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| Xeviat-DM11-26-05, 07:18 AM | As some of you may know, I have been working on an alternate, elemental and MP based spellcasting system for the last couple of years. It has now reached a point where it can be beta tested. What I'm looking for is feedback on what I've developed so far (both compliments and constructive criticism), ideas to help me further develop it, and possible ideas my system brings to your mind that I might be able to use in other places. First, I'll explain the intent of the system, and then I'll detail its mechanics. Because this system utilizes my mana point spellcasting system (though it doesn't directly require it), you may be compelled to look further into it. The system can be found at http://boards1.wizards.com/showthread.php?t=449800 if you're interested in reading it. Thanks for the interest. The Flavor Together, the five elements compose all that exists in the world; the elements are Air, Earth, Fire, Water, and Void. This energy can be manipulated by a select few, and when manipulated, this energy is known as magic. Because elemental energy is such an intrinsic part of the world, so is magic. Within most creatures exist all five elements in relative balance. A creature's strengths and weaknesses are reflective of the strength and concentration of each element's energy within their body. The elemental energy within a creature is located primarily within their chakras; one chakra coresponding to each of the five elements. Air's chakra is located in the throat, earth's in the hips, fire's in the heart, water's in the stomach, and void's in the head. As one's body and mind grows in ability, so does the strength of one's chakras. The strength of one's chakras determines their capacity for magical ability. One with a strong fire chakra will be more adept with fire magic, for instance. A fire magic practitioner's fire chakra will be strong, as will their physical and mental abilities associated with the fire chakra. Because of these affinities, spellcasters typically focus upon an element their body and mind are compatable with. Elemental specialists also often train their body and mind rigorously to strengthen their elemental power. The Rules First and foremost, I will be using two additional ability scores with this system. The new ability scores are Agility and Perception: Agility measures a character's quickness and reflexes, and Perception measures a character's senses. Agility governs a character's AC while not-flatfooted, their Reflex saving throw, and the Jump and Tumble skills. Perception governs a character's Initiative and their Listen, Search, Sense Motive, Spellcraft, Spot, and Survival skills. To balance what it lost, Dexterity now measures all melee and ranged attack rolls, armor will provide AC and DR, and weapon size categories will have strength requirements (having lower strength than required will reduce a character's attack rolls). With that aside, each chakra/element has an associated physical and mental ability score. Air is tied to Agility and Perception, Earth is tied to Constitution and Wisdom, Fire is tied to Strength and Charisma, and Water is tied to Dexterity and Intelligence. Void is not directly tied to any ability scores, and is handled separately (more on Void later). To determine the exact strength of a creature's chakra, one takes the average of the chakra's physial and mental ability score (rounding down as usual). A character's spellcasting abilities are determined separately for each element, and are done as follows: The highest level of spell a character can cast with each element is equal to that element's mental ability score minus 10; the character adds the element's physical ability score determines their bonus mana points (or spell slots; tracked separately for each element); and characters use their chakra score modifier (the average of both ability scores; the modifier is determined normally as an ability score's is) is used to determine their spell DCs. That is one method for it. That method is the easiest for me to impliment, and reflects the nature of what I am trying to impliment. It works best if a character's ability scores determine the strength of their chakra, not vise versa. As for Void: most characters will not have an active void chakra; it is there, but it cannot be manipulated and might as well not exist. Characters must choose the Void Activation feat, which activates their void chakra. Alternately, I have considered having characters roll their Void chakra when they are rolling their ability scores (this would be a 7th 4d6, giving players a possible dump stat). Having a positive modifier in one's void chakra would be a requirement to take the void activation feat. Having the void activation feat will give the character the ability to learn and cast void spells (things like wish and shadow conjuration), and take void feats (inspired from psionic feats). Please, any assistance would be appreciated. I have finished the spell lists, and am currently thinning them out by removing spells that are too similar (as happened since I used both the PHB spells and the XPH psionic powers). Again, thanks for the interest. |
| Wraith_31311-26-05, 10:14 AM | Agility measures a character's quickness and reflexes, and Perception measures a character's senses. Forgive me if this is a dumb response. But wouldnt agility, by your description, be the same as dexterity? And wouldnt perception, by your description, be the same as wisdom? |
| Xeviat-DM11-26-05, 06:27 PM | Forgive me if this is a dumb response. But wouldnt agility, by your description, be the same as dexterity? And wouldnt perception, by your description, be the same as wisdom? Dexterity is Coordination and Flexability, and Wisdom is Will Power and Intuition. Agility and Dexterity tend to run hand in hand, just as Strength and Constitution tend to run hand in hand. There are always exceptions: an overweight duck hunter has exceptional coordination, seen in their ability with a gun, but is probably not exceptionally agile. A very alert persion (ie: perceptive) is not necessarily a wise one. |
| Xeviat-DM11-27-05, 12:54 AM | Rather than post the full list of spells, which is practically complete, I'll post the spell archetypes for each element. Air spells are related to speed, travel, and the senses. It commands the electricity energy type, and obviously the wind. Sound is also a function of air magic, as are illusions. Air can also free people from trapping earth magic, or break through some of earth's protections. Earth spells are related to resiliance and protection, both of the body and mind. It commands the acid energy type, and deals with stone, metal, and plants. Spells which enhance the performance of one of these materials (such as Magic Weapon or Magic Vestment) are earth as well, as are spells which create. Earth can be used to slow or even paralize a target, and at its highest power, can imprison people beyond reach. Fire spells are related to destruction, pain, and negative emotions. It commands the fire energy type, and also deals with heat and light. Fire can be used to harm the life force of a creature derectly, creating negative energy to injure, blind, curse, or sicken. Interestingly enough, fire can purify corrupt beings through destruction, such as spells which harm the undead but not the living. Water spells are related to balance, the redirection of energy, and knowledge. It commands the cold energy type and has influence over positive emotions. Water is the element of healing magic, not only curing injuries but countering harmful fire effects. When used improperly, though, water can be used to animate the dead rather than bringing it back to life. Where air spells can be used to enhance one's senses, water spells can divine information that the senses otherwise could not gather. Water spells can also ask questions of the spirits, and can call upon the spirits to grant blessings. Water is also the element of transformation magic. (Water sounds large, but it's actually one of the smaller elments in size). Void spells are very few in number. Many void spells have the ability to replicate any other element (shadow evocation, shades, wish). Most spells belong to the other four elements though. Some spells do not have a particular element themselves; their element is determined by the way the spell is cast (such as using summon monster to summon a fire creature). Other spells have no element at all, and can be cast through the caster's most powerful element. What do you think? |
| Tenzhi11-27-05, 01:09 AM | I had been working on something similar, but I was going with the Taoist elements rather than the five rings (are those Shinto?) elements, and I added Heaven and Hell elements to the mix to utilize all seven chakra as well as allow me to set up a familiar-yet-different Inner Planes configuration complete with quasi-elements and what-not. |
| Gilean11-27-05, 04:41 AM | Why is fire only about negative emotions? Love should be fire, IMO. Calm spells could be water, if they are not already, to extinguish the fire which the emotions are. Need there be a causal link between ability scores and chakras? Why not simply say that they are the same thing. Strong fire chakra means good strength and charisma, and good strength and charisma mean strong fire chakra. |
| Xeviat-DM11-27-05, 11:30 PM | Why is fire only about negative emotions? Love should be fire, IMO. Calm spells could be water, if they are not already, to extinguish the fire which the emotions are. When I was sorting the spells, it felt more balanced to have opposite effects be opposite elements. So the positive emotions became Water (charm, calm, dominate, bless, heroism, remove fear) and the negative emotions became Fire (fear, rage, confusion). If I gave all emotion to fire, then water becomes much smaller; sure I could move the necromantic stuff to water (which was an initial idea), and say that elements can do an effect and the opposite effect, but that means several more things in each element need to be changed (slow spells become air along with haste, and that makes me question if paralysis effects should be air too). Since fire is charisma, I would like all emotional effects be fire; but again it didn't seem balanced, water seemed too small. I'll give it a try and see how it looks. Need there be a causal link between ability scores and chakras? Why not simply say that they are the same thing. Strong fire chakra means good strength and charisma, and good strength and charisma mean strong fire chakra. I'm not looking for a casual link, I want a strong link. Again, I'm unsure of exactly how to do it; I offered two proposals, which do you think works the best, or if neither does, how would you tweek them? |
| Xeviat-DM12-01-05, 01:31 PM | After spending a day with a fellow DM working on the system, the sorting of the elemental spells is now complete and we decided on the precise mechanics for the system. I have altered the first post to account for the changes; all that we have left to do is decide upon Void. We decided that one's chakra would be treated as an ability score, and it is determined by the average of the related physical and mental score. Currently, we are having DCs set by the chakra's modifier, bonus mana (or slots) determined by the physical ability score, and highest spell level determined by the mental score; this is to make the physicals and mentals important to spellcasters, but makes the physicals less important. The spells are sorted, and now I'm removing unnecessary spells (such as looking through the 4 first level fear spells that exist). Non-elemental summoning was given to water and all emotions were given to fire. Even though it is basically complete, I'm still looking for opinions. I'm calling it beta testable, not complete, and changes still can be made. Right now, I'm altering the spell descriptions to fit the system; replacing schools with elements and adding some subschools and schools as descriptors. Again, thanks for the interest. |