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View Full Version : Another alternative caster [3E Concept - seeking comments/help and suggestions]



lesser_minion
2008-12-22, 09:13 PM
Something I've wanted to do for a few weeks now (apart from thinking up strange and interesting ways of balancing magic and metamagic) is to create a new alternative spellcaster who is, like a sorcerer, gifted in manipulating magic but focusing on finesse and control rather than raw power.

Unlike the Vancian casters, this character would be able to shape the raw essence of magic on the fly, becoming attuned to particular aspects of the ambient magic of her surroundings which can affect the powers she manifests. They would be a true 'enduring caster' - I was planning on avoiding things like damage or fatigue as a balancing factor for these characters.

The character would essentially be an enduring spellcaster, specialising in spells that grant auras and buffs, transform things and control things - one problem with this portfolio is that they run the risk of turning into a Super Batman unless I'm careful.

The powers would also include some aggressive continuous direct-damage spells, some really powerful antimagic exclusives representing the character's ability to reshape the flow of magic for other casters (to avoid cheese, I'm not going to include 'spellcasting buffs'). Being more sensitive to magic, they would also gain a few magic detection class features.

I want the character to have some sense of 'mastery' over magic, so the current balancing factor I have in mind is as follows:

Mystic Attunement:
In order to weave magic or maintain magical effects, this character must enter a state of heightened sensitivity to the ebb and flow of magic around her - this requires a measure of concentration and is commonly referred to as mystic attunement.

For the purposes of spells and effects which are designed to target psionically focused characters, mystic attunement can be considered a magical equivalent - effects which work differently on focused characters also work in the same way on attuned characters.

An attuned character who fails to save against an effect or takes hitpoint damage equal to or greater than her class level plus her wisdom modifier must make a Concentration check (DC 5 + Damage taken or save DC of the effect that targeted them) or lose her attunement. She may regain her attunement with a DC20 Concentration Check, made as a full-round action provoking attacks of opportunity.

The character also loses attunement if she fails to weave an effect due to a failed weaving or concentration roll - if she begins to lose control of her magic, she can instinctively shut off her connection instead of suffering harm.

I've decided on a kind of mechanic for Weaving - basically, you will have a small number of 'Aspects' which represent your control over particular forms of magic.

At the moment I really need help thinking of ideas for Aspects and the possible effects. There are a few obvious ones - Fire, Water, Earth and Air for example. An Aspect almost always refers to the sort of things it effects, similar to Forms from Ars Magica.

Current ideas:
Fire Water Earth Air Spirit? Fury or Anger Wrath Body Calm or Tranquility Light Darkness Shadow


The spellcasting mechanic basically works by allowing you to create 'spells' on the fly - each Aspect gives a basic guideline to the effects it can produce on its own, and most Aspects can be combined to produce more powerful effects.

This is my first real attempt at a homebrew class, and I know it will be vaguely different. Please feel free to make comments or suggestions.

lesser_minion
2008-12-24, 12:42 PM
OK, I'm going to post the class progression as it stands at the moment. I'm currently working on the casting system, but this character will be able to weave spells (see above)

{TABLE=head]
Level|
Base Attack|
Fortitude Save|

Reflex Save|
Will Save|
Special|
Aspects available
1|+0|+0|+0|+2|Mystic Attunement, Magic Sensitivity|2
2|+1|+0|+0|+3|Arcane Shield, Lesser|3
3|+1|+1|+1|+3|-|3
4|+2|+1|+1|+4|Insight +1, Arcane Mastery|4
5|+2|+1|+1|+4|Arcane Sight|4
6|+3|+2|+2|+5|-|5
7|+3|+2|+2|+5|Arcane Shield|5
8|+4|+2|+2|+6|Insight +2|6
9|+4|+3|+3|+6|-|6
10|+5|+3|+3|+7|-|7
11|+5|+3|+3|+7|-|7
12|+6/+1|+4|+4|+8|Insight +3|8
13|+6/+1|+4|+4|+8|Arcane Sight, Greater|8
14|+7/+2|+4|+4|+9|-|9
15|+7/+2|+5|+5|+9|Arcane Shield, Greater|9
16|+8/+3|+5|+5|+10|Insight +4|10
17|+8/+3|+5|+5|+10|-|10
18|+9/+4|+6|+6|+11|-|11
19|+9/+4|+6|+6|+11|-|11
20|+10/+5|+6|+6|+12|Insight +5, Final Disjunction|12
[/TABLE]

Notes:

Hit Die: d6
Base Attack: poor (as Wizard)
Good Saves: Will only
Skill Points:
4 x (2 + Int modifier) at 1st level
2 + Int modifier at each subsequent level.

The Weaver has the following skills as Class Skills:
Bluff Concentration Craft Decipher Script Knowledge(arcana) Knowledge (religion) Knowledge (The Planes) Knowledge (Nature) Diplomacy Spellcraft Gather Information Profession Use Magic Device



The Spellweaver is proficient in the following weapons:
All simple weapons.
The Weaver has no armour proficiencies. She suffers a chance of failing any spell she attempts to cast while wearing any form of armour. This is equal to the chance a wizard or sorcerer would suffer. Because a Spellweaver actually redirects a spell loads of times after casting, this is less major than normal. Additionally, she suffers a doubled armour check penalty to concentration checks, spellcraft checks and weaving rolls pertaining to her class features and spellweaving


The Spellweaver has some abilities that replicate spells. Use her weaving level (the sum of her level in this class plus any other class that specifically raises her weaving level)as the caster level for any such abilities.

The following are class features of the Spellweaver
Mystic Attunement
In order to weave magic or maintain magical effects, a spellweaver must enter a state of heightened sensitivity to the ebb and flow of magic around her - this requires a measure of concentration and is commonly referred to as mystic attunement. (note: a character in this state is described as being attuned in this class description, and in the abilities that will follow.)

A Spellweaver's weaving level is equal to her class level in this class, plus any increases from classes that specifically increase weaver level.

For the purposes of spells and effects which are designed to target psionically focused characters, mystic attunement can be considered a magical equivalent - effects which work differently on psionically focused characters also work in the same way on attuned characters.

An attuned character who fails to save against an effect or takes hitpoint damage equal to or greater than her weaver level plus her wisdom modifier must make a Concentration check (DC 5 + Damage taken or save DC of the effect that targeted them) or lose her attunement. She may regain her attunement with a DC20 Concentration Check, made as a full-round action provoking attacks of opportunity.

The character also loses attunement if she fails to weave an effect due to a failed weaving or concentration roll - if she begins to lose control of her magic, she can instinctively shut off her connection instead of suffering harm.

A character subject to the Mystic Attunement rule may not benefit from any spell resistance, power resistance or related ability while attuned. Any supernatural, spell-like, psionic, psi-like, truenaming or spellcasting ability the character may posses can only be effective while the character is attuned, regardless of the source of those abilities or resistances.


Magic Sensitivity(Su):
While attuned, the Spellweaver can coincentrate at any time to reveal magical auras in her vicinity. This is similar to concentrating on a Detect Magic spell, although it takes no action to activate the ability.

At 5th level, the character has the effect of a continuous Arcane Sight spell, and at 13th level this improves to a continuous Greater Arcane Sight

Arcane Shield(Ex): At 2nd level, the character gains Lesser Arcane Shield, granting Spell Resistance 11 + Weaving Level against any arcane spell, spell-like ability that duplicates an arcane spell or psionic power. This ability prevents them from lowering their spell resistance, or having it suppressed, except by the effects of the character's own class features.

At 7th level, the character gains Arcane Shield, meaning that spell resistance from this class applies against all spells, powers and spell-like abilities, and improves by +4

At 15th level, the character gains Greater Arcane Shield. She may expend a use of Arcane Mastery as an immediate action to counter any spell that would affect her.

Insight (Ex): The character gains a +1 bonus per four levels to any saving throws against any effect that would be suppressed by an antimagic field.

Final Disjunction (Su):
This ability has medium range (100ft + 10ft/weaver level), and requires a standard action, at the end of which the weaver loses mystic attunement and is stunned for d4 rounds. This ability also suppresses the character's spell resistance until they regain Mystic Attunement, which may not happen for one round per caster level of the effect suppressed or dispelled. It also requires the expenditure of one use of Arcane Mastery.

At 20th level, the weaver gains Final Disjunction. This is extremely effective. It can be employed as either:
An automatically-successful targeted Greater Dispel Magic, with the exception that it cannot affect items.
To automatically dispel any active spell effect (i.e. NOT one with a duration of Instant) which would be vulnerable to a Mage's Disjunction - including Antimagic Field, for example. This is not a Disjunction, it merely negates a single spell effect that a Disjunction could negate.
Temporarily render a magic item inert. This lasts for up to one minute per caster level.



Spellweaving:
A spellweaver can cast spells by manipulating the flow of magic itself directly. While her spells are less powerful than those of a wizard or sorcerer, she can cast spells with much more flexibility than a sorcerer might.

A spellweaver can manipulate magic from up to 2 + 1/2 class level Aspects, which will be described later.

If a creature has SR which is higher than the weaving roll, it is not affected by any effects the spell may have. Note that the Spellweaver could redirect the spell to try again to beat SR

Arcane Mastery (Su):
Even the Spellweaver must use the sledgehammer at times. From 4th level onwards, she may wield a much greater power up to 3+Charisma bonus times per day.

She may expend one use of Arcane Mastery to make her spell bypass a magical defence that is dependent on spell level, such as Globe of Invulnerability. This works provided her weaving level is at least double the highest level spell the globe or related effect blocks. Using this ability also shatters the defence if effective. Spellweavers are powerful when they need to be. Note that otherwise, any effect that blocks spells of up to a certain level will block all woven spells. Spellweaving effects cannot be turned or reflected, however.

She may expend one use to power her Final Disjunction ability

She may spend one use to power her Greater Arcane Shield

She may also expend one use to augment one of her spells. This allows it to count as being a spell of level equal to half her weaving level in addition to the augmentation applied.




Final Disjunction seems to have reached a reasonable balance, thanks mainly to ShneekeyTheLost and Innis Cabal for the suggestions with respect to this ability (what I had on paper was post-epic broken and even after I toned it down to post it was still overpowered).

The character has a few dead levels at the moment As soon as I finish the casting system and spells, I will post it - this should hopefully make the class more playable.

I didn't want the character to scream 'power', which is why Spellweavers have so few uses of the Arcane Mastery ability. For which I'm trying to think of a better name - possibly 'Power Surge'

Innis Cabal
2008-12-24, 12:55 PM
Final Disjunction is way to powerful for a class ability. Even if its a capstone.

lesser_minion
2008-12-24, 01:08 PM
I know it's powerful. The character will not have any other ways to eliminate defenses that have a specific removal method, hence the provision of that capstone. Do you have any suggestions for making it a little weaker?

Also, is the dispelling effect of Greater Arcane Shield OK? It could be an absolute lifesaver for most parties, because of the character's high spell resistance (remember that casters don't get abilities such as Spell Penetration against it, and it's quite high even before that.)

Would it be better to just change the SR to 15+level instead of 13+level but blocking any anti-SR effects? At the moment, the basic idea is to make the character good against the overpowered classes without becoming overpowered against weaker classes.

ShneekeyTheLost
2008-12-24, 01:08 PM
Final Disjunction is way to powerful for a class ability. Even if its a capstone.

I disagree. It's better than MDK because it won't blow up items. It's what MDK should have been.

Some questions:

Why d6 HD and not d4? They don't use or burn hps on anything.

Am I reading correctly that a caster has to drop his shielding to be able to cast spells? So basically he's having to choose between being able to shrug off a lot of magical effects OR being able to cast magic? This sounds... exploitable, particularly the 2 level dip.

Honestly, I think this is a wonderful concept, only it doesn't fit in 3.5 very well, due to inherent inconsistancies in the vatican system of spellcasting tht D&D has wedded itself to.

Innis Cabal
2008-12-24, 01:11 PM
Ya, but thats a 9th level spell you can't knock around when ever you want.

Not only that but it can ruin prepared spells and PP and...really. Thats way to poweful even for a cap stone. No one should be able to AT WILL a MKD.

As for making it less powerful. If you want to get a character that lowers defenses and such thats fine...but as a cap stone this should be removed and have something less insane added. If not your character will be hated by friend and foe alike.

lesser_minion
2008-12-24, 01:16 PM
I've removed the anti-caster thing, and changed it to be just slightly more powerful than MKD (and it loses the benefit against walls of stone, walls of iron etc.) I've added the option to use it as a Break Enchantment.

Note that it is not 'whenever you want' - it does have a quite serious drawback in the loss of the ability to gain attunement for the next hour (and stuns you for d4 rounds...)

ShneekeyTheLost
2008-12-24, 01:16 PM
Ya, but thats a 9th level spell you can't knock around when ever you want.

Not only that but it can ruin prepared spells and PP and...really. Thats way to poweful even for a cap stone. No one should be able to AT WILL a MKD.

As for making it less powerful. If you want to get a character that lowers defenses and such thats fine...but as a cap stone this should be removed and have something less insane added. If not your character will be hated by friend and foe alike.

Ahh, yes... I didn't grok the 'at will' ness... yes, broken. 1d4 rounds of stunned is pointless, because everything will be so completely nerfed it will be destroyed in the next round.

lesser_minion
2008-12-24, 01:19 PM
Note also that the character loses spellcasting ability for an hour, and that I've also nerfed it to only affect one spell or psionic power, NOT the area of a Disjunction. If it's still too powerful (I wouldn't actually use it unless I was desparate under those conditions...)

The thing about not affecting items only came in when I edited it - it was a bit nastier earlier on.

Innis Cabal
2008-12-24, 01:21 PM
I've removed the anti-caster thing, and changed it to be just slightly more powerful than MKD (and it loses the benefit against walls of stone, walls of iron etc.) I've added the option to use it as a Break Enchantment.

Note that it is not 'whenever you want' - it does have a quite serious drawback in the loss of the ability to gain attunement for the next hour (and stuns you for d4 rounds...)

An at will capstone -should not- be more powerful then a 9th level spell. Period

lesser_minion
2008-12-24, 01:49 PM
An at will capstone -should not- be more powerful then a 9th level spell. Period

OK. With the revised Final Disjunction:

Can negate a single spell or psionic effect, automatically.
Can negate an AMF with 40% chance, twice normal because the character's particular specialty suggests that that makes sense.
Can negate a spell or psionic ability that normally cannot be disjoined, such as Prismatic Wall sorry, that was the spell I had in mind but it actually ignores AMFs only, not MKDs.
Can only affect ONE spell, sla or psionic effect.
The character cannot cast spells for one hour afterwards, and is stunned for d4 rounds.


The actual Disjunction spell:
Has a shorter range Has a 40ft radius burst (so can hit a lot more) Only has a 20% chance to end an AMF at this level, but can also destroy magic items Can destroy artifacts Does not harm the caster unless they destroy an artifact May not affect certain spells that Final Disjunction could affect Cannot be used as Break Enchantment


While the Mage's Disjunction is blatantly broken, and less effective against one item, I don't think the Final Disjunction ability compares favourably with it. In most cases, the target of the spell is actually going to be better off unless the weaver's friends are extremely fast to take them down, because of the sheer hideousness of the backlash.

I can see what you mean about the Arcane Shield effect. Yes, the idea is that you must forfeit the benefit if you want to be able to cast spells. It also blocks a selection of effects at the moment, but I'm about to edit that out in favour of a larger resistance bonus when they gain Divine Shield (which I'm going to rename because at the moment it sounds like a WoW ability.)

I don't see much two-level dip abuse. A two level dip gives you:

Spell Resistance 13. And no, it doesn't improve unless you commit to this class.
+3 on Will Saves
8 + (2x int bonus) skill points
A couple of supernatural abilities - these could actually be pretty handy. A pity they don't apply while your SR of 13 does.
You now provoke AoO's to lower your spell resistance, and must make a Concentration check to do so.
+1 BAB and 2d6 hitpoints


I don't think that's very useful compared with what the character probably lost. Especially when the SR only applies to particular spells. Saying that, SR at 2nd level might be overpowered in and of itself.

It improves to grant the really cool stuff like dispelling spells at a much higher level. I'm going to change 'Dispel-with-a-save' to Fortitude and Will saves only, though.

ShneekeyTheLost
2008-12-24, 02:18 PM
Here's what I'd do with your Disjunction:

It can do ONE of the following:

1) negate an AMF. Come on, this guy is messing directly with the flow of magic. Throw him a bone. This isn't too broken.

2) Strip all spell effects from an individual (no save). Does not affect magic items Like Greater Dispel, only without a save.

3) SUPPRESS the effect of one magic item for *class level* rounds.

4) Break Enchantment on a single target

5) Negate any single currently active spell effect with a duration greater than Instant. (this prevents removing 'real' objects like Wall of Stone, and other such abuse, while doing what you want to do).

lesser_minion
2008-12-24, 02:27 PM
I think you're probably right there - that makes a decent capstone, and it's not as completely pathetic as the ability I ended up with.

I've edited it so it's now close to your suggestion. I've also clarified some of the abilities, and made the penalties suffered while the character is blocking off magic a bit harsher (as in supernatural abilities, SLAs and spellcasting from other classes is now out as well).

On that subject, I think it might be better made available at a lower level, with the Greater Arcane Shield effect as a capstone - after all, Greater Arcane Shield is probably the most powerful case of Spell Resistance Iin the game, especially with the Insight bonus to saves.

I should probably cut the penalties the guy suffers as well though. At the moment they don't make any sense.

Thanks for the feedback!

lesser_minion
2008-12-24, 06:59 PM
I've posted some basic rules for spellweaving, which I will edit to be consistent with the rules below - I'm going to sleep now! I'll start getting the actual Aspects from which a spellweaver may choose written up probably on the 27th because of various christmas parties and events. Everything might have started to fit together in my head. I'm still working on getting it onto paper. And I'll try and write some more fluff.

Unfortunately the fluff isn't my specialty.

A couple of other ideas I've had include a PrC that will add summoning capabilities, and another that has a mild form of shapechanging ability.

When I introduce spellweaving to my campaign setting, a few post-epic awesome rules from this forum will probably be there as well. So I might PM a few people and ask if it's OK adding a few references to their material in here. I'm not going to elaborate on that until I'm closer to getting the first class off of the ground, though.

lesser_minion
2008-12-24, 09:08 PM
Notes:
OK, these are the proper basic rules of spellweaving. They provide enough material to provide a general idea of the system. I may add more common effect types if I think of them or in response to suggestions.


Spellweaving Rules:

A Spellweaver casts spells based on the aspects to which she is attuned. The first stage in weaving is to choose an Aspect to manifest. A Spellweaver can manifest only a small number of Aspects simultaneously, and will begin to tire after maintaining these effects for exceptional lengths of time. Only certain Aspects can be woven together into a Spellweaver effect. This is necessary for game balance. A spell woven from several Aspects of magic is more effective than one woven from but one Aspect, as the Aspects can complement each other.

Common effect types:

Aura. A Spellweaver may project an aura which affects all allies or all enemies within a 30ft radius. An Aura can be maintained for up to an hour, devided by the number of Aspects woven into the Aura (i.e. one Aspect for 1 hour, 2 Aspects for 30 minutes, 3 for 20 minutes, 4 for 15 minutes). Common effects of Auras include bonuses or penalties on certain dice rolls, additional resistances and AC bonuses.

Radiance. A Spellweaver can also surround herself with some form of magical energy. This can potentially damage, heal or otherwise affect anyone within a 20ft radius sphere, centred on the weaver.

Lash. A Spellweaver may choose to lash out with some form of energy, corresponding to the magic they are using. This typically does a small amount of damage, but always hits its target.

Strike. A Spellweaver may also wreathe herself in energy which discharges when she strikes an opponent in melee

Imbue. A Spellweaver can imbue a weapon she is carrying with energy.

Martyrdom. A Spellweaver can choose to accept any effects related to her element, taking all of the pain on behalf of his or her companions. Please note that Spellweavers have a d6 hit die, so this application of spellweaving can generally be described as suicidal.

Touch. A Spellweaver may infuse her allies with some tiny portion of magic. This lasts for an extremely short time.

Control. A Spellweaver can take control of something relevant to the Aspect of her spell.

Casting A Spell:
Provided that she has Mystic Attunement, a Spellweaver can weave a spell as a full-round action, provoking normal attacks of opportunity. This essentially involves selecting the Aspects she wishes to combine into her spell. The Aspects below specify with which other Aspects they may be combined, and the likely results of such a spell - combinations of Aspects give rise to more powerful spells with qualities of more than one Aspect. With the permission of the DM, a Spellweaver may attempt to combine Aspects that are not specified below. The DM has the final say on the effect of such a combination, and may veto it before telling the player that he intends to do so.

Once a spell is woven, the Spellweaver must then spend a standard action directing it. This is the point where she chooses the exact effects of her spell - i.e. whether she wishes to project an aura, or blast something or whatever. She may redirect the spell to have another effect later - this is the key advantage of Spellweaver magic. Each time she directs or redirects a spell, she must make a further Weaving check.

The DC for a weaving check to direct a spell is equal to:


DC 11 + 2 x magnitude of effect

An effect's magnitude determines the range, area and power of a spell. Note that the weaving check must always be rolled. A natural 1 always fails, but a natural 20 does not always succeed. The DM should determine the magnitude of a given range to the target - you should declare any other effects and work out the overall magnitude required for your effect before rolling. If your roll is inadequate, you miscast.

A woven spell can be maintained for a certain increment of time depending on the number of Aspects involved. For each time increment that elapses, the weaver suffers d6 nonlethal damage and must make a Concentration check or lose attunement. She may dismiss her spell as a full-round action.

lesser_minion
2008-12-26, 10:08 PM
OK, the general format for each Aspect is basically going to list ten or so effects that a Spellweaver might be able to achieve by manipulating that Aspect. It will also explain the Synergies available using the Aspect. The powers available to an Aspect are really guidelines to common effects - hence the rules above on Auras and so on.

This is just a general impression of what I want to get out of the Spellweaver's signiature ability.

The listed powers should be seen as guidelines to possible effects. The main rules that should be borne in mind are that Spellweavers are limited to a small range of magical 'shapes' - they can, however, shape most of their Aspects into these 'shapes'

The Aspect of Fire will be the first Aspect I write out in full. It will have the following abilities most likely, plus a few others:
Can be combined with Earth, Air and Water Aspects (maybe more) Can grant either Fire Resistance or SR vs. Fire Spells only. This will be an aura effect Can create a small ball of flame which travels unerringly to strike an opponent, inflicting damage. The character will also have to save or suffer possible equipment damage and catch fire Can create a cone or line of fire. Move fires around, make them burn brighter, or cool and eventually extinguish them. Ignite a flammable material or substance Take any fire damage dealt to allies in the aura radius Wreathe a weapon in flames Create an aura which makes certain objects catch fire, slowly increasing in power to eventually damage people Block a fire effect completely


The blasting powers and a few others will discharge the spell, forcing the Spellweaver to recast it. That will probably make blasting a bad choice, but the other effects will need maintaining - which is always going to be a problem.

A Fire/Water synergy will work, even though D&D conventionally portrays them as opposites. Synergies will generally be more powerful than single-aspect spells, but maybe more limited - this particular option will enable you to do things like boil someone's blood for massive damage.

You will also be able to transmute materials appropiate to Aspects from a synergy between each other. That will take probably some of the most work of this whole casting system to balance, but I think it opens some interesting possibilities - transmuting a fireball into a ball of water, for example. With luck, these will all be reasonably subtle, except for the occasional transmute target's blood to fire spell.