wayfare
2011-09-05, 02:42 AM
Hey all.
I love Ursula K. LeGuin and her Earthsea books. I was pretty jazzed when I heard about the Truenamer class -- I thought I might finally be able to create a character similar to the wizards of Earthsea.
Then I actually READ the Tome of Magic.
There went THAT idea.
So, here I am, trying out a revamp to the idea of Truenaming.
Design Notes
The system is designed to be less complex, but also places a hard cap on the number of magical effects you can do in the game. Additionally, any class that relied exclusively on this system would be very, very MAD. This is my intention -- I'm trying to go for a form of magic that's less powerful than Vancian Casting, but still very useful. Ultimately, I want to use this idea to replace Vancian casters in my games. If I were to aim for a tier, I would say that I want this system to create classes that fall into the tier 3-4 range.
Goals
The goal here is to make a simple version of Truenaming that can eventually be worked into a base class. Additionally, I want to create a Bard option that replaces spellcasting with this new form of Truenaming. As of yet, I am just working on the magic system and am leaving the class untouched.
Basic Concepts
Words of Power
Words of Power are mystic utterances that derive their power from the very first Word spoken -- the resounding declaration that crafted the cosmos from nothingness. These words are fragments, or perhaps syllables of that first word...but even broken into pieces, this magic still has incredible power.
To cast a word of power, the speaker must make a caster level check, adding the relevant Attribute modifier. There
To use a Word of Power upon a target, the DC is (15 + CR or Level). Higher level creatures are harder to alter, their power "rooting" the subject in creation. The same is rue of the speaker himself -- as his own power increases, it becomes more difficult to apply Words of Power upon himself.
-A natural 1 on the roll results in a Cacophony, a discordant perversion of the magic you wished to work. When a Cacophony is rolled, the player must roll on the Wild Magic Table to determine the effects of the cacophony.
-A natural 20 on the roll results in a Profound, a perfected execution of the effect you wished to create. When a Profound is rolled, the character chooses an effect from the Profound Magic Table and adds it to his casting.
Words of Power are fueled by a characters life-force. Each time the character successfully uses a word of power, he takes a point of Strain. When a characters total points of Strain equal his Constitution score, he can no longer use Words of Power. An 8 hour rest eliminates all strain.
If a creature should somehow gains strain exceeding his Constitution score, he is fatigued until the excess strain is removed (at a rate of 1 point per hour).
Types of Words
Words of Seeming: Words of Seeming create images and figments, illusions that befuddle your foes and confound the unwary.
Words of Command: These words allow the speaker to force his will upon his targets in gross and subtle ways, ranging from total control of the victims body to covert manipulation of emotions.
--Words of Seeming and Command draw upon the speakers force of personality to function. Save DCs are determined by Charisma.
Words of Benediction: These words imbue the caster and his allies with incredible power or turn aside baleful effects.
Words of Imprecation: These hateful words weaken and blight enemies.
--Benedictions and Imprecations require an iron will and great insight to control. Save DCs are determined by Wisdom.
Words of Destruction: These words summon forth powerful mystic energies to blast your enemies.
Words of Transformation: These perilous words shape the speaker or alter the world around him.
--Words of Destruction and Transformation are complex and require intense focus to use correctly. Save DCs are determined by Intelligence.
I love Ursula K. LeGuin and her Earthsea books. I was pretty jazzed when I heard about the Truenamer class -- I thought I might finally be able to create a character similar to the wizards of Earthsea.
Then I actually READ the Tome of Magic.
There went THAT idea.
So, here I am, trying out a revamp to the idea of Truenaming.
Design Notes
The system is designed to be less complex, but also places a hard cap on the number of magical effects you can do in the game. Additionally, any class that relied exclusively on this system would be very, very MAD. This is my intention -- I'm trying to go for a form of magic that's less powerful than Vancian Casting, but still very useful. Ultimately, I want to use this idea to replace Vancian casters in my games. If I were to aim for a tier, I would say that I want this system to create classes that fall into the tier 3-4 range.
Goals
The goal here is to make a simple version of Truenaming that can eventually be worked into a base class. Additionally, I want to create a Bard option that replaces spellcasting with this new form of Truenaming. As of yet, I am just working on the magic system and am leaving the class untouched.
Basic Concepts
Words of Power
Words of Power are mystic utterances that derive their power from the very first Word spoken -- the resounding declaration that crafted the cosmos from nothingness. These words are fragments, or perhaps syllables of that first word...but even broken into pieces, this magic still has incredible power.
To cast a word of power, the speaker must make a caster level check, adding the relevant Attribute modifier. There
To use a Word of Power upon a target, the DC is (15 + CR or Level). Higher level creatures are harder to alter, their power "rooting" the subject in creation. The same is rue of the speaker himself -- as his own power increases, it becomes more difficult to apply Words of Power upon himself.
-A natural 1 on the roll results in a Cacophony, a discordant perversion of the magic you wished to work. When a Cacophony is rolled, the player must roll on the Wild Magic Table to determine the effects of the cacophony.
-A natural 20 on the roll results in a Profound, a perfected execution of the effect you wished to create. When a Profound is rolled, the character chooses an effect from the Profound Magic Table and adds it to his casting.
Words of Power are fueled by a characters life-force. Each time the character successfully uses a word of power, he takes a point of Strain. When a characters total points of Strain equal his Constitution score, he can no longer use Words of Power. An 8 hour rest eliminates all strain.
If a creature should somehow gains strain exceeding his Constitution score, he is fatigued until the excess strain is removed (at a rate of 1 point per hour).
Types of Words
Words of Seeming: Words of Seeming create images and figments, illusions that befuddle your foes and confound the unwary.
Words of Command: These words allow the speaker to force his will upon his targets in gross and subtle ways, ranging from total control of the victims body to covert manipulation of emotions.
--Words of Seeming and Command draw upon the speakers force of personality to function. Save DCs are determined by Charisma.
Words of Benediction: These words imbue the caster and his allies with incredible power or turn aside baleful effects.
Words of Imprecation: These hateful words weaken and blight enemies.
--Benedictions and Imprecations require an iron will and great insight to control. Save DCs are determined by Wisdom.
Words of Destruction: These words summon forth powerful mystic energies to blast your enemies.
Words of Transformation: These perilous words shape the speaker or alter the world around him.
--Words of Destruction and Transformation are complex and require intense focus to use correctly. Save DCs are determined by Intelligence.