Post by Kirikami on Aug 8, 2011 0:17:01 GMT -5
The Symbologist and the Myst Weaver
It has occurred to me that a little re-working of magic, mostly for flavor is called for in this game.
The Wizard and the Sorcerer are two stipend classes in most DnD games. Here they are called "The Symbologist" and "The Myst Weaver" respectively. I believe it would be for the best to say now that divine magic is significantly unheard of in the most technological of societies. Because of this Symbologists have found symbols in the blood and bodies to create healing spells. Myst Weavers have been known to travel acting as mystic healers, weaving away pain and illness with the cool touch of the Myst.
The Symbologist studies and applies the use of 'Symbols', little parts of reality, sort of like it's DNA. Within every type of matter and energy, on the subatomic level, there are combinations of patterns that seem to flicker in and out of reality.
Each pattern seems to represent the atomic particles' various traits. By taking these symbols from all sorts of matter and energy, people are able to combine them- like DNA structures, to invoke and meld the Arcane Power of Creation Energy (Also known as Myst). Indeed, the only 'substance' in the known universe that doesn't contain it's own subatomic symbols is raw Creation.
In any case, by memorizing these symbols and invoking the creation energy of the body as a spark, one can cast various sorts of spells.
Symbologists memorize Symbols from their Spellbooks or other reading devices. Myst Weavers on the other hand, have an innate knack for creating the symbols from their very body and soul, allowing them a greater range of freedom. Such casting doesn't take as much mental focus, allowing Myst Weavers to sling spells far less prudently than the Symbologist.
Though the Myst Weaver can only learn a number of Spells (Further called Symbols) as dictated on the Sorcerer Class Table. They are static, and the same rules for switching out spells as the character levels up applies.
Below will outline the main changes for each class.
The Symbologist
- HD d6
- Skill Points: 4 + Int
- Skills: Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis) Knowledge (all skills, taken individually) (Int), Profession (Wis), Speak Language, Spellcraft (Int) Plus Two More Skills Chosen at Creation----------------------------------------Class Table----------------------------------------
- 1. Spellcasting, Specialization, Summon familiar, Scribe Scroll
- 2.
- 3. Spell Mastery 1
- 4.
- 5. Bonus Feat
- 6.
- 7. Spell Mastery 2
- 8. MetaSymbol Practice 1
- 9.
- 10. Bonus Feat
- 11. Spell Mastery 3
- 12.
- 13.
- 14.
- 15. Bonus Feat, Spell Mastery 4
- 16. Meta Symbol Practice 2
- 17.
- 18.
- 19.
- 20. Bonus Feat
Because of the adaptive power of Symbologists, very few military bodies or other similar groups are without at least one symbologists. They usually come from College where they learned the science behind the nature of symbols and Creation-based technology (as well as Fusion tech, etc), thus making them the perfect candidate for being an engineer on Starships, or even crafters of weapons and other devices.
Spellcasting: Just like normal wizards, with the exception of spells from the Creation Domain, these spells are added to the Symbologist spell-list.
Specialization:
Symbologists are able to specialize in a school of symbology, just like normal rules for wizards.
Should a Symbologist wish to cast Conjuration (Healing) spells, they must first ban a/another school of magic in exchange other than Divination and Universal.
Familiar: Just like normal Wizards.
Scribe Scroll: Just like normal Wizards.
Bonus Feats: Just like normal Wizards.
Spell Mastery I: At levels 3, 7, 11 and 15 a Symbologist chooses one spell that they can prepare and cast without the aid of their spellbook. Also, the Wizard may spontaneously give up a spell of the same level to cast one of her Mastered Spells. A Symbologist may reset their Spell Mastery Spells every odd level, not counting the levels they are accrued at.
MetaSymbol Practice: At levels 8 and 16, a Symbologist may remove one or two spell levels respectively increased by metamagic feats when casting MetaSymbol Spells. This ability may only be used a number of times per day equal to her Intelligence Modifier.
Myst Weaver
- HD d6
- Skill Points: 4 + Int
- Skills: Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Knowledge (Local), (Int) Profession (Wis), Spellcraft (Int), Use Magic Device (Cha) Plus Two More Skills Chosen at Creation----------------------------------------Class Table----------------------------------------
- 1. Spellcasting, Summon Familiar, Symbols of Power 1, First Symbol
- 2.
- 3.
- 4.
- 5.
- 6. Symbols of Power 2, Second Symbol, Share Symbol Power
- 7.
- 8.
- 9.
- 10.
- 11.
- 12. Symbols of Power 3, Third Symbol
- 13.
- 14.
- 15.
- 16.
- 17.
- 18. Symbols of Power 4
- 19.
- 20.
The Raw Amount of Creation Energy that the Myst Weaver can call foth, on a whim no less, is astounding. Myst Weavers tend to be rare around the universe, the exact opposite of Symbologists. Most Myst Weavers never touched a school book, but still gained their powers as they went on, feeling the symbols speak voiceless words of the endless sea of space. For whatever reason, most Drifters tend to be Myst Weavers over Symbologists, and from this stand point a lot of rumors and stories pop up over the lands.
One can tell a Myst Weaver by the symbols on her skin, the more powerful they are the more stretched out- like living tattoos they become. Their colors and designs range and vary widely. Some try to cover them up, while others bare them proudly, and use them to their advantage in social situations. The respect it demands is real, but it comes with the price of borderline pariah-hood.
Spellcasting:
Myst Weavers pull from a pool of magic, that's measured by the total amount of spell levels per day she can cast, not including Cantrips. When a Myst Weaver wishes to cast a Symbol on her Symbol List, she deducts it's spell level from her pool, and all rules regarding the losing of spells still apply like normal spellcasting. Cantrips can be used a number of times per day equal to twice the Myst Weaver's Charisma Modifier.
Example: Fauna is a forth level Myst Weaver, and NORMALLY she'd be able to cast six 1st-Level and three 2nd-Level spells. Instead, the total level of her available spells are counted: (6 x 1) + (3 x 2) = 12, meaning she has a Magic Pool of 12 to cast her spells from per day. She could cast 12 1st Level Spells, 6 2nd Level spells, or any combination between as long as the spell levels don't go over 12.
Example 2: Fauna invokes the symbol of "Magic Missile", a first level symbol.
Cast Magic Missile, 1st level spell
12/12 minus 1 = 11/12, she has 11 Magic Points left for the day.
The Myst Weaver uses the Sorcerer Spell list and is allowed to learn spells from the Creation Domain. As such, these spells are added to the Myst Weaver's spell-list.
Should a Myst Weaver wish to cast Conjuration (Healing) spells, they must first ban a school of magic in exchange; other than Divination and Universal.
Familiar: Just like normal rules for Sorcerers.
Symbols of Power: Literally embodying the power of Creation Energy, vivid tattoo-like symbols grow around the body as the Myst Weaver practices her powers. These symbols grant the Weaver different bonuses over time, eventually allowing such bonuses to reach the Myst Weaver's familiar.
One symbol is granted at first level and chosen every six levels, excluding 18th, and cannot be changed later on. This allows the Myst Weaver to manifest their symbols in a certain way. cultivating a representation of their spiritual essence. You can only choose one Symbol from each category.
Symbols of Body
Symbol of Vim: Symbols 1: Gain "False Life" As spell like 1/day per Symbols attained. Once at one and twice at 6 etc. This effect always counts as being Maximized. Symbols 2: Gain a +2 Bonus to Fortitude Saves as a swift action for the encounter, 1/day per Symbols attained. Symbols 3: When using a Skill that involves a Physical Attribute, the character may take '10' even while rushed or threatened. Once per day the character may take 20 on such a check, but does not count as an instant success. Symbols 4: Gain Improved Toughness, as the Feat. If the character already has Improved Toughness, than this stacks with it. The character also gains a permanent +2 Unnamed bonus to Fortitude and Reflex Saves. |
Symbol of Pulchritude Symbols 1: Lesser Restoration, personal only, as a spell-like ability for the purposes of restoring only Mental Attributes- 1/day per Symbols attained. Once at one and twice at 6 etc. Symbols 2: Gain a +2 insight bonus on Bluff, Diplomacy, Gather Information, Intimidate and Use Magic Device Checks. Symbols 3: When using a skill that involves Charisma, the character may take '10' even while rushed or threatened. Once per day the character may take 20 on such a check, but does not count as an instant success. Symbols 4: Your Pulchritude and force of personality grant you one additional spell known throughout all cast-able spell levels. |
Elemental Symbols
Symbol of Earth Symbol 1: +1 Natural Armor/4 levels, you know how to speak Terran as a bonus language. Symbol 2: You gain a +2 Communion bonus to attack rolls when standing on Earth (Dirt, grassy dirt) or Stone. You gain a similar bonus when using any Charisma based skills when interacting with creatures of the Earth Type or Subtype. Symbol 3. Once per day per Symbols of Power attained, the character may Earth Glide as the Earth Elemental ability for a number of rounds equal to your Charisma Modifier. The character doesn't need to breathe as long as she remains in some type of Earth. (Ex: She can't activate this ability in Space without Rock to glide into) Symbol 4: Once per day, may Shapechange into any creature with the Earth type or Subtype as the spell. |
Symbol of Water Symbol 1: The character gains a swim speed equal to her land speed, and may breath water as easy as air. She learns Aquan, and may fight and complete verbal components to her Symbols underwater at no penalty. Symbol 2: You gain a +2 Communion bonus to attack rolls when standing or swimming on/in the water (must at least be enough water to fill the character's width of the square). You gain a similar bonus when using any Charisma based skills when interacting with creatures of the Water Type or Subtype. Symbol 3. You gain the ability to Water Walk as the Spell as an (Ex)- ability when your body is at least half way out of the water. This ability is usable once per day per Symbols of Power attained Symbol 4: Once per day, may Shapechange into any creature with the Water type or Subtype as the spell. |
Symbol of Fire Symbol 1: The character gains Resistance to Fire 5 per Symbols attained, which is only active while the character is conscious. Also, while touching a source of fire, or being hit for fire damage (like from a Laser Rifle) the character may take a standard or immediate action to cast Scorching Ray, as the spell, except the damage dealt (Including Damage Resisted) depends on the intensity of the heat source (Or how much damage it causes). 1-10: 1 Ray for 2d6 Fire 11-15: 1 Ray for 3d6 Fire 16-20: 1 Ray for 4d6 Fire 21-25: 2 Rays, 1 for 4d6, the other 2d6 26-30: 2 Rays, 1 for 4d6, the other 3d6 31-35: 2 Rays, both for 4d6 36-40: 3 Rays, Two for 4d6, one for 2d6 41-45:3 Rays, Two for 4d6, one for 3d6 46+: 3 Rays for 4d6 damage These Rays have a range of 100ft, and each use a Ranged Touch Attack like the Scorching Ray spell. This ability may be used a number of times a day equal to the character's Charisma Modifier. Symbol 2: You gain a +2 Communion bonus to attack rolls when either using a spell with the Fire Descriptor, attacking with a weapon that deals Fire Damage from magical means, or to opposed caster level checks to resist another caster countering your fire spells. You gain a similar bonus when using any Charisma based skills when interacting with creatures of the Fire Type or Subtype. Symbol 3: Once per day per Symbol attained, the character may invoke Fire Shield as a spell Like ability as a Swift Action. The damage dealt with the shield is fire Damage, but protects against both fire and cold when used. The damage it deals against attacking foes is equal to 1d8+Caster Lever (Max 20). Symbol 4: Once per day, may Shapechange into any creature with the Fire type or Subtype as the spell. |
Symbol of Air Symbol 1: Once per day per Symbols attained the character gains a flight speed equal to two times their base movement speed with average maneuverability, and are always considered acclimated to high places. The former ability lasts for ten minutes per point of Charisma Modifier. Symbol 2: You gain a +2 Communion bonus to attack rolls when flying at least 50 feet off the ground, or when ever you are in high places (mountains, sky cities, as deemed appropriate by your DM). You gain a similar bonus when using any Charisma based skills when interacting with creatures of the Air Type or Subtype. Symbol 3. The character may use Wind Walk, as the spell, a number of times per day equal to Symbols attained- except it effects one creature per two caster levels instead of one per three. Also, maneuverability is always average or higher, even at top speed. The only draw back is, leaving the vapor form ends the effect entirely, and while Wind Walking creatures are unable to effectively harm other creatures, as the air in this case is not a tool for conflict as much as it is a means of travel and escape. Symbol 4: Once per day, may Shapechange into any creature with the Air type or Subtype as the spell. |
Symbols of Mind
Symbol of the Soothsayer Symbol 1: Once per day, the character may take an extra Swift, Immediate or Move action as a free action. Symbol 2: When taking any defensive or using a feat such as Combat Expertise to raise her AC, the character can double that bonus until it would regularly expire. Also, if the character has the Dodge feat, it's bonus granted is either +2 or the character's Charisma Modifier, whichever is better. Symbol 3: When Scrying or doing similar divinations, the character doesn't need a divine/arcane focus, nor a bowl to look into. She can see all divinations through her very eyes. Though while scrying in this manner the character is considered blind to the environment around her until either the spell is ended or the duration ends the spell. Symbol 4: The character gains a Divination spell from every level and adds them to her spells-known list. |
Symbol of the Scholar Symbol 1: The character adds a number of Knowledge Skills to her class list equal to her intelligence modifier, and gains the "Knowledge Devotion" feat. The character also gains the "Linguistics" Compound Skill as a class skill. Symbol 2: When using knowledge Devotion to gain an insight bonus against enemies, the character gains a bonus to her spell DCs equal to one half the bonus granted by knowledge devotion against the specific foe rounded up, minimum 1, maximum 3 (Unnamed Bonus). This bonus lasts until the end of the encounter, and can only be applied to spells a number of times per day equal to the character's Intelligence Modifier +1. Symbol 3: The character may choose to apply the Knowledge Devotion Insight Bonus granted by their knowledge roll to their AC as an Insight bonus to AC for the encounter. Symbol 4: This level of Symbol attainment allows the Character to take 10 on knowledge checks, even when threatened or rushed, and even for the use of Knowledge devotion. |
Symbol of Obfuscation Symbol 1: The character gains the "Stealth" compound skill and can use a swift action to go invisible as the spell for one round per caster level (max 5) once per day per Symbols attained. Similarly, the character may forgo the Invisibility to be able to create a Sphere of Darkness in a 30 ft radius, which can be hurled 100 ft + 10 ft/caster level (Max 150). Only your eyes, or the eyes of another Myst Weaver with the Symbol of Obfuscation may pierce it. Night vision technology grants some vision, making for partial concealment (20% Miss)- Thermal Goggles register all heated bodies within the darkness bypassing the concealment. the effect lasts one round per caster level (max 5) and is usable once per day per Symbols attained. Symbol 2: If an enemy is caught flat footed from an attack of one of your Weapon-Like Spells, the enemy must take a DC (10 + 1/2 Caster level + Charisma Mod) Will Save, or become confused for 1d4 rounds as the spell. Symbol 3. At this level of Symbol Power, the Myst Weaver is always under a constant 'Undetectable Alignment' effect even while unconscious. This is a supernatural ability. As an extraordinary ability, the character as always counted one step worse on the Scrying table for "Knowledge" and does not incur any penalties on Will saves for the Scryer having any "Connections". Symbol 4: The character is always counted as being under the effect of a Mind Blank spell as supernatural ability. The character becomes aware of such affects, and decided whether or not to allow them to happen. |
MORE MAY COME