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View Full Version : Magic in the Mists (Ethereal Magic) [3.5 Classes PEACH]



Owrtho
2010-05-26, 05:53 PM
Well, some of you might recognize some of this, but with the end of Gareth's Base Class Challenge (http://www.giantitp.com/forums/showthread.php?t=152819), I've decided to continue working on the Twilight Caster and ethereal magic. As such I've made this thread. It shall contain not only the Twilight Caster, but also the Ethercaster (the previously only mentioned class that focuses solely on ethereal magic).

Also, I'd like to thank those who voted for the Twilight Caster in the contest giving it first place.


Ethereal Magic
There are many sources of magical power. Some find it through divine beings or sources of nature. Others through contracts with powerful entities. Some learn to manipulate primal forces. And others, they draw forth the energies of other planes. Most well know of the last group are of course the shadowcasters, yet there exists another group. They draw their power not from the plane of shadows, but from the ethereal plane. They pull forth the energies of that plane in the form of mists charged with its energy, and then unleash that energy upon their foe.


Ethercaster
"You may be strong, but now, your in my domain."
-Tolaris Terhen, an ethercaster.
Said to an opponent who had unwisely followed him into the mist.

There are those that are drawn to the ethereal plane. Among them some find that it contains power, if only one learns to harness it. They often become ethercasters. People who have learned to harness the powers of the ethereal plane and pull it into the material, they use it's energies to accomplish their purpose.

Abilities: Charisma is important being used for ethereal magic. Wisdom is used for mist forms to a lesser extent. Dexterity may be important for an ethercaster.

Role: The ethercaster can fill a role similar to a wizard or sorcerer. Supporting the party or using offensive magic.

Background: An ethercaster is someone who has chosen to study the art of manipulating energies from the ethereal plane.

Organization: There is little in the way of organizations for ethercasters, most being either self taught or having been aprinticed to a master. Some schools of magic have started taking up trying to teach the art though.

Alignment: There is no favored alignment among ethercasters.

Races: Any race can become an ethercaster, though those that have ties with planar travel or the ethereal plane are more likely.

Religion: There are no particular religions they are more or less likely to follow.

Other Classes: Most classes don't have much opinion about them one way or another. Shadowcasters may feel that an ethercaster has chosen the inferior plane to draw power from however (a feeling they are likely to return). Twilight casters often are of the opinion that they are limiting themselves by only studying a single plane and rarely get along due to the disdain shown them by most ethercasters for muddling their arts with shadow magic.

Adaptation: Any setting that has an ethereal plane may use ethercasters.

Hit Die: d6

Starting Gold: 3d4x10 (75gp)

Class Skills: The ethercaster's class skills are Concentration (Con), Craft (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), , Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Tumble (Dex)

Skill Points at First Level: (4 + Int mod) x 4
Skill Points at Each Additional Level: 4 + Int mod

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Mist Forms|Mist

1st|
+0|
+0|
+2|
+2|Leaking mist, simple mist forms, Mist manipulations|
1|
5

2nd|
+1|
+0|
+3|
+3||
2|
9

3rd|
+2|
+1|
+3|
+3|Ether sight 30ft|
3|
13

4th|
+3|
+1|
+4|
+4|Bonus Manipulation|
4|
21

5th|
+3|
+1|
+4|
+4|Ethereal Substance (fall damage reduced)|
5|
29

6th|
+4|
+2|
+5|
+5||
6|
37

7th|
+5|
+2|
+5|
+5|basic mist forms|
7|
45

8th|
+6/+1|
+2|
+6|
+6|Bonus Manipulation|
8|
57

9th|
+6/+1|
+3|
+6|
+6||
9|
69

10th|
+7/+2|
+3|
+7|
+7|Ethereal Substance (25% criticals fail)|
10|
81

11th|
+8/+3|
+3|
+7|
+7|Ether sight 60ft|
11|
97

12th|
+9/+4|
+4|
+8|
+8|Bonus Manipulation|
12|
113

13th|
+9/+4|
+4|
+8|
+8|Complex mist forms|
13|
129

14th|
+10/+5|
+4|
+9|
+9||
14|
145

15th|
+11/+6/+1|
+5|
+9|
+9|Ethereal Substance (speed +10 feet)|
15|
165

16th|
+12/+7/+2|
+5|
+10|
+10|Bonus Manipulation|
16|
185

17th|
+12/+7/+2|
+5|
+10|
+10|Ether sight 90ft|
17|
205

18th|
+13/+8/+3|
+6|
+11|
+11||
18|
229

19th|
+14/+9/+4|
+6|
+11|
+11||
19|
253

20th|
+15/+10/+5|
+6|
+12|
+12|Bonus Manipulation, Ethereal Substance (25% miss chance)|
20|
293[/table]

Weapon and Armor Proficiencies: You are proficient with all simple weapons. You are not proficient with any type of armor or shield. Armor interferes with your gestures which can cause your mist forms to fail when they function as spells.

Mist Manipulations (Su): Mist manipulations are abilities that effect the mist without using any of it up. Manipulations may only be used 3 times per day. Ethercasters begin knowing 3 Mist manipulations. At 4th level and every 4 levels thereafter an ethercaster gains an additional manipulation. At 14th level manipulations may be used an unlimited number of times per day. When gaining a new level, an ethercaster may choose to learn a new mist manipulation rather than learning a mist form. You may 'relearn' a manipulation gaining another set of uses for it. The DC save of any mist manipulation is equal to 10 + charisma modifier.

Ethereal Substance (Ex): When you reach level 5, your bond to the Ethereal Plane causes your body to take on some of its substance. You become lighter and falls count as being 10 feet shorter for calculating damage. At 10th level critical hits and abilities that require the subject be susceptible to criticals have a 25% chance of failing against you. At 15th level your speed increases by 10 feet. At level 20 there is a 25% chance that attacks will miss you. This stacks with other miss chances such as those granted by concealment.

More to come.


Twilight Caster

"Day and night, like the sides of a coin. So similar, and yet, so different."
-Janus Darlight, a twilight caster

There are those that seek to master magic of either the plane of shadows or the ethereal plane. Then there are those that see them as being inherently tied and choose to master both. They are twilight casters. They're magic is tied to night and day, for during the day their ethereal magic is burned away by the sun, and at night the suns light is blocked and casts no shadows. For this reason they have pursued both types of magic that they be not helpless be it day or night.

Abilities: Charisma is among the most important abilities being key in both shadowmagic and ethereal magic. Intelligence is also important to mysteries, while Wisdom is used for mist forms.

Role: The Twilight caster can fill a role similar to a wizard or sorcerer. Supporting the party or using offensive magic.

Background: They choose to study the magic of the planes.

Organization: There are no particular organizations, as most twilight casters are either self taught or taught by a master.

Alignment: There is no favored alignment among twilight casters.

Races: Any race can become a twilight caster, though those that have ties with planar travel or the ethereal plane or plane of shadows are more likely.

Religion: There are no particular religions they are more or less likely to follow.

Other Classes: Most classes don't have much opinion about them one way or another. Shadowcasters and Ethercasters however often treat them with disdain for diluting their abilities with the other kind of magic.

Adaptation: While this class works best in a world where the ethereal plane and plane of shadows only exist based on if it is day or night (one existing during one ad the other during the other), it can function in ones where that is not the case. In that case the player might be allowed to choose which they want to use at day and which at night upon entering the class and it can be fluffed that in order to properly control both magics together they have to link their casting to the time of day lest they be overwhelmed (or something similar). If you choose to do so, I suggest changing the names of the Power shift abilities and which makes night and day as well (a suggestion for the names would be Sun of Shadows and Midnight Mists). This class was otherwise specifically designed for the Sun Behind Night (http://www.giantitp.com/forums/showthread.php?p=7978557) setting

Hit Die: d6

Starting Gold: 3d4x10 (75gp)


Class Features

Class Skills: The twilight caster's class skills are Concentration (Con), Craft (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis)

Skill Points at First Level: (4 + Int mod) x 4
Skill Points at Each Additional Level: 4 + Int mod

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Dominant Casting|Secondary Casting

1st|
+0|
+0|
+2|
+2|Entwined casting, fundamentals manipulations, apprentice mysteries, leaking mist, simple mist forms|
1|
1

2nd|
+1|
+0|
+3|
+3|Dominant casting type|
2|
1

3rd|
+2|
+1|
+3|
+3||
2|
2

4th|
+3|
+1|
+4|
+4|Umbral sight 30ft, ether sight 30ft|
3|
3

5th|
+3|
+1|
+4|
+4||
4|
3

6th|
+4|
+2|
+5|
+5||
4|
4

7th|
+5|
+2|
+5|
+5|Power shift (first)|
5|
5

8th|
+6/+1|
+2|
+6|
+6|Innate mysteries, basic mist forms|
6|
5

9th|
+6/+1|
+3|
+6|
+6||
6|
6

10th|
+7/+2|
+3|
+7|
+7||
7|
7

11th|
+8/+3|
+3|
+7|
+7||
8|
7

12th|
+9/+4|
+4|
+8|
+8|Umbral sight 60ft, ether sight 60ft|
8|
8

13th|
+9/+4|
+4|
+8|
+8|Power shift (second)|
9|
9

14th|
+10/+5|
+4|
+9|
+9||
10|
9

15th|
+11/+6/+1|
+5|
+9|
+9||
10|
10

16th|
+12/+7/+2|
+5|
+10|
+10|Master mysteries, complex mist forms|
11|
11

17th|
+12/+7/+2|
+5|
+10|
+10||
12|
11

18th|
+13/+8/+3|
+6|
+11|
+11||
12|
12

19th|
+14/+9/+4|
+6|
+11|
+11||
13|
13

20th|
+15/+10/+5|
+6|
+12|
+12|Umbral sight 90ft, Ether sight 90ft|
14|
13[/table]

Weapon and Armor Proficiencies: You are proficient with all simple weapons. You are not proficient with any type of armor or shield. Armor interferes with your gestures which can cause your mysteries and mist forms to fail when they function as spells.

Entwined Casting (Ex): You learning of shadow magic and ethereal magic is so entwined that if any class would advance one it also advances the other as if you gained a level of this class.

Fundamental Manipulations (Su): The Twilight Caster is capable of using both Fundamentals of Shadow and Mist Manipulations, though to a lesser extent than shadowcasters and ethercasters respectively. At first level you gain 2 fundamentals or manipulations (you may choose two of one or one of each). In addition you gain a bonus fundamental or manipulation at levels 5, 10, 15, and 20. Like shadowcasters and ethercasters, you may give up learning a new mystery to gain another fundamental, or give up learning a new mist form to learn another manipulation.

Mysteries and Paths: See tome of magic. Differences are that you don't gain new mysteries every level. More on that at level 2. You still start with 1 mystery. You may only use mysteries during the day.


Leaking Mist (Su): As a twilight caster you have the ability make mist from the ethereal plane leak into the material plane. The amount you may cause to leak in each night is based on the number of mist forms you know (see table). This ability may be used at will as a move action. Ethereal mist ignores wind or spells that could normally scatter mist. You may draw the ethereal mist back to the ethereal plane in order to regain as much mist that you can leak. Creatures within the mist gain partial concealment. It always defaults to as circular a shape as it can make centered on you, but as a swift action you may make a concentration check (DC 10 + 1 per square that would be different) can be made to change the shape (must remain connected). You must maintain concentration each round, though only need to make the check again if you would be distracted or use a mist form. This may only be done if you are within the mist. A square of mist can reach up to 20' high normally. You may only cause mist to leak from the ethereal to material plane at night.
{table=head]Mist Forms|5x5 squares of mist

1|
5

2|
9

3|
13

4|
21

5|
29

6|
37

7|
45

8|
57

9|
69

10|
81

11|
97

12|
113

13|
129

14|
145[/table]

Mist Forms: As a twilight caster you may shape the ethereal mists to perform tasks. By using the energies within it you may use mist forms. A mist form may only be used while within the mists, and may only be used upon targets within the mist. When used, a mist form uses up a number of squares of the mist equal to its spell level. If it is instant, the mist is consumed after its use, if it has a duration, the mist is used upon its start. The consumed squares of mist are always on the parameter of the mists. Some mist forms may allow additional squares of mist to be used in order to increase its power or duration. You start with one mist form at level one, and gain an additional one at levels based on if you choose ethereal magic as your dominant or secondary casting type. To start out, mist forms count as spells and have stomatic components. Upon gaining level 4 mist forms, mist forms that are levels 1 through count as spell-like abilities instead. Upon gaining level 7 mist forms, level 1 through 3 mist forms count as supernatural abilities and level 4 through 6 mist forms count as spell-like abilities.
You may only learn a mist form of a given level if you know at least two mist forms of the previous level. The exceptions to this are level 1 mist forms, level 4 mist forms, and level 7 mist forms, of which you need only know 1 of the previous level (or in the case of level 1 mist forms none). All mist forms are a standard action.
Mist forms can only be used at night.

Dominant casting type (Ex): At second level, you choose shadow magic or ethereal magic as you dominant casting type. This choice effects when you gain mysteries and mist forms (see table for how many you have at any level). The one not chosen becomes your secondary casting type.

Umbral Sight (Su): At 4th level a twilight caster's link to the plane of shadows grants them dark vision out to 30 feet. This increases at levels 12 and 20. They may only use dark vision during the day.

Ether Sight (Su): At 4th level a twilight caster's link to the ethereal plane allows them to view it from the material plane. They may as a free action allow themselves to see the ethereal plane out to 30ft. This distance increases at levels 12 and 20. When using ether sight, a twilight caster is able to see the ethereal plane overlaid on the material plane. This allows them to recognize the terrain even if they would normally be unable to do so due to lighting or magic, or blocking objects. In addition, they can see creatures or objects on the ethereal plane. This allows them to target creatures on the ethereal plane normally with effects that can effect the ethereal plane (such as force effects).

Power Shift (Ex): At seventh level you gain one of the two power shift abilities of your choice. At thirteenth level you gain the second one. If one of the opposing type would be used within the area of the other, the one with the higher caster level has dominance. If both have the same caster level, they cancel each other out until one ends.
Night Shell (Su): By expending a level 3 mystery use or the equivalent (three level 1 mysteries, a level 1 and a level 2 mystery, etc.), you may create a shell of shadows above you that makes it seem to be night within a circular area with a radius equal to 5 feet times your class level. When cast it is centered on you, but does not move to follow you. All twilight casters within this area act as if it is night for the purpose of whether they can use shadow magic or ethereal magic. It lasts for 3 rounds. In addition, you may sacrifice additional mysteries when casting it to make it last an additional number of rounds equal to the number of mystery levels sacrificed to cast it after the first 3. Thus if you use a level 3 mystery and a level 2 mystery it will last 5 rounds, and if you use only a level 4 mystery it would last 4 rounds.

Sunlight Mist (Su): By consuming 4 squares of ethereal mist, you may create a floating orb of light directly above yourself. This orb does not follow you. The orb effects an area with a radius equal to 5 feet times your class level. All twilight casters within this area treat it as being day within this area for the purpose of whether they can use shadow magic or ethereal magic. This ability has a duration of 2 rounds. In addition upon casting, you may choose to consume an additional 2 squares of ethereal mist as many times as you like to make it last an additional round per two extra squares of ethereal mist consumed.

Owrtho

Owrtho
2010-05-26, 05:54 PM
Mist Manipulations

Concealing Mist
Action: Standard
Range: Mist
Duration: 1 round per class level
Description: The mist becomes dark as if the area it covers were under the effect of a darkness spell.

Ethereal Illumination
Action: Standard
Range: Mist
Duration: 1 round per class level
Description: The ethereal mist gives off a faint illumination causing the area within it to have shadowy illumination (or brighter if already brighter) as well as areas within 5 feet of the perimeter.

Rapid Control
Action: Immediate
Range: Mist
Duration: Instant
Description: Change the shape of the ethereal mist as you normally can but using an immediate action instead of a swift action.

Moving Mist
Action: Immediate
Range: Mist or 5 feet per 2 levels (rounded up) whichever is smaller
Duration: Instant
Description: Acts as gust of wind but only effects an area in a strait 5 foot wide line originating at the caster.

Missive of Mist
Action: Immediate
Range: Mist
Duration: Instant
Description: You may send a message to another individual within the mist consisting of 20 + caster level words or less. The individual target immediately knows the contents of the message (though if they don't understand the language it was in, they do not understand it), and may, as an immediate action, reply with a message that has a matching word limit.

Sensing Mist
Action: Full-Round
Range: Mist
Duration: Instant
Description: You may determine how many living, undead, and deathless creatures are within the mist. This does not count constructs unless they posses the living construct subtype, nor does it allow you to tell what type of creatures those found are or their locations. You are included in the count.

Forced Mist
Action: Full-Round
Range: Self
Duration: Instant
Description: You increase the amount of mist you have remaining for the day by charisma modifier squares, to a maximum of the maximum amount you can leak each day. This does not automatically cause it to be leaked.



Mist Forms

Simple Mist Forms
Stinging Mist
Level: 1st
Range: Mist
Optional Cost: 1 square of mist per additional 1d3 of damage. Maximum of caster level.
Duration: Instantaneous
Description: You cause the mist around a target to form into sharp needles stinging them. This is a ranged touch attack that deals 1d3 force damage. In addition you may consume an additional square of mist up to a maximum of you caster level to deal an additional 1d3 damage per extra square consumed.

Feeling Mists
Level: 1st
Range: self
Optional Cost: 1 square of mist per additional 2 rounds of duration.
Duration: 2 rounds
Description: You ignore concealment of creatures within the mist.

Ethereal Touch
Level: 1st
Range: mist
Optional Cost: 1 square of mist per additional round of duration.
Duration: 3 rounds
Description: Everything within the ethereal mist acts as though it has ghost touch.

Dispersal
Level: 1st
Range: NA
Optional Cost: 1 square of mist per additional increase in area.
Duration: 2 rounds + 1 round per 2 caster level
Description: You are able to spread the mist thinner to increase it's area. When used you have two squares of mist for each square of mist already existing. You may consume additional squares of mist upon use to increase the number of squares gained per square by 1 for each additional square consumed. However, by spreading the mist thinner the effectiveness of mist forms is reduced. Any damage dealt by a mist form is reduced by 1 per 2 damage die per square of mist gained from a single square (minimum total damage of 1). The DC of any saves is reduced by 1 per extra square gained per square. Any bonuses gained from mist forms are reduced by 1 per extra square gained per square. The number of squares of mist that must be consumed to equal 1 square for other mist forms or other abilities is multiplied by the same amount as the number of squares of mist you have. And the mist no longer grants concealment. This effect lasts up to 2 rounds plus an additional round per 2 caster levels, but may be ended any time as a free action.

Ether Gust
Level: 2nd
Range: Mist
Optional Cost: 3 square of mist per additional 1 rounds of duration. Maximum of caster level.
Duration: Instantaneous or longer with additional cost
Description: Target square becomes filled with gusts of ethereal currents. For each target within the square rolls for an effect on the below table. Additional mist may be consumed to make the gust have a duration. If this is done, any creature in the square at the start of a round while the effect persists, or moving into the square must roll on the table.

{table=head]
d%| Effect

01-30|Deals 1d4 damage. (Fort save DC 20 negates)

31-60|Moves 1d3 squares in a random direction.

61-80|Moves 2d3 squares in a random direction.

81-90|Deals 2d4 damage. (Fort save DC 20 negates)

91-95|Teleport 1d2 squares in a random direction (includes vertically). If moved inside a solid object, creature is shunted aside but takes 1d6 points of damage for each 5 feet traveled this way.

96-100|Teleported to ethereal plane (or material if already on ethereal) for 1d3 rounds.[/table]

Ectoplasm
Level: 2nd
Range: mist
Optional Cost: 3 square of mist per additional 2 squares of area (Maximum of caster level). 1 square of mist per additional round of duration (Maximum caster level)
Duration: 2 rounds
Description: A 10 by 10 square area within the mist is coated in ectoplasm. Upon casting you may choose to make sticky or slick ectoplasm. If you choose sticky, any creature within the area becomes entangled. If you choose slick, the area acts as if under the effects of the grease spell. You may consume 3 additional squares of mist to increase the area by two squares a number of times equal to your caster level. The area may not extend outside of the mist and any squares that leave the mist instantly have their duration end. All squares must be touching upon casting. You may also consume additional squares of mist upon casting to increase the duration by one round per square a number of times up to your caster level.

Etherstep
Level: 2nd
Range: mist, single target
Optional Cost: 1 square of mist per additional round of duration. 2 squares of mist per additional +1 to AC and Reflex. Maximum or half caster level. 2 squares of mist per +1 to attack rolls. Maximum or half caster level.
Duration: 2 rounds + optional cost
Description: You use the ethereal mist to lighten a single target. That target gains +5 feet movement speed, as well as a +1 bonus to AC and Reflex saves. This bonus to AC counts as a Dexterity bonus but doesn't count toward the max Dex bonus from armor. Additional mist may also be consumed to increase the targets attack rolls. If the target leaves the range of the mist the effect immediately ends.

Form Creature I
Level: 2nd
Range: self
Optional Cost: 1 square of mist per additional round of duration. 2 squares of mist per increase in density (see Mist Made template). 4 squares of mist to increase size category by one (cost doubles each time)
Duration: 1 round +1 round per level + optional cost
Description: This spell acts similar to Summon Monster I. It can be used to make any monster that Summon Monster I can summon. However, there are the following changes. The creature is formed out of the Ethereal Mist rather than actually summoned. As such it can not be banished, loses the fiendish or celestial template (whichever is applicable), and gains the Mist Made template (see below).

Mist MadeMist made is a template that can be added to any corporeal creature (hereafter referred to as the base creature). A mist made creature is one formed from a concentration of ethereal mists, often housing spirits of the type of creature it seems to be. It uses all of the original creatures statistics, special abilities, and equipment, except as noted here.

Type: Same as base creature.

Size: Same as base creature unless increased.

Hit Dice: Same as base creature.

AC: Gains a -2 penalty to natural armour due to being made of mist.

Special Attacks: A mist made creature retains all the base creature’s special attacks.

Spells: A mist made creature can cast any spells the base creature could.

Special Qualities: A mist made creature retains any special
abilities the base creature has and gains those mentioned below.
Mist Dependant (Ex): A mist made creature's existence relies on being in ethereal mist. If not on the ethereal plane, if it is not in an area of ethereal mist (such as that made by an ethercaster), it temporarily looses 1 HD each round until it dies. If it returns to the ethereal plane or enters ethereal mist before dying, it regains the lost HD as soon as it would be healed to having at least 1 hit point from that HD.

Fragile Mist (Ex): A mist made creature is lighter and more fragile than creatures as it is made of mist. As such its weight is considered to be 1 tenth of the base creatures. It also has half as many hit points as the base creature (rounded up). Being made of mist it is also more susceptible to heavy winds. A mist made creature is always treated as being tiny for the Gust of Wind spell and similarly harsh winds. In addition such winds deal lethal damage to mist made creatures. Falls however count as being 10 feet less for calculating damage.

Misty Touch (Ex): A mist made creature's natural attacks can effect both corporeal and incorporeal creatures without penalty. They also ignore half of all AC granted by shield and armour. However, any damage dealt by a mist made creature's natural attacks is halved.

Ethereal Form (Ex): A mist made creature is always counted as having 1 step higher concealment than the environment would normally grant. Thus if it would have no concealment it has partial concealment, if it would have partial concealment, it has total concealment, and if it would have total concealment it has a 75% miss chance.

Density (Ex): Some mist made creatures are made of a denser concentration of mist. A normal mist made creature is treated as having a density of 0. For every point of density a mist made creature has it gains +1 maximum hit points and +1 to damage (both calculated before they are halved).

Saves: Mist made creatures have poor Fort saves and good Reflex saves. Will saves are the same as the base creature.

Abilities: Same as the base creature.

Skills: Same as the base creature, except that a mist made creature receives a +5 racial bonus on Hide and Move Silently checks.

Feats: Same as the base creature.

Challenge Rating: +1


Forceful Mist
Level: 3rd
Range: self
Optional Cost: 2 square of mist per additional round of duration.
Duration: 3 rounds
Description: For the duration of this mist form, all mist forms you cast have count as force effects. The duration automatically ends if you leave the ethereal mist.

Mist Shades
Level: 3rd
Range: mist
Optional Cost: 3 square of mist per additional round of duration.
Duration: 2 rounds
Description: The ethreal mist seems to become filld with moving shapes. They can look to be humanoid or otherwise at the choice of the caster. The apperant movement distracts creatures in the mist giving them a -1 penalty to Reflex saves per. This penalty is increased by -1 per 3 caster levels (rounded down).

Lance
Level: 3rd
Range: mist
Optional Cost: 1 square of mist per +1 to attack. 2 squares of mist per additional die of damage. Maximum of half caster level.
Duration: Instantaneous
Description: You create a lance made of ethereal mist and that flies in the direction of your choice in a strait line. If a creature is in it's path it makes an attack against that creature using your attack. The attack may be increased by consuming squares of mist. If it succeeds on the attack, it then deals 1d6 damage + 1d6 damage per 2 squares of extra mist consumed. It then makes an attack against the creatures flatfooted AC. If successful it continues following its path. If unsuccessful it stops and vanishes. Upon reaching the edge of the mist it vanishes.


Owrtho

Owrtho
2010-05-26, 05:56 PM
Basic Mist Forms
Chilling Mist
Level: 4th
Range: Mist
Optional Cost: 4 square of mist per creature excluded. Maximum of caster half level.
Duration: Instantaneous
Description: You cause the ethereal mist to gain the chill of death. All other creatures within the mist must make a will save (DC 10 + caster level + Charisma modifier) or become paralyzed for 2d4 rounds. You may consume an additional 4 squares of mist up to a number of times equal to half your caster level to spare a number of creatures within the mist of this effect.

Unnatural Fear
Level: 4th
Range: Mist
Optional Cost: 2 square of mist per +2 to DC. Maximum of caster half level. 3 squares of mist per additional round of duration
Duration: 4 rounds + optional cost
Description: The mist gives off an unnatural feeling inspiring fear in those within. Upon using, all other creatures within the mist must make a will save (DC 10 + caster level + wisdom modifier), or become shaken (or the next step in fear if already shaken) for 2d6 rounds. During the duration of the effect, any creature entering the mist must also make the save. When ever a creature within the mist would have to make a save against another mist form during the duration of Unnatural Fear, they must make the save again. If a creature leaves the mist, they reduce a step of fear from this effect every 3 rounds they are outside the mist. Entering the mist again while still afraid requires a will save (DC 10 + caster level + wisdom modifier + 2 per step of fear).

Death's Conference
Level: 4th
Range: Mist
Optional Cost: 4 square of mist per hour since death after first. Maximum of caster level.
Duration: 2 minutes + 1 minute for every caster level after 6th
Description: You cause the summon the attention of recently killed creature within the mist to gather information from it. You may only summon a creature that has died within 1 hour + an additional hour for every 4 additional squares of mist consumed to a maximum of caster level. This spirit is only capable of speaking though it is visible. While the spirit is compelled to respond, it does not have to do so honestly and is treated as a normal creature of its type for the purpose of gathering information. The spirit remains for a number of minutes equal to 2 + your caster level - 6.

Walls in the Mist
Level: 5th
Range: Mist
Effect: 20 feet plus optional cost
Optional Cost: 5 extra feet per additional square of mist consumed. Maximum of caster level - 5. +1 round per 2 additional squares of mist consumed
Duration: 6 rounds + optional cost
Description: You create walls out of the ethereal mist. These are like walls of force except that they are visible as thicker areas of mist. If a portion leaves the ethereal mist, that portion is immediately destroyed, though the rest is not affected.

Body of Mist
Level: 5th
Range: Self
Optional Cost: +1 round per 6 additional squares of mist consumed
Duration: 6 rounds + optional cost
Description: You gain the Mist Made template (see basic mist forms) for the duration of the this mist form. When gaining this template, any damage currently dealt is halved (rounded up), and when the effect ends your damage is doubled. This lasts even if you leave the ethereal mist. You may end the effect prematurely as a standard action.

Turn to Mist
Level: 6th
Range: Mist
Optional Cost: +1 round per 2 additional squares of mist consumed
Duration: 3 rounds + optional cost
Description:Target creature gains the Mist Made template (see basic mist forms) for the duration of the this mist form. When gaining this template, any damage currently dealt is halved (rounded up), and when the effect ends target's damage is doubled. This lasts even if they leave the ethereal mist.


Owrtho

Owrtho
2010-05-26, 05:57 PM
Complex Mist Forms
Ethereal Leak
Level: 9th
Range: Mist
Optional Cost: 5 square of mist per increase. Maximum of caster twice level. 20 squares of mist to make permanent.
Duration: 1/2 caster level days
Description: You create a sustained link between the Ethereal Plane and the plane you currently are on at a chosen location in range (or the Ethereal Plane and the material plane if currently on the Ethereal Plane). This causes ethereal mist to leak into the plane as if an ethercaster were using his Leaking Mist, ability at the location. Due to the nature of the leak, only so much mist can leak out at any given time. The amount that will leak out is equal to 1 square per caster level, plus 3 per time the optional cost is paid to increase the amount. Any ethercaster may make use of the ethereal mist so long as they are in contact with it, or it is touching their mist. If the mist is used, it replenishes at a rate of 1 square per half hour.


Owrtho

Sereg
2010-05-27, 10:07 AM
Well, I've done my PEAChing in the chat thread, but as someone whom voted for you to come first, I eagerly await the rest of the ethercster and the complex mist forms.

Owrtho
2010-05-28, 05:42 PM
Ethereal Magic on the Ethereal Plane

Given where ethereal magic draws its power from it likely comes as no surprises that it is more powerful on the ethereal plane. While on the ethereal plan, ethercasters and other users of ethereal magic gain the following benefits.
They are treated as having twice the capacity for ethereal mist. It is not unlimited due to it requiring some essence of other planes to mix with it which is what allows them to create the mist forms. However it is easier for them to draw that essence than it draw the mist itself. If an ethercaster enters the ethereal plane, double the amount of mist they can still leak that day. When they leave halve what is left (rounded down).
Mist forms can last outside the range of the essences they are leaking in from other planes. Instant mist forms have their range increased to the area of the essences + 15'. Mist forms with a duration must originate within the area, but no longer immediately end if they the area, instead lasting until their duration runs out.
Mist forms are easier to perform. Mist forms that would be cast as spells are instead cast as spell-like abilities. Mist forms that would be cast as spell-like abilities are instead cast as supernatural abilities. Mist forms that would be cast as supernatural abilities are instead cast as extraordinary abilities.
Mist forms are more powerful. Any DC's of mist forms are increased by 1. Any damage dealt by mist forms is increased by 1.

Owrtho

Owrtho
2010-06-30, 08:28 PM
Well, at last I have come back to working on this. Haven't gotten much done yet, but I made a new mist fro which is the equivalent of summon monster for the ethereal magic. This mainly involved making a new template for creatures made of mist. Haven't done the later iterations yet, mainly as I'm as of yet still uncertain if it should be a level 1 or 2 mist form. Also the template may or may not need work.

As for the ethercaster. I'm as of yet uncertain how I should replace the Sustaining Shadow ability that the shadowcaster grants. For those unaware, the ethercaster is heavily based on the shadowcaster as they both deal in using magic powered by transitive planes. For this reason most abilities granted are intended to in a way mirror those granted by being a shadowcaster. As it is, I am uncertain if I should just rename sustaining shadow, or make some other set of abilities as they get closer to the ethereal plane (such as a miss chance, reduced fall damage, chance of ignoring critical, etc.). Suggestions would be welcome.

Also not sure if I should grant bonus feats like a shadowcaster or replace that as well.

Anyone with ideas for a mist form feel free to let me know and if it seems to work I'll likely use it.

Also, for those that may care, I received permission from Roland St. Jude prior to reviving this thread.

Owrtho

Owrtho
2010-07-03, 07:01 PM
Well, I decided to try making an ethercaster parallel to the shadowcaster's Sustaining Shadow. Not sure how it works for balance. Also not quite sure what to do that could parallel the shadowcaster's bonus feats. Decided to make mist manipulations that parallel the shadowcaster's fundamentals. They'll mostly be fairly weak but useful effects.

Owrtho

Owrtho
2010-07-16, 03:09 PM
Added rules for using ethereal magic on the ethereal plane. Look under where complex mist forms will be.

Owrtho

Cheesy74
2010-07-17, 05:38 PM
I mean no offense here, but most DMs have trouble taking homebrew seriously unless it's been thoroughly revised and edited, and your misspellings and misuse of "your/you're" make this look kind of unprofessional.

Something to think about as you're making new content. Revising the old stuff is just as important.

I won't point out the misspellings here unless asked to avoid embarassing you, though.

Owrtho
2010-07-17, 05:51 PM
There were two cases in which I used the wrong your/you're (which have now been corrected) and a missed capitalization, however I fail to see any other misspellings. Are you perhaps referring to the fact that I use UK spellings rather than American? If there are other typos, please tell me so that I can correct them. I'd suggest PMing them though to keep the thread for discussing the balance and features as well as suggestions.

Owrtho

The Tygre
2010-07-17, 08:44 PM
So, what should be expected from Complex mist forms? Conceptually, that is.

Owrtho
2010-07-17, 09:02 PM
Well, from a rather general standpoint, they would be more powerful. Some more specific ideas I have would be creating a wall that is a portal to the ethereal plane, more powerful form creature mist forms, offensive abilities that deal more damage or have other effects, the ability to create an Ether Cyclone (from Manual of the Planes), mist form that lets you affect material plane from ethereal plane, and so on. Might also make a level 9 mist form that allows you to permanently affect an area with ethereal mist, causing it to leak it out on its own (at a slow rate mind that would allow it to be used up, even if it could reform it over a week or so). Also suggestions would be welcome (very much so).

Owrtho

Owrtho
2011-08-26, 12:24 PM
Well, this has vanished for a while. Anyway, it isn't gone, and has had some updates since last time I posted. Most notably, a complex mist form that allows one to permanently affect an area with ethereal mist. Also somewhat noticeable, Twilight Casters may now choose between Fundamentals of Shadow and Mist Manipulations when the opportunity arises. I've also added a handful of new mist manipulations. I'm most worried about the Forced Mist one, given it would seem an almost certain pick. I'm debating weather to have mist naturally recover at a rate of about one square per hour or half hour. I've considered adding a simple mist form to allow breathing underwater (or anywhere else for that matter), though it wouldn't prevent things like poison gasses from impacting someone (but likely would aid anyone within the range of your mist, or maybe not). Any thoughts on what would be an appropriate level?

Otherwise, anyone with suggestions or ideas for mist forms, please tell me them. I'm particularly troubled by the higher level mist forms, as I have no real sense of how to balance higher level spells (having never played a high level caster).

Owrtho

IcarusWings
2011-08-28, 11:06 AM
Damn, I remember this from back during the Base Class Challenge. This was awesome. I don't really do any D&D stuff anymore, but I'll make an exception and watch this carefully. It's a great concept.