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View Full Version : Remnants of the Overbeing's Will: Wisps of Creation [3.5 subsystem]



sirpercival
2014-02-04, 11:15 PM
Note 1: This is going to require several posts, so please bear with me. I'll let you know when it's safe to comment. Done!
Note 2: This was written for MUHA 2: Nubrew.
Note 3: All graphics were created by me (the images are public domain).


http://i.imgur.com/Mja3T4g.png

http://i.imgur.com/DHAadCo.png

OM exists in the Void. It has all forms and none, as imagined from one moment to the next. It is nothing, and everything, in the region without place.

There are Others in the Void as well. OM knows their names and thoughts: A, bearer of weave and shadow; K, S, and E, three siblings wrapped in conflict; G and U, a mated pair; R glowing bright. OM is not alone.

There is no time, and yet there is sequence. The progression of OM's thought has arrived at a conclusion: creation will begin. OM extends its will, and feels that the others have reached similar conclusions and are following suit. With a thought, matter and nothingness suddenly have meaning, forming a tiny, infinite expanse, white-hot in a vortex of energy.

OM weaves, developing elegance and beauty as the bead of every-nothing expands in its envelope of non-space. Light and darkness take shape, and all the facets of existence: solid, plasma, gas, liquid. The creation grows in complexity and depth, drawing somethingness from nothing. The threads stretch through uncountable dimensions, coruscating with light and color, sound and texture.

The world resolves into being, and OM watches as it continuously evolves and changes, an eternal and adaptive weaving of time, space, matter, and energy. Life and soul-essence begins to form, arising naturally from irreducible components. All around, in the non-place, the Others build their worlds in similar fashion.

OM observes that Its creation is imperfect, as it must be. Minuscule moments of excess arise, and are harvested by nascent beings. OM is pleased, as these bits, these "wisps" inspire Its offspring in Its image: creation.


Scattered across time and space are the remnants of creation, small excesses of residual energy derived from the origin of the multiverse. The power of these wisps can be harnessed by creatures that happen upon them, granting the bearer of a wisp an echo of ability reminiscent of that which infused the wisp in the beginning.


What is a wisp?

A wisp is a minuscule (on the cosmic scale) fragment, struck from an unimaginably huge and complex network of building blocks that comprise the known and unknown multiverse. Wisps are rare, but ubiquitous, theoretically appearing at any time or place.

When a free wisp is discovered, any living creature can bond with it (as described below in 'Acquiring a wisp'), forming a symbiotic relationship with a shard of primal power. The first encounter a character has with a wisp is likely to be with a free, unbound wisp.

Free wisps take the form of 1-foot-diameter, diaphanous globes of rippling, colorful energy. Each wisp has AC 5, and Strength and Dexterity of 0. A wisp is indestructible and takes no actions, but can be moved by a force or ghost touch effect. Any attack (magical or physical) made by a force or ghost touch effect against a wisp converts all damage into a bull rush effect, with a check result equal to the damage dealt, in a straight line directly away from the source of the damage. More subtle applications can move a wisp with intention.

New wisps appear all the time, though infrequently in any particular area, as they are scattered all over creation. One never knows where one could find a wisp. Identifying a free wisp as such requires a DC 20 Knowledge (Arcana, Nature, or The Planes) check; however, no method has yet been successful at determining what type a wisp is before bonding.


A wisp can make an excellent random encounter, a treasure held for study in a wizard's laboratory, or the object of a quest handed out by a king. Wisps provide a source of power that can be used by all, which is therefore coveted by those who know of their existence.

Wisps also provide a means of adding unexpected wrinkles and new abilities to the party's enemies and allies. An innocuous and stupid ogre might be the host of a Wisp of Nobility and show much more strength of will than the party expects. Examples of monsters and NPCs making use of Wisps are given in the section "Example NPCs and adventure hooks", below {TBA}.


Acquiring a wisp

In game terms, to bond with a free wisp, a prospective host must occupy the same space, possibly removing any ghost touch armor to prevent the wisp from being shunted away, and spend 6 hours communing in meditation with the wisp's power. Once a wisp is bound, it merges with the host to become undetectable, and can be activated (as described under "Using a wisp", below) as the host chooses.

There are two means by which a character can gain a wisp. The first and most straightforward is to take the Wisp of Creation feat (detailed below under "Wisp feats") with one of their normal feat slots. In game terms this could represent chance discovery of a wisp in one's home, or having had a wisp stored away for study and later symbiosis, or even a prior, accidental bonding with a wisp that is only now being activated.

The other method of acquiring a wisp is the most precious, and unreliable. In the course of adventuring, a character might happen upon a free wisp and bond to it. In this case, use the Wisp of Creation minor artifact detailed below under "Wisp items".


The inclusion of the Wisp of Creation minor artifact allows for DMs to make use of the "found" aspect of this subsystem, while still maintaining the mechanical stream-lining and flexibility of the feat system.

Since they are minor artifacts, wisps in this form appear at the DM's discretion, and do not count against the wealth of the character (as balancing costs would be very difficult), nor can they be purchased at your local magic mart.

A few free wisps could be an excellent way to introduce this subsystem into your game.

Any given creature may only be bonded to a single wisp at a time (with certain exceptions, detailed elsewhere in this document), and only living creatures with a soul can bond to a wisp. Once a creature bonds with a wisp, it remains bonded to that wisp until the host dies. If the host is later brought back to life, the original wisp is destroyed. The creature retains the Wisp of Creation feat, however, and may bond to a new wisp (of the same or different type) as soon as one is available.

For those characters who engage in concentrated pursuit and study of a given wisp as a means of personal growth, Wisp ACFs are described below which grant wisp-related abilities in place of the usual training given by that class.


Using a wisp

Once a wisp is bound, it enters into a symbiotic relationship with its host. The character supplies its own life force to the wisp, and the wisp in turn produces supernatural effects at the host's impetus.

A bound wisp has a reservoir size equal to twice the HD of the host creature. The host can, at any time, spend 10 minutes in meditation and voluntarily sacrifice any number of hit points to fill the reservoir with an equal number of hit points, up to the reservoir size. This hit point damage cannot be reduced or prevented in any way, but may be healed the same way as any other damage.


The choice to use hit points to power wisps was primarily for balance purposes. Spellcasters will tend to have fewer hit points, and so using a wisp will be a greater drain on their resources than for mundane characters. However, spell-casters gain less from bonding with a wisp, since they have magical ability already. This tends to skew wisps towards improving the lives of mundane characters more than spellcasters, while still being accessible to any character.

However, whenever the total number of points added to the reservoir reaches a multiple of the reservoir size, the number of hit points which must be sacrificed to add 1 point to the reservoir increases by 1. For example, if a host with 5 HD sacrifices hit points to fill his reservoir, if his wisp has already received 30 hit points, he must sacrifice 4 hit points for each point he wants to add to the reservoir. The total count resets after the host rests for 8 hours, at which point the reservoir also empties of any remaining points.

The points in a wisp's reservoir may be spent to power the abilities granted by the wisp, as described in the individual wisp entries below. The host may spend a number of points from the wisp's reservoir in a given round equal to the host's Hit Dice.

Acquiring a wisp is a core-defining event for those creatures lucky enough to do so. Such an infusion of creative energy cannot help but alter the very essence of the host creature in a noticeable way. The act of bonding to a wisp exerts two kinds of influence on a creature; first is the basic influence, which applies at all times, and represents the foundation of the wisp's touch upon the creature's soul. Second, the host creature feels a compound influence, which accumulates the more the powers of the wisp are drawn upon. Each time a host creature uses a wisp power by spending 1 or more points from the wisp's reservoir, the creature adds the number of points spent to the wisp's Influence counter (beginning at 0 the first time that a wisp is used during a day, and accumulating each time the wisp is used), then makes a Will save against a DC equal to the current Influence counter. On a failed save, the creature is affected by the wisp's compound influence (as detailed in the wisp descriptions below), and the influence counter is reset to 0. Alternatively, a host creature may choose at any time to voluntarily be affected by the compound influence and reset the counter.

sirpercival
2014-02-04, 11:22 PM
Wisp descriptions
Each wisp grants a passive benefit which applies whenever there is at least 1 point stored in the wisp's reservoir (designated as 0 in the tables below), and has a variety of other abilities with associated activation cost and action. All wisp effects are supernatural abilities; any wisp effect that requires a saving throw has a DC of 10 + 1/2 the host's hit dice + the host's Charisma modifier.

Wisp effects generally count as abilities to which they are similar, for the purpose of satisfying appropriate prerequisites and for modifying effects, within reason. Specific notes are given in the individual wisp descriptions.

http://i.imgur.com/KUCCVH3.png
As the wisp merges with your body, your nervous system stutters and jumps for a moment. Then, suddenly you feel a surge of energy -- you feel like you can run faster, jump higher, and react more quickly than before. It will take you a few days to get used to the jitters.

The Wisp of Action is relatively straightforward in its essential nature. It grants the bonded creature a variety of abilities related to increasing reflexes, reaction time, and speed.

Influence (Basic): The host of a Wisp of Action tosses and turns at night, making it difficult to get sufficient rest. The creature needs an additional hour of rest (sleep, reverie, etc.) each day to replenish spell slots, power points, and similar abilities which require rest.
Influence (Compound): When triggered, this influence reflects on the host creature, making it jittery and anxious as its nervous system overloads. The next effect within 1 hour which would make the host creature Frightened instead makes it Panicked, causing it to flee as quickly as possible.

Lore: Characters who have ranks in Knowledge (Arcana, Nature, or the Planes) or the bardic knowledge ability can research the history and legends of creatures bonded with the Wisp of Action to learn more about it. When a character makes a successful skill check or bardic knowledge check, read or paraphrase the following, including the information from the lower DCs.
DC 10: High in the Mountains of Gorll lives an unassuming goatherd, owner of the dubious title of "Luckiest Man in the World". For the cost of a pint of decent ale, he will happily regale anyone with tales of the strange events which have befallen him: volcanic eruptions, falling meteors, and rampaging, insane dragons, each of which he escaped with nary a scratch. After several rounds of ale, he will confide that the secret to his amazing survival, against all odds, is the strange cloud of rainbow light which wandered into his hut one morning.
DC 15: The most famous host of the Wisp of Action was a gnome thief named Ebbet Quicksilver. Silver Lightning, as he was called, flaunted his use of the Wisp, and prided himself on being nearly uncatchable while carrying out a job. He would often call the authorities on himself a few minutes before entering an establishment, then loot the place with his trademarked speed (in full view of the proprietors) and be long gone before the first constable arrived. The only time he was ever caught (a matter of bad luck), he escaped his confines at the first opportunity and with little effort.
DC 20: It is rumored that the legendary unarmored fencer known only by the name Stiletto was bonded with a Wisp of Action. Victor in over a thousand duels, she was possessed of preternatural quickness of blade, often drawing first blood before the handkerchief had reached the ground. Sadly, she fell during the Great Orcish Incursion, surrounded by a dozen bodies riddled with neat, precise holes, without confirming or denying the existence of the Wisp.
DC 30: It is said that the Wisp of Action is the wisp type most valued and coveted by the Cabinet of Faces, with its ability to lend escape from otherwise hopeless situations. A changeling bearing the Wisp of Action is likely to advance quickly through the Cabinet's ranks, no matter what his natural ability.

{table=head]Cost |Action|Effect
0|None|Gain a +2 insight bonus to Dexterity checks.
1|1 immediate |Gain a +4 dodge bonus to AC against 1 attack.
2|1 swift|Increase your speed (for all movement modes) by 30 feet for 2d4 rounds.
4|1 immediate |Gain a +4 insight bonus to a single Reflex save.
6|1 standard|For the rest of the encounter, take an extra attack at your highest base attack bonus as part of a full attack action.
9|1 swift|Gain the benefit of the freedom of movement spell until the beginning of your next turn.
13|1 swift|Immediately take an additional move action during your turn.
17|1 swift|Immediately take an additional standard action during your turn.[/table]

http://i.imgur.com/A9a3dZs.png
You inhale, and the wisp flows into your lungs, filling them to the brim. You find that exhaling is unnecessary -- until you try, and the ejecta ignites.

The Wisp of Breath fills its host's lungs with air and, on command, other more deadly substances. A creature bonded with the Wisp of Breath is granted a variety of breath weapons, both damaging and more subtle.

Influence (Basic): The host of a Wisp of Breath finds itself becoming taciturn, holding the precious breath inside instead of wasting it on trivial verbiage. It suffers a -2 penalty on any checks involving speech.
Influence (Compound): When triggered, this influence reflects on the host creature, making it silent as a statue. For the next 30 minutes, the host creature is unable to speak, communicating only in gestures, telepathy, or other means which do not require using the voice. The creature is also unable to cast spells with verbal components during this time.

Lore: Characters who have ranks in Knowledge (Arcana, Nature, or the Planes) or the bardic knowledge ability can research the history and legends of creatures bonded with the Wisp of Breath to learn more about it. When a character makes a successful skill check or bardic knowledge check, read or paraphrase the following, including the information from the lower DCs.
DC 10: Farmer Koyn's fire-breathing cow is renowned through the entire duchy. Not only is the internally-flammable bovine a good deterrent for thieving animals, but the cow (named Darla) seems to be smarter than her peers, and has mastered rudimentary communication by way of pitched moos and stamping feet. (Koyn's rivals, when liquored up, have been known to make comments about Koyn and the likely source of Darla's parentage…)
DC 15: The Great Mysterio, charlatan extraordinaire and perpetrator of thousands of confidence schemes with varying degrees of success, actually seemed to have at least one bizarre ability. In front of a hundred witnesses (whose stories match), stripped naked and holding nothing, Mysterio opened his mouth and released an odorless mist which filled the room. In the confusion, the charlatan apparently managed to hide himself down a well, remaining underwater for nearly two hours before escaping out onto the heath, never to be heard from again.
DC 20: The isolated island tribe of the Wene'ahoa worship as a god their ancestor-hero Ukohali, a larger-than-life man who, it was said, brewed fire, lightning, and acid in his belly. He could scream louder than an eagle, or spit flaming death on the enemies of the tribe, single-handedly turning back a sea monster that had threatened the island.
DC 30: Firroth, a great wyrm tome dragon, has been studying hosts of the Wisp of Breath for centuries. Firroth has a theory that the multiplicity of dragon species and their various breath weapons were caused by a Wisp of Breath hosted by a dragon ancestor, though his research has yet to bear fruit.

{table=head]Cost |Action|Effect
0|None|You no longer need to breathe.
1|1 standard |Breathe a 15-foot line, dealing 2d6 fire damage (Ref half).
2|1 standard|Breathe a 15-foot-radius sphere of fog (as the fog cloud spell, caster level equal to your Hit Dice). The fog does not move with you.
4|1 standard|Breathe a 30-foot line, dealing 6d6 electricity (Ref half).
6|1 standard|Breathe a 30-foot cone, dealing 8d6 sonic (Fort half, deals full damage to objects).
9|1 standard|Breathe a 40-foot cone of confusion gas (Will negates).
13|1 standard|Breathe a 90-foot line, dealing 9d6 acid (Ref half, affected creatures take equal damage the following round).
17|1 standard|Breathe a prismatic spray effect (caster level equal to your Hit Dice).[/table]
Note: Bonding to the Wisp of Breath counts as a breath weapon for the purpose of meeting prerequisites and for effects which modify breath weapons.

http://i.imgur.com/FXAWSh2.png
The wisp seems to adhere directly to your bones, sprouting veins of stone through your body. You stand straighter, and bend less against the blowing wind.

A creature bonded to the Wisp of Fortitude has superior toughness and survivability. The Wisp of Fortitude grants its host a number of defensive abilities to shrug off damage and debilitating effects.

Influence (Basic): The host of a Wisp of Breath feels brash and confident, sure in the knowledge that nothing can harm it. The creature suffers a -2 penalty to AC vs attacks of opportunity.
Influence (Compound): When triggered, this influence reflects on the host creature, making it reckless and arrogant, convinced of its own invulnerability. Careful enemies can exploit this tendency. The next time within 30 minutes from the trigger that the creature is subject to a Compulsion effect, it must roll twice for the save and take the worse result.

Lore: Characters who have ranks in Knowledge (Arcana, Nature, or the Planes) or the bardic knowledge ability can research the history and legends of creatures bonded with the Wisp of Fortitude to learn more about it. When a character makes a successful skill check or bardic knowledge check, read or paraphrase the following, including the information from the lower DCs.
DC 10: Dervin "Steelguts" Windlost is a local legend in the poor section of Myrg's Rest. He has been banned from every dwarven tavern within 300 miles, for drinking Kragur Ironthroat into a stupor during a 72-hour marathon ale session.
DC 15: In a secluded monastery hidden atop a snowy peak, Maester Umm sits in contemplation just as he has for the past century. He muses on the changes to his psyche engendered by the Wisp of Fortitude he bears, changes which led him into reckless evil during his younger days. He has abandoned such pursuits for the life of the ascetic, where he sits unmoving no matter what; local youths, testing their resolve, sneak into the monastery and pelt him with stones, but often leave wiser and more thoughtful.
DC 20: Rumor tells of a family of halflings who survived being eaten by an ancient chole dragon. No one can find them, however, as they seem to have taken up residence in the dragon's stomach; according to the last known contact, one of the halflings reported the situation as "a nice way to keep out of the wind."
DC 30: In the secret files of House Cannith is revealed the true origin of the Warforged race: an insane scion of the House managed to merge an inert construct with the soul of a human, through the similarity conduit generated by the human's Wisp of Fortitude.

{table=head]Cost |Action|Effect
0|None|You are immune to poison.
1|1 immediate |Gain a +4 insight bonus to a single Fortitude save.
2|1 swift|You have a 25% chance to negate critical hits and precision damage for 2d4 rounds.
4|1 swift|You gain damage reduction 10/– for 1 round.
6|1 swift|You have a 50% chance to negate critical hits and precision damage for 2d4 rounds.
9|1 swift|You gain hardness 15 for 1 round.
13|1 swift|You are immune to critical hits and precision damage for 2d4 rounds.
17|1 standard|You are immune to blindness, critical hits, precision damage, ability score damage, deafness, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration for 2d4 rounds[/table]

http://i.imgur.com/iAJXhg1.png
As you and the wisp become one, grass begins to sprout beneath your feet, and your senses broaden, both mentally and spiritually. You enter a constant state of change and ascension, moving toward higher levels of consciousness and being, and bringing your surroundings with you.

The Wisp of Growth initiates growth in a creature's body, spirit, mind, and environment. It grants the host a varied and subtle set of abilities.

Influence (Basic): The host of a Wisp of Growth feels a sense of awareness and enlightenment, with a consciousness expanded to fill the entire world. However, this leads to some small difficulties on small scales, and so the host creature suffers a -2 penalty on Search checks, as well as Survival checks when Tracking.
Influence (Compound): When triggered, this influence reflects on the host creature, making it overly sensitive to perspective and big-picture thinking. For the next hour, the affected creature cannot enter a Rage (either through its own impetus or do to an external effect), and is unaffected by morale bonuses or penalties.

Lore: Characters who have ranks in Knowledge (Arcana, Nature, or the Planes) or the bardic knowledge ability can research the history and legends of creatures bonded with the Wisp of Growth to learn more about it. When a character makes a successful skill check or bardic knowledge check, read or paraphrase the following, including the information from the lower DCs.
DC 10: Amudh Sal'kadin, the Wandering Ranger, walks the deserts of the world accompanied by his trusty camel and his Wisp of Growth. He says he can make the sand turn green with grass and clover, though as of yet there's been no sign of more rain.
DC 15: Underhold is an unusual community of gnomish clerics dedicated to eradicating undead from the world. It was founded by Dhuk and Leorla Tinpot, an unlikely pair who found each other when they were the only survivors of a wight horde that rampaged through their home cavern. Protected by the mostly-untapped Wisps of Growth that each bore, they left to build a new home and recruit others to reclaim their previous fortunes.
DC 20: Fulman the Apostate was originally the Celestial leader of an order of religious knights, until he was unmasked as a fiend bolstered by a Wisp of Growth who was using his order's "good works" to achieve nefarious ends.
DC 30: Travelers tell of the Talking Grove of Wiln, where all the trees and animals are sentient. Until his recent passing, the Talking Grove was the home of a hermit who breathed awareness into every living thing, to give himself companionship during the long nights.

{table=head]Cost |Action|Effect
0|None|You are immune to energy drain.
1|1 standard |Produce an entangle effect, as per the spell with a caster level equal to your hit dice, even if there is no plant life around.
2|1 standard|Produce an enlarge person effect, as per the spell with a caster level equal to your hit dice, with a touch.
4|1 standard|Produce a plant growth effect, as per the spell, even if there is no plant life around.
6|1 swift|Gain blindsight 30 feet until the beginning of your next turn.
9|1 full-round |Gain the benefit of the half-celestial or half-fiendish template (your choice) for 2d4 rounds. Multiple applications of this ability do not stack; use only the most recent.
13|24 hours |Produce an awaken effect, as per the spell with a caster level equal to your hit dice. You must pay the XP cost, as appropriate, to use this ability.
17|1 standard or immediate |Produce a hypercognition effect, as per the power with a manifester level equal to your hit dice.[/table]

http://i.imgur.com/8klt34n.png
The wisp enters your consciousness with a soft glow of white light, warming you from the tips of your toes. You feel calm and content, and filled with a surety you had not known before.

A creature bonded to the Wisp of Life becomes an effective and powerful healer, able to wash away wounds and, later, even death.

Influence (Basic): The host of a Wisp of Life deplores death, and the passing on of creatures in reach of saving is seen as a failure. Any weapons the host creature wields, or natural attacks it has, automatically deal nonlethal damage; the host creature can deal lethal damage by taking a -4 penalty to the attack roll, as normal.
Influence (Compound): When triggered, this influence reflects on the host creature, making it jaded and upset by the violence and death that occurs everywhere. For the next 20 minutes, the host creature refuses to use its wisp abilities to heal hit point damage for anyone (though it can use wisp abilities which do not heal hit point damage as normal).

Lore: Characters who have ranks in Knowledge (Arcana, Nature, or the Planes) or the bardic knowledge ability can research the history and legends of creatures bonded with the Wisp of Life to learn more about it. When a character makes a successful skill check or bardic knowledge check, read or paraphrase the following, including the information from the lower DCs.
DC 10: Saria Tenpence was barely more than a child when the raiders attacked her village, leaving almost a hundred people wounded and dying. Over the next 36 hours, she drew heavily on her Wisp of Life to bring every single one of them back from the brink of death. As the last patient woke and opened his eyes, Saria fell, breathing her last to save her own father. Ever since, villagers have prayed to her for protection, and it's said that the village is blessed by her presence.
DC 15: The Bleeding Order is a loose-knit group of hosts of the Wisp of Life, who take the corporal punishment of infusing their wisps as a penitence for the world's evil deeds, and deliver healing to the poor in return. They seek to cleanse the world of suffering and evil, one wound at a time.
DC 20: A retired adventurer named Gud the Brave is said to have spent all of his wealth and sold all of his adventuring gear, attempting to bring back his dead wife. He has reincarnated her nearly a dozen times, trying to restore her to her original race and beauty, but each time her fangs seem to grow longer.
DC 30: The final act of the autobiographical opera "The First Life of Margot Smith" involves the main character precipitating her own resurrection via her bonded Wisp of Life.

{table=head]Cost |Action|Effect
0|None|You gain fast healing 1.
1|1 standard |Cure 1d6 + your Hit Dice hit points with a touch.
2|1 standard|Grant fast healing 2 to an ally within 30 feet for 2d4 rounds.
4|1 swift|Cure 2d8 + your Hit Dice hit points with a touch.
6|1 standard|Heal 1d4 points of ability damage with a touch.
9|10 minutes |Produce a reincarnate effect, as per the spell with a caster level equal to your hit dice, with a touch. You must provide the appropriate material components.
13|1 immediate |Cure 3d10 + your Hit Dice hit points with a touch, as the close wounds spell.
17|10 minutes |Produce a resurrection effect, as per the spell with a caster level equal to your hit dice, with a touch. You must provide the appropriate material components.[/table]
Note: Cure effects produced by the Wisp of Life may be used to damage undead, who receive a Will save at the usual DC for half damage.

http://i.imgur.com/wccvscN.png
A moment after you bond this wisp, you stand straighter, buoyed with confidence and poise. You recognize that you are the cream of the crop, simply the best possible iteration of yourself.

The Wisp of Nobility brings a sense of self and purpose to its host creature. It grants abilities relating to force and strength of personality.

Influence (Basic): The host of a Wisp of Nobility believes on a basic level that they are made from better stock than their peers. This subtle arrogance permeates everyday conversation, imposing a -2 penalty on Diplomacy and Bluff checks made against creatures who are Indifferent or friendlier to the host creature.
Influence (Compound): When triggered, this influence reflects on the host creature, making it insufferable and superior. For the next hour, the host creature refuses to attack anything which has fewer Hit Dice than it does, since such activities are horribly low-brow.

Lore: Characters who have ranks in Knowledge (Arcana, Nature, or the Planes) or the bardic knowledge ability can research the history and legends of creatures bonded with the Wisp of Nobility to learn more about it. When a character makes a successful skill check or bardic knowledge check, read or paraphrase the following, including the information from the lower DCs.
DC 10: High-born lords and ladies are known to be stubborn, but the Guildern family takes it to extremes. It's been said that no one can charm or persuade them, no matter what magics are used.
DC 15: The words of courtiers always carry weight, but Lord Nerron, Earl of Susteran, is rumored to have a way of forcing others to listen to him. Some claim to have been supernaturally charmed, as if Lord Nerron was a wizard, but he doesn't have a lick of spellcasting ability…
DC 20: People thought she was crazy when Queen Hedred declared her intention to march to war with her troops, especially considering how small the army was, her lack of any previous combat experience, and her young age. However, the Queen's leadership skills took on an almost magical quality in the field, rallying her tiny force to far greater victories against the barbarian hordes than should have been possible.
DC 30: While most families claim a right to rule, the Suuldaran family has the supernatural backing to prove it. The entire family has bonded to Wisps of Nobility, and somehow manages to bond every scion to such a wisp within hours of the child's birth… though they deny it.

{table=head]Cost |Action|Effect
0|None|You are immune to charm and compulsion effects.
1|1 immediate |Gain a +4 insight bonus on a single Will save against a mind-affecting effect.
2|1 standard|Produce a command effect, as per the spell with a caster level equal to your hit dice.
4|1 move|You are immune to fear effects for 2d4 rounds.
6|1 swift|Grant all allies within 30 feet a morale bonus to attack rolls, saves, or skill checks (your choice) equal to your Charisma modifier for 1 round.
9|1 minute |Produce a break enchantment effect, as per the spell with a caster level equal to your hit dice.
13|1 move|You gain a +6 perfection bonus to the ability score of your choice until the beginning of your next turn.
17|1 swift|Until the beginning of your next turn, roll twice for all d20 rolls and take the better result.[/table]

http://i.imgur.com/uoLhlQx.png
The act of drawing this wisp into your essence seems to cleanse you of everything which had ailed you. The lingering cough, the aching knees, the tired eyes -- all vanish within a single breath, leaving you whole and hale once more.

The host of a Wisp of Purity is the cure for nearly every ill that a creature could suffer. The wisp grants the ability to remove almost any debilitating condition.

Influence (Basic): The host of a Wisp of Purity wishes to keep itself clean from contaminants, and will not willingly partake in alcoholic beverages, drugs, stimulants such as caffeine, or intoxication.
Influence (Compound): When triggered, this influence reflects on the host creature, making it fussy and obsessive about impurities. For the next 15 minutes, the creature takes a -4 penalty to initiative checks, as it is distracted by its own travel-stains.

Lore: Characters who have ranks in Knowledge (Arcana, Nature, or the Planes) or the bardic knowledge ability can research the history and legends of creatures bonded with the Wisp of Purity to learn more about it. When a character makes a successful skill check or bardic knowledge check, read or paraphrase the following, including the information from the lower DCs.
DC 10: Nestled in the peaks of a peaceful mountain range, the Xang Monastery promises to cleanse the ills of all who step into it. They teach the importance of purity of mind, body, and soul. More often than not, they will take in travelers who wish to learn their ways.
DC 15: Xithaque the mindflayer wishes the world to be as clear as his own vision. It is whispered that he will muddy the brains and bodies of his victims before purging them of the very afflictions he forced upon them. A moment of perfect clarity before his tendrils tear out their grey matter.
DC 20: Guintas the lich has become notorious for his ability to cleanse the ills of his cultists, as well as his constant campaign for expunging all half-bloods from his domain in a push for racial purity.
DC 30: The city guard of Raj is said to never sleep. Though the citizens of the city chalk it up to their dedication, in reality it is due to the blessings of a troll named Uog who spends his days tending to their wounds, and may lift heavy eyelids as easily as curses and sickness.

{table=head]Cost |Action|Effect
0|None|You are immune to disease.
1|1 standard |Remove one of the following conditions from a target with a touch: dazzled, fascinated.
2|1 standard|Remove one of the following conditions from a target with a touch: fatigued, paralyzed, shaken.
4|1 standard| Remove one of the following conditions from a target with a touch: blinded, deafened, sickened.
6|1 standard|Remove poison or disease from a target (as per the neutralize poison or remove disease spells) with a touch.
9|1 standard |Remove one of the following conditions from a target with a touch: dazed, confused, frightened, stunned.
13|1 standard|Remove one of the following conditions from a target with a touch: cowering, exhausted, nauseated, panicked, petrified.
17|1 immediate |Remove any one of the previously named conditions affecting a target with a touch.[/table]


The wisps written here were inspired by the original periodic table written by Mendeleev in 1869, with the addition of the noble gases which were discovered later. The abilities granted by each wisp are thematically related to some chemical properties or common uses of the elements in a particular column of the table (with some leeway for creative license).

This seemed appropriate, as the elements in that table are the building blocks of the real world, and these wisps represent the leftover building blocks of the D&D Multiverse. However, if your game world was not constructed of these elements (perhaps relying on the classical Earth-Air-Fire-Water, or some other combination), feel free to design your own wisps to fit the same niche.

Each wisp should grant abilities at the same point costs as the wisps shown here, with level-appropriate power (keeping in mind the renewability of hit points due to magical healing).


http://i.imgur.com/0wNj4vI.png
You can feel this wisp bond with you as a sudden ease of weight. Your equipment, the air, even your body seems lighter, as your muscles tense and release with incredible power.

The Wisp of Strength is quite straightforward, granting its host several abilities related to pure physical prowess.

Influence (Basic): The host of a Wisp of Strength is extremely proud of its supernaturally immaculate physique, and often tries to ways to display it to maximum effect. Such a host creature disdains heavy armor or cloaks, and takes a -2 penalty to all skill and ability checks when wearing such.
Influence (Compound): When triggered, this influence reflects on the host creature, enhancing the exhibitionist propensity by an order of magnitude. The host creature strips naked of all armor and clothing for the next 10 minutes.

Lore: Characters who have ranks in Knowledge (Arcana, Nature, or the Planes) or the bardic knowledge ability can research the history and legends of creatures bonded with the Wisp of Strength to learn more about it. When a character makes a successful skill check or bardic knowledge check, read or paraphrase the following, including the information from the lower DCs.
DC 10: The Great Kulzakh was a kobold rogue of some renown, famous for burrowing into supposedly impenetrable vaults and out of whatever prison cells were meant to hold him. It is said that he once tunneled out of a 3-inch-thick iron sphere using only a wooden spoon.
DC 15: A mongrelfolk named Chum lives in the sewers beneath High Lorendown, and if you pay him 3 silvers he'll show you his pet rat, who is far too intelligent. Chum has trained the nameless rat to lift stone blocks twice its size, and to dig out a sizable apartment from the bedrock that Chum has taken residence in.
DC 20: Yurin's Amazing Menagerie travels the world in bedraggled wagons, showing off its collection of "strange" animals for a few coppers. The prize of the bunch is a chameleon with the Wisp of Strength, which hides before lifting up a mark, to the wonder and amusement of the onlookers.
DC 30: The fledgeling White Unicorn adventuring party hired famous strongorc Thag the Brutal for their raid on a wizard's tower; Thag managed somehow to burst the walls of force protecting the wizard's valuables, but was sadly exterminated by the explosive traps that hid within.

{table=head]Cost |Action|Effect
0|None|Gain a +2 insight bonus to Strength checks.
1|1 move|Gain the Powerful Build trait (see the Half-Giant racial description) for 2d4 rounds.
2|1 swift|Gain a +4 circumstance bonus to Intimidate and Strength-based skill checks for 2d4 rounds.
4|1 standard |Make a Strength check in place of your next skill check made within 1d6 rounds.
6|1 move|For the rest of the encounter, your equipment and natural attacks are treated as if made of adamantine in addition to their normal materials (use the better hit points, hardness, and weight).
9|1 swift|Gain a +8 perfection bonus to Strength for 1d6 rounds.
13|1 standard| Block an attack made against you with a Strength check (DC equal to the attack roll).
17|1 immediate |Make a Strength check to break a force effect as if it was a normal object (break DC 40).[/table]

http://i.imgur.com/iylfzOZ.png
The wisp slides gently into your essence, and you can feel the world around you respond, as if you were holding puppet strings to each rolling hill, flying bird, and leaning tree, able to make them dance to your whim.

The bearer of a Wisp of Transformation has powerful and subtle abilities to affect the world around him. The wisp grants a number of abilities related to direct control of the environment.

Influence (Basic): The host of a Wisp of Transformation feels the mutability of reality most strongly, and tends to be fickle and whimsical as a result. During any activity which takes longer than 1 minute, the creature takes a cumulative -1 penalty on any d20 rolls made as part of that activity for every minute spent involved. (Extended events such as "exploring a dungeon" don't count, but activities such as casting a spell with a long casting time do.) This penalty does not apply to any wisp abilities with long activation times that the creature uses.
Influence (Compound): When triggered, this influence reflects on the host creature, making it inconstant and unreliable. For the next hour, the creature's effective alignment changes to Chaotic Neutral, though it is still treated as its original alignment for the purposes of class features and meeting prerequisites (e.g., this temporary alignment shift would not cause a paladin to fall).

Lore: Characters who have ranks in Knowledge (Arcana, Nature, or the Planes) or the bardic knowledge ability can research the history and legends of creatures bonded with the Wisp of Transformation to learn more about it. When a character makes a successful skill check or bardic knowledge check, read or paraphrase the following, including the information from the lower DCs.
DC 10: The most successful of its kind, the Grand Theater of Wilted Smiles is known to staff numerous users of the Wisp of Transformation for creating life-like sets and dazzling displays of light.
DC 15: The ever-changing slaadi of limbo sometimes bind the Wisp of Transformation to themselves so that they may change the environment as often as they change the state of their mutable minds.
DC 20: Traveling from forest to grove, the elven archdruid Menlat uses his connection to the Wisp of Transformation to bring water to the thirsty, fresh rain to the crops of peasants, and to carve riverbeds through deserts.
DC 30: In ancient times, the first men strode the earth with steps that shook the ground, seeming to hold sway over the very fabric of reality. These beings were worshipped as gods; one truly ascended, joining the pantheon as a deity of uncertain provenance and motives, known primarily for his ability to manipulate light…

{table=head]Cost |Action|Effect
0|None|You gain the Shapechanger subtype.
1|1 round |Produce an animate water or animate wood effect, as per the spell with a caster level equal to your hit dice.
2|1 round| Produce a control light effect, as the power with a manifester level equal to your hit dice.
4|1 standard |Produce a control air effect, as the power with a manifester level equal to your hit dice.
6|1 standard |Produce a stone shape effect, as per the spell with a caster level equal to your hit dice.
9|1 standard |Produce a control water effect, as per the spell with a caster level equal to your hit dice.
13|10 minutes |Produce a control weather effect, as per the spell with a caster level equal to your hit dice.
17|1 standard |Produce a reverse gravity effect, as per the spell with a caster level equal to your hit dice.[/table]

sirpercival
2014-02-04, 11:27 PM
Wisp ACFs
Contained herein are Alternate Class Features for the 11 core base classes that integrate the Wisps of Creation subsystem.

Arcana Plasmatio
The creation of the multiverse involved a massive expenditure of magical energy -- by definition the most complex and mighty working ever accomplished. Some wizards who learn of the existence of wisps study them to the exclusion of some other traditional topics, seeking to understand and harness this primordial energy.
Class: Wizard
Level: 1st
Special Requirement: Wisp of Creation feat.
Replaces: You lose the ability to acquire a familiar, as well as your Scribe Scroll feat and the ability to take item creation feats with your bonus feat slots.
Benefit: You may select [Wisp] feats as wizard bonus feats. In addition, choose a number of spells you know and can cast equal to your Charisma modifier. You may spontaneously cast one of the chosen spells by sacrificing a prepared spell of the same or higher level, and spending points from your reservoir equal to the level of the spell. Whenever you gain a new level of wizard, you may exchange one of the chosen spells for any other spell that you know and can cast.

Bladewisp
By some twist of fate, a fighter might happen upon a wisp and, being the brave (and, at times, reckless) creatures they are, be unable to resist its allure. Such characters are usually more subtle and deadly than others of their ilk, being possessed of unusual abilities to supplement their martial prowess.
Class: Fighter
Level: Any even-numbered level.
Special Requirement: Wisp of Creation feat.
Replaces: You lose your normal fighter bonus feat at the chosen level.
Benefit: You may select [Wisp] feats as fighter bonus feats. In addition, you gain the ability to infuse your weapon with the power of your wisp as a move action. If you do so, choose a number of magical weapon properties with a total bonus equal to the number of points in your reservoir divided by 4. You lose the benefit of your wisp until the beginning of your next turn, but in exchange, your weapon manifests the chosen properties for the same duration.

Bloodline of Creation
In some sorcerers flow the fires of eternal essence, continually renewing and evolving the arcane energies which give them life and impetus. A sorcerer with such a bloodline draws magic not from draconic heritage, fey influence, or the intervention of outsiders, but rather from a wisp that feeds off of and nurtures their very soul.
Class: Sorcerer
Level: 1st
Special Requirement: Wisp of Creation feat.
Replaces: To gain this benefit, you permanently give up the ability to gain a familiar.
Benefit: Your wisp gains a measure of sentience, becoming a companion to you during your adventures. The wisp is not a separate entity from you, instead existing only in your own mind and soul. The wisp confers greater awareness of your surroundings, granting you the benefit of the Alertness feat. Starting at 3rd level, your wisp grants you a +2 bonus to one of your physical ability scores (chosen at the beginning of each day); at 6th level, if you fail a Will save against a mind-affecting effect, you gain a second save the following round; and at 10th level, if you would die, as an immediate action your wisp can empty the reservoir to heal you 3 hit points per point spent (effectively preventing the damage, and therefore hopefully your death).

Divine Creation
All souls spring from the well of energy permeating the multiverse, just as wisps do. A cleric who taps into this infinite continuum can gain deeper understanding of the forces of creation, as well as a more nuanced relationship with her deity or philosophy.
Class: Cleric
Level: 1st (this class feature may only be chosen once).
Special Requirement: Wisp of Creation feat.
Replaces: You sacrifice the granted power of one of your domains, gaining only the spells from that domain.
Benefit: You can spontaneously convert a prepared spell into a domain spell of the chosen domain of the same or lower level by spending points from your reservoir equal to the level of the domain spell as you cast it.


If, in your game, you allow players to select base classes other than the core 11 referenced here, you may wish to design ACFs for them as well. Doing so would enable characters with levels in Warlock, Dread Necromancer, Dragon Shaman, Marshal, etc. to gain the same access to wisps as those who remain within core.

Each ACF should trade one or more class abilities for an ability which is thematically related to both the base class and this subsystem. Use the 11 ACFs written here as an example for the kinds of abilities you might want to include.

Hidden Depths
Deep in the shadowy soul of some rogues lies an unmentionable truth: that the constructions of man and beast, no matter how dangerous, pale beside the original creation of the multiverse. A rogue who feels this way often discovers himself drawn to wisps, as a means of validation.
Class: Rogue
Level: 1st.
Special Requirement: Wisp of Creation feat.
Replaces: To gain this benefit, you do not gain the Trapfinding or Trap Sense class features.
Benefit: You can spend 2 points from your reservoir to use a skill trick one additional time in an encounter, as part of the same action.

Meditation on Genesis
A monk can commune with the echoes of creation, drawing strength and prowess from the wisp she bears.
Class: Monk
Level: 1st and 4th.
Special Requirement: Wisp of Creation feat.
Replaces: You gain ki strike (magic) at 10th level and ki strike (lawful) at 16th. You do not gain ki strike (adamantine).
Benefit: You may select [Wisp] feats as monk bonus feats. In addition, beginning at 4th level, your unarmed strikes bypass all damage reduction, if applicable, of any creature bonded to a wisp.

Primal Remnant
A ranger could find a wisp during his travels through wild, uncharted lands, and bond to it, teaching him entirely new ways of approaching obstacles.
Class: Ranger
Level: 1st, 5th, 10th, 15th, or 20th.
Special Requirement: Wisp of Creation feat.
Replaces: You do not select a favored enemy at the chosen level (you gain favored enemies as normal at the other levels).
Benefit: You gain your favored enemy bonus against any creature bonded to a wisp, no matter its type. In addition, you may select [Wisp] feats in place of Endurance or your normal combat style feats.

Wisp Animus
By bonding with a wisp, some druids tap directly into the creative power of nature that they worship and represent.
Class: Druid
Level: 1st, 4th, and 9th.
Special Requirement: Wisp of Creation feat.
Replaces: To gain the benefit of this ability, you give up your Nature Sense, Resist Nature's Lure, and Venom Immunity class features.
Benefit: You may spend any number of points from your reservoir as part of casting a summoning spell. If you do so, the creatures you summon gain access to the abilities granted by your wisp, with the same limits and restrictions that you have. Each summoned creature thus has a reservoir equal to the number of points you spent while casting the spell, and will spend them at your command just like other directions you could give to a summoned creature.

Wispsong
The echoes of creation make beautiful music for those bards able to hear it.
Class: Bard
Level: 1st.
Special Requirement: Wisp of Creation feat.
Replaces: You lose your Fascinate, Suggestion, and Mass Suggestion bardic music abilities.
Benefit: Whenever you activate a wisp ability which grants a benefit to you, you may spend a use of bardic music to have the effects of the wisp also apply to a single ally within 30 feet.

Wisp Totem
Very few tribes have retained the lore of wisps; however, a barbarian from such a tribe has far more supernatural ability than her peers.
Class: Barbarian
Level: 2nd.
Special Requirement: Wisp of Creation feat.
Replaces: You lose your Uncanny Dodge and Trap Sense abilities; you gain Uncanny Dodge at 5th level, and do not gain Improved Uncanny Dodge (unless granted by some other class).
Benefit: You may use your wisp abilities when raging. In addition, whenever you enter a rage, your effective hit dice for determining the effectiveness of your wisp abilities increases by +2 (this does not affect the size of your reservoir, or the limit on how many points you can spend from your reservoir in a round).

Word and the Will
Handed down from on high, some paladins see wisps as the epitome of order and good, being remnants of paradise created from the primordial chaos.
Class: Paladin
Level: 4th.
Special Requirement: Wisp of Creation feat.
Replaces: To gain the benefit of this ability, you give up the ability to turn undead.
Benefit: Whenever you use your Lay on Hands ability to heal someone other than yourself, add the number of points remaining in your reservoir to the amount you heal. You may only use this ability once per day on any given creature.

sirpercival
2014-02-04, 11:30 PM
Wisp feats

Broadened Horizons [Epic, Wisp]
You have reached the pinnacle of your relationship with your bonded wisp.
Prerequisites: Level 25, Wisp of Creation
Benefit: You unlock the epic-level ability of your wisp, as detailed in the table below.

{table=head]Wisp|Cost|Action|Effect
Action|25|1 standard |You freeze time for 1 round, as per the temporal acceleration psionic power.
Breath|25|1 standard| Breathe a mage's disjunction effect (caster level equal to your Hit Dice) in a 30-foot cone.
Fortitude|25|1 swift|You take all damage as nonlethal damage for 1 round. If you are immune to nonlethal damage, you instead take half lethal damage from all sources for 1 round.
Growth|25|1 minute |You can grow a pocket dimension, as per the Mordenkainen's Magnificent Mansion spell with a caster level equal to your hit dice. However, once you use this ability for the first time, the space you create exists permanently, and each subsequent time you use the ability either creates an access point (if you are outside of the pocket dimension), destroying all other access points at your option, or (if you are inside the pocket dimension) increases the volume by 50%.
Life|25|10 minutes |Produce a true resurrection effect, as per the spell with a caster level equal to your hit dice, with a touch. You must provide the appropriate material components.
Nobility|25|1 swift|You gain the benefits of divine rank 0 for 2d4 rounds.
Purity|25|1 standard |Produce a greater restoration effect, as per the spell with a caster level equal to your hit dice, with a touch. You need not provide the XP cost.
Strength|25|1 standard |You and all allies within 30 feet of you gain a Strength score equal to the highest strength score among all creatures within 30 feet (including your enemies) for 2d4 rounds.
Transformation|25|1 round|For 2d4 rounds, you can control the fabric of reality within 30 feet of you as with the perinarch spell cast on a highly-morphic plane. The effects you create remain even after the duration expires or you move out of range.
[/table]

Project Wisp [Wisp]
You have learned to channel the powers of your wisp through intervening space.
Prerequisites: Level 2, Wisp of Creation
Benefit: The force of your will is sufficient to project your wisp effects through the air. Whenever you activate a wisp ability that requires a touch, you may make a ranged touch attack to deliver the effect instead, with a range of 30 feet. The effect otherwise occurs as normal. Doing so requires 1 additional point from your reservoir than the ability would normally cost.

Regenerative Wisp [Wisp]
You heal more quickly after feeding your wisp through the symbiotic bond.
Prerequisites: Base Fortitude save +3, Wisp of Creation
Benefit: Whenever you sacrifice hit points to fill your wisp's reservoir, you naturally heal the sacrificed hit points at the rate of 1 every minute for every +3 of your base Fortitude save. For example, if you have a base Fortitude save of +10, you heal 3 sacrificed hit points every minute.

Share Wisp [Wisp]
Your companion benefits from your symbiotic relationship with your bonded wisp.
Prerequisites: Animal companion, familiar, or similar companion creature with whom you can share spells, Wisp of Creation
Benefit: At your option, any wisp ability activated by you and currently affecting you can also affect your familiar, animal companion, mount, or other companion creature. The creature in question must remain within 5 feet of you to receive the benefit. If the creature leaves this radius of effect, it loses the benefits of the wisp ability until such time as it returns within 5 feet.

Wisp of Creation [Wisp]
You bond with a wisp of creation, forming a symbiotic bond that grants the wisp your life essence, and you power in return.
Prerequisites: None.
Benefit: You bond to a wisp of creation of your choice.
Special: A creature who takes this feat has an Intelligence score of at least 3. Any creature whose Intelligence is altered by this feat gains the [Augmmented] subtype.

sirpercival
2014-02-04, 11:33 PM
Wisp skill tricks
When a creature bonds with a wisp, their personality and sense of self is altered irrevocably. The symbiotic relationship with a wisp grants a bonded creature more depth and complexity, granting new wrinkles to their normal lifestyle and new ways of dealing with obstacles. It can also teach new ways of using old tricks.

This section introduces a new subclass of skill tricks. Each of the skill tricks detailed below belongs to one of the four standard categories (Interaction, Manipulation, Mental or Movement), and also has the [Wisp] tag. Skill tricks with the [Wisp] tag are different from normal skill tricks in one important respect: a character who has a Wisp skill trick can purchase the same trick multiple times, each time increasing by 1 the number of times that skill trick can be used in a single encounter.

Each skill trick with the [Wisp] tag is a supernatural ability.

Arcane Deconstruction [Manipulation, Wisp]
By altering the flows of magic and energy in the world, you can disrupt a spell effect just like you would a physical device.
Prerequisites: Disable Device 12 ranks, Spellcraft 4 ranks, Wisp of Transformation.
Benefit: You can attempt to duplicate a dispel magic effect with a Disable Device check. You can use this ability to counterspell a spell as it is being cast (requiring a readied action as normal), or to dispel a single existing spell effect as a standard action. The DC of the Disable Device check in either case is equal to 20 + the caster level of the spell.

As the Tall Oak [Mental, Wisp]
Your wisp grants you strength in times of trouble, to ignore the trials and tribulations of your environment.
Prerequisites: Concentration 8 ranks, Wisp of Fortitude.
Benefit: As a standard action, make a Concentration check. You gain a delayed damage pool equal in size to your check result. Any damage you would take instead is added to your pool, up to the limit; you take any excess damage as normal. Each round on your turn, if there is damage in your pool, you take 5 points of damage from the pool and reduce the pool size by 5 (to a minimum of zero). Any healing you receive can either increase your current hit point total as normal or reduce the total damage in your delayed damage pool, divided up as you choose when you receive it. Any other effects of attacks against you besides damage affect you normally.

Back From the Brink [Manipulation, Wisp]
Acting quickly, you breathe a tiny spark of life into a creature that would otherwise have perished.
Prerequisites: Heal 8 ranks, Wisp of Life.
Benefit: With an immediate action, you can make a Heal check (DC 25) on a creature whom you can reach that would be reduced to -10 or fewer hit points. The creature instead is reduced to -9 hit points and is stable (but unconscious as normal).

Leap of the Heavens [Movement, Wisp]
Aided by your wisp, the muscles in your legs contract with incredible strength, flinging you into the air.
Prerequisites: Jump 8 ranks, Wisp of Strength.
Benefit: As a move action, make a Jump check for a standing high jump. At the top of your jump, you gain a fly speed equal to half your check result (rounded up to the nearest multiple of 5 feet), with poor maneuverability, until the beginning of your next turn. If you do not begin your next turn on a surface which can support you, you fall, suffering falling damage as normal.

Looming Presence [Interaction, Wisp]
In your opponent's eyes, your shadow grows to incredible size, hulking over them as they hunch in terror.
Prerequisites: Intimidate 5 ranks, Wisp of Growth.
Benefit: Whenever you make an Intimidate check, you automatically count as one size category larger than your opponent if doing so would benefit you.

Panglossia [Interaction, Wisp]
After a soft inhalation, you speak, and the magic of your wisp carries your words directly into your audience's brain.
Prerequisites: Bluff 5 ranks, Wisp of Breath.
Benefit: By making a Bluff check to deliver a secret message, you can say a single sentence of 25 words or less, which is understood by every creature in earshot that has a language, even if it does not share a language with you. It is up to each creature how it interprets your message (i.e., if you speak in code phrases, your message is obscured as normal, even if the actual words you speak are understood).

Preemptive Reaction [Movement, Wisp]
Your wisp allows you to move with deceptive speed, sometimes throwing your enemies off-balance.
Prerequisites: Tumble 8 ranks, Wisp of Action.
Benefit: You can attempt to move in such a way as to throw an adjacent enemy out of sync. As a move action, make a Tumble check against a DC equal to your opponent's Armor Class. If you succeed, your opponent provokes an attack of opportunity from you.

Purity of Intent [Interaction, Wisp]
Your wisp allows you to assess the danger of situations with surprising accuracy.
Prerequisites: Sense Motive 5 ranks, Wisp of Purity.
Benefit: As a standard action, you can make a Sense Motive check to determine hostile intent among creatures within 30 feet. Your check is opposed by the (subconscious) Bluff check of your enemies; enemies you cannot see gain a +5 bonus to the Bluff check. This skill trick detects aggression, not vigilance. Any creature from whom you detect hostile intent cannot surprise you or catch you flat-footed in this encounter. This ability cannot penetrate barriers.

Transcendent Awareness [Mental, Wisp]
You can hear your allies even when they do not speak.
Prerequisites: Listen 10 ranks, Wisp of Nobility.
Benefit: As a full-round action, you can listen for mental messages from your allies. The effect of this ability is similar to the mindlink psionic power, with the following exceptions: you may only receive thoughts, not send them; you may hear the thoughts of any and all allies within 60 feet; and the effect lasts until the beginning of your next turn. You must succeed on a DC 20 Listen check to activate this ability.

sirpercival
2014-02-04, 11:36 PM
Wisp items
Through the ages, many legendary heroes have (often unbeknownst to their legions of admirers) been bonded with wisps that broadened their capabilities. Some of these have developed various items which make use of or otherwise respond to the primordial, creative magic of wisps.

Primeval Weapon
A primeval weapon can be imbued with energy from the wielder's bonded wisp.
Description: Primeval weapons have no special appearance except when powered by a wisp, at which point they begin to glow with a soft silvery light.
Prerequisite: Anyone can wield a primeval weapon, though only those bonded to wisps can take advantage of its full benefit.
Activation: Imbuing a primeval weapon with essence from a wisp reservoir requires a swift action.
Effect: Whenever a creature bonded with a wisp activates a primeval weapon, he may spend any number of points from his wisp reservoir, up to the creature's normal limit on how many points he may spend in a single round. For each point spent in this way, the creature gains a +1 circumstance bonus to his attack rolls and deals +1d4 points of additional damage with the primeval weapon until the beginning of his next turn.
Aura and Caster Level: Strong transmutation; CL 15th.
Construction: Craft Magic Arms and Armor, divine favor, creator must be bonded to a wisp.
Weight: As normal for weapon.
Price: +2 bonus.

Primordial Armor or Shield
A primordial suit of armor or shield responds to the energy stored in the wearer's bonded wisp.
Description: Primordial armor and shields have no special appearance except when worn by a creature bonded with a wisp, at which point they begin to glow with a soft silvery light.
Prerequisite: Anyone can wear a primordial shield or suit of primordial armor, though only those bonded to wisps can take advantage of its full benefit.
Activation: Primordial armor and shields activate automatically whenever equipped by a creature bonded with a wisp.
Effect: A primordial shield or suit of armor resonates with the life energy stored in a wisp-bonded creature's reservoir. Its enhancement bonus increases based on the number of points stored in the reservoir, as shown in the table below, to a maximum of +5 (for a non-epic weapon). The armor or shield's enhancement bonus increases and decreases as the wielder alters the number of points in his reservoir (by spending them on abilities, or storing them from his hit point total as normal).
Aura and Caster Level: Strong abjuration; CL 18th.
Construction: Craft Magic Arms and Armor, magic vestment, creator must be bonded to a wisp.
Weight: As normal for armor or shield.
Price: +2 bonus.

{table=head]Reservoir|Bonus
1-6|+1
7-11|+2
12-17|+3
18+|+4[/table]

Resonant Capacitor
A resonant capacitor gives a wisp-bearer the means to store excess life essence for later use.
Lore: The first resonant capacitor was invented by Gravinex, an ancient and wise dragon bonded with a Wisp of Growth. (DC 20 Knowledge [arcana])
Description: This amulet consists of a large, flawless fire opal set in a plain gold ring, on a thong of braided leather and dragonscale. When essence is stored inside, the capacitor glows from within with a deep blue-green shimmer.
Prerequisite: A wearer who is not bonded with a wisp gains no benefit from the capacitor.
Activation: Imbuing a resonant capacitor with essence from a wisp reservoir requires a full-round action. Recovering essence from the capacitor is a standard action.
Effect: A wisp-bonded creature can transfer points from her reservoir into a resonant capacitor at any time, and may transfer all stored points back into the reservoir at any time. Each day, she may store a number of points equal to her Charisma modifier. For example, a wisp-bonded creature with a resonant capacitor and a Charisma of 18 could move 4 points to the capacitor each day, and could return all stored points at any time. There is no limit to the number of points a resonant capacitor can store, but any points that are returned in excess of the reservoir's limit are lost in the transfer.
Aura and Caster Level: Strong evocation; CL 12th.
Construction: Craft Wondrous Item, imbue with spell ability, creator must be bonded to a wisp.
Weight: None.
Price: 8,000 gp.

Rod of Oblivion
Dark and twisted, a rod of oblivion seeks to undo the work of creation, drawing parasitically on the power of other creature's wisps.
Lore: The lich Ankgmakh coveted the power of wisps, but (as he was no longer alive) could not bond to one. He created the rod of oblivion to steal the magic of wisps for himself. (DC 15 Knowledge [arcana)
Description: A rod of oblivion takes the form of a twisted, petrified blackthorn branch.
Prerequisite: Any creature can use a rod of oblivion.
Activation: Making an attack with a rod of oblivion requires a standard or full-attack action as normal.
Effect: A rod of oblivion functions as a +1 ghost touch unholy heavy mace. However, its true power is revealed whenever it is used to attack a wisp-bonded creature or free wisp. Whenever the wielder successfully damages a creature that is bonded to a wisp, that creature loses 1d4 points from its wisp reservoir (doubled on a critical hit), and the wielder gains 5 times that amount in temporary hit points. Temporary hit points gained from multiple uses of the rod of oblivion stack. If the opponent is reduced to (or already has) 0 points in its wisp reservoir, the creature must make a Fortitude save (DC 19) or fall unconscious.

When attacking a free wisp, a rod does not simply move the wisp as normal for a ghost touch weapon. Instead, each successful attack against a free wisp with a rod of oblivion deals 1 point of damage to the wisp, and grants 5 temporary hit points (which stack with other temporary hit points granted by the rod) to the wielder. After 20 points of damage have been done to a free wisp with a rod of oblivion, the wisp is destroyed, and the wielder is immediately healed of all damage and cured of all negative conditions currently affecting him.
Aura and Caster Level: Strong necromancy; CL 18th.
Construction: Craft Rod, vampiric touch, creator must be bonded to a wisp.
Weight: 10 lbs.
Price: 40,000 gp.

Wisplight
A wisplight glows when imbued with the power of wisps, illuminating life essence in its vicinity.
Lore: Wisplights seem to occur naturally near where wisps have formed, though they can also be crafted purposefully. (DC 15 Knowledge [arcana])
Description: Small and fragile, wisplights look like delicate flowering buds made of clear blue crystal.
Prerequisite: Only a creature bonded with a wisp has the ability to activate a wisplight.
Activation: Activating a wisplight requires a standard action.
Effect: When a wisp-bonded creature spends 1 point from her reservoir to activate a wisplight, the wisplight gives off illumination like a torch for 2d6 rounds. In addition, all living creatures within the area of illumination are outlined in faerie fire, as the spell, for the same duration. Living creatures who move into or out of the area of illumination begin or cease glowing, as appropriate.
Aura and Caster Level: Faint evocation; CL 3rd.
Construction: Craft Wondrous Item, faerie fire, light, creator must be bonded to a wisp.
Weight: None.
Price: 75 gp.

Wisp of Creation [Minor Artifact]
Ephemeral and fluorescent, a wisp of creation imbues the creature that bonds with it the powers of creation. When activated, a free wisp of creation grants the creature bonding with it (as described under Acquiring a Wisp, above) the Wisp of Creation feat permanently as a bonus feat, at which point the free wisp is destroyed and cannot be bonded with again. See What is a wisp?, above, for more information. Note again that free wisps are of indeterminate type until they have bonded with a creature, at which point the superposition of types resolves.
Aura and Caster Level: Strong transmutation; CL 20th.

sirpercival
2014-02-04, 11:38 PM
Epic Destiny: Shepherd of Creation
Wielding the power of your bonded wisp has made you successful beyond your wildest dreams. And yet, the power of divine creation calls to you, waiting for you and your wisp to take the next step -- to unlock the secrets of the multiverse, imbuing yourself with deific power.

Note: the rules for Epic Destinies in 3.5 were originally posted on the Wizards.com website. (wayback machine (http://web.archive.org/web/20090218080723/http://wizards.com/default.asp?x=dnd/drfe/20080428), blog post (http://lonelygm.blogspot.com/2011/02/epic-destinies-for-d-35pathfinder.html))

Requirements: 21st level, Wisp of Creation feat.

{table=head]Level |Benefit
21st|Augment Reservoir, Bonus Wisp
24th|Symbiotic Restoration
27th|Command Wisp
30th|Wisp Avatar[/table]

Augment Reservoir (Su): The bond you have establish with your wisp grows in complexity and depth, broadening to accept new connections. At 21st level, your restriction on how many wisps you can bond to is lifted, and you may bond additional wisps through the usual methods. All wisps you bond with share a reservoir, and the limit on how many points you may spend from that reservoir is still in effect; however, for every two wisps you bond beyond the first, your effective Hit Dice for determining reservoir size and spending limit increase by 1.

You feel the base influence of every wisp to which you are bonded; however, you only suffer the compound influence of your original wisp, though using abilities from any wisp contributes to your influence counter.

Bonus Wisp: You gain Wisp of Creation as a bonus feat at 21st level, acquiring a second wisp. Determine the type of wisp at random by rolling on the table below. In addition, any new wisps that you acquire are chosen at random as well.

{table=head]Roll (d10)|Wisp
1|Wisp of Action
2|Wisp of Breath
3|Wisp of Fortitude
4|Wisp of Growth
5|Wisp of Life
6|Wisp of Nobility
7|Wisp of Purity
8|Wisp of Strength
9|Wisp of Transformation
10|DM's choice[/table]

Symbiotic Restoration (Su): Just as you provide sustenance to the wisp you have bonded with, at 24th level the extra wisps that you have acquired have joined forces to nurture and sustain you. You gain fast healing equal to half the number of points in your reservoir at any given time.

Command Wisp (Su): Beginning at 27th level, you have learned a measure of control over wisps both free and bonded to hosts. You may turn or rebuke creatures bonded to wisps as a cleric turns or rebukes undead, using your Hit Dice as your effective cleric level. You may use this ability a number of times per day equal to 3 + your Charisma modifier. In addition, as a standard action at will, you may command a free wisp to move to a space adjacent to you by making a Charisma check (DC 10 + 3 times the number of squares distant the wisp is).

Wisp Avatar (Su): Upon reaching 30th level, your relationship of the wisps bonded with you is unparalleled. The number of points you may spend from your reservoir in a single round is no longer limited by your Hit Dice (only by your actions in a given round and the size of your reservoir). In addition, your reservoir for all your wisp abilities is equal to your full normal hit point total.

Immortality of Ascension in Creation: At the end of your destiny quest, when you have bonded at least 10 wisps, one of each type plus your original (because of the random nature of wisps, you will likely bond to more than 10 wisps in the process of collecting the 10 required), the accumulated fragments of divine creative power coalesce into true deific ascension. You become a true (if minor) deity, and your portfolio reflects not only your personality and history, but also the powers of your original wisp. The creative force allow you to establish a divine realm on the plane of your choice. When you reach godhood, the adventuring life seems quaint compared to the power you wield. Your character's need to travel and battle mortal threats is finished, but her influence on other adventurers might not be. Perhaps the deity you've become will even be a major player in your next campaign.

sirpercival
2014-02-04, 11:40 PM
Magical Location: Forge of Worlds

http://i60.tinypic.com/28r1gs6.jpg

Far underground, at a confluence of elements, lies the Forge of Worlds. In such a location, the bones of the world form from raw material, and it is here that excesses develop naturally into wisps at a prodigious rate. The wisps that form on the flows of energy and matter often get carried to the far corners of the world, but an intrepid traveler, armed with ancient dwarven maps, can find his way directly to the source.
A forge of worlds forms only in the deep places, where fiery lava flows, sunken rivers, veins of precious minerals, and musty air vents converge in a single area. Such a place is rich in the primordial magic of creation, a natural breeding ground for wisps to arise.

Lore: Characters can gain the following pieces of information about a forge of worlds by making Knowledge (Arcana, Nature or the Planes) checks at the appropriate DCs, as given below.
DC 10: A forge of worlds is a site that forms deep underground, at the convergence of powerful elemental flows.
DC 15: Wisps of creation form naturally at a forge of worlds.
DC 20: Any creature which meditates long enough at a forge of worlds will come away bonded to a wisp.
Description: A forge of worlds is typically a natural stone platform in a cave buried underneath the bones of the world. The cave is lit a glowing red by exposed magma flows which heat the cave to near unbearable levels. The flowing walls resonate with the rumbling rush of an underground river, and the close, sooty air is refreshed by vents high in the walls that lead all the way to the surface. The walls and floor glitter in the cherry light, showing veins of mithril and gold.

The entire complex throbs with pervasive elemental power, almost overwhelming in its presence, but the raw creative force cannot be tapped except by magic. Meditating in such a place is difficult, with the senses battered by heat, sound, and undulating crimson gloom. A particularly astute observer might catch a momentary glimpse of flickering color as a newly-forming wisp is carried away by molten rock or frothing water.
Prerequisite: Any living creature with an Intelligence score of at least 3 can bond with a wisp at a forge of worlds.
Location Activation: To bond with a wisp at a forge of worlds, a creature must wait for 6 uninterrupted hours for an accessible wisp to appear and remain. Then, the usual method of bonding the wisp occurs, with the requisite meditation period; however, due to the inhospitable conditions at the forge, a DC 15 Concentration check must be made every hour to maintain the necessary meditative focus. If the Concentration check fails, or the meditation is otherwise interrupted, the character can begin again without waiting for a new wisp to appear.
Recharge: Once a creature has bonded with a wisp at the forge of worlds, another accessible wisp will not appear for 6 months.
Special Ability (Ex): The experience of meditating within the forge of worlds allows a character to absorb some of the residual creative power that remains. This grants the character Wisp of Creation as a bonus feat. The normal restriction on how many wisps the character may bond to simultaneously applies.
Duration: A character who communes with the forge of worlds learns its secrets and gains its benefits permanently.
Aura: Strong conjuration.
Ability Value: N/A. (Note that this magical location essentially confers the benefit of a minor artifact to the creature who accesses it, and so should be valued similarly by the DM.)

sirpercival
2014-02-04, 11:42 PM
Reserved for Encounters & Adventures I

sirpercival
2014-02-04, 11:43 PM
Reserved for Encounters & Adventures II

sirpercival
2014-02-04, 11:44 PM
OK, that should be good (I can use this post if I need another).

Feel free to comment! I know it's a lot to read.......

Amechra
2014-02-05, 11:02 AM
Alright, here's another ACF for ya:

Wispy Nature
When someone is entirely hollow, it is oftentimes easier for them to take something else in. Wisps are ideal, given their soul-ish nature.

Class: Husk (http://www.giantitp.com/forums/showthread.php?t=320653)
Levels: 2nd, 6th, 10th, 14th, and 18th
Special Requirement: Wisp of Creation feat.
Replaces: To gain this benefit, you don't gain the Primal Carapace class feature.
Benefit: At 2nd level, you gain a [Wisp] feat as a bonus feat; you gain an additional bonus [Wisp] feat at 10th and 18th levels. At 6th level, whenever you Shapeshift, you add a number of temporary points to your Reservoir equal to your Strength modifier; at 14th level, this amount is increased to equal 5 + your Strength modifier. These points only last until the end of your Shapeshift, and are spent first.


Oh, and for more general consumption:

Wisp Trickster [Wisp]
You have a few more tricks up your sleeve than the average creature bonded to a Wisp.
Prerequisite: Any two Wisp skill tricks, or must have taken one Wisp skill trick twice.
Benefit: You immediately learn up to two Wisp skill tricks at no cost, and your limit on skill tricks known increases by 1.

sirpercival
2014-02-05, 11:16 AM
Alright, here's another ACF for ya:

Wispy Nature
When someone is entirely hollow, it is oftentimes easier for them to take something else in. Wisps are ideal, given their soul-ish nature.

Class: Husk (http://www.giantitp.com/forums/showthread.php?t=320653)
Levels: 2nd, 6th, 10th, 14th, and 18th
Special Requirement: Wisp of Creation feat.
Replaces: To gain this benefit, you don't gain the Primal Carapace class feature.
Benefit: At 2nd level, you gain a [Wisp] feat as a bonus feat; you gain an additional bonus [Wisp] feat at 10th and 18th levels. At 6th level, whenever you Shapeshift, you add a number of temporary points to your Reservoir equal to your Strength modifier; at 14th level, this amount is increased to equal 5 + your Strength modifier. These points only last until the end of your Shapeshift, and are spent first.
Sweet! :D


Oh, and for more general consumption:

Wisp Trickster [Wisp]
You have a few more tricks up your sleeve than the average creature bonded to a Wisp.
Prerequisite: Any two Wisp skill tricks.
Benefit: You immediately learn up to two Wisp skill tricks at no cost, and your limit on skill tricks known increases by 1. I'm not sure how this would work for anyone who doesn't have the Epic Destiny, since you can't have more than one wisp type...?

Amechra
2014-02-05, 11:58 AM
I probably should reword the prerequisites for the feat; you should be able to take it after learning your Wisp's skill trick to get two more uses per encounter.

sirpercival
2014-02-05, 01:06 PM
Ah, ok. But, you know, you can just buy more uses of Wisp tricks (that's kind of hidden in the beginning of that post).

Amechra
2014-02-05, 01:23 PM
I know; that's why I wrote it the way I did.

EdroGrimshell
2014-02-07, 06:59 PM
Hm, I'd like to see a Detection, Knowledge, and/or Craft wisp.

sirpercival
2014-02-07, 11:15 PM
Hm, I'd like to see a Detection, Knowledge, and/or Craft wisp.

While I love the idea from the point of view of mechanical and player-focused variety, doing so wouldn't fit into the motif that I have currently constructed (described under DM Sidebar: Wisps and Elemental Design).

So, I would happily include such things in an alternate set. Any ideas on what kind of thematic would have those three and some others? (We could reuse some of the originals with justification, of course.)

EdroGrimshell
2014-02-07, 11:51 PM
Actually I have to admit I have ulterior motives with that, I'm currently playing a craftsman character in a solo game trade with a friend of mine and we're introing the wisps to each others games, I already have the one he's going to get, but I was hoping to get one more geared towards my character. These three concepts fit best and have a broad enough range that they'd be good in a general setting, not just for one character.

But I have a few concepts for alternates, namely the five alchemical elements (Fire, Air, Earth, Water, and Aether or Anima), the triforce (Power, Courage, and Wisdom), and the aspects of life (Knowledge, Strength, Will, Action, Perception, and Presence, each representing one of the ability scores), then the process of creation itself (which is the alchemical elements, the aspects of life, and some miscellaneous ones).

On what the specific ones I mentioned would do, I'm not sure

I'd say detection/perception would be the easiest, giving increased sensory abilities and divination style effects like See Invisibility, Augury, True Seeing, Tongues, etc.

Knowledge would be next, as being able to apply your intellect to various tasks such as identifying weak spots in armor or tough hide, noticing patterns in attack style to dodge, applying a talent in one area to a talent in another, an eidetic memory, etc. But those are just combat abilities, for non-combat ones.

Craft is probably the hardest to justify and put into mechanics, but it'd be things like augmenting a crafted item to improve bonuses, increased hardness and hp of items, repair, maybe quasi-enchantments, but it'd be a bit more difficult than the other options.

sirpercival
2014-02-08, 09:07 AM
Actually I have to admit I have ulterior motives with that, I'm currently playing a craftsman character in a solo game trade with a friend of mine and we're introing the wisps to each others games, I already have the one he's going to get, but I was hoping to get one more geared towards my character. These three concepts fit best and have a broad enough range that they'd be good in a general setting, not just for one character. Hey, awesome!! Let me know how it goes -- I'd love to get some playtest feedback.


But I have a few concepts for alternates, namely the five alchemical elements (Fire, Air, Earth, Water, and Aether or Anima), the triforce (Power, Courage, and Wisdom), and the aspects of life (Knowledge, Strength, Will, Action, Perception, and Presence, each representing one of the ability scores), then the process of creation itself (which is the alchemical elements, the aspects of life, and some miscellaneous ones). Hm, ok these are pretty cool; would you want full writeups with Lore, skill tricks, and everything? Or just ability & influence lists?


On what the specific ones I mentioned would do, I'm not sure

I'd say detection/perception would be the easiest, giving increased sensory abilities and divination style effects like See Invisibility, Augury, True Seeing, Tongues, etc.

Knowledge would be next, as being able to apply your intellect to various tasks such as identifying weak spots in armor or tough hide, noticing patterns in attack style to dodge, applying a talent in one area to a talent in another, an eidetic memory, etc. But those are just combat abilities, for non-combat ones.

Craft is probably the hardest to justify and put into mechanics, but it'd be things like augmenting a crafted item to improve bonuses, increased hardness and hp of items, repair, maybe quasi-enchantments, but it'd be a bit more difficult than the other options. Let's see if we can construct this. Maybe if we took the alchemical elements (I'm working with AEFW Sulphur Mercury Salt) but took nonstandard interpretations?

For example, Earth would be the Wisp of Growth, Fire the Wisp of Transformation, Air the Wisp of Knowledge, Water the Wisp of Awareness, Sulphur the Wisp of Action, Mercury the Wisp of Craft, and Salt the Wisp of Purity.

Thoughts?

EdroGrimshell
2014-02-08, 11:23 AM
Hey, awesome!! Let me know how it goes -- I'd love to get some playtest feedback.

Will do


Hm, ok these are pretty cool; would you want full writeups with Lore, skill tricks, and everything? Or just ability & influence lists?

Your choice there, I only need the ability and influence, but I love the fluff you put to them and how interesting it always is.


Let's see if we can construct this. Maybe if we took the alchemical elements (I'm working with AEFW Sulphur Mercury Salt) but took nonstandard interpretations?

For example, Earth would be the Wisp of Growth, Fire the Wisp of Transformation, Air the Wisp of Knowledge, Water the Wisp of Awareness, Sulphur the Wisp of Action, Mercury the Wisp of Craft, and Salt the Wisp of Purity.

Thoughts?

Hm, I've never seen that particular listing for alchemical elements before, but it seems to work thematically and gives a good breadth of options.

sirpercival
2014-02-08, 12:55 PM
I have a better idea. Let's go to the eight trigrams of the Bagua (http://en.wikipedia.org/wiki/Bagua), the King Wen variant. Fire - Wisp of Action
Earth - Wisp of Awareness
Lake - Wisp of Knowledge
Heaven - Wisp of Craft
Water - Wisp of Shadow
Mountain - Wisp of Fortitude
Thunder - Wisp of Transformation
Wind - Wisp of Life


I'll post them here as I write them.

EdroGrimshell
2014-02-08, 01:33 PM
I have a better idea. Let's go to the eight trigrams of the Bagua (http://en.wikipedia.org/wiki/Bagua), the King Wen variant. Fire - Wisp of Action
Earth - Wisp of Awareness
Lake - Wisp of Knowledge
Heaven - Wisp of Craft
Water - Wisp of Shadow
Mountain - Wisp of Fortitude
Thunder - Wisp of Transformation
Wind - Wisp of Life


I'll post them here as I write them.

Cool, and thanks.