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| Xeviat-DM02-03-05, 03:06 PM | While I do have a thread on my setting in general, this aspect of my rules changes requires the most work. I am searching for a few good people to help me out with ironing the wrinkles out of this system, help in stretching it to conform to my needs. I will attempt to write this post in several sections to aid in its understanding for those who are unfamiliar with my previous work. FLAVOR The most important aspect of the system is its flavor. Magic is a part of nature. Casting spells is the wielding of mana energy. No matter what source you draw your mana energy from, all spell casters cast spells. Some draw it from nature (Druids, Wizards), others from their soul and the spirits (Clerics), while others still from their own body (Psions, Sorcerers), but all store it in the same place. Within the body are five energy centers known as Chakras. They are (and the element associated with them) as follows: Crown (Void), Throat (Air), Heart (Fire), Center (Water), and Base (Earth). Your chakras are linked to your body and mind: Air is associated with quickness and reflexes, fire with physical power, water with coordination, earth with your health and defense, and void with all aspects of the mind. As a creature grows in power, so do their chakras grow, based on how they are used. As the chakras grow, the body adapts to the increasing amount of mana energy stored within each chakra. Additionally, the power of each chakra determines the strength a spellcaster casts spells of the appropriate element. All spells are distributed amongst the five elements, but many spell schools have simply become subschools of the larger schools (the only schools that are left are conjuration, enchantment, evocation, and necromancy; divination has become part of conjuration, illusion part of evocation, abjurations as part of conjurations and enchantments, and transmutations as part of enchantment or necromancy). THE RULES First and formost, my changes and own desires required me to split the six ability scores into 7. This is partially connected to my magic system, so it is discussed here. Dexterity was largely split into Dexterity (coordination) and Agility (reflexes). Agility governs Initiative, Reflex saves, and AC, as well as escape artist and tumble checks (and climb/jump checks in some creatures). Dexterity now governs melee attack rolls, ranged attack rolls, and the remainder of it's skills. This has also weakened strength, balancing the four physical ability scores in their combat role (Damage, to hit, AC, and HP). Additionally, all spellcasting uses all 3 mental ability scores. Intelligence is linked to knowledge and spellcraft checks, so it is important to all casters. Wisdom grants bonus Mana Points (discussed more indepth later). Charisma grants bonus to Save DCs (DC 10 + spell level + Cha mod). [See Below for complete rules] THE CLASSES Magic is an inherrent part of all living creatures, even those who do not practice spellcrafts. Thus, the mana system (originally modeled after the PP progression in the XPH) needed to be modified. Rather than some patterned or paternless progression, each character class and creature HD will have a set mana die. This mana die is modified by your wisdom modifier. Berserkers, Fighters, Knights, Rogues, and Savants have a d4. Channelers, Rangers, and Templar have a d6. Bards and Monks have a d8. Clerics, Druids, and Wizards have a d10. Psions and Sorcerers have a d12. Note that these classes are for my setting, some are in my signature (and I'm more than willing to answer anyone's questions about the classes). Druids, and Wizards wield arcane magic, whose mana is drawn from the natural world. Clerics wield divine magic, whose mana is drawn from their own spirit and their guardian spirits. Psions wield ki magic, whose mana is generated within their own body. Sorcerers draw their magic from the world around them, so theirs is sort of arcane, but the energy is treated as their own within their body, so they are similar to Psions. Because they learn spells the same way Psions do, they will typically be grouped with them. I've already tested the Psion model and I'm happy with the outcome of this system: it does grant more MP at low levels and less at high, but I feel that high levels needed to be reigned in anyway. If this makes casters less balanced than non-casters, I'm willing to add some extra things to them. This change also extends to monsters. Each creature type has a mana die, and no creatures have at will spell-like abilities anymore. Rather, they will simply know the spells and have to cast them from their own mana pool like anyone else. This will make playing creatures as characters more balanced in the long run. ------------- I'll answer questions until we are ready to search for the holes. I'll be posting my edited spells soon, rewritten to follow augmentation standards. |
| MikeTheAmazingMuskrat02-03-05, 08:30 PM | Um. I think you forgot to finish your conceptualization. I mention it only because I want to read the rest of it. -mike the amazing muskrat |
| Xeviat-DM02-03-05, 08:33 PM | Um. I think you forgot to finish your conceptualization. I mention it only because I want to read the rest of it. -mike the amazing muskrat Yeah, I had to leave school real quick. I finished the post. |
| MikeTheAmazingMuskrat02-03-05, 10:15 PM | Sweet. -mike the amazing muskrat |
| Xeviat-DM02-04-05, 11:11 PM | Sweet. -mike the amazing muskrat What do you like about it? I'm searching for a method of tying a character's starting ability scores to their chakras, but an unable to come up with one. Any ideas? |
| The Thing in the Night02-05-05, 04:19 PM | Try looking at the Meditant PRC on the WotC website. It was updated to 3.5, and ties psionics to chakras. |
| James Wildspell02-06-05, 03:50 AM | If there are 5 Chakras, why add a 7th ability? I offer you the power of math. To simplify things, use the rules as they are with as few changes as you can to make your idea work. My first thought is to combine either Wisdom and Charisma or Strength and Constitution into one Chakra. The result gives you 5 to the 5th power (15,625 for those of you who are counting) ways of combining Chakras to empower whatever alternative spell/magic/psionic abilities that you want. If that isn't enough options, add a 6th Chakra. 6 to the 6th power is 279,936 options. But 3 to the 3rd power is only 27. Maybe you should stop there and use (ta-da) Intellegence, Wisdom and Charisma to define the Chakras. But then you would have to live with the game rules as they are. Don't you hate it when that happens? :raincloud |
| Xeviat-DM02-06-05, 05:47 PM | If there are 5 Chakras, why add a 7th ability? Because there are five elements and were six ability scores. That would mean that one of the non-void elements would also need to be tied to a mental score, and void would then need to be tied to two (a difficult distinction to make). Additionally, this would mean that the majority of spellcasters would be better with that one mental non-void element than the three physicals, because increasing it to increase their mental scores would be a valuable choice. Lastly, I and my playing group are more comfortable with four physical scores. It makes it so that one score doesn't dominate combat (Str), and along with many of my changes to the non-magical aspects of the game, has made it more plausable to play other character types. Str is needed to damage and pierce the DR of armors, Dex is needed to hit and circumvent armor's AC, Agility is needed to dodge attacks, and Con is needed to absorb attacks. Con directly counters Str, while Agi directly counters Dex. I did find your post to be quite unhelpful. Thank you for allowing me to waste your time James. |
| srkingdavy02-08-05, 08:10 PM | Very close to a spellcasting concept I had! I guess great minds think alike ;) my idea had 7 elements, "borrowed" from both the hindu and chinese: fire, earth, air, water, aether, metal, wood. Each of these would be tied to one of the seven chakras. Each chakra has a "score" associated with it... I hadn't had the idea of associating chakras and ability scores. an interesting idea to be sure. I think it works well with your idea of "splitting" dexterity. (if I split any stat it would be wisdom, split it into wisdom and perception.) Had you started working on which spells are associated with each element? I've just started, and I'm having to modify a few spells and create new ones to make them "fit" into an elements association. |
| MikeTheAmazingMuskrat02-08-05, 09:34 PM | What do you like about it? I'm searching for a method of tying a character's starting ability scores to their chakras, but an unable to come up with one. Any ideas? What do I like about it? Well, I think it is a good way to implement setting-specific concepts. The chakras and mana don't seem to fit into "high arcana" nor low magic, but rather have a feel more akin to personal power and untapped, latent potential. In short, the rules themselves seem to tell a story about the world. I think that's important; if the events that take place in the setting can't be accurately portrayed by the rules, then there is a problem. As to tying a character's starting ability scores with chakras, well, I don't know what you mean. Starting scores are based on chakra points? Chakra points are based on starting scores? A first level character only has three chakra points, correct? That's not a whole lot to play around with. Tell me which is supposed to affect which and I'll see if I can throw some decent ideas your way. -mike the amazing muskrat |
| Crashy7502-08-05, 09:40 PM | If there are 5 Chakras, why add a 7th ability? I offer you the power of math. To simplify things, use the rules as they are with as few changes as you can to make your idea work. My first thought is to combine either Wisdom and Charisma or Strength and Constitution into one Chakra. The result gives you 5 to the 5th power (15,625 for those of you who are counting) ways of combining Chakras to empower whatever alternative spell/magic/psionic abilities that you want. If that isn't enough options, add a 6th Chakra. 6 to the 6th power is 279,936 options. But 3 to the 3rd power is only 27. Maybe you should stop there and use (ta-da) Intellegence, Wisdom and Charisma to define the Chakras. But then you would have to live with the game rules as they are. Don't you hate it when that happens? :raincloud I also suggested he add one more chakra (for six one for each ability) but i think he's pretty set on adding an additional attribute. |
| Xeviat-DM02-09-05, 02:09 AM | I also suggested he add one more chakra (for six one for each ability) but i think he's pretty set on adding an additional attribute. :D If I were to do anything differently, it would be to have seven chakras and seven ability scores. The seven chakras would be air (heart), earth (base), fire (solar plexus), water (center), positive, negative, and void. My only other option if I didn't want to split the ability scores (I had wanted to split them before I even attempted to entertain my chakra notion) would be to tie strength to fire, earth to constitution, water to dexterity, air to wisdom, and split void into yin and yang and relate either of those to int or cha, I just couldn't decide. Yes, srkingdavy, I have begun partitioning the spells into different elements. To make it easier, I'm also reducing the spell schools to only number 4 (conjuration, enchantment, evocation, and necromancy). Divinations were made conjuration, transmutations were split amongst enchantment and necromancy (enchantment's change object's or creature's properties, necromancies change their life processes or form; shape shifting is necromancy). Abjurations are conjuration, enchantment, or evocation, depending on the spell. Illusions are evocations. Many evocations are moving over to conjuration, whilst evocations are getting the psion styled ability to switch the elements (this is the fundamental difference between elemental evocations and elemental conjurations; conjurations summon an element and are thus linked to a particular element; many evocations magically create the element and can thus be changed from type to type with ease so long as you have the neccessary chakra). MikeTheAmazingMuskrat, I want to base the starting chakras off of the starting ability scores in some way. I believe I have done so, and below is the system in it's first testable incarnation. First, a quick notation: Due to the nature of my ability scores, characters start with ability score modifiers anywhere between -4 to +4 (demihumans can extend this to -5 to +6; demihumans gain +4 to their elementally tied score, -2 to it's opposite, and -2 to one mental score). Because the demihumans (dwarves, elves, goblins, orcs) are ment to excell at casting their particular spells. So for now, let us assume the test with a human. Chakra System At first character level, a character gains 12 chakra points that can be spent on their five chakras, with a maximum rank of 4 points on any single chakra. From then on out, each time a character gains a level they gain 3 chakra points. Their maximum rank remains level +3. Additionally, a character gains their ability score bonus or penalty as a bonus or penalty to their chakras (just like skills). Air is tied to Agility, Earth is tied to Constitution, Fire is tied to Strength, Water is tied to Dexterity, and Void is tied to Int, Wis, or Cha (determined by your casting class; Int is for Drd/Wiz, Cha is for Clr/Sor, and Wis is for Psions; I understand that this association is different, but I can explain if you'd like). When a character's chakra rank reaches 5, they gain a +2 chakra bonus to the chakra's associated ability score, but suffer a -1 chakra penalty to the chakra's opposing chakra's ability score (Fire <-> Water; Air <-> Earth). This adjustment increases to +3/-1 at 10 ranks, +4/-2 at 15 ranks, and to +5/-2 at 20 ranks. Increasing Void to 5 grants a character a +1 chakra bonus to one mental ability score (caster's choice), and this bonus increases by +1 every 5 ranks there after. (This encourages characters to balance their chakras a little more, and adds a dash of spice to the unique flavor I'm trying to create) A character's caster level is determined by subtracting their chakra score (after ability score modifications) by 3. Even if a character's chakra score would give them a caster level higher than their character level, possible for characters who focused on few chakras, their caster level can never naturally exceed their character level. They may use feats or abilities (such as overchannel) to cast spells at a higher caster level, but these feats and abilities typically put the caster at risk of ill effects. Because of the way ability scores add bonuses to chakras, characters can choose to leave their chakra ranks lower than maximum in order to boost their scores to maximum through spells and magic items. Characters who decide to be focused have the opportunity to cast spells at a higher caster level, but they suffer drawbacks for doing so. Overchannel may become a natural ability of all casters, but the amount one can overchannel by will be based upon your character level (like the feat). Still undecided. Notes for non-humans: Ability score adjustments will need to be reclassified for creatures other than medium. Creatures small or smaller or large and larger will have some of their ability score adjustments treated as Size Bonuses. Chakra associated ability score modifiers will need to be determined before size bonuses are applied, or else small creatures would have worse fire and earth and better water and air, and vise versa. Example: A player rolls up a human wizard with the intent on focusing upon void, air, and earth spells. They roll the following scores: 17, 15, 14, 13, 12, 10, 8. They distribute their scores as follows: Str 8, Dex 10, Con 13, Agi 12, Int 17, Wis 14, Cha 15. They also gain 12 chakra points, and so they disperse them to gain the following chakras: Air 4, Earth 4, Fire 0, Water 0, Void 4. Their ability score modifiers change these to: Air 5, Earth 5, Fire -1, Water 0, Void (Arcane) 7. While their caster level is only 1 for Air, Earth, and Void spells, they could exceed these through means such as overchannel. A wizard who wished for more balance would spend their starting chakras like such: Air 3, Earth 3, Fire 1, Water 4, Void 1. After modifications, their chakras would be: Air 4, Earth 4, Fire 0, Water 4, Void 4, giving them a caster level of 1 in Air, Earth, Water, and Void, but they would be unable to exceed these with special abilities. Upon gaining 2nd level, and thus gaining 3 chakra points, the wizard decides to spend them on Air, Earth, and Void. Because these chakras have now reached 5 ranks, the wizard gains the following bonuses from the following sources: Air-+2 chakra to Agi, -1 chakra to Con; Earth-+2 chakra to Con, -1 chakra to Agi; Void-+1 chakra to Int. The Wizard's ability scores now become Str 8, Dex 10, Con 14, Agi 13, Int 18, Wis 14, Cha 15. The change in the wizard's ability scores also grants them a +1 bonus to their Earth and Void chakras, increasing these scores to 7 and 9, but the wizard cannot cast spells at a higher caster level than 2. The balanced wizard could spend their points on different ability scores to attempt to not push their caster levels beyond their character levels. Such characters would have versatility while the characters who push the limits would have power. What do you think? |
| Xeviat-DM02-09-05, 07:30 PM | (Preliminary idea: Characters may not possess a negative chakra rank. If a chakra rank begins negative due to starting ability scores, the character must spend chakra ranks to increase those chakras to 0 before spending them on any other chakras.) Oh, and this is a shameless :bump:. |
| Crashy7502-09-05, 08:00 PM | Chakra System ... Void is tied to Int, Wis, or Cha (determined by your casting class; Int is for Drd/Wiz, Cha is for Clr/Sor, and Wis is for Psions and everybody else; I understand that this association is different, but I can explain if you'd like). So what about a multiclassed spell caster? Additionally, a character gains 12 chakra points that can be spent on their five chakras, with a maximum rank of 4 points on any single chakra. From then on out, each time a character gains a level they gain 3 chakra points. Their maximum rank remains level +3. Character level +3 yes? I'm also curious about say a multi classed barbi 10, sorc 1 with 13 ranks in fire... would that mean he casts increadably potent fire spells even as a lev 1 sorc? If not, then what would that mean exactly? While character's newly gained ability score adjustments, whether gained through spells, magic items, or chakra bonuses, do continue to be applied to a character's chakras, any ranks above a character's maximum are considered innactive until that character's character level is equal to their caster level. Wait, so attribute bonuses add to chakra AND chakra adds to attributes??? If so that seems a bit broken to me. Also, though i think this system looks better than the next, it is still perhaps more complicated than it has to be. Anyway, what exactly do you want chakra to represent (mechanically speaking?) If i have a high fire chakra, that generally means i'm very strong. It also means that i probably have a low dex. Does it affect the DC of fire spells i cast? The duration? metamagic feats with fire spells? I do recall u saying somewhere that each chakra has it's own spell point pool or something like that yes? Would a Barbi 10/sorc1 have x(max possible) fire chakra have the same fire spell point pool as if he was a sorc 11 with (max possible) fire chakra? |
| Xeviat-DM02-09-05, 08:20 PM | So what about a multiclassed spell caster? Oops, you quoted a version that was edited. Characters will note their void caster levels separately for each spell type (but this typically won't matter unless they have multiple casting types). Since non-casters typically will not need to worry about their chakra scores, only chakra ranks, I'm not worried. If a character gains a spell-like ability through a feat or class ability, that ability will be noted if it is of arcane, ki, or spiritual origins, thus determining which Void score to use. This is a little complex, but my character sheets will be made accordingly. Character level +3 yes? I'm also curious about say a multi classed barbi 10, sorc 1 with 13 ranks in fire... would that mean he casts increadably potent fire spells even as a lev 1 sorc? If not, then what would that mean exactly? Yes, a berserker 10/sorcerer 1 with a fire chakra score of 13 (after modifications) would have a caster level of 10 for their fire spells. Because of their multiclassing, they do have less mana than a straight sorcerer, so they probably can't afford to expend 10 mana for each spell (they would run out of mana very quickly), but it does mean that their magic is useful at their character level. Wait, so attribute bonuses add to chakra AND chakra adds to attributes??? If so that seems a bit broken to me. Also, though i think this system looks better than the next, it is still perhaps more complicated than it has to be. Keep in mind that you were reading and quoted a version of the post that I since edited; I'm sorry, if I had known you had already begun reading it I would have warned you. Please read it again, but I'll sum up the changes for you: Your ability scores only increase when your chakra ranks reach multiples of 5, and your ability score modifiers are applied to your chakra ranks to determine your caster levels. This makes it so characters who favor certain chakras over others, and select their character's ability scores accordingly, can use abilities like overchannel to release massive amounts of spell power in one shot, but will put themselves at risk. It also allows characters who wish to be more conservative to have a more varied pool of caster levels. Anyway, what exactly do you want chakra to represent (mechanically speaking?) If i have a high fire chakra, that generally means i'm very strong. It also means that i probably have a low dex. Does it affect the DC of fire spells i cast? The duration? metamagic feats with fire spells? I do recall u saying somewhere that each chakra has it's own spell point pool or something like that yes? Would a Barbi 10/sorc1 have x(max possible) fire chakra have the same fire spell point pool as if he was a sorc 11 with (max possible) fire chakra? I'm assuming you mean "what do the chakras represent in the world", but I'll answer your question as worded first just in case I'm assuming incorrectly. Mechanically, a high chakra score means you have potent magic of that element. Chakra ranks may become prerequisites for certain feats. They do affect durations, ranges, and maximum mana spent on a single casting; those are what caster levels affect. DCs are determined by charisma, bonus mana is determined by wisdom. Metamagic feats add additional mana costs, and you can not spend more mana on a single casting than your caster level, so yes a high chakra score makes you better with metamagic. You do not have separate mana point pools for your chakras. If you meant "what do the chakras represent in the world", they are the energy centers within your body, and they are connected to both your body and your spirit. They can be seen through spells which sense auras. Very strong people do have higher fire chakra scores, but they won't be undexterous unless they excessively use their strength (which is represented by their fire chakra growing, which will decrease dexterity if increases are not balanced by increases in water as well). Very weak people typically have lower fire scores, but this can be overcome through excersize, which will eventually begin to increase their strength scores. Two characters of equal strength can have the same chakra ranks, but the weaker one will typically have a lower score than a stronger character with equal chakra ranks. Thanks for your continued interest. I will be able to reply in about 5 hours; have to run off to class. |
| MikeTheAmazingMuskrat02-10-05, 02:38 PM | Personally, I think it might be interesting if caster level can be higher than character level (but with max ranks still capped at level + 3). At 10th level, a character could have 13 ranks in three chakras/elements, but they couldn't even use spells from the other two; a trade-off in power. For an even distribution, 8 ranks could go into four chakras, and 7 into the last. That's ok, but not great, particularly since with standard rules you would be able to cast at 10 for everything. What about no cap on overall caster level? I'll min/max it: Let's say we have a demihuman race with +4 to a stat and let's give them a 18 at first level (18+4=22). Now, this character maxs out their appropriate chakra and has 13 ranks by level 10. I am a little confused by your stat increase progression- at 5th rank, a character gets +2/-1. Now, at 10th level does the character receive an additional +3/-1, or does the original bump change to a net +3? I'm going to assume the first, since that will create the most extreme possibilities for this example. Anyway, 13 ranks will give a total of +5 to the stat. Now we have a stat of 27, mod +8. The caster level for this one particular element would be... 21. Wow. On the other hand, the character would probably only have a caster level of +8 or so in the other four. Ok, maybe that is too much. Still, I think that being able to trade a higher than normal caster level in one element for a lower than normal caster level in another would be an interesting idea. Maybe the max could be level+3 or level+ability mod? I dunno, as it is, I don't see a whole lot of reason to put max ranks in any particular chakra. The character gets a stat bump that much earlier? Ehhhh. I think there should be a better mechanic or some form of trade-off. As for having starting stats affect starting chakra: if you are using the skill-like method, you could try having characters place a number of chakra points into each chakra equal to the stat modifier that corresponds to that chakra. If a character has points left over, then he can spend them as he sees fit. If he don't have enough, then he has to fill up chakra in order of highest to lowest associated stat. So, your character with Str 8, Dex 10, Con 13, Agi 12, Int 17, Wis 14, Cha 15 would have to put at least one in Earth, one in Air, and then 2 or 3 in Void, depending upon caster type. The rest could be spent as the player sees fit. Just some ideas. -mike the amazing muskrat |
| Crashy7502-10-05, 07:58 PM | I think i'm starting to get it!!!!! btw i reread the whole post and your first post has slightly different rules than your later post. I'm still trying to wrap my brain around the whole thing but it's definitly coming together.... so your chakra level determines your caster level for spells in said chakra. You have spell points that are determined by your class. I rember in another post you had a general spell list for each chakra.... And you said that you are doing some thing with spells. How about some samples? perhaps a spell for each level for each chakra? And another thing. What is the differenct between a sorcerer and psion. they seem very similar. man my brakes over. More later. |
| Crashy7502-10-05, 10:39 PM | Gatta be quick. U are using augmentation yes? I was thinking about a posible problem. multi-class with Augmentation works in normal 3.5 psionics fine because one doesn't gain a manifester level when multying into a non-psi class (plus non-psi classes have no pp). Imagine this. Some dude multi's as a sorc, druid, cleric, wizard and psion after 5 levels. He would only have 1st level spells for each but assuming he has a high chakra level in his prefered class he could augment any spell he casts to basically = a 3rd level spell. I would suggest limits to spell dam/augmentation or this could become a real problem.... |
| Xeviat-DM02-10-05, 11:32 PM | Mike: While it might be reasonable to allow characters to have a caster level higher than their character level eventually, the largest problem with that is the first few levels. In my example Wizard (Str 8, Dex 10, Con 13, Agi 12, Int 17, Wis 14, Cha 15), the character has the following chakra scores: Air 5, Earth 5, Fire -1, Water 0, Void 7. That would grant a caster level of 2 for Air and Earth, and a caster level of 4 for Void. The Wizard has a d10 mana die, which is maximized at first character level, and with their 14 Wisdom they have 12 mana points at first character level. With a caster level of 4 for Void, they could cast Void spells with 4 mana. Energy Ray is a first level Evocation with an elemental affinity of "All" (meaning it can be cast as any element, changing it's properties accordingly). It deals 1d6 energy damage as a ranged touch attack per PP spent, base cost 1. Void's energy is Sonic, so after modifications the example Wizard could cast a 4d6-4 sonic ray against a single target as a ranged touch attack 3 times a day. I am considering allowing characters to overchannel without the feat. You must take damage in order to overchannel. Overchanneling means casting a spell by paying more mana than your character level allows (normally you can't spend more mana on a single spell than your character level or your caster level). You cannot exceed your caster level (chakra score -3). To overchannel for 1 you take 1d8 damage. To overchannel for 2 you take 3d8 damage, and to overchannel for 3 you take 5d8 damage (and it continues to increase). You still pay the extra cost. As for ability score increases, the increases do not stack (they are all chakra bonuses), you simply get the best, or worst, gains so far. At 5 ranks you get +2/-1, at 10 ranks this increases to +3/-1, then to +4/-2 at 15 ranks, and to+5/-2 at 20 ranks. I am still debating the Void issue, since Void is a chakra that almost all casters will spend ranks on. Crashy: Yeah, my first post was the preliminary idea, the newer version is the one I'm going to test. Should I delete the first post? Class spell lists are based on classes as usual. Many spells are available to all classes, just like they are now, but there are no general spell lists for each chakra. The Sorcerer is a spellcaster who gets their mana from a mutated chakra. One of their outer chakras (Air, Earth, Fire, or Water) has grown enlarged for some reason; typically from excessive use, exposure to a powerful magical effect, dumb luck, or blood relation to an elemental creature (elemental outsider or a dragon). This chakra has grown so large that it has consumed it's opposite and taken over that chakra's bodily functions. Sorcerers are required to keep maximum ranks in their mutant chakra, and cannot put ranks into the opposite (since it doesn't exist). They have a unique spell list drawn from the druid, psion, and sorcerer spell lists. On the other hand, the Psion is a spellcaster who has developed their mana energy into Ki. The psion's power is mostly inwardly focused, and consists mostly of psychic type abilities. The Psion spell list is not changing much from the current Psion power list, except I am having a hard time deciding how I want to deal with the Metacreativity discipline. The Sorcerer has a d6 HD, a 3/4 BAB, 4 skill points per level. They learn 1 spell every level, and have a level delay in their gaining of higher spell levels. If a sorcerer only purchases the highest level spell they can at all times, they end with 2 spells per spell level known, except 1 and 9 which have 3 each. Sorcerers have an elemental familiar, and a surge/euphoria ability like the wilder (but they do not gain the surge till 3rd level). The Psion has a d4 HD, 1/2 BAB, and 2 skill points per level. They typically learn 2 spells at every level, and do not have a level delay. If a psion only purchases the highest level spell they can at all times, they end up with between 4 or 3 spells per spell level (5 1sts and 6 9ths though). Psions have a psicrystal familiar at first and get a bonus feat at 1st level, 5th level, and every 5 levels there after. It is the Psion and Wizard that have too many similarities. Their only differences are the way their spells known are handled. Wizards and other preparation based casters get a number of spell slots (same as the wizard's current spell's per day chart, except they do not gain bonus slots for a high ability score) that they can prepare the spells they know into (wizard's require their spell book, druids and clerics prepare from their lists). If they wish to cast metamagic spells, they must prepare a spell with the metamagic feat in a higher slot. They are then able to freely cast from these prepared spells. As far as the way spells are defined, here is the preliminary attempt: Conjurations: Conjuration spells summon or create matter, energy, or creatures. Because they are used to summon things from other places, they can also be used to send matter, energy, or creatures to other places (teleportation). They can also be used to "summon" information from another place, or "teleport" your senses into the distance. Air - Air, Creatures from the Plane of Air Earth - Earth (stone, metal, soil), Creatures from the Plane of Earth Fire - Flame, Creatures from the Plane of Fire Water - Water, Creatures from the Plane of Water Void - Creatures from Outer Planes, Teleportation, Planar Travel, Divinations Enchantment: Enchantment spells change the properties of creatures and objects. They can control minds, influence thoughts, alter creatures ability scores, grant bonuses or penalties to creatures, take control of objects or energy, or grant properties to items. Enchantment spells do not physically alter an object or creature, they only change the way that object or creature works. Air - Air, Speed, Agility Earth - Earth, Defense, Constitution Fire - Fire, Violent Emotions (Rage, Hate, Fear), Strength Water - Water, Calm Emotions (Friendship, Hope, Love), Dexterity Void - Mental Control, Mental Illusions, Int, Wis, Cha Evocation: Evocations create magical energy. They are greatly offensive in nature. Air - Air, Electricity Earth - Earth, Acid Fire - Fire, Force Water - Water, Cold Void - Sonic, Positive and Negative Energy (not for healing purposes), Light and Darkness, Sensory Illusions Necromancy: Necromancies manipulate life energy. They can physically alter creatures, change shapes, heal, and create undead. Air - Vitality, Breath Earth - Bone Fire - Flesh Water - Blood Void - Spirit, Positive and Negative energy (for healing, such as cure, inflict, heal, and harm), creation of undead I do not wish to overload the Void element, so I may create a "univeral" element which will be spells that are not tied to any element in particular, spells which are just magical in nature. Still debating about psionics. Same issue about not wanting to overload Void. |
| Xeviat-DM02-10-05, 11:38 PM | Gatta be quick. U are using augmentation yes? I was thinking about a posible problem. multi-class with Augmentation works in normal 3.5 psionics fine because one doesn't gain a manifester level when multying into a non-psi class (plus non-psi classes have no pp). Imagine this. Some dude multi's as a sorc, druid, cleric, wizard and psion after 5 levels. He would only have 1st level spells for each but assuming he has a high chakra level in his prefered class he could augment any spell he casts to basically = a 3rd level spell. I would suggest limits to spell dam/augmentation or this could become a real problem.... I don't think it would. They would be a fifth level character just like any other. He'd have reasonable MP for a 5th level character (less than a straight psion or sorcerer, more than a straight wizard, cleric, or druid). He would only have first level spells, which are not as powerful as 3rd level spells (compare energy ray to energy bolt). They would also lack higher level class abilities, and their five familiars would be weak (holy snot, three familiars and two companions, they would definately need to take a "Combine Familiar" feat to unite their familiars into one). |
| Xeviat-DM02-14-05, 12:29 PM | I have finished altering the core PHB spells to follow an augmentation mechanic. I will find a way to post it soon, since it is much to big to fit on this site. I will warn, though, that I already began to apply it to my setting, which doesn't have ranger, paladin, or bard spells: my bard uses wizard spells, my ranger uses druid spells, and my templar uses cleric spells. I am also converting the PsiHB spells (the ones in the back) and the Deities and Demigods spells as well. Some adjucative changes to spells were made on my part. I will begin to file the spells into their new spell schools and elements, as well as drafting new spell lists (which are much easier to look over). Many spells were consolodated with other spells in the new augmentation system, such as Silent Image -> Minor Image -> Major Image -> Programmed Image ... ect. Other spells weren't mixed, even though they could have been, for reasons of me not wanting any chance of low level people having them (raise dead -> resurrection -> true resurrection for example). Just wanted to let everyone know that progress is being made. |
| Crashy7502-14-05, 07:59 PM | E-mail it to me if u want. www.crashy75@yahoo.com |
| MikeTheAmazingMuskrat02-14-05, 08:42 PM | ditto. looneyfordpickup@hotmail.com -mike the amazing muskrat |
| Crashy7502-15-05, 01:27 AM | ...I am considering allowing characters to overchannel without the feat... Another option is to make it a class ability (perhaps with sorcerers being better at overchanneling their main chakra) I've been thinking of adding this to the psion... once i've nerfed psionics. ...I am still debating the Void issue, since Void is a chakra that almost all casters will spend ranks on. I rember u mentioned perhaps adding an additional element(s). Here are some suggestions to get the brain working: Mind, sperit, void (defined as absense or negative energy) Life(as an alternative to positive), death (alt to neg?), Aether (no idea what this means but it sounds cool), Time, space, uummmm I'll suggest more if i think of em... Crashy: Yeah, my first post was the preliminary idea, the newer version is the one I'm going to test. Should I delete the first post? well, that really confused me at first. I'd delete it or at least edit the first post to say that an updated version is posted later. It is the Psion and Wizard that have too many similarities. Their only differences are the way their spells known are handled. Wizards and other preparation based casters get a number of spell slots (same as the wizard's current spell's per day chart, except they do not gain bonus slots for a high ability score) that they can prepare the spells they know into (wizard's require their spell book, druids and clerics prepare from their lists). If they wish to cast metamagic spells, they must prepare a spell with the metamagic feat in a higher slot. They are then able to freely cast from these prepared spells. I really like where you are going with this. Makes alot of sense to me. Curious, why no bonus slots for high scores? Conjurations: Conjuration spells summon or create matter, energy, or creatures. Because they are used to summon things from other places, they can also be used to send matter, energy, or creatures to other places (teleportation). They can also be used to "summon" information from another place, or "teleport" your senses into the distance. Air - Air, Creatures from the Plane of Air Earth - Earth (stone, metal, soil), Creatures from the Plane of Earth Fire - Flame, Creatures from the Plane of Fire Water - Water, Creatures from the Plane of Water Void - Creatures from Outer Planes, Teleportation, Planar Travel, Divinations Enchantment: Enchantment spells change the properties of creatures and objects. They can control minds, influence thoughts, alter creatures ability scores, grant bonuses or penalties to creatures, take control of objects or energy, or grant properties to items. Enchantment spells do not physically alter an object or creature, they only change the way that object or creature works. Air - Air, Speed, Agility Earth - Earth, Defense, Constitution Fire - Fire, Violent Emotions (Rage, Hate, Fear), Strength Water - Water, Calm Emotions (Friendship, Hope, Love), Dexterity Void - Mental Control, Mental Illusions, Int, Wis, Cha Evocation: Evocations create magical energy. They are greatly offensive in nature. Air - Air, Electricity Earth - Earth, Acid Fire - Fire, Force Water - Water, Cold Void - Sonic, Positive and Negative Energy (not for healing purposes), Light and Darkness, Sensory Illusions Necromancy: Necromancies manipulate life energy. They can physically alter creatures, change shapes, heal, and create undead. Air - Vitality, Breath Earth - Bone Fire - Flesh Water - Blood Void - Spirit, Positive and Negative energy (for healing, such as cure, inflict, heal, and harm), creation of undead I do not wish to overload the Void element, so I may create a "univeral" element which will be spells that are not tied to any element in particular, spells which are just magical in nature. Still debating about psionics. Same issue about not wanting to overload Void. I reeeeeeeelllly like this... nice and condensed. Do you mind if i use this? or really a modified non-chakra version (still giving u creds of course.) |
| Xeviat-DM02-15-05, 04:44 PM | Of course not, go ahead and use it. If I intended on squandering these rules for myself, I wouldn't be posting them here. I do intend on putting them up on my website eventually, but the majority of it will be open game content. I sent off the spells. If it doesn't get to you Muskrat, it's because I use Gmail. Let me know if you don't get it. My email is Xeviatjag@gmail.com |
| Crashy7502-15-05, 07:36 PM | Hey thanx man!!! I just got the e-mail. Will get back 2u. |
| MikeTheAmazingMuskrat02-15-05, 07:49 PM | I received the list also. I'll go over it tonight and tomorrow morning. dUde. Why would gmail not send to hotmail? Are there message issues with the system? I have a gmail account, too, so I'm curious. -mike the amazing muskrat |
| MikeTheAmazingMuskrat02-15-05, 08:22 PM | alrighty. I skimmed through the first section. The only thing that made me flinch was Aid. Now, by flinch, what I really mean is "made my stubby little player-hands get all hot and sweaty." Tell me if I have misinterpreted it: fully augmented at 20th level, for 19 mana I would give one person a +5 morale bonus to attacks and fear saves and !AND! 5d8 + 100 temperary hit points. The puddle of drool on the floor indicated to me that perhaps it was a bit too strong. 120+ temp HP in addition to +5 to hit and fear saves seems beyond the scope of a 9th level spell to me. I'll have to think on it a bit more (9th level spells are supposed to be pretty sweet), but that was my gut reaction. The rest of it I thought was pretty well balanced. Onward to the Cs! -mike the amazing muskrat |
| Xeviat-DM02-15-05, 08:30 PM | alrighty. I skimmed through the first section. The only thing that made me flinch was Aid. Now, by flinch, what I really mean is "made my stubby little player-hands get all hot and sweaty." Tell me if I have misinterpreted it: fully augmented at 20th level, for 19 mana I would give one person a +5 morale bonus to attacks and fear saves and !AND! 5d8 + 100 temperary hit points. The puddle of drool on the floor indicated to me that perhaps it was a bit too strong. 120+ temp HP in addition to +5 to hit and fear saves seems beyond the scope of a 9th level spell to me. I'll have to think on it a bit more (9th level spells are supposed to be pretty sweet), but that was my gut reaction. The rest of it I thought was pretty well balanced. Onward to the Cs! -mike the amazing muskrat Holy crud! Entirely forgot to change that. I intended it to be 1d8+3, not 1d8+caster level, and the augment was to be +1d8+4. Part of me thinks it should be changed to a static number, like vigor. |
| Crashy7502-16-05, 05:37 PM | I'll start by suggesting some cosmetic changes. First of all, i think that all of the spells should have a chakra decipher- especially considering that it will determine caster level. Also, i saw a number of spells that still were part of the illusion/alteration/other non-existant/condensed into other schools. Perhaps you could refer to these as subschools of the parent schools- for example, illusion as a subschool of evocation? Also, some of the files have 3 rows, others 2 and still others with 1. I would go for 2 per page because i noticed that sometimes the tables overlap when u use 3. |
| Xeviat-DM02-16-05, 06:15 PM | I'll start by suggesting some cosmetic changes. First of all, i think that all of the spells should have a chakra decipher- especially considering that it will determine caster level. Also, i saw a number of spells that still were part of the illusion/alteration/other non-existant/condensed into other schools. Perhaps you could refer to these as subschools of the parent schools- for example, illusion as a subschool of evocation? Also, some of the files have 3 rows, others 2 and still others with 1. I would go for 2 per page because i noticed that sometimes the tables overlap when u use 3. Actually, you should probably just go to the Format menu, select Columns, and just set it to one column. They were set like that so I could look through them faster. I have not added their chakra descriptors, or concenced the spell schools just yet. They have been left as unchanged as they are so people who aren't playing in my campaign can get some use out of them. I greatly regret deleting references to sorcerer, bard, ranger, and paladin spells, and will be editing them back in eventually. Certain schools will be subschools. Illusion is definately a subschool of Evocation, though the mind-affecting ones will be enchantment. Abjurations are being filed amongst all of the schools, depending on their focus and methods, and transmutations are becoming enchantments or necromancies. Still ironing out how I will separate the abilities, such as what element the teleportation spells of the conjuration school will belong to (since all conjuration spells essentially "teleport" things to you from other planes, I'm not sure what element teleporting one's self should be; I want to make it air but I'm not sure if it should be limited). Again, thanks for the continued suport. I have made a post on the Campaign Workshop board, found Here: Three World's Campaign Setting (http://boards1.wizards.com/showthread.php?t=379299). If you like my changes, read and reply on it as well. Thanks all. |
| ManTimeForgot02-17-05, 07:29 PM | Most of it seems pretty solid and consistent. But one thing still erks me. Do ranks in chakra provide bonus ranks in chakra? Like every 5 ranks in fire one would get +2 and -1 to water? Because I'm not sure if I like that. I'm not sure if its a good idea to have chakra give a bonus to itself, if that is indeed how it is. Since physical stats provide a bonus to chakra as it is why not use that as the setup for focus/lack of focus? Or is that already how it is? My only issue with using stats is that you would actually want to avoid using stat modifiers. For instance say you have a 12 Con and an 8 Agi. You have +1 mod in con and -1 in agi. Now this might mean said person would have +1 to earth and -1 to air from their Con stat, but then what do you do with the agi stat? Does having a low agi stat translate into a bonus to earth? I think I would probably go with something where like for every 4 points in a stat the relevant chakra gets +1 and its opposite gets -1. Thus the person with 12 Con would be +3/-3 and the 8 agi person would be +2/-2. Dunno if thats appropriate or not though. Thank You all and have a nice day. Signed, The Man Time Forgot |
| Xeviat-DM02-17-05, 09:19 PM | I'm not sure what your question is ManTimeForgot. I am trying to keep the terminology I'm using consistant with the skill terminology. Perhaps I should define what each term means: Chakra Points: These are the points granted to you at first level and upon every level up. Characters gain 12 chakra points at first character level and an additional 3 chakra points with every level they gain. Chakra Rank: This is the total amount of chakra points on a single chakra. If a second level character has put 5 chakra points onto their Air chakra, they have an Air Chakra Rank of 5. Your Chakra Ranks cannot exceed your character level +3. Chakra Score: This is the sum of your a given Chakra Rank and that Chakra's associated ability score modifier. When every a chakra rank reaches a multiple of 5, you gain chakra bonuses and penalties to your ability scores. This will eventually increase ability score modifiers, which will increase chakra scores, but they do not increase chakra ranks. Air, Earth, Fire, and Water are known as Outer Chakras. When an outer chakra reaches 5 ranks, you gain a +2 chakra bonus to the chakra's associated ability score, and you suffer a -1 chakra penalty to the chakra's opposed chakra's associated ability score. (chakra bonus and chakra penalty are simply specific modifiers, just like inherrent and enhancement bonuses and penalties). Your ability scores modifiers are only applied to their associated chakra. Having a 12 Con grants a +1 bonus to your earth Chakra Score, and having an 8 Con would grant a -1 penalty to your earth Chakra Score. Your constitution score has no affect on your Air Chakra Score, but your Air Chakra Rank may apply penalties to your constitution score. For example, let's take our example wizard from before (starting ability scores Str 8, Dex 10, Con 13, Agi 12, Int 17, Wis 14, Cha 15). The character puts 4 points into Air, Earth, and Void at first character level. At 2nd level, the character adds 1 point to Air, Earth, and Void. This has increased their Air, Earth, and Void Chakra Ranks to 5, granting them bonuses and penalties to their ability scores. Air at 5 grants +2 to Agility and -1 to Constitution, Earth at 5 grants +2 to Constitution and -1 to Agility, while Void grants +1 to Int, Wis, or Cha (character's choice). Chakra bonuses and penalties to your ability scores stack with each other; after applying all bonuses and penalties, this wizard gains +1 to Con, +1 to Agility, and +1 to a single mental score of their choice (they choose Int). Because this increases their Con to 14 and their Int to 18, the increased modifiers do increase their chakra scores, increasing their caster levels, but since they cannot spend more mana on a single casting of a spell than their character level or their caster level, they are still limited in their power (but their spell ranges and durations are quite nice). When all's said and done, this character has the following chakra scores (ranks plus modifiers): Air 6, Earth 7, Fire -1, Water 0, Void 9. Their caster levels are as follows: Air 3, Earth 4, Fire 0, Water 0, Void 6. As a second level character, they are still limited to only spending 2 mana points on a single spell, so I forsee most characters attempting to balance their chakra spending so they don't "waist" their chakra points by having chakra scores higher than 3 + their character level (but this does mean their ability scores won't raise quite as quickly as other's). Is that more clear? |
| ManTimeForgot02-17-05, 11:57 PM | Ah. I understand now. So earth 10 grants +4 con and -2 agi. And only the ranks are taken into consideration for purposes of stat bonuses. But now i have to wonder 5 ranks in void grants +1 to a single mental stat? So 10 ranks in void means +2 to a mental stat of your choice? I'm not sure if I would go for that if casters are going to require all mentals, which based on your thread on the campaign board it seems as though you are. Though I do stand by my assessment of how to apply stat modifiers to chakra. I think using the number of a given stat to determine modifiers to chakra is better than using the stat modifiers to apply a modifier to chakra. Thank You all and have a nice day. Signed, The Man Time Forgot |
| Xeviat-DM02-18-05, 01:09 AM | Ah. I understand now. So earth 10 grants +4 con and -2 agi. And only the ranks are taken into consideration for purposes of stat bonuses. But now i have to wonder 5 ranks in void grants +1 to a single mental stat? So 10 ranks in void means +2 to a mental stat of your choice? I'm not sure if I would go for that if casters are going to require all mentals, which based on your thread on the campaign board it seems as though you are. Though I do stand by my assessment of how to apply stat modifiers to chakra. I think using the number of a given stat to determine modifiers to chakra is better than using the stat modifiers to apply a modifier to chakra. Thank You all and have a nice day. Signed, The Man Time Forgot ManTimeForgot, I guess you didn't fully read one of my later posts. I'll quote it: When a character's chakra rank reaches 5, they gain a +2 chakra bonus to the chakra's associated ability score, but suffer a -1 chakra penalty to the chakra's opposing chakra's ability score (Fire <-> Water; Air <-> Earth). This adjustment increases to +3/-1 at 10 ranks, +4/-2 at 15 ranks, and to +5/-2 at 20 ranks. As for Void, Void's bonus is smaller because it lacks a penalty and because Void is so necessary for all casters (since it is linked to the mental scores, which all casters need). I currently believe that Void should grant +1 to a mental score of your choice every 5 ranks, but it could be possible to have it grant +1 to all the mental scores (but I feel that that may be too powerful). I don't know what you mean by "using the number of a given stat to determine modifiers to chakra is better than using the stat modifiers to apply a modifier to chakra". Your chakra score is your chakra rank plus your ability score modifier (8 is -1, 10 is 0, 12 is +1, ect.). Maybe there's some confusion in all of the terms being used, but I'm not sure what you're suggesting. |
| ManTimeForgot02-18-05, 11:05 PM | Dude you are thinking reverse of what I am talking about. I understand fully how chakra affects stats. I am talking about how stats affects chakra. I am thinking that instead of using ability score modifier you should use the amount of points in a given stat to determine the chakra modifer due to ability score. This would allow you to apply both positive and negative effects to the chakra scores based on ability scores. This would make it so that a person who is really strong becomes more adept at fire as well as becoming bad at water. And I think void has to be +1 to all. Every six ranks means by 20th level you could have +3 to all mentals right? Lets assume void was 5 ranks for +2 to a given mental stat. That would be fine and dandy if it weren't for the chakra cap which prevents casters from sinking lots of points in there so as to get all the ability scores which should reflect the wisdom, understanding, willpower, insight, creative thinking, logic, etc that high level casters should possess. Besides that with the split emphasis on mental stats the casters are going to be required to possess more stats than the fighter/skill types. Ignoring constitution is going to be hard for any class, and the casters still need the other chakras for spellcasting, which means no ignoring the other stats. Plus you have to remember that with void upgrading every six and the fact that the +2 is going to be weighted against the fact that a physical type could conceivably keep two stats at peak we see there is balance in having void grant +1 to all. Thank You all and have a nice day. Signed, The Man Time Forgot |
| Xeviat-DM02-19-05, 01:38 PM | Okay, I think I see what you mean. Are you suggesting that a caster who has 5 ranks in Air who gains +2 Agi/-1 Con also gains +2 Air/-1 Earth? I'm not sure if I like that, since it doesn't really make too much sense to me. Not sure. As for Void, you're suggesting that every 5 ranks you gain +1 to all mentals, right? That means there's no way in heck that a spell caster wouldn't increase Void. It also removes the flavor of casters who have one low mental, which is possible in my system. And, I think it decreases the reasoning for having spell casting ability split amongst all three mentals. I do see the justification, but I'm not sure if that would push the system. Do you think that every caster getting +4 to all mentals would be bad for the system, because that's what they are going to gain when they have 20 ranks in void. Perhaps Void could grant bonuses to all mentals, but penalize physicals? Probably not, that doesn't fit the feel of monks and other characters who believe in true balance. A small update on spell/element classification: It looks like Void has too many spells. I need to decide upon a way of determining caster level for "magic" spells, spells which do not have an element. These would be things like detect magic, dispell magic, teleportation, and other abilities which every caster needs or every element uses (almost all conjuration spells use teleportation in some way, so teleportation really shouldn't be a specific element). Would it be fine to simply use a person's class level? That would set that very low compared to the others. Dispel Magic vs. the other's needs to be considered, since dispell magic is going to have to contend with the elivated caster levels of spells. Other issues crop up. What do you think? PS: I started to rebuild characters using this system, non-casters since I can't build spellcasters until I'm done with my elemental classifications, and I decided that chakra bonuses to ability scores for having high ranks would be as follows for Air, Earth, Fire, and Water: 5 Ranks: +1 to associated ability score. 10 Ranks: +2 to associated ability score/-1 to opposite ability score. 15 Ranks: +3 to associated ability score/-1 to opposite ability score. 20 Ranks: +4 to associated ability score/-2 to opposite ability score. This helps to reduce ups and downs in uncareful character's ability scores. It also makes the gains more reasonable in my eye. I'm still debating over Void. |
| Crashy7502-20-05, 01:08 AM | I think that he is talking about ability scores only altering chakra's. (and perhaps keeping ability scores at +1 per 4 levels.) Something like: Say i have these ability scores. Str: 14 (+2 mod to fire/-2 mod to water) Dex: 10 (+0 mod) Agi: 18 (+4 mod to Air/-4 to earth) Con: 17 (+3 to Earth/-3 to air) So, your 4 physical(sp) chakra mods would be: Fire: +2 (+2 from str, -0 from dex) Water: -2 (-2 from str, +0 from dex) Air: +1 (+4 from agi/-3 from con) Earth: -1 (-4 from agi/+3 from con) If I want a better earth (tho a lesser air) at 4th level i would add a point to con (giving both air and earth a +0) an interesting idea. Of course, i could have misunderstood myself. |
| Xeviat-DM02-20-05, 02:18 AM | If you're right, that would cause caster levels to be a bit more reasonable. But it would take away any incentive for non-casters to care about their chakras, and it would take away the idea of the system; that as your magical skill grows in certain ways, your body changes to accomidate it. We'll see what MTF meant. |
| Crashy7502-21-05, 03:20 AM | hmm i suppose. But that depends upon how u handle chakra's. Certain combat oriented feats could easly have chakra requirements. Also, prestige classes (even non magic ones) Wife's telling me to go to sleep. More later :P |
| Crashy7502-21-05, 09:52 PM | OK where was i? Non-mage uses for chakra.. Lets see..Please note i'm just brainstorming here: Synergy bonus to skills? Each 5 ranks in a chakra gives a bonus to related skills? Of course then what about void. Still perhaps there is a possibility here. Perhaps the bonus could be less for all three. Perhaps high chakra's could give bonuses related to their attribute: A high fire might give a bonus to dam. A high water gives a bonus to (AC or to strike. I forget offhand which this would affect) and so on. This would apply to related skills as well. Featz: For example a feat that allows one to jump to great heights might require a high air chakra. Another that might give DR 1/- could require a high earth chakra. This could also extend to Prestige classes. Perhaps they could help one resist certain types of spells or something. Perhaps a +1 vs. spells of the same (or opposite or both- perhaps balancing better with void (bonus for 2 chakra's) chakra per x ranks. |
| Xeviat-DM02-21-05, 10:36 PM | Eh, I'm pretty set on the way I have it running right now. One issue that came up, though, was SR and Dispel. Man Time Forgot and I worked on it, and decided that Dispel Checks and Spell Resistance Checks would be based on your class level, not your caster level. |