Eclipse 2 Character
Disadvantages: (Select three for 10 CP), and add
! Duties (to a feudal overlord, school, deity, faith, or
whatever, +2 CP/Level).
! Total available character points: 48 (Level One
Base) + 10 (Disadvantages) +2 (Duties) + 6 (Level
One Bonus Feat) = 66, 18 of which (from
disadvantages, duties, and the bonus Feat) may be
spent outside of the Adventurer framework
restrictions.
Basic Attributes: 18, 14, 12, 10, 8, 8 (28 point buy). In
general, the Mystic Adept will want an 18 in his or her
primary spellcasting attribute,
Basic Purchases (30 CP)
! Proficient with All Simple Weapons (3 CP) and
Light Armor with the Smooth Modifier (6 CP).
! +5 Skill Points (5 CP)
! +2 on any two Saves (12 CP)
! 1d8 Hit Die (4 CP)
! Initial BAB +0 (0 CP)
Special Abilities (36 CP):
Now, to cast spontaneous spells, our Mystic Adept needs
four things - some Power or Generic Spell Levels to power
them with, a Caster Level of at least (Twice the level of the
spell being cast -1), some spell formulas purchased at
double cost so they can be used spontaneously, and a
casting attribute of at least (10+The level of spell being
cast). Hopefully he or she will have a decent casting
attribute. To obtain our other three items buy:
Mana - either the 2d4 Generic Spell Levels option or the
3d6 Power option. Mystic Adepts who rely on Spell levels
pay one-half spell level for a Cantrip or Orison, and one per
level of the spell as usual. Mystic Adepts using Power pay
one point for a Cantrip or Orison and twice the level of the
spell plus one point for using higher level spells (since there
are no “level zero” psionic powers). This is Corrupted if it
can only be used to power Arcane spells and Specialized if
it can only be used to power Divine spells.
Optionally, the game master may wish to institute a
“gradual recovery” rule. In this case, simply divide the
user’s total magical reserve by 24. That’s how much you
get back per hour of light activity. If there’s heavy activity,
such as combat, in any given hour the user doesn’t regain
anything. Each hour of sleep counts as two hours of light
activity.
Base Caster Level: 6 CP/Level if usable for any spell,
Corrupted if it’s usable for major groups of spells - such as
“All Arcane Spells” or “All Divine Spells” - and
Specialized if it can only be used for groups such as “Cleric
Spells”.
! This gives us three basic divisions: Generic
Spellcasters, who can learn any spell, but who have
to pay 6 CP per 2d4 Spell Levels/3d6 Power and 6
CP per Caster Level, Arcane Spellcasters who pay 4
CP per 2d4 Spell Levels/3d6 Power and 4 CP per
Caster Level, and Divine Spellcasters who pay 3 CP
per 2d4 Spell Levels/3d6 Power and 4 CP per Caster
Level. Either of the latter can reduce the cost of their
Caster Levels to 3 CP each if they restrict
themselves to a particular spell list. Our three basic
12 CP variants would be:
General Caster: 6 CP on 3d6 Power or 2d4
Generic Spell Levels, 6 CP on +1 Base Caster
Level.
Divine Caster: 6 CP on 6d6 Power or 4d4
Generic Spell Levels, 4 CP on +1 Base Caster
Level for Divine Spells, 2 CP on an extra spell
formula. A divine caster can also afford to drop
the “Smooth” modifier on his or her armor
proficiency and either get a few more skill
points, learn to use shields, or learn to use an
additional weapon or weapons.
Arcane Caster: 8 CP on 6d6 Power or 4d4
Generic Spell Levels, 4 CP on +1 Base Caster
Level.
! Spell Formula: These cost 2 CP each for any spell
that the characters Base Caster Level will support.
Arcane spells are subject to armor failure
percentages and component requirements as always,
Divine spells generally are not. In any case, Fast
Learner specialized in Spell Formula will allow the
character to automatically gain one spell per level,
starting at level one (6 CP).
Having only one spell at level one is a bit lame, ergo
we shall also buy Improved Occult Talent,
Specialized/the spells gained must be powered from
the user’s existing power reserves and are cast at his
or her base caster level, rather than using his or her
hit dice as a caster level (6 CP). That gets our Mystic
Adept a selection of five Cantrips or Orisons and
three first level spells to use in addition to his or her
spell from Fast Learner.
That’s 24 CP, and a decent starting magical package.
On the other hand, we still have 12 CP to spend… Enough
for a couple of selections from among:
! A Familiar (Companion, 6 CP).
! Spell Storing (6 CP - or 12 CP if upgraded).
! Another set of five Cantrips/Orisons and three first
level Spells (6 CP). The Mystic Adept could even
take this option twice, for a total of 15
Cantrips/Orisons and 10 first level spells
Buying a Domain or Path (see Paths of
Power for a selection of Paths) (6 CP)
will allow the user to gain a linked set of
spells. Unfortunately, the open-ended
structure of this build, the game master
will have to pay special attention to such
Domains and Paths: If they contain spells
that the user’s power reserve or casting
levels will not normally support, the user
will have to either upgrade some of his or
her reserves to match or buy some
matching reserves.
! Some Additional Power or Generic Spell
Levels (cost varies with the speciality as
listed above).
! A second basic package - probably
stacking one of the speciality versions on
top of the general version or doubling up
on one of the speciality packages (12
CP).
! +2 Base Caster Levels specialized in a
particular type of spell (6 CP). This will
also allow the user to start off with a
second-level spell of the chosen type,
using it at caster level three. This can be
quite useful, but will burn through his or
her magical reserves rather quickly.
Additional Power or Generic Spell
Levels - possibly only usable for the
speciality type of magic - may be in
order.
! A bit of Channeling - three uses per day
(6 CP) at +4 Intensity (6 CP) is a classic
for divine-style spellcasters.
! Shapeshift (6 CP) has many uses, even if
a low-level character can’t do it often or
take any of the more formidable forms.
This message was last edited by the GM at 21:22, Fri 14 Aug 2020.