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=== Arcane Backgrounds === The world of Eberron includes many types of magic, from the Dragonmarks to spell casters. The following are the most common Arcane Background power users. '''ARTIFICER'''</br> Some wizards focus their knowledge into creating magical mechanical devices. This uses a slightly updated version of Weird Science (SWAE pg. 148) and Arcane Devices (SWAE pg. 153). But you can also know and cast like Wizard spell casters. Casting a Spell by an Artificer requires a Full Round (no Pace, no Multi-Actions allowed) and cost 1 additional Power Point to cast and to maintain. Artificer can wear any armor and when casting as a wizard they must speak loudly arcane words and gesture with at least one hand (hands cannot be bound). :'''Arcane Background (Artificer)''' :'''Starting Power Points''': 15 :'''Starting Powers''': 2 :'''Skill''': Artificer (Smarts) :'''Power List''': Any. But may only cast those spells listed under Wizards. Others must be devices '''BARD'''</br> The bard uses songs to create a magical affect. Often acting as entertainers and minstrels the bard-songs can have a great effect on others. Bards can wear up to AP+2 armor types without it affecting their spell-casting abilities but anything heavier imposes the full penalties (see Wizards on wearing armor). Bards must either play a musical instrument or sing loudly in order to cast their spells. If the bard does both then any power that he casts has the Concentration Edge effect on it (the powers duration is doubled). If the bard already has the Concentration Edge the duration is tripled. The bard is only required to sing and/or play and instrument to activate the power, she does not need to sing and/or play throughout. :'''Arcane Background (Bard)''' :'''Starting Power Points''': 10 :'''Starting Powers''': 3 :'''Skill''': Performance (Smarts) :'''Power List''': Arcane Protection (Magic Resistance), Bolt (Xᴮ Bolt), Boost/Lower Attribute (must be taken separately; Enhance Trait, Lower Trait)‡, Burst (Cone of Xᴮ), Confusion (Cause Confusion), Darksight, Deflection (Shield), Detect/Conceal Arcana, Disguise (Alter Self), Dispel, Elemental Manipulation, Empathy, Entangle (Web), Farsight, Fear (Cause Fear), Healing (Cure Wounds), Intangibility (Wraith Form), Invisibility, Light/Darkness, Mind Link, Mind Reading, Protection (Mage Armor), Puppet (Control Other), Slow (Slow Foe)‡, Slumber (Sleep), Smite (Magic Weapon), Sound/Silence, Stun, Suggestion*, Summon Ally. '''CLERIC'''</br> The cleric can cast Divine Magic by drawing power from the gods themselves. Clerics can wear any armor without penalty, but require a holy symbol in one hand and being able to speak in a clear voice in order to cast ‘spells’. You must also follow your God’s tenets or resist losing access to their power. Each deity has its only tenets that the cleric most follow and can generally be reflected by some Hindrance that the player must take and adhere to. :'''Arcane Background (Cleric)''' :'''Starting Power Points''': 10 :'''Starting Powers''': Healing plus 2 additional powers :'''Skill''': Faith (Spirits) :'''Power List''': Analyze Foe*, Arcane Protection (Magic Resistance), Banish, Barrier (Wall of Xᴮ), Blast (Divine Strikeᴮ), Blind (Holy Lightᴮ), Bolt (Divine Boltᴮ), Boost/Lower Attribute (must be taken separately; Boost Trait, Lower Trait)‡, Confusion, Darksight, Detect/Conceal Arcana, Dispel, Divination (Visions), Drain Power Points (Drain Magic), Elemental Manipulation, Empathy, Entangle, Environmental Protection, Fear (Cause Fear), Healing (Cure Wounds), Intangibility (Wraith Form), Legerdemain (Far Hand), Light/ Darkness!, Mind Link (Share Minds), Mind Reading, Mind Wipe, Object Reading, Protection (Armor of Faith), Relief (Cure Fatigue), Resurrection, Shape Change (Polymorph), Smite (Holy Smiteᴮ), Sound/Silence, Speak Language, Stun (Stun Foes), Telekinesis (Divine Hand), Zombie (Create Zombies). :'''Domain Sphere''': must pick one (see SWAP pg. 50-51) '''DRUID'''</br> Druids are divine spell casters dedicated to the Old Ways and Old Gods. These beings care little about civilization and the druid works to protect the wildlands from civilizations approach. Druids must take the Habit (Major; Protective of Nature) as one of their Hindrances. The druid can wear any natural armors (basically up to AP+2 hides, etc.) and can use wooden shields. A druid must have its holy symbol on full display and be able to say a few short (if soft) words to cast spells. Note that if the druid possess the Shape Shift power the base duration for this power is 10 rounds. :'''Arcane Background (Druid)''' :'''Starting Power Points''': 10 :'''Starting Powers''': 3 :'''Skill''': Faith (Spirits) :'''Power List''': Arcane Protection (Magic Resistance), Banish, Barrier (Wall of Xᴮ), Beast Friend (Animal Friend), Blast (Ball Lightingᴮ), Blind (Light Burstᴮ), Bolt (Lighting Boltᴮ), Boost/Lower Attribute (must be taken separately; Enhance Trait, Diminish Trait) ‡, Burrow (Create Tunnel), Burst (Cone of Cold or Lightning†), Confusion, Damage Field (Electrical Field†), Darksight, Detect/Conceal Arcana, Disguise (Alter Self), Dispel, Divination (Visions), Drain Power Points (Drain Magic), Elemental Manipulation, Empathy, Entangle (Webs), Environmental Protection, Farsight, Fear (Cause Fear), Fly, Havoc (Whirlwind), Healing (Cure Wounds), Growth/Shrinking, Invisibility, Light/Darkness, Protection (Bark Skin), Relief (Remove Fatigue), Remote Viewing* (Forest Eyes), Shape Change (Polymorph), Slow/Speed (must be taken separately; Slow Foe, Speed Ally) ‡, Slumber (Sleep), Smite (Beast Claws), Sound/Silence, Speak Language, Stun, Suggestion*, Summon Ally (Summon Animal), Teleportation (Tree Stride)∞, Wall Walker (Spider Walk). :'''Domain Sphere''': Nature (SWAP pg. 51) '''MYSTIC (MONK)'''</br> Those monk that dedicate themselves to a mystical martial art form gain access to various powers that can enhance their body’s fighting abilities. A monk cannot wear any type of armor when using this powers. However any power that would normally be reduces to 0 or less (even though the power’s point cost is 1) instead can activate that power as a free action. The monk does not need to make any outward side that they are using a power (see SWAP pg. 56 for basics).</br> As a limited free action, the monk can invoke one of the following "ki" powers: Boost Trait (Agility, Athletics, Fighting, and Stealth only), Darksight, Deflection, Disguise, Smite, Speed, Teleportation (Shadow Step) and Wall Walker. All are self only, but the monk gains no benefit from the Limitation (SWAP pg. 168).</br> The monk has 10 dedicated Power Points that recharge normally (SWAP pg. 169). He automatically activates the power with success for its regular cost, or with a raise for an additional 2 Power Points. He may use applicable Power Modifiers if desired (at the usual cost). See Chapter 5 for more information on specific spells.</br> Mystic Powers doesn’t grant access to Edges that require an Arcane Background excepted for Power Points (for normal points). If the monk also has an Arcane Background, none of its Edges or abilities can be used with Mystic Powers (and vice-versa).</br> '''MYSTIC (PALADIN)'''</br> Holy warriors of the various gods the paladin is granted power by these same gods. The paladin must have the Code of Honor or Heroic Hindrance and can wear any armor that he chooses (sde SWAP pg. 58 for basics).</br> As a limited free action the paladin can invoke one of the following miracles: Analysis Foe*, Boost Trait (Fighting, Strength, and Vigor only), Empathy, Healing, Protection (Arcane Armor), Relief, and Smite (Holy Strike). Boost trait, empathy, protection and smite are self only, but the paladin gains no benefit from the Limitation (SWAP pg. 168).</br> The paladin has 10 dedicated Power Points that recharge normally (SWAP pg. 169). She automatically activates the power with success for its regular cost, or with a raise for an additional 2 Power Points. She may use applicable Power Modifiers if desired (at the usual cost). See Chapter 5 of SWAP for more information on specific spells.</br> Mystic Powers doesn’t grant access to Edges that require an Arcane Background except fpr Power Points (gain normal power points). If the paladin also has an Arcane Background, none of its Edges or abilities can be used with Mystic Powers (and vice-versa). </br> '''MYSTIC (RANGER)'''</br> XX (see SWAP pg. 60 for basics).</br> '''Power Use''': As a limited free action the ranger can castone of the following spells: Analysis Foe*, Beast Friend, Boost Trait (Athletics, Fighting, and Shooting only), Entangle, Environmental Protection, Farsight, Object Reading, and Warrior’s Gift. Boost trait, farsight and warrior’s gift are self only, but the ranger gains no benefit from the Limitation (SWAP pg. 168).</br> The woodsman has 10 dedicated Power Points that recharge normally (see pg. SWAP 169).</br> He automatically activates the power with success for its regular cost, or with a raise for an additional 2 Power Points. He may use applicable Power Modifiers if desired (at the usual cost). See Chapter 5 SWAP for more information on specific spells.</br> :Mystic Powers doesn’t grant access to Edges requiring an Arcane Background except Power Points (granting normal power points). If the ranger also has an Arcane Background, none of its Edges and abilities can be used with Mystic Powers (and vice-versa).</br> '''PSIONIC'''</br> The psionic abilities are a fairly rare power user within Eberron but still can be found here. They tap into their own mental reserves in order to manipulate matter, read minds, view remote locates, etc. The psionic can wear up to moderate armor (AP+2 max) without it affecting their power use. Anything above that they suffer the full penalty (see Wizards). The psionic does not need to make any outward sign to active a power. :'''Arcane Background (Psionic)''' :'''Starting Power Points''': 10 :'''Starting Powers''': 2 :'''Skill''': Psionic (Smarts) :'''Power List''': Any except Resurrection. Many psionic powers have the Limitation: Range (Self). '''SORCERY'''</br> The sorcerer have inherited arcane magic through their bloodline of some past discursion or magical experiment. They can use a wide range of powers but generally stick to a core theme such as dragon-blooded or necromantic bloodline. They need only concentrate for a second with no other outward signs in order to use their powers. The sorcerer cannot wear any armor as it interferes with their magic. See Wizards for the penalty when doing so. :'''Arcane Background (Sorcery)''' :'''Starting Power Points''': 20 :'''Starting Powers''': 1 :'''Skill''': Sorcery (Vigor) :'''Power List''': Any. '''WARLOCK'''</br> The warlock is a warrior with some limited arcane training. The warlock can cast arcane spells while wearing any armor without penalties. The warlock must be able to speak in a clear voice when casting a power and must have at least one hand free. However a one-handed weapon counts as a free hand for the warlock. The warlock’s magic is generally limited to enhancing their own abilities. :'''Arcane Background (Warlock)''' :'''Starting Power Points''': 15 :'''Starting Powers''': 1 :'''Skill''': Spellcasting (Smarts) :'''Power List''': Analysis Foe*, Arcane Protection (Arcane Resistance)†, Blast (Xᴮ Ball), Bolt (Bolt of Xᴮ), Boost Trait (Enhance Trait) †/‡, Confusion≠, Darksight†, Deflection†, Detect/Conceal Arcana, Disguise†, Drain Power Points≠, Empathy, Environmental Protection†, Farsight†, Growth/Shirking (must be taken separately; Enlarge, Shirking)†, Intangibility (Wraith Form) †, Invisibility†, Light/Darkness, Mind Link, Mind Reading≠, Mind Wipe≠, Object Reading, Protection (Arcane Armor)†, Relief†, Speed†/‡, Slumber≠, Smite (Magic Weapon)†, Speak Language†, Stun≠, Suggestion*, Teleportation†, Wall Walker†, Warrior's Gift† '''WIZARD'''</br> The wizard is a dedicated arcane spell caster who often trains for years, reading over all dusty tomes and studying the magical arts from older wizards via a formal school or in a more private setting. A wizard cannot wear any armor as it interferes with their spellcasting abilities. The wizard must speak in a load and clear voice arcane works and must be able to move and gesture (hands and feet free) in strange patters. :'''Arcane Background (Wizard)''' :'''Starting Power Points''': 10 :'''Starting Powers''': 4 :'''Skill''': Spellcasting (Smarts) :'''Power List''': Analyze Foe*, Arcane Protection (Magic Resistance), Banish, Barrier (Wall of Xᴮ), Blast (Xᴮ Ball), Blind (Strike Blind), Bolt (Xᴮ Bolt), Boost/Lower Attribute (must be taken separately; Enhance Trait, Lower Trait)‡, Burrow (Create Tunnel), Burst (Cone of Xᴮ), Confusion (Cause Confusion), Damage Field (Xᴮ Shield), Darksight, Deflection (Shield), Detect/Conceal Arcana, Disguise (Alter Self), Dispel, Divination (Crystal Ball), Drain Power Points (Drain Magic), Elemental Manipulation, Empathy, Entangle (Web), Environmental Protection, Farsight, Fear (Cause Fear), Fly, Growth/Shrinking (Must be taken separately; Enlarge, Shirking)‡, Havoc (Whirlwind), Illusion, Intangibility (Wraith Form), Invisibility, Legerdemain*, Light/Darkness, Mind Link, Mind Reading, Mind Wipe, Object Reading, Protection (Mage Armor), Puppet (Control Other), Remote Viewing* (Wizard’s Eye), Shape Change (Polymorph), Slow/Speed (must be taken separately; Slow Foe, Haste) ‡, Slumber (Sleep), Smite (Magic Weapon), Sound/Silence, Speak Language, Stun, Suggestion*, Summon Ally (Summon Elemental‡), Telekinesis (Mage Hand), Teleport, Wall Walker (Spider Climb), Zombie (Create Zombie). '''NOTES FOR ALL MAGICAL POWERS''' : * New Power (see below) : ᴮ This power requires that you pick a Trapping when you acquire the power (see Below) : ÷ This power has the Limitation that it only functions between Shadows automatically. : ∞ This power has the Limitation that it only functions between trees or plants automatically. : † This power has the limitation – Range (Self) automatically. : ‡ This power has the limitation - Aspect automatically. : ≠ This power has the limitation - Range: Touch automatically.
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