variant of an ability they already every enemy on an entire battlefield.
possess: putting low level spells in high-level slots. ! Regional (+12 SL) allows a spell to affect an entire
state, region, or small continent.
All metamagic feats can stack with each other and ! Grandiose (+20 SL) allows a spell to affect an entire
there is no upper limit on the number of spell levels that planet, pocket dimension, demiplane, or similarly-sized
can be invested in any one feat; putting in more levels realm.
simply results in a higher-order variant on the basic We recommend against doing this with Fireball and
effect. similar spells. You usually live there, too.

56 Eclipse: The Codex Persona


Battle Magic (6 CP). Battle Magic, unique among ! (-1 SL) Taking 1d4 points of attribute damage from
metamagic, does not add levels to spells. It has other, the casting.
more expensive, requirements. Note that if the spell does ! (-1 SL) Taking 1d6 damage per level of the spell in
not include the ability to specifically target individuals it casting it (use the base level of the spell).
will affect every valid target in its area of effect. This ! (-1 SL) Becoming exhausted when you cast it.
includes the caster(s). Beware using attack magic with ! (-1 SL) Drastically reducing the range, duration,
this, as it tends to destroy everything and everybody in and/or area of effect.
range. ! (-1 SL) Working at an appropriate time or place of
Area spells, while especially dangerous, do not strike power for the type of magic you’re invoking.
any one target multiple times, unless this is a normal ! (-2 SL) Taking days or weeks to cast. This supersedes
feature of the spell or was added through metamagic. the -1 SL time modifier. Only -1 SL for spells which
! Battlefield allows a character with a dozen aides normally take a minute or more to cast.
(usually minor spellcasters themselves), a trunk full of ! (-2 SL) Using outrageously elaborate or expensive
gear worth 1000 GP, and 20 rounds to cast a spell spell components, such as a large temple. This
affecting a massive area (10x to 20x the normal scale, supersedes expensive components, above.
targeting units instead of individuals). This can also be ! (-2 SL) Spending 201-1000 XP. See above.
used to enhance the effective Caster Level by up to +12 ! (-2 SL) Undertaking a quest for an extraplanar patron
(+1 per available assistant) instead of expanding the with similar powers in exchange for their help (only -1
scale. This is mostly used when creating static wards or level for divine spellcasters).
for long-term projects. ! (-3 SL) Spending 1001-5000 XP. See above.
! Epic allows a character with one month, a major ! (-4 SL) Dying to cast it. (Raise Dead still works.)
power source (usually an artifact with abilities related to ! (-5 SL) Being crippled or horribly, and nearly
the spell to be cast) and 10,000 GP worth of gear to cast irrevocably, cursed to cast it.
a spell affecting an entire state or region. ! (-6 SL) Dying irreversibly to cast it.
! Universal allows a character with a year or more to
kill and a point of Godfire (see page 76) to craft a spell Easy (6 CP). You have learned to substitute raw
which affects an entire planet or similarly sized world. power for some of the usual requirements of your spells.
Only Gods normally have access to Godfire. Still, Common applications of this technique include:
some spellcaster might have been granted a point as a ! Material (+1 SL) removes the need for most material
boon, find one entrapped in an artifact, or be working components unless they’re integral to the spell effect. If
with some minor deity. you have a spell which animates a sword to fight, you
still need the sword. However, you won’t need ruby dust
Compact (6 CP). You have learned to reduce the to sprinkle it with.
level of spells by adding special requirements and The classic Eschew Materials feat does not increase
components to their casting. In general, no matter how the spell level, but only works on materials and only for
many conditions are added, spells cannot have their base those costing 1 GP or less. If you want that version, it’s
level reduced by more than 3. Another 3 levels’ worth of bought as Easy, with the Streamline metamagical
conditions can be used to compensate for other modifier, Specialized to materials costing 1 GP or less
metamagics, however. only, for a total of 6 CP.
Unfortunately, what conditions may be applied to any ! Verbal (+1 SL) removes the need for incantations.
given spell or in any given world must be left to the ! Somatic (+1 SL) removes the need for gestures and
discretion of the Game Master. The following list should arcane spell failure chance.
cover most possibilities. ! Temporal (+1 SL) allows the caster to use the spell as
! (-1 SL) Taking 10 times the usual casting time. a Free Action. Unfortunately, since you can’t take any
Assume that this modifier has already been applied to time to speak, gesture, or get out components, you must
any spell with a casting time of one minute or more. also apply the Material, Verbal, and Somatic effects for a
Using the Easy/Temporal metamagic on such a spell total of +4 spell levels. Using this effect on spells with
requires buying off this bonus first. lengthy casting times requires another +1 SL, +2 SL if
! (-1 SL) Using expensive components or foci. Spells the normal casting time is measured in hours or more.
that already require such things have this modifier The classic Quicken feat states that “you can cast a
applied already. spell with a moment’s thought.” It isn’t quite clear as to
! (-1 SL) Calling on a friendly extraplanar patron with what this means or whether it effectively includes the
powers similar to the spell (and owing them a minor Silent Spell and Still Spell feats; official and unofficial
favor). Most major divine magic already includes this statements seem to go both ways. If you feel that the +4
modifier. level cost does not include one more of the earlier effects
! (-1 SL) Spending 10-200 XP. Spells which already simply increase the spell level adjustment for Temporal
cost XP already include this modifier. by the number you do not include.

Eclipse: The Codex Persona 57


Elemental Manipulation (6 CP). Elemental Extension (6 CP). Extension covers the fine art of
Manipulation allows the user to add additional energy manipulating the range of spells. Common applications
types to a spell. Possible effects here include: include:
! Alter (+0 SL) changes the elemental effect of a spell ! Extension (+1 SL per step) increases the range of a
from one type to another. spell from Touch to Short, Short to Medium, Medium to
! Subdual (+1 SL) changes the damage from lethal to Long, Long to Extreme (800 ft + 80 ft/Level), and
subdual or vice versa. Extreme to Line of Sight (limited only by the user’s
! SFX (+1 SL) changes special effects so that the spell direct vision).
looks and/or sounds different or even takes effect ! Indirect Fire (+2 SL) allows the spell to hit targets
invisibly. Inherently obvious spells such as Meteor within range which the user is aware of but cannot see;
Swarm or Call Lightning may require +2 to +3 SL. This this is not compatible with Line of Sight.
is the same general effect as Lacing: Hidden. ! Global (+6 SL) amplifies the range so that it may hit
! Ether (+1 SL) makes the spell affect Ethereal any known target on a planet (or in the atmosphere).
creatures. Similar modifiers apply for other coexistent ! Trans-dimensional (+8 SL) allows the user to target
planes or extradimensional spaces. For +2 SL all such through scrying effects, to hit targets across the
planes and spaces can be affected simultaneously. dimensional boundary, or to target people at interstellar
! Infliction (+1 to +5 SL) causes the spell to inflict a ranges. Strangely, Trans-dimensional doesn’t take any
condition on those who fail to resist. Such conditions more time to reach the target than normal.
normally last for one round per level of the spell. The SL
adjustment depends on what condition is inflicted. Lacing (6 CP). Lacing is the art of weaving in
(+1 SL): Blown Away, Dazed (1 round), Dazzled, counter-counter measures. While rare and difficult, it can
Deafened, Fatigued, Knocked Down, or Sickened make spells almost unstoppable.
(+2 SL): Blinded, Confused, Energy Drained (1 level, ! Hidden (+1) uses a subtle Illusion effect to hide spells
lasts 1 hour per Caster Level, that are already subtle or quiet.
max 20), Entangled, The spell has no visible or
Exhausted, Frightened, or audible effect.
Shaken ! Improved Hidden (+3 SL)
(+3 SL): Cowering, is required to hide spells that
Nauseated, Panicked, or otherwise would be flashy,
Stunned noisy, or otherwise wildly
(+4 SL): Paralyzed or obvious.
Unconscious ! Penetrating (Variable)
(+5 SL): Dead, Petrified allows the caster to better
! Concussive (+2 SL) causes overcome Spell Resistance,
the spell to toss those providing a +3 on the roll per
affected out of the way +1 SL applied.
(either out of the area of ! Brackish (+2 SL) renders
effect or 10 feet per level of the spell unabsorbable by items
the spell), knocking them that can absorb and store spells
prone and inflicting damage or spell levels. It does not stop
as if they had fallen an equal character abilities.
distance. ! Improved Brackish (+4 SL)
! Holy/Unholy (+2 SL) renders the spell unabsorbable
makes half the damage by character abilities as well as
Sacred or Profane. The spell items.
gains the Good or Evil ! Bypass (+1 to +4 SL) allows
subtype as appropriate. No, a spell to bypass special
you can’t add both.
It’s 12 CP. Do you want it or not? immunities, such as an
! Twining (+2 SL) adds secondary elemental effects at undead’s resistance to mind-altering effects or a golem’s
half of a base elemental effect. This effectively increases magical immunity. The caster must specify which
a spell’s damage by +50%. defense when he or she prepares this spell, or casts it (for
! Improved Twining (+4 SL) adds a secondary Spontaneous casters). The GM must adjudicate the SL
elemental effect at full power for +4 spell levels. This cost as needed. The more powerful and less specific the
effectively doubles a spell’s damage. immunity, the more it costs to use Bypass.
! Sacred/Profane (+4 SL) changes the damage to ! Dispelling counters defensive spells that would
Sacred or Profane damage as appropriate. otherwise immunize the target against the spell cast with
Lacing. Increasing the SL by +2/4/6/8 counters a spell of
up to level 4/8/12/16.

58 Eclipse: The Codex Persona


Multiple (6 CP). You have learned how to combine Sculpting (6 CP). You have learned to manipulate the
multiple spells into one. Common applications of this shape and targeting of your spells. Common effects
technique include: include:
! Combine. You may stuff a number of spell levels into ! Shaping (+1 SL) allows the caster to change an area-
a single spell slot equal to the (slot level -1) and cast effect spell into a predetermined, specifically shaped area
them as one effect. Thus, several low level spells can go of effect with the same volume as it normally has.
off with one casting. The spells do not need the same ! Instant Shaping (+2 SL) instead shapes the spell as
target, duration, or any other attribute. The sole above while casting.
exception is if the caster uses a spell slot with inherent ! Personal Immunity (+1 SL) renders the spellcaster
limitations on it such as those possessed by a Wizard immune to his or her own magical area effects.
with school specialization. In that case, every spell ! Targeting (+3 SL) lets you select which targets within
within the slot must meet every requirement of the slot. the area of effect will actually be affected, exempting
! Spamming repeats a spell multiple times.. The cost is anyone you please.
equal to (+2 SL + the number of times the character ! Precision adds a +10/+15/+20 Insight bonus on the
desires the spell to activate). This cost is reduced by 1 if attack roll for ranged touch spells for +1/2/3 spell levels.
the spell takes effect once per round instead of all going
off at once and by 2 if the user must “recast” each Stabilize (6 CP). You can make your spells sustain
successive repetition on successive rounds. themselves. Common effects using this technique
For example, a Fireball that takes effect four times include:
would cost +6 spell levels. If only one goes off per ! Attend (+1 SL) lets a spell which normally requires
round, it’s +5. If you have to keep casting, it’s only +4. concentration sustain itself for up to (Cha Mod +1)
! The Chain variant (+3 SL) jumps from target to target, rounds, after which time the caster must concentrate on it
just like the 3.0 Chain Lightning spell. It homes in on the for one round before it can be left on it’s own again.
nearest available valid target, then strikes the next. GM’s ! Stabilize (+2 SL) removes the need to concentrate on
and players should use some caution with this power, as spells. Spells or powers which normally require
it tends to go out of control. This effect reduces the concentration instead run automatically. The user must
effective Caster Level by 1 per jump. concentrate to actually control the spell.
Some spells, such as Charm Monster, may not be ! Obliging (+3 SL) allows a spell to both maintain and
suitable and the GM can ban them or increase the cost. control itself according to what the caster would want it
Reduce this option to +2 SL if the spell only jumps once to do. The player can still control the spell even if the
per round. character is unconscious or dead. Spells which do not
! Bump (+4 SL), similar to Chain, lets spells hit the require concentration to maintain may be rendered
primary target, then affect one secondary target per obliging for only +1 SL.
Caster Level at half power. Reduce this option to +3 SL
if the spell only takes effect once per round. Transference (6 CP). You have learned how to
transfer magic to others. Some possible effects here
Persistent (6 CP). You have learned how to extend include:
the duration of your spells. The available effects include: ! Grant (+0 SL) allows you to lend someone else one of
! Persistent (+1 SL) makes spells last longer, doubling your prepared or spontaneous spells (chosen at the time
the duration. you grant it) to use when they need it. You may not
! Improved Persistent allows the user to add +2/3/4 regain the slot until it’s used.
levels to change the duration from hours/a few hours/a ! Giveaway (+1 SL) allows you to hand over control
few minutes to 24-hours. This can only make the and concentration on a spell to another character after
duration 24 hours long. casting it.
After using Improved Persistent, a character may ! Sharing (+2 SL) allows you to use a spell with a range
make a spell last for a week with another +2 SL, for a of self-only on another friendly character.
month with +4 SL, for a year with +8 SL, or permanent ! True Grant (+3 SL) allows spells to originate from
until dispelled or cancelled for +12 SL. another character who is both within the caster’s line of
! Sacrifice lets you make a spell with a duration truly sight and the spell’s basic range (120 feet minimum).
permanent in a different fashion; you must permanently ! Great Grant (+4 SL) allows spells to originate from
sacrifice a spell slot three levels higher than the level of anybody the caster is in mental contact with.
the spell in question. It then becomes an innate ability ! Grand Blessing (+6 SL) allows you to grant a spell to
and remains in effect permanently as a supernatural someone else and still regain it normally. Unfortunately,
power. Note that this does not mean that you can keep no one recipient can carry more than (Con) levels of
casting it; if you give up a sixth level spell slot to gain imbued spells, the limit includes the +6 spell levels, and
the ability to Fly indefinitely, you can’t grant that ability the spells dissipate in a week. Most people can only
to other people. carry one spell.

Eclipse: The Codex Persona 59


Transference is a wonderful way for your villains to General Metamagical Upgrades
strike at the heroes - or unsuspecting victims - without
exposing themselves to harm - and, of course, they’ll be This category includes upgrades applicable to any of
much more powerful in person. the feats presented previously.

Triggering (6 CP). You can set up delays or Glory. (6 CP) Once Glory is applied to a metamagic
activation conditions and program your spells to choose theorem the character may use it spontaneously, adding
between options on their own. Triggering options up to +(Con Mod) spell levels worth of the effect to a
normally persist for 24 hours, except where noted spell up to (Con Mod) times per day. This boost doesn’t
otherwise. allow any other metamagic feat, even if the character has
! Holding keeps a touch spell ready while you do more spell levels left over. Casters who prepare spells
something else for up to 10 minutes. This costs no spell may still use this effect spontaneously, but the +(Con
levels, although spontaneous casters do have the casting Mod) must cover the whole cost of the metamagic that
time extended as usual. they wish to add unless they’ve prepared the spell in a
! Simple Conditions (+1 SL) or a time delay costs +1 higher-level (but insufficient) slot.
spell level. This includes “Activate on command,” “Wait ! Improved Glory (+12 CP) allows the character to use
ten minutes,” and “When the next group of people come any metamagic feat he or she knows in this way, or any
by.” combination of such feats.
! Complex Conditions (+2 SL) allow the caster to use
multiple Simple triggers at once. Streamline. (6 CP) A favored ability for casters, this
! Programmed Conditions (+3 SL) allow the caster to reduces the level cost of any two metamagic feats by -1.
set up contingent effects (or several contingent effects) Casters may take this more than once, but cannot reduce
with a specified target, such as “Activate when I reach the level cost below 0.
half my hit points.”
! Mobile Focus (+1 SL) allows the spell to locate and Fast. (6 CP) For spontaneous spellcasters, Fast allows
select targets on its own initiative. These spells have a +0 the use all known metamagic feats without increasing the
ranged attack bonus, should it matter. This includes “Fire casting time. In general, this replaces any special
yourself at my enemies chasing after me past the preparation feats.
obelisk.” Also, this
anchors the spell to
a physical item
which can be moved
or left behind,
whereas the
previous versions
either kept the spell
near the caster or at
a specific location.
! Clockwise (+1
SL) adds to the time
limit. Casters may
relax the limit by an
additional 24 hours
with Extension. This
doesn’t increase the
spell’s duration, but
will allow a trigger
to remain active for
longer. The caster
may stack as many
of these as he or she
can afford.

How many times must I tell you this? Glory, then Streamline!

60 Eclipse: The Codex Persona


Templates & Racial Abilities ! You may take Energy Infusion more than once, as long
as you infuse yourself with only one force from each
possible group.
Templates are designed much like character levels, ! For +3 CP you may infuse your natural weapons and
but do not include a base hit die. Since this has an unarmed attacks with extra-dimensional energy so that
effective value of 8 CP, a +1 ECL is worth 32 points. they do double normal damage against opposing types.
Character races built on 31 points or less, like the For +6 CP you may inflict damage of the appropriate
standard races, do not call for an ECL adjustment. type rather than inflicting normal physical damage.

Point Cost Level Adjustment Extra Limbs (6 CP). You have additional arms, legs,
0-31 (No level adjustment) or other appendages. This does not grant extra actions,
32-63 +1 ECL but extra legs do allow the character to use the
64-95 +2 ECL Quadruped carrying capacity rules and provide a +10
96-127 +3 ECL foot bonus to ground movement. Extra arms let you carry
128-169 +4 ECL more things and may allow the use of two shields at once
160-191 +5 ECL if the Game Master is feeling generous.

The abilities listed below aren’t usually available


after character creation; they’re mostly used in creating Non-Abilities
templates and creatures.
Some characters lack one or more ability scores.
Amorphous (6 CP). Your body has no definite form, Such creatures do not have scores of 0; they lack the
and can squeeze through cracks, into oddly-shaped ability altogether and have no attribute modifier for the
spaces. You cannot be flanked since you have no facing, attribute. They automatically fail attribute checks based
implicit or otherwise. on that attribute. Other effects are noted below. Dropping
Amorphous characters usually also purchase an ability score costs no CP, but isn’t recommended.
immunity to the extra damage from critical hits and non- Characters with non-abilities tend to be virtually
flanking sneak attacks. This is not required though. unplayable.
! Strength: A creature with no Str score can’t exert
Attribute Shift (6 CP). You may apply a +2 bonus to force. If it can attack, it applies its Dex modifier to its
one attribute at the cost of applying a -2 modifier to base attack bonus instead of its Str modifier.
another. No single attribute may be changed by more For +12 CP a creature without a Str score can take
than 6 in this way. on the Incorporeal ability.
! Dexterity: A creature with no Dex score can’t move. If
Energy Infusion (6 CP). Your body is partially made it can perform actions (such as casting spells), it applies
up of extra-dimensional or elemental energies rather its Intelligence modifier to Initiative checks instead of a
than mere flesh. This has several different effects: Dexterity modifier. It automatically fails Reflex saves.
! You are immune to damage or harmful effects derived ! Constitution: Creatures with no Con aren’t alive. They
from the energy type you’re infused with. are immune to ability damage, ability drain, energy
! You can easily survive in environments made up from drain, and effects requiring Fortitude saves unless they
the energy type you’re infused with. work on objects or are harmless. They can’t tire, and thus
! You take double damage from the opposing energy can move, work, or remain alert indefinitely. On the
type. While others are possible, likely energy sets and other hand they can’t be Raised or Resurrected and are
pairs include the Elemental (Fire [Fire] and Water [Cold] instantly destroyed at 0 HP.
or Earth [Acid] and Air [Lightning]), Alignment (Good For +12 CP creatures with no Con scores can gain
[Sacred] and Evil [Profane] or Chaos [Sonic] and Law bonus HP from their size (Small +10, Medium +20,
[Force]), and Planar (Positive and Negative Energy or Large +30, Huge +40, Gargantuan +60, and Colossal
Ethereal [Force] and Shadow [Illusion]). Some Game +80).
Masters may also allow the Forces (Darkness and Light ! Intelligence: Any creature that can think or learn has at
or Gravity and Nuclear Energies). Truly odd Game least Int 1. Creatures with no Int are mindless
Masters may allow the Primordial Energies - (Astral automatons operating on simple instincts or programs.
[Mind-Affecting] and Blood [Poison] or Dimensional Having no minds, they’re immune to mind-affecting
and Cosmological), but most sages claim that they don’t effects (charms, compulsions, phantasms, patterns, and
exist anyway. morale effects). Mindless creatures do not gain level-
! You acquire the appropriate type (Fire, Lawful, etc.) based CP bonuses.
and can be affected by spells and abilities which target Creatures always have Wisdom and Charisma scores
that type or types. of at least 1. Otherwise they’re objects.

Eclipse: The Codex Persona 61


Size Modifications Larger creatures thus receive bonus on such activities.
AC: A creature’s basic Natural Armor Class (i.e.,
Playable characters normally occupy the middle of hitting a medium sized creature requires “10” if there are
the “organic” portion of the size scale: Small, Medium, no other modifiers).
and Large. Character’s outside of this range had best Re: Reach, in feet. “Sp” indicates “whatever the GM
have some type of shapeshifting. Beings beyond the likes” - ranging from tens of feet to light hours.
organic scale are subject to special rules.
Microscale creatures can’t interact effectively with Special Size Modifications
beings or objects in higher size ranges, take no damage Physical Enhancements - Devices, Spells, and
from “falls” (they’re basically weightless), may take Psionic Powers which enhance Str, Dex, or Con - lose
days to move an inch, and are too small to see. They’re “+2" from their effectiveness for each level of Growth a
also extremely fragile; below a certain level of creature has, but gain a +2 bonus for each level of
complexity only the strongest life-forces can maintain Shrinking up to a maximum of +12. Other devices may
themselves, and even then they are extremely vulnerable also fail to work properly when overloaded.
to area-effect attacks - such as a spray of disinfectant. Huge and Gargantuan creatures receive only half the
Grandiose creatures are virtually impervious to usual benefits of healing spells. Colossal creatures
attacks which do not affect an appropriately large area. receive only one quarter the usual benefits. Conventional
Similarly, their attacks all affect massive areas. Of healing magic will not work on creatures on the
course, anyone silly enough to get into a physical Grandiose scale.
confrontation with an entity you can see from orbit
probably deserves whatever they get. Growth (48 CP per level). Each level of Growth
increases a character’s size by one level with all
Size Modifiers; Str Dex Con AAM Fall SM AC Re appropriate modifiers. The Game Master is encouraged
Microscale to play up problems with living expenses, fitting into
Subatomic N/A N/A -18 N/A --- --- -- --
normal buildings and vehicles, and getting equipment.
Atomic N/A N/A -16 N/A --- --- -- --
Molecular N/A N/A -14 N/A --- --- -- --
Cellular N/A N/A -12 N/A --- --- -- -- Shrinking (12 CP per level). Each level of Shrinking
Microscopic N/A N/A -10 N/A --- --- -- -- reduces a character’s size by one level with all
Minuscule N/A N/A -8 N/A --- --- -- -- appropriate modifiers. “Tiny” and smaller creatures
Organic Scale
Fine -8 +8 -6 +8 --- +16 10 -- mostly find supplies very cheap but have an extremely
Diminutive -6 +6 -4 +4 d1 +12 10 -- hard time dealing with practical matters, such as carrying
Tiny -4 +4 -2 +2 d2 +8 10 -- money.
Small -2 +2 - +1 d4 +4 10 5
Medium - - - - d6 0 10 5
Large +8 -2 +4 -1 d8 -4 12 10
Huge +16 -4 +8 -2 d10 -8 13 15
Gargantuan +24 -8* +12 -4 d12 -12 19 20
Colossal +32 -16* +16 -8 d20 -16 24 25
Grandiose
Mountainous +40 N/A +20 Area d100 -24 30 Sp
Continental +48 N/A +24 Area 2d100 -36 36 Sp
Astronomical +56 N/A +28 Area 3d100 -48 43 Sp
Planetary +64 N/A +32 Area 4d100 -60 51 Sp
Stellar +72 N/A +36 Area 5d100 -75 60 Sp
Nebular +80 N/A +40 Area 10d100 -90 70 Sp

*: Only -4 for Initiative and AC purposes. Skill


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

62 Eclipse: The Codex Persona


General Notes being Raised or Resurrected, and tend to make them
compulsively "good."
Immunities (page 34). Immunities are very common
in templates and as creature powers. Common 3.5 Half-Celestial, +4 ECL, 167 CP
Immunities include extra damage from Critical Hits, The 3.5 Half-Celestial has some notable
Sleep, Subdual Damage, Ability Damage and/or Drain, modifications. They always have Wings (Celerity with
Fatigue and Exhaustion, Energy Drains, Sleeping, additional movement mode, Corrupted by need for space,
Eating, and/or Breathing, Paralysis, Stunning, Flanking, +12 CP), they get Smite Evil 1/Day (Smite, 6 CP), Mass
Spell Immunities, Disease, and Death Effects. Charm Monster replaces Symbol (No cost), free use of
Daylight (upgrade the unused L6 innate spell slot and
Innate Spell (page 33). A great many creature powers apply the Innate Magic multiple for free, since it’s
can be treated as Innate Spells, including abilities such already inherent, for 7 uses/day for +3 CP. For an
as Ability damage or Drain, Breath Weapons, Summon, additional +3 CP this can be raised to 21 times, which
Gaze Attacks, Paralysis Attacks, and Poisons (Poisons should suffice), they gain Spell Resistance (6 CP) and
can also be built using “Trick”). DR 10/Magic (a base of 36 CP, but double-Specialized;
As previously noted, “unlimited use” is normally physical attacks only, not versus magical weapons, 9
taken to mean “enough times per day that there’s no CP).
need to keep track during a single encounter.” Few On the other hand, they lose the Low-Light Vision (-
abilities actually allow unlimited use. 6 CP), and get resistances instead of immunities to acid,
cold, and lightning, reducing those costs to 3, 6, and 6
Occult Sense (page 38). This is commonly used for CP, for a net -15. The overall Corrupted modifier
Blindsense, Blindsight, Tremorsense, and Scent. continues to apply, for a net total of +8 CP. The 3.5 Half-
Celestial is fairly near the limit for +4 ECL, but still has
Self-Development (page 42). When taken as a part a 4 CP margin.
of a Template or Racial Package, Self-Development
costs are halved. They don’t apply when transformed 3.0 and 3.5 Half-Dragon, +3 ECL, 115 CP
and are selected and approved by the Game Master - Special Abilities: d6 Natural Weapons (Martial Arts,
and so won’t be as useful to each character or become 3*), Breath Weapon 1/Day (Innate Spell, 6), Low-Light
more effective when applied to low attributes. and Darkvision (Occult Sense x2, 12), Immunity to Sleep
(6), Paralysis (6), and one Energy Form (12), +4 Natural
Armor (Defense, 12*)
Attribute Modifiers: Str +8 (24*), Con +2 (6*), Int +2
Existing Templates (12), and Cha +2 (6*)
Special Modifiers: Any racial hit dice are increased
by one size to a maximum of d12's. This may or may not
3.0 Half-Celestial, +4 ECL, 159 CP mean anything to a point-buy character. It’s been
Special Abilities: Low-Light Vision (Occult Sense, arbitrarily set at 10 CP - enough to boost 5 hit dice by
6), Immunities Acid (6), Cold (12), Disease (6), and one size each. Player characters normally don’t get
Electricity (12), +4 to Saves versus Poison (Resistance, wings, so that cost is not listed.
6), +1 Natural Armor (Defense, 6) *Specialized. These abilities mark the character as an
Attribute Modifiers: Str +4 (24), Dex +2 (12), Con obvious monstrous supernatural being with scales,
+4 (24), Int +2 (12), Wis +4 (24), Cha +4 (24) = 174 bulging muscles, and the “Dragon” type. He, she, or it
Innate Spells: Protection From Evil 3/Day (L1+2 can expect a lot of suspicion and minor difficulties in
Multiple, 6), Bless and Detect Evil (L1+L1+1 civilization and in social situations.
Multiple/Combined, 3), Aid L2, Corrupted, 2), Cure
Serious Wounds (L3, +3), Neutralize Poison (L3, +3), 3.0 and 3.5 Half-Fiend
Remove Disease (L3, +3), Holy Smite (L4, 6), Dispel The Half-Fiend build is so close to the Half-Celestial
Evil (L5, 6), Hallow (L5, 3), NO L6 (Specialized, only build that it really isn’t worth writing up. It changes the
for reaching higher levels, 3), Holy Word (L7, 12), spell selection and trades in four points’ worth of
Resurrection (L7, 6), Holy Aura 3/Day (L8, 16), Symbol attribute enhancements in favor of natural weapons and
(L8, 6), and Summon Monster IX (L9, 18). Total 96. an extra resistance.
Corrupted; Gradual availability only; 64 points
All Half-Celestial abilities are considered Corrupted. 3.5 Afflicted Lycanthrope, +2 ECL, 64 CP
Yes, that’s twice for the Innate Spells. That’s unusual, Shapeshift, (with Attribute Modifiers, Bonus Uses,
but allowable with the permission of the Game Master. and Hybrid, Specialized in a particular animal form, 12
They render the Half-Celestial vulnerable to many CP), Defender (Natural Armor +2, 12 CP), d6 Natural
Channeling powers, mystic bindings, summoning, and Weapons (Martial Arts, 4 CP*), Low-Light Vision
banishment, make them very detectable, keeps them from (Occult Sense, 6 CP), Animal Empathy (Mindspeech,

Eclipse: The Codex Persona 63


both Specialized and Corrupted to apply to animals of Minor Monster Powers
the lycanthropic type only, 2 CP), Scent (Occult Sense,
6), +2 Wisdom (12 CP), Curse of Lycanthropy (Innate Breath Weapon. This is usually built using Inherent
Spell, Curse, 1/Day. 4* CP and Damage Reduction Spell. Breath Weapons are often Corrupted (only usable
5/Silver (Afflicted Lycanthrope, 4* CP) every-so-many rounds).
* While shapeshifted only. Etherealness. Simply living on another plane costs
nothing. Commuting usually requires an innate spell, but
A full lycanthrope normally also derives Feats, Skills, accessing the co-existent planes is relatively easy; a
HP, and special abilities from its animal form. Since Blink spell does it repeatedly. A level one or two spell
these vary with the animal but result in an additional should suffice.
ECL modifier, they’re simply purchased to fit the animal Poison. This is usually built using an Inherent Spell
type and the resulting cost is added to the total. as a supernatural ability. Like it or not, nonmagical
poisons usually take more than one round to take effect
3.5 Natural Lycanthrope, +3 ECL, 72 CP and work differently on different creatures. It can also be
The only noticeable taken as a Trick.
d iffer e n c e b e t we en the Pounce. This is just Reflex
Afflicted and Natural Training (may make a full attack
werecreature is Damage after a charge). It’s often
Reduction 10/Silver (12 CP Corrupted to allow unarmed
instead of 4 CP). While this is attacks only.
enough to boost them up to the Powerful Charge. Augment
next ECL, a few extra talents Attack or Enhanced Strike as
might be in order to make each required.
one unique. Rake. Reflex Training; bonus
natural weapon attacks when
The “Curse of grappling (usually +12 CP to buy
Lycanthropy” is almost it twice).
entirely beneficial in d20; it Regeneration. This can be
provides a variety of useful purchased as Grant of Aid (the
enhancements and only causes fast-healing variant) coupled with
problems if the wereform has either lots of Damage Reduction
an evil inclination. It also (Specialized: converts to stun
makes it a bit hard to explain damage only and Corrupted: not
why there are any humans left. effective versus some attacks) or
Of course, in Point Buy, as Immunity to Death from causes
you eventually have to pay for other than “X.”
any powers you get; the Swallow Whole. Creatures
“curse” simply causes with really big mouths and jaw
animalistic madness and structures allowing it can swallow
allows the victim to use the a single grabbed creature one size
powers. He or she can bring smaller then themselves, two of
things under control once he or
...Destroyer of Worlds, Ravager of...
two sizes smaller, four of three
she actually buys them. Being able to inflict it once per sizes smaller, and so on, with a successful grapple roll.
day is normally sufficient; stories about werecreatures This is simply a Trick. It can be used fairly often but
rarely have them infecting large numbers of people at only does damage slowly.
once. If that ability is desired, simply add more bonus Swarm. A Swarm simply needs Immunity to single-
uses. target effects. This is expensive, but it’s usually
Corrupted to leave them especially vulnerable to area-
Some werecreatures retain enhanced physical effect weapons and things like Gust of Wind. Buying
abilities in normal form; this simply makes the template some area-effect damage is an optional extra.
more expensive. Others actually have problems such as Trample. Creatures with four or more legs and hard
frightening animals, showing telltale signs in normal feet (or hard foot coverings) may attempt to trample
form, having to roll will saves against animalistic urges, creatures at least one size smaller than themselves.
and so on. Such Corrupted packages are either cheaper Creatures with two legs can attempt to trample creatures
or more powerful. at least two sizes smaller than themselves, but must make
Go ahead; be any kind of werething you want to try a DC 18 Reflex save to avoid falling. No save is required
out. if the target is at least three sizes smaller than the
trampler. This isn’t really a special ability.

64 Eclipse: The Codex Persona


Chapter 3:
Paths and Powers

Eclipse: The Codex Persona 65


The following sections present chains of abilities for energy type opposes their own. If it matches, they can be
different kinds of campaigns. High-powered campaigns Rebuked (Magnitude equal to their hit dice), Bolstered*,
might allow characters to take any of these, while low- or Commanded (Magnitude of 2x hit dice or more).
powered ones might restrict casters to Witchcraft only. *Gaining either Turn Resistance equal to [Intensity -
Different powers present different kinds of challenges for their level] or Positive Levels (see page 86) equal to
Game Master and player alike, so feel free to [Intensity - their level]/2 for ten rounds.
experiment.
Although the abilities presented here often only list Buying Channeling
one specific requirement, they do indeed demand the
character have all the preceding abilities along the chain. Uses Per Day: 1 (3 CP), 3 (6 CP), and +(Cha Mod)
Fortunately, we’ve provided handy flowcharts where (3 CP the first time, 6 CP for each succeeding time).
needed. Characters may elect to channel either positive or
negative energy, not both. In general, evil characters

Channeling must pick negative energy and good characters must pick
positive energy.

Channeling taps into powers of creation and Base Intensity = User Level. +2/4/5/6/7/8 for +3 CP
destruction, of life and death - more commonly known as per step. The actual Intensity equals the base Intensity
positive and negative energy. It’s one of the more primal modified by a d20 check on the chart below. While it is
paths available. possible to work without a “holy” or “unholy” symbol to
Positive energy can repel or even destroy the undead, focus the energy, this results in a -10 penalty on
hearten or inspire living beings, counter or neutralize Intensity.
negative energies, and reveal or disrupt various occult
effects. Channeling Intensity Checks
Negative power, as might be expected, has opposing 1d20 + 1d20+
effects. It can awe or command undead, inspire fear or Cha Mod Intensity Cha Mod Intensity
hopelessness in living beings, reveal or disrupt a variety 0- Base -8 13-15 Base -3
of occult effects, and counter or neutralize positive 1-3 Base -7 16-18 Base -2
energy effects. 4-6 Base -6 19-21 Base -1
Channeling effects have an Intensity, indicating the 7-9 Base -5 22-25 Base
maximum level of effect which can be produced or hit 10-12 Base -4 26+ Base +1
die which can be affected, and a Magnitude, indicating
the scale of the effect which can be produced or the total Base Magnitude = 2d6 + Cha Mod + User Level.
number of hit dice which can be affected. Unfortunately, Add +1d6 per +3 CP to a maximum total of +8d6 for
since Channeling involves spontaneously tapping into +18 CP.
extradimensional power sources, both are subject to
random influences (i.e., a d20 roll). Base Range = 60 Feet. This normally radiates from
the user, but may be projected in a cone if this is desired.
Basic Channeling simply involves buying some uses
per day. Intensity, Magnitude, and exotic enhancements
are optional, but useful. Basic Channeling can only
directly affect spirits sustained by pure positive or Basic Upgrades
negative energy, such as undead and any positive-
energy entities the Game Master brings into play. Censure (6 CP). You may lace your Channeling
Creatures who also draw strength from alignment forces effects with additional energies, allowing you to affect an
(outer-planar outsiders: good ones are normally linked additional category of targets. Common categories
with positive energy, evil ones with negative energy), include good and evil outsiders, elemental pairs, animals,
elemental forces (most inner-planar outsiders), chemical or plants. In the case of elementals or outsiders, you
sources (most material plane creatures), or other energy bolster an allied type while rebuking its opposite (for
forms either cannot be affected or have an effective +20 example, rebuking fire elementals while bolstering
Turn Resistance at the option of the Game Master. water). Animals and plants are Bolstered through
Creatures partially sustained by raw magic, such as positive energy and Rebuked by negative. You may take
Liches and Vampires, are more resistant than usual to Censure multiple times to affect multiple groups.
Channeling - an ability expressed as Turn Resistance. Such creatures are considered to have a base Turn
Creatures which are affected (Intensity greater than Resistance equal to one-half their Spell Resistance, if
or equal to their effective hit dice) can be Turned any. Characters who opt to buy Channeling which only
(Magnitude equal to their hit dice) or Destroyed affects creatures of a specific type may apply the
(Magnitude equal to twice their hit dice or more) if the Specialized modifier.

66 Eclipse: The Codex Persona


Eclipse: The Codex Persona 67
Conversion. You may convert the positive or Glorious Touch (Positive energy wielders only)
negative energy from a Channeling attempt into a single ! Empower (6 CP). You expend a Channeling attempt to
divine spell effect (chosen when this ability is selected) imbue a weapon, shield, or tool, with (Cha Mod)
appropriate to the energy type of up to level 2/3/5/6 for “plusses,” whether in the form of enhancement bonuses
3/6/9/12 CP. For an additional +3 CP you may select a or special functions, for (Magnitude) rounds. The
group of four spells related to a particular theme. Gods combination of abilities may be varied from use to use,
and epic-level characters may go up to ninth level spells but no single special ability may have a value of more
at a cost of 18/24/30 CP for levels 7/8/9. than (Intensity/3) “plusses.”
Note that this may be used to power an “Add ! Might (3 CP). You may expend a Channeling attempt
Metamagic” spell like the Metamagical Rods, adding +2 to grant yourself, or anyone you touch, one of the
metamagic levels per 3 spell levels. following Sacred bonuses (chosen when this ability is
selected): +2 to Str, Dex, or Con, +2 to all Saves, +10'
Divine Command (6 CP). You may momentarily move, or +10 HP. For each +3 CP an additional effect
imbue objects with life or unlife force, creating up to may be selected up to a maximum of 36 CP and twice for
(Magnitude) hit dice worth of Animated Objects up to a any individual effect. The total number of effects applied
limit of (Intensity) hit dice in size and lasting for may not exceed (Intensity/2)
(Intensity) rounds. and the duration is (Magnitude)
rounds. For +3 CP you may
Dualism (6 or more CP, split this duration between
OPTIONAL). This allows use multiple targets.
of both Positive and Negative ! Meditations on the Divine (6
energy. While it is possible for CP). You may expend a
a character to use both negative Channeling attempt to throw
and positive energy normally, off the effects of any form of
they must buy uses, Intensity, mental control, including
and Magnitude modifiers induced fear, possession,
separately. charm and dominate effects.
! Invigoration (6 CP). You
Heightened (6 CP). You may spend a Channeling
may reduce your base Intensity attempt to gain (Intensity)
(to a minimum of zero) to add temporary HP and Fast Healing
the subtracted value to your 1 for (Magnitude) rounds. For
Magnitude. Alternatively, +3 CP you may opt to apply
subtract dice from your this to an ally instead.
Magnitude and add the number ! The Inner Fire (6 CP). You
of dice so subtracted to your may spend a Channeling
base Intensity. The modifier to attempt to fill yourself with
be used must be declared sacred flames, burning away all
before rolling. parasites, diseases, and toxins.
You gain fire resistance of
Damaging (6 CP). In place You want a blessing? I’ll (Intensity/3) and can inflict 2d6
of the usual turn/destroy result give you such a blessing... fire damage with unarmed
you may distribute attacks for the next
(Magnitude) d6 of damage among any targets within (Magnitude) rounds. For +3 CP you may opt to apply
range you would normally harm up to a limit of this to an ally instead.
(Intensity) d6 against any one target. This is considered ! Lifegrant (6 CP). You may spend a Channeling
Divine-type damage. attempt to breath life into lifeless matter. For the newly
Game masters may opt to make this the default (less than an hour) dead, this equates to Resurrection.
system for Channeling. In this case characters may buy Plants and Animals can be Awakened. Relatively
access to the usual turn/destroy results for +6 CP. formless items, such as stones, generally become
elemental creatures. Items with reasonable forms, such
Great Channeling (6 CP). You may expend two as a statue, become living things and may or may not (at
turning attempts in a single action to double your total the user’s option) be transformed into flesh. Using this
Magnitude. ability normally costs 1 XP per 10 pounds of material
affected.
Sacred Hand (6 CP). You no longer suffer a -10 Yes, this will allow you to make new species or to
Intensity penalty if you don’t have a holy or unholy bring back extinct ones. Use with caution.
symbol to work through.

68 Eclipse: The Codex Persona


Hatred’s Weal (Negative energy wielders only) attempt to gain Frightful Presence (Will save DC 10 + ½
! Dark Awakening (6 CP). You may gradually infuse character level) for (Magnitude) rounds, affecting those
one or more corpses with negative energy, transforming with (Intensity) or fewer levels in a 60 foot radius.
them into undead with a maximum Challenge Rating ! The Dark Veil (6 CP). You may become a forgotten
equal to (Intensity) and a Hit Die total equal to part of the greater darkness. No one will remember your
(Magnitude). This process requires at least three days, origin, your name will persist in only the most obscure
but does provide some influence over such creations: the references, and even the rumors of your doings will
user may employ social skills such as Diplomacy to become vague and confused. You may expend a
influence undead created in this fashion and they have a Channeling attempt to erase all memories of yourself
base attitude of Neutral towards him or her. from any single creature within 60 feet, although this
As a note, this ability also allows the user to return may be resisted with a DC 18 Will save.
as an undead three days to a week after being killed. The ! Nightmare (6 CP). You may expend a Channeling
user must sacrifice character levels to apply an undead attempt to invoke a Phantasmal Killer, a horrific Major
template of his or her choice. Image, to Suggest some dreadful or paranoid thought, or
! Shadow Casting (6 CP). You may give up 1 HP to simply inflict foul dreams and troubled nights on up to
(which cannot be regained until the shadow is destroyed) (Magnitude) targets within (Intensity) miles.
and 100 or more XP to create a shadowy copy of ! Vanishing Shadows (6 CP). You may expend a
yourself. Such copies have an effective XP total of 10x Channeling attempt to erase up to (Intensity) specific
the amount given up to create them (not to exceed the thoughts and/or memories of your choice from up to
creator’s remaining total). They can become incorporeal (Magnitude) individual targets within 60 ft. Affected
as a Free Action and can possess helpless characters and individuals - those who fail a DC 18 Will save - are
creatures who are already under their creator’s control likely to accept any suggestion you make in place of
and are a lower effective level than themselves. their missing memories.
! Call Inner Demons (6 CP). You may expend a ! Shadow Realms (6 CP). You may expend a
Channeling attempt to project your own inner darkness Channeling attempt to move to or from the Plane of
as a physical entity - an Astral Construct of level Shadows or to enter or depart a dream. The sleeper may
(Intensity/2). While you can have only one such attempt to resist your entry to his dreams with a DC (10
construct in existence at a time and suffer 3d6 damage if + Intensity) Will save and you may remain there, causing
it’s destroyed, whenever it kills someone you gain 1d6 trouble, for up to (Magnitude) minutes.
temporary hit points (+30 max), one Mana point (+6
above normal maximum), and +1 effective Caster Level The following Channeling paths all have positive and
(+6 max). It can remain in existence for up to ten negative forms, with appropriate effects and targets.
minutes, plus ten minutes per sentient being it kills. Where opposing forms exist characters with Dualism
! Touch of the Reaper (6 CP). You may expend a must learn each form separately if they want both. The
Channeling attempt to drain two levels with a touch opposing forms can usually cancel each other out.
attack. These take 12 hours each to return and never
result in permanent level loss.
! Touch of Annihilation (6 CP). You may expend a Planar Bonds
Channeling attempt to inflict Disintegration with a touch ! Seal of Life/Death (6 CP). You may expend a
attack. The saving throw is at DC (15 + Chr Mod). Channeling attempt as a Swift Action to invoke a Death
! The Living Darkness (6 CP). You may expend a Ward (or similar protection from positive energy
Channeling attempt to manifest an astral construct (as effects).
per Call Inner Demons) around yourself. You gain its ! Seal of Light/Darkness (6 CP). You may expend a
Strength if it’s higher than yours, it takes damage and Channeling attempt as a Swift Action to charge yourself
makes saves before you do (you don’t need to save if it with (Magnitude) d6 of sacred or profane damage. Until
succeeds), and you gain access to all of its other abilities. the supply is exhausted or (Intensity) minutes pass you
may expend up to three dice of damage against any
creature which strikes you in melee combat or which you
Hand of Darkness (Negative energy users only) hit with a touch attack.
! Shadowmastery (6 CP). You may expend a ! Inner Light/Darkness (6 CP). You may expend a
Channeling attempt to fill an radius of up to (2 x Channeling attempt to take on the Half-Celestial
Intensity) feet with utter darkness for (Magnitude) (positive energy) or Half-Infernal (negative energy)
rounds. While normal darksight and light-producing template for (Magnitude) minutes with an effective
spells of less than 7th level will not penetrate this “level” for the purposes of using their innate spells equal
darkness, within it you have Shadowsense - the ability to to (Intensity). Using this ability does, however, tend to
pinpoint the location of anything within your darkness - result in being called on for services by Celestial or
and suffer no penalties for being unable to see. Infernal powers. For an additional +6 CP (Legacy) you
! Fearspeaker (6 CP). You may spend a Channeling may pass on such a template to your offspring, if any.

Eclipse: The Codex Persona 69


! Flow of Life (6 CP). You may expend a Channeling per 5 GP value of the materials created above 25 GP to
attempt to provide 3d6 hit points and one Positive Level make real and permanent items. If the required amount is
(page 86) to all of your allies within 60 feet (Positive not spent created items persist for only [Intensity] hours.
Energy). Negative energy drains 3d6 hit points from all Attempting to entrap a creature allows a save. Attacking
of your enemies in a similar radius while granting you up a creature with negative energy acts as a Disintegration
to 12d6 temporary hit points at two dice per enemy spell with an effective Caster Level of (Intensity/2).
affected. In either case, there is no effect on characters Using positive energy on a creature provides the effects
whose level exceeds the effects’ Intensity and no more of Regeneration and Greater Restoration at Caster Level
than (Magnitude) characters can be affected in total. equal to (Intensity) and heals (Magnitude) points of
! Aura of Light/Darkness (6 CP). You constantly radiate damage. All of these effects have a range of 60 feet and
an aura of energy in a 15' radius with a normal targets may make a Reflex save (DC 15 + Cha Mod) if
Magnitude but a -10 penalty on its Intensity. For an this is relevant.
additional +6 CP you may add a first-level divine spell ! Forge of Will (6 CP). You may expend a Channeling
effect relevant to positive or negative energy which you attempt to temporarily augment (positive energy) or
can use as an Immediate Action on anyone within your neutralize (negative energy) the powers of a magical
aura. It cannot affect any single character more than (Cha item within 60 feet. Neutralization affects an item with a
Mod) times per day and requires a Intensity check with a Caster Level of up to (Intensity) and renders it
result of one or better after the -10 penalty to take effect. effectively non-magical for (Magnitude) hours.
! Energy Transformation (6 CP). You may expend a Augmentation effectively doubles the effectiveness of an
Channeling attempt to become an incorporeal being of item (e.g., the Caster Level of a wand, the “plusses” of a
pure positive or negative energy, gaining the Incorporeal magical weapon, the amount of work done by a Lyre of
ability, Flight 60', (Intensity +10) resistance to positive Building) but only lasts for (Intensity) minutes or
and negative energy effects (as per Spell Resistance) and (Magnitude) total uses, whichever comes first.
a touch attack inflicting either 3d6 profane damage (for ! Lifeshaping/Plague Mastery (6 CP). Positive energy
negative energy wielders) or your choice of 2d6 healing wielders may expend a Channeling attempt to duplicate
or sacred damage. Your Channeling-based abilities will the effects of Polymorph or Baleful Polymorph, but with
continue to affect material creatures normally. You may a range of 60 feet and an instantaneous duration.
maintain this state for (Magnitude) rounds Negative energy wielders may inflict new and hideous
plagues (in general as per Contagion, original afflictions
must be approved by the Game Master but their effect
Path of Infusions should be related to the Intensity) on up to (Magnitude)
! Imbuement (6 CP). You may infuse items or areas creatures. In either case a Fortitude save at DC (18 + Cha
with energy. You may expend a Channeling attempt to Mod) negates the effect.
bless a holy or unholy item, to create holy or unholy
water, or to Consecrate or Desecrate an area. Given a
few days for the ceremonies, and several Channeling Divine Wrath
attempts, you can Hallow or Unhallow a structure. ! Smite (6 CP). Once per round you may expend a
! Spiritfire/Banefire (6 CP). You may expend a Channeling attempt as a Free Action to add (Cha Mod)
Channeling attempt to neutralize (negative energy) or to one of your attack rolls and (Intensity) Sacred or
generate (positive energy) simple physical energies, such Profane damage to the damage it inflicts. A Smite
as heat, cold, and electrical forces within a 60 foot attempt may be held ready for up to (Magnitude) rounds.
radius. The user may inflict or negate up to (Intensity, 30 ! Wrath (6 CP). You may expend a Channeling attempt
maximum) points of damage to up to (Magnitude) to add (Magnitude) Sacred or Profane damage to a touch
targets. attack.
! Living Matrix (6 CP). You may expend a Channeling ! Cleansing/Corruption (6 CP). You may expend a
attempt to supply (positive energy) or drain away Channeling attempt and touch a target to either cure
(negative energy) three spell levels’ worth of magical (positive energy) or inflict (negative energy) various
energy. For an additional +3 CP you may expend two forms of insanity, including obsessions, delusions, and
attempts to supply or drain up to six levels’ worth of lack of self-control. Secondarily this can either cast out
magical energy. For +6 CP you may expend three (positive energy), or open the way for (negative) a wide
Channeling attempts to supply or drain up to 12 spell variety of possessing entities. The Intensity and
levels’ worth of energy. In either case, this can be treated Magnitude must be high enough to affect a possessing
much like the effects of a Rod of Absorption, although entity to cast it out. Inflicting or removing madness may
the user is not restricted to personally-directed spells. be resisted with a Will save versus a DC of (10 + Cha
! Hand of the (Un-)Maker (6 CP). You may expend a Mod + User Level/2).
Channeling attempt to create (positive energy) or destroy ! Final Death (6 CP). Relevant targets (living creatures
(negative energy) up to (Magnitude) cubic feet of for negative energy, undead for positive energy) cannot
inanimate material. Unfortunately, creation costs 1 XP return to life or unlife if you either kill them personally

70 Eclipse: The Codex Persona


or ritually dispose of the body. This preempts ! Sendings (6 CP). You may expend a Channeling
regeneration, a vampire’s ability to reform in its coffin, a attempt to create a quasielemental servant out of positive
lich’s phylactery, and even common resurrection magic, or negative energy. Such servants can be treated as
although a Wish, Miracle , or any measures specified by Astral Constructs created with an effect of spell level
the Game Master will still work. Extraordinary and (Intensity/3), remain for up to (Magnitude) rounds, and
Unique Returning override this (presuming the target’s their attacks are treated as Holy (positive energy) or
weakness isn’t Final Death), but Final Death may delay Unholy (negative energy) weapons.
the Returning.
! Holy/Unholy Strike (6 CP). As a Free Action you may
expend a Channeling attempt to add either (Magnitude) The Boundless Realms
points of Sacred or Profane damage to one of your ! Circle of Power (6 CP). Your single-target Channeling
successful attacks or to add a Sacred or Profane bonus of effects may be expanded to affect an area of up to [1+
+(Intensity) to a single attack roll. CM]*5 feet provided that they can affect others.
! Death Strike (6 CP). You may expend a Channeling Personal-only techniques remain personal-only.
attempt when you successfully attack an appropriate ! Sea of Light/Darkness (6 CP). You may enhance the
target (undead if wielding positive energy, living radius of basic Channeling effects by +60 feet, and may
creatures if wielding negative energy) to add (Magnitude even increase this by an additional +10 feet per +3 CP up
x 5, 200 maximum) points of damage to the attack. to a limit of +120 feet. Sadly, using this ability costs an
Creatures slain or destroyed by this attack can only be extra Channeling attempt.
restored via a Wish, Miracle, Unique Returning, or ! Lord of Light/Darkness (6 CP). The base Magnitude of
divine intervention. There is no saving throw, but a your Channeling attempts changes from (dice +
Death Strike only affects creatures with an effective level Charisma modifier + user level) to [(dice + user level) x
of less than (Intensity). Charisma modifier] with respect to basic Channeling
functions. This may be taken more than once, each time
adding an additional (Cha Mod -1) to the multiplier. As a
Tides of Light and Darkness side effect, the total hit dice of undead that a negative-
! The Reaching Hand (6 CP). The base ranges of your energy channeler can control is similarly multiplied.
Channeling abilities double (to 120 feet in most cases). ! Strength/Weakness (6 CP). You may expend a
! Repulsion (6 CP). You may expend a Channeling Channeling attempt to provide +2 Positive Levels (with
attempt to create a wave of force which can sweep away positive energy or negative energy to undead, page 86)
up to (Magnitude) targets weighing up to (Intensity x or to inflict 2 negative levels (positive energy versus
100) pounds apiece, depositing each up to 60 feet further undead or negative energy versus normal creatures) on
away. This can also be used defensively as an Immediate up to (Magnitude) allies OR enemies (not both) within
Action to protect a 15 foot radius from a flight of arrows, your Circle of Power. No single target can have its
breath weapon, Fireball, or other massive attack. effective level increased above (Intensity). Unfortunately
! Force Barrier (6 CP). You may expend a Channeling the effect fades after (Cha Mod) rounds.
attempt to create a wall, dome, sphere, or other simple ! The Focal Point (6 CP). You may direct and focus the
form of pure force within your range. Such creations efforts of other channelers. The net Intensity of such a
must fit within a cube (Intensity) feet on a side and last combined effort is rolled by the user with a +1 bonus on
for (Magnitude) rounds. In other ways they are similar to the roll per assistant. The net Magnitude is equal to the
a Wall of Force. total Magnitude of all the attempts combined.
! Armor of Light/Darkness (6 CP). You may expend a This isn’t all that useful for affecting resistant
Channeling attempt to create simple physical equipment targets, but it is very useful when smiting swarms of
from pure force. You may create up to (Intensity) lesser creatures.
individual pieces (complex items, such as a suit of plate ! Worldspinner/The Great Unbinding (6 CP). You may
armor, may count as up to six items at the option of the expend a Channeling attempt to create a private world
Game Master) which will last for up to (Magnitude) similar to that created by a Rod of Sanctuary. Such a
minutes. Such items are effectively unbreakable and, pocket dimension can accommodate up to (Intensity)
where relevant, have a +(Cha Mod) Sacred or Profane creatures and has a base duration of (Magnitude) days.
bonus. Characters using negative energy can temporarily
! Warding (6 CP). You may expend a Channeling suppress planar traits in a radius of (5 x Intensity) feet for
attempt to counter or command a spell. This requires an up to (Magnitude) rounds.
Intensity of (2x Spell Level + the caster’s relevant Physics-minded Game Masters may opt to allow the
attribute modifier) and a Magnitude equal to the Caster suppression of other natural laws and aspects of reality.
Level to counter, deflect, or neutralize an incoming spell Those running dimension-hopping games may opt to
and twice that to control, retarget, or redirect it. allow characters using positive energy to create other
types of pocket dimensions. This can be entertaining
either way, but is entirely at your own risk.

Eclipse: The Codex Persona 71


Dominion and Personal Dominion
Divine Ascension Characters may spend DP on themselves to enhance
their abilities or techniques for a time.
! Boost. A Dominion point adds a +5 unnamed bonus to
any single skill, save, or attack roll. Two will add +8,
and three will add +10, the upper limit.
Gaining Dominion ! Defense. Dominion points may be spent to avoid
damage. Each DP stops 4 points of damage, regardless of
The Dominion ability (6 CP) allows users to gather, type (hit point, attribute, or whatever), after applying
store, and expend Dominion Points. Dominion points, or damage reduction or immunities.
DP, contain the psychic energy of those who trust in the ! Metamagic. A Dominion point may be spent to add +3
character and bow to his or her orders, will, or plans. No levels of metamagic to a spell. The character need not
individual contributes even one single DP, but a kingdom actually know the metamagical technique in question,
can greatly empower its ruler. but only one DP may be spent to enhance a spell.
! Replacement. Dominion Points may be given up in
Characters with Dominion may accrue up to place of attribute points which would otherwise be lost to
(Charisma/3) Dominion points per month, and may hold old age, ability drains, or ability damage.
up to (Charisma x 4) in reserve. Control of a village,
well-settled estate, minor guild, or small temple adds 1
Dominion point per month. Major positions of authority, Political Dominion
such as controlling an army or city, are worth 2 DP.
Running a major guild, church, or magical society is Characters may also spend DP to achieve political
worth 1-6 DP per month depending on its size. Ruling a ends, changing the workings of government to their
city-state, nation, or empire is worth from 2-8 points a liking. This includes the following options:
month, depending on the size and power of the nation. ! Bestowal. A Dominion Point may be used to bestow a
Happy, proud citizens are “worth” much more than public office or knighthood, to invest a regent, to confirm
weak, apathetic ones. Conversely, empires built on the a heir (a confirmed heir will inherit a character’s DP if
backs of terrified slaves also arrive at the upper end, as and when the character dies), or to grant other public
fear and pain are also rich sources of power. appointments. The recipient gains a whopping 15 CP of
new abilities - but the GM get to pick out three
Dominion grants no easy method of gaining points; Disadvantages!
the character must develop that on his or her own, and Unfortunately, characters can only benefit from one
must maintain good (or bad) rule carefully. Not only office at a time - and you can’t give offices to yourself.
does this provide the GM with a great source of new The disadvantages of an office usually revolve
plots and adventures, actually roleplaying leadership can around its responsibilities, political opposition, and the
be quite rewarding. attention paid a public figure. While some of the extra
CP usually go to perks, special privileges, and whatever
Some domains might seem quite odd. A character resources the office makes available, quite a few fantasy
might, for example, adopt a forest and its creatures and offices carry special powers as a part of the package.
spirits as his or her domain or become leader of a strange ! Inspiration. You may Inspire (see page 85 for the
dimension or elemental plane. Whatever the source of a Mystic Artist ability) masses of your followers for one
character’s power, this is his or her realm and many day per DP point used. This covers an entire battlefield,
Dominion-based powers will only work inside it. construction project, or expedition - usually up to 10,000
people.
Dominion makes a good background element, but it’s ! Scale. You can modify large events which are
most interesting if at least one player character has it. occurring within your realm or under your direction. This
Dominion works best in games built around it, where includes rolls to raise armies, revise government
most characters are rulers or have other powerful bureaucracies, diplomatic negotiations between states or
abilities. Dominion generally requires an excuse to take, cities, and establishing new trade routes. Each DP
which easily comes in a specialty campaign. The expended adds or subtracts 1 (or 5%) on the roll as
character, for example, might need to be descended from appropriate. You can also spend DP to modify events
the last King or be given the rights to Dominion as a occurring in neighboring realms, but the effect is halved.
special gift by a deity. ! Spellcasting. You may use the Battlemagic metamagic
If all the player characters are of royal blood, or rule feat even if you do not possess it by spending 1
fiefdoms, it gives the campaign a unique flavor. Plus, no Dominion point per level of the spell cast. If you know
one character necessarily dominates events. how to use Battle Magic normally, this ability reduces
the casting time to 5 rounds.

72 Eclipse: The Codex Persona


Advanced Dominion Spirit Channeling (+6 CP, requires Spirit Call). You
may spend 1 DP to tap into the power of any special
magical resources which are a part of your realm.
Inanimate resources, such as a healing spring or
enchanted forest, can be tapped automatically. Living
creatures, such as Nature Spirits, must consent to your
use of their power. In any case, you may use the power
you’ve called upon as many times as you can manage
within one minute or for up to an hour for ongoing
effects.
Naturally enough, what can be accomplished through
Spirit Channeling depends on how many power sources a
realm contains and how cooperative its spirits are.

One with the Earth (+6 CP, requires Spirit Channel-


ing). You become a Realm Spirit and gain the template
found on page 169.
Congratulations, you just retired!
More seriously, you don’t actually need to take on
the template until you die physically. In the meantime,
you will automatically feel injuries to, and disturbances
of, your realm, may spend your vitality (HP) to enhance
its health and fertility, and may expend 5 DP and a
relevant spell to cast a spell on the Battle Magic/Epic
scale - enchanting your realm for a month, raising a
small army of summoned creatures, raising a fortress,
healing injuries to the land, surrounding your realm with
It’s good to be the king. a wall of fire or an impenetrable mist, or some similar
feat. While this bypasses the usual “10,000 GP worth of
gear” requirement, casting such a spell still requires a
Advanced Dominion abilities allow the user to direct full month.
the energies of his or her followers in more sophisticated
ways. The Way of Omnipresence
The Way of the Lands Ears of the Wind (+6 CP, requires Dominion). With
Ears of the Wind, you may hear a snippet of
Landrule (+6 CP, requires Dominion). Lords with conversation every time you are mentioned anywhere in
Landrule may sense disturbances in their home realms. the plane. You can turn this ability off. This is identical
Aside from that, you may use Commune with Nature at to the Path of the Dragon ability, but does not meet any
any place within it at will. other prerequisites for progression along that path.

Spirit Speech (+6 CP, requires Landrule). Spirit Multitasking (+6 CP, requires Ears of the Wind). You
Speech allows you to communicate with natural beings may use whatever divination, clairvoyance, or similar
who dwell within your realm. While it doesn’t guarantee powers you possess to watch up to (character level)
cooperation, few creatures attempt to eat or attack events, locations, or situations at once. You take no
something talking to them, and if you keep the peace penalty for this, and may still act normally. In other
within your realm most Nature Spirits will assent to words, you can easily focus as much mental effort as is
everyday requests. This doesn’t allow you to contact needed on any one problem, without fragmenting your
Realm Spirits, such as the spirits of mighty rivers, mind.
storms, or whole forests unless you spend 5 DP to make Characters without clairvoyant powers may still
contact and more to influence them. See page 168 for a listen to multiple sets of advisors, read several reports at
description of Nature and Realm Spirits. once, keep an eye on the children, and practice fencing,
all at the same time.
Spirit Call (+6 CP, requires Spirit Speech). You may
now contact all Nature Spirits, even Realm Spirits, as Seal of Silence (+6 CP, requires Multitasking). This
long as they are within your realm, no matter how far impressive ability allows you to enforce silence on a
away you are. Realm Spirits will normally consider you location, topic, or person, so that none within your realm
a youthful peer. may speak on that subject and divinations fail. While

Eclipse: The Codex Persona 73


expensive, it effectively controls public discourse by Add +2 to your level when determining how many
denying opponents the ability to communicate ideas. levels you have to allocate to your followers if you have
2 DP per month wards an area the size of a city Leadership. Their maximum level does not increase.
block, which also protects it from scrying or sensing
magic. 3 DP per month wards a group of people up to Heroism (+6 CP, requires The Rightful King). With
100 members from such scrying and prevents anyone Heroism, every 10 DP you spend allows you to gain +1
from talking about the group. You may specify whether hit point, permanently. At best, this can increase your
the group members may talk about it. For 1 Godfire pool of hit points up to what you could have had if you
point, you may enforce silence on an entire idea or topic. rolled the maximum on each hit die. In effect, this ability
This lasts for 6 months in all cases. can maximize each hit die retroactively - given the DP.

Know the Flock (+6 CP, requires Multitasking). With Epic Heroism (+6 CP, requires Heroism). You may
Know the Flock, you automatically sense all major temporarily awaken your latent abilities. Pick a template
influences on your followers, including influential people worth up to +4 ECL when you select this ability. You
and ideas. Furthermore, you know if any powerful or may take it on for the 24 hours by expending (2 x ECL)
important magical item, sentient or otherwise, currently DP. You may also spend 2 DP when they’re conceived
impacts your loyal subjects. You have a good idea of to pass the template in question on to your children.
what your followers are doing. This can extend beyond
your realm, but only where a large number of your Warband (+6 CP, requires The Rightful King).
subjects dwell. Choose a circle of up to five close allies and trusted
friends. For every 5 character levels you have over an
The Spark Within (+6 CP, requires Know the Flock). individual, he or she gains +1 Positive Level (page 86).
Favored by deities, the Spark Within allows you to send
omens, visions, and to speak with your followers at will. Gift of Tongues (+6 CP, requires Voice of
You are not limited by range or dimension. Command). You now understand all languages, from
everywhere, including ones not subscribing to a mode of
Revelation (+6 CP, requires The Spark Within). thought or reality akin your own. No code, mis-
Revelation is used for large-scale conversion of groups statement, or encryption can fool you. Lies can.
to your cause or religion. It does not compel individuals,
but the effects are noticeable on a grand level involving Wrath of the Overlord
thousands. First, you must a select a target, usually a
society, class, or subculture of no less than 500 people Curse (+6 CP, requires Dominion). You may spend
and no more than 5000. You spend 6 DP, and roll DP to shape the destiny of those who oppose you. 2 DP
percentile dice. The dice indicate the percentage of creates a minor curse, 4 DP fashions a major curse, and 6
followers you convert. DP fashions an awesome curse. These curses work on
Note that doing this is an open invitation to reprisals groups or family lines, not individuals - unless that
from other lords, and the individuals in question will not individual is powerful enough to personally count as a
at first be particularly loyal or faithful. If you don’t major factor in world affairs. Curses on individuals are
deliver better conditions or otherwise please the targets, normally handled by simple spells. Curses have three
they will revert to their original attitudes. rules, listed below.
! They must be vague. You cannot describe an exact
The Way of Valour effect, only a general idea. “-6 Con Score” is not
acceptable. “The Curse of Wasting” is good.
Voice of Command (+6 CP, requires Dominion). ! Curses can produce backlash and cause you trouble
People will obey you whenever you give out orders now and then. Normally, this means you’ll share the
appropriate to the situation. This doesn’t help you against curse for a while or have bad luck for a few weeks for
enemies, but anyone who is looking for a leader, is calling one.
confused, is simply used to following orders and has no ! All curses have an escape hatch. You must think up a
urgent reason to disobey, or is in need of aid, will gladly particular method by which the curse can end, and if that
follow you. There is no save unless a given individual escape hatch closes, you get to think up another one.
sees him- or her- self as a competitor.
True Aspect (+6 CP, requires Curse). You may spend
The Rightful King (+6 CP, requires Voice of DP to increase your powers, putting into action things
Command). Portents and signs cause everyone to you’ve merely been practicing. Each DP you spend (up
recognize you as a True King. Not only may you now to a limit of 3) adds 12 temporary CP for the next hour.
describe how glorious you look whenever you want, but Since this represents things you’re working on, you must
everyone must acknowledge that you are truly meant to permanently purchase at least two-thirds of the abilities
rule. so employed within the next (one level per DP spent).

74 Eclipse: The Codex Persona


The Path of the Pharaoh Gateway (+6 CP, requires Godfire). You may open a
Gate to summon your minions through or travel to a
Manipulation (+6 CP, requires Dominion). This known location. You may use this ability (Con Mod)+1
triples the bonuses received from the Scale basic ability. times per day.

Sphere of Influence (+6 CP, requires Manipulation). Creation (+6 CP, requires Godfire). You have created
You begin to embody some aspect of the universe. You a permanent divine realm (and presumably an afterlife)
gain a Divine Portfolio and automatically sense related for yourself and your followers. Once you reach this
major events. Select a relevant domain to grant to your level, pretty much everyone accepts you a deity, with all
priests. You can grant spells of up to spell level 3 while the good and bad that entails.
on the material plane. Increase this to level 9 if you
withdraw to the outer planes, a personal astral domain, or Divine Infusion (+6 CP, requires Creation). Every
another game-appropriate plane. Any magic cast which level after taking this ability, you gain a number of CP
touches upon your Sphere of Influence costs -1 spell equal to your (Cha Mod). This is good. However, the
level for you to accomplish. Game Master allocates these points to conform to your
Bored, retiring, or dying gods may opt to merge with followers’ beliefs, tales, and ideas about you. While
one of their Spheres of Influence, becoming an eternal rarely a bad thing overall, the character often gets points
part of the fabric of the universe. Such gods are beyond in abilities he or she doesn’t use or has little interest in,
mortal or even normal divine concerns, although they general attribute enhancements, strange relics, and weird
may use a point of Godfire to elevate a successor and minions. Much of it is likely to wind up in Endowment,
give their remaining store to him or her on the way out. below.

Godfire (+6 CP, requires Sphere of Influence). You Soulshield (+6 CP, requires Godfire). Soulshield
gain the ability to hold, manipulate, and focus Godfire. protects your followers after they die. In other words,
This feat opens up a whole new chapter in your power when one of them dies, their soul is automatically drawn
and status. You are now considered a true god, if a minor to your divine realm. It cannot be trapped or held on the
one. See Godfire (page 76, below) for more details on material plane or by a spell of less than 9th level. Any
this wonderful ability. creature, item, or spell that does so is immediately
Like Dominion, it usually takes special circumstances brought your attention, so that you may rip the offender
to gain Godfire, such as being initiated by another god, into tiny pieces for having the effrontery to insult you so.
being infused with the power of an ancient relic, having
divine blood, or some mighty ritual. Sanctify (+6 CP, requires Soulshield). Select an non-
attack area-effect spell of up to 6th level. You may use
Divine Attribute (+6 CP, requires Godfire). You can that effect at will and may set it as a constant effect over
temporarily embody a Sphere of Influence you possess. your chosen holy city, in all temples dedicated to you, or
This causes you to lose control of your character; the on another suitably limited set of locations as you prefer.
GM takes over, while you become a force of nature, Such sites are automatically Hallowed or Unhallowed as
freely wielding the powers of one of your Spheres of appropriate as well.
Influence. This often makes you unkillable (“How can
you kill the Sea?”) and grants a wide range of powers Endowment (+6 CP, requires Godfire). You grant 1
which need little game description: they either are CP worth of abilities to all your priests and devoted
appropriate to what needs to be done or they aren’t. This followers, everywhere. The ability applies to any priest
may well result in you attacking or hindering the party, of an order or temple devoted to you, as well as laymen
or even eliminating your own home, friends, or magic devoted to your service and exemplifying your
items. Be cautious. principles. You may take this feat as many times as you
please. Go ahead. Your followers will love and worship
Transcendence (+6 CP, requires Godfire). You may you for it.
now purchase abilities as if you had no purchase limits Endowments based on adherence to principles and
imposed by character level or attribute requirements. traits are discussed further on page 153.

Minions (+6 CP, requires Godfire). You gain 2d12 Greater Endowment (+6 CP, requires Endowment).
supernatural followers, outside of any Leadership feats Greater Endowment causes any 1 CP from Endowment
you have. These followers are competent administrators to apply to all followers everywhere, including those not
and have challenge ratings of 2/3'rds your level. Aside exceptionally faithful. As long as they do believe and are
from this, you gain a small horde of messenger spirits or moderately loyal, they gain the 1 CP. You may take this
other minor helpers, useless in combat but very useful ability as many times as you please up to the number of
for organizing and directing your followers. While times that you’ve taken Endowment.
reasonably bright, they aren’t powerful at all.

Eclipse: The Codex Persona 75


Even a God can only hold up to (Cha Score) Godfire
Godfire points. Mortals can be imbued with a single point of
Godfire, but the god who grants it must specify, at least
in general, what it can be used for when granting it.
Godfire is that fraction of the energies of masses of
believers and worshipers than a single entity can focus, Note that Godfire Points are not referred to as GP to
channel, and direct. It may be the greatest and most avoid confusion. In fact, do not abbreviate Godfire in any
versatile power source in the universe. way. It doesn’t like it.
Sadly, it isn’t very easy to get. Most of that massed
energy isn’t really focused on the deity. It’s focused on
temples and religious sites, on priests and champions of Gaining Godfire
the faith, on the afterlife, on the needs of the worshipers Being worshiped is the classical way to get Godfire,
and on the visible aspects of the church. Only the but it takes a lot of worshipers to do it. While it’s easier
smallest, purest portion of it can be harvested as Godfire. to join an established pantheon (at the “State Religion”
Even the most powerful gods rarely get more than two level or better) then it is to found your own religion, that
points per month. will only get you one Godfire Point per year. Note that
There are other ways to manipulate the energy of “Being worshiped by…” bonuses don’t stack; you only
believers. For example, characters with Godfire can get the best - and nobody’s found anything bigger than
create realms, bless their worshipers, and otherwise “an inter-dimensional religion” yet.
become an all-around great deity. These are handled
simply by taking the appropriate Dominion feats. Being worshiped by... provides... Godfire per Year
Godfire has many awesome uses on its own, however. A modest cult 1
Gods don’t really need anything except the will to use it. A major movement 2
Even Godfire cannot completely break the laws of A state religion 3
nature though. If the GM decides that Time Travel isn’t A great regional religion 4
possible in the campaign, even Godfire can’t do it. On A planetary faith 5
the other hand, Godfire can mimic any ability that does A multi-planetary faith 6
exist, and allows events and actions which can’t An inter-dimensional religion 7
otherwise occur. Godfire has further limits in that it must
reflect one of the user’s Spheres of Influence, or the task
must remain generic enough to apply to every god. Any The spirits in your afterlife can generate up to seven
God can raise a temple out of thin air. The God of the points of Godfire per year for you. Yes, this does include
Oceans can’t summon a meteor (unless one’s already captured enemy spirits and similar victims, but trying to
handy and he or she just needs to give it a shove), populate an afterlife that way is far more trouble than it’s
because that has nothing to do with the ocean. worth.

76 Eclipse: The Codex Persona


Number of spirits in Afterlife Godfire per Year Optional Godfire Rules
1,000 1
10,000 2 The Game Master may opt to allow a few other ways
100,000 3 to gain Godfire. Possibilities here include:
1,000,000 4
10,000,000 5 ! Dominance. Gods gain +1/2/3 Godfire Points per year
100,000,000 6 if they control 1-2/3-6/7+ uncontested spheres of
1,000,000,000 or more 7 influence.
! Gathering Power. You gain +1 Godfire Point per 6
It doesn’t get any better than that. After you’re personal CP expended.
getting 7 Godfire a year, your afterlife just can’t provide
it more rapidly. Regular ritual sacrifices, or the consumption of some
form of mystical resources, can supply Godfire Points
A few special events and accomplishments can also using the same scale as the “Being worshiped by...” table
supply Godfire. These include: - but exploiting this too much may well drive your
followers into looking for another god!
Becoming a God. You gain one free point just for
taking the Godfire feat. If you can find a way to do this ! Minor sacrifices, such as food and lifestock, building
more than once you’re very clever. If you can find a way small temples, or small tithes of mystical materials such
to do it more than once AND keep your Godfire in as adamantium provide (Scale-3) points per year. A great
between you’re even more clever. regional religion making such sacrifices would thus
provide one extra Godfire Point each year. Most cultures
Gaining Experience. You gain +1 Godfire per four will accept this without too much fuss.
experience levels gained after taking the Godfire feat. ! Notable sacrifices, such as regularly raising statues to
you, building mighty cathedrals, small tithes of magical
Divine Gifts. A gift of a god; if the character cannot items, or spending large amounts of time in ceremonial
normally use Godfire, the point must be pre-specified for worship provide (Scale-2) points per year and tend to put
a specific task. a bit of a strain on things.
! Major sacrifices, such as large tithes of magic items,
Epic Triumphs. You achieve some vast goal, such as occasional sentient beings, massive amounts of magical
introducing your religion to an entirely new region or materials, or having mages drain magical nexi to channel
plane. Doubling the home ground of your religion or their power to you, provide (Scale-1) points per year and
defeating your ancient arch-nemesis would count. This is usually won’t be acceptable unless there’s a war on or
worth +2 points of Godfire. some such justification.
! Grandiose sacrifices, such as lots of sentient beings,
Heroic Triumphs. When one of your chosen most of the energies of the realms arcane spellcasters, or
champions succeeds in a mighty quest or task which the labor of much of the population are worth (Scale)
notably changes the world you get a point of Godfire. If points per year, but usually can’t be sustained for long.
this constitutes an Epic Triumph for you as well, you get
both awards.
Using Godfire
Holy War. Whenever you start a major crusade or
jehad against another deity or an organization of equal or Godfire avoids many restrictions on time and space.
larger size than your church you gain +3 points of A deity may use it outside of time, or even after “dying,”
Godfire. You lose them again if you give up or settle the which ensures that truly killing one is very difficult. If a
matter peacefully. If you don’t have enough points you group of the deity’s servants survive his or her death,
lose whatever you do have and the basic Godfire feat they can even supply him or her with more Godfire,
permanently, or at least until you buy it again. which he or she may use to reawaken someday. (Most
This is extremely dangerous even if no other deity is dead Gods wait even longer, to build up a decent
involved. If you’ve declared a jehad against another god, reserve).
they’re quite certain to declare one back - and if your Godfire takes no time or components to use, never
position looks really bad, so will their allies. After all, produces side effects, never goes wrong, and places no
that’s 3 “free” Godfire points! strain on the user; he or she does not lose experience, hit
points, or even suffer from fatigue. The DC to avoid a
Fame and Infamy. Being hailed and celebrated as a Godfire effect or any spell backed with Godfire is 28 +
great hero or reviled and despised as an unholy terror is (deity’s Con Mod) + (deity’s Int Mod). While some
worth one point of Godfire. The first time. OK, maybe grandiose acts may require multiple Godfire Points to
once each if the Game Master is feeling generous. accomplish, common uses of Godfire include:

Eclipse: The Codex Persona 77


! Acceleration. A Godfire Point equates to three month’s Side Effects of Godfire
work with all mundane materials and tools supplied
(free!) and all d20 checks treated as rolls of natural 30's. Using Godfire does cause side effects, though they’re
No, that’s not a typo. Natural “30's” it is. We said not what anyone would consider bad for the most part.
that Godfire could do things which were otherwise ! Gods do not age and are immune to attribute losses
impossible, and we meant it! from disease (although they may carry diseases). They
! Bestowal. You or a target gains +6 CP worth of special do not die of old age or natural causes.
abilities up to a lifetime maximum of +24 CP. ! Gods are fertile with virtually anything. This often
! Counter. You may automatically counter the effects of leads to unwanted divine offspring.
another point of Godfire provided that you spend it at the ! Gods have an Awe (or Horror) score equal to their
same time as your opponent. Undoing something that’s current store of Godfire if they choose to use it. Anyone
already taken place may be considerably harder. who sees a god and fails a Will save against his or her
! Creation. You may create mundane and/or magical Awe score becomes stunned for 2d4 rounds.
items worth a total of up to 60,000 GP or up to 120,000 ! Gods can recover from Petrification and Polymorph
GP if the item or items are closely tied to your Sphere or effects in (20 - Current Godfire reserve) rounds. At
Spheres of Influence (creating a personal palace or reserve 20 this is instantaneous and takes no actions.
temple always is). You may create artifact items, or add
to existing ones, if you possess the appropriate item
creation feat or already have a similar power to the one PC’s, NPC’s, and Godfire
you wish to imbue.
! Duplication. You duplicate or create and cast any spell The Godfire rules present a good reason for why and
up to level 12 within one of your Spheres of Influence, how those great heroes can face off against Gods. Sure,
up to level 8 outside of that, or up to level 4 in an the God might be more powerful, but they’ve sunk a lot
opposing Sphere. of points into buying those dominion and deity abilities.
! Empower Champion. A mortal target receives a full The hero has put all of his or her points into buying
rewrite of their character if they desire, and can provide personal power. Since Godfire points are really valuable,
you with more Godfire by accomplishing Heroic deities don’t spend them just to avoid embarrassment.
Triumphs. This also allows a god to give special training They save them for major tasks and awesome miracles.
as he or she pleases in an instant on the target (see page Therefore, characters can take on and “defeat” Gods,
18). Up to three Gods (usually close allies) may give without those deities being in serious danger.
such a bonus to any one character, but this is very rare. Similarly, there’s nothing wrong with a few player-
! Grant. You may bestow an inherent bonus of +2 on character gods running about. In fact, if you want to use
any attribute, +1 per additional point of Godfire some horrific encounters, it’s a great failsafe; if you get it
expended to a maximum of +6. This affects you or any wrong and score a total party kill they can recover
target which possesses the attribute. without Game Master intervention. In practical terms,
! Life. You create a living being. You can define it’s a bit like letting the characters have a Ring of
appearance and form, traits, levels, and abilities up to 5 Wishes. A sensible group will save it for extreme
levels below your character level (counting racial ECL). emergencies.
You can only give the new creature abilities which you
already possess however. Existing creatures may be The Dominion-Godfire system is set up to represent
changed or simply enhanced up to the same limits - ascending demigods and the fallible gods of ancient
which is why such a high percentage of divine offspring mythology in a playable fashion, rather than having the
go on to become gods, mighty heroes, or legendary easily-fooled and impatient Thor get an automatic 45 on
monsters themselves. all Int checks and Craft skills - including Embroidery.
! Spellpower. A spell backed by Godfire gains +25 to Secondarily, it was designed to leave gods dependent on
overcome Spell Resistance and the target’s saving throw. their worshipers.
The God also applies +12 levels of any metamagics he or If you want your senior gods to be more independent,
she wishes, even if he or she does not normally know simply assume that they can tap into some primal power
how to use them. Battle Magic cast with Godfire source exclusive to them. Perhaps something left over
activates immediately, needs no other materials, and can from the creation of the world?
reach the highest limit of effect. Antimagic effects do not If you want the greater gods to be truly immortal and
block or cancel a spell cast in this manner and no spell near-omnipotent within their spheres simply assume that
below its own level (after modification by metmagic) they’ve merged with their spheres via Divine Attribute
may counter it. but still take some interest in less cosmic entities.
Finally, if you want a truly supreme being in your
cosmos, just put one in. You don’t need rules for that,
since any such entity probably wrote them in the first
place.

78 Eclipse: The Codex Persona


Hexcrafting
Caster Levels have their usual 6 CP cost, but may be
Specialized if applicable only to Hexcrafting.
Saving Throws against Hexes use the base DC listed
for each level of Hex plus the character’s spellcasting
This magic system works best with story-driven
attribute modifier.
games, since determining its effects falls heavily on the
Divine Hexes must be appropriate to the user’s divine
Game Master. It requires a deck of rune, tarot, totem, or
patron, but may be used while wearing armor. Arcane
other symbol cards for each Hexcrafter. While each
Hexes may not be used while wearing armor. Otherwise
character needs their own deck, they need not all use the
they work about the same way.
same type. Ideally, each deck should consist of at least
Level Drained characters lose a random card from
60 clearly-distinct cards.
their Hand for each level drained.
To use a Hex, you announce which of your cards
you’re calling on, and the effect you’re trying for. A card Hex Levels
can be used to invoke any effect appropriate to the Assigning levels to hexes is straightforward; the
symbol it portrays. For example, a Bear Totem card Game Master simply assigns a level to a proposed effect.
could be used to invoke a berserk rage, sink into The following list of benchmarks is suggested, but each
hibernation, perform a feat of strength, frighten Game Master is free to make up their own.
creatures, or to heal someone (since Bear is a healing Trivial Effects are often mistaken for skills or a bit of
totem), among other things. Then either mark off a free sleight-of-hand. Causing a lock to open, stopping
invocation or discard one or more of your available cards bleeding, producing a small item, blocking a blow,
(this need not include the one you’re calling on for the making a shadow deep enough to hide in, and such all
spell effect) to power the spell. Hexcraft abilities refresh qualify, as does surrounding yourself with an glowing
on a per-session basis, not on a per-day basis. aura and speaking in a “voice of prophecy,” making a
The maximum level of effect a Hexcrafter can creature hesitate, and so on. These equate to cantrips and
produce is shown under Hexcrafting Invocation, below. have a base save DC of 10.
Minor Effects include breaking some bowstrings,
Hexcrafting Invocations small amounts of healing, complex small-scale illusions,
simple spells of “charm” and confusion, modest mystical
bolts and shields and so on. These equate to L1 spells
Caster --------Maximum level of effect for:--------
and have a base save DC of 12.
Level Invocation One Card Three Cards
Common Effects include casting several ordinary
1-4 Trivial Minor Common
guards into sleep, a sphere of invisibility, taking animal
5-8 Minor Common Major
form, sealing a portal, summoning a minor entity to
9-12 Minor Common Major
bargain with, telekinetically moving sizable items,
13-16 Common Major Grand
dispelling spirits, suppressing inherent abilities, and
17-20 Common Major Grand
localized area effects. These equate to L2 and L3 spells
21-24 Major Grand Epic
and have a base save DC of 14.
25+ Major Grand Epic
Major Effects include single-target “death” spells (in
various forms), transforming someone, teleportation,
An extra card can be spent to bypass Spell Resistance
summoning fairly potent entities to bargain with or
or to cast a defensive spell as an Immediate Action.
compelling lesser ones, very large-area but fairly minor
attacks, binding beings to service, and so on. These
“Free” Invocations cost 3 CP each.
equate to L4-L6 spells and have a base save DC of 16.
Card Slots cost 8 CP each. Each adds one slot to your
Grand Effects include taking on powerful shapes,
Hand. While cards are normally drawn randomly from
shattering the defenses of a castle, resurrecting a
your deck at the beginning of each session, characters
deceased friend, spheres of death which distinguish
may spend an extra +2 CP to designate a slot as “Fixed”
between friends and foes, warding cities, ancestral
when they buy it, in which case they simply put that card
curses, and so on. Relatively little literary magic falls
in their hand at the start of a session. The Game Master
into this category - unless you count effects with a very
may require that each Hexcrafter’s first Card be fixed.
heavy price. These equate to L7-L9 spells and have a
Characters with spellcasting attributes of 12+ receive
base save DC of 20.
an extra slot (provided that they qualify for any at all).
Epic Effects include banishing cities across the
Those with an 18+ receive two extra slots.
dimensions, transforming entire armies, summoning a
Characters using exceptionally versatile or broad-
legion of undead, summoning gods, calming volcanoes
based decks may have to pay 10 CP per card slot. Those
and other legendary acts of magic. These equate to epic
using more narrowly-focused decks, such as a deck only
spells and are VERY rarely seen; after all, the world is
of totem animals, may only need to pay 6 CP per slot. In
still mostly here. If it matters, they have a base save DC
either case, the Game Master must rule on it.
of 24.

Eclipse: The Codex Persona 79


Martial Arts
The Martial Art skill is a method of building specific
martial arts as skills, rather than as a series of specialized
feats. While characters can usually purchase abilities
with CP directly, the Martial Arts system here allows
them to buy many combat-related abilities with Skill
Points instead. It doesn’t require any other Point Buy
options and thematically fits into many specialized d20
games. This path has nothing to do with the Martial Arts
feat; characters may have both, either, or neither.

In reality, combat techniques are often specialized.


This isn't reflected in d20 outside of a very few feats;
most characters become equally skilled with a variety of
weapons. These rules change this, allowing characters to
specialize in a relatively few armed or unarmed
techniques. While this system does include a variety of
legendary-to-mythical skills, it does make a major
concession to reality; given near-equal training, a
character with a weapon is much more dangerous than a
character without one.
Always keep one up your sleeve. While most people think of eastern styles (such as
Kung-Fu, Karate, and Judo) when thinking of Martial
Arts, remember that distinct styles exist and existed all
Hexcrafters get relatively few, but extremely flexible,
over the world. European Knights studied several forms
spells. As a rule, the Game Master should be reasonably
of martial arts, Filipino Escrima teaches advanced club-
generous about what they can do, since they won’t get to
fighting, and Zulu warriors were rightly feared for their
do it all that often. Remember that their magic is per
spear techniques. Japanese Kyudo, a favorite advanced
game session, not per day. If a session covers a six-
martial art of the royal court, focuses solely on one
month trip they won’t be using magic except at crisis
particular style of longbow. Even just considering
points. This fits in nicely with most tales of epic fantasy.
unarmed styles, you have Greek Wrestling, French
Savate, Brazilian Capoeira, and Malaysian Pentjak-Silat.
Game Masters who want to vary things may want to
In other words, players have many different styles and
import a spell list. After all, there are plenty of games out
themes to play around with.
there with extensive lists of spells split up by level of
GM’s need to consider how they want to allow
effect. To convert one to a benchmark list, simply
players to purchase abilities. Should they replace the
multiply the levels it assigns to its spells by (the number
normal Combat Enhancements? While good for a game
of levels in the system/12). Then, if it doesn’t include
of high-stakes martial-arts action, with many competing
level zero spells, subtract 1. Anything that winds up at
schools (of which players might well master several
level 10+ is Epic, other spells will fall into appropriate
apiece), it is somewhat too restrictive for normal play.
levels. Players will inevitably propose effects which are
not on the list, but it provides benchmarks from which to
start. [Martial Art], the Skill
“World Laws” - assigning a level modifier to types of
spells - can be used in either case. As an example, if the In standard d20, Martial Arts is a class skill for the
Game Master feels that “Teleportation” effects make Barbarian, Bard, Fighter, Monk, Rogue, Ranger, and
things too easy, he may simply rule that all such spells Paladin. The Fighter should receive an extra skill point
are subject to a +5 level modifier - making even short- per level for learning Martial Arts. Monks already have a
range effects near-prohibitive. Reductions - making a good number of skill points, and receive many abilities
field of magic easier to work with - are also possible, but free, so do not gain any extra skill points. For all other
should generally be smaller and handled with caution. A classes, this remains a cross-class skill. In normal d20,
field with such an advantage becomes VERY powerful. the student must have Improved Unarmed Strike,
Localized versions do make a good way to portray Weapon Focus, or Weapon Finesse, depending on the
“Mystic Nexi,” “Places of Power,” or alternate style, to take the skill. Naturally enough, weapons-based
dimensions. styles default to using the weapon while unarmed styles
default to unarmed strikes.

80 Eclipse: The Codex Persona


Characters receive a basic technique at skill level 1,
and obtain a new ability every odd skill level thereafter. Advanced Techniques
At even-numbered skill levels they may come up with an
impressive name for one of their techniques. The “Seven GM’s don’t have to use advanced techniques. If you
Thunders Kick” is much more impressive than “I use the do allow them, characters may start taking them at skill
Kwan style and boot him.” Martial arts do not stack; level 7, in lieu of basic techniques. Characters may only
only one applies at a time, although characters may take four of the following abilities in total.
change their applicable martial arts package, if they have ! Battlecry. You may unnerve your opponents. You may
more than one, as a Free Action on their turn. use this power once per encounter with a group of
Martial Arts skills start off with no key ability score, enemies. It affects all opponents with 30’ and forces
but may get one after a few generations of development. them to make a Will saving throw at DC 10 +(Con Mod)
Arts with a history in the campaign, and masters to teach or become shaken for 1d6 rounds. This Standard Action
them, have an innate advantage over off-the-cuff player does not affect creatures that are higher level than you,
creations. non-sentient, deaf, or immune to fear.
Skill level does not have to represent character level, ! Blinding Strike. You may attempt to partially blind or
and in some martial-arts-based games, it might well be a otherwise disorient an opponent on a critical hit. The
good idea to ignore character level limits for martial arts effect, whether ringing ears, blood in the eyes, or vertigo
skills. These are considered extraordinary abilities, from a head wound, persists for 2d4 rounds. It imposes a
assuming it ever becomes important. While martial arts 20% spell failure chance and a -2 circumstance penalty
have a theoretical upper limit of skill level 55 - where the on attack rolls, AC, and saving throws. It does not affect
allowable number of techniques maxes out - we opponents immune to critical hits or who are two size
recommend capping them somewhere in the 20's. categories or more larger than you, or who make a Fort
save at DC 15 +(Str Mod). The critical hit deals damage
as normal.
! Breaking. When attempting to destroy objects, you
Basic Abilities may add your Martial Arts skill to the Strength check.
! Crippling. On a critical hit, you may opt to deal 1d4
All apply only when using the form’s default weapon temporary attribute damage rather than inflict extra
(whether that’s armed or unarmed) or when using a injury. Select Dexterity, Strength, or Constitution when
weapon kata. Each ability may be taken up to four times. you gain this ability (it may be gained multiple times but
only once per attribute). It does not affect opponents two
Attack You get a +1 bonus on rolls to Attack, Throw, or more size categories larger than you.
Grapple, and Trip opponents. ! Instant Stand. You may stand up as a Free Action if
Defenses You gain +1 bonus to AC when you are un- unarmored or in light armor.
or lightly armored. ! Mighty Blow. On a critical hit, you automatically trip
Power Increase your unarmed damage by +1 or your opponent.
increase your weapon die type by 1 step, up to ! Mind Like Moon. You reflexively come on guard
a d12 maximum. Weapons that cause multiple when attacked. With a DC 15 Reflex save, you avoid
dice of damage increase them independently. being surprised or flat-footed at the beginning of combat.
Strike You may deal lethal or nonlethal damage at ! Prone Combat. You take no penalties and opponents
will without penalty. Your base damage is at gain no bonuses when you lie on the ground.
least 1d4. This may only be taken once. ! Reach. You add 5’ to your Reach in combat. This
Synergy You gain +2 on any related skill. Each time usually represents lunging and darting in and out, but
this is taken it applies to a different skill. could be a mystical ability.
Common synergies include Tumble, Heal, and ! Sneak Attack. Add +1d6, as per a Rogue’s ability
Move Silently, but others are possible. (unlike many point-buy abilities, this does not affect
Toughness You gain DR 1/-. This stacks with itself. creatures immune to critical hits). This may be taken
more than once, up to a maximum of +4d6.
! Versatility. You may change your damage with the
specified martial arts weapon or unarmed attacks from
lethal to subdual without penalty, and between
bludgeoning, slashing, and piercing.
! Weapon Kata. The user may employ his or her martial
art with a particular weapon (e.g., “Longswords”). This
isn't relevant for dedicated weapon forms (e.g., those
based on Weapon Finesse rather than Improved Unarmed
Strike), although an “Unarmed Kata” might exist in an
advanced weapon form.

Eclipse: The Codex Persona 81


Master and Occult Martial but is treated as force damage. When using a weapon
form, your weapon either returns or is merely the focus
Arts Techniques for your attack; you don’t have to go and get it back.
! Overburden (-3 Con). This allows you to render one
enemy you hit unconscious this round unless he or she
Master Techniques work like Advanced makes a Will save at DC 10 +(Wis Mod).
Techniques. These simply present odd feat-like abilities ! Paralyze (-2 Con). This allows you to paralyze any one
which are normally generic, but can only be used when enemy you hit this round for 1d6 minutes unless he or
the art is. Use the list of normal d20 feats for Master she makes a Fortitude save at DC 10 +(Wis Mod).
techniques. Include the following: Blind-Fight, Combat ! Resist Pain (-2 Con). You gain Damage Reduction 4/-
Reflexes, Deflect Arrows, Dodge, Expertise, Improved and the ability to remain conscious and functioning up
Bull Rush, Improved Disarm and Improved Trip, until the point of actual death, for 1d6 minutes. Any
Mobility, Quick Draw, Rapid Shot, Sunder, and effect that relies on pain or Stun effects fail against you
Whirlwind Attack. The character need not meet any feat this period. This stacks with the basic Toughness ability.
prerequisites. These cannot be obtained until skill level ! Serpent Strike (-3 Con). Serpent Strike allows you to
7, and an art may not contain a total of more than four create dangerous imbalances in opponents’ life essences.
Advanced and Master abilities. This allows you to deal 2d4 attribute damage to any one
attribute with one attack this round. if the target fails his
Occult Techniques draw upon the user’s life energy or her Fort save at DC 10 +(Wis Mod).
to surpass the limits of ordinary physical skill. They’re ! Touch Strike (-1Con). One attack you make this round
extraordinary abilities that drain Con points to use (the is a touch attack.
cost for each is listed after its name). A martial art may ! Vanishing (-4 Con). You may use a momentary burst
include up to four such abilities, starting at skill level 11. of incredible speed, taking an instant one-round Move
! Focused Blow (-2 Con). You may combine all your Action as if you had cast a Timestop spell.
attacks against a single target into a single mighty blow ! Wrath (-2 Con). Your martial blows inflict energy
made with your highest attack bonus. For example, if damage, rather than physical damage, for 3d6 rounds.
you normally attacked at +12/+7/+2, a focused blow You must select an energy form when taking this
would cause triple damage at +12. technique. You also gain resistance 12 to that energy
Healing Hand (-3 Con). Your touch does any one of the type for the duration.
following:
(1) Cures 3d6 damage.
(2) Cures 2 points of temporary attribute damage.
(3) Provides a +8 bonus on a save versus a disease or
toxin. The target gets an additional save if you use this.
! Inner Strength. You gain six phantom Con points with
which to power your Occult Techniques. These do not
add to your hit points. This can be taken twice. Phantom
points regenerate like normal Con points.
! Iron Skin (-2 Con). You gain +4 natural armor for 1d6
minutes. This is fully effective against ghosts or other
intangible creatures, and allows you to make physical
contact with such entities.
! Ki Block (-2 Con). You may make a DC 20 Reflex
check to block or dodge a single successful melee attack
OR may make a second save (DC 15) against any attack
which normally allows a Reflex save. If either save
succeeds the effect is normal for a successful save. If
both do the effect is entirely negated.
! Ki Focus (-1 Con). You may grant yourself a +4
Sacred or Profane (choose when this ability is taken)
bonus on the effective value of a skill or attribute for 1d6
minutes.
! Light Foot (-2 Con). You gain +20’ movement and
takes half damage from falls for 1d6 minutes. You may
expend a single Con point at any time to power an
incredible leap (+30 bonus) or a very brief run across an
unsuitable surface (such as water or grease).
! One Finger (-1 Con). You may launch a single melee
attack at a range of up to 60’. It remains a melee attack

82 Eclipse: The Codex Persona


Advanced Techniques: Blinding Strike, Breaking,
Sample Martial Arts Skills Crippling (Dexterity) and Master Technique: Improved
Trip
Occult Techniques: Focused Strike and Light Foot
The sample listings include the techniques taught by
the form. Outside of the level-based restrictions on Wind Dance (Dex)
technique types the abilities can be taken in any order; Balanced and graceful, practitioners of the mystical
different masters stress different techniques. The sample Wind Dance gain a balanced style with strong reflexive
listings each offer 12-15 techniques, sufficient for skill techniques. Masters can even summon the power of the
level 23-29, regardless of how you get there. If you gales of the northern wastes to strike at their enemies.
progress beyond that point, you’ll just have to decide Requires: Improved Unarmed Strike or equivalent
what other techniques fit in. point buy
Basic Techniques: Defenses 4, Strike 1, Power 1,
Adamantine Fist (Str) and Synergy (Tumble)
This brutal unarmed path does one thing only: hit Advanced Techniques: Mind Like Moon, Instant
hard. It’s not very subtle, but masters can shatter city Stand, Master Technique: Whirlwind Strike, and Master
gates into splinters. Attacks against flesh are equally Technique: Deflect Arrows
vicious. If they’re available, bonus techniques are based Occult Techniques: Inner Strength, Healing Hand,
on Strength. While mildly fantastic, it works well in most Vanishing, and Light Foot
settings. The Plague Winds school teaches Serpent Strike
Requires: Improved Unarmed Strike or equivalent (Con) and Touch Strike instead of Healing Hand and
point buy Lightfoot.
Basic Techniques: Strike, Power 4 (1d12 unarmed
damage), and Toughness 1 Cloak Mastery (Wis)
Advanced Techniques: Breaking, Mighty Blow, and Swiftly moving silken cloth can be as rigid as steel
Master Technique: Sunder and has edges just as sharp. The swirling cloak of a
Occult Techniques: Inner Strength, Ki Focus (Str), master of this art is as dangerous as any sword. It’s
Focused Blow, and Overburden favored by elegant assassins, courtiers, and martial arts
masters who like to show off.
Arctic Fire Kung Fu (Dex) Requires: Weapon Finesse (Cloak) or equivalent
This fantastic form allows its users to summon up an point buy
aura of flame or to suck the heat away from an opponent, Basic Techniques: Strike, Power 2 (1d8 damage
freezing them into a block of ice. While power-intensive, with cloak), and Defenses 4
it can be very useful against foes resistant to normal Advanced Techniques: Sneak Attack 2, Deflect
attacks. Arrows, and Reach
Requires: Improved Unarmed Strike or equivalent Occult Techniques: Vanishing, Focused Blow, and
point buy. Variants built around using a sword, with an Iron Skin
“unarmed kata” available later, may also be permitted. OK. This is silly. But don’t you now want to play a
Basic Techniques: Strike, Power 4 (1d12 unarmed, lethally (but fashionably) dressed martial arts master?
1d12+2 with longsword weapon kata) and Defenses 3 +3 Vorpal cloak, anyone?
Advanced Techniques: Instant Stand, Mighty Blow
Weapon Kata (Longsword) and Reach Oaken Storm (Dex)
Occult Techniques: Inner Strength, Wrath (fire This realistic staff art focuses on smacking anyone
damage) and Paralyze (freezing cold entraps opponents and everyone hostile within reach as quickly as possible
in ice) while blocking their attacks. A master, whirling his or
her staff at near-invisible speeds, can often deal with a
Crane Style Kung Fu (Str) considerable number of lesser opponents.
A classical martial art, focusing on evasion and on Requires: Weapon Focus: Staff or equivalent point
fast powerful strikes. Sadly, since this is a realistic style, buy
even advanced users may not employ the “running on Basic Techniques: Attack 4, Defenses 4, Power 1,
water” trick normally available through the Light Foot and Toughness 2
technique. They can fight on poles and other unstable Advanced Techniques: Mighty Blow, Reach,
surfaces without penalty however. Master Technique: Deflect Arrows, and Master
Requires: Improved Unarmed Strike or equivalent Technique: Whirlwind Strike
point buy Occult Techniques: Ki Block
Basic Techniques: Strike, Power 3 (1d10 unarmed
damage), Defenses 3, Synergy (Balance), and
Toughness 1

Eclipse: The Codex Persona 83


Phantom Blade (Dex)
While the common techniques of the Phantom Blade Mystic Artist
style are conventional enough, its secret techniques use
the sword as a mere focus to channel ki energy. Great art always had the power to instill emotion, to
Requires: Weapon Focus: Sword (any single type) or inspire, to convey messages beyond the rational, and to
equivalent point buy touch the soul. Paintings, literature, architecture, and
Basic Techniques: Attack 2, Power 2, Strike, and music have had an impact on history as mighty, if more
Toughness 2 subtle, as any king or general. Can you stand within a
Advanced Techniques: Breaking, Reach, Master great cathedral or view the art of Michelangelo and not
Technique: Combat Reflexes, and Master Technique: feel the strength and grandeur of the artist’s vision?
Sunder
Occult Techniques: Focused Blow, One Finger, In d20, the “power of art” is a bit more literal.
Touch Strike, and Inner Strength
Mystic Artists inspire or manipulate others through
Gungnir’s Flight Kung Fu (Con) their art. The exact type is irrelevant. Perform abilities,
This straightforward art revolves around charging like Music, Dance, and Storytelling, static media skills
into battle and spearing things. Barbarians (and other like Craft: Painting and Sculpture, and even Knowledge:
people without patience) favor it. Architecture all work. Most adventurers prefer quick and
Requires: Weapon Focus (Spear) or equivalent point portable performance arts, but those who choose
buy permanent arts wield a subtle and terrible power. All
Basic Techniques: Attack 4, Toughness 4, Synergy: mystic artist skills have a basic ability (listed below),
Survival which is important in setting save DC.
Advanced Techniques: Battlecry, Mighty Blow,
Master Technique: Mobility, and Master Technique: Regardless of the skill used, the character gains one
Rapid Shot of the Basic Abilities at skill levels 3, 4, 5, 6, 9, 12, 15,
Occult Techniques: Ki Focus and Resist Pain 18, 21, 24, 30, 36, 48 and 60. Abilities from any group
must be taken in order (the user may skip one and only
Blood Blade Technique (Dex) one ability from each sequence) and have a minimum
This outlawed assassin’s art allows an assailant to skill level to use, as shown with each ability.
strike in an instant, inflict potentially-lethal injuries, and
vanish as swiftly as he or she appeared. Once purchased, Mystic Art can usually be employed
Requires: Weapon Finesse (Dagger) or equivalent once per level per day and permits saves at DC (10 +
point buy relevant Attribute Modifier + half the ability skill level).
Basic Techniques: Attack 3, Synergy 3 (Disguise, The attribute modifier used depends on the type of art
Move Silently, and Hide) involved; vocal and physical performances normally use
Advanced Techniques: Sneak Attack 3 (+3d6), and (Cha Mod), pure instrumental skills, sculpture, and
Master Technique: Quick Draw hands-on crafts use (Dex Mod), design skills such as
Occult Techniques: Serpent Strike (Con), Light architecture use (Int Mod), and composition (literary or
Foot, Vanishing, and Ki Focus musical) uses (Wis Mod).
Using Mystic Artist powers is a Standard Action.
Ghost Busting Technique (Chr) The range varies. Targets must be close enough to
This mystical path is designed for hands-on exorcism perceive details (musical or physical) in the work in
via grabbing evil spirits and punching them out. This is question.
usually considered either very brave or very stupid.
Requires: Improved Unarmed Strike or equivalent Characters using static media may activate their
point buy power once per day per character level if the art is
Basic Techniques: Attack 2, Strike, Power 3, and mobile. (If a character can handily pick it up and move
Synergy 2 (Knowledge: Religion, Knowledge: The it, it’s mobile.) Immobile art, such as large statues and
Planes) buildings, is always active and affects all valid targets
Advanced Techniques: Breaking, Instant Stand, inside or within range outside.
Reach, and Whirlwind Attack All Mystic Artist abilities derived from Performance
Occult Techniques: Inner Strength, Iron Skin, Ki require at least one round of exposure to take effect;
Focus, and Wrath (Positive Energy: The "resistance" static media and architecture require two. No matter how
translates into reducing attribute drains and damage from many different mystic artist skills a character has, only
negative energy by 4, reducing level drains by 2, and a count the highest for the purposes of getting Basic
+6 on saves versus undead powers) Abilities unless the character buys the Mystic Artist feat
again specifically for use with another skill.

84 Eclipse: The Codex Persona


Basic Abilities bonus, racial bonuses, inherent bonuses, and feats apply
to meeting this requirement. Those that target creatures
are mind-affecting abilities. By default the effects of
Each basic ability has a number in parentheses. This performance arts last for the duration of the performance
is the minimum skill you must have to acquire that and five rounds thereafter. The effects of static arts last
particular ability. Only a character’s basic rank, attribute for up to an hour after the target leaves the affected area.

Inspiration Abilities
! Emotion (Skill 3). You can make everyone in the area
feel any strong emotion you care to evoke for up to five
rounds after you cease to perform or after they leave the
area of your art. In combat you may target either allies or
enemies, providing/inflicting a morale bonus/penalty of
up to (1 + Skill Rank/6) on saves against mind-affecting
powers and on attacks and damage. Out of combat this is
most useful for manipulating crowds or setting the mood
for negotiations, oratory, and diplomacy.
! Competence (Skill 6). Competence is more like it.
Now you can give someone a +2 morale bonus to any
skill check, attack roll, saving throw, or AC while you
use your art, albeit only one of these at a time. It only
affects one character.
! Greatness (Skill 9). The lucky target(s) of Greatness
becomes inspired to new heights. Up to (Level/3) targets
gain a +1 Positive Level bonus and 1d10 temporary hit
points.
! Excellence (Skill 12). Excellence grants the target two
+4 morale bonuses which can be applied to an attribute,
I don’t play, actually. I to all their saves, to their armor class, to their attacks, or
just strike inspiring poses. to the damage they inflict in melee combat.

Eclipse: The Codex Persona 85


! Mass Greatness (Skill 15). This works as per Charm), Terror, Malaise or Grief (as per Exhausted) in
Greatness, except it affects (Cha Mod + Level) targets. foes within range.
! Mass Excellence (Skill 18). This works as per ! Freedom (Skill 15). You can use your art to create an
Excellence, except it affects (artist’s level/2 + Cha Mod) effect equivalent to the Break Enchantment spell (Caster
targets. Level equals your level). This ability functions on a
! (Skill 24). [No ability; this does not count towards the single target within 30 feet or on anyone in a particular
skipping limit.] spot for static works. You can use Freedom on yourself,
! Heroism (Skill 30). A target of Heroism becomes but obviously may not be able to do this if you’re already
inspired to, well, heroism. The target gains a +2 Positive magically ensnared.
Level bonus. ! (Skill 18). [No ability; this does not count towards the
! Mass Heroism (Skill 36). This works as per Heroism, skipping limit.]
except it affects (level/2) +(Cha Mod) targets. ! Mass Suggestion (Skill 24). This works as per the
! Double (Skill 48). This doubles the power of any Suggestion ability, but affects (artist’s level/2 + Cha
ongoing lesser artist ability the character possesses, even Mod) targets. Unlike the Fascination-based ability, the
non-Inspiration ones. It doubles any one numerical art used may be as simple as whistling a few notes.
component, not including the save DC. ! Greater Summoning (Skill 30). You may attempt to
call a creature to you from a known location anywhere
Positive Levels within one mile per level on the plane you currently
occupy. The affected creature travels normally to reach
you and you must continue to use your art for the
A Positive Level adds +1 to the user’s BAB, saving duration of the trip. The creature is free to dress and
throws, and AC, and adds 6 CP to the character, which bring along minions if he, she, or it so desires. As a static
he or she may spend on any desired feats or upgrades. effect this can be used to bind a creature to a location.
With Mystic Artist, the artist selects the effects of the 6 Alternatively, you may create a general summons,
CP ahead of time and it must be the same for each calling any creatures of a specific (and non-immune)
character affected. Positive Levels applied to Undead type within several miles. These creatures won’t be
work like a level drain against a normal character. initially hostile, and may be negotiated with. One could,
for example, call “animals” in general or opt to merely
Manipulation Abilities call “elephants and mammoths”. The affected creatures
! Fascinate (Skill 3). People like your art. It’s will be drawn to the location of the art, but travel
fascinating and mysterious and you can even interest the normally to get there.
audience in whatever kind of art you do. Some of them ! Alter Attitudes (Skill 36). Targets exposed to this art
might even take it up themselves. More usefully to who fail their Will save adjust one attitude, belief, or
adventurers, a Mystic Artist can Fascinate up to (Cha opinion to match or fit with the mystic artist’s desires.
Mod + Level/3) targets. If they fail to save, they remain The effect lasts for one week. This does not change
fascinated for up to (Att Mod + 2) minutes, or until a alignments.
performance ends, whichever comes first. ! Puppet Master (Skill 48). Target up to (Level/3 + Cha
Mystic Artists with a perform skill of 6 or more may Mod) individuals. Any target that fails to save comes
attempt to use a Suggestion effect on any one Fascinated under your control, and may be directed to any non-
target once per round. Those with a skill of 24+ may suicidal action.
attempt to Suggest something to all Fascinated targets at
the same time. Synergy Abilities
! Hold Audience (Skill 6). Hold Audience allows you to ! Block (Skill 3). A mystic artist can use his or her art to
keep the audience busy, and wile away their time without counter magical effects that depend on related abilities.
them realizing it. Any who fail their saving throw Music can block sonic effects (but not those that merely
become enchanted by your performance or art, and spend use incantation). Painting can block effects relying on
more time than they expected. Aside from its usefulness light, shadow, or gaze attacks. Sculpture and architecture
for tavern owners (whose patrons mysteriously spend can block effects like Turn to Stone, Mud to Rock, Rock
more time drinking), it’s a great distraction. to Mud, Move Earth, Wall of Stone and so on.
With sufficient attribute and DC enhancements a The artist simply makes his or her skill roll as
mystic artist with this ability could hold an entire army normal. All characters in a 30’ radius may use that check
spellbound for hours - or even days. in place of their saving throw before or after rolling.
! Suggestion (Skill 9). With this ability, you may make a Effects which do not grant saving throws force their
Suggestion (as per the spell) to one target. Unlike the caster to make a Caster Level check instead, if the artist
Fascination-based ability, the art used may be as simple wins the ability fails within the affected area. This ability
as whistling a snatch of birdsong. takes effect immediately, even without the Rapid Song
! Emotional Auras (Skill 12). Your art may create feat. Creatures already affected by affected powers treat
drastic emotional effects, inducing Friendship (as per the perform check as a new saving throw each round.

86 Eclipse: The Codex Persona


Performance-dependent blocks normally last for 3d6 + Basic Ability Modifiers
(relevant Att Mod) rounds. Static media create Once acquired, these apply to all of the character’s
permanent blocks. mystic artist abilities.
! Group Focus (Skill 6). With group focus, a character ! Amplification (+6 CP). Your art may affect twice the
may use his or her artist skill roll in place of a usual number of targets. Add +6 CP per additional +1
Concentration check for any other character, or increase multiple.
the value of Aid Another actions by +2. ! Echoes (+6 CP). Your art takes effect again and again,
! Amplify (Skill 9). A mystic artist using this ability can either lingering after the performance or if the target(s)
add to magical abilities used nearby. All friendly are reminded of it. You may add three minutes to the
spellcasters within a 30’ radius receive a +2 Caster Level normal duration of your art’s effects, either using that
bonus on all magical techniques. extra time after the effect would normally expire to
! Harmonize (Skill 12). Harmonize allows you to select extend it or it to take effect up to three times when the
two Mystic Artist powers and combine them into one. target(s) are reminded of your art* during the next two
Normally you can only use one at a time. weeks, expending one minute of the duration each time.
! Serenity (Skill 18). This tune spreads an aura of rest For example, a mighty orator might give his or her
and relaxation. Usable only once a week, it counts as a men an inspiring speech the day before a battle, using
night’s rest and refreshes uses-per-day abilities. Mass Greatness. He or she will be able to remind them
! Rule the Horde (Skill 24). Any target that notices your of that speech (perhaps by shouting a phrase from it as a
art within 30’ of you must make a Will save or be battle-cry) and inspire them for a minute up to three
forcibly made non-hostile. The targets are also subject to times during the ensuing two weeks.
a Suggestion effect chosen by the mystic artist. *Echoes only works on creatures with memories that
! Concerto (Skill 30). Concerto focuses the power of can be reminded of your art. It generally doesn’t work
occultists, allowing them to accomplish more than they on inanimate objects, although there have been reports
could alone. Up to four magic-users with compatible that it does work with Dance of the Trees.
styles (arcane, divine, psionic) and similar levels (each ! Enduring (+3/6/9/12 CP). The effects of your art
must have a casting level at least two-thirds that of the persist 2x/3x/5x/10x as long as usual after the exposure.
primary caster) may assist another occultist in weaving a ! Great Projection (+6 CP). You may project the sensory
spell. The woven spell may be up to (number of aides/2) aspects of your art to a new point of origin within one
levels higher than primary caster could normally manage mile. While this is basically an illusion, it still carries the
and gains a (number of assistants+1) Caster Level bonus. full impact of the art.
The group must collectively contribute the necessary For example, a singer could project his or her voice
spell levels during casting, but they may arrange that to roam sourcelessly through the halls of a castle, while
however they please and need not know the spell chosen. a sculptor could keep his or her work on display and
! Carrier (Skill 36). Carrier expands single-target artist, safely in a vault at the same time.
magical, or psychic effects, including personal ones, into ! Projection (+6 CP). Your art may affect people at
a 30’ radius effect. twice the usual range. +3 CP per additional +1 multiple.
! Dance of the Trees (Skill 48). This ability grants the ! Rapid (6 CP). Your art takes effect immediately,
amazing power to affect inanimate objects with art. without the usual round of work. This isn’t usually worth
Objects are affected as if by the Animate Object spell bothering with for static art, but performance artists may
cast at the user’s level and the user may apply any one find it very handy.
other basic ability to it or them - even though constructs ! Seeking (+6 CP). You may limit the effects of a given
would normally be immune to such effects. Static media performance or piece of art to particular targets. If you
create permanent animations, although they may not wish, it will be undetectable to others.
leave the area of effect. Of course, if you animate the art For example, a mystic harper could play a song of
itself it doesn’t need to. summoning that no one except the target could hear or
use Shattering to selectively destroy weapons in an area.
Classical Bards An architect could design a building which only affected
creatures of a chosen species.
The classical Bard normally takes nine abilities and ! Whispers (6 CP). The exact source of your effects is
is entitled to ten. Of course, they’ll have to take either difficult to determine without special senses related to
Hold Audience or Emotional Auras as well; otherwise sound or sight (as appropriate for your art). While not as
they’ll skip too many Manipulation slots. The standard useful for musicians (even without confirmation, it’s
list includes: often obvious what’s being done) this can be a great help
Inspiration I (Emotion), II (Competence), III to architects or sculptors.
(Greatness), IV (Excellence), and VI (Mass Excellence)
Manipulation I (Fascinate), III (Suggestion), and V Modifying abilities such as Bonus Uses, Skill Focus,
(Freedom). Skill Emphasis, Reflex Action, and Ability Focus may
Synergy I (Block). also be of use to Mystic Artists.

Eclipse: The Codex Persona 87


Enhanced Abilities 2) The audience must number at least 500. Audience
members who have participated in a similar performance
within the last three months do not count.
These abilities add new capabilities to a Mystic Artist 3) The effect must be something which the audience
and offer specialists whole new paths of power. wants. Most commonly this means:
! Escape, ranging from simply following the artist along
a mysteriously-appearing safe path on through everyone
The Path of Artistic Mastery being Plane Shifted or Teleported.
! Protection, such as a huge Wall (or Sphere) of Force, a
Composition (+6 CP, requires skill rank 10 in your Hallow/Protection from Evil effect, or simply dousing
mystic artist skill). Your art may affect groups which do the fires burning throughout the city.
not directly experience it. Reproductions and images of ! Healing, most commonly Cure Disease although
your art carry half the power of the original. effects up to Heal are possible.
Unfortunately, lesser Small audiences occasionally
performance artists must spend a get effects such as Cure Blindness,
skill point to commit your Heal, and Raise Dead to work on
composition to memory if they single individuals.
wish to take advantage of it. ! Environmental changes, such as
The power of a composition banishing a drought or hurricane,
does fade eventually; once it making plants grow in an icy
becomes a commonly-known part waste, or simply blessing the
of the culture (or everyone in the flocks and fields. Such changes
party is throughly familiar with will usually affect a radius of
it) it will lose its special power. several miles for 1d6+2 months.
! Summoning something (usually
Influence (+6 CP, requires a protector or guide). This usually
Composition). You may shift the equates to a Planar Ally spell,
beliefs and attitudes of your although no payment is required
audience on a semi-permanent and non-outsiders are available.
basis. For example, you can ! Destruction, most commonly in
foster acceptance of another race, the form of blasting the
clear up general surrounding area with a Holy
misunderstandings about a Word, Unholy Word, or simple
religion, or raise support for a wave of elemental force. This
rebellion against a corrupt isn’t enormously powerful (Caster
government. On the other hand, Level= ½ the performer’s Caster
you can also spread slander, Level) and is pretty unusual unless
confuse issues, and make the the area is occupied by a hostile
population accepting of ill force. Most audiences don’t want
governance. Your targets will to blow up their homes.
gain the benefits, or suffer the
penalties, of a one-step shift in If the audience is simply there
reaction rolls throughout the for the show and has no purpose in
region. The modifier will remain mind, a result check of 20+ grants
in force until it’s again changed, the artist access to a Limited Wish.
whether by another mystic artist, Artists can save Limited Wishes
by public actions and for later use, but they dissipate if
explanations, or by some other means. not used within a year, the artist must pay any excess XP
cost, and no one artist can save more than (Cha Mod + 1)
Mass Influence (+6 CP, requires Influence). Your art Limited Wishes at a time.
may permeate a city or culture, manipulating entire Static media and compositions created with Acclaim
populations as per Influence, above. must have their effects specified at the time of creation.

Acclaim (+6 CP, requires Mass Influence). Your art Song of Power (+6 CP, requires Acclaim). You create
may focus the combined magic of your audience into a work of art with the power to alter reality - once, when
various effects. In general: it’s first shown, played in full, or otherwise displayed. In
1) The effect always involves the entire assembly, effect, it’s imbued with a single Godfire Point (see page
although the artist may exempt him- or her- self. 76 for more information). Song of Power may be taken

88 Eclipse: The Codex Persona


once per decade at most and costs the full 6 CP and a Worldgate (+6 CP, Requires Undertow). You may
month to compose each time. carry those affected by your art into another realm,
essentially plane-shifting them into a world you describe.
Touch the Soul (+6 CP, requires Song of Power). The While fine details are beyond your control, you can carry
power of your arts may touch the world, resonating thru a group into a historical setting, a myth, or a popular tale.
the hearts and souls of every sentient being. You may Those affected are generally given a general role to work
apply the effects of Influence throughout the world. Once with but are not obligated to follow the plot. The artist
per year you may attempt to use Acclaim on a global may accompany the group affected, but need not do so.
basis, either affecting the entire world or gaining a full Once the plot is complete or utterly disfigured beyond all
Wish. Once per millennia you may Call the Assembly recognition, they all are released back home again.
(page 149). Characters with their own dimension-hopping abilities
can escape at any time.

The Path of Whispers


The Chords of Fate
Subliminal (+6 CP). Targets must make a DC 24 Int
check to notice that they are being influenced by your Harmonics (+6 CP). Your art affects beings of some
art. type which are normally immune, such as the Undead.
This may be taken repeatedly, each time adding a new
Conditioning (+6 CP, Requires Subliminal). Long- type of normally-immune creature to affect.
term exposure to your art will have deep effects on the
mind. Static art normally induces a particular belief, Spirit Summons (+6 CP, Requires Harmonics). You
obsession, or compulsion. Performance art allows may add your art skill to your Diplomacy skill check
complete mental reprogramming, altering the victim’ when attempting to negotiate with, or obtain favors from,
attitudes, alignment, and beliefs pretty much as desired any entity you can affect. Your art will also tend to draw
as well as instilling compulsions, mental triggers, and out the creatures you’re targeting if they’re in the area.
split personalities, or wiping memories. Unfortunately, You could thus play in the forest to try and get a favor
this requires months or years (for higher-level targets) to from the fey, for a dragon, or even at the gates of the
complete and can be temporarily resisted or overridden Abyss. (Hopefully, your artistic and diplomacy skills are
with Will Saves. both very high).

Compelling (+6 CP, Requires Subliminal). Your art Spirit Channels (+6 CP, Requires Spirit Summons).
forces those exposed to it to behave in some fashion, You may create artistic works which can store one use of
ranging from joining a festival to starting a bloodbath. a spell, spell-like, or supernatural ability supplied by the
The user may provide a general direction, such as artist or by some other, willing, entity. In the case of
“Riot!” or “Dance!”, but the details are up to the performance arts, the ability will be unleashed the next
individuals affected. time the artist performs that piece (it’s best to use minor
variants for this to avoid accidentally triggering the
Immersive (+6 CP, Requires Compelling). Your arts ability). The user may store a maximum of (Wis Mod +
can convey memories and/or experiences to those 1, 1 minimum) such effects at any one time.
exposed. This can be used simply to let people
experience tales and myths or as an adjunct to other art The Great Summons (+6 CP, Requires Spirit
to add meaning and depth, but it can also be used to Channels). Your art transcends the barriers between
grant those exposed XP equal to the skill check used up dimensions, allowing the artist to affect any or all
to a maximum of once per week and a lifetime limit of coexistent planes at his or her option. If this is combined
3000 XP for any given target. with Greater Summoning (Manipulation 30), Great
Projection, or some other long-range technique the effect
Undertow (+6 CP, Requires Immersive). Your art may be projected to a desired target on any plane.
shifts reality, altering the nature of the setting within its Yes, you can try to call or manipulate gods, powerful
compass - for example, from Horror to Comedy or from demons, and similar creatures. Even if you get it to work
a City setting to a Wild Jungle. The behavior of objects, it probably isn’t a good idea. Still, who knows? They
creatures, and the world itself are all transformed. This might find it amusing.
does not affect the underlying reality; it does affect what
conventions and implicit rules people follow. Fantasy Sense Harmony (+6 CP, Requires The Great
dwellers suddenly within a Western theme would still Summons). With Sense Harmony, the character notices
use magic swords and Fireball spells, but would start awesome occult disturbances of the cosmos (i.e., changes
settling disputes with duels in front of the saloon at high in trans-planar wars or the birth of a new deity), in both
noon. this and higher realms.

Eclipse: The Codex Persona 89


The Celebrated Way Disrupting (+6 CP, Requires Distracting). Your art
can disrupt other effects, or even life (or Unlife) force.
Fame (6 CP). Fame grants you fame, naturally You may expend an art attempt to create a Dispel Magic
enough. With this, you’re a celebrity, are recognized as a or Dispel Psionics effect or to inflict (art check result/2)
great artist in your own lifetime, get invited to all the points of damage to all living and/or undead creatures
best parties, have many close friends you’ve never met, within range save yourself. For an additional +6 CP you
and may often obtain safe passage into restricted areas to may upgrade to Greater Dispelling and (art check result)
show off your art. Fans constantly ask for autographs or damage.
whatever passes as the local equivalent.
Stunning (+6 CP, Requires Disrupting). Your art
Wealth (+6 CP, Requires Fame). You are supported overloads the senses. You may expend a use of your art
by your patrons, and may ignore normal monetary needs. to attempt to Stun all those exposed for 2d4 rounds.
You are considered to have an excellent lifestyle and can
readily obtain fine food, housing, clothing, servants, and Maddening (+6 CP, Requires Stunning). Your art can
vehicles in any civilized area. You can even tow along undermine sanity. Those exposed briefly must resist or
your freeloading friends. become confused, as if affected by the Confusion spell,
for as long as the art continues plus one round per level
Bardic Immunity (+6 CP, Requires Wealth). Like of the artist. Long-term exposure (at least ten minutes
many celebrities you can get away with outrageous worth for performance arts, usually hours or days for
behavior. You may escape moderate legal troubles, static arts) requires another save to avoid becoming
dress, act, and speak in wildly obnoxious ways, and Feebleminded as well.
commit huge social faux pas without long-term
repercussions. A character with Bardic Immunity can Banishing (+6 CP, Requires Maddening). Your art
easily get away with wearing the wrong clothes or can drive out various types of spirits and/or creatures,
carrying a bunch of magic weapons to a noble’s dinner creating effects equivalent to an Antipathy or Dismissal
party. The character could not attack people safely, spell.
however - at least not with lethal weapons. Occasionally
punching critics is virtually expected. Shattering (+6 CP, Requires Banishing and minimum
skill level 20). Your art is ultimately disruptive, capable
Touch of the Fey (+6 CP, Requires Bardic of damaging reality directly. You may expend a use of
Immunity). Major mystical beings will commission the your art to generate the effects of Circle of Death,
character’s services for bizarre rewards. This feat is Undeath to Death, or Disjunction. You may also simply
limited only by the strange artifacts, weird powers and opt to inflict (art check result) damage to any and all
problems, or extra-dimensional materials the GM wishes inanimate objects within range.
to saddle the character with.
Hint: Don’t take this feat unless you are very certain
of your character’s abilities. You do not want to have
your latest symphony flop at a dinner party hosted by the
Lords of Chaos.

The Path of Dissonance


Note that Dissonance-based effects never affect the
artist. For +6 CP the character may learn to selectively
target dissonance-based effects against up to (Cha Mod
+ Level/3) specific targets within range. Otherwise
they’re either single-target or affect the entire area as
described. Mystic Artists specializing in Dissonance are
rarely popular.

Distracting (+6 CP). Your art is profoundly


disturbing. Those exposed have great difficulty focusing,
and must make Concentration checks (DC equal to the
mystic artist’s skill check) to focus on their tasks,
including spellcasting. While this normally affects an Even the weather hates
area, artists may opt to target a specific individual within
range.
Angus’s disruptive piping.

90 Eclipse: The Codex Persona


The Art of the Occult
The Hidden Way (+6 CP). The Hidden Way allows a or the artist permits it. Static artworks can be set into
character to cast a spell simply by creating a piece of art their own pocket-realms, although the artist can leave up
or playing music. This not only drastically increases the to (Int Mod +1) routes open to reach them through.
Spellcraft check (+10 DC) to determine what is being
done, but usually won’t be noticed as spellcasting at all! One Gesture (Varies, requires The Hidden Way). You
can unleash minor, pre-prepared, “art-related” magics
Spellweaver (+6 CP, requires The Hidden Way). with a single gesture, note, etc., as a Move-Equivalent
Every minute you spend using your art in a normal Action once a round. This is simply a version of Power
fashion (without invoking any magical effects other then Words (page 39) with Corrupted effects restricting it to a
the use of mystic artist to activate this ability) allows you particular theme.
to add +1 spell level’s worth of metamagic to a spell you
cast immediately after you stop using this ability. You Numerous other special abilities can be created by
cannot add more spell levels in this manner than you simply buying the ability and requiring a use of mystic
have points of Charisma Bonus, but you need not art to invoke it. For example, a harper who wanted to be
actually know the metamagic to be added. able to enhance a spellcaster’s abilities could buy Mana
and Blessing (Specialized: Requires a use of mystic artist
Sphere of Mastery (+6 CP, requires Spellweaver). to invoke) so as to be able to power other character’s
Your art carries you out of the world. Performers can still magic with art.
be seen and heard for the duration of their performances,
but they and the area immediately about them (a 5 foot
radius) exist in a pocket dimension of their own. Nothing
can enter that area or interrupt the performance unless it
can cross dimensional boundaries

The inspiring architecture of the temple would aid


the defense of the city for many centuries to come.

Eclipse: The Codex Persona 91


The Path of
the Dragon
Steeped in ancient mystery, the Dragon Path offers
great power to its students. The cost may be equally
great. Freed from many of the burdens of mortality,
practitioners often come to rely on magic, losing touch
with normal life. As their power grows they too grow
more distant from mortal concerns. Whether this is
transcending or abandoning humanity remains an open
question.
Perhaps fortunately, it’s almost impossible to master
the entire Path of the Dragon; most students stick with
one or two sequences of abilities. Nevertheless, the
choice is ultimately up to you.

The Path of the Dragon is very flashy and isn’t at all


mysterious. It’s at its best in high-powered, comic-book,
or “kick in the door” style campaigns. It probably won’t
work well in more subtle, grim-and-gritty, or low-level
campaigns.

Shaping (6 CP). Shaping is the art of channeling


ambient magic into effects. It allows the user to create
effects like those produced by Prestidigitation at will.
The character may not use cumulative effects or grant
noticeable bonuses to anyone but may perform an
immense variety of minor tricks for comfort,
convenience, and amusement. As shown on the chart,
learning Shaping is the first step along the dragon path.

The Way of the Artificer


Charmsmith (+6 CP, requires Shaping). Charmsmith
allows a character to enchant an item with any specific
Shaping effect at a cost of 12.5 GP and 1 XP. Such items
include everfitting boots, self-repairing clothing,
waterproof cloaks, mood rings, rods of cleaning, self-
heating teapots, no-slip grappling hooks which
nevertheless come lose with a simple tug, and thousands
of other convenient, but unimportant, items. They
usually sell for 25-50 GP.

Spellforging (+6 CP, requires Charmsmith).


Spellforging allows the user to imbue items with minor
magical properties. He or she can make items other than
scrolls worth up to 4000 GP. Mundane costs for
masterwork items or materials are irrelevant; only the
magical costs matter when computing this limit. The user
must fulfill any prerequisite requirements other than the
usual Create Item abilities.
Spellforgers usually make “Talismans” instead of
“Potions,” but they work the same way.

92 Eclipse: The Codex Persona


Dragonsmith (+6 CP, requires Spellforging). This Body of Fire (+6 CP, requires Living Fire). Once the
actually represents any one Create Item ability; a true Fire burns within the body, a character may create a
character is automatically considered to have this if he or Dragonfire construct (above) and then become one with
she already possesses an item creation ability. It’s listed it, taking on its physical statistics and powers and adding
here because an item creation feat is required to achieve its hit points to his or her own. This also extends the
the next ability. duration to minutes rather than rounds.

The Philosopher’s Stone (+6 CP, requires Dragon- Eye of the Dragon (+6 CP, requires Dragonfire).
smith). The magic of the True Philosopher’s Stone, long With Eye of the Dragon, a character may absorb up to
sought after by alchemists and laymen alike, allows the (Int score) incoming spell levels each day. He or she may
enhancement of the body. With this talent, a student of only store a maximum of (2 x Con score) at any one
the Dragon Path bind magical energy into flesh, time, however. Spell levels may be expended on other
enchanting living (or unliving) beings as if they were Dragon Path disciplines or, for +12 CP, to power spells
items. Additionally, the character may directly convert as per a Rod of Absorption. Unlike the Rod, a master of
experience points to rare metals, gems, and other the Eye of the Dragon may absorb any spell which would
valuables at a rate of 2 GP per 1 XP. affect him or her, regardless of whether or not it has an
area effect. Eye of the Dragon may be taken up to (Wis
The Way of Inner Fire Mod+2) times and stacks with itself.
For +3 CP the user may learn to absorb magic from
Dragonfire (+6 CP, requires Shaping). Dragonfire items. Charged items yield 1 spell level/charge drained.
enables a character to convert spell levels into flame Permanent items yield (Caster Level/2) spell levels but
attacks, shields of energy, and the channeling of raw are negated for 24 hours.
magical power into other beings or items as a Standard Spells generally cannot be partially absorbed, but if
Action. Attacks do 1d6 fire damage/spell level sacrificed the Game Master allows this it results in a proportional
to a 30’ radius area or 2d6/spell level to a single target. chance of spell failure. For example, absorbing 2 spell
Shields cancel a total of 4 points of damage per spell levels from a 7th level spell results in a 2-in-7 chance of
level sacrificed; a character may leave a shield up and do failure (in this case use a d8 and reroll 8's).
other things, but it lasts only 1 round per spell level.
Shields may be used on other characters at ranges of up Venom of the Dragon (+6 CP, requires Eye of the
to 120 feet, provided that the user can see them. Dragon). Venom of the Dragon allows a character to
Channeling energy into creatures and objects is on a store up to (Int score) levels of actual spells thrown at
1-to-1 basis. Characters converting spells for this them, which they may release and use as a Standard
purpose can only sacrifice one spell, regardless of how Action even if they couldn’t normally cast those spells.
many levels it has, per round. This only applies to “friendly” incoming spells, cast by
an ally for the explicit purpose of absorption. Like Eye of
Breath of the Dragon (+6 CP, requires Dragonfire). the Dragon, Venom of the Dragon may be taken up to
While Dragonfire is normally fire-based, with Breath of (Wis Mod +2) times and stacks with itself. The
the Dragon the character may make it into any energy absorption limit of the Eye of the Dragon.
type he or she knows of other than “divine” or “infernal”
energy (unless the character happens to actually be a Bones of Jade (+6 CP, requires Venom of the
deity). Holy, Unholy, Lawful, and Chaotic energy forms Dragon). This allows a character’s Venom of the Dragon
usually require an appropriate alignment. ability to absorb hostile spells as well as friendly ones,
allowing the user to “catch” incoming spells and throw
Living Fire (+6 CP, requires Breath of the Dragon). them back. The Eye of the Dragon limit still applies.
With Living Fire, a character may create a Dragonfire
construct and use selective targeting effects. A Ride the Dragon (+6 CP, requires Eye of the
Dragonfire Construct can be treated as a fire elemental or Dragon). A character with Ride the Dragon may channel
Astral Construct. Simply channel sufficient spell levels their Dragonfire energy into actual spells. The character
using the Dragonfire feat to match a chosen level of may choose 10 spell levels’ worth of spells of up to level
Summon Monster or Astral Construct. While the “fire 4 and channel Dragonfire energy into them as a standard
elementals” are automatons, and hence are immune to action, casting them as spontaneous spells. Ride the
mental attacks, they otherwise act just like a normal Dragon may be taken up to (Wis Mod +2) times to gain
summoned being. additional spells.
The user may also selectively target creatures using
Dragonfire attacks, so that area effects ignore allies. Wings of the Dragon (+6 CP, requires Ride the
Aside from combat uses, the character can destroy Dragon). The character adds a level 5 or 6 spell to his or
toxins, diseases and parasites by wielding a Dragonfire her Ride the Dragon spell list. Wings of the Dragon may
blast targeting only the foreign element. be taken repeatedly to gain additional spells.

Eclipse: The Codex Persona 93


The Way of Hosting the Essence
Pulse of the Dragon (+6 CP, requires Shaping). Pulse
summons magical energy from the area, but is limited to
1 spell level per round. It grants no ability to store such
energy on its own. For another +12 CP the character can
summon two spell level’s worth of energy, and for +24
more CP (42 total) he or she can summon up three per
round. This is the limit of the process; beyond this point
the magic begins to discharge at random.

Heart of the Dragon (+6 CP, requires Pulse of the


Dragon). With Heart of the Dragon, the character may
use the Shaping feat for higher-level spells. The basic
feat allows the character to use all level 0 spells as
desired, although those with cumulative effects, such as
Cure Minor Wounds, lose potency after 2d6 applications
to any one creature in a day. Using cantrips in this
manner requires no external magical energy.
For +12 CP, the character can cast level 1 spells, but
this suffers from the same usage restrictions and requires
that character have a level 1 spell available to substitute,
or another method of gathering the energy (Pulse of the
Dragon combined with Eye of the Dragon works nicely).
The cost doubles for every spell level thereafter: for a
further +24 CP, the character can use level 2 spells, then
he or she would pay another +48 CP for level 3, +96 for
level four, and so on.

Blood of the Dragon (+6 CP, requires Heart of the


Dragon). Once the power of the Dragon enters the
Blood, the character becomes a living source of magic.
The character can expend up to (Cha Mod) spell levels
each minute on Dragonfire, Breath of the Dragon, and
Shaping effects without personal cost and without Will of the Dragon (+6 CP, requires Kinetic Master).
drawing on any other source of magic. The character also This talent boosts the effective telekinetic Strength of
becomes a valuable resource for other spellcasters, Kinetic Master by +3. It may be taken more than once,
enchanters, and anyone else who could use a powerful but the character’s effective telekinetic Strength cannot
source of magic - or some pieces therefrom. exceed his or her Intelligence.

The Dragon’s Bones (+6 CP, requires Blood of the Scales of the Dragon (+6 CP, requires Will of the
Dragon). With this, a character may sustain up to (Int Dragon). This personal armoring talent adds +2 Natural
Mod) spells without effort, avoiding the need to Armor and DR 5/Magic. It stacks with itself up to a
concentrate on spells which normally require it and maximum of +10 natural armor, and DR 15/Magic.
extending the duration of other non-instantaneous spells
until he or she ceases to maintain them. Mind Over Matter (+6 CP, requires Scales of the
Dragon). Characters with Mind Over Matter may spend
The Way of the Wings of Fire spell levels as needed to resist special attacks, even
during other character’s turns. They may sacrifice 2 spell
Kinetic Master (+6 CP, requires Shaping). A levels per Negative Level, 1 spell level per point of
mainstay of minor telekinetic talents, this allows the user attribute drain, or 3 spell levels against Paralysis. GM’s
to manipulate objects within 60 feet with an effective may allow other, similar attacks to be resisted and set
Strength of (Int/3). Unfortunately, skills like Sleight of their own prices.
Hand, which require tactile or close-up visual feedback,
suffer a -10 penalty when used at range in this fashion. Flight of the Dragon (+6 CP, requires Will of the
Dragon). With Flight, a character may zoom about at will
as if under the Fly spell. This is basically a telekinetic
effect, but special effects are optional.

94 Eclipse: The Codex Persona


Might of the Dragon (+6 CP, requires Flight of the Awe of the Dragon (+6 CP, requires Glamour). Awe of
Dragon). A favored trick in Superhero universes, Might the Dragon allows a character to project emotions or
enables characters to add their Int Bonus to their Strength feelings across an area. This can increase or decrease any
score (not Strength Bonus). appropriate attribute or statistics (such as BAB, Caster
Some GM’s may opt to allow character to pretend Level, AC) by +2, and may have other effects, such as
their Int mod is positive if it’s negative for the purposes swaying crowds or inciting riots. Normally, this is not
of this feat only and only when the user is in a berserker selective and affects a 100’ radius. Common examples
rage. We don’t really recommend this, but who are we to include: Rage, +2 Strength; Calm, +2 Will save; Fear, -2
resist the power of a stereotype? Will save (and may frighten weaker characters); and
Love, additional +2 when using “Aid Another.” A Will
The Way of the Dragon's Speech save at a DC of (10 + Level/3 + Cha Mod) will negate
the effects.
Mindspeech (+6 CP, requires Shaping). This is
identical to the Mindspeech ability on page 37 but, with Voice of the Dragon (+6 CP, requires Awe of the
a bit of shaping, the base range can be extended to line- Dragon). A character with Voice of the Dragon gains
of-sight rather than 60 feet. enormous telepathic “volume.” He or she may:
! Project the Awe of the Dragon over a 1000 foot radius
Tongue of the Dragon (+6 CP, requires Mindspeech). ! Project the Awe to another location he or she can see
Using subliminal telepathy, a user of the Tongue enjoys or scry. Even characters not sensitive to psychic or magic
enhanced persuasive powers and may insert thoughts powers will sense this anywhere close to the area.
into people’s minds. This increases any Charisma-based ! Attempt to Stun (for 1d4 rounds), Fascinate, or Panic
skill check by +2, allows the user to say one thing and those affected by the base radius of the Awe.
pass a hidden message to one particular target, lets the ! Attempt to disrupt any other character’s mind-
user make ideas occur to people (this is no more affecting abilities affecting those within the base radius
persuasive than whispering it to them, but they’ll have a of the Awe. This allows affected characters to make a
hard time distinguishing such an idea from a passing new saving throw.
thought of their own), and allows the character to use ! Attempt to Stun, Fascinate, Panic, or free from mind-
Suggestion a number of times per day equal to his or her affecting effects, any one target within line of sight
Cha Mod. range. A Will save at a DC of (10 + Level/3 + Cha Mod)
will negate these effects.
Ears of the Dragon (+6 CP, requires Tongue of the
Dragon). This “receptive telepathy” helps people sense The Way of the Dragon's Craft
other’s feelings. This grants a +4 bonus on Sense
Motive, a continuous Detect Thoughts effect, and allows Taskmaster (+6 CP, requires Shaping). Hephaestus’s
the user to reach into the minds of weak NPC’s (in game pride and joy, Taskmaster decreases the time for small-
terms, anyone with 1/5th or fewer of the character’s scale mundane tasks such as using most Craft or some
levels) and search for information without making a roll. Professional skills, cleaning the house, or splitting and
piling firewood. Divide the normal length of time
Ears of the Wind (+6 CP, requires Ears of the required for such tasks by (Intelligence).
Dragon). With Ears of the Wind, the user may hear a
snippet of conversation every time he or she is Hands of the Dragon (+6 CP, requires Taskmaster).
mentioned anywhere in the plane. The user can turn this With a variety of minor magical effects (such as personal
ability off. This is identical to the Dominion ability, but memory enhancement and focused concentration), the
does not meet any other prerequisites for the Dominion user gains a +3 bonus on all Craft, Knowledge, and
ability chains. Profession skills.

Glamour (+6 CP, requires Mindspeech). Glamour is a Forge of the Dragon (+6 CP, requires Hand of the
sort of illusion magic. It alters how people interpret what Dragon). With this feat, a crafter no longer needs any
they see, but not the physical nature of it. It can make a tools to produce equipment. Mundane tools grant a +2
just plain ugly person look roughly distinguished or a bonus, while masterwork tools now grant a +5 bonus.
poorly-dressed person seem fashionably apathetic about
fashion (in the way only the super-rich might be able to Manufacture (+6 CP, requires Forge of the Dragon).
get away with). There is no save; the user simply gets to With Manufacture, a character can speed up item
describe him- or herself, and those in a 15-foot radius, in creation by a factor of ten. The quality of the character’s
his or her own words. work does not suffer, and if he or she would normally
take extra time to create masterwork of other high-
quality items, it does not require that extra time.

Eclipse: The Codex Persona 95


Ritual Magic Ritual Results

DC+20 or more: Spectacular Success. The event


Occult Ritual (6 CP) is the art of causing singular occurs. Side effects are minimal or nonexistent, and the
mystic events through Spellcraft and ceremony. Describe results are often better than the user anticipated.
the effect you want to produce; the Game Master then
DC+10-19: Success. The event occurs with minimal
assigns a base DC. You may then consult with the Game
side effects and only moderate fatigue for the caster.
Master and describe the ritual and up to seven
components thereof. Each of the eight ritual elements DC+5-9: Marginal Success. The event occurs, but its
(the description and the components) is worth a bonus of side effects are likely to be a bother and the user needs a
up to +5 (as assigned by the Game Master) on the ritual’s day’s rest to recover. Until then, he or she becomes
Spellcraft roll. Fatigued.
Unfortunately, rituals are much less cut-and-dried DC+0-4: Minimal Success. The event occurs with
than spells. They can succeed and fail in varying various drawbacks and annoying side effects. A
degrees, and often produce unfortunate side effects. As a non-legendary component may be destroyed even if this
rough guide to the DC of any given ritual, figure it at DC isn’t required by the ritual or a legendary one may wind
(10 + twice the level of the character who would be up tied into the event, either permanently (in the case of
required to do it normally). long-term enchantments and effects) or by shaping the
The Description may contain spells to cast, entities to nature of the event according to its own nature and
call upon, a specific time and/or place of power where purpose (for short-term or instantaneous events).
the ritual must take place, and various mundane DC-1 to -5: Marginal Failure. A minor blunder. The
requirements (assistants, props, expenses, ornaments, side effects may be bothersome - but a week or two of
clothing, languages to chant in, mystic diagrams, XP research may reveal where the user went wrong,
costs, and so on). allowing another try.
The value of the ritual Components depends on their DC-6 to -15: Ordinary Failure. It doesn't work. Side
relevance to the rite, innate power, and scarcity. For effects are troublesome, non-legendary components may
example, the legendary Staff of the Wind Lords provides be destroyed, and at least three ritual components were
a +5 bonus when used in a ritual to raise a hurricane to wrongly chosen. They must be replaced with new ones
devastate an enemy fleet, but aids little in attempting to before the user may try again.
awaken a volcano. DC-16 or Worse: Spectacular Failure. Things go
very, very, wrong. Bizarre events may occur, side effects
Sadly, you cannot artificially raise your Spellcraft run rampant, and the results of the ritual become grossly
skill by magic or psionics during a ritual without twisted. The ritual design was severely in error. Any
disrupting that ritual, unless you include such further attempts must start over from the beginning.
enhancements as ritual components at the usual +1 to +5
set by the GM. Obviously enough, grandiose rites require
“So by the time we’d gotten the Rod from that old
very special components, which the ritualist must go out
tomb, located the Scroll of Tethis, gotten the Sigils
and get (thus giving the Game Master a break: it's always
embroidered on the newly-woven Ceremonial Robes,
nice to get the players do the work of setting up and
lured up a Seawyrm and defeated it to get its Ichor, had
motivating some adventures).
the Cauldron blessed by each of the high priests of the
This is not a combat technique. It's a way to
Element Lords, built a boat without the use of iron or
accomplish unique ends. Rites may remove specific
steel, had an astrologer determine the best day for it, and
curses, break ancient mystical seals, summon unique
run that little mission to earn the blessing of the Dragon
guardians, and so on, allowing characters to substitute
Lord of the Eastern Sea, we’d just about forgotten why
time and effort for raw power and high-level spells. They
we wanted to sail in and out of the great vortex in the
usually require hours or days, assorted normal items (like
first place! Well worth it, though. Those of use who
candles, chalk, incense, a furnace and fuel) and produce
survived could afford to retire after that trip. Two
special effects galore (howling winds, raging storms,
thousand years’ worth of wrecked ships to plunder - and
shafts of light, glowing runes or circles, disembodied
two thousand years’ worth of undead as well.
voices, etc).
-Retired Adventurer
“Mad Scientists” often use “Weird Science” instead
Game Masters may opt to include preset rituals with
of Ritual Magic. While they get to use an engineering or
requirements other than Occult Ritual and Spellcraft. In
science skill instead of Spellcraft, they generally can’t
this case committing such a ritual to memory (at the cost
get any credit for location, calling on beings of power, or
of one skill or character point) provides a +5 bonus on
similar modifiers.
any relevant check. In very low-magic worlds such
preset rituals may be the only way to work magic at all.

96 Eclipse: The Codex Persona


Rune Magic
particular rune. It may be used in place of Knowledge:
Arcana with regard to the fields of magic linked with the
selected rune. The maximum level of spell that may be
cast using a rune equals the relevant [Rune] Mastery
Rune Magic allows characters to develop skills in
skill/4.
very specific fields of magic, such as Illusion, Light,
Having (Rune) Mastery 5+ provides a +2 synergy
Exorcism, or Transmutation.
bonus on Knowledge: Arcana with related rolls.
Runecasters are free to try and create any effect
within the limits of their skills and power reserves. While
Runecrafting draws on Mana for power, but is
the level of a proposed effect must be set by the Game
relatively inefficient; it costs one point of Mana per level
Master, he or she should remember that more specific
of the spell to cast a Runespell.
spells are often easier. The chart under Hexcrafting (page
Characters may buy a Base Caster Level for Rune
79) works nicely.
Magic at +3 CP/level and add it to the base provided by
Sadly, skill-enhancing items grant only half their
their skills, but this may not raise their effective Caster
usual bonuses to Rune Magic skills; their magical nature
Level above their base level.
interferes. Short term skill-
Casting a rune spell is a
enhancing spells, powers,
Standard Action.
and abilities do not work at
all. Feats and specialities
For example, if Cerdwyn has
work normally.
Ice Mastery 15, Ice Casting 14,
Active Rune Magic
and 16 Mana, he can cast ice
requires both the Casting
spells of up to level 3 at Caster
and Mastery skills for the
Level 7, totaling up to 16 spell
rune in question. The armor
levels. He can complicate this
check penalty reduces the
with modifiers such as Hysteria,
skill ratings with respect to
Skill Focus, or wearing armor
spellcasting; thus reducing
with a skill penalty if he insists.
both the Casting Level and
maximum spell level of the
Minor abilities related to
user’s magic. These skills
Rune Magic include:
may be based on Int, Wis, or
* Magician (+6 CP). You may
Chr, depending on the user’s
use the bonus spells from your
spellcasting style. Once
spellcasting attribute to power
made, the choice applies to
Rune Magic.
all Rune Magic skills taken.
* Runic Ritual (+6 CP). You
may reduce the effective level of
[Rune] Casting (Varies,
a spell (for casting purposes) by
Trained Only, Armor Check
1 using a dramatic invocation,
Penalty) measures your skill
an extra round, and relevant
in manipulating the actual
physical components, by 2 using
energies of a rune. It may be
a multi-hour ritual with
used in place of the
assistants, mystic diagrams, and
Spellcraft skill with regard
suitably expensive props, and by
to its field of magic. This
The polite term is “Living Impaired,” buddy. 3 for enacting the ritual at an
skill/2 is your effective
appropriate time and place of
Caster Level when casting
power. The player must supply the necessary details for
Rune Magic spells in this field. It’s also occasionally
this to work. This is the runic version of the Compact
rolled for spellcasting under poor conditions. Having
metamagic (Page 57).
[Rune] Casting 5+ provides a +2 synergy bonus on
Spellcraft with related rolls.
Rune Magic can be used for general spellcasters, but
it really works best for characters with narrowly
DC Task
specialized abilities. If your northern wilderness scout
15 Cast spell on fringe of field
wants to dabble in Ice Magic, he or she can simply buy a
15 Cast spell while restrained OR unable to speak
bit of personal Mana and put some skill points into Ice
25 Cast spell while restrained AND unable to speak.
Casting and Ice Mastery without having to develop
-5 Taking ten minutes to cast spell.
broader magical skills. Similarly, NPC’s using Rune
Magic can provide specialized services without
[Rune] Mastery (Varies, Trained Only, Armor
overshadowing the player characters.
Check Penalty) measures your level of knowledge of a

Eclipse: The Codex Persona 97


Spell Storing
Applying this upgrade limits the maximum level of spell
which can be embedded to level one and triples the base
cost.
! Programmed (+3 CP). The spell is self-activating. It
Spell Storing (6 CP). You may store one-use spells
has senses equal to the creator’s base senses and is
activated by spell completion in some type of inanimate
always aware of its bearer’s physical condition, but has
object chosen when this ability is gained. Common types
no special senses or sensory skills otherwise. It may be
include powders, scrolls, gems, bones, wands, staves,
given up to 25 words’ worth of instructions as to when
and knots. Doing so costs (Spell Level x Caster Level) x
and how to activate. Programmed magic is reasonably
(12.5 GP and 1 XP) plus any special costs of the spell in
sensible, and can count, but cannot make complex value
question. L0 Spells count as level “½” for this
judgements. This upgrade can be applied to spells of any
calculation. The minimum Caster Level is whatever
level, but increases the base cost by a factor of five.
allows the user to cast the spell.
On the market, such items have a base sale price
Multiple Embedment allows you to fashion items
equal to the base cost plus 5 GP per XP invested plus any
with more than one charge or to make multiple single-
special costs of the spell.
use items at the same time. There are at least three, and
Classically, scrolls are the most common form in
possibly more, levels of this upgrade available.
which spells are stored. Especially awkward and bulky
media reduce the cost by one-third. Immobile
media, such as stone circles, reduce the base cost by
one-half - although few characters specialize in
such media to start with.
Upgrades cost +3 CP each and must be taken in
sequence. Sadly many of them make spells more
expensive to store. Unlike most multipliers, cost
multipliers for spell storing upgrades are directly
cumulative. Using a x2 and a x5 multiplier on a
single item results in 10x the base cost, not 6x.
Similarly, if more than one upgrade that limits the
level of spell which can be stored is applied, the
most restrictive limit takes precedence. Characters
may freely mix and match all their upgrades.

Improved Activation Methods make stored


spells easier to use.
! Magical Lore (+3 CP). The spell can be activated
as spell completion or with a successful Spellcraft
check at DC (10 + 2 x Spell Level). Applying this
upgrade limits the maximum level of spell which
can be embedded to level five and doubles the base
cost.
! Minor Ritual (+3 CP). The spell can be activated
via a complex, but still physical, procedure
requiring 2d6 or more rounds, such as a dance,
singing a song, burning incense and gesturing, or
drawing an intricate diagram. In general, this
OK. Which of you clowns coated
requires precise instructions or even a skill check.
Applying this upgrade limits the maximum level of my staff with Sovereign Glue?
spell which can be embedded to level four, but does
! Level I (+3 CP). This allows the user to imbue an item
not affect the base cost.
or items with a total of up to 10 charges as a single
! Simple Action (+3 CP). The spell can be activated by
enchantment. Multiply the base cost by (1 + Total
some simple physical procedure, such as rubbing a gem,
Charges / 2). Applying this upgrade limits the maximum
holding out a talisman, speaking a command word, or
level of spell which can be embedded to level five.
making a gesture. Applying this upgrade limits the
! Level II (+3 CP). This allows the user to imbue an
maximum level of spell which can be embedded to level
item or items with a total of up to 50 charges as a single
three and doubles the base cost.
enchantment. Multiply the base cost by (5 + Total
! Thought (+3 CP). The spell can be activated either by
Charges / 2). Applying this upgrade limits the spells
simply using the item in some practical way (e.g.,
which can be embedded to a maximum of level four.
swinging a sword) or as a Move-Equivalent Action.

98 Eclipse: The Codex Persona


! Level III (+3 CP). This allows the user to imbue an the same Caster Level and must cost at least one charge
item or items with a total of up to 250 charges as a single (if they cost more than one charge, the cost of the spell is
enchantment. Multiply the base cost by (20 + Total divided by the number of charges used). Since they all
Charges / 5). Applying this upgrade limits the spells draw on the same pool of charges, the most expensive
which can be embedded to a maximum of level three. spell costs full price, the second most expensive spell
Higher multiples may be possible, but it's rare for only costs 75% as much as usual, and any additional
anyone to bother. spells only cost half as much as usual.
Optionally, the Game Master may opt to charge an For example, a Wand of Fire with Caster Level 7,
additional 3 character points for the ability to split which casts Fireball (L3), Wall of Fire (2 Charges,
charges between multiple items. For example, a effective L2), Flaming Sphere (L2), and Burning Hands
character with Multiple Embedment III could elect to (L1), has a base cost of (3 + 1.5 + 1 + .5 =) 6 x 7 x
brew 250 doses of Cure Light Wounds potion, 25 ten- whatever charge number multiplier is used x (12.5 GP
charge talismans, or one 250 charge staff for the same and 1 XP).
cost. ! Level I (+3 CP). Allows an item to be imbued with up
to four related spells (e.g., Fire spells, teleportation
Additional Media. This spells, summoning spells).
simple upgrade allows the user ! Level II (+3 CP). Allows
to embed spells in an an item to be imbued with
additional type of item. Likely up to a dozen related spells.
“types” include weapons, ! Level III (+3 CP). Allows
gems and jewelry, candles, an item to be imbued with
compounds (potions, dusts, up to four totally unrelated
salves, and oils fall into this spells.
group), bones, rods, knots, ! Level IV (+3 CP). Allows
paper, and many more. Each an item to be imbued with
additional type costs +3 CP. up to a dozen totally
While it is possible to unrelated spells.
learn to embed magic in living
creatures, this is a two step Focusing. These
process. The operator must upgrades allow the creation
first learn to embed spells in of rechargeable items,
him- or her-self and then may capable of absorbing
upgrade again to learn to additional magical power to
embed spells in other creatures supplement their original
( f a mi l i a r s a r e p o p u l a r reserves. Sadly, an item has
choices). In any case, living to have at least one charge
creatures may not carry more left to function. If all of its
than (2 x Con) total spell charges are expended, any
levels. Creatures without a powers dependent on
Constitution score, such as charges permanently cease
undead and constructs, cannot to function.
be imbued with spells. ! Occult Focus (+3 CP).
No one ever did figure out where
These items have a built-in
Maximum Level she kept her spell components. version of Empowerment,
Increase. This upgrade allowing the user to power
relaxes the spell level restriction imposed by many other them with magical or psychic energies of his or her own.
upgrades. Each time you take this upgrade, apply a +2 If the user pays the costs of the spell, no charges are
bonus to the stated level limits, at the price of increasing expended. Applying this option divides the total number
the GP cost multiplier (not the XP multiplier) by a factor of charges in the item by three.
of 3, 6, 10, and 50 for increases of 1-2, 3-4, 5-6, and 7-8 ! Rechargeable (+3 CP). The item may be recharged by
levels. Once a character can store ninth level spells with simply throwing appropriate spells at it with the intent of
a particular option, he or she has mastered the technique, recharging it. Applying this option divides the total
and so can use it to store spells of any level. number of charges by ten. Self-Charging items are a
variant which have been imbued with a relevant uses-
Multiple Formula. This upgrade allows the user to per-day spell devoted to recharging the item via Create
imbue an item with multiple channels for the pool of Item. Absorbing items are simply rechargeable items
mystical power it contains, allowing that power to be with a more or less specialized Absorption spell effect
used in more than one spell. Each such spell must have (usually level 9) built into the via Create Item.

Eclipse: The Codex Persona 99


Thaumaturgy Weaving Effects
and Dweomer Both Dweomer and Thaumaturgy consist of a series
of feats which offer access to the skills in a given field;
such skills are NOT usable unskilled and have no
Thaumaturgy and Dweomer use a complicated governing attribute. The (usually eight) skills in the field
system intended for advanced players. It’s fun and are now considered “relevant” provided they fit the
versatile once you get the hang of it, but you need a good character’s concept.
grip on the rules. Some sample listings of skills and fields are included
below - but these are not a comprehensive list. Indeed,
Dweomer and Thaumaturgy employ primitive – or even two users of seemingly-identical types of magic
more accurately, primal – methods of creating magical will not necessarily have the same skills.
effects. The practitioner uses his or her personal energies Using Dweomer or Thaumaturgy is also relatively
to focus and direct external forces, manifesting various simple; the user decides the effect to be produced and
effects without benefit of formal spells or disciplines. the method (fields, skills, and modifiers) to be employed.
While this intuitive approach offers great flexibility, it is The GM may suggest modifications and assigns a DC for
unreliable and demands exceptional levels of skill. the rolls required. The would-be user is entitled to
Thaumaturgists focus on particular magical themes, change his or her mind before rolling at this point. If not,
such as Shamanism, Animal Magic, Weather, Ocean or he or she pays the cost of the attempted spell and rolls.
Water Magic, Necromancy, or even Hyper-speed. Such For combat, try having a few spells jotted down on your
themes are usually related to the natural world, and are character sheet so you can toss them off without slowing
often seen as primitive magic - precursors of the later everyone else up.
magical schools. On a success, the effect occurs more or less as
Dweomer evolved much later than Thaumaturgy. desired. The effects of a failed roll are unpredictable, but
Although similar in principle, Dweomer revolves around usually involve getting a partial effect or simple failure.
the myriad ways of using a particular technique or Full-scale backfires and wild magical effects are
scientific concept. It is organized by the tool, not the normally reserved for truly spectacular fumbles, where
goal, and is usually considered a precursor to psionics. the user misses the target number by a large margin
Most Dweomer users hail from magically and (10+).
scientifically advanced cultures, wielding their power to Effects are broken up into seven basic categories,
explore the limits of possibility. ranging from trivial enchantments to epic feats of magic.
Mechanically, both powers are identical. Dweomer is Typical equivalents are listed as a general rule of thumb
an artistic science. Thaumaturgy is a scientific art. for the Game Master.
In contrast to Thaumaturgy and Dweomer, “modern” The base suggested DC for various effects is listed in
arcane magic relies purely on external energies, the DC column on the chart below; characters cannot
channeled into well-practiced intrinsic spells or bound “Take 20.”
into the structure of prepared spells. Divine magic is The second DC entry is for saves against the effect.
similar, though the power comes from a deity. While Add the caster’s Con Mod to the save DC.
arcane casters, tapping into primal energies directly, Cost lists two numbers; the first is the cost in psionic
have more raw energy available than divine casters, power, the second is the cost in generic spell levels.
whose magic comes channeled indirectly, that very Characters may substitute Mana at the usual rate; 1 Mana
indirectness allows divine casters to use more refined = 2 spell levels or 4 Power or 1 spell level and 2 Power.
spells. Reliable but inflexible, modern magic also pays in No feat is required to do this.
that it can easily be counterspelled or blocked by various
countermagics, although it demands little from the Cost Modifiers from Levels
wielder except practice. Even if a character can manage the skill required,
Psionics discards external energy entirely, but still they still need a sufficiently high level to channel the
relies on the use of refined, developed powers, which flow of energy properly. A low caster-level character
means they are similarly inflexible. Their reliance on simply doesn’t have the necessary ability to pour energy
internal energies offers superb control and grants a user through themselves. Even if they can come up with
the ability to channel energy into powers as needed. This enough bonuses to manage the spell, a low-level caster
sometimes opens a user up to manipulation by similar will expend more energy than a high-level one. On the
energies (old Psionic Attack modes), and can’t match the other hand, high-level characters find it increasingly easy
sheer power available to spellcasters. to use low-level magic.
Thaumaturgy and Dweomer, unlike modern magical Thaumaturgy and Dweomer use the standard Base
techniques, leave much of the detail unsaid, relying on Caster Level, at 6 CP each. Caster levels for these
unconscious and reflexive forces. abilities only are Specialized or Corrupted as usual.

100 Eclipse: The Codex Persona


Thaumaturgy and Dweomer Ritual Casting. Each ritual component used modifies
Thaumaturgy DC, with the GM deciding just how much
Effect is… --DC-- --Cost-- Typical Equivalents any one component can help (usually -0 to -2). The
Trivial 10 / 10 Sp* Cantrip and L0 effects possible modifiers include:
Easy 15 / 12 2 & 1 L1 and L2 effects Place. An appropriate location, such as a crossroads
Average 20 / 14 4 & 2 L3 and L4 effects for travel magic.
Difficult 25 / 16 6 & 3 L5 and L6 effects ! Time. During a lunar eclipse, at the stroke of
Amazing 30 / 18 8 & 4 L7 and L8 effects midnight, during a relevant astronomical conjunction, or
Grandiose 35 / 21 10 & 5 L9 and L10 effects whatever fits the effect.
Epic 40 / 24 12 & 6 L11 and L12 effects ! Components. Candles, mirrors, sandpaintings, altars,
obelisks, and all the other paraphernalia of ritual magic.
*Trivial effects cost either 1 Power OR ½ spell level. ! Ceremony. Taking lots of extra time, usually hours or
even days, to spend chanting, tinkering with components
Character Level Cost Modifiers and waving your arms around.
Effect is… 01-05 06-10 11-15 16-20 21+ ! Invocation. Calling on a greater entity or spirit with
Trivial --- --- --- x½ x½ relevant powers. Please note that this does run some
Easy --- --- --- --- x½ slight risk of actually being noticed by the entity in
Average --- --- --- --- --- question.
Difficult x2 --- --- --- ---
Amazing x2 x2 --- --- --- Many Knowledge skills (such as Arcana, History,
Grandiose x3 x3 x2 --- --- and Religion), Spellcraft, Auto-Hypnosis, and
Epic x4 x3 x2 --- --- Profession: Herbalist or Alchemy may prove useful or
necessary in ritual casting.
Various items, personal abilities, feats, specialized
spells, sacrifices, skills, and environmental sources can
contribute towards the cost, at least if the user knows
how to use them. For these purposes:
! 1 Point of Temporary Attribute Damage = 1/2 Spell
Level or 1 Power (requires the Body Fuel feat).
! 1 Spell Level = 2 points of Power (requires the
Unity feat).
! 2 Power = 1 Spell Level (requires the Unity feat).
! 2 Points of Hit Point Damage = 1/2 spell level or 1
Power (requires the advanced Body Fuel feat).
! A user may also channel spare psionic Power or
spell levels into Thaumaturgy or Dweomer directly.
Some techniques in the Path of Dragon help
considerably.

DC Modifiers
Expertise. Having sufficient mundane skill in
something may make magical methods much easier.
For example, creating a mighty fortress would usually
fall under the Grandiose or even Epic difficulty. For a
character skilled in architecture, the effect might only
be Amazing. GM’s must play this one by ear, but in
general mundane skill can reduce the DC by one or -
at the very most - two levels.

Restrained. If the character cannot move or speak


freely, increase the level of effect required by one
step. If he or she cannot speak or cannot gesture at all,
increase it by two levels. If he or she cannot do either
at all, increase it by five levels. Note that Metamagic
and Metapsionic feats do not apply to Dweomer and
Thaumaturgy.

Eclipse: The Codex Persona 101


Cost Modifiers different Thaumaturgy or Dweomer paths, he or she may
use up to one skill from each for the purposes of this
Environmental Conditions. Special locations often ability, adding the ranks together. Since it is rarely cost-
offer special bonuses to Thaumaturgy. When the user’s effective, this isn’t a common situation, but it does exist.
will coincides with a magic-rich environment or one in
harmony with the sort of power he or she wields, the
flow of energy comes much more easily. A good
environment, such as Pyramids built to focus Celestial
Special Options
forces or Stonehenge for Earth magic, reduces the cost
by as much as the GM feels like allowing. This may even While the normal system of feats, skills, personal
reduce the DC check. mana, and magic levels normally suffices to provide both
Power and spell energy for would-be Thaumaturgy
Skill and Luck. For every five full points by which masters to work with, GM’s may decide to include one
the user's roll exceeds the DC of the effect he or she is or more of the following options. GM’s may choose to
trying to produce, the user may reduce the net cost by 1 split these bonuses into Power and spell levels instead of
Power point OR by 1/2 spell level to a minimum of 0. just raw Mana. In that case, each point of Mana becomes
1 spell level and 2 Power. Even using all of these
together won’t normally unbalance a character; it never
outshines all other magic or psionics, though we
Special Benefits recommend using only one of Attribute Base and Skill
Mana.
Knowledge and Saves. Studying Thaumaturgy or ! Attribute Base. Characters gains a base level of Power
Dweomer is not confined to merely tossing off spells. points equal to their (Cha Score/2) and generic spell
True masters must understand the flow and feel of those levels equal to their (Con Score/3). Note that, if this
forces she controls. This grants a bonus of (Skill Rank/5) option is used, it should probably apply to all characters -
on related Knowledge checks and saving throws against whether or not they ever learn to use their potential.
such effects. A character may only use one skill in a ! Body Fuel. Whenever characters take a Thaumaturgy
given field. feat, they gain a limited form of Body Fuel for free,
For example, a skill-18 user of Negative Energy which they may only use to pay for Thaumaturgy.
gains a +4 bonus on Knowledge checks (and Spellcraft) ! Bonus Mana. With this, all characters receive Mana.
related to Negative Energy, and a +4 bonus on saving Appropriate for high-magic worlds where everyone has
throws against those effects. at least some magical connection or potential, this grants
If a character has multiple applicable skills from characters 1d6 Mana as a base. Very high magic worlds
may even allow this to
increase by one point
every three levels.
! Automatic Mana.
Each time a character
takes a Thaumaturgy or
Dweomer feat, they
gain 1d3 Mana.
! Skill Mana. Here
characters gain bonuses
to Mana for having
high skill. Characters
g a i n ( t o t a l
T haumatur gy and
Dweomer skill levels/8)
Mana. This can amount
to quite a lot at higher
levels, but rarely allows
even a d e d i cated
character to exceed the
numb er o f s p e lls
available to normal
spellcasters.

102 Eclipse: The Codex Persona


Thaumaturgy Sample Fields spirits, or induce silence, characters can also make very
convincing “requests” of spiritual beings.
! Summoning. A relatively straightforward ability, this
Necromancy allows the Necromancer to call up spirits and magical
beings. This does not necessarily indicate that the user
Students of the ways of life and death, Necromancers can control them! (See Spirit Binding, above.)
have a bad reputation. Though most evil practitioners are Necromancers deal with the spirits of the dead and the
actually Wizards or Clerics, the stigma remains. Thaum- other inhabitants of the afterworlds - typically “Angels”
aturgic Necromancers more often tend to the dead and and “Demons,” rather than pure elementals.
assist the living in the frightening process of dying. Of
course, the ability to actually look into the afterlife and
say “Hello” to the ancestors makes this easier. Weather Control
The discipline is still open to abuse, and the creation
of undead remains a potential talent. Not all cultures While it’s not the most powerful field to start with,
consider this evil in itself, but it only takes a few Weather Control is vital to every farmer, making it one
madmen unleashing horrors on the common folk to fuel of the most popular. Sadly, a powerful weather-worker is
widespread fear. The skills of a Necromancer include: likely to be blamed for every storm for miles around.
! Channeling. Positive Energy Manipulation is a useful ! Cold. Ranging from a cool breeze to a frigid arctic
discipline. With effects similar to Channeling this allows blast, cold enables the user to create freezing attacks. It
healing, blasting undead, powering mechanical or also allows the caster to create ice in whatever forms and
electrical objects, generating light, dispelling negative locations he or she desires.
energy effects, and the creation of new life. ! Heat. Hold the power of the roiling deserts in the palm
! Darkness Mastery. Also known as Negative Energy of your hand! While not as flashy as a wizard’s Fireball,
Manipulation, this covers creating and manipulating Heat magic enables the user to summon up blasts of
simple or tangible darkness, negative energy effects, scalding wind to strip the bones from their enemies’
disintegrations, and countering positive energy effects. soon-to-be desiccated husks, and is about as effective.
! Entropic Manipulation. The manipulation of age and ! Lightning. Straightforward and usually destructive,
decay. While an effective attack when used to speed up this covers all lightning-based spells. Some users take it
such events, Entropy may also be reversed to repair a step further, using it manipulate electricity at smaller
things. It can be used to reassemble ashes into a book, scales – even in their own bodies.
cause someone to age and rot as they stand, or induce, ! Ocean Control. Ocean currents are a form of weather,
hasten, slow, or reverse the ravages of time. It can even too. This allows the user to manipulate bodies of water,
recreate fallen castles at the highest levels. tides, whirlpools, and to create and control hot and cold
! Gates of Death. This interesting skill allows the user to currents to use as underwater attacks or simply to enable
enter and leave the realms of the dead, to tap into the fast travel. Sauna creation is very popular magic, but Red
powers of the dead via their relics, extend his or her Tide creation is less so.
senses into afterworlds, lay unquiet spirits, communicate ! Personalization. Personalized effects allow a caster to
with the dead, create undead, and even raise the dead. fly, resist similar weather magic, and even become a
! Life Force Transference. The ability to transfer and weather spirit at higher levels. In essence, this takes the
manipulate the energies - and even the spirits - of living power of other Weather Control skills and turns it
creatures is a dangerous and often corrupting path to inward.
walk. Transference is useful in draining or temporarily ! Rain. Start singing in the rain. This allows the user to
transferring hit points, attribute points, and muscular summon, dismiss, or manipulate rain over large areas. It
energies, in transferring spirits from one body to another can ensure the proper amount of rain for a region, cause
- even into inanimate objects - and in bringing inanimate country-wide flooding at higher levels, or dry up a whole
objects to temporary or permanent life. nation. The user can create blasts of water for combat
! One With Death. One classic method of bypassing the purposes; while these do relatively little damage they can
inconvenience of death involves transcending the knock opponents down quite effectively. .
limitations of the mortal body by infusing it with positive ! Weather Sense. Not normally taken to high levels,
or negative energy. Uses range from seeing in the dark Weather Sense allows the user to determine what the
and holding your breath on up through countering weather will be like tomorrow. Higher levels do let the
poisons, “grafting” bones or parts of corpses to yourself user peer farther into the future, see the currents of solar
to tap into their power, intangibility, resisting the powers radiation across the cosmos, and look at the weather for a
of the undead, and becoming a spirit or undead being whole plane, but this is rarely worth the effort.
yourself. ! Wind. A master of wind may direct blasts of it, control
! Spirit Binding. As the name suggests, this includes the the direction of air flow, or even choke an enemy to
ability to lay compulsions on and command the living death. While a subtle tool in the hands of a cunning
and the dead. Commonly used to frighten people, steal caster, “telekinetic” tricks require higher level effects.

Eclipse: The Codex Persona 103


Dweomer Sample Fields Telepathy
Telepathy is a subtle, and widely feared, ability. Who
doesn’t have a few things in their heads they don’t want
Psychokinesis anyone else to know?
The ability to manipulate matter and energy through On the other hand, are you sure that you want to?
the application of force is a versatile discipline, favored ! Astral Form. A classic application, this allows the user
by scientists and researchers. While it’s also possessed to see or even travel into the astral realm for increasingly
by wild talents, who predominantly focus on the brute- long periods of time in relative safety. Disrupting such a
force applications, this powerful technique offers voyage violently from inside or outside the Astral is not
unlimited possibilities for matter reconstruction. fatal, though it may cause shock. The ultimate expression
Psychokinetic skills include: of this allows the character to physically enter astral
! Capacitance. This covers absorbing, storing, and space or to survive physical death as a free spirit.
discharging various types of energy, as well as ! Constructs. This allows a caster to create psychic
converting energy from one form to another. constructs, essentially like a Summon Monster spell or
! Electrokinesis. Some people like it small. With this, Astral Construct.
users may manipulate electrons, photons, and ! Disruption. Disruption simply involves a massive
electromagnetic fields. While extremely versatile, only psychic blast. By striking at an enemy’s nervous system,
those knowledgeable about scientific matters (or the the caster stuns them, causing subdual damage or
fantasy equivalent) can use it to full effect. inflicting various negative status effects. At higher levels
! Nucleokinesis. Nucleokinesis allows characters to this can induce paralysis, inflict various disabilities, or
manipulate atomic nuclei, protons, neutrons, mesons, even kill.
quarks, and other tiny particles. This covers generating ! Illusion. The creation of mental illusions is a versatile
or neutralizing particulate radiation, catalyzing nuclear discipline. These illusions become more realistic and
reactions, and transmutations. While useful in affect more people as the spells increase in power. While
experimentation at low levels, the high-level effects they can’t hurt people physically, they can frighten, lure
allow for truly stunning creations. people into danger, render subjects unconscious or even,
! Pyrotics. Heat is just a form of movement. Pyrotics like Phantasmal Killer, kill.
grants the ability to alter molecular energy states; heating ! Links. This ability can create psychic links between
or cooling material, catalyzing or inhibiting reactions, people or objects, allowing one to communicate or
and selectively affecting particular types of molecules. perceive through the eyes of another. At higher levels,
! Reconstruction. The ability to rebuild molecular this can create links upon which magic might flow,
structures allows for vast increases in the quantity and allowing one spell to empower two characters. Subtle
quality of compounds available. Aside from chemical links allow various forms of mental probes and scans.
modifications, this includes forcing material into ! Presence. More subtle than most Telepathy, Presence
unnatural states - like incandescent liquids or making creates an aura of glamour, mystery, or empathy around
iron liquid at room temperature. This allows shattering, the character. Aside from its utility in quiet Suggestion-
extraction, purification, and friction manipulation. While style spells, it can create area-effect attention-gathering
it is theoretically possible to rebuild complex things, magic and multiply the character’s force of personality.
including living creatures, by Reconstruction, it’s usually ! Projection. Sending one’s thoughts into another’s
much easier to do it some other way. minds creates, at low levels, mere one-way telepathic
! Stasis Fields. Stabilizing matter is a handy talent. effects. This quickly evolves into mind control of various
Aside from making unstable forms of matter more flavors and powers, from the subtle to the brutal. At its
permanent, at least for a while, this covers force fields ultimate peak, this might even allow the caster to
(by stabilizing air), preserving objects, holding an command an enemy to commit suicide, to instantly
unstable rock face together, the creation of temporary imbue others with his or her own skills, or to completely
objects from air, and paralysis effects. rewrite a victim’s memories and personality.
! Telekinesis. A direct application, this covers the ! Void. Void represents the negation of the mind. At the
manipulation of matter in relatively large chunks. most basic this is a simple defensive technique that
Characters can also compensate for inertia, fly, and empties the caster’s mind of all active thought, allowing
amplify their own muscular force. him or her to defend against telepathic attack. This can
! Vibration. This covers sound, earthquakes, shattering grant bonuses on saves or damage from telepathic or
effects, and whatever “Vibratory Powers” the user can psionic attacks as well as canceling mental states. More
talk the GM into letting him or her get away with. actively it can be used to wipe away memories and
Please don’t send us any ideas. We really don’t want perceptions, to negate psychic constructs, and to
to know. suppress emotions.

104 Eclipse: The Codex Persona


While Thaumaturgy has an almost unlimited number and out of the dimension you’re occupying. It’s probably
of variants, Dweomer masters tend to be less varied. the safest way to use warping to attack or defend.
Other common fields from our games include: ! Warp Detection simply allows the user to sense and
analyze spatial, dimensional, and temporal disturbances.
Warping
Warping covers the manipulation of space, time, and Healing
dimension. It’s a dangerous and destabilizing discipline. Healing covers putting things right - implying that
! Dimensional Warping covers extradimensional travel there is a natural way for things to be - as well as simple
and gates, banishing things, and tinkering with extra- biophysical manipulations. It’s also one of the most
dimensional spaces. popular magical fields around.
! Gravitic Warping covers changing to local gravity, ! Environmental Healing allows the use of the basic
“telekinetic” effects, antigravity, and even the creation of healing skills on a wider scale and restores the natural
gravitational weapons, such as tidal effects, cosmic order - allowing the user to heal dimensional rifts and
string, and singularities. Be very afraid. disturbances, unnatural magical disturbances, expel most
! Overlay covers forcing two regions into congruence. outsiders, and deal with any similar difficulties.
It’s used with one of the basic skills above to allow ! Life Transference covers donating or draining away
things in different places, times, and/or dimensions to life energy, healing negative levels, moving souls from
interact or to alter planar traits in a localized area. body to body, and raising the dead.
! Spatial Warping covers redefining “straight lines,” ! Mental Healing repairs insanities, feeblemindedness,
altering distances, and teleportation. confusion, and amnesia.
! Stabilization covers closing down gates and rifts, ! Physical Healing repairs bodily injuries and eliminates
keeping other people from tinkering with space and time, poisons, diseases, and drugs. It can also be used for
and maintaining your own existence when someone cloning and to repair congenital problems.
alters the past. It’s a good thing. ! Shapeshifting covers whole-body transformations, and
! Temporal Warping covers accelerating or decelerating can be used with the basic Healing skills to transform
the flow of time, stasis and “force” fields, pre- and post- other aspects of a creature as well.
cognition, and time travel. It’s best used with extreme ! Spiritual Healing repairs emotional wounds, inspires
caution. and aids, expels possessing entities, and dispels various
! Transference covers shunting matter and energy into compulsions and geasa.

Eclipse: The Codex Persona 105


! Stabilization allows the user to maintain and enhance ! Linking covers just that; creating mystical links
life. It can be used to resist aging, enhance attributes, hit between creatures and/or things. Links can be used for
points, and toughness, to resist physical needs, and to communication, to transfer various energies, or to bind
keep creatures alive and functioning long after they things together so that they share a fate, can be
ought to be dead. transported to each other, or can be used for travelling.
! Transformation allows the modification of bodies and ! Nullification lets you negate, dispel, or suppress
life processes, including tinkering with the metabolism, various mystical abilities, reduce other people’s talents,
modifying or adding organs, and genetic engineering. A break spells, and severely damage mystical beings.
through knowledge of biology is recommended as well. ! Permanency allows the creation of permanent power-
storing or mystical energy channeling devices and
Extra-Sensory Perception making other effects permanent.
ESP covers methods of extending and enhancing the ! Psi-Armor actually covers warding off and protecting
senses as well as information-gathering in general. yourself from mystical powers and creatures in general.
! Analytic Probe lets the user examine the structure of It’s effectively an anchored, ongoing, version of the
matter, whether on the scale of how a fault line works or basic Nullification effect.
on the atomic level. More directly, this can examine the ! Willcrystal allows the user to bind abilities, items, and
mechanisms of locks and traps, check for internal mental constructs such as thoughts, decisions, and even
injuries, locate hidden passageways, or work in the dark. memories to another creature’s life force. It can be used
! Aura Sight covers the ability to detect and analyze to personalize items, to steal the abilities of fallen foes,
energy fields, including magical energy fields, life to protect thoughts and decisions from external
energy fields, and simple physical fields. influences, and to carry things with you into astral space
! Awareness covers sensory integration and perception. or into the realms of the dead.
It allows the user to enhance his or her sensory skills, to
pick out the important elements in what he or she
perceives, to integrate minor clues (for example, putting Practical Considerations
together the tiny indications that will reveal if someone is
lying), and keep detection effects running while he or she A dedicated Thaumaturgist or Dweomer-master will
is distracted, sleeping, or even unconscious. likely want to spend at least 4 CP on skills (presuming
! Clairsentience allows the user to extend his or her both permissible levels of Adept have been taken), 6 CP
senses elsewhere in time, space, and dimension. on personal Mana (probably Specialized as “only usable
! Dowsing covers basic Detect effects, revealing the for Dweomer or Thaumaturgy”), 3 CP on Caster Level
presence and general location of something. (Specialized in their field), and a couple of CP on other
! Hypersenses covers adjusting your senses’ sensitivity magic enhancements or related fields each level, for a net
as well as extending them, allowing the user to track like cost of 14-16 CP per level - as much as a Wizard or a
a bloodhound or see into the radio spectrum. Sorcerer spends on their magic.
! Intuition allows the user to pluck information out of Thaumaturgical magic is expensive and requires a lot
the universe at large, seeing large-scale patterns, future of work from the player. Therefore, it should be at least
trends, and simply “knowing” things that he or she has as useful as sorcery or wizardry, if not more so. Define
no right to know. Unfortunately, Intuition-based effects fields broadly and make every one useful out of combat,
tend to be of higher level than information gathering by with two or three of its skills useful in a fight.
more direct means.
! Psychic Awareness covers the ability to detect and On the Game Master’s side Thaumaturgy works well
analyze the mind and spirit, noting thoughts, memories, as a substitute for all other magic. It’s flexible enough to
lies, possession, and all forms of mental instability. have value to dabblers while giving specialists an edge.
At the same time, since anyone can vary the specific
abilities in a given field, two different characters can
Mysticism have the same Thaumaturgy fields and still feel as if
Mysticism covers the manipulation of special they’re not competing. The goal of Thaumaturgy is that a
abilities themselves. It’s usually combined with another player can enjoy experimenting with a single field for a
field. full year and still feel as though there are many tricks not
! Amplification allows the user to enhance mystical yet tried, things left undone, and more techniques to
abilities, increasing their raw power, extending their explore.
range, or penetrating various countereffects. On the downside, if you allow Thaumaturgy, you’ll
! Bestowal allows the user to transfer Power and other need to be able to think on your feet and deal with the
mystical energies to other people and to give mystical unexpected. Player-character Thaumaturgists tend to
abilities to others, usually on a temporary basis. come up with an astonishing range of things that never
! Imbuement covers storing mystical energy and powers occurred to you.
in objects or imbuing them with special properties.

106 Eclipse: The Codex Persona


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

Theurgy
Theurgical Verbs
Throughout the history of magic, magi have sought to
understand the magic of words, symbols, names, and the ! Creation (Dagaz, Genis) covers the ability to create
tongue of creation. Theurgy draws upon that ancient objects, materials, thoughts, and energy out of magical
heritage, bringing unmatched flexibility to those few power.
who master it. ! Control (Thurisaz, Fiat) covers position, motion, and
Theurgy allows its users to compose spells on the fly animation, as well as making things act within their
by combining their skills in magical verbs and nouns. nature (horses eat grass, not meat).
Each verb allows a particular type of manipulation while ! Destruction (Eiwas, Perdo) covers damaging things,
each noun covers one of the basic components of reality. destruction, uncreation, and negation. While it is all too
Naturally enough, each spell requires at least one noun often used like a sledgehammer, the power of destruction
and one verb. can be as artful as the finest scalpel.
The mechanic is simple. The user describes what he ! Healing (Uruz, Medi) covers the ability to heal, repair,
or she wants to do and the nouns and verbs it will and maintain things by stabilizing their structure.
involve, gets a ruling on the level of the task from the ! Transformation (Kenaz, Muto) covers the ability to
Game Master, marks off an open spell slot of the reshape and transmute materials, to link things together,
appropriate or higher level (or aborts the spell if it’s too and to imbue items with new properties. Like most
high a level), and rolls (1d20 + worst verb skill involved magic, this skill conveniently glosses over the immense
+ worst noun skill involved) against a DC of 5x (Spell knowledge of biology, chemistry, and physics this would
Level +1). On a success, the spell goes off. On a failure, seem to require.
the spell fails and the slot is wasted. Theurgy is always at ! Understanding (Ansuz, Sapio) covers knowledge,
least a full-round action. divination, and communication.
Magic levels dedicated to Theurgy - with slots which
cannot be used for other purposes - are Specialized, and
so cost only half the usual number of CP. While Theurgical Nouns
Theurgists can fuel their spells with raw Mana or generic
spell levels, they still need to buy a Caster Level. The Physical Elements
Every noun and verb used in the spell must be ! Air (Perthro, Tempest) covers gases, air, weather and
considered. A spell that transmutes rock into another wind, as well as sound and electricity. Oddly, Dexterity
form of rock would require both the Transformation and is also tied to air magic.
Earth skills. One that transformed rock into air would ! Earth (Jera, Terra) covers stone, soil, and metal. It also
require Transformation, Earth, and Air. If it then focused covers gravitation and the nuclear forces - although there
and directed the flow of air from the transmuted stone, it are few spells or spellcasters who deal with such matters.
would require Control as well.

Eclipse: The Codex Persona 107


! Fire (Naudiz, Flammo) covers heat and cold, flame, These are rarely the only way to produce a given effect,
energy, and chemical reactions, such as the metabolism. but they’re usually easiest.
It’s easily turned to combative ends, hence a great many ! Analyze [X]. Understand/[Relevant Noun].
Theurgist-adventurers are skilled in Fire magic. ! Cure Wounds. Heal/Body.
! Water (Laguz, Aqua) covers fluids, syrups, acids, ! Death. Destroy/Body for simple physical death.
bases, blood, and even most ooze creatures. It can Control/Liquid or Body to simply keep someone’s heart
usually control ice as well, at least until it becomes so from beating. Destroy/Spirit to make someone really
cold that its internal water is completely locked up. hard to bring back.
! Disintegration. Destroy/[Whatever it is you want to
The Living Elements destroy].
! Body (Mannaz, Corpus) covers flesh, bone, leather, ! Energy Attack. Create/Fire for simple blasts. Create/
and fur, as well as Strength and Constitution. Many of Control/Fire to make walls of energy or to shape a blast.
the most useful enhancements fall under body magic. Add Spirit to affect incorporeal beings. Add Time to
! Mind (Isa, Mentis) covers thought, emotion, memory, create a spell which goes off later, then add
Intelligence, Wisdom and the mind in general. Understand/[X] to create a ward triggered by the
! Plant (Fehu, Sero) covers plants and all products or presence of [X].
materials derived from plants, including ordinary objects ! Flight. Usually Control/Body. Add Understanding/
like straw hats and derived substances such as tar. Mind if you want to let someone else control the spell or
! Spirit (Kano, Animus) covers spirits, death, the dead, want it to fly you around without your concentration.
incorporeal creatures, astral projection and the alignment ! Induce an emotion or implant ideas. Create/Mind
energies of the outer planes. Charisma and the “Spark of ! Protection from [X]. Control/[X] (to keep it away),
Life” also falls under the dominion of Spirit magic. Destruction/[X] (to weaken its effects on you),
Create/[As appropriate] (to create a counteragent).
The Hidden Elements ! Reverse or neutralize gravity. Control/ or Destroy/
! Illusion (Sowilo, Lux) covers light, darkness, and Earth.
shadow, as well as the forces of positive and negative ! Sourceless Knowledge. Create/Understand/Mind.
energy which lie behind them. Unlike the other nouns, ! Telekinesis. Control/[Whatever you want to move].
the user must choose between the positive and negative ! Transform to stone. Transform/Body/Earth. If you
energy aspects when learning Illusion, suffering a -10 on want to transform yourself and keep moving you’ll need
his or her effective score when dealing with the other. Control as well.
! Magic (Wotan, Lammas) covers pure magical energy,
the amplification or suppression of supernatural abilities, If you want some entertainment from a curse, or a
charging things with magical energy, and storing magic. Specialized (and hence cheap) version of Theurgy, make
! Space (Raido, Vacus) covers space, dimensions, and some rune chits to represent your noun and verb skills
location, as well as direction and distance. It is subtle and and draw a couple to use at random whenever you want
difficult to master. to cast a spell in a hurry. A sufficiently creative player
! Time (Othala, Tempus) covers time, whether to speed, can usually come up with something to do, but it can be
slow, stop, reverse, or travel through it. Theurgists most quite amusing to watch someone trying to come up with
easily affect small aspects of time; getting extra time to an offensive spell using Understanding/Plant.
think is a mere L1 spell, but stopping time to do
whatever you want is L9.

Sadly, these skills have no governing attributes.


Customizing Theurgy
A given game world might have different natural
Sample Theurgical Effects forces and powers. Perhaps Communication is separated
from Understanding, or Darkness and Light form entirely
While the level of a proposed effect must be set by separate fields. Dividing or recombining fields easily
the Game Master (if necessary, consult the Hexcraft allows quick customization. Simply give any new
chart on page 79), it should be remembered that more powers a neat name (ours come from the Norse Elder
specific spells are often easier. For example, Baleful Futhark alphabet and bastardized Latin). Note that
Polymorph normally has range and allows a choice of spreading the powers too thinly or combining them too
forms. Discarding those features in favor of a specific tightly make Theurgy very weak and very strong,
spell (call it Porcine Polymorph with a touch range) will respectively. As it is, these skills cost 18 skill points to
probably reduce it to level three or four. maximize every level. That’s going to be expensive even
if you take Adept twice. Most Theurgists either
For a few examples of how to use Theurgy to create specialize or merely dabble, relying on finely-tuned
spells, some common spell effects are described below. effects instead of raw power.

108 Eclipse: The Codex Persona


Witchcraft
characters. Despite the lack of raw power, Witchery has
many abilities suitable for magical sniping. That is, they
can hinder, curse, and otherwise impede players’
progress. Since evil Witches often bargain with dark
Witchcraft is flexible and versatile, but unspecialized
powers, good characters have an excellent reason to seek
and relatively low-powered. It’s best suited to low-magic
them out and put an end to their wicked ways. Although
campaigns and subtle players. Its effects are often less
Witches are unlikely to have vast treasures, they might
strictly defined in mechanical terms, as the personality
still have valuable collections of mystical gear or secret
and intent of the user make a considerable difference.
lore.
Witchcraft is driven by its user’s internal energies.
While this has its advantages, it’s a very limited power
Basic Witchcraft requires no external power source
source, hence Witchcraft is a simple system suitable for
and provides several minor abilities. Any character who
minor spellcasters in any game. It won’t be a suitable
spends 6 CP on Witchcraft receives (Str + Dex + Con )/3
power base for player characters most of the time.
psionic-style Power points. Another +6 CP provides
Witches are suitable as PC’s primarily in low-magic,
access to three of the basic abilities listed below, and a
grim-and-gritty, or horror-style game worlds.
final +6 CP (18 total) provides an additional four powers
Ordinary people often fear Witches, or at least view
from the basic list.
them with suspicion. The old village herb-monger
Unwilling targets of a Witch’s abilities receive a save
probably isn’t a threat, but everyone has heard tales of
at DC 13 + the Witch’s (Cha Mod). This is always a Will
cannibal Witches in the forest, of dark spellcasters who
save unless otherwise noted. All powers used on other
can read your thoughts and curse your children. And in a
people grant saves even if not specifically noted, except
fantasy world, these things all exist. Pacts can make
indirect effects. Witch abilities have a range of 20 feet
Witches servants of powers, and sometimes those powers
plus 20 feet per extra point of Power expended where
are hostile or callous about human life and suffering.
they pay any attention to physical distance. Witch
Moreover, since Witchcraft involves few obvious
powers are invisible and generally require no physical
spells, it’s often a secret art. It doesn’t require serious
components, incantations, or gestures.
study or adventuring to master either. Even a Dark
Witchcraft isn’t all fun and games. Since Witchcraft
Overlord is likely to be more controlled and disciplined
drains internal energies, a Witch who drains his or her
than a village Witch, and that makes people nervous.
Power pool below 5 points becomes Fatigued. At 0
Those same Pacts can give people with a loose grip on
points the Witch becomes Exhausted.
sanity tremendous power from the perspective of an
ordinary person. The most petty and foolish individuals
can still make dangerous Witches.
At best, ordinary people often seem somewhat
nervous about, and gratuitously respectful of, Witches
they know, trust, or like. At worst, they break out the
torches and pitchforks.

Witches as Player Characters


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

Witches as Non-Player Characters


Witches make good contacts for players. They can
often perform minor tricks or obtain knowledge the PC’s
cannot (without stealing the show). As such, they make Yes, I am a horrible hideous old Witch.
useful prophets or allies. And the price is now 24 CP. Jerk.
Witches make excellent opposition to player

Eclipse: The Codex Persona 109


Basic Witch Abilities +5 bonus on any relevant checks (against disease or
toxins). This is also used to throw off the effects of drugs
and intoxicants with a flat duration. In emergencies,
! The Adamant Will. This talent allows users to spend 2 Witches may simply heal 1d4 hit points per Power spent
Power to resist Fear, Possession, Charm, Hold effects, up to a maximum of 3d4 hit points per round.
and other forms of mind control. The user may spend the ! Hyloka. The manipulation of biophysical processes is
Power each time he or she is affected by such an ability. a rare gift. This can be used to briefly move physical
Ongoing powers, such as Fear auras, are resisted for 10 attribute points around (up to 6 points for 1 Power per
rounds. The user may make an extra save against mind- hour), slip into hibernation (1 power; lasts up to a week),
reading or “truth” effects by spending a like amount, and help resist heat or cold (1 Power per hour, this grants 5
may present a false aura to detection spells or ignore pain points of fire or cold resistance), stop bleeding, delay
for 3 power. He or she may pay the Power without poison (one hour per power), grow hair or make it fall
spending an action when the effect takes hold. out (1 power), and to inflict or ease ailments like arthritis
! Dreamfaring. Dreamfaring allows users to enter a (spend 1 power/week to inflict, 1 power/day to ease).
trance and project their spirits into the Ethereal and near ! Infliction. Often manifested as phantom force-claws,
Astral planes. They may detect and communicate with heart attacks, inexplicable bleeding, and agonizing pain,
beings in nearby dimensions without paying power. For Infliction causes injury through psychic force. This can
2 Power they may enter the dreams of others to torment include spectacular attacks - throwing fiery balls or
or communicate with them wherever they may be, thunderbolts or such - but is usually subtle. In any case,
possibly causing them to lose sleep or worse. Traveling it deals 1d4 hit points of damage per character level, to a
about costs 3 Power plus 1 for every three hours and maximum of 3/5/7 d4 damage for 1/2/3 power. Targets
allows for covert meetings with other Witches or for may make a save for half damage, but the save used
clairvoyance-like effects via astral or ethereal spying. depends on the form of the attack. Infliction normally
! Elfshot. Elfshot allows the user to lay minor curses. affects a single target, but may be expanded to a five-
Such curses may reduce an attribute by -2, cause some foot radius for +3 power.
type of misfortune, penalize a group of checks by -6, ! The Inner Eye. Thought-sensing can be used to see
hinder activity, induce sterility or miscarriages, and so surface thoughts, to detect the presence of a hidden
on. Classic examples include causing cows to go dry, being, to share a target’s senses, or to read any psychic
mules and horses to bolt, and pets to bite their owners. impressions left behind on an object by strong emotion.
Such curses are generally either instant or last until they This provides a +6 on any relevant Spot, Sense Motive,
are countered. Lesser diseases may also be inflicted in or Listen checks for 1 Power per 10 minutes.
this fashion. Curses usually cost 1 Power for quick ! Shadowweave. Shadowweave manipulates light and
effects, 2 for lingering curses, and 3 for permanent ones. darkness to craft minor illusions. Normally 1 Power
The Remove Curse spell, or any effect which eliminates grants 10 minutes of activity. Effects include will-o-the-
the symptoms or curse directly, heals the mystical injury. wisps, cloaking (+6 to stealth and disguise rolls), various
! Glamour. This projective telepathy works much like apparitions, spheres of darkness, blinding rays of light
the Path of the Dragon ability of the same name. It grants and hiding small actions - such as slipping out a dagger,
a +6 bonus on relevant social skills (1 Power per 10 picking a pocket, or a strike in combat (offers a +3
minutes), the sending of brief messages, emotional circumstance bonus to the user’s roll). For +6 CP the
influence and hypnotic effects (approximate relevant L0 user may expand his or her repertoire to level 2 (2
or L1 spells for 1 or 2 Power respectively). Glamour is at power) and 3 (4 power) illusion-casting effects (compare
its best combined with Disguise skill and Shadoweave to to the Sorcerer/Wizard list).
alter how people see the user. It’s often used with the ! Witchfire. Molecular-level telekinesis. At its simplest
Inner Eye, below, to allow rapid communications, this can create and manipulate heat or cold (1d8/3d6
teaching, and mental probes. For +6 CP the user may damage for 1/2 power, +1 if affecting a modest area, -1 if
expand his or her repertoire to level 2 (2 power) and 3 (4 using pre-existing flame), create effects on the
power) hypnotic and emotion influencing effects “prestidigitation” level (1 Power per turn), extract
(compare to the Sorcerer/Wizard list). essences from herbs, and infuse drugs and toxins into
! The Hand of Shadows covers basic telekinesis. Minor objects. Talented Witches sometimes use this for
tricks (like bending spoons) cost no power. Exerting a creating mysterious sounds and voices.
force equal to what you could physically handle costs 1 ! Witchsight. Sharpening or expanding the user’s senses
Power per minute. Light but rapid work (like sorting is a simple trick. In general, this affects one sense at a
wheat from chaff) costs 1 Power per hour’s worth of time, providing either a +6 bonus on relevant checks or
work done. Minor animations (Entangle, Animate Rope) some special capability (Darksight, Scent, etc). As a rule
approximate the relevant spells at a cost of 2 power, +2 if this costs 1 Power and lasts for about an hour. Witches
excessive force or fine control is required. may triple the effect by reducing the duration to a single
! Healing. This accomplishes a full day’s worth of round, allowing effects such as checking a meal for
healing in a mere hour at a cost of 1 Power and grants a poison with the slightest taste.

110 Eclipse: The Codex Persona


Pacts just can’t have it both ways. Pacts don’t have much in
the way of specific game effects. Most aren’t too
immediately troublesome, but Witchcraft is designed as a
By accepting Pacts with alternative power sources, cinematic magic style. If a player isn’t role-playing their
Witches improve their magical abilities and gain new restrictions, deny him or her advanced feats for a little
powers. While Witchcraft doesn’t require Pacts, they are while to see if he or she shapes up. If they’re roleplaying
useful. Pacts don’t necessarily involve actual contracts, anyway, let them take a pact based on what they’re
or even an interaction with another being. A Pact simply doing. As always, a Pact which doesn’t hinder the
means the character has sacrificed something – be it character grants no bonuses.
physical prowess, time and effort, or moral flexibility –
in exchange for extra abilities. Each Pact gives the Service
character one additional ability from the advanced list. A pact of Service means you have an employer.
While a certain amount of respect and loyalty is
expected, the important part is getting the job done,
especially since the employer, as such, often lives in
another dimension.
! Guardianship, the classic duty, involves watching over
some relic, making sure that no one opens some mystic
gate, educating and guiding some young ruler-to-be,
protecting forests, or any other part-time but relatively
straightforward and perpetual task.
! Epic Quests are rare, but involve a years-long project
such as seeking out some powerful artifact or founding
and nurturing a major temple or order. Usually there is
no rush and once the character finishes the task, the
powers are paid for.
! Missions are much easier than quests, but never end.
The character simply undertakes periodic lesser tasks on
behalf of the spirit or force involved. A certain failure
rate is acceptable, but the character may often have little
time to arrive where he or she is needed and act.
! Arcanum allows the patron being to draw on your
power and strength when it needs to, resulting in
unpredictable periods of weakness. The GM gets to hit
you with random bouts of nausea or any other problem
whenever he or she feels like it.
! Spirit, means the entity will claim the character’s spirit
upon death. The character can’t be Raised or Resurrected
without potent magic (7th level or higher) or the
permission of the being involved. This usually, but not
always, implies that said entity is either too minor or too
unpleasant to get spiritual assistants in any other way.
Exceptions include gods who simply like to personalize
things, worlds with otherwise “generic” afterlives (such
as the Greek mythology), and so on. If the character
chooses a specific time limit of life (short compared to
his or her normal lifespan), this is worth 12 CP instead of
6!
Witches may take two Pacts at level 1, another at
level 3, one more at level 7, and a final one at level 12.
Sadly, Witches rarely get more powerful than that. Each
Vow
Pact adds 6 CP to the character’s pool, though these may Vows are oaths to act in specific ways if and when
only be spend on Advanced Witchcraft abilities. Witches some situation comes up. Unlike Service, however, the
don’t have to take a Pact at those specific levels, but they personal commitment and effort, not success, is the
can’t take more pacts than their level permits. important part. Vows can be made for some being or
A character who permanently fixes the problems he entity, but apply even if said entity is not paying
or she takes on (with the exception of Epic Quest) loses attention or is otherwise concerned.
6 CP worth of Advanced Witchcraft abilities. Sorry, you ! Advertising is a very common vow, and includes
recruiting, displaying the power of your patron and the

Eclipse: The Codex Persona 111


benefits of entering its service, and making dramatic Infusion
appeals to your patron when spellcasting. Advertising Witches who take Infusions have instilled magical
sort of spoils the “subtle” aspect of Witchcraft and may essences into their very being. This drastic step
or may not be a problem socially; it depends on how transforms the character into a minor magical being, and
others feel about your patron. isn’t an easy process. Aside from the granted powers of
! Taboos, otherwise known as Geasa, consist of actions specific types of Infusions, this always causes problems
you must not do; aid an agent of opposing powers, cross for the character. He or she might become a lycanthrope,
a river after sundown, cut your hair, or drink wine. bear a Witch’s Mark which frightens people, upset
Usually, the character must select three Taboos. normal animals, be damaged or driven off by Channeling
! Duties means the character has an obligation to act in like an undead, or become an outsider (with all the
some specific circumstance. For example, a character penalties and gifts thereof). If the GM enforces an
might be required to follow a Healer’s Oath, slay anyone especially severe flaw, the character gains an extra 6 CP.
who fells a tree in the Sacred Wood, aid all members of ! Vampirism means that the Witch no longer regenerates
the coven who need it, teach the faith to children, or Power by rest, but must steal it from others. A touch
spread plagues in large cities. drains 1d4 Power (inflicting 1d4 points of damage if the
! Rituals require the character to regularly perform a victim has no Power). This ability is much better for
major ritual. It is an ongoing nuisance which takes up the opposition Witches than player-character ones, unless
character’s time and energy. Common rituals include there is a very friendly Psion around.
three-day celebrations at the passing of each season, ! Gateway makes you a living nexus for your patron’s
invoking the gods before each and every meal, or long power. Whenever you use your power it or its minions
morning meditations. may project their powers through you or even use you as
! Exclusion means the character must not willingly draw an actual gateway to visit the material plane. It’s even
upon any other source of power, including items possible that other creatures may be pulled through.
enchanted by those following other patrons or none at While this can be both helpful and harmful, it’s probably
all. While not very popular for adventurers, it is often a a good thing that the scale of the gateway is limited by
good boost for settled Witches. If the character refuses how much power you use.
all aid and association with those who use other powers, ! Corruption gradually transforms the Witch into a
this is worth 12 CP instead of 6. fitting host as he or she goes up in level. Aside from the
physical transformation, the GM gets 2 CP out of the
Sacrifice character’s pool every level to spend on whatever he or
You pay as you go... she pleases. Fortunately, the GM actually spends 3 CP,
! Tithe requires that a character surrender at least 20% meaning the player gets a small bonus overall. Of course,
of his or her gains (in experience, gold, land, or some gradually transforming into an alien being makes you
other valuable resource) to his or her patron. stand out a bit.
! Blood drains hit points from the character whenever he ! Possession takes hold of the character at various
or she uses Witchcraft, at a rate of 2 HP per Power intervals. On the bright side, the GM can sometimes take
expended. Some GM’s may allow the Witch to substitute actions for the character when he or she’s been rendered
the vitality of an ally - or someone under the Witch’s unconscious or stunned. On the downside, this causes the
control - instead. character to sometimes take actions he or she doesn’t
! Isolation requires that the character utterly dedicate want to. NPC’s sometimes go mad from the mental
themselves to magic. This involves eliminating all strain, but most PC’s are made of tougher stuff.
friendships, family ties, and everything which might ! Hunted means the character is being stalked by an
qualify as a social life. enemy of his or her patron. The Witch has become a
! Essence demands the character give up some aspect of prime target in a feud that may be older than his or her
themselves for power. As Odin gave up an eye for species. On the bright side, he or she has a handy party
wisdom, the characters must surrender a part of for protection – or the party is the foe and the GM
themselves. It could be their shadow, sense of humor, doesn’t have to worry about complications. If the
health (-2 Con Score), a valued skill, or a hand. If they character takes excessively powerful enemies, this grants
heal the wound (always possible), they lose the gift. 12 CP instead of 6.
! Souls requires the character to commit blood sacrifice,
usually but not necessarily of sentient beings, or bring Energy
new beings into the worship of his or her master. If the Witches can easily gain access to sources of energy
character must sacrifice former loved ones and friends which they cannot entirely control or which aren’t all
(and eventually make more “friends” to kill) this is worth that reliable. These flawed sources come with distinct
12 CP instead of 6. While it’s rare for good entities to sets of problems and limitations all their own.
demand blood sacrifices, there are a few who insist on a ! Karmic Links go around and come around. Sadly, in
steady stream of converts instead. Witchcraft, this is even more irritating. Using Witchcraft
linked to Karma means that the character’s powers cause

112 Eclipse: The Codex Persona


other sorts, and are considered valued members of a tribe
or village. Shamans, however, are often barred from
positions of authority. Shamanic Witches speak with the
spirits of the ancestors and earth, and may be able to
locate information which no living being possesses.
! Druidic Witches tend to hide in the forests or other
wild places. While they gather in covens and circles,
they are equally likely to duel over territory and pride.
They tend to be a little touched and respond fiercely to
encroaching outsiders. Despite this, they often know
secrets of the natural world, and can locate monsters and
see the fates of mortal men. Druidic Witches often take
the Pacts Essence, Exclusion, Duties, and Guardianship.
! Infernalist Witches place their trust in dark forces and
evil powers. While not nearly as sensational as popular
imagination holds, they often display a viciously callous
evil, happily murdering those who get in their way.
Infernalists owe much to their Patrons, and protect those
Patron’s interests out of fear of losing power. They often
take the Arcanum, Spirit, Missions, Souls, and
Corruption pacts. Infernalist Witches are equally at home
Sasha relied on the other fighters not in the wilds or cities.
wanting to hit her. After the third ! Alienist Witches draw upon strange and eldritch
Resurrection, she got some armor. powers which they cannot entirely control. Often curious
dabblers who delve too deeply into something they don’t
as many problems as they fix, especially if used with ill understand, these Witches cause havoc with the natural
intent. The user should very careful. order of things wherever they go. Alienist Witches often
! Backlash causes curses or uncontrollable power flare- take the Pacts Spell Failure, Madness, Vampirism,
ups on the user! While no single problem is permanent, Gateway, and Essence.
they keep showing up. The character may be able to ! Modernist Witches often begin as the children of
shrug off the effect or work past it, but another one will upper-crust families from the cities. Wealthy, jaded, and
soon come along to annoy him or her. often a bit spoiled, they study magic as much out of
! Spell Failure causes the character’s abilities to simply sheer ennui as any actual interest in the magic itself.
fail against some opponents. “Opponents Shielded by While rarely accomplished on their own, they do
Cold Iron” is the classic, but priests, constructs, or commonly take the Karmic Links (without even realizing
otherworldly creatures are all good choices. Characters it), Tithes, Taboos, Advertising, and Spell Failure Pacts.
may also simply take a 20% failure chance, but this is Many Modernist Witches become Alienist Witches or
not really recommended. It’s not very interesting. Infernalist Witches looking for further secrets and
! Madness stems from truly unnatural magic. A powers - preferably without any real effort on their part.
character who spends more than his or her (Wis Score) in ! Houngans are much like Shamans but embrace the
Power on Witchery each day goes just a little bit nuts. spirits of the Loa. Armed with wild magic and capable of
While it starts off as mere eccentricity, this grows a bit bending the spirits to their will, they command fearsome
towards true insanity each time the character overspends. powers unhesitatingly. A dark mirror to many Shamans,
! Susceptibility means the character take 1 damage per they still offer great wisdom. Houngan often take the
round from contact with some ordinary substance or in Possession, Gateway, Blood, and Arcanum Pacts.
some common situation, such as from holy or unholy ! Priestly Witches usually serve minor gods, or gods in
objects, from large bodies of water (or being doused in worlds where deities don’t grant major spellcasting
it), iron weapons, and so on. Especially common objects, powers. They tend to take the Advertising, Rituals, Tithe,
substances, or situations merit 12 CP instead of 6. Missions and Spirit pacts. Priestly Witches often deny
any relationship to other Witches and are fairly well
accepted in most communities.
Types of Witches ! Gypsies practice ancient magic passed on through their
bloodlines. Travelers and (at least in popular
imagination) tricksters of the highest (or lowest) sort,
Some of the better-known types include: they wander from town to town trading goods and
! Shamanic Witches are, of course, simply Shamans, services and collecting bits of news and lore. They often
and tend to take the Pacts Missions, Duties, and Rituals. take the Spell Failure, Hunted, Taboos, and Guardianship
Shamanic Witches are usually much more popular than Pacts.

Eclipse: The Codex Persona 113


Power Sources and Witches ! Higher Powers. Various Higher Powers may be willing
to grant extra magic. The problem here is that these same
powers demand lots of hard work and dedication to the
While not always different from the studies of other cause. They will scrutinize the Witch’s history and
spellcasting characters, Witches should still note where personality, and have no compunctions about rejecting
or how they learned their talents. This has strong him or her. Moreover, they will observe the Witch’s
implications on what kinds of beings they will make behavior, so that he or she never knows when they might
Pacts with and what they’ll use their powers for. Their be taking accounts. A Witch that leaves behind a Higher
background affects what powers they should take, what Power is unlikely to be attacked unless he or she does
Pacts they might want, and what patrons might demand something truly vile, but won’t ever be able to gain their
of them or bargain for. assistance again unless he or she somehow manages to
make amends.
Most Witches learn powers from an elder Witch, ! Infernal Powers. Infernal powers will grant anyone
often the village healer or a tribal shaman. The vast magical power, even characters obsessed with goodness
majority of village Witches, using only their personal and light, but demand that the Witch use his or her power
techniques, never make many Pacts or advance beyond for evil works in addition to anything else. In other
the hedge-wizard stage. The few who do become more words, you can save your village or heal an old man if
powerful are either shown the methods of learning Pacts you please, but they want to see some torment and havoc
(especially Shaman, Houngan, and Infernalists), are in exchange for it. Characters who leave the Infernal
contacted directly by spirits (Druidic or Houngan), or are powers behind will probably get into severe trouble for
dabbling in powers they don’t entirely understand it. Evil powers are vindictive, and they don’t like mortals
(Infernalist, Alien, Modernist). A few Witches, mostly who mock them. These poor Witches can expect attacks,
Infernalists, actually inherit their powers from an curses, and severe limitations on their dealing with any
unsavory ancestor, and can expect to be bothered by further lower planar creatures.
demons and monsters looking to enforce the old contract ! Law Guardians. Law Guardians are simultaneously
by hook or by crook. loose and strict. Usually, in exchange for specified
contract services, they are willing to grant almost any
While almost any spirit might take an interest in a useful power. They demand absolute and unconditional
Witch, some of the most common groups are discussed adherence to the contract, and will cut a character off in a
below. After all, a character’s mentor or patron may play heartbeat if they are toyed with. Law Guardians are very
a major role in their development. likely to require that Witches use their powers only or
always in certain circumstances. While unlikely to begin
! Ancestor Spirits. Ancestor Spirits are actually a fairly reprisals against a character who leaves them behind,
simple bunch. Being dead, they have little use for most they will never deal with them again without a great deal
things of the mortal realm, but demand that Witches of collateral and repayment, magical or otherwise.
serving them watch over descendants and relatives and ! Loa. Loa are the spirits of elder Witches who managed
protect them from threats, particularly magical ones. to become powerful enough in life to return after death.
Ancestors also enjoy small offerings from time to time, They build Pacts with current Witches to increase their
to assure them that mortal beings remember them. personal might and become stronger. Loa tend to be
! Chaos Entities. Chaos entities tend towards wild mysterious, being half-in and half-out of the realms of
humor, massive mood swings, and outright insanity. the dead, and prone to unusual personality quirks. Loa
Witches are advised to be careful about them, but they are not at all amused if a Witch leaves their service, and
are usually willing to grant strange powers and accept (or will likely attempt to use both carrot and (especially)
inflict) equally strange Pacts. They don’t care at all what stick to entice them back.
powers Witches take or how they use them, except as an ! Nature Spirits. Nature spirits run the gamut from near-
individual Patron’s current whim. If a Witch later rejects elementals, hardly aware of the existence of mortals, to
them, Chaos entities might take delicious vengeance or minor spirits intrinsic in keeping life alive. Many are
just forget about it completely. simply minor, almost forgotten, spirits, who take care of
! Elemental Forces. Naturally, these promote whatever minor tasks. Most Nature Spirits are at least moderately
element they favor. Fire elementals like burning stuff, benign. The wilder ones can become dangerous, as they
water spirits like people who protect swamps, lakes, and are feral hunting creatures, but rarely include sentient
rivers (oceans are normally fairly safe from mortal mortals in their hunts. Different Nature Spirits may react
interference), earth elementals promote good land wildly differently when betrayed by a Witch, running
management practices, and air spirits like incense, clean the gamut from total disinterest to becoming mad with
energy, and hate pollution. Elementals largely ignore wrath. They may or may not get over it during the
mortals, but don’t mind lending powers if properly Witch’s lifetime.
invoked. If a Witch turns away from them, they are
likely to throw minor, annoying curses.

114 Eclipse: The Codex Persona


Advanced Witchcraft patron’s advice on how to deal with the situation. Such
advice may range from the eminently practical (“build a
dam across the stream and irrigate”) on through the
Advanced Witchcraft feats cost 6 CP apiece. While utterly mystical (“when mourns the tribe with the mother
they are collected into Paths, there are no requirements of thunder, the skies too shall weep”). Either way, this
for any of these abilities except that the user must have at allows the user to personify abstract problems.
least 12 CP in basic Witchcraft feats. The Paths are Regardless of how long a quest appears to the Witch, it
merely collections of related abilities, not specific actually requires [1d8x1d8] hours. It generally takes a
progressions - unless the Game Master chooses to decide fair amount of time to prepare for another such quest
otherwise. after the first one is complete, hence a character cannot
Optionally, a character who chooses to develop six of undertake more than (Cha Mod) spirit quests per month.
the seven abilities in each path may gain the seventh as a ! The Secret Order. The character gains the remaining 5
bonus. basic abilities and an extra 4 Power points per day. As
one might expect, this an extremely popular ability.
Unlike other Witch abilities, this requires a teacher
The Path of Coven Mastery or, preferably, joining an actual secret order.
! Summoning. Summoning allows Witches to channel
! Covenbond. Covenbond allows the Witch to focus the their powers into other planes. While this is commonly
strength of up to (Int Mod)+3 other Witches, pooling used with Glamour and The Inner Eye to contact patrons
available Power and multiplying range and radius factors and potential patrons, with Infliction to assault
by the number of Witches in the group. Only one Witch troublesome entities, or with Spirit Binding to try and
ability per round receives this bonus. The group leader control spirits, many other abilities can be used in
(whoever uses this discipline first), decides which magic conjunction with it. Opening a link over which to use
receives the benefit of the Covenbond. you powers costs 3 power, opening the way for a spirit to
! Dreamgathering. This technique summons the astral come through costs 7 or more. A Witch can attempt to
forms of all coven members (i.e., anyone who agrees to reach any being he or she knows the name of (or, in
the use of this technique) to a specially prepared safe some settings, the true name of), including the deceased.
astral location for 3 Power. For an additional 2, this This can bring a spirit of the dead or an extra-planar
location has whatever furniture or scenery the user creature into the world. While Witches can’t bring forth
wishes, though it is all merely illusion except to astral bodies (and must procure a “vacant” one or bind a
forms. For an additional 4 Power, targets need not have construct with Spirit Binding, below, if the entity wants
the Dreamfaring ability to join in. Those attending must or needs one) they can still summon a spirit for 7 Power.
be asleep or entranced. Unwilling participants do receive Note that this ability grants no power to control or
saving throws as normal. compel the spirit in question, but merely brings it forth.
! Familiar. The Witch gains a Companion, usually a If a Witch wants to control a spirit he or she will have to
familiar or spirit guide. Aside from the normal use other means.
Companion benefits, one gained from this feat adds 6 As a side benefit, various entities may be willing to
points to the Witch’s Power pool. If a Witch already has lend the Witch some extra magic, usually (Witch’s Cha
this feat or a Companion, the bonus rises to 9 Power. Mod +3) spell levels worth of any spells or spell-like
! Master of the Sabbat. A few Witches are capable of abilities they possess of up to spell level 3. The bargains
mighty effects. This technique allows one to build up a the user needs to make obtain this are entirely up to the
basic Witchcraft ability over up to 28 days. The Witch GM and the type of creature she’s contacting. Patrons are
uses the powers, but delays the effect, which becomes more forgiving. They’ll provide those spell levels up to
cumulative based on the Power spent. The target must be (Cha Mod) times before requiring payment, assuming the
reasonably accessible the entire time. At its upper limit, character uses them to advance the Patron’s interests.
the user can bring down castle walls or stone bridges Entities may either imbue the Witch with specific spells
with Hand of the Shadows, or use Elfshot to lay a at the cost of 7 Power at the time of imbuement or have
massive and terrifying curse. the user contact them when they need the magic at the
Master of the Sabbat has great potential, but the cost of 3 Power and two Standard Actions; one to make
Witch must hang around the target for days on end. This the contact and request an effect, and one to activate it.
often raises suspicions. While this is far more flexible, it’s also far more difficult
! Master the Elements. The Witch may enter a trance to use in a fight.
and travel the spirit realms to seek out a particular spirit No, characters do not get retroactive spell levels if
and either request a favor or do battle. For example, they later increase their Charisma and item, equipment,
when confronted with a severe drought a Witch could magical, or psionically-based bonuses do not count. You
either seek out and battle/defeat in a contest/appease/ cannot repeatedly put on and remove a Charisma-
negotiate with/command the Drought Spirit responsible, boosting item to get infinite magic this way.
attempt to get a Rain Spirit to bring rain, or seek a

Eclipse: The Codex Persona 115


The Path of Spirits According to classic, if sensationalist, literature,
Witches would seize a sleeping victims spirit (Seize the
! Seize the Wandering Soul. This vicious ability allows Wandering Soul for 3 Power) then ride it, figuratively or
the user to kidnap a wandering spirit for 3 Power, plus 1 not, to the Coven and back (2 Power for holding the
per 3 hours it is held. While primarily useful against the trapped spirit for six hours and 4 for the astral trip),
very recently dead, it is an effective attack against leaving 6 points to spend on other magic - at a net cost of
incorporeal undead, very sick individuals, dreamers only 3 points of their own power.
having out-of-body experiences, and non-physical astral A Witch with a lot of bound spirits to draw on may
travelers. have a great deal of Power in reserve. Of course, a
A living character with fewer than 1/5th of his or her Witch who makes a hobby of imprisoning spirits is likely
total hit points is vulnerable, and if so trapped must make to attract a lot of opposition - and that reserve doesn’t
an additional Fort saving throw or die. If they succeed, recover very quickly.
their body remains comatose for the duration, or until it ! Spirit Binding. Spirit Binding allows a Witch to entrap
starves. Spells to protect corpses preserve it undamaged, spirits in objects (including constructs), areas, or non-
as does expert medical care. Astral travelers, spirits and sentient animals permanently, or at least until whatever
dreamers don’t need to make saving throws to survive – was used is destroyed, slain, or exorcized. First, the
they’re already disconnected. Witch must have another ability to get a spirit, either by
Unless they possess a special technique usable while using Seize the Wandering Soul, having a friendly
without a body (usually including Test of Wills, incorporeal creature, or using Summoning. He or she
Witchcraft, and Thaumaturgy) a spirit so trapped is may then put the spirit in a living but presumably animal
helpless. The Witch may telepathically communicate or soul-less body for 5 Power or anchor it in an
with it at will, and enjoys a +6 bonus on any Intimidate inanimate object or area for 7. The spirit gains control of
checks. living or animated bodies, although ones stuck in the
! Hag-Riding. Witches don’t like spending Power. They form of a lantern or duck likely won’t be doing much of
still like magic, so some develop the ability to steal use. The spirit’s mental attributes remain the same.
Power from other people. This special form of Body Fuel Lesser bindings cost 3 Power, and include forbidding
draws Power from a willing victim or from a bound or certain actions, the classic “love spell,” and other
captured spirit. The Witch may inflict temporary up to 12 compulsions roughly equivalent to a Lesser Geas.
points of attribute damage on the victim per day, As a secondary effect, the Witch may seal a bargain
although no attribute can be decreased below 6 in this for 1 Power, so that neither party can willingly violate it.
manner. Each stolen attribute point provides 1 Power for A save applies only if one or both parties is acting under
the Witch. duress. The Witch will know if either party attempts to
save - and whether or not they
succeed.
For +6 CP the user may attempt to
simply command a creature to
undertake some simple, and relatively
safe, action. If the target fails to save
it continues to follow directions for up
to ten minutes per level of the user.
Typical commands include leaving the
area, surrendering, renouncing
possession of someone else’s body,
paying no attention to the user,
answering some questions, or
returning home. It costs 3 Power to
target a normal creature, but 5 for
spirits, outsiders, and magical beings
such as dragons (they’re virtually
certain to successfully resist anyway).
In some worlds inanimate objects
have their own spirits, even if they
don’t usually pay any attention to
mortals. If this is true in your world,
Witches with this ability may attempt
to command inanimate objects (as per
Animate Object) for 7 Power.

116 Eclipse: The Codex Persona


If your world really does have gods, or if Witches final say over any deal (they’re usually for a limited
have real supernatural Patron beings, remember that time, expensive, may or may not cost Power, and restrict
Seizing and Binding the souls of their followers is a how the granted power or powers may be used). The
major insult, affront, and travesty. Exceptionally devout Witch must also spend actions to use the power. Purely
individuals, and certainly Clerics and Paladins, will defensive powers use Immediate Actions, while
have defenses against this sort of thing. A Witch who offensive ones are Move-Equivalent Actions. Finally,
tries to take anyone protected by a higher power must while Witches may bargain with many spirits, they can
make a Fort save against his or her own magic or take only have one link active at a time.
5d4 damage. Protected targets, including normal but ! Possession. The master of Possession may project
strongly religious people, get a +5 bonus on their save. him- or herself into another’s person’s body to seize
control. The Witch’s body remains in a deep trance for
! Apparition. Apparition allows the Witch to manifest a the duration. The initial attempt costs 3 Power, plus 1
semi-tangible body on the material plane while using Power per hour the effect is maintained. This Power only
Dreamfaring. Such forms are equal to an Astral works on living creatures roughly like the Witch’s own
Construct IV, and while shadowy, appear in whatever species. Another +6 CP eliminates the maintenance cost
shape the Witch desires. The destruction of this form and +6 CP more allows the character to abandon his or
forces the Witch to make a Fort save against his or her her own body and eject the old character’s soul (either
own magic or take 1d4 temporary Con damage and 2d6 simply sending it on to the afterlife or forcing it into their
normal damage (the wound corresponds to the “killing” old body with Spirit Binding). Finally, for an additional
blow on the construct, allowing alert investigators to note +6 CP, the user may possess dead or alien bodies.
the connection between the apparition and the Witch).
This costs 2 Power plus 1 per hour. The user may spend
another 6 CP to upgrade to an Astral Construct V, and an The Path of Darkness
additional 6 for Astral Construct VI.
! Ridden by the Loa. This ability allows Witches to ! Web of Shadows. Some Witches devote their magic to
temporarily gain the benefits of an appropriate Template, gaining mundane influence, spinning a Web of Shadows.
with built-in downsides. It may grant a Template of up to This allows the character to gain influence in a region or
+4 ECL and costs 1 Power per hour. Any attribute city and support a network of minions or like-minded
change from the Template does not affect the character’s individuals. Normally evil, subversive, or criminal, these
Power pool. The Witch may also change his or her groups always have something to hide and something to
Template simply by reusing this ability. The GM decides hide from. The Witch has general connections with the
what “appropriate” is according to the game world. underworld and may specify 2d4 + (Cha Mod) specific
Unlike normal Templates, however, the character is contacts, though the GM can veto any with unbalancing
actually possessed. The character’s basic goals remain power or utility.
intact, but the spirit (of a type related to the Template) is Theoretically there’s no reason why a good or
mostly in control and does as it pleases. By spending an neutral Witch can’t take this to set up an “underground
additional 6 CP on this ability, the character becomes an railroad” or group of revolutionaries, found a secretive
equal partner, but the spirit is still able to control much church or guild, or otherwise put together a conspiracy.
of the affected character’s actions. For a further 6 CP, the It’s just that darkness magic always seems to work better
character becomes firmly in control. The spirit still has for the bad guys.
the strength to do minor acts and can keep the character ! The Dark Flame. The character gains a limited version
from doing things it doesn’t like. of Hysteria (+6 Charisma), which requires 1 Power for
Game masters who don’t mind improvising may every 10 minutes of use.
allow characters to host a wide variety of spirits, such as ! Voice of the Dead. The Witch gains the ability to
“the spirit of the forest” or “the spirit of darkness.” This communicate with the undead and to use social skills on
usually means gaining access to various supernatural them without penalty. Undead have a base attitude of
abilities and some extra hit points. Sadly, unique spirits Neutral towards such attempts.
cannot be reduced to less than “equal partners” (gods Witches who want to work extensively with undead
are always “mostly in control,” but almost never allow would be well advised to pick up some Channeling as
this sort of thing anyway). The Witch usually has no idea well, just in case diplomacy fails.
what powers such a spirit may have anyway. ! The Umbral Form. A Witch with this ability may
! Siphon. Siphon allows the Witch to bargain with transform him- or herself into the form of a Shadow (the
spirits for a reflexive powers - continuous links which creature, not a generic shadow), expending 3 Power per
don’t need to be invoked before each use. For example, hour that he or she uses the form.
the Witch could borrow a fire spirit’s elemental attack or ! Lure of Darkness. Darkness’ lure allows the Witch to
resistance. There are problems with this ability of course. gather slaves or servants from among those vulnerable to
First and foremost, the Witch must actually find and evil or at least vulnerable to temptation. The user gains
bargain with the relevant spirit – meaning the GM has (Cha Mod) x 2 minor servants, who will serve loyally

Eclipse: The Codex Persona 117


almost to the point of suicide, if necessary. The user also similar herbal magic effects), ease pain, and induce
gains 1d4+1 apprentices or allies at half his or her sleep.
character level. The user should define how all of these ! Dismissal. Dismissal disrupts and erases extra-
were attracted: money, addiction, blackmail, insanity, or dimensional energies. For 1 Power, the user may erase
sheer morbid curiosity are all good choices. lingering traces of spellcasting or outsiders. For 2, they
! Nightforge. Witches with this ability may create solid may deal 3d8 damage a specified class of extra-
darkness for 1 Power per hour per 20 lbs. of material. It dimensional being (i.e., all evil outsiders) in a 15’ radius
is treated as being Adamantine for the duration. This can or Dispel Magic. At 3 Power, the character deals 5d8
be used as an attack, to trap someone in manacles or a damage. For 7 Power, the character may send all such
cage, in which case the victim receives a Reflex save. beings within range back to their native plane if they fail
! Tenebrium’s Coin. Your powers bring you a steady their saving throw or attempt to disrupt a dimensional
income. You gain 1% of your base cash allowance for gateway as per Greater Dispel Magic.
your current level in common goods or services, albeit ! Flesh Like Mist. Flesh Like Mist enables the character
not direct cash, every month. to take on a favored animal form for 2 Power (the user
Magic applied to acquiring wealth has major impacts may pick (Con Mod +2) favorites). For a full 5 Power,
on some campaigns, so be warned. the character may take on any animal form up to Large
creatures. In either case, the user gains the benefits of a
full days healing the first time this is used in a day. For
The Path of Water +6 CP the user may take on gaseous form (for 3 power)
and reduces the base costs by 1 Power each.
! Brewing. The fine art of herbs, poisons, narcotics, and ! Spirits of the Deep. A Witch using Spirits of the Deep
other drugs comes into full bloom with this discipline. In infuses the target with wild, celestial, or infernal energy,
general, preparing a brew requires a selection of herbs depending on the target’s own nature, not the Witch’s
and 1d4+1 days. This can be reduced to 1d4+1 hours for desires. This means the GM gets to decide what
2 power. Brews usually remain potent for 1d6 weeks. If Template to apply to the target and what influence it has
a dose is more than a week old roll when it’s taken to see on his or her behavior. It is otherwise similar to Ridden
if it’s still potent. by the Loa. This commonly grants the target the Celestial
Using Witchfire can reduce the preparation time to or Fiendish Template, or induces Lycanthropy, but other
1d4+1 minutes at the cost of 5 additional power. results are possible. While the first two are generally
Enhancers boost one of the user’s abilities by 1d4+2 useful to the subject, Lycanthropy is considered a major
for one hour, after which the user becomes Fatigued. curse by most people. This costs 7 Power.
Power brews grant 2d4+2 extra Power. Sadly, they’re For +3 CP the user may imprint a mass of elemental
prone to side effects, which continue to apply even if the energy with a bit of his or her consciousness, creating a
brew has lost potency otherwise. Roll 1d6 when one is minor elemental servant (equivalent to a Mephit) for 4
taken; (1-3) no side effect, (4) user cannot regain Power power. For +3 additional CP the user can make servants
naturally for 2 days, (5) the user takes 1d4 damage to a equivalent to medium-sized Elementals. In either case
random attribute, (6) the user’s Power drops to zero after such servants last for about an hour and serve willingly.
an hour and must be recovered normally. ! Sympathetic Link. A master of this discipline may
Poisons can be prepared whenever the appropriate ignore the range limitations of Witchcraft (and possibly
ingredients are available. Lesser poisons can be prepared of other spells) as long as he or she possesses an
at any time, but must be ingested or inhaled and take appropriate material link to the target or is working
hours to take effect. Oddly enough, poisons often remain through a familiar within range of the target. Hair, nail
potent for considerable periods, so roll for months clippings, dried bloodstains, or family heirlooms are all
instead of weeks. common links, though for inanimate targets a small piece
Antidotes can be prepared in only 1d4+1 rounds at of their structure will do. Poor links, such as mere
the cost of 5 power. They grant a second saving throw scrapings of blood or an old, forgotten piece of clothing
versus poisons, intoxicants, and other compounds with a grant the target a +5 bonus on their saving throw. A link
+6 alchemical bonus. The creator must specify the may only be used 1d4+1 times before the sympathy is
poison to be affected when making the brew, although exhausted.
“the one affecting him!” is sufficient when the Witch Exceptionally good links, such as a piece of a child’s
needs an immediate cure. placenta or fresh blood, are good for 2d4+2 uses and
Dream Ointment reduces the cost for Dreamfaring by increase the DC of resisting by 3.
2 Power and induces uncontrolled astral projection in ! Venomed Touch. The user of Venomed Touch may
those without that discipline. This is very dangerous. spend 1/2/3 Power to create a poison capable of inflicting
Aside from these major uses, Witches can brew many 1d6/1d10/1d12 attribute damage to any one attribute or
useful potions and drugs to cause hallucinations, treat or double that for extremely specific effects, such as
cause illness, cause minor magical effects (such as reducing Wisdom modifiers with respect to sight only.
blemish removal, minor alterations to facial features, and Delaying the poison’s effect for hours or days costs +1 or

118 Eclipse: The Codex Persona


+2 Power, respectively. The form is up to the user; the ! Sleep of Stone. The Sleep of Stone allows the Witch to
Witch may choose to envenom his or her blood, sweat, enter total metabolic and physical stasis, during which he
saliva, flesh, or other bodily secretion. or she lacks any need for food, water, or air and doesn’t
! Wrath of the Sea. The character gains a limited version age. Diseases, poisons, and parasites all fail to affect him
of Hysteria (+6 Strength), which requires 1 Power every or her during this period. The user can survive wounds
10 minutes of use. up to and including total dismemberment, so long as
someone puts him or her back together eventually and
uses some healing magic to seal over the wounds. This
The Path of Earth costs 3 Power to induce.
Alternatively, the Witch may use a healing trance to
! Bones of Iron. Some Witches call the strength of the gain a full day’s healing in one hour, and purge any
Earth into their bodies, enhancing them in a wide variety poisons, parasites, or diseases from his or her body. This
of ways. The simplest technique knits bone and sinew costs 2 Power.
together more strongly, adding 6d4 temporary hit points ! Rushing Blood. This special variant of Body Fuel
for 4 Power. Unfortunately, these may not be renewed allow the Witch to expend both attribute points and hit
until the duration runs out. points to gain extra Power points. All damage taken in
The Iron Fist variant allows the user to treat his or this manner must be healed naturally, as the mystic fuel
her fists as maces, through which he or she may also is not easily restored. Each attribute point or 3 hit points
channel Infliction as a Free Action when he or she strikes so burned becomes 2 Power.
an enemy once per round. This costs 2 Power. ! True Prosperity. Some Witches like to help people, or
The Iron Skin variant allows the user to gain +4 they just like to make nice, big gardens. True Prosperity
Natural Armor for 1 Power. allows them to enhance the fertility of a wide area, such
The Iron Lung variant suspends the user’s as the fields of an entire village. Moreover, this effect is
metabolism, briefly eliminating the user’s need to selective, allowing the Witch to exclude weeds, focus on
breathe, stopping any poisons or bleeding, and making just horses, or hinder disease.
the Witch impervious to pain. This increases Fort saves Some evil Witches use this ability to enhance the
by +4. virulence of diseases and plagues, induce birth defects,
The Iron Flesh technique provides a +2 enhancement and otherwise spread desolation. When combined with
bonus to the users Str and Con for 2 Power. Covenbond, it can affect an entire city or forest.
All these effects last for 10 minutes and are not
cumulative with themselves. The Witch may activate one
per round as a Free Action. The Path of Fire
! Essence of Earth. The character gains a limited version
of Hysteria (+6 Constitution), which requires 1 Power for ! Ashen Rebirth. In using the magic of fire, some rare
every 10 minutes of use. Witches discover the ability to transform themselves into
! Longevity. Add 2d6x10 years to the duration of each beings of pure energy. The user gains DR 10/- and Fire
of the Witch’s age categories. Adding 6 CP to this ability Resistance 10, along with flight (30’ per round), a minor
allows users to modify their apparent age and any fire energy touch attack at 2d6 + (Dex Mod) with a range
physical details of their appearance at will. of 20 feet, and is considered intangible. This costs 1
! Mouth of the Earth. A vicious assault discipline, this Power per minute.
calls upon the dark side of the earth – the grave mother, Characters who keep this effect active for more than
the mouth of the tomb – to cause severe disruption in the 1 minute place their forms under considerable strain. The
target’s life. With this ability the Witch can upgrade the character becomes fatigued. After 2 minutes, he or she
Affliction ability to cause d8’s of damage instead of becomes exhausted. After 3 minutes, he or she begins
d4’s, for +1 Power. An enemy killed by this dies in a taking 1d4 damage per round.
spectacular fashion, such as rotting instantly, burning Rumors whisper that a few Witches have found ways
away into ash, or melting into goo. The Witch may also to transform permanently. If these are true, it could
use a Paralyze attack (target must save or be Paralyzed) probably be done by managing to keep the effect going
for 1d4 rounds/hours/days/decades for 3/6/9/12 Power, (without dying) for several hours.
instantly rot away or render useless inanimate organic For +3 CP the user gains the ability to “jump” from
material (10 cubic feet per point of power, often used to point to point while in energy form by spending 2 Power.
dispose of bodies or sabotage food supplies), and inflict This requires an open path, however crooked, between
horrific diseases (as per Contagion, for 3 power). the starting and ending points but is otherwise equivalent
While tales persist of Witches with the power to kill to Dimension Door. For an additional +3 CP and 7
with a glance, most Witches regard them as mere legend. Power this becomes equivalent to Teleportation.
What price the Dark Mother would demand for such a Variants for other energy types are quite acceptable.
talent (essentially Finger of Death), and how much It’s the transformation which makes it a fire discipline.
Power it would take, are matters of speculation.

Eclipse: The Codex Persona 119


! Breath of Puruza. Witches with this ability may save at a DC of (12 + the number of levels until the spell
support their life processes with Power rather than could safely be cast). If the user succeeds, the spell goes
relying on metabolic activity. This can override paralysis off, but a failure on the check means that the caster must
or agony for 2 Power, or suspend the need to eat or drink refer to the table below.
for up a week by spending 2 Power per day. A character
with appalling injuries, such as a sucking chest wound or Inner Fire Failure; Roll 1d20+Spell Level
with his or her heart ripped out, can survive for a time by 1-3 Backlash damage of 1d6 per Spell Level to
spending 2 Power per 10 points of damage beyond what the caster; Spell is cast
they could normally endure, though this lasts only 10 4-7 Backlash damage of 1d6 per Spell Level to
minutes per Power spent. As a side benefit, they can the caster; Spell fails
automatically resist poisons and drugs while their 8-9 1d4 temporary damage to all of the caster’s
metabolisms are shut down (although they will take attributes; Spell is cast
effect later) and can pretend to be dead quite effectively 10-12 1d4 temporary damage to all of the caster’s
by shutting down their pulse, respiration, and production attributes; Spell fails
of body heat. 13-14 Caster loses 2d4x100 experience; Spell is cast
! Dance of Flames. The character gains a limited version 15-17 Caster loses 2d4x100 experience; Spell fails
of Hysteria (+6 Dexterity), which requires 1 Power every 18-19 Serious wild magic transforms spell into a
10 minutes of use. minor disaster for the party, Spell fails
! Leaping Fire. A master of Leaping Fire may enhance 20-25 Massive wild magic eruption turns spell into a
his or her metabolism. This means the user may add a major disaster for the party; Spell fails
Move-Equivalent Action in any given round by spending 26+ Would-be caster is disintegrated, dragged into
2 Power or gain a +4 bonus to Initiative for the same another dimension, or suffers another horrible
price. For 3 Power they may Haste themselves for 3d4 fate. Spell fails.
rounds. On a lesser level, it can induce rapid healing,
allowing the user to heal 1d4 + (Con Mod) hit points per
round for 5 rounds for 1 Power. Eliminating fatigue costs The Path of Air
1 Power and eliminating exhaustion costs 3.
! Grounding. Grounding allows the user to dissipate ! Spirit of the Sage. The character gains a limited
energy into the environment. Used passively, this grants version of Hysteria (+6 Intelligence), which requires 1
a +2 bonus on any saving throw against an energy effect Power every 10 minutes of use.
for 1 Power per use. Used actively, the Witch may be ! Kinetic Master. Functionally identical to the Path of
able to drain machinery, extinguish fires, or neutralize the Dragon ability, this mainstay of minor telekinetic
radiation. The exact cost of active use varies, but talents grants the ability to move objects about like a
normally 1-2 points for minor effects, 3-4 for major ones, Mage Hand spell, but with Line-of Sight range and an
or 5-6 for great effects. Usually cutting off a normal fire effective Strength score of (Int Score/3). Unlike the Path
costs 1, draining an electrical device 3, and canceling a of the Dragon version, this costs 1 Power per minute of
Fire Wall spell 5. constant use; if the user takes frequent breaks, it costs no
! Birth of Flames. The Witch gains an Astral Construct Power.
(“cast” at level 6) as a permanent companion. It may be ! Whisper Step. This technique employs subconscious
healed at a rate of 1d6 HP per Power expended, and telekinesis to aid movement. The Witch may use this
takes 2d6 days to restore if outright destroyed. The ability to make great leaps, easily handle dangerous or
construct may become material, or be returned to mental shifting terrain, or walk across the surface of a thick
storage, for 1 Power. snowdrift. Whisper Step’s primary use is to grant a +5
! The Inner Fire. Inner Fire activates all bonus spell slots bonus on any Balance, Tumble or Jump check for 1
for one of the Witch’s attributes up to his or her current Power (its use is a Free Action).
level. This may seem powerful, and it is, but the magic ! The Sight. This (sometimes uncontrollable) ability
comes with a vicious price: attempting to use this ability allows the Witch to see other times and places, read the
on magic beyond the character’s control leads to nasty future written in the stars, cards, or crystal balls, or
side effects. The user must choose a specific type of otherwise seek guidance by auguries. A reading costs 1
magic (e.g., Druidic, Sorcery, Wizardry) and a source of Power, and may sometimes give the Witch a vague idea
spells (e.g., a bargain with a Nature spirit, an infusion of of whether the future holds danger or peace (i.e., which
blood from a demon, a tome of ancient spells). The GM, one the GM has planned today). Using clairsentience
of course, must let him or her get away with it. costs 3 Power unless it is being used on very close things
The user gains access to six spells of each level he or (like listening accurately through a wall), in which case it
she can now cast. The Caster Level equals only half the costs 1 Power.
character’s level. The maximum level of spell which he Similar effects, such as pathfinding or locating
or she may cast safely is equal to his or her level/4, thieves of the Witch’s personal goods cost 2 Power.
rounded down. Attempts to exceed this require a Will

120 Eclipse: The Codex Persona


! Weathermonger. The Witch may foresee and ! Aegis. The Protection of Light is a powerful thing. A
manipulate the weather in small ways. If relevant to the character with Aegis may spend 1 Power (even while
task at hand - such as in piloting a ship through a unconscious) per day to effectively be under the care of a
hurricane - this provides a +5 bonus for 1 Power. skill rank 10 healer at all such times. An infant upon
On an active level, the user can attempt to raise whom the Aegis blessing is bestowed re-rolls his or her
winds. Unfortunately, while a gust of wind will work lowest attribute (this cannot result in reducing it).
almost anywhere, there has to be an ongoing electrical More actively, Aegis destroys all poisons, parasites,
storm before one can channel lightning effects. Raising a and diseases afflicting the target for 3 Power. Sentient or
gust of wind costs 1-3 Power depending on the strength powerful parasites (those written up as monsters) receive
of the gust desired (1 will blow out torches or supply a Fort saves.
cooling breeze for a while, 2 can provide wind for a ship ! Sanctify. Sanctify allows the Witch to imbue an area
for a few minutes or sweep someone off their feet - while with holy light, warding off evil beings and protecting
3 can produce a hurricane strength gust equal to a Wind those inside. A quick ward can be used by adventuring
Wall spell). Witches or those in a fight to grant a +2 bonus to saving
Users may channel existing storms into creating throws, AC, and attack rolls against devils, demons,
snow, rain, sleet, or lightning. This costs 2 Power. undead, and any other creature the GM feels fits the
Lightning effects deal damage as per Infliction, but with definition of “evil entity.” This costs 5 Power, covers a
a maximum range of the entire storm region. 40’ radius, and lasts for 1 hour.
If there are any Witches powerful enough to do it, More lasting wards cost less Power but must be
creating a storm would cost at least 20 Power. powered each day. These cost 2 Power, but increase the
! Breath of Life. This talent allows the Witch to use above effect to a +4 bonus. For an additional 1 Power
Animate Object on any single object of large size or each day, the site so sanctified has a cumulative +2
smaller for 3 Power; the effect lasts for 1 hour. bonus or 10% chance each day of negating most curses
! Darksense. The user may sense disturbances in the air or induced disorders, such as blindness caused by the
as well as the use of Power. The Witch cannot normally Blindness/Deafness spell. These sites purify food and
be surprised in a melee situation (though ranged attacks water on the grounds.
or spells can surprise him or her) and gains Motion ! Warding. This deceptively simple ability allows the
Sense. He or she “sees” anything which disturbs the air user to share his or her defenses with others, without
around him or her in a 20’ radius. This costs 1 Power for reducing them thereby. Protecting those within a 10'
every hour the Witch keeps it active. radius costs 3 Power, but lasts for at least ten minutes.
During this time the user makes a saving throw first, and
only if he or she fails do the protected individuals make a
The Path of Light check. The user may also opt to share specific saving-
throw bonuses, but in this case everybody must save on
! Light of Truth. A Witch with this rare ability may call their own. Bonuses to AC may be shared in the same
forth holy energy to drive off evil beings. This deals 3d8 manner, as may resistances and any other special defense
damage and forces a creature to save or be stunned for the GM allows. Laying a long-term warding on an
1d4 rounds. Neutral creatures can be stunned with this, individual is possible, but costs 3 Power which can’t be
but not injured, and even good ones can be momentarily recovered until the ward is dropped.
blinded. This costs 2 Power. ! Divination. The Witch may draw on the powers of
On a less combative level, this dispels darkness and light to detect and analyze creatures, forces, and objects
illusion effects up to 2/3 of the character’s level (if the in the immediate vicinity. Detect effects, as well as spells
target spell’s caster fails the save) and reveals the true such as Locate Object and True Seeing, fall into this
forms of shapeshifters. It can grant a +5 bonus to Sense category. Simpler scans cost only 1 Power, while
Motive, Spot, and Search. These effects cost 1 Power. detailed analyses or searches cost 2. Piercing countering
! Inner Light. The character gains a limited version of spells or Eldritch-based magic costs 3. Constant effects
Hysteria (+6 Wisdom), which requires 1 Power every 10 are charged every 10 minutes.
minutes of use.
! Blessing. The user may bestow a +2/+3/+4 luck bonus Witchcraft cannot match the raw power available to
to any one of BAB, AC, Saves, a Skill, or an Attribute a high-level spellcaster. It simply doesn’t offer access to
Roll at character level 3/7/12+ for ten minutes for 3 effects of that level.
Power or to all desired targets within range for 7 Power. On the other hand, thanks to their flexibility and
Witches on their way out of this mortal coil may efficiency, Witches can be extremely effective if they have
surrender their life to give this bonus permanently to a enough Power available. The Game Master should
favored pupil, child, or ally. probably be wary of any character who’s combining
substantial psionic abilities or power-boosting abilities
with Witchcraft.

Eclipse: The Codex Persona 121


Chapter 4:
High-Level Magic

122 Eclipse: The Codex Persona


Schools: Spells this powerful often
involve more than one school. This entry
lists the schools the caster normally must
be able to use, but variants that use other
schools may exist if the GM agrees.

Level: To facilitate picking spells for


those grandiose NPC villains the spell
lists are arranged first by level and then
alphabetically. Similarly, no distinction
has been made between caster types; it
makes little difference in magic of this
level.

Components: Components are


Verbal and Somatic unless listed
otherwise.

Range: Two additional range


categories appear here; Extreme (800 ft +
80 ft/Level) and Line of Sight. LOS
spells have a soft maximum of one mile;
beyond that it’s hard to see your target,
and a ranged touch attack roll (at a
cumulative -2 for each mile) may be
required. In general, if you can see it
clearly, you can hit it.

Target, Effect, or Area: If


applicable, this is explained in the
description. Spells this powerful don’t
Who says subtlety is best? have to target a specific kind of creature
or object. They’ll affect anything, though
If you don’t like the Epic Magic System and wonder often the magic is wasted. A spell to make the target’s
why spells stop at level nine, here’s a list that doesn’t. metabolism faster does nothing for a sword, while metal-
Characters with very high levels can reach these spells strengthening spells rarely enhance humans.
via (Mighty) Invocation.
They also make wonderful plot devices. Duration: As normal, although a few have very long
As a practical matter, many of the spells listed here durations indeed.
are noncombative. Using metamagic or just increasing
the damage from normal spells easily handles most such Casting Time: There’s a new option here: Ritual.
effects, and so including mere advanced versions here Ritual spells take time to cast, anywhere from 1 minute
adds nothing. to 8 hours. Ritual spells require that a character have
Many of these spells aren’t as directly deadly as plenty of free time to use, but the exact amount doesn’t
simple Death, Disintegrate, or Polymorph effects; high- matter.
level opponents often make themselves immune to such
things. High-level characters must use increasingly Saving Throw: As normal. All spells which help a
obscure spells as they rise in power until they reach the creature are by definition harmless. If a the target wishes
point at which they begin battling solely through indirect to forgo their save, then so be it; it isn’t important to note
assault. specifically.

Spell Resistance: As normal, except as noted above


Spell Key under Saving Throw.

Note that mind-affecting enchantments of level 10


The high-level spells still use general format as the and up trump most type-based immunities as long as the
basic SRD spells, but do have a few new options. target has a mind at all. Intelligent undead and
constructs can be affected normally.

Eclipse: The Codex Persona 123


The Spells Coronation
Divination, Enchantment
Components: V, S, M (Crown and anointing oil)
Range: Touch
Tenth Level Spells Duration: Instantaneous
Casting Time: Ritual
Arcane Geist Saving Throw: Will negates
Evocation, Necromancy, Transmutation Spell Resistance: Yes
Range: Touch Coronation acts like a limited version of Dominion.
Duration: Ten minutes per level (D) The ruler so crowned gains an intuitive sense that allows
Casting Time: One Standard Action them to rule well (+10 competence bonus on Profession:
Saving Throw: Will negates Administrator and Gather Information within the nation),
Spell Resistance: Yes senses any major disturbances, and may channel magical
The target transforms into a being of pure magical energy to and from the land. This allows the new ruler to
energy. He or she gains flight (60 feet./round), the spend his or her personal vitality (HP) and magic on
Incorporeal ability, the Body Fuel feat along with the repairing damage to the land or to draw an extra (Con/3)
Efficient and Blood Magic upgrades, and the ability to points of Mana from it each day while within the realm’s
freely weave spell effects of up to level three powered by boundaries. On the downside, the ruler is bound to the
either Body Fuel or by giving up other memorized or land and cannot willingly leave his or her domain for
spontaneous spells. If the target already has the Body more than (Con) weeks. Coronation fulfills any in-game
Fuel abilities he or she gains an extra level of Efficient requirements for taking the Dominion ability.
and/or Blood Magic up to the normal maximums.
Distillation
Bloodmight Conjuration, Transmutation
Necromancy, Conjuration Range: Close (25 ft + 5 ft/2 levels)
Components: S Duration: Instantaneous
Range: Medium (100 ft + 10 ft/level) Casting Time: One Standard Action
Duration: Three days. Saving Throw: Fort or Will negates as appropriate
Casting Time: One Standard Action Spell Resistance: Yes
Saving Throw: Will negates (for still-living targets) This spell extracts an essence from the target and
Spell Resistance: Yes (for still living targets) stores it in a small container which the caster must
Bloodmight drains the energies of a dying (at -1 HP provide (any will do, with certain exceptions as noted
or less) or newly dead (ten minutes or less) target into below). Exactly what gets extracted depends on the
the caster. The caster gains 3d8 temporary hit points, a caster, but he or she can cull even abstract ideas. The
+2 bonus to Strength and Constitution, and the use of caster may then use it any manner he or she deems fit.
any remaining spells, spell-like powers, or supernatural For example, Mervin the Mage calls out the humor in
abilities which the target had available for the day. a joke book (he stores it in a hollow rubber chicken),
Defensive and personal powers continue to work for the getting a cheery, bubbling, sparkling liquid. Mervin
duration, while externally-directed powers are good for could then drink it and gain a half-way decent knowledge
one use each. of jokes and stand-up comedy for a day or two, fling it at
the enemy to make them laugh (not that this keeps them
from beating up the party), or give Humbug Harry a
Cleanse the Soul decent sense of humor for the evening.
Abjuration, Necromancy, Transmutation
Dangerous qualities may be extracted, too, but must
Range: Touch (May affect noncorporeal entities)
be contained carefully. Fire-extracts will burn through
Duration: Instantaneous
weak containers, for example. Character abilities and
Casting Time: Ritual
statistics can be extracted, but fade within a day or two.
Saving Throw: Will negates
They’re only good for a temporary boost. Inanimate
Spell Resistance: Yes
objects lose the culled quality permanently, but
A spirit targeted by this spell is cleansed of all bonds
characters recover 2 attribute points or 6 CP every day.
and taints and released cleanly into the greater
multiverse. This generally means it won’t be coming
back anytime soon. As a side effect, any pre-existing Excellent Lore
pacts (as with demon-lords or similar ilk) or preset Divination, Transmutation
destinations are voided. This may incur severe irritation Components: S
towards the caster on the part of said demon-lords. Range: Touch
Duration: 24 Hours (D)
Casting Time: One Standard Action
Saving Throw: Will negates

124 Eclipse: The Codex Persona


Spell Resistance: Yes at higher levels than this; the spell automatically adjusts
The target gains +(Int) skill points or half that in CP to the slot it occupies. A Grandiose Summoning can
for the next 24 hours. summon 1d4+1 creatures of up to CR ([Spell Level x3/2]
The L14 version provides +(Int) CP, while the L18 -2) or a single creature of up to CR (Spell Level x3/2).
version provides +2 x (Int) CP. Sadly, the spell does not Specialized versions that summon specific creatures
stack with itself or with similar effects. can be designed. Such individualized spells can summon
creatures with a CR of up to ([Spell Level x2] -2).
The Excellent Sphere of Disintegration
Evocation, Conjuration, Transmutation The Irresistible Lure
Range: Long (400 ft + 40 ft/Level) Divination, Enchantment, Illusion
Duration: Instantaneous Range: Medium (100 ft + 10 ft/Level)
Casting Time: One Standard Action Duration: One hour per level (D)
Saving Throw: Fort partial Casting Time: One Standard Action
Spell Resistance: Yes Saving Throw: Will negates
All desired items and characters within a 15’ radius Spell Resistance: Yes
suffer the effects of Disintegrate. Anything which the This creates a total and complete illusion of the
caster does not want to disintegrate remains unaffected. target’s desires. If the victim fails to save, he or she will
follow the illusion anywhere, accept it as a bribe, and so
The Executioner’s Cell on. Of course, the GM may occasionally state that this
Abjuration, Conjuration, Transmutation spell is ineffective against a given NPC, assuming they
Range: LOS have no desires that the spell is incapable of simulating.
Duration: One hour per level (D) This occasionally turns up with undead and constructs.
Casting Time: One Standard Action
Saving Throw: Reflex negates Marketing
Spell Resistance: Yes Divination, Conjuration
This spell imprisons the target within a pocket Range: Personal
dimension (similar to Imprisonment) filled with a hostile Duration: Instantaneous
elemental force. This means that the target takes 3d6 fire Casting Time: Ritual
(fire), crushing (earth), or cold (air) damage each round. Saving Throw: None
Alternatively, the target begins to suffocate if not Spell Resistance: No
protected from suffocation (water, vacuum, or earth). This spell puts you (only the caster) in contact with
individuals who need 1d6 of your spells and can afford
Fastness of the Heart them. You receive half the usual fees if you choose the
Abjuration, Enchantment, Illusion spells or full price if you allow the GM to do so. This
Range: Touch spell cannot distinguish between merit or morals of the
Duration: Instantaneous targeted individuals, but does distinguish between would
Casting Time: Ritual -be ambushers and deadbeats and those who are actually
Saving Throw: Will negates going to pay. It counts as having “studied carefully” for
Spell Resistance: Yes the purposes of Teleporting to the target location.
You create an impenetrable seal over the targets
personal secrets and desires. They cannot be forced from Rain of Ooze
the target or involuntarily betrayed. Divination magic Conjuration, Transmutation
and psionic effects of less than 12th level cannot reveal Range: Long (400 ft + 40 ft/Level)
such secrets, nor can mind-control magic, torture, Duration: One full round
threats, or blackmail compel the target to speak them. Casting Time: One Standard Action
Saving Throw: None (except for a specific Ooze effect)
Grandiose Summoning Spell Resistance: No
Conjuration, Transmutation Rain of Ooze causes a rain of any toxin, nauseating
Components: V, S goo, acid, corrosive, glue, oil, honey, or even slime or
Range: Medium (100 ft + 10 ft/level) ooze monsters of up to 10 hit dice to rain down in a
Duration: 1 minute/level (D) radius of up to 60 feet. The glop is real and permanent.
Casting Time: 1 Round
Saving Throw: None Sending
Spell Resistance: No Divination, Conjuration
Components: V, S, M (a written description of the task
Grandiose Summoning is simply the high-level to be accomplished)
version of the standard summoning spells and can be cast Range: Personal

Eclipse: The Codex Persona 125


Duration: Instantaneous round. Each ship has a climate convenient for the caster
Casting Time: Ritual and can travel along the land. The craft has DR 10/-, AC
Saving Throw: None 10 (-8 Size, +8 Natural), 250 HP, and counts as a
Spell Resistance: No construct. It carries up to 20 passengers in comfort, or up
This spells locates several reliable subcontractors for to 60 in extremely cramped conditions.
a particular task, including an estimated price, contact
method, and a few notes on the advantages and Ties of the Blood
disadvantages of each. Divination, Enchantment, Necromancy
Components: V, S, M (the item used as a link)
Shadow Vitae Range: Special
Conjuration, Illusion, Necromancy Duration: 1 minute or 3 spells, whichever comes first
Range: Long (400 ft + 40 ft/Level) Casting Time: Ritual
Duration: 2d6 x 10 Minutes Saving Throw: None
Casting Time: One Standard Action Spell Resistance: No
Saving Throw: Fort Negates For this spell, the caster needs a material item with
Spell Resistance: Yes psychic or physical link to the target. A favored watch or
All allies within a 30’ radius recover to full health, piece of cloth the target has worn will do, but hair is
shrug off any status effects or negative levels, and better - and there isn’t anything much better than blood.
recover all lost attributes. Sadly, all of this is temporary. The caster can transmit level 4 and under spells to the
target at any range, and across dimensional barriers.
Ship of Shadow Especially good ingredients increase the spell level limit
Conjuration, Evocation to 5, while poor ones reduce it to 3.
Components: V, S, M (the relevant element) Higher-level variants can transmit higher-level spells
Range: Close (25 ft + 5 ft/2 levels) at +2 spell levels per +1 level of the spells transmitted.
Duration: 1 Day /Level (D)
Casting Time: Ritual True Polymorph
Saving Throw: None Enchantment, Transmutation
Spell Resistance: No Range: Short (25 ft + 5 ft/2 Levels)
This forges a craft of raw elemental force. Earth Duration: Special (D)
creates a Mole Drill, which travels through dirt, rock, Casting Time: One Standard Action
and stone at 30’ per round. Air creates a Cloudship, Saving Throw: Fort negates
which travels at 60’ per round and comes equipped with Spell Resistance: Yes
catapults and ballistas. Water creates a Kraken Treat this spell as Polymorph any Object with a +2
Submarine, which travels underwater at 60’ per round bonus for duration calculations and a limit of 1000 cubic
(and can attack as a normal kraken). Fire creates a feet per level. It may also be used to manufacture up to
Dragonship, capable of reaching orbit, which travels at 5000 GP worth of materials without any XP cost or other
90’ per round and can fire 10-die Fireballs once per strain on the caster.

126 Eclipse: The Codex Persona


Eleventh Level Spells lower) damage in the same area. This spell does not
affect creatures without an active life force, such as
undead and constructs.
Antitechnological Sphere
Abjuration, Enchantment
Range: Long (400 ft + 40 ft/Level)
Great Channels
Abjuration, Conjuration, Transmutation
Duration: One full day (D)
Range: Touch
Casting Time: One Standard Action
Duration: One hour per level or until used (D)
Saving Throw: None
Casting Time: One Standard Action
Spell Resistance: No
Saving Throw: Will negates
You set a specific technology threshold or principle.
Spell Resistance: Yes
Technology which uses that principle or goes beyond
The next three spells the target casts have a trans-
that threshold fails to function. This does not affect the
dimensional range, as if modified by the Extension
natural functions of creatures, though it might affect
metamagic.
constructs. The sphere covers a 30 ft radius.

Apportion Interdict
Abjuration, Conjuration
Abjuration, Conjuration
Range: LOS (Touch for ritual version)
Range: Medium (100 ft + 10 ft/Level)
Duration: Special
Duration: Instantaneous
Casting Time: One Standard Action or Ritual
Casting Time: One Standard Action
Saving Throw: Will negates
Saving Throw: Ref negates
Spell Resistance: Yes
Spell Resistance: Yes
The target temporarily loses access to a source of
Treat this spell as per Teleportation without Error,
supernatural power. Common power blocks include gods
except that the caster doesn’t have to travel, it will affect
(and therefore divine magic), particular planes (which
unwilling targets, and the weight limit is 250 lbs. per
may block negative energy attacks and the like) and
level.
arcane energies. This only lasts 1 minute per level if cast
Higher-level, or metamagically-modified, versions of
as a normal spell, but can easily tilt the odds of a fight. If
this spell often throw in area-of-effect.
it’s cast as a Ritual the effect lasts for one week per
Caster Level on a successful save and is permanent until
Danse’ Macabre some countermeasure is found otherwise.
Enchantment, Necromancy
Range: Medium (100 ft + 10 ft/Level)
Duration: Instantaneous
Life Leech
Conjuration, Necromancy
Casting Time: One Standard Action
Range: 60 ft radius burst
Saving Throw: Fort negates
Duration: Four hours.
Spell Resistance: Yes
Casting Time: One Standard Action
This brutal spell animates the skeletons of up to
Saving Throw: Fort half
level/2 targets. Victims suffer a -10 penalty to all
Spell Resistance: Yes
physical checks if they resist the caster’s commands and
This spell transfers 12d6 HP from each desired target
can be made to take 1d4 hit points per round (unaffected
within 60' to the caster as temporary hit points. While the
by damage reduction) if the caster commands their bones
caster can gain a maximum of 240 hit points in this
to rip free. Outside of the fact that the flesh on them is
fashion, the damage inflicted is not so limited. A target
still alive and protesting these are perfectly normal
who makes his or her Fort save takes only half damage.
skeletons and can be Turned or Destroyed normally.

Detonate Life Force Mall of the Gods


Conjuration, Divination, Illusion
Evocation, Necromancy
Components: V, S, M F (cash, gems, or other items to
Range: LOS
trade worth at least 10,000 GP)
Duration: Instantaneous
Range: Personal
Casting Time: One Standard Action
Duration: Instantaneous
Saving Throw: Fort partial
Casting Time: One Standard Action
Spell Resistance: Yes
Saving Throw: None
The unfortunate victim detonates, causing 2x(current
Spell Resistance: No
hit points) points of damage in a 30' radius. Yes, the
You get an instant shopping run. You may spend up
target dies outright if they fail the save. If the target
to 120,000 GP normally in cash or trade, but no item
saves, his or her life force only partly explodes, dealing
from the mall may ever be returned. No single purchase
4d6+8 (or his or her current hit points, whichever is

Eclipse: The Codex Persona 127


may exceed 1000 GP per character level. This spell does Spell Resistance: Yes (for caster and allies)
not work until the 22nd level Grand Opening of the Mall The caster (and only the caster) may share all single
of the Gods spell is cast in a given universe, but most target spells cast on him or her with up to (Int Mod)
places have had their malls open for eons. allies with a 30’ radius of effect if he or she so desires.

Reforging Spellweaving
Illusion, Transmutation Abjuration, Enchantment
Components: V, S, M (a toolkit suitable for working on Range: Personal
an item of the desired form) Duration: One hour (D)
Range: Touch Casting Time: One Standard Action
Duration: Instantaneous Saving Throw: None (Normal for the secondary spells)
Casting Time: Ritual Spell Resistance: No (Yes for the secondary spells)
Saving Throw: None You may manipulate the flow of magic around you to
Spell Resistance: No produce minor (L2 and under) spell effects. You may
Reforging alters the form of magic items, but not create such effects up to once per round, but cumulative
their magical function. It could turn a pair of bracers into effects such as Cure Wounds will only work 2d6 times
a sword or a cloak or vice versa without altering the on any single target. Secondarily, your enhanced magical
magical power of the item in question. It does alter senses effectively grant you the Countermagic ability
which item slot it occupies, however, as well as all of its with the Reflexive improvement.
mundane statistics. Higher-level versions of this spell increase the limit
on the level of spells which can be woven by +1 per +2
Runic Enhancement levels.
Conjuration, Evocation, Transmutation
Range: LOS Torim’s Superlative Porter
Duration: One hour per level or until expended (D) Conjuration, Evocation
Casting Time: Ritual Range: Special
Saving Throw: Will negates Duration: Special (D)
Spell Resistance: Yes Casting Time: Ritual
Specify up to +8 levels of metamagic. Add them to Saving Throw: Will negates
any other single spell which you cast during this spells Spell Resistance: No
duration. This spell creates a 20’ cubic trans-dimensional space
A L13 version allows the metamagic(s) added to be which exists only in relation to the caster (in effect it
selected when the second spell is cast. follows him or her about) along with quasi-intelligent
unseen servants to manage it. The user merely holds out
Sight from Beyond his or her hand and asks for an item or places an item in.
Divination, Enchantment, Illusion This effect is permanent, but occupies one active spell
Components: V slot until dismissed. Dismissing it dumps all objects on
Range: Personal the ground. If the caster dies while this spell is active, it
Duration: One minute per level (D) becomes a permanent hidden pocket dimension until he
Casting Time: One Standard Action or she is resurrected (if ever).
Saving Throw: None
Spell Resistance: No
You gain a +20 insight bonus on AC, attacks, saves, Twelfth Level Spells
and those skills where seeing the future would help. The
character not only sees the future, he or she can scan
Anagathic
through every possible future until the end of the spell,
Abjuration, Necromancy, Transmutation
seeing which action results in what. This has no separate
Components: V, S, M (a small mirror)
effect from the bonus and does not protect the caster
Range: Touch
from all error; there are limits to comprehension, if not to
Duration: Instantaneous
the spell.
Casting Time: One minute
Saving Throw: Fort negates
Spellsharing Spell Resistance: Yes
Conjuration, Enchantment The target does not age for the next week, whether
Range: Personal from natural or unnatural causes. Alternatively, his, her,
Duration: One hour per level (D) or its age may be reduced by one day.
Casting Time: One Standard Action As hard as it is to prevent aging, it’s even harder to
Saving Throw: Will negates undo it.

128 Eclipse: The Codex Persona


Animate Implements Two beings may produce healthy, fertile hybrid
Conjuration, Enchantment offspring regardless of species, age, sex (or lack thereof),
Range: LOS or infertility if either has this spell in effect.
Duration: One hour per level (D) Some worlds have this spell as a World Template,
Casting Time: One Standard Action thus neatly explaining where Genasi come from, given
Saving Throw: None the obvious difficulties in the consummation of a
Spell Resistance: No relationship between a being of living fire (or water or
A target item or set of tools gains competence or earth or air) and a normal mortal.
enhancement bonuses totaling +10 (usually +10 on any
single skill or +5 each to hit and damage) and may act on Grand Creation
its own as if the caster was wielding it. Thus a sword Conjuration, Transmutation
may be sent to fight, tools put to work on their own at a Components: V, S, possibly XP
skilled task, or a wand given an extra +10 on Spot and Range: Medium (100 ft + 10 ft/level)
left to guard your campsite. Duration: Instantaneous
Casting Time: 1 Standard
Cloak of Grandeur Action
Illusion, Enchantment Saving Throw: Special
Range: LOS Spell Resistance: Special
Duration: One full day (D)
C a s t i n g T i me : O n e Grand Creation allows
Standard Action the user to create nonmagical,
Saving Thro w: Will nonliving, matter with a total
negates (others only) value of up to 200 GP per
Spell Resistance: Yes level of the caster +5 GP per
(target only) XP expended during casting.
Everyone who Such materials are real and
encounters the target sees permanent. If the materials
him or her as a figure of are created around or directly
authority and great above another creature it may
importance, to be obeyed make a Reflex save to avoid
without question, if they them. If an attempt is made to
fail their saving throw. create items in contact with
Variants exist: Cloak of another creature - such as in a
Normalcy lets the target pocket, inside their armor, or
pass without attracting to encase them in iron - Spell
attention, Just Sovereign Resistance also applies.
causes the local populace to A L15 version allows the
accept even tyrannical creation of nonsentient living
incompetents as just and things. A L18 version allows
fair rulers, and Cloak of the creation of magical items.
Supremacy allows the target
to impersonate gods, rulers, It’s a bookmark. Why?
and mighty heroes.
Characters who know one version may memorize and Grand Sphere of Invulnerability
cast the others; they are all one spell, which allows the Abjuration, Conjuration
character to choose what aspect he or she wishes to Range: LOS
present. Cloak of Grandeur is also as effective as mind- Duration: One minute per level (D)
control gets, though a few more specialized spells exist. Casting Time: One Standard Action
Saving Throw: Fort negates
Genetic Adaptation Spell Resistance: Yes
Conjuration, Necromancy, Transmutation No spell up to level 8 can affect one defended by
Range: Touch Grand Sphere of Invulnerability, unless they choose to
Duration: Instantaneous allow it. The spell otherwise resembles Lesser Globe of
Casting Time: Ritual Invulnerability.
Saving Throw: Fort negates Higher-level variants are even more potent. The L15
Spell Resistance: No version protects against spells thru L10, the L18 version
works against spells through L12, and so on.

Eclipse: The Codex Persona 129


Grandiose Inflation magic. Such fine-tuned effects increase the effective
Evocation, Transmutation level of the spell by one when used in conjunction with
Components: V one of the other two options.
Range: LOS
Duration: One minute per level (D) Prismatic Lance
Casting Time: One Standard Action Evocation, Conjuration, Illusion
Saving Throw: Fort negates Range: LOS
Spell Resistance: Yes Duration: (Level/5) Rounds
This spell enlarges a target creature or object to Casting Time: One Standard Action
Colossal size after a moment’s delay. This is a nasty Saving Throw: As Prismatic Spray
thing to do to a pebble before tossing it, since the Spell Resistance: No
resulting thousand-ton boulder will squash virtually Prismatic Lance creates a quarterstaff which lasts for
anything (via entirely nonmagical physical damage) and (level/5 rounds). The staff shimmers with various colors
gets a +20 on any to-hit rolls. brightening and dimming along its length and glows
brightly overall (rather like a disco globe). Any creature
Great Dispelling struck by the staff (a touch attack) other then the caster
Abjuration, Conjuration suffers all the effects of Prismatic Spray. If thrown (with
Range: LOS a range increment of 60’) it dissipates after striking the
Duration: Instantaneous target. Since the staff must already hit the target, the
Casting Time: One Standard Action unfortunate victim receives no Reflex saves for any
Saving Throw: None prismatic effects.
Spell Resistance: No
Treat this spell as Greater Dispel Magic, except as Prismatic Storm
noted above and that you receive a roll of 1d20+ your Evocation, Conjuration, Illusion
level with no upper limit. Range: 150’ cone
Duration: Instantaneous
Greater Antimagic Field Casting Time: One Standard Action
Abjuration, Evocation, Transmutation Saving Throw: As Prismatic Spray
Components: V, S Spell Resistance: Yes
Range: Up to 20 feet emanating from the caster All effects of Prismatic Spray strike all targets in a
Duration: 10 minutes/level (D) cone 150’ long. Targets do not receive Reflex saves, but
Casting Time: 1 Standard Action may save versus other aspects of the Prismatic Spray.
Saving Throw: None
Spell Resistance: No The Prison of the Self
Abjuration, Enchantment, Illusion
Unlike a standard Antimatic Field, a Greater Components: V
Antimagic Field offers several different options and can Range: Close (25 ft + 5 ft/2 Levels)
be cast at higher levels than this; the spell automatically Duration: Permanent
adjusts to the slot it occupies. Its shape is adjustable Casting Time: One Standard Action
within the spell limits, from simply surrounding an item Saving Throw: Will negates
in the caster’s possession up to the full 20 ft radius. Spell Resistance: Yes
If cast to block all magic it follows the usual rule for The Prison of the Self allows the caster to imprison a
antimagic - it can be overloaded and destroyed from the spirit or outsider within his or her own flesh and mind.
outside only by spells which exceed twice the level of While perilous, it’s very effective: actual escapes are
the antimagic spell used. From the inside it requires a rare. However, the entity can use mental powers of level
spell of three times the level of the antimagical effect. 4 or lower on its captor. If the caster is mentally but not
If cast to dampen incoming supernatural effects only, physically incapacitated (not just sleeping), the entity can
it reduces the effective level at which such effects temporarily take over control of the body. If the caster
operate by twice the spell level. For example, a L12 dies, the entity will not only have the body, assuming it
antimagic effect would reduce the effective Caster Level remains intact, but may well gain some of the caster’s
of an incoming spell by 24. Thus an incoming Fireball own power.
spell with a Caster Level of 28 would only inflict 4d6
damage. Spells with their Caster Levels reduced to 0 or Relocation
below simply fail. Such a ward will be overloaded and Divination, Conjuration
destroyed by any incoming spell with a Caster Level of Range: Special
more than three times the level of the antimagic spell Duration: Instantaneous
used. Casting Time: Ritual
Antimagic may also be attuned to specific types of

130 Eclipse: The Codex Persona


Saving Throw: None the communities downriver for several miles. While the
Spell Resistance: No target’s flesh returns to normal after the spell expires,
Moves up to a square mile of terrain, and all its any venom he or she has released is real and permanent.
inhabitants, to a new location of your choosing within
range of a Teleport Without Error spell. The old location Warp Sphere
will “slide shut” to eliminate the hole left behind, while Conjuration, Illusion, Transmutation
the new location’s borders will fit smoothly. Range: LOS
The L15 version can move the territory across planes Duration: Instantaneous
and adapt it to survive in its new location either by Casting Time: One Standard Action
altering it to fit into its new environment or by setting up Saving Throw: Special
an environmental barrier around it. Spell Resistance: No
Two target regions of space (each up to a 15’ radius
Venom Cadavari sphere) swap places. Characters with 5’ of the edge
Evocation, Necromancy, Transmutation receive a Ref save to dodge inside or out.
Components: S The L14 version allows a target area to be swapped
Range: LOS with a target area on another plane. The L16 version
Duration: Ten minutes per level (D) throws in a Dimensional Anchor lasting one hour per
Casting Time: One Standard Action level on each creature and object within the transported
Saving Throw: Fort negates area after their arrival.
Spell Resistance: Yes
Select a poison. The target becomes immune to all Web of Space
poisons and his or her flesh, breath, sweat, saliva, and Conjuration, Illusion, Transmutation
blood becomes filled with the chosen poison. The user Range: LOS
may opt to emit a toxic miasma in a 30 foot radius and Duration: One day per level (D)
may poison weapons, wells, food, and drink with a Casting Time: One Standard Action
simple touch. A user bathing in a river is likely to cause Saving Throw: None
illness and perhaps even a scattering of deaths among all Spell Resistance: No

Eclipse: The Codex Persona 131


Choose an area up to a 1000’ radius. It becomes 25% of the targets character points).
spatially bound. While characters may attempt to leave, If the target is of animal intelligence it can normally
whether physically or by occult means, they find be fully domesticated and trained by the time it reaches
themselves arriving on the other side. This does not “adulthood” for its species.
affect light, but does affect all other energy including
spells and psionic powers. Dance of Blades
Conjuration, Enchantment, Transmutation
Wings of Magic Components: V
Conjuration, Transmutation Range: LOS
Range: Medium (100 ft + 10 ft/Level) Duration: Five rounds per level
Duration: 1d6 Hours Casting Time: One Standard Action
Casting Time: One Standard Action Saving Throw: Ref partial
Saving Throw: Will negates Spell Resistance: No
Spell Resistance: Yes You surround the target with an aura of whirling
The target gains +24 CP to spend on Path of the force-blades. Any unwelcome entity which approaches
Dragon abilities for the next 1d6 hours. the target within 20’ or remains in that area takes 15d6
Similar spells exist for Channeling (Sphere of Light damage per round, unless they make a Ref save for half
and Hand of Darkness at L15), Witchcraft (Waking the damage each round.
Serpent, L14), Martial Arts (The Stalker’s Wheel, L13),
and a variety of other ability sequences. Dark Trinity
Conjuration, Necromancy, Illusion
Range: LOS
Thirteenth Level Spells Duration: Special
Casting Time: One Standard Action
Saving Throw: As per specific effects
The Attentive Slave
Spell Resistance: As per specific effects
Divination, Enchantment, Transmutation
You may invoke any three entropic effects (any
Range: LOS
Illusion, negative energy, darkness, or Disintegrate
Duration: Instantaneous
spells) of up to level 8. All three go off at the same time,
Casting Time: One Standard Action
although they may be independently targeted.
Saving Throw: Will negates
Dozens of odd variants - positive energy, Evocation,
Spell Resistance: Yes
Illusion, weather effects, demon-summoning effects -
The victim of this spell will do as the caster desires
exist, and a caster could develop many more.
without any need for orders. In effect, caster simply
takes over control of the target. The target will continue
to do what the caster would have wanted even if the Eternal Torment
caster dies, is dominated themselves, or is otherwise Abjuration, Conjuration, Necromancy
incapacitated. While the effect is instantaneous, targets Range: LOS
with an inherent Will save bonus of +8 or more gradually Duration: Instantaneous
revert to normal (the process normally requires 1d4 Casting Time: One Standard Action
weeks) unless the caster occasionally reinforces his or Saving Throw: Will negates
her control. The caster is effectively limited to a Spell Resistance: Yes
maximum of (Cha Mod +1, 1 minimum) long-term This spell works as Imprisonment, but the victim is
servants. subjected to unending torment if he or she is in any way
vulnerable to pain. If returned to the world, the target is
stunned, nauseated, staggered, and fatigued and has half
Babe in Arms
his or her hit points in subdual damage. These flaws go
Divination, Enchantment, Transmutation
away in that order at the rate of one a week.
Range: LOS
Duration: Special
Casting Time: One Standard Action Evolution
Saving Throw: Will negates Enchantment, Transmutation
Spell Resistance: Yes Components: V, S, MF (creatures to be bred)
The target’s mind is erased by this spell. While the Range: Special
mind (with skills and abilities) recovers at the rate of one Duration: Special
effective year of life per week, the victim is extremely Casting Time: Ritual
impressionable as a child would be during this period, Saving Throw: None
and may be trained and taught as a child. This also Spell Resistance: No
allows a limited character rewrite (reallocating up to Select a species or subspecies. Over the course of

132 Eclipse: The Codex Persona


several generations, you may work to breed desired Greater Familiar
attributes and abilities into up to a hundred of those Evocation, Enchantment, Transmutation
creatures who are under your control. Range: None
Drastic changes (such as giving Gnomes six arms and Duration: Instantaneous
innate Fireball spells) may take repeated castings and Casting Time: Ritual
may affect abstract game terms such as increasing the Saving Throw: Will negates
level cost to play one. Less drastic changes, such as Spell Resistance: Yes
breeding a subtype of horses which can eat seaweed and The user may create a Companion or Mount (bestow
drink salt water for use on rocky islands, can usually be the Familiar template or Paladin’s mount abilities) from
completed within a single generation. an agreeable creature with a CR of up to one-half the
In any case, such modifications become a natural part caster’s level.
of your new species or subspecies from then on.

Fist of Insert Preferred Deity’s Name Here


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

Gates of the North Wind


Evocation, Necromancy
Range: LOS
Duration: Instantaneous
Casting Time: One Standard Action
Saving Throw: Ref half
Spell Resistance: Yes
You hurl a 30d6 cold damage frostball. Any slain by
this are animated as if by a Caster Level 15th Create If you don’t stop pooping down my
Undead. Any target which makes the save takes half back, I’m replacing you with clockwork.
damage, but if they die anyway will still be animated.

The Hidden Ways Plague Arcane


Divination, Enchantment, Illusion Abjuration, Necromancy, Transmutation
Components: S Range: LOS
Range: Touch Duration: Instantaneous
Duration: One hour per level (D) Casting Time: One Standard Action
Casting Time: One Standard Action Saving Throw: Fort negates
Saving Throw: Special Spell Resistance: Yes
Spell Resistance: No Choose a magical disease to affect up to ten targets
All alarms and traps the target would otherwise within range. Such “diseases” include any outright
trigger overlook the target’s presence if they fail the magical infection, lycanthropy, possession by an evil
saving throw (they receive one even if unattended). All entity (or possibly good ones for already-evil creatures),
guards, construct or otherwise, must make a Will save or or loss of access to an arcane school. Outside of outright
simply ignore the target. This effect fails if the target possession such diseases are contagious, and can spread.
actively tampers or attacks with the alarms, traps, or This spell can generally be countered by the reversed
guards in question. Affected alarms, traps, and guards do 13th-level spell Cure Arcane Plague, fittingly enough. If
not remember the intrusion after the spell wears off, not so cured affected creatures may be cured normally
although guards which it fails to affect can detect the via fortitude checks, specific curatives, or whatever other
target normally. means the Game Master specifies.

Eclipse: The Codex Persona 133


Scrying Maze Synthesis
Divination, Enchantment, Illusion Schools: Evocation, Transmutation
Components: S Components: V, S, MF (materials to be manipulated)
Range: None Range: Touch
Duration: One day per level (D) Duration: Instantaneous
Casting Time: One Standard Action Casting Time: Ritual
Saving Throw: Will partial Saving Throw: None
Spell Resistance: No Spell Resistance: No
Once cast, this spell wards a 100 foot radius of the Synthesis allows you to manufacture matter. It can
target against clairsentience, scrying, astral intrusion, and create any molecular composition for which you have the
other divinatory effects of less then tenth level. Anyone appropriate atoms (or the local equivalent) available.
who attempts such an intrusion and fails the saving This produces up to 10 pounds of material per Caster
throw finds their mind drawn into a crystal maze on the Level.
astral plane. This takes them at least one day to escape.
They may attempt a new saving throw each day until Unleashed Potential
they escape or the spell ends. Hopefully someone will Abjuration, Evocation
have been taking care of their bodies. Those who make Range: LOS
the saving throw still alert the caster to their presence. Duration: Instantaneous
A Scrying Maze placed on a location may be made Casting Time: One Standard Action
permanent at the cost of 10,000 XP. Saving Throw: Ref negates
Spell Resistance: Yes
Shattering Word Unleashed Potential triggers the uncontrolled release
Evocation, Necromancy, Transmutation of energy from something, usually an item with charges.
Components: V GM’s may allow this to work on characters; in either
Range: LOS case, all charges or uses of a selected ability activate at
Duration: Instantaneous once; if they require a target, they strike the holder or the
Casting Time: One Standard Action square he or she stands on (multiply the affect and area,
Saving Throw: None if any, by the square root of the number of charges or
Spell Resistance: Yes uses. It does not work on the nuclear or total-conversion
You may disrupt the structure of space around a potentials inherent in normal matter, but quantities of
target, crushing matter and scattering energy with a chemical or radioactive nuclear fuels (up to several
word. Any target with a CR of up to (Casters CR - 6), thousand tons) work quite nicely.
including creatures, traps, walls, gates, buildings, and
spells, will be destroyed or damaged at the option of the Unseen Horde
caster. Targets with a CR above the destruction limit will Divination, Conjuration, Transmutation
still suffer 15d6 damage. Range: Special
The Game Master may opt to modify the caster’s CR Duration: One hour per level (D)
according to his or her current condition. If the caster is Casting Time: Ritual
currently low on spells, badly hurt, and short of gear, he Saving Throw: None
or she may find that such distractions weaken the effects Spell Resistance: No
of a Shattering Word. You create (Int Mod) x 100 unseen workers. These
act as unseen servants, except that they have 18’s in all
Spell Bank physical attributes and mental attributes of 12, move at
Conjuration, Evocation 30 feet per round, and get any three physical skills at
Components: V, S, MF (item to be imbued) +12. You may also equip them with (equally unseen)
Range: Touch tools or weapons as needed.
Duration: Permanent until used (D) Like regular unseen servants, these can be killed
Casting Time: Ritual readily. They have 12 hit points and AC 22 (+4 Dex, +4
Saving Throw: None natural armor, +4 invisibility).
Spell Resistance: No
You may store up to a number of spells in an object
equal to your spellcasting attribute modifier. You may
release one each round as a Free Action. You may give
this item to other and split the spells between multiple
items, but may not exceed the above restriction on the
number of spells for all such items together.

134 Eclipse: The Codex Persona


Fourteenth Level Spells Using available materials (wood and stone are best
for medieval construction, but the spell can incorporate
metal, rubber, brick, or any other suitable material) this
Altar of Blood spell creates any structure up to a fortified keep, bridge,
Enchantment, Necromancy cathedral, or 20 miles of road.
Components: V, S, MF (altar or structure)
Range: Touch
Duration: Instantaneous
Forge of Time
Abjuration, Evocation, Transmutation
Casting Time: Ritual
Range: Medium (100 ft + 10 ft/Level)
Saving Throw: None
Duration: One hour per level (Permanent as ritual) (D)
Spell Resistance: No
Casting Time: One Standard Action or Ritual
Altar of Blood transforms an altar or structure into a
Saving Throw: Special
nexus of evil and a storage point for magical power
Spell Resistance: No
derived from blood sacrifice. Each intelligent being slain
You create time-stopped areas and “items”
on the altar contributes (CR/2 -1, rounded down) levels
customized to your whim. Areas and items appear as
of spell energy to the reserve. Lower-level creatures can
perfectly reflective surfaces, although they may be either
be sacrificed in groups to raise their effective CR and the
“solid” or “hollow” (in which case time continues
fresh life energy of a small child is always worth at least
normally inside them; only an infinitely-thin wall exists).
1 level of spell energy. Spellcasters who have personally
Such items are unbreakable by physical force. Only
sacrificed at least one sentient being at the nexus may
magic-absorbing or dissipating attacks or time control
draw on those spell levels as if they were using spell
techniques can undo them.
levels from a Rod of Absorption. Unfortunately, for
All items created must fit within a 20 foot cube and
every 100 spell levels a caster draws from the reserve, he
may not include portions of living creatures; it’s all or
or she suffers some minor deformity or curse which can
nothing. If the caster attempts to entrap a living creature
only be removed via Wish, Miracle, or similar high-order
it may make a Reflex save to avoid being chained, caged,
spells.
or otherwise entrapped.
Any undead created or “blessed” by you or an evil
cleric (such clerics use a turning attempt to do this) at the
sacrificial site gain +4 hit points per hit die. Additionally, Grand Projection
the sacrificial site radiates fear and despoils the land for Conjuration, Enchantment, Illusion
miles around, though this has no effect on creatures Range: Touch
above four hit dice or levels. Duration: One hour per level (D)
Casting Time: One Standard Action
Saving Throw: None
Annihilation
Spell Resistance: No
Conjuration, Evocation, Necromancy
This spell resembles Project Image, but can transmit
Range: LOS
all sensations and sounds to or from the target, allows the
Duration: Instantaneous
user to cast spells of up to eighth level through the
Casting Time: One Standard Action
image, and provides a constant Telekinesis effect which
Saving Throw: Best saving throw of Fort, Reflex, or
allows the user to affect physical objects as if he or she
Will negates
was actually present with a Strength equal to his or her
Spell Resistance: No
Intelligence. The image can be projected to any point on
Annihilation crushes the target’s body, turns it to
the planet.
subatomic particles (or whatever), spreads them across
A L16 variant can project the image to any place in
the universe, and then grabs the target’s soul and drags it
the same dimension. A L18 variant can project the image
as far as magic reaches before flinging it further. This is
across dimensions as well.
as final as death-type spells get. If the target comes back
from this, you probably need to just agree to disagree.
Most souls hit by this are simply trapped in a limbo until Holding Thunder
they fall into another universe. Conjuration, Evocation, Transmutation
Range: Special
Duration: 1 Day /Level (D)
Construction
Casting Time: One Standard Action
Conjuration, Divination, Transmutation
Saving Throw: None
Components: V, S, M (construction materials)
Spell Resistance: No
Range: Extreme (800 ft + 80 ft/Level)
When cast, Holding Thunder also activates another
Duration: Instantaneous
normally-instantaneous spell of up to 6th level which
Casting Time: Ritual
you have memorized or can spontaneously cast. The
Saving Throw: None
second spell will remain continuously active for the
Spell Resistance: No
duration of Holding Thunder, assuming that this makes

Eclipse: The Codex Persona 135


some sort of sense. Damaging effects typically apply Spell Resistance: No
each round to anyone who enters or remains in the This creates a potent and permanent Wall of Force.
affected area, while spells such as “bless water” are Those who touch it become subject to a spell up to 5th
effectively cast each round. level which you know and can cast. Hold Monster is the
favorite choice; it will activate on the target every round,
Inner Thunder so to successfully evade it after touching the wall, the
Evocation, Necromancy target must make a great many saves in a row. Most
Components: V don’t live that long.
Range: 30 ft radius burst emanating from the caster Higher level variants can increase the level of the
Duration: Instantaneous secondary spell; L6/7/8/9 secondary spells can be used
Casting Time: One Swift Action at L15/17/19/21. It’s worth nothing that the secondary
Saving Throw: None spell can be a metamagically-modified effect if the caster
Spell Resistance: Yes knows the metamagical technique in question.
You radiate a 20d6 forceblast. All Force constructs
and spells within that radius are automatically destroyed Wandbane
(no save). All those within 10’ are hurled away to a Abjuration, Divination, Evocation
radius of 40’. The spell has a built-in version of Range: 10 ft/Level radius emanation from caster
Advanced Body Fuel; the caster may spend 14 hit points Duration: One hour (D)
instead of actually expending the spell to cast it. Casting Time: One Standard Action
Saving Throw: None
Mana Vortex Spell Resistance: No
Conjuration, Evocation Wandbane blocks the
Range: Touch release of stored spells from
Duration: 1 Round /Level spell-trigger, spell-
(D) completion, and command-
Casting Time: One Standard word items within a radius of
Action 10 ft per level of the caster.
Saving Throw: Fort negates Uses-per-day and unlimited-
Spell Resistance: Yes use items are not affected.
This spell provides 4 The L18 variant King of
bonus Mana for the target Wands grants awareness of
(may be the caster) every each attempt to release a
round for 1 round per level. stored spell in the affected
This cannot be used to regain area and the ability to
personal Mana, but it can be selectively veto such
channeled into spellcasting releases, allowing the caster
or other effects. and his or her friends to use
stored spells while
Shattering preventing enemies from
Divination, Conjuration, Evocation doing so.
Range: 200 ft radius burst emanating from the caster
Duration: Instantaneous Whispering Winds
Casting Time: One Standard Action Divination, Enchantment, Illusion
Saving Throw: None Components: V
Spell Resistance: No Range: Special; anywhere on the plane
Shattering destroys 20d6 CR worth of barriers, traps, Duration: 2d12 days (D)
vaults, constructs, and other obstacles within a 200 ft Casting Time: Ritual
radius burst. Weaker and closer targets are affected first. Saving Throw: None
Targets with 20+ CR individually are not affected and do Spell Resistance: No
not count against the total. With this spell, you may spread rumors and ideas
throughout an entire province. Against susceptible
Wall of Sorcery individuals, this may be treated as a Suggestion effect,
Evocation, Transmutation but given the sheer number of affected people, it likely
Range: Long (400 ft + 40 ft/Level) won’t matter. This can be used to cause unrest, promote
Duration: Permanent (D) ideas, advertise products, promote your reputation,
Casting Time: One Standard Action subvert nations, spread hope or despair, and so on.
Saving Throw: None

136 Eclipse: The Codex Persona


Fifteenth Level Spells past the first, its saves use the highest base in the group
plus one per member past the first, and it gets the groups
total hit points. The avatar has all the best talents, magic
Divine Spark levels, Warcraft, and other abilities from the pooled
Conjuration, Evocation, Necromancy, Transmutation characters, and gets its choice of their equipment as well.
Components: V, S, MF (a realm to claim) Finally it gets one extra action per round per 2 people in
Range: None the group and meets any and all requirements that one of
Duration: Instantaneous the group members met. In other words, if a magic item
Casting Time: Ritual or ability requires elf-blood, and one member out of the
Saving Throw: Will negates group is an elf, then the Avatar meets that requirement.
Spell Resistance: Yes Strangely, this spell sometimes comes bound into
You may purchase the Godfire Dominion ability giant golem bodies, which the characters must pilot.
without inheriting it, the aid of a god, or fulfilling any Obviously, this is the result of a poorly-thought design;
other story based requirements. any good construct ought to be able to act on its own.

Evil Eye Ka Effigy


Conjuration, Evocation, Enchantment Divination, Enchantment, Necromancy
Components: V Range: Close (25 ft + 5 ft/2 Levels)
Range: Personal Duration: Permanent (D)
Duration: 2 Rounds /Level Casting Time: One Standard Action
Casting Time: One Standard Action Saving Throw: None
Saving Throw: None Spell Resistance: Yes
Spell Resistance: Yes Ka Effigy creates a exact duplicate of the caster (and
Choose a spell of up to level 6 to use as a gaze attack only the caster) at three-fourths of his or her current
with a 60’ range. While offensive spells are traditional, level. The duplicate is fully real and comes with
this is not required. If you’re passing through a plague- appropriate gear for its level, although this vanishes with
ravaged village and want to Heal everyone who meets it. The Effigy lasts until killed, but the user is at -2 levels
your gaze, this is quite permissible. while the duplicate remains. The Ka Effigy transmits all
its memories, experiences, and any XP it has earned to
Forest Haven the caster when the spell ends or it dies.
Enchantment, Transmutation
Range: Touch The Opening of the Ways
Duration: Instantaneous Divination, Conjuration, Transmutation
Casting Time: Ritual Components: V
Saving Throw: None Range: None
Spell Resistance: No Duration: Instantaneous
Every plant and animal within 1 mile per level of the Casting Time: One Standard Action
caster becomes a friendly, communicative ally. The spell Saving Throw: None
includes the ability to speak with all plants and animals Spell Resistance: No
(to the extent their limited capacities allow) within that Also known as The Hand of Ptah, this spell opens all
region, an effect which persists as long as the target gates, tunnels, doors, locks, seals, and barriers you can
accepts the task of taking care of the area. The target will see or know about within a 1-mile radius. It will even
never lack for herbs, spell components, or food within rebuild small cave-ins and reveal hidden passages, if you
the area as long as the environment is half-way have some idea of what you’re looking for. It can open
reasonable to begin with. any and all magical seals up to 12th-level effects.

Forge Avatar Prismatic Armor


Conjuration, Enchantment, Necromancy, and Evocation, Illusion
Transmutation Range: Touch
Components: V Duration: 10 minutes per level (D)
Range: Touch Casting Time: One Standard Action
Duration: One hour (D) Saving Throw: Special
Casting Time: One Standard Action Spell Resistance: No
Saving Throw: Will negates Prismatic Armor has the effect of Prismatic Sphere
Spell Resistance: Yes but only affects those who come into contact with the
Forge Avatar merges a group of 2-7 volunteers into wearer. The wearer casts spells as if they were cast
one. The merged entity’s attributes are equal to the through a Prismatic Sphere. The user may use touch
highest base attribute in the group +2 for each member attacks to body-slam people with the armor, which they

Eclipse: The Codex Persona 137


are unlikely to enjoy, although the usual saves apply to take 3d6 holy damage per round and cannot be created or
reduce the prismatic effects. summoned in the area. The caster may describe up to
three additional spells (level 4 maximum) which affect
Prosperity the chosen area or those in it. Sadly, the spell requires
Evocation, Necromancy, Transmutation the support of a faithful community inside the zone of
Range: Anywhere on the planet. effect; normally it only is used by deities slightly irritated
Duration: One Season (usually used during the fall. by an evil horde or swarm of undead come to sack the
Three months for regions without seasons.) temples of the just.
Casting Time: Ritual
Saving Throw: None Spatial Soliton
Spell Resistance: No Conjuration, Evocation
Prosperity blesses a province - a fair-sized country or Components: S
major chunk of an empire - with fertility and health, Range: Special; originates adjacent to the caster.
ensuring healthy flocks and herds, bountiful crops, and Duration: Instantaneous (technically 12-48 hours since
plenty of wild game. The people will flourish and grow the beam only travels at near light speed)
fat. This spell may be cast reversed, in which case it Casting Time: One Standard Action
causes blight, disaster, and famine. Individual farmers Saving Throw: Reflex half
and herdsmen may make Will saves against the reversed Spell Resistance: No
form to protect their own lands and animals, but no You fire a shaped gravity pulse, a relativistic stream
general save applies unless the local ruler is bound to the of microscopic black holes. This causes 12d6 points of
land (see Coronation, page 124) or possesses the damage to everything in a 5' wide (and high) pathway
relevant Dominion or Domain abilities. many light hours long, bypassing all defenses save for
gating away the stream or not being there. This includes
cover (walls, mountains, stars or anything other than a
bigger black hole), time-stopped areas, force walls,
armor, damage reduction, immunities, and resistances.
Fortunately for the rest of the universe, the beam does
gradually dissipate, losing 1d6 of its damage potential
every 1d4 light hours (generally there’s no need to
check). If a Soliton beam passes through a Gate effect,
the beam dispels it en route if the caster succeeds in an
opposed Caster Level check.

The Triune Self


Enchantment, Transmutation
Components: None
Range: Touch
Duration: Ten minutes per level
Casting Time: One Standard Action
Saving Throw: Fort negates
Spell Resistance: Yes
The targets mind becomes three minds, although they
draw on a common pool of spell slots, power, and other
resources. One mind acts physically, doing physical
actions and attacks, and feeling pain. The other two may
use magical or psychic powers or speak (the spell
provides for that supernaturally), essentially giving the
Righteous Wrath user three actions for each one he or she would normally
Conjuration, Enchantment, Necromancy get. He or she also gains three saving throws against any
Range: Long (400 ft + 40 ft/Level) mental effect, which generally includes all Will saves.
Duration: One hour Note that this spell does not make any changes to the
Casting Time: One Standard Action user’s body; he or she can still cast only one spell per
Saving Throw: None round that requires gestures without using special
Spell Resistance: No techniques, and if the physical self begins staff-fighting,
You sanctify the area. This short-term burst of holy the mental selves may have no hands left over to gesture
power creates a Holy Aura effect over a 300’ radius. with.
Additionally, undead and evil outsiders inside the effect Many users combine this effect with Alter Self, so as
to provide more limbs. This works perfectly well.

138 Eclipse: The Codex Persona


The Venom’d Flood Spell Resistance: No
Conjuration, Necromancy, Transmutation You prevent or halt an earthquake, volcanic eruption,
Components: S flood, landslide, hurricane, or other natural disaster in a
Range: Long (400 ft + 40 ft/Level) radius of 1 mile per level, dissipating the forces that
Duration: Instantaneous drive it. While another eruption, storm, or earthquake
Casting Time: One Standard Action may occur later, it will not be for some time.
Saving Throw: None
Spell Resistance: No Disciples of Power
You spray up to 1500 cubic feet per level of any fluid Divination, Enchantment, Illusion
selected. Normal materials, such as whipped cream, olive Components: V, S, 1000 XP per minion
oil, or boiling water are permanent. Exotic materials, Range: Close (25 ft + 5 ft/2 Levels) initially. Once set
such as liquid helium or molten gold last only level/2 up, the link has transdimensional range.
rounds. The spray itself may be directed at a square or Duration: Instantaneous
hex, in a 5' wide or 10' wide stream, in a cone, or at an Casting Time: Ritual
arc of squares or hexes within range at the option of the Saving Throw: Will negates
caster. Similarly, the spray may be discharged in a single Spell Resistance: Yes
round or over up to ten rounds at the option of the caster. You may create a permanent link with up to (Cha
Mod) +7 voluntary subjects. This will permit you to tap
into their senses, speak to and through them, and to
Sixteenth Level Spells channel spells of up to L9 through them at will
regardless of range or dimensional barriers.
Brisnell’s Final Thievery
Conjuration, Divination, Transmutation
Envenomed Darts
Conjuration, Evocation, Necromancy
Components: S
Range: Extreme (800 ft + 80 ft/Level)
Range: LOS
Duration: Instantaneous
Duration: Instantaneous
Casting Time: One Standard Action
Casting Time: One Standard Action
Saving Throw: Special
Saving Throw: Ref special
Spell Resistance: Yes
Spell Resistance: Yes
Envenomed Darts hurls 24 magic missiles at the
Every item the target carries or wears must save or be
target, each of which can carry one of your daily 4th
teleported to the caster. The caster may exempt items he
level (or less) spells or a poison provided by you. Targets
or she doesn’t want, since the spell provides the list as it
receive saves only against the carried spells and poisons.
transports everything.

Celestial/Infernal Crown Eternal Banishment


Conjuration, Enchantment, Evocation
Conjuration, Enchantment, Transmutation
Range: LOS
Range: Close (25 ft + 5 ft/2 Levels)
Duration: Instantaneous
Duration: One hour per level (D)
Casting Time: One Standard Action
Casting Time: Ritual
Saving Throw: Ref negates
Saving Throw: Will negates
Spell Resistance: Yes
Spell Resistance: Yes
You send the victim (1d4+1) x1000 years into the
You become a true celestial or infernal entity for the
future or to a random dimension from which the target
duration, gaining a doubled-up (double the attribute
cannot normally escape. Of course, any target likely to
bonuses and spells per day) version of the Half-Celestial
be targeted by a 16th level-spell probably has highly
or Half-Infernal template. Sadly, the user takes on the
unusual options in either case, and just might find a way
Outsider type as well, and so becomes vulnerable to
back. Even if they do, however, it will probably take
banishment, holy or unholy water, and spells or powers
them quite a lot of work.
which target outsiders for the duration. Any items which
rely on a mortal racial heritage, such as an elf-specific
item, will not function for the duration. Light of Truth
Conjuration, Divination, Evocation
Range: Personal
Chain the Cataclysm
Duration: Ten minutes per level (D)
Abjuration, Evocation, Transmutation
Casting Time: One Standard Action
Range: LOS
Saving Throw: Special
Duration: Instantaneous
Spell Resistance: No
Casting Time: One Standard Action
Light of Truth grants the caster a +30 circumstance
Saving Throw: None

Eclipse: The Codex Persona 139


bonus on Decipher Script, Search, Sense Motive, Spot, made from. Furthermore, if the statue is destroyed, the
and most Diplomacy checks by enforcing the absolute caster takes 50 points of damage. A spellcaster can only
and awesome truth around him or her. It also dispels all have one Sacrificial Transference spell in effect at any
illusions he or she can see (attended ones receive Will one time.
saves) and automatically blinds all evil beings unless For those using Ties of the Blood, or similar effects,
they make a Fortitude save. the statue makes an absolutely superb link to the caster.
Not only is the level of spells which can be transmitted
Maze of Doom over such a link increased by +2, but the caster saves at
Conjuration, Evocation, Illusion -10 against any spells cast by someone in possession of
Range: Long (400 ft + 40 ft/Level) the statue.
Duration: Special (D)
Casting Time: Ritual Sphere of Life
Saving Throw: None Conjuration, Evocation, Transmutation
Spell Resistance: No Range: Extreme (800 ft + 80 ft/Level)
Much like the Maze spell, Maze of Doom transports Duration: 2d4 Years
up to 6 targets within a 30 ft radius into an extra- Casting Time: One Standard Action
dimensional maze of shifting force-planes. Unlike a Saving Throw: None
Maze spell, the labyrinth is filled with 4d6 deadly traps Spell Resistance: No
and monsters. Each trap or monster may will have a CR You create a fertile oasis complete with air, water,
of 15 to 20 (1d6+15), and while creatures are not and light over a 50’ radius per level. It lasts for 3d4 years
actually alive or intelligent, they act sufficiently like it to and works nicely even in a complete vacuum, deep
fool almost any observer. The targets may make DC 24 underground, or a demiplane of endless infernos.
Int check to escape after each trap or monster is
successfully dealt with instead of every round, as they Tale-Spinner
would in a Maze spell. If the supply of traps and Enchantment, Illusion, Transmutation
monsters is exhausted, any surviving victims escape Components: V
automatically. Range: None
Duration: Instantaneous
Mindworm Casting Time: Ritual
Enchantment, Necromancy Saving Throw: Will negates
Range: Long (400 ft + 40 ft/Level) Spell Resistance: No
Duration: One hour per level (D) You implant detailed memories into the minds of all
Casting Time: One Standard Action desired targets within the range of your voice. The caster
Saving Throw: Will negates may spin any tale he or she wishes to make a part of the
Spell Resistance: Yes targets’ memories. Such memories are so vivid and real
The caster gains total control over the victim’s mind that the targets can actually gain experience from them if
and even metabolic functions, and may transmit spells up the caster chooses to tell tales of adventures, battles, and
to level 6 through the target, as well as tap into the challenges overcome. Sadly, this is subject to a limit of
target’s senses. Victims with 5 or fewer hit dice are 2d6x100 XP per casting and a lifetime limit of 7000 XP
permanently bound regardless of the normal duration. for any given target.

Sacrificial Transference Timejump


Conjuration, Enchantment, Necromancy Conjuration, Evocation, Transmutation
Range: Touch Range: Medium (100 ft + 10 ft/Level)
Duration: Permanent Duration: One round or Concentration (up to one round
Casting Time: Ritual per level)
Saving Throw: None Casting Time: One Standard Action
Spell Resistance: Yes Saving Throw: None
This vicious spell transforms its victim into a small Spell Resistance: No
statue or talisman and links it to the caster. Until the This opens a circular gate 5 to 20 feet across (at the
victim dies, he or she takes all damage, attribute drain or option of the caster) through time and space. While
damage, negative status effects, or level drains that superficially similar to a normal Gate, time is trickier
would otherwise affect the caster. While the victim can than space and dimensions. Travel into the past is an iffy
be saved (and the spell ended) by using a Wish to return proposition if it’s possible at all. The Game Master is
the victims body to normal and True Resurrection to free to require Int checks to target the spell, may drop
return him or her to life, it’s much easier to simply travelers into existing roles in the past or alter them to fit
destroy the talisman or statue, even though it has in, and may or may not allow modifications to the “real”
hardness 20, 50 HP, and saves as per whoever it was past or the creation of new timelines.

140 Eclipse: The Codex Persona


And even the gods may not know if your information The user is automatically teleported up to 30 ft away
about what was really going on in the past is correct in whenever attacked. Any individually targeted attack or
the first place. History is rarely really as it was reported. effect has a 5 in 6 miss chance. Area effects have a 4 in 6
Virtually every world, however, allows travel into the miss chance if there’s a spot within range that would be
future. Whether it’s THE future, and so inevitable, or outside the area of effect, the spell is ineffective if no
whether it’s only a possible future and the characters can such area is available. The user never winds up in a
return to the past and change it, is up to the Game dangerous location due to evasive teleportation and may
Master. control the spell enough to start their turn on each round
in any location within 60 ft of their final location last
Tithe round.
Conjuration, Illusion, Transmutation
Range: LOS Genetic Reconstruction
Duration: Instantaneous Divination, Transmutation
Casting Time: One Standard Action Range: Medium (100 ft + 10 ft/Level)
Saving Throw: None Duration: Instantaneous
Spell Resistance: No Casting Time: One Standard Action
Tithe restocks all armories, larders, and dry goods Saving Throw: Fortitude negates
stores for an outpost, temple, mansion, fortification, or Spell Resistance: Yes
other large dwelling. This also renews minor special The caster may arbitrarily rearrange genetic
substances such as holy water or flaming oil (presumably structures throughout the target’s body; an advanced and
not flaming when it arrives) and repairs all damage to the extensive knowledge of biology is highly recommended.
structure. Supplementary divinatory spells are common, to ensure
it all will work out as planned.

Seventeenth Level Spells


The Dark Hordes
Conjuration, Enchantment, Necromancy
Components: V, S, M (an appropriate offering)
Range: LOS
Duration: Instantaneous
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
The Dark Hordes summons and binds up to 36 CR
worth of infernal beings (maximum 9 CR each). They
must serve the caster obediently in all things for a year
and a day. The powers of the underworld may notice and
harass the caster, demand payment, or even attack him or
her outright (assuming they think they can defeat a caster
this powerful).
A good variant exists, and summons up 48 CR worth
of celestials with a 12 CR maximum apiece, but these
serve only at their personal whim and aren’t bound to
obedience.
In either case, no single caster may call forth more
than (Cha Mod) Hordes at any one time.

Evasive Tessaract
Abjuration, Divination, Conjuration
Components: Mental only
Range: Touch
Duration: One round per level (D)
Casting Time: One Standard Action
Saving Throw: Will negates I’m... too sexy for my mail.
Spell Resistance: Yes

Eclipse: The Codex Persona 141


Geologic Mastery Duration: One hour per level (D)
Enchantment, Evocation, Transmutation Casting Time: Ritual
Range: LOS Saving Throw: None
Duration: 10 minutes per level (D) Spell Resistance: No
Casting Time: One minute The caster may walk across space and time, leading
Saving Throw: None as many others as he or she cares to (this can stretch into
Spell Resistance: No moving whole a plane’s population if they all follow the
You gain vast telekinetic powers over earth and leaders). The user simply casts this spell and begins
stone. You may create a volcano or mountain, cause walking; the company will move through a series of odd
earthquakes covering miles upon miles of terrain, or dimensions and demiplanes to the targeted area, with the
open crevasses with a thought. While this isn’t really transitions always seemingly more or less gradual.
suited to small-scale destruction the user may opt to If this is combined with the appropriate Rider talents
simply create the effects of an Earthquake spell each the caster can lead watercraft, spaceships, and high speed
round. land vehicles as well. Without such enhancement the
user is limited to leading walkers, riders, and animal-
Inquisition drawn vehicles.
Enchantment, Illusion
Range: None Reforging
Duration: Permanent (D) Divination, Evocation, Transmutation
Casting Time: Ritual Components: V, S, MF (tools appropriate to the item to
Saving Throw: None be repaired)
Spell Resistance: No Range: None
You create an occult secret police throughout a Duration: Instantaneous
province. You may spread rumors, give citizens a Casting Time: Ritual
constant awareness of being watched, automatically Saving Throw: None
know of almost any activity of note in the area, and gain Spell Resistance: No
a +20 bonus on any actual Gather Information checks. Reforging repairs broken, disenchanted, or otherwise
damaged magic items of non-epic status. It also restores
Pillars of the Temple all charges on charged items which produce effects of up
Conjuration, Evocation to level 7.
Components: V, S, relevant DF (even if arcane caster)
Range: Touch Song of Orpheus
Duration: Instantaneous Divination, Enchantment, Illusion
Casting Time: Ritual Components: V
Saving Throw: None Range: Personal
Spell Resistance: No Duration: One hour per level (D)
A building, structure, or entry becomes a permanent Casting Time: One Standard Action
pathway into a chosen divine realm. This generally Saving Throw: Will negates
results in it being occupied as an outpost of that realm Spell Resistance: No
and thus gaining some guardians. Priests of the god in You gain total emotional control over all targets who
question gain two clerical magic levels while within one fail the save in a 60’ radius per level and may manipulate
mile of the structure, and the location is automatically their feelings in any way you wish at will. You may even
Hallowed or Unhallowed. Unlike the basic Hallow and kill mortal targets or drive them insane through intense
Unhallow spells such a temple can support up to three emotional trauma if you wish. Immortals cannot be slain
secondary spell effects; these are often provided by the by emotion, but may be driven into deep depression or
deity in question and thus may surpass normal limits. otherwise manipulated.
If a structure has already has this spell cast upon it,
repeat castings fail. Despite occasional attempts, this Spiritual Transformation
cannot be cast on a structure which is occupied by forces Conjuration, Transmutation, Enchantment
opposed to the deity in question. In fact, it can only be Range: Touch
cast on a location which has been ritually purified and Duration: Instantaneous
prepared for the opening of such a gate. Casting Time: One Standard Action
Saving Throw: None
Master of Space and Time Spell Resistance: No
Abjuration, Conjuration, Divination, Evocation, The target is permanently transformed into another
Illusion kind of creature, such as an outsider, Nature Spirit, or
Range: Personal even a Realm Spirit. This spell pays for up to 5 levels
worth of templates or monster levels and can be cast in

142 Eclipse: The Codex Persona


advance, to take effect when dying. Unfortunately, it each creature gains immunity to the venom it produces.
may take several years for the user to fully adapt to his or If all are keyed to different venoms, most of the species
her new status. In effect, the target is out of action until will die off (very) soon, leaving only the hardiest and
the campaign catches up enough to make them an most desperate creatures. Either way, it’s very
acceptable character again. Of course, by the time dangerous.
anyone is fooling around with seventeenth level spells, Variants on this spell can be used to adjust the plants,
the Game Master may not care... animals, and environment of a province in a variety of
other ways. For example, if a mighty series of volcanic
Temporal Stabilization eruptions was rendering the country uninhabitable, a
Conjuration, Divination, Evocation spell of this sort could adapt the plants and animals to
Range: Personal survive happily amidst a rain of molten rock.
Duration: Instantaneous
Casting Time: One Standard Action Civic Benefactor
Saving Throw: None Conjuration, Enchantment, Transmutation
Spell Resistance: No Range: Affects any location on the planet
You render yourself and any desired creatures or Duration: One year
objects within a 30’ radius immune to the next reality- Casting Time: Ritual
altering event caused by individuals tinkering with the Saving Throw: None
past. Spell Resistance: No
Choose a city; its production, trade, rate of growth,
The Ultimate Counterspell and revenues double. It gains excellent public health,
Conjuration, Evocation waste disposal, firefighting, police, and other public
Range: LOS services and the effects of Cure Light Wounds apply to
Duration: Instantaneous every citizen in it up to once a day as needed by the
Casting Time: One Standard Action individual. In general, the people become quite content.
Saving Throw: Will negates
Spell Resistance: No Cosmic Awareness
You break cancel, or counterspell any other spell or Divination, Enchantment, Conjuration
effect up to level 21 magic, provided it does not require Range: Personal
special means, such as a quest. Alternatively, you can Duration: Instantaneous
dispel up to a dozen lesser effects (spell level 10 or less). Casting Time: One Standard Action
Saving Throw: None
Youth Spell Resistance: No
Enchantment, Necromancy, Transmutation You analyze everything on the entire planet. Any and
Range: Close (25 ft + 5 ft/2 Levels) all locations hidden by divination protection are noted,
Duration: Instantaneous along with their exact shape, power, and scale. While
Casting Time: Ritual this spell doesn’t cut through any divination protection, it
Saving Throw: Fortitude negates tells the user what kind of effect (personal spell, magic
Spell Resistance: Yes item) is active. Secondarily, you may make an one
You rejuvenate the target, granting another 70 years Intelligence-based check with a +40 insight bonus on the
of life. If the target isn’t well past 70 years old, he or she roll or gain brief (but 95% accurate) answers to any
returns to a just post-pubescent state and the remainder is seven questions you choose to ask the Game Master
added to his or her natural lifespan. Repeated castings provided that the desired information isn’t protected by
stack infinitely. The target resumes aging normally after antidivination magic. Sadly, this does not guarantee that
the spell is cast. your questions will be good ones. Thanks to the immense
mental strain of such cosmic knowledge, this spell
cannot be used more than once a week.
Eighteenth Level Spells
Flask of Solomon
Blood River Conjuration, Enchantment, Evocation
Enchantment, Necromancy, Transmutation Range: LOS
Range: Affects any location on the planet. Duration: Instantaneous
Duration: Instantaneous Casting Time: One Standard Action
Casting Time: Ritual Saving Throw: Will negates
Saving Throw: None Spell Resistance: Yes
Spell Resistance: No You trap the target or targets with a 5’ radius of your
All water, plants, and animals within a country or spell in a tiny, timeless pocket dimension, normally
province becomes poisonous with a user-chosen venom; placed within a gem, bottle, or crystal for safekeeping.

Eclipse: The Codex Persona 143


Planar Seal Saving Throw: Fortitude negates
Conjuration, Evocation, Illusion Spell Resistance: Yes
Range: Special This spell works as per Shapechange. While still
Duration: 1 Day /Level (D) limited to generic forms, you gain all supernatural
Casting Time: Ritual powers up to level 6 effects and spell-like powers up to
Saving Throw: None level 8 effects. All your items are adapted to the new
Spell Resistance: No form.
You enact a global-scale Dimensional Anchor, which
affects all creatures and objects whether they are coming Nineteenth Level Spells
or going, for the duration. A great many supernatural
beings are likely to be annoyed by this.
Devouring Sphere
Conjuration, Evocation, Transmutation
Sphere of the Archmage Components: V, S, M (a black pearl worth 1000 GP)
Divination, Enchantment, Evocation Range: Medium (100 ft + 10 ft/Level)
Range: Personal Duration: 10 minutes per level (D)
Duration: Ten minutes per level (D) Casting Time: One Standard Action
Casting Time: One Standard Action Saving Throw: None
Saving Throw: None Spell Resistance: No
Spell Resistance: No You create a self-guided Sphere of Annihilation, with
You gain complete and detailed knowledge of all an animal-like sentience, which will follow your orders
spellcasting and magical effects within 50’ per level, and to the letter. It moves at 30’ per round and has a similar
may use Greater Dispelling reflexively against any of range to project itself as a touch attack (+5 attack bonus).
which you disapprove. While it possesses Spell and Power Resistance 35 versus
mind-affecting spells and psionic powers, it can be
Summon Personification affected by mental attacks. Otherwise it’s impervious to
Divination, Conjuration, Enchantment magic and physical attacks that wouldn’t affect a normal
Range: Close (25 ft + 5 ft/2 Levels) Sphere of Annihilation.
Duration: Instantaneous
Casting Time: Ritual Dragon-Bond
Saving Throw: None Conjuration, Necromancy
Spell Resistance: No Range: Close (25 ft + 5 ft/Level)
You call up the personification of a natural force or Duration: Permanent
concept, such as Winter, Sea, Death, Order, Gravity – Casting Time: One Standard Action
anything. You can converse safely, though the spirit Saving Throw: Will negates
cannot be compelled or damaged. It remains to talk for at Spell Resistance: Yes
least five or ten minutes and will be reasonably friendly, Dragon-Bond links the lives of two target creatures
but you can’t actually compel it to go away unless you together so that they pool their hit points, can each share
cast this spell again in reverse. 48 CP worth of abilities with the other, can share senses,
Most such forces have no awareness of human-scale and can use abilities or spells on or through each other as
events, but have an absolute knowledge of their force or needed. Once in place, a Dragon-Bond is permanent and
concept and can inform the caster of many strange events irrevocable; killing (or, for that matter, resurrecting) one
or changes related to its nature. Gravity, for example, of the pair does the same to the other. Sadly, the one with
could locate or describe a Black Hole and tell if someone the higher base Will save always dominates the pairing;
has been using magic to travel through one, teach the other will automatically give in to the dominant
gravity-related magic, or turn aside an onrushing neutron partner’s plans.
star (if you can persuade it that something as trivial as
the destruction of a solar system is important for some
Grim
reason).
Conjuration, Evocation, Transmutation
Some entities - such as Death - are uncomfortably
Range: LOS
aware of human-scale events. In many ways this can be
Duration: One hour per level (D)
harder to deal with than the reverse.
Casting Time: One Standard Action
Saving Throw: See text
True Shapechange Spell Resistance: No
Conjuration, Necromancy, Transmutation You create a hellish sentient storm. This has all the
Range: Medium (100 ft + 10 ft/Level) effects of a Storm of Vengeance each round, poisons all
Duration: 10 Minutes/Level (D) those within it or exposed to it as per Cloudkill, travels at
Casting Time: One Standard Action 60 feet per round (and can “run”), and is self-directing. It

144 Eclipse: The Codex Persona


can be sent in pursuit of a group, to attack a city, or on creature with another hit die, or add a hit die to any
some other simple mission, which it will do its best to creature so created. These hit points can be regained only
fulfill. Fortunately, it cannot travel more than 200 miles with rest and time, not magic. The creatures created in
from its creator. this fashion are friendly, but are not always obedient.
Only genuinely living creatures of flesh and blood
Historical Revisionist can be created in this fashion; elementals, outsiders, and
Divination, Enchantment, Transmutation constructs cannot be fashioned with Lifemaker.
Components: V, S, M (a history book modified to show
the desired version of events) Facilitation
Range: Emanates from the caster Abjuration, Conjuration, Divination, Evocation,
Duration: Permanent Enchantment, Illusion, Necromancy, Transmutation
Casting Time: One Standard Action Range: Medium (100 ft + 10 ft/Level)
Saving Throw: Will partial Duration: Permanent
Spell Resistance: No Casting Time: Ritual
You subtly alter memories, records, and physical Saving Throw: None
evidence to erase or insert specific “facts” of history. Spell Resistance: No
This initially affects a radius of 20 miles per level, but Choose a laboratory, shrine, or other research center.
tends to slowly spread over time. Note that the caster is Any and all alchemy, spell research, or item creation
not immune to this affect and may come to believe it carried out there costs half the usual price (in experience
over time. Those who make their saving throw retain and wealth), is completed in one-quarter the usual time,
hazy memories or a suspicion that the commonly and enjoys a +10 circumstance bonus on any relevant
accepted version of history is incorrect, but are rarely rolls.
entirely clear on what did happen.
Penultimate Shield
Lifemaker Divination, Evocation
Necromancy, Enchantment, Illusion Components: S
Range: Touch Range: LOS
Duration: Instantaneous Duration: Instantaneous
Casting Time: One Standard Action Casting Time: One Immediate Action
Saving Throw: None Saving Throw: None
Spell Resistance: No Spell Resistance: No
You may create arbitrary lifeforms from your own This spell cancels any attack, single-target or area,
blood. For every 1 hit point you spend, you may create a automatically except for the Gravatational Soliton spell.
Casting this spell is instantaneous and may be done
reflexively even if you have no actions to take.

Photon Transformation
Illusion, Transmutation
Components: V
Range: Touch
Duration: One minute per level (D)
Casting Time: One Standard Action
Saving Throw: Fortitude negates
Spell Resistance: No
The target becomes a being of pure energy and can
fly at anything up to lightspeed, take five times the usual
number of actions per round, shift up and down the
frequency scale at will, and move through solids and
liquids. He or she can generate 16d6 fire-based ranged
touch attacks with a 400 ft range increment at will or
blast 20 ft radius areas with 8d6 at the same range (these
are in no way magical and no save applies). The target
need not breathe, eat, or drink, and is considered
incorporeal in this state. The user can be reflected by
mirrors, cannot penetrate darkness-based effects of 8th
Many people underestimated Marie. Who level or above, and can get lost awfully easily if they
knew that the doll was actually a spellform? actually do opt to approach any significant fraction of
lightspeed.

Eclipse: The Codex Persona 145


Shadow Castle to start with, anything up to CR 16. This may expand
Conjuration, Evocation, Illusion rapidly when the undead start killing people) and
Range: None transforms the caster into a Lich, if desired, to lead them.
Duration: Permanent (D) The caster completely controls the undead and they are
Casting Time: Ritual treated as having a minimum Intelligence of 10,
Saving Throw: None regardless of their actual Intelligence, when it comes to
Spell Resistance: No obeying orders, carrying out military operations and
You shape a castle from one of the following forces: procedures, and making stereotypical remarks.
shadow, light, fire, water, earth, air, cold, acid, positive
energy, or negative energy (or any other the GM lets you Blood Wreaking
get away with). The castle lasts as long as you live and Conjuration, Transmutation
you may freely alter the floorplan and generate any Range: Touch
cantrip, first, or second level spell related to the energy Duration: Instantaneous
type at will while inside. The spell slot used to cast it Casting Time: One Standard Action
remains occupied until the castle is dismissed. Saving Throw: None
Spell Resistance: No
Ultimate Defeat The target may create a magic item or items directly,
Abjuration, Necromancy without resorting to any special techniques or feats.
Range: See text Items created with this spell cost twice the base
Duration: Instantaneous experience point cost, but have no GP cost. The caster
Casting Time: Ritual may choose to create up to (Cha Mod +1) items when the
Saving Throw: None spell is cast.
Spell Resistance: No
When cast at the site of the defeat of a foe, it undoes Genesis Wave
the lingering effects of his or her accomplishments, Evocation, Necromancy, Transmutation
powers, and successes This may take millennia to finish Range: LOS
and doesn’t necessarily affect similar powerful Duration: Instantaneous
characters who may be allied with or share the same Casting Time: One Standard Action
goals at the defeated one. Saving Throw: Fortitude partial
Spell Resistance: Yes
You deal 40d6 damage to everything within a 50 ft
Twentieth Level Spells radius per Caster Level. Destroyed items and creatures
are refashioned according to your whims into any objects
you desire, or into creatures assuming the total hit dice
Annihilus Strike remains the same or less. Those who make the Fortitude
Abjuration, Conjuration, Evocation save take only 30d6 damage and are not subject to the
Range: LOS reshaping effect if killed.
Duration: Instantaneous
Casting Time: One Standard Action
Saving Throw: None
Grand Awakening
Conjuration, Enchantment, Transmutation
Spell Resistance: No
Range: LOS
Combining an anti-matter strike with a spherical
Duration: Instantaneous
Gate, Annihilus Strike deals 2500 damage to everything
Casting Time: One Standard Action
in a 10' radius of effect.
Saving Throw: None
This is almost the upper limit as far as damage goes.
Spell Resistance: No
It’s possible to go higher, but that risks runaway total-
This spell awakens something. The mighty spirit of a
conversion reactions or ripping a hole in the universe.
volcano or forest. Dormant deities. A swarm of plant and
And if 2500 non-magical no-save damage doesn’t cut it,
animal spirits. The sleeping dead of an ancient battlefield
you probably need to rethink your strategy anyway.
(not necessarily as undead; they may turn up as positive-
energy spirits, as psychic haunts, or simply return to
Army of the Dead life). A burned-out sun. The latent consciousness of the
Conjuration, Necromancy world.
Range: Long (400 ft + 40 ft/Level) All such creatures, if not already sentient, become so
Duration: Instantaneous as per the Awakening spell. They are generally friendly,
Casting Time: Ritual at least at first, and can usually be talked into doing
Saving Throw: None something for the caster. After that, however, they tend
Spell Resistance: No to simply “do their thing” - which may or may not cause
This raises up a horde of undead (5,000 total hit dice problems. Awakening a volcano may disrupt the

146 Eclipse: The Codex Persona


geography and start the formation of whole mountain Saving Throw: None
ranges you didn’t want. Spell Resistance: No
On a less grandiose note, the spell can be used to You are considered to be out of range for any effect
animate a golem or other construct of up to CR 16 with beneath Line of Sight range. This includes ranged
no preliminaries, to raise the dead, to activate latent weapon attacks but does not apply to your attacks; you
powers (in settings featuring such things), to raise a can throw daggers or short-range spells at people while
character to level five, or simply to trigger physical remaining out of range of their longbows.
events such as volcanic eruptions. The L24 version extends to melee attacks.

Heritage Sphere of Circumstance


Evocation, Enchantment, Illusion Divination, Enchantment, Evocation
Range: Personal Range: Extreme (800 ft + 80 ft/Level)
Duration: Instantaneous Duration: 10 minutes per level (D)
Casting Time: Ritual Casting Time: One Standard Action
Saving Throw: None Saving Throw: Will negates
Spell Resistance: No Spell Resistance: Yes
You grant 1d2 CP per caster level from any ability You gain a +20 circumstance bonus on all saves,
you have to your descendants for generations to come. attack checks, and skill rolls. Your allies within a 30’
This fades over time if careful breeding is not ensured, radius gain +10 on all of those, and your foes face a -10
but an occasional lucky and powerful child will emerge penalty.
even centuries after the casting.
Twenty-First Level Spells
Iron Heart
Conjuration, Illusion, Transmutation
Boundless Sea of Flames
Range: Medium (100 ft + 10 ft/Level)
Conjuration, Evocation
Duration: One day per level (D)
Range: LOS
Casting Time: One Standard Action
Duration: 5 rounds (D)
Saving Throw: Fort negates
Casting Time: One Standard Action
Spell Resistance: Yes
Saving Throw: None
The target gains all the special abilities and traits (but
Spell Resistance: No
not the vulnerabilities or limitations) of an Iron Golem, a
You unleash a vast flood of force from the elemental
+20 alchemical bonus to his or her Strength, and 150
planes dealing 3d6 damage per round for five rounds to
additional hit points.
everything in a small continent-sized area (no, we are not
going to give an exact scale). Despite the name, the spell
Phoenix Wings is not limited to flame; it can flood, blow everyone
Conjuration, Evocation, Enchantment about, or cause awesome earthquakes. Vicious casters
Components: V might use a massive rain of acid. Of course, there
Range: Touch probably aren’t any non-vicious casters of this spell.
Duration: 1 Round or 3 Months, depending on your
point of view
Demiplane Creation
Casting Time: One Standard Action
Conjuration, Evocation, Transmutation
Saving Throw: Will negates
Range: Transdimensional
Spell Resistance: Yes
Duration: Instantaneous
The target may take three months off in a pleasant,
Casting Time: Ritual
well-stocked private pocket dimension (beachfront
Saving Throw: None
property is favored with this spell) while only 1 round
Spell Resistance: No
passes outside. During this time the caster may heal up,
You create an astral or ethereal realm of arbitrary size
engage in spell research, memorize new spells, make
and complexity to your whim, complete with plants,
magical items, and otherwise do what he or she pleases.
animals, and even sentient beings (or constructs and free-
Sadly, casting this spell requires the expenditure of
willed spells, if you like). You determine natural,
10,000 experience points.
magical, and physical law within the realm.
This is generally limited to a few solar systems or
Sarthim’s Evasion modest star cluster. If you want a galaxy or two, you’ll
Conjuration, Evocation, Transmutation have to use a L24 variant.
Range: Personal
Duration: 10 minutes per level (D)
Casting Time: One Standard Action

Eclipse: The Codex Persona 147


Euclidean Revocation Great Foreseeing
Abjuration, Conjuration, Evocation Divination, Enchantment, Evocation
Range: Emanation from caster Range: Touch
Duration: 10 minutes per level (D) Duration: Instantaneous or one minute per level
Casting Time: One Standard Action Casting Time: Ritual or 1 Standard Action (see below)
Saving Throw: None Saving Throw: None
Spell Resistance: No Spell Resistance: No
You may warp distance in a 50' radius around you at As a ritual spell, the target may scan through possible
will by a maximum factor of 1000. This can be future timelines, and may therefore learn of probable
incredibly annoying; people attacking you with ranged threats, interference, complications, and disasters. This
weapons can now face a distance of at least 50,000’, at will give general information about almost any future
which point even the best archers are rather unlikely to event. It remains somewhat unreliable, since there are a
hit. This does not have to be consistent; if you want to limitless number of possible futures and a limited
have Joe be 500 feet from amount of time to scan them in.
Fred from Joe’s point of If used as an immediate
view, Fred may still be spell, the target gains a +20
within arms reach of Joe insight bonus on AC, saves,
from his point of view. skills, and attacks for one
Worse, you can change minute per level.
such adjustments at whim
whether or not it’s your Molecular Mastery
action. Divination, Enchantment,
Transmutation
Forbidden Lore Range: Short (25 ft + 5 ft/2
D i v i n a t i o n , Levels)
E n c h a n t m e n t , Duration: Instantaneous
Necromancy Casting Time: Ritual
Range: See text Saving Throw: None
Duration: Permanent (D) Spell Resistance: No
Casting Time: Ritual You arbitrarily change the
Saving Throw: None form and properties of matter,
Spell Resistance: No affecting up to 1 ton of material
You can attach any per level. You can create any
curse you can cast or matter you can imagine and the
inflict to an idea, symbol, GM will let you get away with.
or piece of knowledge.
Anyone who has that Seal of Eternity
information, entertains Abjuration, Enchantment,
that idea, or knows or Charisma? Bathing?
Transmutation
sees the symbol will be A Barbarian craves not these things. Range: See text
affected. Victims may opt Duration: Instantaneous
to forget the idea or knowledge or to forsake and destroy Casting Time: One Standard Action
the symbol rather than face the curse. Either way, this is Saving Throw: None
a wonderful way to enforce silence or forgetfulness on a Spell Resistance: No
subject or a penalty on an enemy force. A chosen spell you just cast or cast immediately after
using this spell becomes effectively unbreakable and
The Grand Muster irreversible at the permanent cost of 2 attribute points, 12
Conjuration, Divination CP, or two spell slots equal to the spell used. While
Range: See text breaking such a spell is theoretically possible, it’s also a
Duration: Instantaneous good multimillenial project for a god.
Casting Time: One Standard Action
Saving Throw: None Stars like Dust
Spell Resistance: No Conjuration, Evocation, Illusion
You may summon up to 100,000 individual beings Range: LOS
loyal to you from anywhere, even if they are not together Duration: Instantaneous
or even on the same plane as you or each other. Casting Time: One minute
Saving Throw: None

148 Eclipse: The Codex Persona


Spell Resistance: No a nova, is extremely unpredictable, and would likely
You summon and contain a mass of fusing hydrogen. leave the star as a sentient, self-willed, entity. This spell
This can provide heat and light for a radius of 150 miles is much, much, safer.
quite well and lasts 1 year per level. More martial uses
include flinging it at an enemy, which causes 2000 points Temporal Reversal
of fire damage to everyone in a 12 mile radius in a Abjuration, Evocation, Transmutation
multimegaton blast, projecting 1d4+1 plasma flares each Range: None
capable of doing 1000 points of fire damage in a 100 foot Duration: Concentration
radius with LOS range, or projecting up to 100 40d6 Casting Time: One Standard Action
plasma bolts at individual targets with LOS range. While Saving Throw: None
the 40d6 bolts still cause 20d6 damage in a 30 foot Spell Resistance: No
radius of their targets, they’re far more controlled than You rewind time at one to ten times normal speed in
anything else you can do with this monstrosity. a 30’ per level radius. This doesn’t affect the minds of
anyone present, but will cancel all effects of combat and
replenish any magic items, spells, or abilities which were
Twenty-Second Level Spells used up in the rewound period. Note that, while this spell
causes things to revert to previous states, it does not
affect items which are not currently present. If someone
Ban of Heaven
stole a precious manuscript ten hours ago, you cannot
Abjuration, Enchantment, Transmutation
rewind time until they walk backwards into the area and
Range: See text
put it back; neither the thief nor the manuscript are
Duration: Permanent
present to be affected. If the thief and manuscript had
Casting Time: Ritual
been burned to ashes by a trap, that would be another
Saving Throw: None
matter entirely.
Spell Resistance: No
A particular spell or ability stops working
permanently on a global basis. Alternatively, the caster Unrelenting Glacial Advance
may simply ban the advancement or the development of Conjuration, Evocation
a particular ability, or may simply keep anyone from Range: None
gaining it after the spell is cast. Duration: 100,000 Years
Casting Time: Ritual
Saving Throw: None
Call the Assembly
Divination, Enchantment, Illusion
Range: See text
Duration: Instantaneous
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
This spells calls a universal vote in which all sentient
beings unconsciously receive a vote on the structure,
natural laws, and organization of the universe. The
majority rules regardless of the wishes of any gods, great
powers, or creator deities.
Perhaps fortunately, most sentient beings are fairly
conservative at heart.

Rejuvenate Star
Evocation, Necromancy, Transmutation
Range: None
Duration: Instantaneous
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
The complex heavy elements in a star revert back to
hydrogen, while the magic keeps the star stable. This
counters Destabilize Star, below. I’d like to show you a little trick
While much the same thing could be accomplished Mother taught me once while
with The Great Awakening, that spell could also trigger you were out being evil.

Eclipse: The Codex Persona 149


Spell Resistance: No Dreams to vanish. A few users have been kidnapped by
You cause an ice age or other major climactic shift. powerful creatures from the depths of their subconscious
Cooling would become noticeable in a few weeks, much who don’t want to vanish with the spell. Abductees wind
of the winter snow would fail to melt when spring came up being stashed in cold storage in the depths of their
next year, and full-scale glaciation will be well underway own creations. It differs with every caster and with what
in a few years. part of the mind is involved, although most Lairs have as
many levels as their creator.
Why cast it? Well... characters venturing inside may
Twenty-Third Level Spells be able to fix psychological problems, remove pesky
invasive mental attacks, or ferret out long-forgotten
secrets. It’s an unequaled defensive stall (“To reach me
Destabilize Star you must penetrate the 15th level of the Lair of
Evocation, Enchantment, Transmutation Dreaming Shadows!”). It can even be a resource and a
Range: LOS source of strange minions. After all, many people live
Duration: Instantaneous inside their own heads, but how many of them can move
Casting Time: Ritual the furniture?
Saving Throw: None
Spell Resistance: No
The targeted star is diverted off main sequence, with
Orbital Adjustment
Evocation, Transmutation
the potential for becoming a red giant or supernova, or
Range: LOS
dropping into dwarf status. This usually takes several
Duration: Instantaneous
years to really start taking effect, and may not be
Casting Time: Ritual
complete for a hundred thousand. The process can
Saving Throw: None
usually be interrupted in the early stages, but after a few
Spell Resistance: No
years the changes in the core may be complete. They just
You arbitrarily change the course of major celestial
won’t be visible from the outside for a bit.
objects, at least within the local solar system. You may
summon comets, change the lunar phase, and start
Extinction moving your solar system out of the galaxy among other
Divination, Necromancy ridiculously impressive feats. Note: this may result in a
Range: See text hideously awful climate change and/or the death on all
Duration: Instantaneous life. Please be careful when employing celestial objects
Casting Time: Ritual as melee weapons.
Saving Throw: Fortitude partial
Spell Resistance: No
Select a specific species or subspecies. All creatures
Ultimate Unity
Abjuration, Conjuration
of that type across the world must save or die. Those
Range: See text
who do make the save take 6d6+40 damage. This will
Duration: Instantaneous
reduce almost any living species to much less than 1% of
Casting Time: Ritual
its previous number, and the remainder will often be
Saving Throw: None
unable to find mates ever again, resulting in the titular
Spell Resistance: No
extinction.
Ultimate Unity merges pocket dimensions together,
Note that any magical ward capable of holding off a
or grafts a pocket dimension onto a large universe. This
sixth level spell will suffice to block the effects of
may cause catastrophic instabilities and shifts in natural
Extinction. Most of the spell’s power goes to increasing
laws.
the area affected rather than into the death effect.

Lair of Dreams
Enchantment, Evocation, Illusion
Range: See text
Duration: See text
Casting Time: Ritual
Saving Throw: None
Spell Resistance: No
Lair of Dreams causes an aspect of the user’s psyche
to intrude on the physical world in the form of a
dungeon, structure, or area of wilderness. The user may
cut the link at any time in theory, but rarely this turns out
to be impossible or simply doesn’t cause the Lair of

150 Eclipse: The Codex Persona


Twenty-Fourth Level Spells Temporal Halt
Abjuration, Conjuration
Range: Long (400 ft + 40 ft/Level)
Armageddon
Duration: Instantaneous
Conjuration, Divination, Evocation
Casting Time: One Standard Action
Range: See text
Saving Throw: Ref negates
Duration: Instantaneous
Spell Resistance: No
Casting Time: Ritual
The target simply stops in time, permanently left in
Saving Throw: None
the past. From the point of view of everyone else, he,
Spell Resistance: No
she, or it simply vanishes totally.
The destined End of the
Countering this spell requires that
World, if there is one for this
someone (presumably a powerful
particular realm, begins. This may
spellcaster) know when and where
still be halted by great heroes on
Temporal Halt was cast, on whom or
an epic quest to save the world. It
what, and then must find a way to cast
does not function on worlds with
a spell into the past. Obviously, this
no overly dramatic predestined
won’t happen very often.
end.

Fork of Time The Thousand Excellent Herbs


Conjuration, E n c h a n t me n t ,
Ab j uration, Divinatio n,
Transmutation
Evocation
Range: Affects any single country or
Range: LOS
province on the planet
Duration: Instantaneous
Duration: Instantaneous
Casting Time: One Immediate
Casting Time: Ritual
Action
Saving Throw: None
Saving Throw: None
Spell Resistance: No
Spell Resistance: No
This spell causes 100,000 doses of
You may make a decision in
plants, each type of which contains the
two ways and observe the result
effects of a random but useful (to the
for up to three days, before
eater) spell of level 1-3, to grow o’er
deciding which timeline to make
the land. Patches near magical power
real.
nexi, blessed temples, or other sources
of magical energy may continue to re-
The Passing of the Age grow each year indefinitely.
Abjuration, Conjuration,
Illusion
Range: See text.
Walk the Dark Lands
Schools: Enchantment, Evocation,
Duration: Instantaneous
Necromancy
Casting Time: Ritual
Range: Touch
Saving Throw: None
Duration: Instantaneous
Spell Resistance: No
Casting Time: Ritual
You bar major intervention by
Saving Throw: Will negates
the gods. Divine magic will
Spell Resistance: Yes
slowly fade. Each god may leave
The target transcends flesh and
a few relics, choose an occasional Back in my day, we didn’t have
blood and may move freely between
champion, and tinker in minor spells! And even the gods had to
physical and spiritual realms and
ways, but the destiny of the world
walk five miles in the snow... manifest a body as required, in any
is now in the hands of mortals.
shape you please. If blown up or
Note that trying this spell without the permission of a
otherwise destroyed, the target can create a new body in
substantial proportion of the gods generally results in
1d6 hours.
dying before the completion of the ritual, unless the
caster is already capable of withstanding the wrath of the
Theoretically there may be spells of still higher level.
local gods or they’re so self-involved that they don’t
Of course, at this point, most characters are going to be
notice. Most sages suggest offering the Gods excellent
hitting the limits of their imaginations, if not their power
retirement packages first.
(and the patience of the Game Master). Will they even be
able to think of anything that calls for a higher-level
spell?

Eclipse: The Codex Persona 151


Chapter 5:
Building a Campaign

152 Eclipse: The Codex Persona


CHARACTER
Characters who were brought up following a
particular faith or philosophy may add a +2 bonus to the
value of the relevant traits.
TRAITS Traits may also be raised or lowered by spending 1
CP per point of change desired. While this can be done at
Classical mythology and fantasy is full of tests of any time it’s quite unusual for characters to change their
will and character. Will the hero persevere, give into traits by more than a few points per level this way.
fear, resist temptation, remain faithful, or be merciful? Is
he or she truly worthy? Characters who consistently use their Wisdom
Unfortunately, in d20 (and in most other RPG’s) the modifiers to favor a particular trait may, at the option of
answer is almost always “of course!” If the players are the Game Master, gain a free point in that trait when they
warned of dire consequences if they turn around while next gain a level. For example, if Friar Adric is
leaving the land of the dead, their characters won’t do it consistently trying to overcome his cautious nature
no matter what the Game Master says about noises and (Caution 14), the next time he gains a level he may well
doubts. Why should they? It’s not like the long trek, the drop to Caution 13 - and rise to Valorous 8.
awful cries, and the footsteps behind them are preying on
the player’s nerves - and it’s the players who make the Magic affects traits roughly twice as strongly as it
decisions. affects the more definite attributes. This is best used with
The Game Master may attempt to arrange “tests” in caution; a ”Ring of +8 Valor” could be a boon or a
advance; but this simply frustrates some players, deadly curse depending on the circumstances.
confuses others, and leads to arguments. Someone
always manages to totally misunderstand the test and The basic trait pairs for most settings include :
players never do any of the things you thought they
would anyway. Altruistic / Selfish
Character traits are for games where the game-master Chaste / Hedonistic
wants psychological tests and temptations to actually Cultured / Barbaric
mean something. They describe a character’s personality Curious / Focused
and act as a set of general guidelines for roleplaying, a Energetic / Apathetic
way to measure a character’s level of attunement to Enthusiastic / Steadfast
whatever higher or lower powers a world may boast, a Faithful (or Loyal) / Treacherous
way to tell if a character is “worthy” of wielding Forgiving / Vengeful
particular items, and provide something to roll against Helpful / Argumentative
when a player is in doubt or when a character is faced Honest / Manipulative
with a psychological test. Leader / Follower
For example, taking a blow unflinchingly requires a Merciful / Cruel
Valorous check, using a Healing Cup requires Merciful Modest / Proud
15+, and resisting the temptation of Orpheus requires a Mystic / Worldly
Steadfast check. In general, the player may apply the Objective / Prejudiced
character’s (Wis Mod + 1, 1 minimum) to such checks to Open / Secretive
modify them up or down as desired. The GM may also Optimistic / Pessimistic
modify the basic 21 DC based on circumstances; it’s Organized / Anarchic
easier to resist a small bribe than a massive fortune. Patient / Restless
Player characters may, of course, defy the results of a Physical / Cerebral
trait roll, but this will cost them one action point or the Principled / Expedient
loss of a point from the trait in question. Sociable / Antisocial
Stoic / Expressive
Traits come in linked pairs; if the value of opposed Temperate / Indulgent
trait is desired it can be calculated at (21-Value, one Trusting / Suspicious
minimum). Traits may either be selected by the player, Valorous / Cautious
or rolled like the other attributes - in which case the trait
rolled for in each pair is up to the player. Any trait at While there are many other possible pairs of traits,
15+ is quite noticeable. those cover things in most settings. Horror settings may
want to add a Sanity / Madness trait. If so, we suggest
Cultural origins commonly modify traits; cultures starting the Sanity trait off with a substantial bonus.
tend to encourage or discourage various behaviors, Rolling for sanity randomly doesn’t seem like a good
resulting in modifiers of up to + or -2 on 2-5 traits idea.
selected by the GM.

Eclipse: The Codex Persona 153


Granted Powers Some years later Hargrim has achieved an average
score of 16 in Mithris’s favored traits: Altruistic,
Faithful, Honest, Merciful, Physical, and Valorous. Well
Optionally, a setting’s higher and lower powers may pleased with such a splendid example of a mortal knight,
each be associated with a set of 3 to 6 Traits. Characters Mithris grants Hargrim a bit of aid. The Game Master
with an average score of 16+ in those traits will attract lets the player choose from among Mithris’s possible
the notice of those powers, gaining (number of gifts: Grant of Aid, Healing Touch (the Improved option
associated traits) x (average score -15) CP worth of is available for later), Companion (a noble steed),
special abilities provided by the power in question. In Augmented Bonus (Chr Mod adds to Str Mod when
general, it’s fair enough to let the player choose from defending or aiding the innocent), and +6 CP worth of
whatever the powers offer. Channeling. If Hargrim should ever get his trait average
up to 21 - a near-impossible feat - he will be have earned
For Example: the entire package, and will doubtless be widely
Hargrim is a citizen of the Elari Isles. Originally recognized as a paladin of Mithris.
settled by refugees from the fall of Kirall, the Elari tend
to be a bit short, sturdy, stoic, and self-reliant. Thanks to Other gods, such as Elengil, god of Scholars and
the poor soil and limited resources of the Isles they have Magi, favor entirely different sets of virtues and grant
come to value hard work greatly, but are suspicious of entirely different sets of abilities. Elengil tends to favor
strangers. Elari have a +2 modifier to Stoic and Curious, Mystic, Cerebral, Temperate, Organized and
Suspicious along with +1 modifiers to Physical and Treacherous. He usually grants the ability to read
Energetic. They’re inclined to rough humor and long languages and magic, various Metamagic Theorems,
hours. Mana, bonuses to Knowledges, and Augmented (Sneak)
Attack.
Hargrim was educated by the monks of Amitrage, an
order devoted to the service of Mithris the Light-bringer,
patron of Paladins and Guardian of Mankind. Being
brought up in the faith, Hargrim gains a +2 modifier on
his Altruistic, Merciful, and Valorous traits.

Later on, his motivations grew more complex.

154 Eclipse: The Codex Persona


Motivations The Sorcerer Marius wants to avenge her teacher,
slain by a demon sent by the terrible dark lord Mar Kris,
by slaying both Kris and the demon assassin. Yet she
Every character needs something beyond the basic does not realize this quest will involve the secrets of her
statistics sheet. They need motivations and history - a own ancestry and the power in her bloodline.
reason to be involved, to be out adventuring instead of
safe at home. Some common motivations are listed Ragnar the Berserker is driven by his rage and the
below; we recommend starting with a one major bloodthirsty nature of his accursed enchanted battleaxe;
motivation and two or three secondary ones. There will he seeks peace, but it never lasts for long. Fate and his
be plenty of time for adding complications later on. own uncontrollable battle-fury and barbaric excesses
always drive him on.
Accomplishing a Quest, Mission, or Oath – is there
something specific you need to do or have you dedicated Merilla, priestess of the Holy Earth Shrine, wants to
yourself to an open-ended mission? rescue her younger brother and reclaim the Valin Forest
Being the Best in a Field or the First to do something from the horde of monsters that have seized it and
– is there something you need to succeed at? corrupted the land. Secretly, she blames herself for
Vengeance, Death, Hatred, or Chaos – is there a fleeing, rather than fighting an impossible battle when
single driving force that forces the character onward? Is the monsters came.
it an elemental force, or something personal? Is there
anything you would not do in it’s pursuit? Complexity can come later, if at all. A few good
Service to a God, Order, Lord, or even Humanity in sentences will suffice to start with - and may be the
general – is there someone you obey implicitly, or do better idea at least at first, since it allows the player to
you use your own judgement in deciding where your concentrate on the important stuff. Players should also
efforts can be best applied? check with the Game Master as well as the other players
Wealth, Power, Prestige, or even the Possession of a before beginning, to avoid strained party relationships
particular item or items – what do you want to get? and intra-party conflicts. Fugitives from the law and
Knowledge, Research, Enlightenment, Mystic Lore – dedicated enforcers of it rarely work well together, and
what do you want to know? there may well be no dragon of the icy wastes for you to
Honor, Reputation, Glory, Excitement, or Virtue – devote your life to slaying. Things can often be worked
what do you want to be known for? Must others know, or out (perhaps the character is really innocent and the
is it enough for you to know yourself? dedicated enforcer is trying to help prove it) but
Find the Truth or Uncover a Mystery – are you sometimes there is no help for it save starting over (“No,
looking for answers? Do you simply pursue the unknown you cannot have a plasma rifle! We are playing fantasy
for it’s own sake? today!”).
Love, Companionship, Loyalty, Family, or Faith –
whom do you need to protect? Are you still looking? Characters who are pursuing a motivation other than
Survival, Escape, Redemption, or Unjust Pursuit – is “getting richer and more powerful” are usually eligible
something chasing you? Is it justified? for some sort of bonus. After all, they’re both making the
Unwanted Power, Obligation, Artifact, or Destiny – Game Master’s life easier and roleplaying - and isn’t that
is your blood, a possession, or some power forcing you what the game is all about?
to take this path?
Possibilities along this line include:
Reclaim a Heritage, Liberation, or Ascension – is
there something you need to do or become? ! A morale bonus. Detectives pursuing the solution to a
Wanderlust, Travel, Exploration, or Discovery – do mystery, romantics sneaking into the fortress to rescue
you just like adventure or do you feel compelled to push their true loves, and faithful followers pursuing the will
the frontiers outward? of their god would all gain a +2 morale bonus on attacks,
Creation, Art, Teaching, Building for the Future – damage, saves, and checks while doing so.
what is your legacy for tomorrow? !Simply awarding experience points based on pursuing
Habit, Instinct, or Compulsion – have you known any goals, rather than on defeating opponents. Of course, this
other life? removes a lot of the games focus on combat.
!Allowing characters to purchase abilities that can only
be used in pursuit of their motivations as Specialized.
Herkan the Swordsman, unjustly accused of !Allowing each character to spend a few Action Points
assassinating Earl Caderman, wishes above all to clear using the Heroism or Stunt options (page 23) each game
his name and return home to his family a free man. session when they’re pursuing their motivations.
Second to that, he also wants to find glory and evade his
pursuers. Now that your character has some personality traits
and motivations, it’s time to consider his or her ethics.

Eclipse: The Codex Persona 155


Character Profiles
! When would you break your word?
(+2) Not in the very face of death.
(+1) It's become one hell of a pain.
(+0) It's really inconvenient or expensive.
(-1) It's something of a bother.
(-2) Who needs a reason?

Personal loyalties and enmities may shift this rating


up or down a notch. People will go to more trouble for
someone they feel loyal to, but far less for an enemy.

! When would you torture someone?


(+2) The very idea is unthinkably repellent.
(+1) Only if the situation is absolutely desperate.
(+0) It's a routine police procedure.
(-1) I need to make a point.
(-2) Whenever I felt like it.

Social attitudes may shift this rating up or down a


notch. For example, someone who would normally have
to be “desperate” to use torture might routinely use it to
discipline slaves and yet would never torture a priest.
Similarly, even individuals who would never normally
advocate torture might stoop to using it against an
outcast to prevent a major catastrophe.

! Lying is...
(+2) An ineradicable stain upon one's very soul.
(+1) A shameful last resort.
(+0) Something to avoid if at all possible.
(-1) An easy way to smooth things over.
Where will you go from here? (-2) One of the best ways to manipulate people.

This often goes up or down a notch depending on the


general seriousness of the situation and whether or not
Civilizations often argue (internally and externally)
you respect the people you’re dealing with.
about ethics: what is and what is not Good, Evil,
Honorable, Courageous, Law-Abiding, and so on, in
! Your reputation and social status is…
various situations. These questions have been asked for
(+2) More important than my life. I could never let an
millennia and will continue to be asked for many more.
insult or slander pass.
Despite the publication of thousands of learned volumes
(+1) A big part of my self image. Never be shamed.
of philosophy, theology, morality, and law, people have
(+0) Of some importance.
yet to come to an agreement.
(-1) Only my friends’ opinions are of any import.
(-2) Who cares what anyone else thinks?
We’re not going to try to settle it here either, and a
point-based game may have no great pantheons which
This tends to go down when you're abroad. When
care to enforce their notions on the topic. The questions
you're at home, especially in those cultures which are
in the character profile are intended to act as a guide to a
based on “shame” rather than conscience, it may rise.
character’s general behavior - how they go about doing
Quite a few people regard glory and fame as major goals.
things. Why they do it is a topic for motivations, above.
! What are you looking for in life?
To use the quiz simply move down the list of
(+2) Virtue, Honor, and Service are their own rewards.
questions and answer them, adding up the numbers to the
(+1) Knowledge and Art are the highest of callings.
right of your responses as you go. You might want to put
(+0) Family, Friends, and Community are to be sought
the questions and answers on the back of your character
(-1) Pleasure and Security are my rewards.
sheet. The results should suggest, but don’t dictate, a
(-2) Wealth and power are what is truly real.
character’s alignment.

156 Eclipse: The Codex Persona


When you've truly, and securely, achieved one goal, While some characters follow philosophical paths or
shift one up. If you're deprived and despondent, shift one vaguely-defined “greater powers,” most fantastic worlds
down. Starving people usually don’t worry too much have fairly obvious gods and religions. Atheism is rare in
about art or honor. Perhaps fortunately, nobody ever has fantasy settings - although one can claim that the known
“enough” Virtue, Honor, and Service. gods aren’t truly “divine” (whatever “divine” is). Unlike
most personality traits, religion commonly varies by +/-2
! When would you betray or abandon a family member, or more under extreme stress or when the character is
close friend, companion, liege, or ally? heavily involved in worldly affairs.
(+2) I care not if he has turned to the Dark Side!
(+1) They did something unspeakably horrible. ! The welfare of other people is…
(+0) It's absolutely vital. (+2) More important than my own welfare.
(-1) It's important. (+1) Just as important as my own welfare.
(-2) It's convenient. (+0) An important factor in your decisions.
(-1) Nice if it's not too big a bother.
This is usually shifted by a step by their attitude (-2) Irrelevant. Why should I care about anyone but
towards you. Loyalty tends to reinforce itself, as does its ME?!
lack. More obviously, short-term allies are a lot easier to
abandon then long-term friends and companions. Relationships may shift this character rating up or
down a notch. People will generally go to more trouble
! You would defy the local laws and authorities… for a child or relative then for someone who's simply a
(+2) Under no circumstances. The law is the law. member of a group - and generally choose the welfare of
(+1) On behalf of a higher cause (Justice, Mercy). their group over that of foreigners.
(+0) For honor, duty, or (major) personal motives.
(-1) For money, power, or other personal benefits. ! Tradition is…
(-2) For the fun of it. (+2) The pillar that upholds the world against chaos.
(+1) An anchor that keeps one from drifting about.
This tends to be shifted up or down by the severity of (+0) An important guide to life.
the consequences, and by how much respect you have for (-1) The voice of experience, if old-fashioned.
the authority in question. Trivial penalties usually shift it (-2) Nothing but fossilized thinking.
down a notch, severe ones raise it. People are more
willing to defy the local etiquette maven on manners than Tradition is a wonderful anchor for group identity.
an angry god on religious doctrine. Beleaguered, prosecuted, or minority factions (at least
those groups who see themselves that way) tend to cling
! Success can best be achieved through… to it desperately. It does tend to break down among the
(+2) Careful planning and organization. It's foolish to young or in times of great change. Oddly enough, minor
gamble more than you must. traditions are often the most durable and fiercely clung
(+1) Planning and organization are important - but I to.
have to be ready to seize opportunities.
(+0) Nobody can plan for everything. I must be ready ! The best way to achieve a widespread goal is…
to improvise when things change. (+2) Authoritarian or Divine Rule.
(-1) Sketching in broad outlines is good, but trying to (+1) A tightly-knit organization with set rules.
make detailed plans is a waste of time. (+0) Getting a large but loose association together.
(-2) It's the long odds that offer great rewards. Go (-1) Starting a “grass-roots movement.”
with the flow of events. (-2) Inspiring, skillful individuals who can go out and
get things moving without wasting more time!
This is usually modified by how much time you've
got available. Plenty usually moves it up a notch, but Surprisingly enough, this doesn’t shift around very
when you're really pressed for time you just can't afford much. Those who believe in organization and groups or
to plan as thoroughly as you'd like, shift it down. in individualism tend to work that way in almost any
situation that doesn't obviously require the opposite
! How much attention do you pay to faith and religion? approach.
(+2) It is the duty of every man to serve the gods.
(+1) They set ideals, but everyone fails at times. ! Issues, competitions, and conflicts should be…
(+0) I set some time aside for them every week. (+2) Contested openly, fairly, and with courtesy.
(-1) Don't we support priests for that? (+1) Taking full advantage of my opponent's errors.
(-2) I look after myself and don't bother them. They (+0) Manipulation is a part of the game.
should look after the universe and not bother me. (-1) Everybody cheats a bit, and so do I.
(-2) Winning is what's important. Be expedient.

Eclipse: The Codex Persona 157


This tends to shift a bit depending on the stakes and Criminals, and Enemies,” this can get tricky. In the end,
on the consequences of getting caught cheating. A knife quite a variety of methods work reasonably well, but no
fight in a dark alley tends to override scruples, while entirely satisfactory system has yet been found. This
poetry competitions usually don’t. Oddly enough though, tends to vary a bit depending on how potentially valuable
it rarely shifts by more than +/-1. the targets appear.

! Power… ! Strangers and Foreigners are…


(+2) Corrupts. It must be used with caution and should (+2) People, to be respected and trusted unless they
be laid aside as soon as the crisis is past. prove unworthy.
(+1) Is dangerous. It should be used with restraint and (+1) Possibly odd, but generally decent enough.
wisdom - and as little as possible. (+0) To be treated with respect, but caution.
(+0) Comes with an equal measure or responsibility. (-1) Untrustworthy, and likely inferior. Respect must
(-1) Comes with many cool perks. be earned.
(-2) Is there to be used and enjoyed. Responsibility is (-2) Resources, to be exploited.
a myth invented by the powerless.
Attitudes towards those outside a group - like those
Power is always a dilemma; the ramifications of any towards “Fools, Criminals and Enemies,” above - tend to
action are almost impossible to predict. Does one act and have less social impact then behavior patterns directed
accept the risk, or wait and see? Oddly enough, those towards those within it. On the other hand, they vary a
who acquire power often find their actions sliding down lot less. After all, if you knew them well, they’d be a part
the scale, while those born to it are more aware of the of your social group.
limitations of their knowledge.
“Minor Traits” have relatively little social impact,
! How often do you take time off? and so are not rated, but they do add some detail to your
(+2) What’s this “Time Off” you speak of? Legacies character’s personality. What does your character love?
require constant work and self-discipline. Like? Dislike? Hate? Do when bored? Enjoy Eating?
(+1) I have to relax at times or I’ll go nuts, but I’m Flesh out a character by giving him or her some
building a better life for my kids. everyday traits.
(+0) Everybody indulges a little sometimes.
(-1) I work hard, I play hard. You take what fun you
can find in life, a vacation renews the soul.
(-2) Life is short. Party on! Interpreting the Profile
Sheer dedication has much to do with Like most high-level abstractions the simple scale
accomplishment, although judgment, skill, and even luck given below is quite generalized. Positive scores have
also influence it. Still, the level of stress involved often been assigned to behaviors that promote long-term group
shifts this up or down a notch. survival and negative ones to behaviors that benefit the
individual at the expense of the group. Naturally enough,
! How important to you are your possessions? surviving groups tend to be those which promote and
(+2) Material possessions are of no consequence. encourage “positive” traits as desirable and good while
(+1) Be practical. You gotta have tools and supplies. discouraging the “negative” ones as irresponsible,
(+0) My souvenirs have great sentimental value. undesirable, or even evil.
(-1) You're nobody unless you're a man of property. This isn’t an ironclad principle. “Negative” traits
(-2) Life's not worth living without a few luxuries. occasionally prove highly effective, especially in
emergencies, and so retain an equilibrium frequency in
Curiously enough, whether or not someone can the population. It’s just not a good idea to overdo them.
afford it rarely has much influence on their Similarly, an excess of positive traits is good for your
possessiveness or generosity - only on its scale. group - but may be very bad for you. Martyrdom is not a
career choice with long-term prospects.
! Fools, Criminals, and Enemies should be dealt with
using… ! 27 to 34: You are principled and scrupulous beyond
(+2) Patience and persuasion. all expectations. If you actually manage to live up to
(+1) Conversion, firmness, and pressure. this you’re a likely candidate for sainthood - if your
(+0) Firm legal and social control. companions let you live that long. “Holy” items will
(-1) Sterilization and/or enslavement. respond to you with enthusiasm.
(-2) Fear and extermination. ! 18 to 26: You are noble and honorable. You have a
few flaws, but you’d make a splendid Arthurian
Due to the wide variation in the definition of “Fools, knight.

158 Eclipse: The Codex Persona


Character Description
! 08 to 17: You’re an upstanding citizen.
! 07 to -7: You are about average. Your scruples and
principles will often take second place to expedience
and survival, but you’re basically decent enough.
Background material doesn’t have game mechanics,
! -8 to -17: You may have many attractive traits - but
but it’s at least as important as the items which do. A
you’re generally considered something of a
character without a background is only half complete.
scoundrel.
! -18 to -25: You’re often unwelcome or disruptive in a
Character descriptions should always include the
group, but they’ll turn to you when someone needs a
basics - a name, title, or alias, general concept, species (if
bit of dirty work done.
more than one is allowed), some plot hooks to draw the
! -26 to -34: Congratulations! You apparently have
character into adventures and - perhaps most vitally -
few, perhaps no, redeeming features as far as
both a reason for staying with the group and a reason for
functioning in your group is concerned. Unless your
the group to want to keep them around. Characters
talents are both exotic and utterly indispensable no
lacking any of these elements should be rejected out of
sane group will put up with you for long.
hand.

Give at least a bit of consideration to:

Physical Elements: What will people see when they


glance at you? General height, build, coloration, age,
gender facial “cast,” and other distinguishing features go
here as well as any personal symbols, and how the
character dresses and acts.
-Pictures are very helpful here if the player is any
good as an artist or can simply find one they like.
Mental Elements: What will people find out if they
talk to you? Minor quirks and/or behaviourial tags,
simple, ordinary, things the character likes to do for fun,
would go well out of their way for, or just can’t stand,
hobbies, personal loyalties, quotes, and fears and the
belief system the character subscribes to all go here.
Social Elements: What will people find out if they
ask around about you? Items such as how other people
tend to see the character, family, friends and relatives,
lovers, children, siblings, parents, spouses, and other
major involvements all go here. This may include
memberships in organizations, legal status, legitimacy,
clan membership, your reputation, and any traits you’re
known for - such as those with scores of 15+.
Historical Elements: What will people find out if they
investigate your past? The character’s place of birth,
how he or she acquired or discovered his or her talents
Rostav began to regret becoming a priest... and skills, education or teachers, major turning points in
of the god of Male Pattern Baldness. the characters life - whether triumphs, discoveries, or
tragedies - portents or omens and prophecies involving
you (If any), previous jobs, old companions (and why
Profiles are not static - although it’s rare for one to
you’re no longer with them), your personal secrets or
change abruptly. Youthful optimism, flexibility, and
guilts, and where you were raised all go here.
impatience tend to give way to cynicism or rigidity with
-Your family - who they were, what they did, whether
age, while life and experience drive unpredictable
you’re like them or not - is a good place to start.
changes in other attitudes.
Major, rapid profile changes are usually the result of
Current Affairs include where, if anywhere, you
equally major traumas or transcendent experiences.
live at the moment, how the character sees him- or her-
Others, of course, simply find a reaffirmation of what
self (And what he or she would say his or her occupation
they already are under such circumstances. In either case,
is), any usual hangouts, your adventuring and civilian
an experience that profound should either change her
personas (if different), sexual preference, and any current
profile or reinforce her previous traits.
mysteries or ongoing plots and schemes.

Eclipse: The Codex Persona 159


World Construction Sample World Templates
108 Stars of Destiny. The players may switch
So you’ve got a clever idea for making a world. You characters from the character pool as long as they play
have a grand and glorious vision of such awesome depth only one at a time and have time to switch. They may
and emotional power that people will flock for just a create more characters and add them to the group’s pool
peek, and you – in your infinite kindness – have chosen between sessions; players may use any character,
to deliver this vision unto the players in your usual game. including those they didn’t personally make. The
Well, you’ve got a few options now. You can just use selection should contain a healthy selection of people
the rules as presented, or you can start working on a with useful non-combat skills and talents as well as
World Template. combat-based characters. It is suggested that GM’s limit
Like a template applied to a character, a World the maximum character level.
Template has simple, clear changes to the rules applied
to the world in question. Anime. In Anime, characters don’t actually take
In other words, they’re packages of house rules damage. In fact, in order to kill anyone, characters must
designed to show players what kind of a world they’re simply meet or exceed the target’s maximum hit points
entering. Usually, Templates are built around a specific in one hit. This makes it difficult to kill enemies. Don’t
theme or style, and change the nature of the game to worry too much about which active or offensive powers
match. Instead of going from one fantasy universe with PC’s have, and eliminate all maximums on buying
generic rules to another, you can customize your abilities. Let them go wild. Watch the defensive powers
experience. PC’s stack, and make sure they don’t make themselves
World Templates are not filled with descriptive invulnerable.
material, only rules. There is a reason for this: anyone
can say a thing is so, but it takes work to make it so. The Energetic. Characters start off with 1d6 Mana and
World Template needs to reflect how the rules impact gain +1d2 every four character levels (whenever they
events, not how characters should feel about them. These would gain an attribute point). This makes certain
Templates apply both to characters and NPC’s equally, branches of magic easier, and allows even combat-
though some of them explicitly help the heroes more oriented characters to use a decent spell now and then.
than the villains.

Planet under construction. Please pardon the mess.

160 Eclipse: The Codex Persona


Grim. Grim limits humans and humanoids to a It calls for a very good GM to steer the game and
maximum of 45 HP (characters can’t take more than 1d6 may require some amazingly powerful monsters, but it’s
per level). This roughly matches the heights of real actually quite fun every now and then. Everyone has a
human toughness. secret desire to become all powerful, and here’s the
chance. Strangely, after playing Penumbra once or twice,
Limit. This options simply limits the normal many players go on to try non-combat characters, like
maximum character level to some arbitrary number. gadgeteers or bards.
Level 10 is good for semi-realistic worlds, where
characters must live by their wits. Some worlds may Power Sink. Powerful magic requires extra energy in
have limits for specific character races, classes, or this system. Specifically, characters can cast spells of
abilities (limits to the number of points or effective user level 0-2 without any extra juice. At levels 3-5, character
level). Templates can often go beyond the level limits. must pay one extra Mana point or spell level, or 2 extra
Power, to cast the spell. At
Mass Murder. The characters levels 6-8, character must
have an infinite supply of goons to provide 2 extra Mana or spell
attack. In a world with this rule, levels, or 4 extra power. Level
the characters can wipe out whole 9 spells require 3 Mana or
segments of the population, only Spells levels or 6 additional
to see them return, mysteriously power. Power Sink rules make
unharmed. This ensures an infinite spellcasting difficult on the
supply of thugs for the villains. high end, but also means that
Powerful characters might even it becomes impressive and
look into changing this law over rare again.
the entire world. Remember, this
isn’t just a convention, it’s an Wu Xia. In Wu Xia,
actual law of the universe, albeit characters split up their hit
one which presumably was points. They choose part to go
created artificially. into Dodge Points and the rest remains hit points. The
difference is this: DP are used up first, but exactly in the
Mini Mighty Monster. This World Template turns the manner of hit points. DP return every time the character
game upside down. Whenever a character gains a level, can rest for at least ten minutes.
he or she becomes a character of that level (and requires Some spells and abilities can target HP directly,
the normal amount of experience to gain another) but usually for a +5 level modifier on the spell level. For
gains only 6 personal CP and no extra HP or bonus example, a 9th-level spell can deal direct HP damage as
abilities, including skill points. In fact, they’re always if it were a 4th-level spell. A special attack that works
considered level 1. 1/day and allows the user to target hit points with his or
The other 18 CP, and level-based bonuses, go to her next blow costs 12 CP, +6 CP for every 1/day
buying or enhancing Companions - although any single thereafter (do not use the normal Bonus Uses feat).
companion may not have more than 48 CP invested in Critical hits also go directly to HP.
him, her, or it. Sadly, for some strange reason, only one
Companion may be active at once. This is a very strange Superheroic. Superheroic worlds are very simple.
World Template, but the genre is popular. Each major character can spend (Con Mod) free points of
Mana each round without drawing on their personal
Natural Magic. Anyone, anywhere, can cast magic reserves - although they can’t save up those points. They
spells as per Natural Magic (Page 36). Treat this as usually have some Damage Reduction as well, although
divine spellcasting. often only to convert some lethal damage to stun. NPC’s
This works best with simple effects like Burning are usually either very low level (normal people) or of
Hands - something that anyone can imagine in a pinch. fairly high level (heroes and villains).

Penumbra. The Penumbra Template takes the Once done choosing your world templates, all you
already-powerful and makes them gods. Quite often have to do is decide what special paths (from Chapter 3)
literally. In Penumbra, there are no limits on what feats and basic feats you wish to leave out. Mystic Artist and
characters may or may not take, and how many of them Channeling are the only normal Paths. For abilities, just
they may take. Characters can apply flaws to every jot down a few that don’t fit in the with the style of game
ability they choose to. you want - and note any which are secret techniques held
The more damage, the better. If one character ignores by limited groups - and viola! One finished setting, ready
hit points and saves totally and concentrates solely on to play.
becoming the ultimate Thaumaturgy master, so be it.

Eclipse: The Codex Persona 161


If you’re starting a spur-of-the-moment game, let
Putting Your everyone pick out a few abilities but hold off on anything
Players to Work deep, and play through. Next week, they can come back
with some material.

Let’s say you get through your idea and select a You can even do this
Template and realize, “I want to play an iconic game with magic systems. One
with great warriors and wizards. I want characters to old, but rarely used trick has
represent archetypes, not built on a player’s passing the GM set up the game so
whim!” Don’t worry, cause we’ve got a solution for you. the players are foreigners
(You didn’t think we’d waste your time here, eh?) and don’t understand the
There’s a lot of room in the archetypes for variability. local magic. The GM
After all, one can imagine a world where the Fighter is a defines the outcome of using
butt-kicking knight-errant Paladin-lite, or a tough-as- spells. Let the players work
nails desert soldier. Now, you probably don’t want to go through, building the
through and think up new ideas for every character class. magical principles (and
But on the other hand, you might want new material. rules and formula) as they
go. Not only does this
So get your players together, pick out a bunch of reduce the strain on you, but
ideas and archetypes, and simply hand them out. it involves each and every
Everyone grabs a couple and writes up ideas and builds, player in the process of
at least out to level 10 or so. The players don’t have to world creation, and gives
play the builds they develop. Instead, they hand them them a stake in it. All of this
back and you sort through them, sort out what’s useful really helps breathe life into
and what’s silly, and polish them off. Then you go back the campaign.
to the players with these and start the campaign.

162 Eclipse: The Codex Persona


Keeping Characters 4) The Master Blaster Trick. Under these rules, forget
about buying hit points for villains and monsters. They
Under Control simply can fight for a number of turns or survive a
certain number of attack actions. If the party
(specifically, the non-abusive ones) is doing well, getting
Here at Distant Horizons Games we’re well aware a bit lucky, figures out a good trick, or comes up with a
that systems can be abused. It’s inevitable in any system good plan, then cut down on the villain’s survival times.
with many options, and certainly happens in d20. Rather This actually works out roughly similar to playing with
than pretend it can’t happen, we present this guide to hit points, but keeps those few characters with massive
keeping things under control. Characters can still be attack abilities from dominating the fights. Just describe
powerful - but they shouldn’t be abusive about it. If the villain’s amazing (but limited-use defenses) that they
someone makes a PC completely out of character for the only bring out against the massive attacks. If you want to
game, then they need to rethink their build. Here are a take the time you can even just buy that for them.
few steps for getting them to do just that.
Some cruel GM’s like to screw 5) The Booster Trick. Create a
with the player first before delivering GM character who can boost other
the final blow, taking away favorite characters’ abilities up to the level of
toys first. But not everyone is that the abusive ones. Furthermore, make
mean and we don’t recommend it. this NPC vulnerable and restrict it by
Explaining rationally why they’re making those boosts unable to affect a
spoiling the game works a great deal character as powerful as the abusive
better than smiting them without ones. Now the party is all roughly in
explanation. the same power level, and has a nice
new dependant NPC to defend from
1) “No” is a powerful word. Every monsters and villains.
character should be examined and
vetted regularly. Some players are 6) Tell the player to stop using the
simply willing to write powers and abusive character. They’re spoiling
abilities down or conveniently the game for everyone else.
“interpret” the rules. Somehow, they Conversely, if everyone is really
convince themselves they’re not having fun, it’s probably not that
cheating everyone else. If they do, tell abusive.
them “No.” If they’re making a
character that does not fit into the 7) Decide that they, and no one
world, tell them “No.” If they’re using else, must use standard builds or GM-
or combining abilities in a way that made ones. The point-buy system can
you have doubts about, tell them be reserved for people who don’t
“No.” abuse it.
“No” is a good thing. The fun is in
trying to overcome obstacles, not in 8) Kill them. Why put up with
having omnipotence handed to you on deliberate sabotage?
a silver platter.
9) The abusive character keeps
2) Bring in similar NPC's. If running into evil twins. Don’t bother
necessary, simply run two-level running any actual battles for this; just
battles: a grossly powerful enemy for assume the two of them fight it out for
the abusive character or characters 2d6 hours. Then spend that time in-
and normal ones for the rest of the -20 Circumstance game playing with the normal, non-
party. Even if the abusive character Penalty on Read Lips. abusive characters and pay no
loses, the grossly powerful enemies attention to the abusive ones. Once
took enough damage to allow the reasonable PC’s handle it’s over, give the abusive player a new chance to play it
them or “their powers have been weakened” from the straight. If not, rinse and repeat until they get bored.
preceding part of the battle. And if you don’t have any
ideas, just copy the abusive character’s sheet and add in 10) Allow the abusive character to gain omnipotence.
another 2 levels’ worth of abilities. No! Really! Hear us out! Let them gain omnipotence,
then hand them any GM’s notes you have, pull out your
3) Assign ECL penalties to overly-powerful character new character and ask them when you can join up with
designs. If they’re more powerful than other characters the rest of the party. No, we’re not joking.
of their level, then an ECL penalty is obviously in order.
Eclipse: The Codex Persona 163
Sample Character Builds Skills: 33 skill points (33 CP; taking sneaking and
wilderness skills)
Total: 144 CP out of 144 CP.
These sample builds give you a further idea of the
basics of making a character. While we don’t go for an
in-depth examination of attributes, equipment, skills, and
spells, it does contain all the basics. Aside from that,
these present useful character ideas if you just need a
quick NPC or aren’t sure what you want to play.

Sneak-Thief: Character Level 3


The Sneak-Thief is a cowardly figure with a pocket
full of other people’s money. How he or she got started
adventuring is a total mystery, except possibly that sheer
greed overrode common sense. While somewhat useless
in a fight, the sneak-thief has some talents for getting out
of trouble and a knack for lucky breaks. This is a pretty
basic build; at higher levels many sneak-thieves rely as
much on magical tricks as on skill. Others, especially in
low-magic settings, simply rely on skill boosters and
Mastery (for “Taking 10” on all those skills).

Available 96 CP (Base)
Hit Die: 3d4 (0 CP)
Saves: +5 (15 CP; +1 Fort, +3 Ref, +1 Will)
Warcraft: +1 (9 CP; the character will spend 3 CP Actually there’s nothing wrong with it. But
next level to gain another +1) there’s no penalty and the patch looks cool.
Special Abilities: (18 CP) - Luck (Bonus Uses, 12
CP), Immunity/Divination (Uncommon/Major, 6 CP)
Proficiencies: All Simple Weapons, Light Armor (6 Mini-Monk: Level 8
CP)
Skills: 48 skill points (48 CP; taking thieving, spying, So she’s short. So she’s not so good at getting along
and athletic skills) peacefully. She can kick butt, instead! The Mini-Monk is
Total: 96 CP out of 96 knows Kung-Fu and likes to hit people. Hard. Often.
Aside from that, she has all sorts of tricks for not getting
hit back, because she just doesn’t fight fair. And every
Desert Raider: Character Level 5 now and then, when she really needs it, she can just let it
all out. All those years of being picked last in sports, of
Desert Raiders live a precarious existence on the being laughed at for her size, of straining to reach the top
most marginal terrain – a frozen waste, a dry grassland, cabinets – and its going to hurt somebody else this time.
or a burning desert. Using the harshness of such lands to Fear the short one.
become strong, they prowl the land fiercely. Hunting for
game or material wealth depending on where they find Available 216 CP (Base)
themselves – in the wastes or near settled areas – the Hit Die: 8d4 (0 CP)
desert raider strikes with fearsome swiftness. No caravan Saves: +12 (36 CP; +2 Fort, +5 Ref, +5 Will)
can cross their domains without either paying the tolls or Warcraft: +8 (48 CP)
risking a swift and merciless death at their hands. Special Abilities: (84 CP) Ambidexterity (6 CP),
Acrobatics (6 CP), Odinmight Berserker: +16 to-hit and
Available 144 CP (Base) damage, +8 to AC (Specialized: only after being picked
Hit Die: 5d10 (30 CP) on for being short, 12 CP), Karma (6 CP), Defender (6
Saves: +8 (24 CP; +4 Fort, +3 Ref, +1 Will) CP), Bonus Attack: with Quarterstaff (6 CP), Improved
Warcraft: +5 (30 CP) Imbuement (12 CP), Enhanced Strike: Crushing,
Special Abilities: (15 CP) - Track (Wilderness, 3 Focused, Whirlwind, Hammer, Shattering (30 CP).
CP), Traceless (Wastes, 6 CP), Reputation (Desert Proficiencies: All Simple Weapons (3 CP)
Warrior, 6 CP) Skills: 45 skill points (45 CP)
Proficiencies: All Simple and Martial weapons, Total: 216 CP out of 216 CP.
Light Armor (12 CP)

164 Eclipse: The Codex Persona


Ulric the Wanderer, Chosen of Fate: Level 8 Level-Based Bonus Feats (Effectively 6 CP each):
Fast Learner (Specialized: The Dragon Path), Mana
Remember Ulric, back in the basics section on page (Spell Enhancement option), Hysteria (Magic), and
8? Here he is, a full-blown player-designed power build, Cloaking (seems to be a minor herb mage at most).
just to horrify you. Duties: Gets mysterious missions and assignments
from his magical patrons and/or wyrd. +2 CP/Level
Available 216 CP Disadvantages (10 Points): History, Hunted (crazed
Hit Dice: L1/d20 (16 CP), L2/d4 (0 CP), L3 to L8/d8 cultists, horrors from beyond) overblown sense of
(Corrupted: magical healing only, multiply rolls by 1.5, responsibility, partial amnesia (doesn’t remember his full
16 CP) history - or most of his enemies), Secret (Immortal
Saves: +4 each (Corrupted to +6; The bonuses don’t mage-guardian).
work if the attacker knows his true name. 36 CP) Actually that’s two gratuitous disadvantages, since
That was a bit cheap, but I, as the Game Master, did only the first three count for getting points, but that’s to
say that characters would be magically vulnerable to the GM’s advantage anyway.
opponents who knew their true names, and this is an Total: 258 CP. Available 216 CP (Base) + 16 CP
acceptable mechanism. I pointed it out to everyone else (Duties) + 16 CP (Fast Learner) + 10 CP (Disads) = 258
of course - and used it on the NPC’s as well. CP.
Warcraft: +4 (24 CP)
Proficiencies: Simple Weapons and Bows (6 CP) Ulric was an extremely versatile minor magician, a
Skills: 23 CP. superb staff-fighter as long as his magic reserve held out
This was pretty minimal, but between two levels of (and a fair one after that), and turned out to be extremely
Adept and enhancing an already-high Intelligence, Ulric durable. That was a good thing for him, since the
wound up with plenty of skill points anyway. campaign only allowed limited healing magic and did
Magic Levels: 8 (12) Levels of Alchemical Hedge not allow resurrections of any kind.
Magician (page 22, 8 CP) plus Base Caster Level 8 Thanks to his Duties and list of Disadvantages he
(Specialized; only with Alchemical Hedge Magician, and also proved to be an endless source of plothooks and
subject to the same limitations. Specialized and adventures - and his strong mythic background brought
Corrupted again. 8 CP). a lot of depth to the game. Cutting the players a bit of
That was a stretch. I ruled that only one level of slack for their characters can be pretty rewarding.
Specialization applied in this case, and upped the cost to
16 CP. Still a bargain, though.
Special Abilities: Immunity To Aging (0 CP for a Scholarly Dweomerist: Character Level 12
basic campaign), Self-Development (+2 Int with regard
to Skills, 6 CP), Adept (Healing skills, buys Physician, Some people can’t stand a mystery they can’t solve.
Herbalist, Alchemy and Diplomacy skills at half cost, 6 The Dweomerist can’t stand the mystery of matter, and
CP), Adept (Scholar, buys Knowledge, Spellcraft, and wants to find out exactly what it is. Depending on the
Sense Motive skills at half cost, 6 CP), Augmented universe he or she hails from, this could take a very, very
Bonus: Int Mod to AC (Specialized; only while wielding long time, or might be finished before lunchtime. Either
a staff, 3 CP), Augmented Bonus (Int Mod to Str Mod/ way, he or she also gains impressive powers of matter
Melee Bonus. Specialized; Only while wielding a staff, 3 control, thoroughly enjoying the ability to transform or
CP), Reflex Training (Bonus Spellcasting action. Ride manipulate it as he or she pleases. While flexible, the
The Dragon abilities only, only when channeled thru a Scholarly Dweomerist tends to be a bit low in the raw
staff, 3 CP), and Grant of Aid (6 CP). power department - but is capable of powerful, if poorly-
Given an Intelligence-boosting item, two level gain controlled, feats of magic in a true emergency.
bonuses added to Intelligence, and an 18 to start with,
Ulric was pretty dangerous in a fight. In fact, he tended Available 312 CP (Base)
to operate more as a warrior than a mage. Hit Die: 12d4 (0 CP)
The Dragon Path: Shaping and Heart of the Dragon Saves: +12 (36 CP; +0 Fort, +0 Ref, +12 Will)
(L0 and L1. Corrupted; Requires gestures and minor Warcraft: +6 (36 CP)
special effects. 16 CP), Charmsmith, Spellforging, and Feats: (66 CP) - Adept x2 (For his or her dweomer
Dragonsmith (Arms and Armor) (18 CP). Eye of the field skills, 12 CP), Thaumaturgy (6 CP), Researcher
Dragon (Three times, 18 CP), Dragonfire (6 CP), Pulse (Analyst upgrade, 12 CP), Mana (8d6, 42 CP), Hysteria
of the Dragon (Corrupted; Maximum of 1/minute, 4 CP), (Magic, Mighty upgrade, 12 CP), 2x Professional Skills
Ride The Dragon (III, 18 CP; Ulric took a bunch of very (favored magical techniques, 12 CP).
convenient low-level spells, including curative magic, Magic Levels: 12 Caster Levels (Dweomer Only, 36)
skill boosters, and some especially designed to boost his Proficiencies: All Simple Weapons (3 CP)
staff-fighting and defensive skills - extra attacks, damage Skills: 108 skill points (108 CP)
and AC boosts). Total: 312 CP out of 312 CP.

Eclipse: The Codex Persona 165


Mormvandus: Character Level 18 The Foot of Doom: Character Level 20
Guardian of the Dead, the First Warrior,
Balancer of the Scales, Protector of Moæiä, Keeper of And Yea, the Foot cometh right hard, and sweepeth
Knowledge, Lord of the Seas and Winds away all upon the path, and obliterating with great
stomps, it cleareth the field. And Yea, mine eyes have
Mormvandus is like a Greek God. In fact, he IS a seen the Foot, for it is evil. When cometh the Foot, let all
god! He got into the professional god business some time ye powerful bow down and recognize the Foot’s
ago, grabbing up several juicy Spheres of Influence dominance, Yea, it shall surely smite those who doeth it
while they were still open. He has a rather high opinion not. And stomping them, it crusheth their bones to tiny
of himself, but he figures he earned it, and enjoys pieces, and then feasts.
helping out heroes now and then. On the downside,
Mormvandus has a nasty temper when he doesn’t get his The Foot of Doom is purely and simply silly. It’s a
way, and tends to raise up mountains and send tornadoes power build designed to need no equipment to kill
around until someone does what he wants. people. And that’s all it does. It randomly shows up and
Despite being a power build, Mormvandus is blasts the intestinal contents of the chosen victim
tolerably versatile, although his specialities are time and everywhere. The Foot of Doom is essentially the GM’s
negative energy magic. shotgun, applicable to any ultimate opposition the GM
wishes to use.
Mormvandus is a power build within the normal
rules. Designed to be a major opponent for entire parties, And when we say ultimate, we mean it. This thing
he can quite possibly win. As a matter of fact, can teleport in, hit 11 times on a full action, all as touch
Mormvandus almost certainly will win if he needs to, attacks, deals at least 1d20+(Hysteric Str Mod)+12d6,
because he has Godfire. On the other hand, Godfire isn’t keeps fighting long after dying, and will come back even
terribly common, so it’s best to leave it alone unless the if killed. Since with karma and luck it should never miss,
need is great. Just as importantly, since he normally pays that means the Foot of Doom is something akin to a
for his Theurgy with Body Fuel, major spellcasting will magical ballistic missile, dishing out an average 621.5
leave him drained for some time. That’s why he limits damage, not counting actual attributes or any other
his interventions. Of course, he generally doesn’t show bonuses. We’ve seen players come up with even worse
up without several enhancing and protective spells builds, but that’s a lot of work to go to just for a “No.”
running on top of his magic item collection.
Like we said, it’s a ridiculous creature solely built to
The Divine Infusion feat he’s got gives him a major (a) demonstrate how far you can stretch the system, (b)
boost in character points, and some, if only by accident, just how boring it really is, and (c) make those player
have to arrive somewhere useful. characters back way, way off from trying to power-game
the GM.
Available 456 CP (Base)
Hit Die: 1d20 +2d6 +17d4 (20 CP) Available 504 CP (Base)
Saves: +25 (75 CP; +8 Fort, +5 Ref, +12 Will) Hit Die: 20d4 (0 CP)
Warcraft: +13 (78 CP) Saves: +0 (0 CP)
Special Abilities: 162 CP. Adept 2 (Theurgy, the six Warcraft: +21 (126 CP)
Verbs, Illusion [negative energy aspect] and Time, 12 Feats: 355 CP – Improved Karma (12 CP), Luck
CP), Fast Learner (Specialized in SP for theurgy, 6 CP), (Bonus Uses, 12 CP), Poison Use (6 CP), Unique
Augmented Bonus (Int to Theurgy Skills, 12), Self Returning (18 CP), Stoic (Ferocity, Juggernaut, 15 CP),
Development (+6 Int for skill points for theurgy and for Blindfight 30’ Darkvision (12 CP), Enhanced Attack
theurgy skills, 36 CP), Efficient Body Fuel: Versatile, (extra 12d6 damage when stomping on enemies,
Kundalini Upgrade (24 CP), Manipulation (6 CP), Silencing, 42 CP), Enhanced Strike (all, 36 CP), Favored
Sphere of Influence (War, Death, Knowledge, Weather, Enemy (Player Characters, 6 CP), Superior Imbuement
24 CP), Godfire (6 CP), Minions (6 CP), Creation (6 (Unarmed, 18 CP), Superior Rapid Strike (30 CP),
CP), Divine Infusion (6 CP), Soulshield (6 CP), and 2d6 Martial Arts d20 damage (21 CP), Spirit Weapon (Touch
Mana (Spell Enhancement option, 12 CP). Attack all, Exotic Appearance, Unarmed attack as Giant
Magic Levels: 20 Caster Levels (Theurgy only, 60 Foot, 75 CP), Inherent Spell Mirror Image 4/day
CP) (Advanced, Teleport, 18 CP), Hysteria Strength
Proficiencies: Simple Weapons (3 CP) (Corrupted: only when stomping, 4 CP),
Skills: 94 skill points (94 CP) - plus, of course, quite Proficiencies: None (0 CP)
a few from Fast Learner and his enhanced Intelligence. Skills: 26 skill points (26 CP, all in one martial art
Total: 492 CP out of 492 CP (456 CP [Base] + 36 CP and Jump)
[Duties; originally to a mystical order, currently to the Total: 504 CP out of 504 CP.
rest of the pantheon]).

166 Eclipse: The Codex Persona


The Living Destruction: Character Level 20
Templates
We’d like to write something cool for the Living
Destruction, but it’s nothing more than the Foot of Doom
as a spellcaster. A horrible spellcaster. This isn’t a The Faithful Steed
character write-up, it’s a cheat-sheet for GM’s.
“To arms, Chevalier!
Available 504 CP (Base) Eighteen hands high fights not alone,
Hit Die: 20d4 (0 CP) Eyes alight with battle-lust.
Saves: +0 (0 CP) With blade and hoof we strike as one,
Warcraft: +0 (0 CP) Murderous, each battle-thrust.
Magic Levels: 23 Sorcerer (extra restriction: About we lay, our lives entwined,
conduct, 299 CP) War in every pulsing breath.
Feats: 200 CP - Amplify (6 CP), Area (6 CP), The wicked barbs flow fore and hind,
Elemental Manipulation (6 CP), Extension (6 CP), Till all but we be dead and left.
Lacing (6 CP), Multiple (6 CP), Sculpting (6 CP), Glory The fight is won, though vict’ry hard
(18 CP), Streamline (6 CP), Fast (6 CP), Improved Our hearts beat wild and spry.
Initiative (12 CP), Evasive (Melee Spellcasting, 12 CP), Few blows slipt through past our guard,
Unity (6 CP), Theurgy (6 CP), Improved Stoic (Ferocity, Bloodened brothers, Chevalier and I”
Juggernaut, 21 CP), Spell Flow (6 CP), Returning (30
CP), Superior Power Words (Harbingers, Spellform, A Faithful Steed is just that: a loyal and dependable
Sendings, 33 CP), and Luck with Bonus Uses (12 CP) companion who carries you. This Template can apply to
Proficiencies: None (0 CP) any creature which will carry a rider. Obviously, this
Skills: 5 skill points (5 CP) usually means that humanoids, goblinoids, and outsiders
Total: 504 CP out of 504 CP. are right out. Still, any reasonable mount will do, which
depends on the nature of the rider as much as the Steed.

To create a Faithful Steed simply apply the


following modifications:

Superior Breeding. A Faithful Steed gains a


+2 bonus to its Initiative, Natural Armor Rating,
and Saves.

Furious Defense. A Faithful Steed becomes


berserk when its master is gravely wounded. When
the master is dealt a lethal blow or falls below 10%
of his or her hit points, the steed gains +4 Strength,
+4 Con, +2 on Will saves and -2 on it’s AC for the
next 10 combat rounds.

Calling. A Faithful Steed knows intrinsically


when it will be needed. Not only can a character
direct it to a specific place with any kind of
communication, but the steed automatically comes
to a location if the character will need it there soon.
This doesn’t help the Steed to move through terrain
is cannot normally bypass, but may allow it to meet
up with the master after being separated.

Challenge Rating. If it matters, this template


carries a +1 ECL adjustment since it’s worth 45
CP [Improved Initiative +2 (3), Defense +2 (12),
Resistance +6 total (18), Berserker (6), and an
Occult Sense (6)].
Players who design their own companions are,
of course, free to modify this template as usual.

You wouldn’t like me when I’m angry.


Eclipse: The Codex Persona 167
Nature Spirit Special Abilities

Elemental Control. Nature Spirits can use Telekinesis


Varska silently crept by the forests’ river bank, at will on whatever their domain is (water, plants, soil)
closely following his prey. Licking his ragged lips, anywhere within their domain at any time. In the case of
anticipating the kill, he knew only that the elf’s flesh animal, humanoid, or goblinoid Nature Spirits, they may
would feed his carnivorous kin. Unfortunately for the use their Telekinesis as if it originated from any creature
troll, his preoccupation with blood meant he did not of their type within their domain.
notice the man-like form rise from the swelling waters.
The encounter was quick and decisive, and the Troll Variable Powers
never returned to haunt the forests beyond the great
river, for it was well protected from evils like him. Incorporeal. All elementals, humanoids, or
Though his arm returned in time, the growing was both goblinoids, including earth elementals, who receive this
slow and painful, a lesson well paid for. template gain the incorporeal type; they simply allow
attacks to slide right through.
Nature spirits are just that – spirits of natural
elements and forces. Just as people have spirits, so do Privilege: A Nature Spirit may subtract 6 CP from a
streams, trees, and forests. An ordinary spirit can be target once per day per target. The spirit chooses where
quite formidable. A powerful one is nigh-invulnerable. the CP are lost from, although they do not gain any
They are also relatively immobile. They can never leave information about the target’s abilities except from their
the confines of their domain and have few ways of own observations. This lasts for 24 hours and has a range
affecting the world outside of it. of 30 feet. There is no save. They may similarly add 6
CP to a character once per day per target for 24 hours,
To create a Nature Spirit simply apply the following although the ability bestowed must have something to do
template: with the feature the spirit controls. A deer spirit might
thus grant increased celerity or enhance Survival skill
Base: Outsiders, humanoids, goblinoids, animals, or checks.
any plant creature with 13 or more hit dice.
Summoning. Plants and animals who have this
Type: Change to Native Outsider. template gain Summon Nature’s Ally (at a Spell Level
equal to half their Charisma score) 3/day.
Special Features
Level Adjustment: +6
Immortality. A spirit is tied to a natural feature, such
as a stream, a herd of animals, or a grove of trees. They
cannot be killed permanently without destroying their Nature Spirits in the Game
natural feature entirely. This goes right down to
slaughtering cubs and tearing out seeds. Damming As you might expect, elementals who take this
streams will only annoy the spirit in charge. If “killed” template normally look after natural features, plants after
without such measures the spirit returns in 28 days. flora, and animals after living creatures. Most often,
these are separate from actual elementals, plants, or
Discorporation. A Nature Spirit does not need to have animals. While these can become Nature Spirits in some
a physical body. It can transform itself into a free- settings, as a default Nature Spirits do not actually come
floating ethereal entity. In this state it can see, hear, and from such beings. Humanoids and goblinoids with this
perceive all along its stream, pack, grove, as if it were template normally follow the lead of the elementals or
looking out through them from all angles. look after mortal beings’ homes and structures. They
tend to be the dead ancestors of the living.
Mind. A creature who takes this template can project Nature spirits are not always good, at least not in the
Clairvoyance to any section of its stream, a grove it way people think of good and evil. They are protectors of
controls, or whatever appropriate section it possesses. things far larger or more intricate than mortal empires,
Any animal or plant creature may use this on any animal and which survive far longer. Nature spirits can even war
or plant under its care instead. It may use this power for control of packs and herds, forests, or rivers. They
even while using a physical body. tend to have a feudalistic outlook. The more powerful
ones make vassals of the weak. The greatest may go on
Static. A Nature Spirit cannot leave its personal herd, to become Realm Spirits.
pack, lake, river, wood, etc. They have no way around
this, although they can go on astral journeys or similar
adventures with the proper magical aid.

168 Eclipse: The Codex Persona


Realm Spirit kill mountains, eradicate every last tree in a forest, or
exterminate whole species.

“I am Gormnadus, Master of the Earthern Bones, Resurrection. A Realm spirit can Truely Resurrect a
Render of Rifts, Ruler of the Continental Divide! You had truly deceased Nature spirit at will. It must, however,
better have a very good reason as to why you think I first locate a spare stream, herd, grove to settle them on,
should stop my battle with the Subcontinent because of as appropriate to the spirit.
your pitiful little civilization.”
Typeless. Realms spirits have no type. They are
Realm spirits are the great form of Nature Spirits. immune to all spells which target creatures by type or
They control whole regions or domains, such as a forest, which have different effects depending on the type of
mountain range, mighty river, a hurricane, an entire creature affected.
species of animals, or the sea. Each looks after many
small Nature Spirits. They can be fierce if provoked, but Whole Mind. Realm spirits are immune to mind-
doing so is rather difficult. The fact is that such beings affecting spells and effects. Trying to use such magic on
find humanity (along with elves, dwarves, and so on) too a Realm spirit causes the caster or user to become
small to notice. They might notice giants or dragons, but stunned for 24 hours, as the vast mental flow of the
probably wouldn’t care; they think on the scale of eons Realm Spirit overwhelms him or her. Additionally,
and continents. In most games, all of human and even Realm Spirits are always aware of everything that
elven civilization is simply not worth noting. happens in their realms.
Realm spirits are immortal. Unless an adventure
actively destroys the entire realm from the roots up, the Master’s Privilege: A Realm Spirit may subtract 18
Realm Spirit will remain. And while wizards are CP from a target (dividing the 18 CP any way it pleases)
powerful, few of them have the power to destroy a once per month per target. The spirit chooses where the
mountain range, permanently stop a mighty river, or CP are lost from, although they do not gain any
obliterate a whole species. information about the target’s abilities except from their
Such entities often have great wisdom and own observations. This lasts for one month and affects
knowledge, and may well be willing to extend a bit of any target within the spirit’s realm. There is no save.
aid to those who require assistance. More than anything They may similarly add 18 CP, although the abilities
else, they merely enjoy appreciation. As Realm Spirits, bestowed must have something to do with the spirit’s
they have no need of magical power, wealth, or servants. realm. A mountain spirit might grant damage reduction,
The only thing one could possibly need is help on some enhanced strength, or superb climbing abilities.
mighty project to improve the land, sea, sky, or ecology.
Like Nature Spirits, Realm Spirits are immobile, Static. A Realm Spirit cannot leave its domain. They
although their greater scope means they have less to have no way around this, although they can go on astral
worry about outside their domains. journeys or similar adventures with the proper magical
aid.
The Realm Spirit Template
Level Adjustment: +9
Base: Outsiders, humanoids and goblinoids, Animals,
or any Plant creature with 13 or more hit dice.
Realm Spirits in the Game
Type: Change to Native Outsider.
Realm spirits are not generally meant as characters.
Special Attacks Only the most powerful of mortals or most important
changes in the world can attract their attention. They can
Improved Elemental Control. Realm spirits may and will carry on a conversation normally, but they
manipulate animals, plantlife, and natural features with rarely find anything or anyone interesting enough to try.
ease on a whim within their domain. If used as an attack, Finally, a Realm Spirit cannot lie (at least, not
they can usually deal anywhere from 4d6-10d6 intentionally). Their connection to the vast world has
bludgeoning damage (or other appropriate type) and they rendered them incapable of using mere deception on a
do not miss unless they’re just giving warnings. scale intelligible to mortals. Realm spirits can deceive,
but only on a scale so large it means nothing to humans.
Special Qualities A Realm Spirit deceives about where a volcanic eruption
or continental shift may occur, and does so only with
Immortality. These spirits have the same immortality other Realm Spirits, gods, or other greater beings. It also
as Nature Spirits: if you destroy every last scrap of their does so implicitly, by “body language,” not with mere
realm, they die. However, this amounts to attempting to words.

Eclipse: The Codex Persona 169


Epic Monsters The Beast
Characters can become very frustrated when fighting
No matter what you do with basic creature statistics, the Beast. A vast animalistic monster, with a hide far
someone’s going to get themselves enough power to thicker than a dragon’s and enough spines to impale a
handily smash it. If you want a truly Epic monster, it mountain, the Beast consumes whole regions in a
should come from outside the normal world, obey alien destructive fury beyond any other being’s. The Beast is
laws of nature, be unique, and be nigh-indestructible by composed of only three things: an awesome amount of
simple violence. Defeating it should be a matter of wits raw life energy imbued with utter hatred, the ability to
and quests, not a numbers festival. feed off positive or negative energy, and a shell of meat
covering the energy within. It automatically strikes any
Therefore, these monsters can’t die from ordinary creature below the size of a large mountain that it
attacks. All those super-death spells and mega-vorpal chooses to hit and deals 10d6 damage per strike, striking
blades do virtually nothing to these things. The key to three times per round and bypassing damage reduction.
victory lies in discovering their weaknesses and finding a In essence, it attacks the target’s life force and is big
way to use that to defeat them. This makes the monsters enough to attack whole towns with a single stomp.
listed here an appropriate challenge for any party with It has AC 60 and near-unlimited hit points. It has no
strong magical resources. It can even become another vital points and does not need its head to survive. Unless
type of quest, with the party searching out a specific utterly incinerated (and even then the dust may still be
artifact or the materials to make such an item. dangerous) any blood or bits of tissue it sheds spring to
GM’s can follow your player’s leads on this. If they life as vicious monsters, attack any creature or plant
analyze its weaknesses and think up a device or nearby, and begin feeding vitality back into the Beast,
technique that you think could work, let them give it a regenerating it at an exponential rate. Essentially, it
shot. If they go asking greater powers for help, let them regenerates all damage within moments, providing the
run an adventure that way. If they seek out magical items creatures (plants and animals) near it have sufficient hit
to do the trick, run the adventure on that basis. Let them points in total to heal it. The secondary monsters vanish
come up with the solution. after an hour or so and don’t spawn others. A large-scale
Each creature here isn’t meant to be the entire area attack (like a Fireball, but covering a whole
adventure in and of itself. The real adventure may mountain-sized area) should handily destroy the minor
involve encountering or avoiding the monster several creatures.
times, then searching for information on it. The
characters can finally develop a theory of its weaknesses, How to win. The Beast can theoretically be killed.
develop the weapons needed, and ultimately kill it. Dealing enough damage fast enough to kill it is the trick.
It can’t regenerate if there are no living creatures or
plants nearby, so casting it into a void or barren plane
works. If the characters can halt it along a planetary ley
line or other mystically important site, they might be able
to trap it under the earth. That might call for some
amazing grapple checks (with DC’s measured in the 100-
150 range) if they actually plan to physically haul it
down or for some awesome magical ritual otherwise.

The Rad-Fiend
This terrifying monster has a fascinating power: it
exudes radiation which breaks down organic matter into
more radiation. It has no body; the creature simply is
nothing more than radiation with a simple program and
magical sensors system attached. It is considered a
construct, cannot be mind-controlled, and has specific
invulnerability to all physical, energy, and magical
damage, ability drain, disintegrate and all other instant-
death effects, albeit only a few hundred hits. Damaging
negative energy turning can cause injury, but it has
Resistance (not Turn Resistance) 20 to that. Positive
energy turning heals 12 hit points. In order to turn it, a
creature must be inside the Rad-Fiend’s radius.

170 Eclipse: The Codex Persona


The creature is a 5-mile sphere of radiation. Any
creature caught within it takes 5 damage per round. Any
creature that leaves the radius after taking damage takes
1 point per round until they die or something stops the
progressive disintegration. A limited wish or special-use
effect can fix this. This is considered “radiation” type
damage and bypasses all damage reduction and magical
resistances. Only special-purpose radiation resistance
works. The creature can sense life and attacks it, but
probably won’t even notice the characters – Rad-Fiends
attack cities and forests, not individuals.

How to win. Try using the weakness to damaging


negative energy. Turning causes it no damage unless the
cleric is very skilled, but if he or she can gain a power
boost, it might be possible due to the really low hit
points. Alternative methods might include using negative
energy from another plane where it is an abundant
resource, combining the efforts of hundreds of negative- The Orb
energy users, or gathering such power from a large stock The greatest project and ultimate weapon of some
of potent undead. mighty evil race, the Orb is hundred-miles wide golem-
construct powered by the collected life forces of scores
of Gibbering Orbs or thousands of their lesser relatives.
The Madscimind Piloted and enhanced by a group of evil entities using the
Rider ability sequence to augment the Orb’s already-vast
The Madscimind has no physical presence, existing powers and defenses, the Orb is a base from which to
as a pure unconscious impulse. It lives (if one can call it subjugate entire galaxies. Its antimagic ray can shatter
that) solely to put ideas for horrible and awesomely the mightiest city-based or even planetary wards, its
destructive weapons into the minds of individuals insane charm-beam can ensorcell a continent with a single blast,
enough to use them and talented enough to make them, and its onboard legions suffice to seize the wealth of an
thus neatly explaining where a great many artifacts came entire world in short order before moving on the rest of
from. The Madscimind works on the level of dreams and the galaxy. Now that it’s operational, the Orb is the
nightmares, lying in a twisted labyrinth of arithmetic and greatest power - and threat - which the galaxy has ever
magic. seen. Before it the gods themselves are mere outmoded
superstitions and their flame shall vanish from the
How to win. In order to attack it, the characters have universe!
to realize it exists at all. One way to suggest this might
be to suddenly have a rash of madmen get their grubby How to win. A heroic group could sneak aboard and
hands on some strange, insane weaponry. Aside from try to deactivate the antimagical ray, allowing a massed
running several fearsome fights this way, the players attack from the planetary surface. Since no design is
(and hopefully characters) will wonder what’s going on. perfect, perhaps they could somehow steal the plans and
Any investigations into the minds, magical auras, or find some vital or vulnerable spot. Given the immense
homes of the madmen could reveal a connection to the scale of the Orb’s abilities, the energies bound up in its
realm of dreams. Actually getting to the monster requires power core must be equally great; a courageous and fast-
them to keep going into the darkest nightmares. They’ll moving group might be able to strike at that core (and
have to face their own fears and other’s terrors, finally hopefully outrun the ensuing explosion). Of course, the
entering a horrific realm of utter madness. Orb will have many Eye-Fighters at the ready to counter
The creature, once reached, dies easily – it’s nothing this.
more than an unconscious urge combined with vast
technical knowledge and has very little real power.
Unfortunately, to finish the job, they’ll have to locate The Page Demon
every mind it has touched and clean them of the
Madscimind’s influence. Otherwise, it will be reborn. The Page Demon is a vicious, cruel monster. It’s also
This could be quite troublesome if it’s given any of the nearly invincible. Able to transfer itself to any book,
player characters ideas. Still, throughly killing it in the page, magazine, newspaper, catalogue, or any paper-like
dream world will keep it quiet for centuries or eons - substance with a written word on it, and survive the
although eventually some naturally-occurring mad destruction of any such media, ordinary weapons won’t
genius might respawn it. do. If it targets a character, it will attempt to draw them

Eclipse: The Codex Persona 171


into its maw (Ref save DC 24 to resist), imprinting them are high-level spellcasters by definition, they can easily
on the page. A Resurrection spell, Wish, or Miracle can transform). As it happens, it can also take over a vast
restore the deceased. Unlike most of these monsters, the number of creatures by attacking them with its worms.
Page Demon isn’t very dangerous to powerful player The worms attack and take over the host; the Worm-
characters, but it can anger them or hinder them (by Thing can control them (there’s a reason we don’t bother
screwing with scrolls, books, and so on), and so interest with a save – see below). Even better, if even a single
the party in killing it. worm survives, so does the Worm-Thing. They usually
also lock up several spare bodies in protected pocket
How to win. The Page Demon exists on a level dimension stasis cocoons, several in other planes, and
mortal beings can’t comprehend. Killing it would have a few stashed around for general use.
involve erasing that dimension in one of two ways:
destroying all written words and/or paper on the plane How to win. As it happens, killing the Worm-Thing is
(guaranteed not to be popular) or entering its realm and almost impossible. It can be done by getting every last
hunting it out. Since it doesn’t have a 3-dimensional worm in every dimension and safe house. That isn’t
form, would be visitors must transform themselves into likely. Fortunately, the Worm-Thing has one weakness:
2-dimensional beings or cast a spell to temporarily it’s too reasonable. While inhuman, it has no reason to
translate information from that two-dimensional world hurt anyone. Becoming a weird monster has the unusual
for them. Either is likely to involve considerable magical effect of making them simply apathetic. Worm-Things
power. Once inside, it has the stats of a Hunefer or any don’t care about ruling or leading hordes of darkness.
other big, scary creature you want to use. They might become mercenaries for other powerful
beings because it pays well and there are some things
more easily bought than found or taken. They don’t
The Worm-Thing usually bother to take over sentient beings’ forms. Why
would they, when taking over a large, dumb beast and
Similar to a Worm that Walks, only much, much transforming it into a more useful shape is so much
worse, the Worm-Thing attempts to become the last easier and safer? They don’t worry about food, shelter, or
word in survival. Its body is made of a roiling mass of clothing. They’re just nigh-impossible to kill.
Worms or it may take any other shape (given that these

172 Eclipse: The Codex Persona


Appendix 1: Chakra
Theurgy and Arcane magic, and the way of the Mystic
Artist, are tied to this chakra.

Ajna peers out from the brow. This “third eye” is


Players usually don’t need to worry about Chakra;
associated with perception, imagination, illusion,
they’re simply an example of an in-game reason to limit
intuition, light, and darkness. The intellect, in both
certain combinations or quantities of powers.
knowledge and ignorance, flows from it, as does
Channeling.
In classic mysticism the seven great chakra are the
major life-force nexi of the mind, spirit, and body, the
Sahasrara bathes everything in light at the crown at
energy centers which power and bind together the entire
the top of the head. Associated with awareness, Wisdom,
assembly. Fantasy biologists see them as major neural
cosmic consciousness, and the astral plane, this chakra
connections, and thus as primary centers of bioelectrical
control’s the user’s Dominion.
activity.
In game terms Chakra are balance points for mystic
Gods, Spirits, and a few epic heroes have two
energies; the locations where external sources of power
additional Chakra:
may be safely bound to someone’s essence on a
permanent basis. Trying to do it elsewhere will create
Kihadhara. The Celestial Chakra usually drifts just
severe imbalances, leading to madness, bizarre physical
above the head, extending tendrils of light to surround
distortions, or even death. Trying to link two differing
the possessor. A manifestation of a link between the
sources of power to a single chakra is likely to produce
possessor and the abstract realms of the deeper astral, it
similar results, since they will essentially be short-
is associated with spheres of influence, synchronicity,
circuited through the character’s mind, body and spirit or
immortality, and the creation of new realms. In
forced together on the same wavelength.
traditional theory, full development of Kihadhara offers
In practical terms, this means that there is an upper
unity with the cosmic all. It governs the use of Godfire.
limit to the number of power sources any one character
can tap, and on their types; some chakra are suitable for
Bindhudharma. The Anchoring Chakra floats just
particular power sources and some are not. This is why,
below the feet, with its whirls also surrounding the
for example, a character can be a either were-wolf or a
possessor. It’s a manifestation of the possessors bond
were-tiger (or any other were-creature) but not both; the
with the material world, whether through some relic,
relevant chakra can only be linked to a single one of the
emotional tie, magical effect, or dedicated worshipers.
two totems. The basic seven Chakra are:
Associated with manifestation and channeling power to
others, it also promotes preservation, order, and stability.
Muladhara rests at the base of the spine. It’s linked
with earth, survival, physical health, prosperity, and
Chakra are usually more or less self-contained; their
strength. This primal chakra, present in every multi-
energies interact with those of other living beings and
cellular organism, also relates to shamanistic and
fuel an entity’s personal talents. The seven common
“Hoarding” magic. Lycanthropy results when a character
chakra are not linked by default to any other source of
is linked to a totem through this chakra.
power.
Once opened, a difficult and sometimes dangerous
Svadhisthana swirls in the lower abdomen. It’s
process, each Chakra can be bonded to or infused with
associated with water, emotions, sexuality, growth,
one other source of power over and above the character’s
Charisma, and transformation, and is tied to the Dragon
personal energy sources. Common power sources
Path.
include:
Manipura burns in the solar plexus. It’s associated
Enchanted and Psychically-imbued items. These may
with fire, psychic energy, vitality, Constitution, strength
be Absorbed (Innate Enchantment), Linked (Mystic
of purpose, and action. It fuels Psychic abilities.
Link), or Bonded (symbiotic or parasitic items). Those
using Mystic Links can partially get around the “one-
Anahata breathes in the heart. Associated with air,
power-source-per-chakra” limitation by binding together
balance, relationships, and dexterity, it’s the only active
many items as a single “horde” - but such hordes are
chakra in mindless undead, and is linked with Dweomer,
tempting targets. Sets of more mundane items linked
Thaumaturgy and Divine Magic.
psychologically or via some minor common charm, are
also manageable.
Visshudha throbs in the throat. It’s associated with
communication, creativity, manipulation, and self-
Power-Dimensions and Nexi. Stonehenge,
expression. It’s also associated with Mana, and so
“Elemental Planes,” Ley Line Nexi, and sometimes even
expresses the bond between magic, names, speech, and
sources of physical energies fall into this category. It is
language. The psychic aspects of Charisma, as well as

Eclipse: The Codex Persona 173


wise to have a selection of “channels” ready to direct Kihadhara and Bhindudharma chakra simultaneously for
such forces into. User should beware of overloads when a harmonious ascension into the higher realms.
tapping into such near-limitless sources. The typical user Like most other ideal paths of self-development this
will gain a variety of innate talents, but will also suffer hardly ever occurs. Unbalanced development can, at
from a severe vulnerability to opposing forces. least in theory, cause various psychological and even
physiological imbalances or ailments. In practice, such
Runes, Domains, Paths, and Spheres. These resemble effects are generally so mixed with environmental,
Power Dimensions and Nexi at first glance, but have less genetic, and personal factors as to be indistinguishable.
defined “locations” and, as philosophical entities, are Note that lacking a chakra does not (necessarily)
more subject to the user’s will. Overload is not a indicate that a creature cannot have any of the related
problem, but the mental effects can be severe. Characters abilities; it simply means that they are either quite weak
drawing on the same runes will always be at least or not self-generating.
subliminally in contact, and some foes may be able to
use this as a weakness. Divine spheres are even more Mindless Plants have only the Muladhara chakra. It’s
dangerous; they greatly influence their users. Those who normally in positive mode, save for fungi and other
claim a sphere must either rigidly stress their differences, parasitic species. Certain animals, such as sponges, also
fight constantly, or risk drowning themselves in a fall into this category. While their struggles are slower
common conceptual reality, forgetting where it stops and then those of animals, plants battle with a ruthlessness
they begin. Paths and Domains are far more limited and unheard of in animals. Plants face a constant contest for
far safer. survival. They know neither rest nor peace, so while
their bodies may work without haste, on that scale of
Beings, Familiars, and Spirits. In general, these only time they fight with all their might. Only in a few
work smoothly if one of the entities involved is firmly in locations well regulated by higher powers do they grow
control of the energy flows. Subsumption - incorporating unmarred.
other spirits into your Chakra - is an easy shortcut to
great power, but has severe mental side effects. Pacts Sentient plants have the Muladhara, Manipura, and
allow the user to tap into a portion of the power of some Ajna chakra. They tend to be a bit uninterested in higher
mighty entity, but there’s usually a price. Either the forces, somewhat unemotional, and ruthless when
entity will charge for the access in some way, or the dealing with animal creatures - but are less so than their
character must take great pains to maintain the link. primal relatives. Many recognize concepts such as
Examples include priestly orders, totem magic or offspring and have families, though they still care little
lycanthropy (the distinction depends on who’s in for the world outside their chosen home.
control), and familiars (minor entities which draw extra
power from you). Nonsentient animals lack the Ajna and Sahasrara
chakra. Of course, equipped with effective instincts and
Energy Storage. Opened, but unbonded, Chakra can senses, they quite arguably have little need of them.
be used to simply store power, either raw, in the form of
Mana, Psi-Energy, spell levels or purely physical Sentient animals (i.e., people) have all seven of the
energies, or in the far more stable and thus more readily major chakra, although as always, they may be more or
stored and controlled forms of preset effects. In general, less developed in any given case. Actually developing
the power which can be stored in any single chakra this chakra and their associated powers will usually take a
way is related to its level of development as measured by good deal of time, effort, and CP.
the related attribute.
Mindless undead have only the Anahata chakra in the
Chakra usually hold positive aspects, their energies negative mode. This is why they tend to attack old
devoted to growth, expansion, achievement, and the friends and kin in preference to other targets when
development of life. They can be negatively oriented uncontrolled, and are so vulnerable to divine magic.
(although this is rare among playable species) directed
towards the destruction of the qualities they normally Sentient undead lack two Chakra, Svadhisthana and
enhance. If the balance of a character’s chakra runs too Sahasrara. Even at their best, undead tend to be lacking
strongly towards the negative he or she may come to in true wisdom, uncharismatic, and detached. Generally
embody the entropic energies of the universe - falling all their chakra will all be in negative modes. Undead
into undeath or becoming a demon. Similarly, sufficient have been known to bypass this lack and reach godhood
focus on, and development of, positive aspects can raise - but this is extremely rare. Most undead gods achieved
a character into the ranks of the celestials or pure spirits. godhood first, enabling them to retain all chakra
In theory Chakra should all be developed at the same regardless of their physical form’s status.
time, opened in sequence along the spine, and be
correctly balanced so as to finally flower into the

174 Eclipse: The Codex Persona


Gods normally have all nine of the great chakra, on an entity which consciously decides whether or not to
although there are occasional exceptions. This is why respond), Karma (at GMO), Mystic Link (Spell/Power
even the greatest of gods may not have more than nine links and up), Dominion/Godfire, Rite of C’hi (if taken
spheres and rarely more than seven since the Kihadhara with bonus uses), Channeling, and the Dragon Path (Eye
and Bindhudharma Chakra are inactive (or more or Pulse of the Dragon). Thus, each of these abilities (but
accurately, enveloped) when the character is in the not necessarily individual feats) takes up an available
related deeper astral realm. slot. Shamanism, Lycanthropy, and Priestcraft usually
require one as well. Thus, characters have some limits on
Spirits may have various combinations of Chakra, but the special powers they may take, even in the wildest
usually have all nine when active within the material games.
plane. Elemental beings usually have substantial
weakness associated with opposing elemental chakra. Theoretically, one
might be able to
Magical theorists note a correspondence between the eliminate Chakra
six higher chakra and Theurgy’s six magical verbs: bindings and free them
Svadhisthana/Transform, Manipura/Destroy, Anahata/ up again (also freeing
Control, Sahasrara/Heal, Visshudha/Create, and Ajna/ up the CP spent on
Perceive. A true master of the chakra should - at least those abilities). No, we
theoretically - be able to draw vast power from the upper don’t have a specific
astral thru the Kihadhara chakra, focus and transform it way to do this. It
through the seven basic chakra and release it into the would take a lot of
world through the Bindudharma chakra. Unfortunately, power, access to the
or perhaps fortunately, such a transcendent Kundalini most puissant lore, and
state “risks” (offers?) true unity with the higher realms a lot of finesse to
and the consequent inability to return to the normal accomplish. A greater,
world. nearly transcendent
being might be able to
For reference purposes the following feats usually do it for someone else,
require bonding to one of the user’s Chakra: Blessing, and some forms of
Companion (when mystically linked to the owner), personal transformation might succeed. For an example
Domain/Path (other than those provided by another of the latter, it might be possible for a deity to leave
entity), certain variants of Eldritch, Innate Enchantment behind the immortal power of the spheres to a successor
(Absorption), Invocation (unless accomplished by calling and live out a quiet life somewhere else.

Eclipse: The Codex Persona 175


Appendix 2:
(3.0)
Available 504 CP (Base) +2 (Illiterate) = 506 CP
Hit Die: 20d12 (160 CP)
Class Breakdowns Saves: +24 (72 CP)
Warcraft: +20 (120 CP)
Abilities: (37 CP) - Berserker (12 CP), Celerity (6 CP),
Standard Character Classes Awareness (Uncanny Dodge, with Danger Sense II,
Danger Sense Corrupted to +4 bonus only, 10 CP),
Damage Reduction 4/- (9 CP)
Note that the following class breakdowns are based Proficiencies: Simple and Martial Weapons, Light and
on Level 20 characters. The standard 3.0 and 3.5 classes Medium Armor, and Shields (21 CP)
assign a disproportionate quantity of abilities and skills Skills: 92 skill points (92 CP)
to the first few levels. While this effectively assigns Total: 502 CP out of 506 CP
starting characters well-defined roles within a group, and
partially compensates for the inherent penalties of The 3.0 Barbarian’s damage reduction seemed to be
multiclassing (seriously delayed access to powerful high- unrestricted, at least until the DMG came out. It’s been
level abilities), it has the peculiar effect of allowing purchased that way here. The Illiteracy appears to be
characters to instantly master large blocks of skills. irrelevant, as might be expected since it automatically
Equally important, characters abruptly cease to improve disappeared if and when the character multiclassed.
abilities which they constantly use.
(3.5)
Point-based characters don't gain this edge. They're a Available 504 CP (Base) +2 (Illiterate) = 506 CP
bit weaker to start with and, since multiclassing is Hit Die: 20d12 (160 CP)
meaningless for them, can't pick up large blocks of new Saves: +24 (72 CP)
abilities quite so readily. On the other hand, they can Warcraft: +20 (120 CP)
acquire whichever abilities suit their conception and Abilities: (39 CP) - Berserker (15 CP), Celerity (6 CP),
won’t give up on advancing older "class" abilities to Awareness (Uncanny Dodge, +Danger Sense II, 12 CP),
acquire new ones unless they choose to. Damage Reduction 5/- (Specialized versus physical, 6
CP)
Also note that these classes have a base of 504 CP for Proficiencies: Simple and Martial Weapons, Light and
the whole 20 levels. This includes level 0, giving them Medium Armor, and Shields (21 CP)
an extra 24 points. Later entries for Prestige Class Skills: 92 skill points (92 CP)
breakdowns don’t include level 0, for obvious reasons, Total: 504 CP out of 506 CP
and only go to level 10.

Where it might be confusing, we have added small


notes in parentheses to mention specifically what the
ability used to be called. Other notes in parentheses
mention which upgrades an ability has (the + sign) and
the CP cost. Abilities taken multiple times are noted with
Roman numerals.

Barbarian Class Descriptions


The Barbarian, a brutal warrior from outside the
civilized world, fights with fearsome passion. Destroying
enemies with the savage glee of a raging combatant, the
barbarian specializes in toe-to-toe combat. Barbarians
learn the ways of the world on a practical level,
eschewing glamour and superficial objects.

So I like shish-kabobed Ork.


What’s wrong with that?

176 Eclipse: The Codex Persona


Bard Class Description (3.0 & 3.5) Druid Class Descriptions
The Bard, a mystically skilled song-farer, travels Guardian of nature and the things that dwell within it,
about the world in search of new knowledge and art. Druids protect the earth from major menaces. While not
Able to penetrate the deepest mysteries and sing praises always openly hostile to cities and towns – for life dwells
of the heroes he or she travels with, the Bard lives today there, too – the Druid rarely feels comfortable in a
to write the legends of tomorrow. crowded metropolis. The elements hear and obey his or
her call, and the Druid readily wields the magic of the
(3.0 & 3.5) earth in battle.
Available 504 CP (Base)
Hit Die: 20d6 (40 CP) (3.0)
Saves: +30 (90 CP) Available 504 CP (Base) + 80 (Duties and Armor and
Warcraft: +15 (90 CP) Weapons restrictions) = 584 CP
Magic Levels: 20 Bard (160 CP or 120 CP with the 3.5 Hit Die: 20d8 (80 CP)
Noncombative limitation) Saves: +30 (90 CP)
Abilities: (12 CP) - Mystic Artist (6 CP), Lore (Bardic Warcraft: +15 (90 CP)
Lore, 6 CP) Magic Levels: 20 Druid (160 CP)
Proficiencies: Weapon and Armor (18 CP) Abilities: (48 CP) - Occult Sense (Nature Sense, 6 CP),
Skills: (3.0) 92 skill points (92 CP) Travel (Forest, 3 CP), Traceless (Travel, Specialized:
natural surroundings only, 3 CP), Resistance (+4 on
(3.5) 132 SP (132 CP) Saves verses Fey, 6 CP), Shapeshifting (21 CP),
Total: 502 CP out of 504 CP Immunity (Poison, Corrupted to natural poisons only, 6
CP), and Timeless Body (3 CP or free depending on the
Bards need the Mystic Artist rules in play to use all campaign)
of their abilities in either 3.0 or 3.5. The 3.5 Bard gets a Proficiencies: Weapon and Armor (21 CP)
few additional Bardic Music (Mystic Artist) effects, but Skills: 92 skill points +1 Language (93 CP)
that list has been expanded considerably anyway. Total: 579 or 582 CP out of 584 CP

Cleric Class Description (3.0 & 3.5) (3.5)


Available 504 CP (Base) + 80 (Duties and Armor and
Steeped in the mysteries of the Gods, a Cleric Weapons restrictions) = 584 CP
worships divine or supernatural forces, calling upon their Hit Die: 20d8 (80 CP)
aid in time of need. While many priests tend the temples Saves: +30 (90 CP)
and shrines dedicated to their god or pantheon, the Warcraft: +15 (90 CP)
adventurer Cleric prefers a more direct approach to Magic Levels: 20 Druid (160 CP)
furthering the demands of his or her faith. Secure in the Abilities: (57 CP) - Companion (6 CP), Lore (Animals,
knowledge of his or her deity’s power, the Cleric walks Specialized only to understand how to get along with
the earth with a fearsome faith. them, Wild Empathy, 3 CP), Skill Focus II (Nature
Sense, 6 CP), Travel (Forest, 3 CP), Traceless (Travel,
(3.0 & 3.5) Specialized: natural surroundings only, 3 CP), Resist (+4
Available 504 CP (Base) + 40 (Duties) = 544 CP on Saves verses Fey, 6 CP), Shapeshifting (21 CP), Spell
Hit Die: 20d8 (80 CP) Conversion (Summon Nature’s Ally, 6 CP), Timeless
Saves: +30 (90 CP) Body (Resistance to Age, 3 CP or free depending on the
Warcraft: +15 (90 CP) campaign)
Magic Levels: 10 Cleric Package (200 CP) Proficiencies: Weapon and Armor (21 CP)
Abilities: (15 CP) - Turn/Rebuke Undead (3 + Cha Mod Skills: 92 skill points +1 Language (93 CP)
times per day at +4 on chart, 15 CP) Total: 588 or 591 CP out of 584 CP
Proficiencies: Weapon and Armor (21 CP)
Skills: 46 skill points (46 CP) In many ways the Druid is the generalist among the
Total: 542 CP out of 544 CP basic classes. They’re fairly good in a fight, have decent
(but not overwhelming) offensive and healing spells,
Clerics probably ought to learn something about have a fair number of skill points, and have a few useful
their god on a mandatory, rather than optional, basis. special abilities - but not too many. Unfortunately, being
Spending those last 2 CP on one rank in Knowledge: fair at many things costs more than being tremendously
Religion with a specialization in their deity would be good at one.
nice. On the other hand, d20 religions are much more
businesslike than real ones .

Eclipse: The Codex Persona 177


If you have enough Diplomacy you don’t really need Mindspeech (Gift of Tongues, 6 CP), Timeless Body
Wild Empathy. There’s a large penalty for the lack of a (Perfect Self, +Transcendence, 6 or 9 CP depending on
common tongue and another for dealing with creatures the setting)
with radically different minds, but there are other talents Proficiencies: Weapon (6 CP)
and spells for dealing with that. Skills: 92 skill points (92 CP)
Total: 516 out of 504 CP

Fighter Class Description (3.0 & 3.5) Representing the “no multiclassing” rule in point-
buy is difficult. The best way to do it - and incidently the
Master of battle, the Fighter knows every trick in the best way to bring down the CP cost a bit - is to buy Fast
book and probably wrote a few others into it. Likely able Learner Specialized so that it only works as long as the
to defeat any other character at his or her preferred range, character continues with a rigid, preset, program of self
the Fighter studies a dozen styles and techniques for development. We don’t really recommend bothering
killing quickly and efficiently. though. That rule always seemed pointless anyway.

(3.0 & 3.5) (*) “Corrupted.” These abilities are not usable while
Available 504 CP (Base) wearing armor.
Hit Die: 20d10 (120 CP) (^) “Corrupted.” These abilities suffer from "armor
Saves: +24 (72 CP) failure percentages" as per arcane spellcasting.
Warcraft: +20 (120 CP)
Abilities: (66 CP) - Bonus Feat XI (66 CP) Note that the 3.0 Improved Trip (and similar Feats)
Proficiencies: Weapon and Armor (27 CP) only cost 3 CP. The 3.5 version adds additional abilities
Skills: 46 skill points (46 CP) as shown in the feat conversion appendix.
Total: 451 CP out of 504 CP
(3.5)
By this calculation the Fighter is somewhat Available 504 CP (Base)
underpowered. This is true. While they are the best of the Hit Die: 20d8 (80 CP)
standard classes at small scale combat, they aren't all Saves: +36 (108 CP)
that much better than some of the others (especially if Warcraft: +15 (90 CP)
enhancing magic is used), and they are much less Abilities: (142 CP) – Martial Arts V (21 CP), Improved
flexible. They appear equal simply because most games Fortune (Improved Evasion, 8 CP*), Celerity VI (14
spend a great deal of time on small scale combat. Those CP*), Augmented Bonus (Improved, Wis to AC, 8 CP*),
extra points are best spent giving them some non-combat Defender (4 CP*), Immunity (Poison 9 CP, Falling 4*
skills and abilities to work with, just in case the GM CP, Disease, 6 CP), Healing Touch (Specialized, self
leans towards intrigue scenarios or otherwise mostly only, 2 CP^), Spell Resistance (Level+10, 8 CP^), Resist
non-combative adventures. (+2 saves vrs Enchantment, 3 CP), Imbuement (unarmed
version, spent on Lawful [+2], Magic [free with Lawful],
and Adamantine, 6 CP), Inherent Spell (Etherealness,
Monk Class Descriptions Dimension Door, Quivering Palm, (10* CP),
Mindspeech (All living creatures, Specialized must
(3.0) actually speak, 6 CP), Timeless Body (Perfect Self,
Available 504 CP (Base) +Transcendence, 3 CP), “Flurry of Blows” (2x Bonus
Hit Die: 20d8 (80 CP) Attack 8 CP*, +4 Warcraft, Specialized [only to make up
Saves: +36 (108 CP) for Flurry penalties], Corrupted*, 8 CP*). Optional
Warcraft: +15 (90 CP) Ability Sets: Trick (Stunning Blow, 4 CP*) OR
Abilities: (138 CP) – Martial Arts V (21 CP), Trick Improved Grapple (4 CP*), Improved Trip (4 CP*) OR
(Stunning Blow, 4 CP*), Improved Fortune (Improved Improved Disarm (4 CP*), and Block (Missile Weapons,
Evasion, 8 CP*), Improved Trip (2 CP*), Block (Missile 6 CP*) OR Reflex Training (Combat Reflexes, 6 CP).
Weapons, 6 CP), Celerity 6 (14 CP*), Augmented Bonus Proficiencies: Weapon (6 CP)
(Improved, Wis to AC, 8 CP*), Defender (4 CP*), Skills: 92 skill points (92 CP)
Immunity (Poison 9 CP, Falling 4* CP, Disease, 6 CP), Total: 518 CP, 502 with Fast Learner, out of 504 CP
Enhanced Leap (no normal limit, 2 CP*), Healing Touch
(Specialized, self only, 2 CP^), Spell Resistance (*) “Corrupted.” These abilities are not usable while
(Level+10, 8^), Bonus Attack (Flurry of Blows, 6 CP) wearing armor, using a shield, or carrying a medium or
Resist (Still Mind, +2 on saves versus Enchantment, 3 heavy load.
CP), Rapid Attack 2 (Unarmed Only, 6 CP), Imbuement
(unarmed version, 6 CP), Inherent Spells (Dimension (^) “Corrupted.” These abilities suffer from "armor
Door, Etheralness, and Quivering Palm, 10* CP), failure percentages" as per arcane spellcasting.

178 Eclipse: The Codex Persona


The 3.0 monk had a great many abilities which were Warcraft: +20 (120 CP)
not usable while wearing armor or suffered arcane Magic Levels: 17 Paladin (34 CP) + 10 Specialized
failure when wearing armor. The 3.5 monk does not have Caster Levels (30 CP)
such a restriction listed on a few of those abilities. We’re Abilities: (84 CP) - Occult Sense (Detect Evil, 6 CP),
retaining it anyway, since (a) it seems to fit, and (b) no Immunity (Disease, Fear, 12 CP), Augmented Bonus III
one in their right mind will take a bunch of levels of (Divine Grace, Specialized; only while truly good and
monk and then negate the remaining abilities which are pure in faith, 18 CP), Smite (+Bonus Uses, 12 CP), Turn
listed that way. Improved Disarm and Trip has improved Undead (3 + Cha Mod times per day at +2, 12 CP),
since 3.0, adding Specialist. Personally, we’d have Presence (Aura of Courage, 6 CP), Healing Touch (with
assigned them either some duties - on the theory that you Remove Disease, 12 CP), Innate Spell (Summon Mount,
have to go back and look for more advanced training - +4 bonus uses, Specialized; as a creature of the upper
or Fast Learner (Martial Arts) to represent their being a planes the mount will only serve while its summoner
“natural” who doesn’t really need training. With Fast remains truly good and pure in faith. 6 CP)
Learner there’s a net “profit” of 14 points, bringing the Proficiencies: Weapon and Armor (27 CP)
3.5 monk down to 506 CP out of 504. Skills: 46 skill points (46 CP)
Total: 533 CP out of 544 CP

Paladin Class Descriptions The Paladin comes out with a few points left over. A
Paladin, however, usually
A righteous champion has some other benefits.
and crusader for justice, the Most should have Good
Paladin travels the world to Reputation (6) and
spread joy and crush evil. Privilege (Church
Using their divinely-granted Membership, entitled to
might to smite the wicked assistance, 6 CP). A few
and heal the afflicted, automatic points in
Paladins exemplify the Knowledge: Religion (at
noblest aspects of civilized least of his or her own)
lands. Or they’re mad killers might also be in order.
who only happen to whack
evil creatures. C’est la vie.
Psion Class
(3.0) Description (3.0 &
Available 504 CP (Base) + 3.5)
40 (Duties) = 544 CP
Hit Die: 20d10 (120 CP) Where Wizards turn
Saves: +24 (72 CP) outward, Psions look
Warcraft: +20 (120 CP) within. Though wielding
Magic Levels: 17 Paladin similar powers, they study
(34 CP) + 10 Specialized the mind and its hidden
Caster Levels (30 CP) might, eschewing the flows
Abilities: (78 CP) - Occult of mystic power. Usually
Sense (Detect Evil, 6 CP), controlled and calm, a
Immunity (Disease, Fear, 12 CP), Improved Augmented Psion enjoys the benefits of long hours of meditation on
Bonus III (Divine Grace, Specialized; only while truly his or her chosen disciplines.
good and pure in faith, 18 CP), Smite (6 CP), Turn
Undead (3 + Cha Mod times per day at +2 levels, 12 Available 504 CP (Base) = 504 CP
CP), Presence (Aura of Courage, 6 CP), Healing Touch Hit Die: 20d4 (0 CP)
(with Remove Disease, 12 CP), Companion (Mount, 6 Saves: +24 (72 CP)
CP) Warcraft: +10 (60 CP)
Proficiencies: Weapon and Armor (27 CP) Magic Levels: 20 Psion (240 CP)
Skills: 46 skill points (46 CP) Abilities: (36 CP) - Companion (Psicrystal, 6 CP) and
Total: 527 CP out of 544 CP either Occult Combat 10 (3.0 version, 30 CP) or five
bonus psionic feats (3.5 version, 30 CP)
(3.5) Proficiencies: Weapon (3 CP)
Available 504 CP (Base) + 40 (Duties) = 544 CP Skills: 92 skill points (92 CP)
Hit Die: 20d10 (120 CP) Total: 503 CP out of 504 CP
Saves: +24 (72 CP)

Eclipse: The Codex Persona 179


Psychic Warrior Class Description (3.0 & doesn’t indicate anything about power. Some very
3.5) powerful characters, at least in combat ability, can come
from very few points. The Ranger isn’t built to be the
The power of the mind may also be turned to war. same kind of combat machine as the Fighter or
The Psychic Warrior studies combat, adapting his or her Barbarian, regardless of how many points they have.
mindscape to its ever-changing conditions. While
wielding some of the abilities of a Psion, they also (3.5)
become skilled with physical combat. Available 504 CP (Base) +10 (Very limited spell list)
+40 (Noncombative Spell List) = 554 CP
Available 504 CP (Base) Hit Die: 20d8 (80 CP)
Hit Die: 20d8 (80 CP) Saves: +30 (90 CP)
Saves: +24 (72 CP) Warcraft: +20 (120 CP)
Warcraft: +15 (90 CP) Magic Levels: 17 Ranger (34 CP) + 10 Specialized
Magic Levels: 20 Psychic Warrior (120 CP) Caster Levels (30 CP)
Abilities: (3.0) (90 CP) - 9 Bonus feats (54), Occult Abilities: (51 CP) – Companion (Specialized half level,
Combat 10 (30 CP), and Fast Learner 3 CP), Lore (Animals, Specialized only to understand
(6 CP) how to get along with them, Wild Empathy, 3 CP), Track
(3.5) (48 CP) 8 Bonus feats (48 CP) (6 CP), Travel (Forest, 6 CP), Favored Enemy (6 CP),
Proficiencies: Weapon and Armor (27 CP) Combat Style feats (Corrupted only in light or medium
Skills: 46 skill points (46 CP) armor, 12 CP), Fortune (Evasion, 6 CP), Celerity
Total: (3.0) 525 CP out of 520 CP with Fast Learner (Corrupted only increases tracking speed, 3 CP), [Skill
(3.5) 483 CP out of 504 CP Focus] (Hide, +Stunt, No skill bonus, Only in
Wilderness, 3 CP), Immunity (Environmental Hazards,
The 3.0 Psychic Warrior was a trifle overpowered. Common/Minor/Trivial 3 CP)
The 3.5 version is slightly underpowered but, like the Proficiencies: Weapon and Armor (15 CP)
fighter, excels at small-scale combat so it usually passes Skills: 138 skill points (138 CP)
unnoticed. Total: 558 CP out of 554 CP

This Ranger has a lot of relatively minor abilities


that enhance skills while (in 3.5) upgrading in almost
Ranger Class Descriptions every other way. However, despite the fact that they’d be
very useful to a warrior-scout, the Ranger has virtually
The Ranger masters the spirits of the wild, living on no offensive, illusory, or stealth-related spells. The
the outskirts of civilization. Unlike Druids, Rangers do Noncombative modifier at least explains why not.
not wield excessive magical power, but become one with
the roaming beasts, the nimble prey, and the deadly
predator. Armed with weaponry for a quick and sudden
kill, Rangers pounce upon their prey.
Rogue Class Description (3.0 & 3.5)

Ranger 3.0 Class Description Trickery and deceit fill the Rogue’s purse and ensure
his or her survival. Whether for good or ill, a Rogue
Available 504 CP (Base) +10 (Very Limited Spell List) studies people, learning their foibles and weaknesses.
= 514 CP Whether disarming a trap set by a self-confidant
Hit Die: 20d10 (120 CP) merchant or slitting a throat of a foolish foe, the Rogue
Saves: +24 (72 CP) dances through the city with an easy grace only
Warcraft: +20 (120 CP) possessed by those who know their own skill.
Magic Levels: 17 Ranger (34 CP) + 10 Specialized
Caster Levels (30 CP) Available 504 CP
Abilities: (20 CP) - Track (6 CP), Favored Enemy (6 Hit Die: 20d6 (40 CP)
CP), Ambidexterity (Corrupted only in light or medium Saves: +24 (72 CP)
armor, 4 CP), Bonus Attack (Corrupted only in light or Warcraft: +15 (90 CP)
medium armor, 4 CP) Abilities: (81 CP) - Augment Attack (Sneak Attack 10,
Proficiencies: Weapon and Armor (21 CP) 30 CP), Fortune (Evasion, 6 CP), Awareness (Uncanny
Skills: 92 skill points (92 CP) Dodge, +Danger Sense II and Specialized Flankless, 15
Total: 509 CP out of 514 CP CP), Occult Skill (Use Magic Device, 6 CP), Special
Ability selection (x4 at 6 CP each for 24 CP)
Many people feel that the 3.0 Ranger isn’t very Proficiencies: Weapon and Armor 12 CP)
powerful, and might object to rating them with more Skills: 184 skill points (184 CP)
points than the Fighter. The sheer number of points Total: 479 CP out of 504 CP

180 Eclipse: The Codex Persona


The 3.0 version Corrupts the Danger Sense to reduce a Move-Equivalent Action is taken to charge the
the bonus to +4, thus saving 2 CP and winding up with weapon, does not affect creatures immune to mind-
27 CP left over. affecting attacks, 30 CP), Upgraded Imbuement
The 3.5 version drops the Occult Skill feat, since Use (+Versatile, 18 CP), Opportunist (draw weapons in
Magic Device is no longer a restricted skill, but no combat, 6 CP), Whirlwind (Corrupted cannot stack other
longer Corrupts the Danger Sense, and winds up with 29 abilities, 4 CP), Celerity (Corrupted not in heavy armor,
CP left over. 4 CP) Trick (Attribute Drain, 6 CP), and +1 Warcraft
(Specialized: +2 with with Spirit Weapon only, 6 CP).
The Rogue is thus slightly under-powered. While Proficiencies: Weapon and Armor (9 CP) - Light Armor,
Rogues may develop in many different ways, some of the Shields, All Simple Weapons
most common places to expend a few of those points Skills: 92 skill points (92 CP)
include: Contacts, Guild Membership (3 CP), Immunity Total: 484 CP out of 504 CP
to Divination (a must for thieves given the ready
availability of reliable divination, 6 CP), and enough The Soul-Knife comes out a bit short on points. They
magical skill to spot it if you are up against major occult should probably add an Occult Sense feat tailored to
defenses (3 levels of Paladin/Ranger spellcasting mostly psychic powers and perhaps a few defensive abilities. As
detection and illusion spells, 12 CP). it is, they’re awfully vulnerable and rely too heavily on a
single powerful strike.

Sorcerer Class Description (3.0 & 3.5) Wilder Class Description (3.5)
Often wielding magic gained from an inborn gift, the The Wilder, a psychic talent with a penchant for just
Sorcerer channels raw magical energy into inner magical unleashing it all, has much to offer as an adventurer.
channels, letting spells fly left and right. Less studious Despite their lack of versatility relative to Psions, they
than the Wizard because he or she relies less on study, have just as much power, and even more punch in battle.
the Sorcerer gains power from exploring the very limits Wilders can enter a state of absolute focus, channeling
of his or her ability. extra energy through their psychic disciplines.

Available 504 CP (Base) Available 504 CP (Base)


Hit Die: 20d4 (0 CP) Hit Die: 20d6 (40 CP)
Saves: +24 (72 CP) Saves: +24 (72 CP)
Warcraft: +10 (60 CP) Warcraft: +15 (90 CP)
Magic Levels: 20 Sorcerer (320 CP) Magic Levels: 20 Wilder (120 CP)
Abilities: (6 CP) - Companion (Familiar, 6 CP) Abilities: (55 CP) - Hysteria (Psychic Powers Caster
Proficiencies: Simple Weapons (3 CP) Level, Powered by risk of backlash rather than Mana or
Skills: 46 skill points (46 CP) power, 6 CP), Augmented Bonus (Cha Mod to AC for
Total: 507 CP out of 504 CP Touch Attacks, 6 CP), Enhanced Attacks (Corrupted
after Hysteria use only, +3 to hit +1d6 damage, 9 CP),
Hmmph! Those Sorcerers must be stealing a few Inherent Spell (Corrupted after Hysteria use only, +3
extra CP from the Fighters and Rogues. saves, 4 CP), Reflex Action (use Inherent Spell
immediately after Hysteria, 6 CP) Costly (+Improved, 24
CP), Rite of Chi (Specialized, only to reduce cost of
Soul-Knife Class Description (3.5) augmenting powers during Hysteria [x2 effect, 4d6
power], +Bonus Uses III, Specialized to double available
A Soul-Knife hones his or her mental edge to razor number of uses, 25 total, 24 CP)
sharpness, eschewing psychic disciplines for the ability Proficiencies: Weapon and Armor (9 CP) – Light
to create and control force internally. Relying on his or Armor, Shields, All Simple Weapons
her mind and body in equal measure, the soul-knife Skills: 92 skill points (92 CP)
creates a deadly weapon from his or her own mind, Total: 504 CP out of 504 CP
imbuing it with his or her most lethal thoughts.
While the Wilder works perfectly well in point-buy,
Available 504 CP (Base) there are easier ways to temporarily boost your abilities.
Hit Die: 20d6 (120 CP)
Saves: +30 (90 CP)
Warcraft: +15 (90 CP)
Abilities: (80 CP) - Spirit Weapon (Ranged, Exotic
Appearance, 9 CP), Augmented Attack (+5d8 weapon
damage with spirit weapon [x3]. Specialized, only when

Eclipse: The Codex Persona 181


Wizard Class Description (3.0 and 3.5) Aristocrat Class Description (3.0 and 3.5)
Deeply entranced in quiet, contemplative study, the Usually a wealthy individual, the Aristocrat leads his
Wizard learns to feel and harness the flow of magical or her fellows by right of heritage, popularity, subtle
energy. While Wizards weave spells in a manner similar influence, bribery, or naked force. Depending on the
to Sorcerers, externalizing the formulae grants them far society he or she lives in, an Aristocrat might be a
greater versatility. In ritual, the Wizard learns the deepest properly called a statesman, Senator, councilman, Baron,
secrets of magical power, increasing both the force and or Pasha – the role differs slightly, but the essence of
complexity of his or her spells. leadership remains.

Available 504 CP (Base) Available 384 CP (Base) +40 (Duties) = 424


Hit Die: 20d4 (0CP) Hit Die: 20d8 (80 CP)
Saves: +24 (72 CP) Saves: +24 (72 CP)
Warcraft: +10 (60 CP) Warcraft: +15 (90 CP)
Magic Levels: 20 Wizard (280 CP) Abilities: (0 CP)
Abilities: (42 CP) - Bonus Feats IV (24 CP), Companion Proficiencies: Weapon and Armor (27 CP)
(Familiar, 6 CP), Fast Learner (2 spells/level, 6 CP), Skills: 92 skill points (92 CP)
Spell Storing (Scribe Scroll, 6 CP) Total: 361 CP out of 424 CP
Proficiencies: Weapon (2 CP)
Skills: 46 skill points (46 CP) The costs given above don’t include Aristocrats’
Total: 502 CP out of 504 CP implied social and legal advantages. They should also
get Privileges [Wealth (6 CP), the right to go armed (3
CP), various Legal Immunities (12 CP), and membership
NPC Classes in the aristocracy (3 CP)], Favors (18 CP), Contacts (9
CP), Professional (+L/2 to rolls involving politics and
favors, 6 CP), and Reputation (6 CP). This uses up those
“NPC Classes” simply take the “untrained” per-level
extra points quite precisely - and neatly explains why
point cost modifier (page 17). They can be adapted as PC
newly ennobled characters rarely rise to the level of
classes by simply adding 120 CP worth of abilities. Extra
influence of nobles by birth: they have fewer points
skills, special abilities, and minor spellcasting commonly
invested in those abilities.
and easily fit in. Commoners have a very useful extra
power, too, but it usually doesn’t work well for PC’s.
Commoner Class Description (3.0 and 3.5)
Adept Class Description (3.0 and 3.5)
Most happy when the tax collectors forget them, the
commoner wishes to be left alone. To most commoners,
The Adept, a primitive spellcaster, sees no distinction
the world is a fine place right where they live. Other
between the divine and the arcane. Both natural forces
lands might be nice to visit, but never to stay in. It just
respond to his or her call. Adepts intercede between the
wouldn’t be home. Strangely, commoners simply ignore
Gods and the spirits and his or her fellows for the good
the horrible supernatural menaces around them and
of all – or for his or her own empowerment.
expect the same in return. They mostly get it, too.
Available 384 CP (Base)
Available 384 CP (Base)
Hit Die: 20d6 (40 CP)
Hit Die: 20d4 (0 CP)
Saves: +24 (72 CP)
Saves: +18 (54 CP)
Warcraft: +10 (60 CP)
Warcraft: +10 (60 CP)
Magic Levels: 20 Adept (may take any kind of spell)
Abilities: (200 CP) – Ignored (200 CP)
(160 CP)
Proficiencies: Weapon (1 CP)
Abilities: (6 CP) - Companion (Familiar, 6 CP)
Skills: 46 skill points (46 CP)
Proficiencies: Weapon (3 CP)
Total: 361CP out of 384 CP
Skills: 46 skill points (46 CP)
Total: 387 CP out of 384 CP
Commoners should probably have some connections
with a local lord, and perhaps a few more skill points –
Alright, they do come out 3 CP over the limit. Most
but who cares? Somehow I just can't bring myself to
such characters will have a Disadvantage or two,
spend any more time on commoners.
however. For example, Shamans often seem a little
insane. Many such characters have Duties as well, and
They probably like it that way.
pick up additional social feats.

182 Eclipse: The Codex Persona


Ignored. The commoner is basically defenseless and Available 384 CP (Base)
ought to make an attractive target. Nevertheless, in a Hit Die: 20d8 (80 CP)
world filled with horrible monsters, demons, gods, and Saves: +24 (72 CP)
incredibly powerful adventurers, commoners somehow Warcraft: +20 (120 CP)
survive in large numbers, usually relatively happily. Abilities: (0 CP)
Somehow, they even cause many of those powerful Proficiencies: Weapon and Armor (27 CP)
entities to spend a lot of time looking after them. In many Skills: 46 skill points (46 CP)
worlds adventurers hire commoners as porters and find Total: 345 CP out of 384 CP
that even after a huge battle with fireballs flying
everywhere, the porters have simply "stayed out of the See the Fighter entry. Honestly, much the same
way" somehow. They won’t even be singed. Sadly, this commentary applies. Unfortunately, the Warrior has
costs 10 points per character level or it has no effect, such a limited advantage in physical combat that he or
and doesn’t work for anyone who actually is a threat. she really needs something extra there, too.

Expert Class Description (3.0 and 3.5) Prestige Classes


Someone has to make intricate clocks, advise the These classes all have a maximum level of 10 and
aristocrats on the proper method of irrigation, and can only be taken after level 1 in normal d20. They thus
orchestrate the construction of the new town hall. That have a 240 point base and often include redundant
person is the Expert. Armed with knowledge both abilities. Weapon and Armor proficiencies aren't
practical and theoretical, most experts make a fine living considered; the vast majority of characters gain nothing
by their own crafts, skills, and ideas. Some of the best from Prestige Class proficiencies, since they overlap
Experts live on in legend forever – far longer than a mere entirely with what the character will almost certainly
hero – by expanding the sciences, discovering new have already gained. Prestige Classes won’t come out
principles of magic, or by finding uses for medicinal quite as evenly as full 20 level classes, since these try to
plants. give abilities at least every level.
Note that there are no requirements for any of these
Available 384 CP (Base) classes in point-based games. After all, you can just buy
Hit Die: 20d6 (40 CP) the relevant abilities directly if you want them. You can
Saves: +24 (72 CP) be a Paladin with Assassin abilities if you want, though
Warcraft: +15 (90 CP) this might break your restrictions. You can be a
Abilities: (3.0, 18 CP) Occult Skill II (access any two Paladin/Blackguard, too, but you’ll have to swap the per-
exclusive skills, 12 CP), and level flaws out for something more appropriate. You also
Reputation (Master, 6 CP) don’t really need to worry about levels, specifically,
though as always taking abilities outside your theme
(3.5, 6 CP) Reputation (Master, 6 CP) could earn you penalties from the GM.
Proficiencies: Weapon and Armor (6 CP) Finally, we decided to be a bit humorous about these
Skills: 144 skill points (144 CP) last classes. We figure you’ve gone all this way and you
Total: 358 or 370 out of 384 CP may as well get some entertainment out of it.
The 3.0 Expert has 14 extra CP left over. A pair of
Skill Emphasis feats should come in around level 8 and
Arcane Archer Class Description (3.0 & 3.5)
level 16, with two extra points left over for skills. With
the elimination of the 3.0 Exclusive skills, the 3.5 Expert
Arcane Archers fire magic arrows at people. They
has 26 CP left over, and can probably afford to pick up a
have some extra abilities to fire specially-enchanted
hobby or to dabble in a bit of professional magic.
magic arrows, too. This is much like any other d20
archer, but he or she fires magic arrows without having
to buy them, enchant them, or find them as treasure.
Warrior Class Description (3.0 & 3.5)
Available 240 CP (Base)
Usually a guard or soldier, the Warrior doesn’t spend Hit Die: 10d8 (40 CP)
his or her entire life looking for new combat tricks and Saves: +17 (51 CP)
techniques. Simple, everyday hacking is more than Warcraft: +10 (60 CP)
enough for a Warrior, enabling him or her to defend his Abilities: (42 CP) - Imbuement (Missile Weapon only,
or her employers, village, or nation with sufficient 12 CP), Inherent Spell 5 (30 CP)
ferocity. Skills: 40 skill points (40 CP)
Total: 233 CP out of 240 CP
Eclipse: The Codex Persona 183
Arcane Trickster Class Description (3.5) Assassin Class Description (3.0 & 3.5)
Now, you wouldn’t think you needed this class. Isn’t Some people just gotta die, says the Assassin, and he
d20 supposed to be about letting you do this kind of or she makes good on his or her word. Killing people for
thing with multiclassing? But, here it is: breaking the money has always been a sturdy business plan, and the
multiclass restrictions one at a time, the Arcane Assassin is good at it. She, uh, sneaks up and attacks
Trickster. I suppose he would do it, too. people. And they die.
It might hurt, but not for long.
Available 240 CP (Base)
Hit Die: 10d4 (0 CP) Available 240 CP (Base)
Saves: +17 (51 CP) Hit Die: 10d6 (20 CP)
Warcraft: +5 (30 CP) Saves: +13 (39 CP)
Magic Levels: 10 Special (Bard, Wizard, and Sorcerer, Warcraft: +7 (42 CP)
averaging 120 CP) Magic Levels: 14 Paladin/Ranger (28 CP) + 10
Abilities: (24 CP) - Augment Attack V (15 CP), Inherent Specialized Caster Levels (30 CP)
Spell (with +2 uses, 10 CP*), Immunity (Opponent’s Abilities: (41 CP) – Trick (Death Attack, 6 CP), Poison
Dex bonus to AC, Very Common/Severe/Major, Use (6 CP), Augment Attack V (Sneak Attack, 15 CP),
Specialized 2/day only, 9 CP)** Awareness (Uncanny Dodge, 6 CP), Resist III (+6 on
Skills: 40 (40 CP) saves versus Poison, 9 CP)
Total: 275 CP out of 240 CP Skills: 40 skill points (40 CP)
Total: 240 CP out of 240 CP
* There’s no reason why one can’t use skills though a
telekinetic spell. This ability is a minor upgrade on Mage * The 3.5 Assassin changes only one thing: the magic
Hand due to increased range (30’), but isn’t nearly as progression goes to 17 Paladin/Ranger, and costs 34 CP
powerful as Telekinesis. The character may have to instead of 28.
design a special spell for the Inherent Spell feat, but
that’s nothing for a point-buy character.
** Any opponent without a Dex bonus becomes Blackguard Class Description (3.0 & 3.5)
vulnerable to Sneak Attack damage, unless they are
totally immune. A good point-buy character pays “Mwah ha ha ha ha ha haaaa! I am so Evil!” This
attention to little rules like that. distinctive, if somewhat tasteless, motto of the
Blackguard pretty much says everything you need to
This class presents a conversion problem; a Sorcerer know about one. In fact, you probably don’t want to
with a few Rogue levels loses nothing at all by taking it - know anything more. They’re just like Paladins, except
and is already spending all of his or her points on just the opposite. Unpleasant.
Sorcerer abilities each level. Even a Wizard only loses a
couple of feats. A level of Fast Learner and one or two of Available 240 CP (Base) +20 (Duties: Evil) + 40 (2
Adept will make up most of the difference if you want to Restrictions: Hated and Feared, Inherently Evil and
play a character that matches the original build, but a Hunted by Good) = 300 CP
limitation or two might be in order. Hit Die: 10d10 (60 CP)
Saves: +13 (39 CP)
Warcraft: +10 (60 CP)
Archmage Class Description (3.5) Magic Levels: 14 Paladin/Ranger (56 CP)
Abilities: (69 CP) - Occult Sense (Detect Good, 6 CP),
The Archmage does get some useful abilities, but it Poison Use (6 CP), Augmented Bonus III (Dark
doesn’t even translate as a class. If you want to be a full Blessing, 18 CP), Smite (6 CP), Command Undead
“Archmage” just spend 18 CP or three bonus feats. (3/day, -2 level penalty, 12 CP), Presence (Aura of
Arcane Fire, Arcane Reach, Mastery of Elements, Despair, 6 CP), Companion (Fiendish Servant, 6 CP),
Mastery of Shaping, Spell Power, and Mastery of Augment Attack 3 (Sneak Attack, 9 CP)
Counterspelling all translate as Metamagic: Persistent Skills: 20 skill points (20 CP)
with Sacrifice (6 CP) and a specialized spell (1 CP each, Total: 304 CP out of 300 CP
total of 6 CP). For example, the Arcane Reach spell
simply says “for the next one minute any touch spells I *The 3.5 Blackguard gains 2 additional uses of Smite
cast have a range of 60 feet”. Seems fairly reasonable for Good, which cost an extra 3 CP. (It’s Specialized for half
a fourth level spell, no? Now sacrifice a 7th level spell the usual number of uses).
slot to turn it into a permanent supernatural ability, and
there you are.
Spell-Like Ability: Innate Magic (6 CP)

184 Eclipse: The Codex Persona


Dragon Disciple Class Description (3.5) only while fighting defensively or using total defense in
melee, 15 CP), Block (Missile, 4*** CP)
Dragon Disciples claim they have mystical dragon Skills: 40 (40 CP)
ancestry. Given that dragons seem to reproduce with Total: 242 out of 240 CP
everything and have been around for eons upon eons,
they’re right. They just leave off the fact that everyone * Corrupted. Not usable while wearing armor or
else has it, too. using a shield.
** Counts the Reflex bonus which, for no apparent
Available 240 CP (Base) reason, comes from a special ability. It does save 2 CP
Hit Die: 10d12 (40* CP) due to not being usable with armor or shield however.
Saves: +17 (25* CP) *** Must be using a light or one-handed piercing
Warcraft: +7 (21* CP) weapon at the time.
Magic Levels: 7 Bonus Spells (Invocation; Specialized,
spell slots cannot be reassigned after they’re acquired, 21 Standard Duelists apparently lose their proficiencies
CP) with armor and shields. Unlike most classes which list
Abilities: (121 CP) - Occult Sense (Blindsense 60’, 4* “A xxx gains no...” a Duelist is noted as possessing “no
CP), Half-Dragon Template (105 CP), Wings (Celerity type of armor or shield [proficiency].” This appears to
with additional movement mode, +12* CP) be unique.
Skills: 20 (20 CP)
Total: 248 CP out of 240 CP.
Dwarven Defender Class Description (3.0 &
*Specialized. These abilities mark the character as an 3.5)
obvious monstrous supernatural being with scales,
bulging muscles, and the “dragon” type. He, she, or it A Dwarven Defender (though any point-buy
can expect a lot of suspicion and minor difficulties in character can possess these powers) stands there and
civilization and in social situations. If the game revolves allows people to run at her. Then he or she swats them
entirely around killing things and stealing their stuff this and more people run at him or her. This continues until
is fairly meaningless, and the Dragon Disciple is likely the Defender gets really tired, dies (difficult), or runs out
overpowered. of people to hit.

For a class originally presented in a book on mages, Available 240 CP (Base)


the Dragon Disciple is a surprisingly good deal for more Hit Die: 10d12 (80 CP)
combat-oriented types and a poor one for spellcasters. Saves: +17 (51 CP)
Warcraft: +10 (60 CP)
Abilities: 6 (36 CP) – Berserker (Defensive Stance,
Duelist Class Description (3.5) +Odinpower, +Bonus Uses, Specialized cannot move, 8
CP), Awareness (Uncanny Dodge, 6 CP) Damage
Like the Arcane Trickster, the Duelist also fills a hole Reduction 6/- (15 CP)
in the game system. Normally, there is no good way to Skills: 20 skill points (20 CP)
do a lightly-armored fencer character, except by having Total: 240 CP out of 240 CP
piles of magic items. This is quite realistic given the kind
of firepower monsters are throwing around, but since *The 3.5 version relaxes the Berserker to Corrupted,
when did d20 and reality ever meet? since they can take a 5-foot step. This adds +2 CP. They
also gain the +Danger Sense augmentation to
Available 240 CP (Base) Awareness at +3 CP.
Hit Die: 10d10 (60 CP)
Saves: +15 (43 CP)**
Warcraft: +10 (60 CP)
Abilities: (39 CP) - Advanced Augmented Bonus (Int to
AC, Corrupted +1/class level maximum, 5* CP),
Improved Initiative +4 (6 CP), Immunity (+4 AC versus
Attacks of Opportunity, Common/Major/Minor, 4* CP),
Augment Attack II (+2d6 damage with light or one
handed piercing weapons; does not affect creatures
immune to critical hits, cannot be used with Bonus
Attack, 4* CP), Immunity (rough terrain while charging,
Minor/Minor/Trivial, 1 CP), Defender IV (Specialized:

Eclipse: The Codex Persona 185


Eldritch Knight Class Description (3.5) Horizon Walker Class Description (3.5)
While not particularly weak, the Eldritch Knight gets A wanderer in unknown lands, the Horizon Walker
our vote for “Most Boring Prestige Class Ever travels the world and worlds beyond. Most just plain like
Designed.” One feat and nine levels of magic? And all to to travel. And with that many worlds to explore, why not
patch the fact that Fighter/Mages weren’t very good? do so?

All right. It’s a Sorcerer or Wizard (could be a Bard, Available 240 CP (Base)
but there’s no point) with one extra hit point per level Hit Die: 10d8 (40 CP)
(Self-Development: Constitution for HP, 12), one extra Saves: +13 (39 CP)
Feat (6 CP), +5 BAB (30 CP), the saving throws shifted Warcraft: +10 (60 CP)
around (free), and a few more points in Weapon Abilities: 64 to 74 CP (66 to 76 CP depending on ability
Proficiencies (+6 CP). That’s +54 CP. They’re normally selection* plus Augment Attack: +1 to hit and damage
giving up two levels of spellcasting (28 or 36 CP) and against creatures native to mastered terrain types (8 CP)
any special class bonuses they’d normally get other than Skills: 40 (40 CP)
Magic Levels; that’s familiar advancement (Corrupted to Total: 243 to 253 out of 240 CP
limit it, saves 2 CP) and 12 CP (two feats) for wizards.
That’s a net profit of 12 or 16 CP. Just Corrupt or *Abilities
Specialize something. translate as follows.
! Aquatic. Celerity I
(Swim speed, 6 CP)
Hierophant Class Description (3.5) OR Skill Focus and
Skill Emphasis Swim
Supposedly the greatest blessed servants of the divine (totaling +4, 7 CP)
powers, Hierophants are surprisingly balanced. Their ! Desert. Immunity
special abilities are rarely worth five full levels of (Exhaustion,
spellcasting, but many divine spellcasters find one or two U n c o m m o n /
levels of Hierophant valuable. Minor/Minor, 2 CP)
! Forest. Skill Focus
Available 120 CP (Base) and Skill Emphasis
Hit Die: 5d8 (20 CP) Hide (totaling +4, 7
Saves: +9 (27 CP) CP)
Warcraft: +2 (12 CP) ! Hills. Skill Focus
Magic Levels: +5 Caster Level (15 CP) and Skill Emphasis
Abilities: (30 CP or less, select five of them)* Listen (totaling +4, 7
Skills: 10 (10 CP) CP)
Total: 114 CP out of 120 CP ! Marsh. Skill Focus
and Skill Emphasis
*Abilities translate as follows. Move Silently (totaling +4, 7 CP)
! Blast Infidel: Maximize (Glory, Specialized only ! Mountains. Celerity I (Climb speed, 6 CP) OR Skill
affects negative energy attack spells against targets with Focus and Skill Emphasis Climb (totaling +4, 7 CP).
opposite alignment, 6 CP) ! Plains. Skill Focus and Skill Emphasis Spot (totaling
! Faith Healing: Maximize (Glory, Specialized only +4, 7 CP)
affects positive energy healing spells against targets with ! Underground. Occult Sense (Darkvision, 6 CP)
same alignment, 6 CP) ! Fiery. Immunity (Fire, Common/Major/Major,
! Divine Reach: Inherent Spell (Estimated to be a 3rd Corrupted only 20 resistance, 6 CP)
level spell, 6 CP) ! Weightless. Celerity III (Corrupted and Specialized:
! Gift of the Divine: Blessing (Only works on Turn only works on Flight speed without gravity, 6 CP)
Undead, 3 CP) ! Cold. Immunity (Cold, Common/Major/Major,
! Mastery of Energy: Channeling (+6 CP spent on basic Corrupted only 20 resistance, 6 CP)
Channeling abilities) ! Shifting. Occult Sense (natural spatial distortions in the
! Metamagic Feat: Any Metamagic Feat (6 CP) direction you want to go, 6 CP)
! Power of Nature: Blessing (Specialized only works on ! Aligned. Immunity (Outer-planar alignment magic,
Shapeshifting, 3 CP) Common/Minor/Major, 6 CP)
! Spell Power: Increase Caster Level (3 CP) ! Cavernous. Occult Sense (Tremorsense, 6 CP)
! Spell-like Ability: Innate Magic (6 CP)

186 Eclipse: The Codex Persona


Loremaster Class Description (3.0 & 3.5) Alright, let’s face it, we’re don’t really need all that
space to describe her. A Shadowdancer is a Rogue with
The Loremaster collects lore. And he or she gets some shadow-based inherent magic.
some minor abilities for it. Well, we’re about done here.
Available 240 CP (Base)
Available 240 CP (Base) Hit Die: 10d8 (40 CP)
Hit Die: 10d4 (0 CP) Saves: +13 (39 CP)
Saves: +13 (39 CP) Warcraft: +7 (42 CP)
Warcraft: +5 (30 CP) Abilities: (60 CP) – [Skill Focus] (Hide, +Stunt,
Magic Levels: 10 Special (120 CP)* Specialized no skill bonus, 3 CP), Fortune (Improved
Abilities: (30 CP) - Bonus Feat V (Secret, average 18 CP Evasion, +Improved 12 CP), Occult Sense (Darkvision, 6
total), Lore (Greater, True, 12 CP) CP), Inherent Spell (Defensive Roll, 6 CP), Awareness
Skills: 40 skill points +2 Languages (42 CP) (Uncanny Dodge, 6 CP), Companion II (Summon
Total: 261CP out of 240 CP Shadow, +Template, Specialized potential XP loss, 9
CP), Inherent Spell (Shadow Illusion, Shadow Jump, 9
*This number comes from the average of Cleric, CP), Luck (Slippery Mind, +Bonus Uses, Enchantment
Druid, Sorcerer, and Wizard progressions. only, 9 CP)
Skills: 60 skill points (60 CP)
As expected, a Sorcerer or Wizard turned Loremaster Total: 241 CP out of 240 CP
is a bit overpowered in comparison to the standard
classes, since it offers more skill points and level benefits
at a cost of 2 feats for Wizards and nothing at all for the Thaumaturgist Class Description (3.5)
Sorcerer. Clerics break even, while Druids lose a bit.
This poor build offers very few useful abilities, and
normally has particularly useless prerequisites. You can
Mystic Theurge Class Description (3.5) get much the same effect by just taking the Leadership
feat in any version of d20. A couple of the abilities
Entry number four in the “There’s gaping hole in the (Persistent and Triggering) would have been nice, except
multiclass system” parade, the Mystic Theurge lets you that they were specialized almost out of utility.
boost up your arcane and divine spellcasting. For most
arcane casters, this is a very good deal in the long run, Available 120 CP (Base) + 20 (Cleric Limitations)
though you won’t get your top level or two of spells. Hit Die: 5d4 (0 CP)
Saves: +6 (30 CP)
Available 240 CP (Base) + 40 CP (Cleric Restrictions) or Warcraft: +2 (12 CP)
80 CP (Druid Restrictions). Magic Levels: 5 Cleric (50 CP)
Hit Die: 10d4 (0 CP) Abilities: (35 CP)* - Inherent Spell (Augment
Saves: +13 (39 CP) Summoning, +Multiple, +4 Str and Con for summoned
Warcraft: +5 (30 CP) creatures, 12 CP), Persistent (+Glory, Corrupted
Magic Levels: 10 Divine (normally 80 or 100 CP) + 10 Summoning spells only, 9 CP), Triggering (+Improved
Arcane (normally 40, 90, or 130 CP; Base - 2 CP/Level Glory, Specialized in Summoning spells only, Corrupted
for upgrading divine Caster Level to cover two lists at +1 only one such spell at a time, 6 CP), Leadership
CP/level rather than +2, and 2 or 3 CP/level off for (+outsider followers, Specialized no followers except
applying the priestly conduct limitations) for a net total cohort, 5 CP)
of 120 to 230 CP Skills: 10 (10 CP)
Abilities: (0 CP) Total: 134 out of 140 CP
Skills: 20 (20 CP)
Total: 209 (Druid/Bard) to 319 (Cleric/Sorcerer). A *Improved Ally is a not a special ability. If the
Cleric/Wizard - the apparent goal of the class - actually character has a plausible bargain to strike with a
comes out just about right, at 279 CP out of 280. summoned creature, why shouldn’t he or she be able to
make a Diplomacy check to reduce the hiring price?
Being a member of a special class has nothing to do with
Shadowdancer Class Description (3.0 & 3.5) it. If the character has leverage or common goals, he or
she has a means of convincing a summoned creature to
The Shadowdancer dances… with the Shadows! help for less. If not, he or she doesn’t. If the character
They strike… from the Shadows! They flee to safety… doesn’t want to take any time with said negotiations, he
in the Shadows! or she needs to buy the Reflex Training Point-Buy feat.

Er... they see in the dark… in the Shadows?

Eclipse: The Codex Persona 187


D20 Modern Tough Hero; Hit Die: 10d10 (60 CP), Saves: +11 (33
CP), Warcraft: +7 (42 CP), Feats: 10 (60 CP),
Base Classes Proficiencies: Simple Weapons (3 CP), Defender 5 (24
CP), Skills: 26 skill points (26 CP), Action Hero
(Heroism Option, +3 Bonus AP per level, 12 CP). Total:
d20 Modern characters have “Talents” as well as 260 CP out of 264 CP
Feats. In general, these are simply restricted-list feats,
and so are covered under that entry. Since d20 Modern Smart Hero; Hit Die: 10d6 (20 CP), Saves: +11 (33
classes are ten-level classes with no special restrictions, CP), Warcraft: +5 (30 CP), Feats: 11 (66 CP, 10
they have a total of 264 CP available (counting level General Feats plus Fast Learner specializing in Skills),
“0"). Being far less variegated than fantasy classes, they Proficiencies: Simple Weapons (3 CP), Defender 3 (12
are listed here in an abbreviated fashion. Unsurprisingly, CP), Skills: 104 skill points (84 CP + 20 SP from Fast
most of them are a few points underpowered compared Learner), Action Hero (Heroism Option, +3 Bonus AP
to the Fantasy classes. per level, 12 CP). Total: 260 CP out of 264 CP

Strong Hero; Hit Die: 10d8 (40 CP), Saves: +11 (33 Dedicated Hero; Hit Die: 10d6 (20 CP), Saves: +13
CP), Warcraft: +10 (60 CP), Feats: 10 (60 CP), (39 CP), Warcraft: +7 (42 CP), Feats: 10 (60 CP),
Proficiencies: Simple Weapons (3 CP), Defender 5 (24 Proficiencies: Simple Weapons (3 CP), Defender 5 (24
CP), Skills: 26 skill points (26 CP), Action Hero CP), Skills: 52 skill points (52 CP), Action Hero
(Heroism Option, +3 Bonus AP per level, 12 CP). Total: (Heroism Option, +3 Bonus AP per level, 12 CP). Total:
258 CP out of 264 CP 252 CP out of 264 CP

Fast Hero; Hit Die: 10d8 (40 CP), Saves: +11 (33 Charismatic Hero; Hit Die: 10d6 (20 CP), Saves:
CP), Warcraft: +7 (42 CP), Feats: 11 (66 CP, 10 +13 (39 CP), Warcraft: +5 (30 CP), Feats: 10 (60 CP),
general and Fast Learner specializing in Defense), Proficiencies: Simple Weapons (3 CP), Defender 3 (12
Proficiencies: Simple Weapons (3 CP), Defender 8 (22 CP), Skills: 78 skill points (78 CP), Action Hero
+ 20 CP from Fast Learner), Skills: 52 skill points (52 (Heroism Option, +3 Bonus AP per level, 12 CP). Total:
CP), Action Hero (Heroism Option, +3 Bonus AP per 254 CP out of 264 CP
level, 12 CP). Total: 260 CP out of 264 CP

188 Eclipse: The Codex Persona


Companion Bonuses
up to one mile. They’re usually animals (which become
magical beasts), but other creatures are possible.
Animal Companions use the base statistics for a
creature of Int of 2 or less and a CR of 1 or less
Familiars and Psi-Crystals use the base statistics for a
(optionally higher, but reduce the Master’s effective
creature (becomes a magical beast) or Animated Object
level by 3 for determining their bonuses per +1 CR, must
(construct) of CR 1 or less but gain a bonus of (Master’s
be at least 1 to have such a companion) and are only
Level/2, rounded up) on their Natural Armor and
loosely linked with their master. They do gain +2 (d8)
Intelligence (Base of 5) and Improved Fortune (Evasion).
Hit Dice, +2 Natural Armor, +2 to Reflex and Fortitude
As extensions of their masters they use their attribute
Saves, +2 to Warcraft, a +1 to Str, Dex, and Will saves,
modifiers with his or her base Skills, Saves, BAB, and
and +1 “trick” (as per Handle Animal) for every three
Effective Level wherever these exceed their natural
levels their master has. Handling or “pushing” an animal
values. Familiars use 1/2 of their master’s HP, animated
companion is a free action and the master gains a +4
objects gain +12 HP, “heal” 2d4 points per day, and have
bonus on Handle Animal checks or “social” checks
a +4 base in Spot, Listen, Move Silently, and Search. In
involving the companion. Their master opt to share the
either case their master may communicate with them, opt
effects of spells and powers used on him or her with
to share the effects of spells and powers used on him or
them if they’re within five feet. Animal Companions
her with them, and touching one counts as touching their
gain 3 CP to spend for every level their master has but
master - allowing them to both deliver touch-based
are NEVER smarter than Int 2. This can make them
effects and act as channels for them. All of these effects
rather unreliable at times.
have a base range of one mile.
Unfortunately, if such a companion is destroyed or
dismissed the master must make a DC 15 Fortitude save
or lose (200 x Current Level) XP. Success reduces the
lost by 50%. In either case the companion cannot be
Eclipse and other DHG books:
replaced for 3D6 months. Using Eclipse with Paths of Power and Legends of
As the master goes up in level, the companion gains High Fantasy is straightforward. While both of these
some inherent abilities. At L1 the link allows an include (entirely different) extensive systems of
automatic “Aid Another” action on Spot and Listen Metaspells, new Domains, and groups of spells
checks if the companion would also get a roll in it’s organized into Paths, those function perfectly as a
current location and allows the companion to augment its resource for point-based characters. The various Races,
master, adding 6 CP worth of abilities appropriate to it - Feats (at 6 CP each), and full-scale Ritual Magic systems
whatever it may be - to him or her. At L3 the link allows are also perfectly compatible with Eclipse.
location and emotion-sharing. At L5 it allows telepathic
speech. At L7 it allows a Familiar to speak with other The Practical Enchanter is devoted to Spells and
animals of similar types. Animated Objects gain the Constructs, creating Magic Items, Spell Research,
ability to speak normally. At L9 Familiars gain the Spellcraft Effects, and Ritual Magic, all of which are
ability to speak normally while Animated Objects gain quite compatible with Eclipse. Similarly, the various
the ability to fly at 50 (poor). At L11 either gains its Feats are compatible (at 6 CP each), as are the Social
master’s choice of Spell or Power Resistance. At L13 the Magic Items. The Wealth Level Templates, Charms and
link allows sense sharing. At L15 it allows the master to Talismans, and and Great Enchantments also work.
channel spells and powers through the companion. At We don’t recommend using Talents in a point-buy
L17 the link has planetary range and at L19 and up it has game. Since they’re also a freeform, design-it-to-suit-
transdimensional range. yourself system, allowing both in the same game is
Mystical Mounts and Companion Creatures use the asking for super-specialists and power-gaming. Point buy
base statistics for a creature of CR 2 or less (optionally characters can usually find ways to compensate for a
higher, but reduce the Master’s effective level for lack of conventional magic items anyway - although the
determining their bonuses by 3 per +1 CR, must be at Game Master may want to award bonus Feats and a free
least 1 to have such a companion), but gain Improved level of Self-Development every two levels rather than
Fortune (Evasion) and use their master’s base saving every three and four respectively. In general, items other
throws with their own attribute bonuses. While not as than Relics - including Great Enchantments - in such
strongly linked to their masters as familiars, they still games should be built using the Action Hero (Crafting
gain a (Master’s Level/2, rounded down) bonus to their option) ability rather than with time, XP, and money.
Hit Dice (usually d8's), Natural Armor, and Warcraft, a
+1 bonus to Str or Con for every 5 levels or part thereof If you want to run a game without using experience
which their master possesses, +3 CP to spend for every points at all, you’ll want to consult our OGL web
level their master has, and an Int of 8. Their master may supplement. We can’t tell you how to do that in a d20
communicate with them, opt to share the effects of spells product.
and powers used on him or her with them, at ranges of

Eclipse: The Codex Persona 189


Feat Conversions
Great Fortitude: +2 Fort Save (6 CP)
Greater Spell Focus: Ability Focus (6 CP)
Greater Spell Penetration: Immunity (Spell Resistance,
Common/Major effect/Trivial resistance, 6 CP)
This section converts the d20 3.5 feats into Point-Buy
Greater Two-Weapon Fighting: Bonus Attack (18 CP)*
feats. A very few come out more expensive than before,
Greater Weapon Focus: Augment Attack (6 CP)*
but most stayed the same or fell in price (or rose in
Greater Weapon Specialization: Augment Attack (12
capability). A "*" mark means the feats includes the cost
CP)*
of previous feat required under the point-buy system. A
Heighten Spell: Heighten Spell no longer exists. It has
character who already possesses the previous feat
been replaced by an inherent ability.
doesn’t have to pay the full cost.
Improved Bull Rush: Evasive (3 CP)
Improved Counterspell: Countermagic (6 CP)
Acrobatic: Skill Emphasis II (6 CP)
Improved Critical: Improved Critical (6 CP)
Agile: Skill Emphasis II (6 CP)
Improved Disarm: Evasive (3 CP) and Specialist
Alertness: Skill Emphasis II (6 CP)
(Disarm, 3 CP)
Animal Affinity: Skill Emphasis II (6 CP)
Improved Familiar: Companion (6 CP)
Armor Proficiency (Heavy): Armor Proficiency (15 CP)*
Improved Feint: Reflex Training (One attack after
Armor Proficiency (Light): Armor Proficiency Light (3
successful Bluff, 6 CP)
CP)
Improved Grapple: Evasive (3 CP) and Specialist
Armor Proficiency (Medium): Armor Proficiency (9
(Grapple, 3 CP)
CP)*
Improved Initiative: Improved Initiative (3 CP)
Athletic: Skill Emphasis II (6 CP)
Improved Overrun: Immunity (Avoiding Overrun,
Augment Summoning: Inherent Spell(+4 Str and Con for
Uncommon/Major effect/Trivial resistance, 3 CP)
summoned creatures, +Multiple, 12 CP) [This
and Specialist (Overrun, 3 CP)
probably suffices for any character, given the limited
Improved Precise Shot: Immunity (Cover and
number of useful summons per day]
Concealment, Common/Major effect/Major
Blind-Fight: Blind Fight (6 CP)
resistance, 9 CP)
Brew Potion: Spell Storing (6 CP)
Improved Shield Bash: Bonus Attack (6 CP) [Bonus
Cleave: Bonus Attack (6 CP)
Attacks don’t have the weaknesses of a Shield Bash]
Combat Casting: Skill Emphasis II (6 CP)
Improved Sunder: Evasive (3 CP) and Specialist
Combat Expertise: Expertise (6 CP)
(Sunder, 3 CP)
Combat Reflexes: Reflex Action (AoO after using AoO,
Improved Trip: Evasive (3 CP) and Specialist (Trip, 3
6 CP)
CP)
Craft Magic Arms and Armor: Create Item (Arms and
Improved Turning: +1 Intensity (3 CP)
Armor, 6 CP)
Improved Two-Weapon Fighting: Improved Bonus
Craft Rod: Create Item (Rod, 6 CP)
Attack (12 CP)* and Bonus Attack (6 CP)
Craft Staff: Create Item (Staff, 6 CP)
Improved Unarmed Strike: Martial Arts I (3 CP)
Craft Wand: Create Item (Wand, 6 CP)
Investigator: Skill Emphasis II (6 CP)
Craft Wondrous Item: Create Item (Wondrous Item, 6
Iron Will: +2 Will Save (6 CP)
CP)
Leadership: Leadership (6 CP)
Deceitful: Skill Emphasis II (6 CP)
Lightening Reflexes: +2 Ref Save (6 CP)
Deflect Arrows: Block Ranged (6 CP)
Magical Aptitude: Skill Emphasis II (6 CP)
Deft Hands: Skill Emphasis II (6 CP)
Manyshot: Bonus Attack (6 CP)
Diehard: Stoic (6 CP)
Martial Weapon Proficiency: Weapon Proficiency (Any
Diligent: Skill Emphasis II (6 CP)
One Martial Weapon, 3 CP)
Dodge: Improved Defender (against one target, 3 CP)
Maximize Spell: Amplify (6 CP)
Empower Spell: Amplify (6 CP)
Mobility: Immunity (AoO from movement, Common/
Endurance: Immunity (Environmental Hazards,
Minor effect/Major resistance, 6 CP)
Common/Minor effect/Major resistance 4 CP)
Mounted Archery: Immunity (Half ranged penalties from
Enlarge Spell: Extension (6 CP)
mount, Uncommon/Major effect/Major resistance, 6
Eschew Materials: Easy (Material, 6 CP)
CP)
Exotic Weapon Proficiency: Weapon Proficiency (Any
Mounted Combat: Rider (6 CP)
One Exotic Weapon, 6 CP)
Natural Spell: Shapeshift Natural Spell (+6 CP over cost
Extend Spell: Persistent (6 CP)
of Shapeshift)
Extra Turning: Bonus Uses (6 CP)
Negotiator: Skill Emphasis II (6 CP)
Far Shot: Far Shot (6 CP)
Nimble Fingers: Skill Emphasis II (6 CP)
Forge Ring: Craft Item (Ring, 6 CP)
Persuasive: Skill Emphasis II (6 CP)
Great Cleave: Reflex Training (Cleave after successfully
Point-Blank Shot: Evasive (12 CP)
using Cleave, +Improved, 12 CP)

190 Eclipse: The Codex Persona


Afterword
Power Attack: Expertise (6 CP)
Precise Shot: Immunity (Firing into Melee penalties,
Common/Minor effect/Minor resistance, 4 CP)
Quick Draw: Reflex Training (Pull weapon at start of
We’ve heard a couple of protests that Eclipse is
combat, 6 CP)
“unbalanced.”
Quicken Spell: Easy (6 CP)
Rapid Reload: Reflex Training (Reload after attacking, 6
Personally, we wonder how a system in which every
CP)
character, both PC and NPC, has exactly the same list of
Rapid Shot: Bonus Attack (6 CP) or Rapid Strike (6 CP)
powers and options to choose from can ever be
Ride-by-Attack: Split Movement (6 CP)
unbalanced. You’re not even at the mercy of players with
Run: Celerity (6 CP)
many books and the time to go through them.
Scribe Scroll: Spell Storing (6 CP)
What such protestors usually seem to mean is that
Self-Sufficient: Skill Emphasis II (6 CP)
Eclipse makes it easy to build extremely specialized
Shield Proficiency: Armor Proficiency Shield Use (3 CP)
characters. This is true. Of course, for every speciality,
Shot on the Run: Split Movement (6 CP)
there is a weakness - and the monsters and NPC’s can
Silent Spell: Easy (6 CP)
specialize as well.
Simple Weapon Proficiency: Weapon Proficiency (Any
One Simple Weapon, 1 CP)
And there are more of them.
Skill Focus: Skill Focus (6 CP)
Snatch Arrows: Block (+Catch, 12 CP)*
The system is the same for everyone, and so is
Spell Focus: Ability Focus (Half effect, 3 CP)
inherently balanced. The game never is. Are some of the
Spell Mastery: Spell Mastery (6 CP)
players more cunning than others? More used to the
Spell Penetration: Immunity (Spell Resistance,
Game Master’s style? More familiar with the books and
Specialized half-effect, Common/Major effect/Trivial
creatures? More widely read? Related to, close friends
resistance, 3 CP)
with, or sleeping with the Game Master? Very
Spirited Charge: Doubled Damage (Only while charging
persuasive? Have a knack for making whatever they
from horseback, 6 CP)
want to do sound eminently logical? Have a knack for
Spring Attack: Split Movement (6 CP)
finding a way to apply small effects to critical points? Is
Stealthy: Skill Emphasis II (6 CP)
someone simply lucky? Foolish? Not paying attention?
Still Spell: Easy (6 CP)
Not able to make it until a bit late every other session?
Stunning Fist: Trick (6 CP)
Insists on playing character concepts who don’t fit in the
Toughness: Toughness (3 CP)
game? Impatient with research and planning?
Tower Shield Proficiency: Armor Proficiency Shield Use
Have you ever played chess against a grand master?
(3 CP)
Chess is about as balanced as a system can get - but
Track: Track (6 CP)
somehow that game wasn’t balanced at all.
Trample: Rider Trample (12 CP)*
Two-Weapon Defense: Defender (Half effect, only while
We’ve had a character with a silver piece and a
wielding two weapons, 6 CP)
Major Image spell defeat an entity which was devouring
Two-Weapon Fighting Weapon: Bonus Attack (6 CP)*
entire universes - and collapse the whole group with
Weapon Finesse: Finesse (6 CP)
laughter at the same time.
Weapon Focus: Augment Attack (6 CP)
We’ve also had characters destroy themselves and
Weapon Specialization: Augment Attack (6 CP)
cause major disasters without an enemy in sight because
Weapon Focus and Specialization are priced
they failed to think things through.
assuming the user does regularly employ other weapons.
Whirlwind Attack: Enhanced Strike (Whirlwind, 6 CP)
There’s only one form of “game balance” that
Widen Spell: Area (6 CP)
matters: is someone indulging themselves at the expense
of everyone else’s fun?

Quick NPC Conversions Then squash them. That’s a big part of the GM’s job.

Few Game Masters have the time to design each


NPC from the ground up - and most generic NPC’s will
be less specialized than the PC’s. Players invariably try
to get the most out of every CP. To quickly convert old
NPC’s, simply give them 6 CP per level to spend on
whatever helps them out without worrying about
specialization or corruption.

Eclipse: The Codex Persona 191


Art Credits
the US government renewal archives, our use of his work
has been limited to pre-1923 works, just in case.
Ferdinand-Victor-Eugene Delacroix, 1798-1863. A
French painter of the Romanticist period who had some
Line-art character portraits used in this product are
influence on the later Impressionist school.
from the OGL supplements Character Portraits: Fantasy
Raphael von Ambros, 1854-1895. A notable
Heroes and Character Portraits: Fantasy Heroines by
orientalist painter.
Mongoose Publishing. Artists whose work appeared in
William Adolphe Bouguereau, 1825-1905. A
this series include:
French painter noted for his tender portrayals of children
Chad Sergesketter, Nathan Webb, David Griffiths,
and domestic scenes.
Anne Stokes, Stephen Shepherd, Marcio Fiorito, Steven
William Holbrook Beard, 1824-1900. An American
Cook, Alejandro Villen, Danilo Moretti, Carlos Henry,
painter specializing in animals.
Patricio Soler, Eric Bergeron, Eric Lofgren, Shane
Fredrich Arthur Bridgman, 1847-1928. A US
Coppage, Gillian Pearce, Sarwat Chadda, Andrew
painter and one of the major members of the Orientalist
Jordan, Renato Guedes, Rene Brandt, Brent Chumley,
school.
and Fred Rawles. Unfortunately, we can’t tell just who
Elihu Vedder, 1836-1923. A US painter of the
did what.
Symbolist school.
Other art used in this product is from classical
artists. Per the U.S. Copyright Office Information
Circular, “the U.S. copyright on any work published or
copyrighted prior to January 1, 1923, has expired by Open Game Content
and Product Identity
operation of law, and the work has permanently fallen
into the public domain”. Modified versions of such
works may or may not be subject to copyright depending
on the extent of the modification and whether or not it
The following items are hereby designated as Product
involves “creativity”, compilations or collections can be
Identity in accordance with section 1(e) of the Open
as a whole, but individual reproductions, where the
Game License, version 1.0a: The Introduction and How
object is to reproduce the original as closely as the
do I use this product section, the explanatory text under
technique permits, apparently are not - per
Corrupted and Specialized Magic, the Control
BRIDGEMAN ART LIBRARY, LTD. v. COREL
Mechanisms section other than the Adventurer
CORP., 36 F. Supp. 2d 191 (S.D.N.Y. 1999, Lewis A.
Framework, the Disadvantage Descriptions, the Pacts,
Kaplan, United States District Judge). While this case
Types of Witches, and Power Sources and Witches
appears definitive and does not seem to have been
sections, the Characters section of Chapter Five, the
altered by the Digital Millennium Copyright Act, given
Chakra section, and the Epic Monsters section outside of
that copyright law is quite complex, and our time is
the game statistics. Descriptive material other than game
limited, we opted to search for scans which are stated
mechanics, including captions, invented “quotations”,
onsite to have been publicly released. Many such files
and elements of game setting, including but not limited
are freely available at http://www.the-athenaeum.org/ - a
to, capitalized names, names of artifacts, spell names,
site well worth a visit and your support.
characters, countries, creatures, geographic locations,
Personally, I like classical art, and I think that it
gods, historic events, lands, magic items, organizations,
deserves a bit more exposure anyway. The painters
secret societies, legends, and original storylines. The
who’s art has been used here include:
product identity listed above is not Open Game Content.
Permission is hereby granted to refer back to this book
Frederick Arthur Bridgeman, 1847-1928. An
when presenting characters in point-buy format in other
American painter of the Orientalist school who painted
products.
most of his more famous works in Paris and Algeria in
the 1880's and 1890's.
Sir Lawrence Alma-Tadema, 1836-1912. Dutch,
later became an English citizen. Extremely popular at the
time, now relatively little-known. Specialized in painting
scenes of the ancient world.
Fredrich Edwin Church, 1826-1900. A U.S.
romantic painter, and the most prominent member of the
Hudson Valley School. Notable for his allegorical series.
Maxfield Parrish, 1870-1966. An American painter
noted for his richly decorative style and for the
widespread reproduction of his artwork. While no
copyright renewal records were found under his name in

192 Eclipse: The Codex Persona


OPEN GAME LICENSE Version 1.0a Content You are copying, modifying or distributing, and You
The following text is the property of Wizards of the Coast, must add the title, the copyright date, and the copyright
Inc. and is Copyright 2000 Wizards of the Coast, Inc holder's name to the COPYRIGHT NOTICE of any original
("Wizards"). All Rights Reserved. Open Game Content you Distribute.
1. Definitions: (a)"Contributors" means the copyright 7. Use of Product Identity: You agree not to Use any
and/or trademark owners who have contributed Open Game Product Identity, including as an indication as to compatibility,
Content; (b)"Derivative Material" means copyrighted material except as expressly licensed in another, independent
including derivative works and translations (including into Agreement with the owner of each element of that Product
other computer languages), potation, modification, correction, Identity. You agree not to indicate compatibility or co-
addition, extension, upgrade, improvement, compilation, adaptability with any Trademark or Registered Trademark in
abridgment or other form in which an existing work may be conjunction with a work containing Open Game Content
recast, transformed or adapted; (c) "Distribute" means to except as expressly licensed in another, independent
reproduce, license, rent, lease, sell, broadcast, publicly display, Agreement with the owner of such Trademark or Registered
transmit or otherwise distribute; (d)"Open Game Content" Trademark. The use of any Product Identity in Open Game
means the game mechanic and includes the methods, Content does not constitute a challenge to the ownership of
procedures, processes and routines to the extent such content that Product Identity. The owner of any Product Identity used
does not embody the Product Identity and is an enhancement in Open Game Content shall retain all rights, title and interest
over the prior art and any additional content clearly identified in and to that Product Identity.
as Open Game Content by the Contributor, and means any 8. Identification: If you distribute Open Game Content You
work covered by this License, including translations and must clearly indicate which portions of the work that you are
derivative works under copyright law, but specifically excludes distributing are Open Game Content.
Product Identity. (e) "Product Identity" means product and 9. Updating the License: Wizards or its designated Agents
product line names, logos and identifying marks including may publish updated versions of this License. You may use
trade dress; artifacts; creatures characters; stories, storylines, any authorized version of this License to copy, modify and
plots, thematic elements, dialogue, incidents, language, distribute any Open Game Content originally distributed under
artwork, symbols, designs, depictions, likenesses, formats, any version of this License.
poses, concepts, themes and graphic, photographic and other 10 Copy of this License: You MUST include a copy of this
visual or audio representations; names and descriptions of License with every copy of the Open Game Content You
characters, spells, enchantments, personalities, teams, Distribute.
personas, likenesses and special abilities; places, locations, 11. Use of Contributor Credits: You may not market or
environments, creatures, equipment, magical or supernatural advertise the Open Game Content using the name of any
abilities or effects, logos, symbols, or graphic designs; and any Contributor unless You have written permission from the
other trademark or registered trademark clearly identified as Contributor to do so.
Product identity by the owner of the Product Identity, and 12 Inability to Comply: If it is impossible for You to
which specifically excludes the Open Game Content; (f) comply with any of the terms of this License with respect to
"Trademark" means the logos, names, mark, sign, motto, some or all of the Open Game Content due to statute, judicial
designs that are used by a Contributor to identify itself or its order, or governmental regulation then You may not Use any
products or the associated products contributed to the Open Open Game Material so affected.
Game License by the Contributor (g) "Use", "Used" or "Using" 13 Termination: This License will terminate automatically
means to use, Distribute, copy, edit, format, modify, translate if You fail to comply with all terms herein and fail to cure such
and otherwise create Derivative Material of Open Game breach within 30 days of becoming aware of the breach. All
Content. (h) "You" or "Your" means the licensee in terms of sublicenses shall survive the termination of this License.
this agreement. 14 Reformation: If any provision of this License is held to
2. The License: This License applies to any Open Game be unenforceable, such provision shall be reformed only to the
Content that contains a notice indicating that the Open Game extent necessary to make it enforceable.
Content may only be Used under and in terms of this License. 15 COPYRIGHT NOTICE
You must affix such a notice to any Open Game Content that Open Game License v 1.0 Copyright 2000, Wizards of the
you Use. No terms may be added to or subtracted from this Coast, Inc.
License except as described by the License itself. No other System Reference Document, Copyright 2000-2003,
terms or conditions may be applied to any Open Game Content Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte
distributed using this License. Cook, Skip Williams, Rich Baker, Andy Collins, David
3.Offer and Acceptance: By Using the Open Game Content Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff,
You indicate Your acceptance of the terms of this License. Thomas Reid, James Wyatt, based on original material by E.
4. Grant and Consideration: In consideration for agreeing Gary Gygax and Dave Arneson.
to use this License, the Contributors grant You a perpetual, Character Portraits: Fantasy Heroes copyright 2003,
worldwide, royalty-free, non-exclusive license with the exact Mongoose Publishing
terms of this License to Use, the Open Game Content. Eclipse: The Codex Persona copyright 2005 by Paul
5.Representation of Authority to Contribute: If You are Melroy and Patrick Bryant. Distributed by Distant
contributing original material as Open Game Content, You Horizons Games, WWW.DistantHorizonsGames.Com
represent that Your Contributions are Your original creation
and/or You have sufficient rights to grant the rights conveyed
by this License.
Mongoose Publishing repeated the Fantasy Heroes
6.Notice of License Copyright: You must update the entry rather than Fantasy Heroines in Fantasy Heroines.
COPYRIGHT NOTICE portion of this License to include the In accord with the OGL we have not corrected this.
exact text of the COPYRIGHT NOTICE of any Open Game

Eclipse: The Codex Persona 193


If you’ve enjoyed Eclipse, try...
The Practical Enchanter covers magical items and powers the same
way that Eclipse covers character abilities! This ultimate enchanting guide
covers all magical enhancements, items, and enhancing powers!

! Spell Templates covering (quite literally) millions of spells.

! Heartstones and Wards Major - the great enchantments at the core of


magical lands and mystical orders!

! Full rules for designing your own Constructs - and another approach to
Templates, allowing you to precisely measure - and buy off - ECL penalties.

! Rules for extraordinary Talents, Superheroes, and Cybernetics!

! Living in a Magical World - a guide to life, and the social impact of magical
items, in a fantasy world.

! Full rules for Curses, Summoning, and Feat-Granting Enchantments!

Legends of High Fantasy adapts the d20 system for genuine High
Fantasy play! In these pages you’ll find epic adventure and fearsome
villains: become one today, and shake the world to its foundations in
Legends of High Fantasy!

! Full coverage of the Core Classes - adaptions for High Fantasy play!

! Hundreds of new Metaspells integrated into a complete magical system!

! A Wealth System designed to take the stress off of counting coins and allow
princes and paupers to work in the same group!

! Innate Talents, designed to take the power out of your magical equipment
and put it back into the character!

! Charms and Talismans; two new types of magical items designed for the kind
of results found in fantasy novels, guaranteed not to wreck your game!

! Advanced Ritual Magic - far beyond the basics in Eclipse.

Paths of Power covers magical paths based on Alignment, Personality


Type, Class, Prestige Class, Creature Type, Martial Arts, and Magical
Fields. This complete magical overhaul rewrites spellcasting. From the
most flexible Wizard to the most focused Sorcerer, no spellcaster will regret
walking the Paths of Power!

! Explore the mysteries, powers, and dangers of the mighty Elder Paths.

! Expand your world with new Domains and more than 250 new Spells.

! Give each spellcaster - and spellcasting creature - their own, unique


specialities and spell lists - along with their own personal Marker Traits and Power
Signature!

! Explore the frontiers of magic with Path Quests and Skills!

The Practical Enchanter, Legends of High Fantasy, and Paths of Power are
available through Amazon.Com, and your local game store.

194 Eclipse: The Codex Persona


Persona Worksheet
Character Traits Motivation
Trait pairs always sum to 21. To check a trait roll
(1d20 + Trait +/- any positive Wis Mod [per player
decision]). The default DC is 21, but the GM will often
modify this.

Altruistic / Selfish
Chaste / Hedonistic
Cultured / Barbaric “ Morale Bonus Option. +2 Morale Bonus to
Attacks, Damage, Saves and Checks while
Curious / Focused pursuing the character’s motivations.

Energetic / Apathetic “ Experience Option. Character gains XP for


pursuing his or her goals, rather than for defeating
Enthusiastic / Steadfast
opponents.
Faithful (or Loyal) / Treacherous
“ Specialization Option. Character may buy abilities
Forgiving / Vengeful that may only be used while in pursuit of his or her
motivations as Specialized.
Helpful / Argumentative
Honest / Manipulative “ Action Point Option. Character gets to spend
(____) free AP per session while pursuing his or
Leader / Follower her motivations on:
Merciful / Cruel “ Heroism “ Stunts
Modest / Proud
Mystic / Worldly
Description
Objective / Prejudiced
What do people see when they glance at you?
Open / Secretive
Optimistic / Pessimistic
Organized / Anarchic
Patient / Restless
Physical / Cerebral What will people find out if they talk to you?

Principled / Expedient
Sociable / Antisocial
Stoic / Expressive
Temperate / Indulgent What will people find out if they ask around about you?

Trusting / Suspicious
Valorous / Cautious

Deity
What will people find out if they look into your past?
Favored Traits

Granted Powers
Permission is granted to copy this page for personal use.

Eclipse: The Codex Persona 195


Persona Worksheet
Personality Profile
When would you break your word? The best way to achieve a widespread goal is…

When would you torture someone? Issues, competitions, and conflicts should be…

Lying is... Power…

Your reputation and social status is… How often do you take time off?

What are you looking for in life? How important to you are your possessions?

When would you betray or abandon a family member, Fools, Criminals, and Enemies should be dealt with
close friend, companion, liege, or ally? using…

You would defy the local laws and authorities… Strangers and Foreigners are…

Success can best be achieved through…

How much attention do you pay to faith and religion? Profile Score

The welfare of other people is… Special Notes

Tradition is…

Permission is granted to copy this page for personal use.

196 Eclipse: The Codex Persona


Campaign Options Checklist
Use an “X” to mark abilities you’re not allowing. Use a “/” for those that you’re limiting with control options or mandatory restrictions.

Basic Expenditures G Empowerment G Tireless Metamagical Modifiers


Skill Options G Enthusiast G Toughness G Glory
G 3d6 Checks G Equipage G Traceless G Streamline
G Familiarities G Executive G Track G Fast
G Advance Skill Training G Expertise G Travel
G Basic Skills G Favors G Triggering Paths and Powers
G Specific Knowledges G Finesse G Turn Resistance G Channeling
G True Names G Grant of Aid G Unity G Basic Upgrades
G Base Caster Level G Guises G Wayfarer G Advanced Abilities
G Spells G Harnessed Intellect G Workhorse G Dominion
G Magic Levels G Healing Touch G Advanced Abilities
G Limitations G Hysteria Combat Enhancements G Godfire
G Clerical Magic Package G Inherent Spell G Anime Master G Hexcraft
G Spell Progression Tables G Immunity G Augment Attack G Martial Arts
G Paladin/Ranger G Innate Enchantment G Blind-Fight G Advanced
G 3.0 Psychic Warrior G Innate Magic G Block G Expert
G Psychic Spellcasting G Invocation G Bonus Attack G Master
G 3.5 Psychic Warrior G Jack-of-All Trades G Chain of Ki G Mystic Artist
G Wilder G Journeyman G Defense G Basic Modifiers
G Adept G Karma G Doubled Damage G Enhanced Abilities
G Bard G Leadership G Enhanced Strike G Path of the Dragon
G Cleric/Druid G Lore G Evasive G Ritual Magic
G 3.0 Psion G Luck G Far Shot G Rune Magic
G 3.5 Psion G Mana G Favored Enemy G Spell Storing
G Wizard G Natural Magic G Favored Foe G Thaumaturgy & Dweomer
G Sorcerer G Mastery G Variants G Theurgy
G Corrupted Magic G Melding G Fortune G Witchcraft
G Specialized Magic G Mentor G Imbuement G Pacts
G Phantom Slot Option G Mindspeech G Improved Critical G Advanced Abilities
G Mystic Link G Improved Initiative _________________________

Put a %-mark by all the


Per-Level Modifiers G Occult Sense G Improvise Weapon _
G Duties G Occult Skill G Legionary
G Fast Learner G Occult Talent G Lunge following World Templates and
G Restrictions G Opportunist G Maneuver options which ARE included in
G Poison Use G Martial Arts your game.
Once-Off CP Modifiers G Power Words G Occult Combat
G Disadvantages G Presence G Overwhelm Campaign Building Options
G Package Deals G Privilege G Rapid Strike G High-Level Spells
G Professional G Smite G Personality Traits
General Abilities G Reflex Training G Specialist G Motivations
G Ability Focus G Reputation G Spirit Weapon G Character Profile
G Acrobatics G Researcher G Split Movement G Control Options
G Action Hero G Resist G Throwing Master G Chakra
G Adaptation G Returning G Trick
G Adept G Rider World Templates
G Ambidexterity G Rite of Chi Racial Templates G 108 Stars of Destiny
G Assistant G Sanctum G Exotic Races G Anime
G Augmented Bonus G Schooling G Player Modifications G Energetic
G Augmented Magic G Self-Development G Player Designs G Grim
G Awareness G Shadowmaster G Limit
G Berserker G Shapeshift Metamagic Feats G Mass Murder
G Blessing G Siddhisyoga G Amplify G Mini Mighty Monster
G Blood Curse G Skill Emphasis G Area G Natural Magic
G Body Fuel G Skill Focus G Battle Magic G Penumbra
G Celerity G Snatch G Combine G Power Sink
G Cloaking G Specialist G Compact G Superheroic
G Companion G Spell Conversion G Easy G Wu Xia
G Contacts G Spell Flow G Elemental Manipulation
G Countermagic G Spell Mastery G Extension Special Options
G Costly G Spell Pool G Lacing G Framework Required
G Create Item G Spell/Power Resistance G Multiple G Maximum Available Spell/
G Create Relic G Spell Shorthand G Persistent Power Level: _______
G Damage Reduction G Spell Turning G Sculpting
G Deep Sleep G Stoic G Stabilize Permission is granted to
G Device Use G Superstition G Transference copy this page for personal
G Domain/Path G Test of Wills G Triggering use.
G Eldritch G Timeless Body

Eclipse: The Codex Persona 197


Eclipse
The Codex Persona
! Build exactly the characters you want, exactly the way
you want them, with hundreds of new and expanded character
abilities, feats, and completely personalized classes!

! A unified set of rules covering everything from post-


apocalypse through fantasy, modern, cyberpunk, futuristic,
superheroic, and historical settings, all fully compatible and
transferable.

! New magic systems: Hexcraft, the Path of the Dragon,


Ritual Magic, Rune Magic, Thaumaturgy, Dweomer, Theurgy
and Witchcraft, plus corrupted and specialized spellcasting, to
accommodate many different campaign worlds and thousands
of different types of spellcasters!

! Integrate restraints on special abilities and powers into


your campaign setting, not with arbitrary restrictions and a
! Alternative rules for Epic Spellcasting.
cumbersome array of prestige classes!
Why should the spell list stop at level nine?
! Drastically enhanced Metamagic, Spell Storing, Item
! New Abilities for Barbarians, Bards,
creation, plus expanded Turning feats, Bardic abilities,
Clerics, Druids and every other type of character!
leadership options, martial arts, proficiencies, combat
techniques and more!
! Full back-compatibility, for seamless
integration into your existing campaign and use
! Use Disadvantages, Character Motivations, and
with any other sourcebook!
Ethics to add depth to characters and worlds. Eliminate
pointless restrictions on character development! Customize
Requires the use of a Roleplaying Game
templates to your every whim. Why should every Half-Celestial
Core Book published by Wizards of the Coast,
have the same powers?
Inc. This product utilizes updated material from
the v.3.5 revision.
! Playable rules for the Divine - from Channeling to
Dominion, on to Divine Ascension - and beyond!
A Distant
Horizons
games product

DHG 1007

S-ar putea să vă placă și