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Vadskye
2014-03-13, 02:28 PM
The Spellwarped

The world is full of magic. It can be wielded by lucky commoners, pompous nobles, devoted worshippers, powerful monsters, and anyone in between -- but sometimes, things go wrong. Spells can be miscast and devastate those other than their intended targets. Sometimes, the survivors of these magical accidents are permanently altered by the experience. Those who seek to tap into this latent power are the spellwarped: warriors with powerful innate magical ability.

Designer's Notes:
I've been homebrewing for over half a decade now. I've written an entire new system. But I've never created a new base class from scratch before! This is my first attempt, and it's definitely not perfect. I still haven't figured out how to format things nicely to be legible on this forum, so any feedback on formatting is appreciated just as much as feedback on the class.

The spellwarped is designed to fulfill the role of a warrior who has the ability to use a very specific kind of magic. It provides a chassis to incorporate all of the many base and prestige classes which are intended to represent devotion to a particular kind of magic without "spellcasting", such as the Temporalist (http://www.giantitp.com/forums/showthread.php?t=308549) (the direct inspiration for this class), the Pyrokineticist (http://www.dandwiki.com/wiki/SRD:Pyrokineticist), the Warshaper (http://dndtools.eu/classes/warshaper/), and so on.

In a party, the spellwarped's role depends on their choice of innate magic. An alteration-themed spellwarped is a very durable warrior with the ability to perform limited buffs and debuffs. A pyromancy-themed spellwarped is a potent damage-dealer that is dangerous to ignore and dangerous to approach. A temporal-themed spellwarped is a fast, agile warrior with battlefield control abilities. Using this template, should be easy to create new spellwarped variants for different forms of magic (which I encourage you to try!).

Tier-wise, the class is designed to sit at about a 4; it lacks the massive damage potential of a barbarian, Tome of Battle character, or blaster caster, but gains a great deal of flexibility, both in and out of combat. In a 3.5 environment with full splat book access or Pathfinder, the class might need more damage potential or a full BAB progression; I think damage is unnecessarily inflated in 3.5, and I couldn't keep that out of my design entirely.

There are some missing abilities, as I couldn't decide what to put into various slots. Ideas for those abilities, or for other improvements to the class, are more than welcome!


Level
BAB
Good Save1
Normal Saves1
Special


1st
+0
+2
+0
Innate magic, invoke power, spellwarp pool


2nd
+1
+3
+0
Spellwarped body, surge of power


3rd
+2
+3
+1
Attuned senses, spellwarped aspect


4th
+3
+4
+1
Invoke power, resist magic


5th
+3
+4
+1
Manipulate magic


6th
+4
+5
+2
Invoke power


7th
+5
+5
+2
Spellwarped aspect


8th
+6/+1
+6
+2
Invoke power


9th
+6/+1
+6
+3
Spell resistance


10th
+7/+2
+7
+3
Invoke power


11th
+8/+3
+7
+3
Spellwarped aspect


12th
+9/+4
+8
+4
Invoke power


13th
+9/+4
+8
+4
Improved manipulate magic


14th
+10/+5
+9
+4
Invoke power


15th
+11/+6/+1
+9
+5
Spellwarped aspect


16th
+12/+7/+2
+10
+5
Invoke power


17th
+12/+7/+2
+10
+5
Mass surge of power


18th
+13/+8/+3
+11
+6
Invoke power


19th
+14/+9/+4
+11
+6
Permanent surge of power, spellwarped aspect


20th
+15/+10/+5
+12
+6
Invoke power





1 Each spellwarped has a good save determined by his choice of innate magic.

Alignment: Any.
Hit Die: 1d8.
Class Skills
The spellwarped's class skills (and the key ability score for each skill) are Knowledge (arcana) (Int), Intimidate (Cha), Ride (Dex), Spellcraft (Int), and Swim (Str). He gains additional class skills based on his choice of innate magic.
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier
Class Features
All of the following are class features of the spellwarped.
Weapon and Armor Proficiency:
A spellwarped is proficient with simple and martial weapons, light and medium armor, and shields (except tower shields). Armor does not impede the use of his abilities.
Innate Magic (Ex): Each spellwarped draws his power from a particular kind of magic. This is a choice made when the first level of the class is taken, and it cannot thereafter be changed. The choices are listed below.

Alteration: The spellwarped can manipulate the physical forms of creatures. His good save is Fortitude, his key attribute is Intelligence, and he treats Disguise, Escape Artist, Forgery, and Hide as class skills. An alteration spellwarped may be called an alterer, bodywarper, or shifter.
Pyromancy: The spellwarped can manipulate fire and heat. His good save is Will, his key attribute is Charisma, and he treats Balance, Jump, Perform, and Tumble as class skills. A pyromancy spellwarped may be called a pyromancer.
Telekinesis: The spellwarped can manipulate objects and creatures with his mind. His good save is Will, his key attribute is Intelligence, and he treats Disable Device, Open Lock, Sleight of Hand, and Use Rope as class skills. A telekinesis spellwarped may be called a telekine.
Temporal: The spellwarped can manipulate time. His good save is Reflex, his key attribute is Wisdom, and he treats Listen, Sleight of Hand, Spot, and Tumble as class skills. A temporal spellwarped may be called a temporalist or timewarper.

Spellwarp Pool (Su): A spellwarped has the ability to tap into the latent magic within his body to generate magical effects. He has a maximum number of spellwarp points equal to half his spellwarped level + his Constitution modifier (minimum 1 point). Each hour, he regains a number of spellwarp points equal to his key ability modifier. As long he has at least one spellwarp point remaining, he gains a minor ability based on his choice of magic.

Alteration -- Alter Appearance: The spellwarped can change minor aspects of his appearance at will -- removing a mole or lengthening his beard slightly. This can grant him a +2 bonus to Disguise checks. Major changes are not possible.
Pyromancy -- Ember: The spellwarped can snap his fingers as a swift action to create a small ember of flame in his hand for 5 minutes. This ember casts light as a torch, and can deal 1 point of fire damage with a successful touch attack. The ember can be dismissed as a swift action or extinguished as a move action.
Telekinesis -- Minor Object Manipulation: The spellwarped can concentrate as a standard action to move objects within five feet of him telekinetically. He can slowly lift or manipulate one object by up to one foot per round. The object can weigh up to five pounds. This level of control is insufficient to make skill checks or wield a weapon or shield effectively.
Temporal -- Time Awareness: The spellwarped always knows exactly what time it is, and can track the passage of time precisely without effort.

Invoke Power (Su): A spellwarped can invoke his innate magic to generate powerful effects by spending a spellwarp point. If a saving throw is allowed, the DC is equal to 10 + the spellwarped's class level + his key attribute. The spellwarped gains an additional power at 4th level and every 2 levels thereafter. The powers a spellwarped gains depend on his choice of innate magic, as described below in Spellwarped Powers.

Surge of Power (Su): At 2nd level, a spellwarped can invoke a surge of magical power that allows him to embody his innate magic more fully for 5 rounds. To invoke a surge of power, he must spend a spellwarp point as a a swift action. The effect of his surge depends on his choice of innate magic, as described below.
Alteration -- Alter Body: The spellwarped enhances his physical ability. He gains a +2 enhancement bonus to a physical attribute of his choice. This bonus increases by 1 at 6th level and every 4 spellwarped levels thereafter.
Pyromancy -- Flame Aura: The spellwarped emanates an aura of fire for 5 rounds. When he invokes the surge, and at the start of each of his turns, enemies within a 10 foot radius burst of him take one point of fire damage per spellwarped level.
Telekinesis -- Mind Blade: The spellwarped telekinetically wields an unattended weapon within Close (30 ft.) range. The weapon must be a light or medium weapon appropriate for his size. This allows him to use the weapon to attack just as if he were using it with his hands. In place of using Strength or Dexterity, he adds his Intelligence modifier to attack and damage. In all other respects, this functions as if he were wielding the weapon normally. The weapon floats in midair and threatens all squares adjacent to it, and he may make attacks of opportunity with the weapon or with a weapon he wields in his hands, but not both. He may move the weapon up to 30 feet in any direction as a move action.
Temporal -- Accelerate Movement: The spellwarped accelerates his movement and reactions. He gains a +2 dodge bonus to AC and a +10 foot enhancement bonus to his movement speed. At 8th level, and every 6 levels thereafter, the dodge bonus increases by 1 and the speed bonus increases by 10 feet.

Spellwarped Body (Ex): At 2nd level, a spellwarped's body is fundamentally altered by exposure to magic. He shows signs of the magic coursing through his body: strangely or inconsistently colored hair, natural skin markings which often resemble runes, and so on. Anyone observing the spellwarped can make a Perception or Spellcraft check with a DC equal to 20 - the spellwarped's class level to recognize that the character is a spellwarped. In addition, the spellwarped gains an ability based on his innate magic.

Alteration -- Augment Skin: The spellwarped gains a +1 natural armor bonus. This bonus increases by 1 at 5th level and every 5 levels thereafter.
Pyromancy -- Energy Resistance: The spellwarped gains energy resistance equal to twice his spellwarped level against cold and fire damage.
Telekinesis -- Deflect Attack: The spellwarped reflexibly deflects attacks away from him with his mental abilities. He gains a +1 deflection bonus to AC. This bonus increases by 1 at 4th level and every 4 levels thereafter.
Temporal -- Accelerate Reaction: The spellwarped gains a +4 bonus to initiative checks. This bonus increases by 1 at 4th level and every 2 levels thereafter.

Attuned Senses (Su): At 3rd level, the spellwarped learns to recognize the telltale signs of his chosen magic. He must concentrate as a standard action to use this ability, and he may do so any number of times per day.

Alteration -- Perceive Alteration: The spellwarped can discern the true form of all creatures within 50 feet of him for 1 round, ignoring any effects which magically alter their shapes. This also grants him a +5 bonus to Perception checks to see through mundane disguises.
Pyromancy -- Flame of Life: The spellwarped can see the life-fire that lies within all living creatures, allowing him to clearly see all living creatures within 50 feet of him for 1 round. This ability can reveal creatures hiding in concealment and defeat figments and glamers such as invisibility, but does not reveal creatures hiding behind cover.
Telekinesis -- Spatial Awareness: The spellwarped can feel the forms of all physical objects around him, granting blindsense out to a 50 foot range for 1 round.
Temporal -- Accelerated Search: The spellwarped can accelerate his mind to immediately search everything within a 10 foot radius of him with the Search skill. Alternately, he may use this ability to read a book ten times as fast as normal.

Spellwarped Aspect (Su): At 3rd level, the spellwarped gains a new ability based on his continued exposure to magical energy. The spellwarped gains an additional aspect at 7th level and every four levels thereafter. Some aspects have spellwarped level requirements, as indicated below. Most aspects are specific to particular kinds of innate magic, but some aspects can be taken by any spellwarped. These aspects are listed under the General heading.

General:

Spellwarped Soul: The spellwarped may use his character level in place of his spellwarped level to determine the effects of his spellwarped abilities, including damage dealt and saving throw DCs. This does not affect the number of spellwarp points he has available.
7th -- Accelerated Recovery: The spellwarped regains spellwarp points once per 10 minutes, rather than once per hour.
11th -- Improved Attune Senses: The spellwarped can constantly gain the benefit of his Attuned Senses ability. He can toggle his enhanced senses on or off as a swift action.

Alteration:

Damage Reduction: The spellwarped gains physical damage reduction 2/adamantine against his choice of piercing, slashing, or bludgeoning damage. This damage reduction increases by 1 at 5th level and every 5 levels thereafter.
Fast Healing: While his surge of power is active, the spellwarped gains fast healing equal to half his spellwarped level, allowing him to heal damage each round. This does not affect critical damage.
Improved Damage Reduction: The spellwarped's damage reduction applies against all forms of physical damage. The spellwarped must have the damage reduction aspect to gain this aspect.
7th -- Alter Movement: When the spellwarped gains this aspect, gains his choice of a climb, glide, or swim speed equal to his base land speed permanently. He may select this aspect multiple times, choosing a different movement mode each time.
7th -- Alter Size: When the spellwarped uses his surge of power, he can increase or decrease by a size category, as he chooses. This does not stack with other size-affecting effects.

Pyromancy:

Ignite Weapon: While his surge of power is active, the spellwarped adds his Charisma modifier to weapon damage. This bonus damage is fire damage.
Intense Flames: The spellwarped's attacks can ignore an amount of fire damage reduction equal to his spellwarped level + his Charisma modifier.

Telekinesis:

Dual Mind Blade: The spellwarped may wield two weapons at once with his mind blade ability. They must stay in the same space, and he may make two-weapon fighting attacks with the weapons, just as if he was wielding them with his hands.
7th -- Shieldbearer: The spellwarped may wield shields, except tower shields, telekinetically. The shield floats in his square, granting him its AC bonus. He does not need a free hand to wield the shield and suffers no armor check penalty or arcane spell failure from it. The shield follows him as he moves. If it is forcibly removed from his square, he loses control over it and it falls to the ground.
11th -- Mind Armory: The spellwarped may control a number of weapons equal to half his Intelligence with his mind blade ability. This does not allow him to make additional attacks per round, but he may attack interchangeably with any weapon he controls. Each weapon threatens the area around it, just as with his normal mind blade ability.

Temporal:

Evasion: If the spellwarped makes a successful Reflex save against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can only be used if the spellwarped is wearing light armor or no armor. A helpless spellwarped does not gain the benefit of evasion.
Fast Movement: The spellwarped gains a +10 foot bonus to movement speed.
Uncanny Dodge: The spellwarped may apply his Dexterity and dodge modifier to his armor class while flat-footed.
7th -- Accelerate Attack: While his surge of power is active, the spellwarped can make an additional attack at his full attack bonus when making a full attack.

Resist Magic (Ex): At 4th level, the power of the magic with the spellwarped offers him some measure of protection against hostile magical effects. He gains a +1 bonus to saving throws against spells and spell-like abilities. This bonus increases by +1 at 8th level and every 4 levels thereafter.
Manipulate Magic (Su): At 5th level, the spellwarped can channel his innate magic to manipulate other forms of magic. Using this ability costs a spellwarp point.

Alteration -- Absorption: As an immediate action, when the spellwarped makes a successful Fortitude save against a spell or spell-like ability, he may absorb its energy harmlessly into his body. The spell has no effect on him, even if the spell would normally have an effect on a successful saving throw.
Pyromancy -- Fuel the Flame: As an immediate action, when the spellwarped is affected by a spell or spell-like ability, he may channel its energy into a burst of flame around him. Creatures within a 10 foot radius of the spellwarped take fire damage equal to twice the level of the spell or spell-like ability. The spell still has its normal effect on the spellwarped.
Telekinesis -- Mind over Matter: As an immediate action, when the spellwarped is affected by a spell or spell-like ability which allows a Fortitude save, he may make a Will save instead.
Temporal -- Accelerate Magic: As a swift action, the spellwarped can increase or decrease the duration of any spell or spell-like ability affecting him by two rounds. This can end the effect immediately if it has no time remaining. You can't increase the duration beyond twice the spell's original duration.

Spell Resistance (Ex): At 9th level, the magic within the spellwarped allows him to completely ignore other magic. He gains spell resistance equal to 10 + his spellwarped level.

Improved Manipulate Magic (Su): At 13th level, the spellwarped can use his manipulate magic ability to affect any ally within 100 feet of him.

Mass Surge of Power (Su): At 17th level, the spellwarped can share the benefits of his surge of power with his allies. When he uses his surge of power, he can also affect up to five additional creatures within 100 feet of him.

Permanent Surge of Power (Su): At 19th level, the spellwarped can maintain the full power of his innate magic without limit. He can gain the effects of his surge of power indefinitely. He may toggle the ability on or off as a swift action at will, without expending spellwarp points. This does not allow him to activate his mass surge of power ability at will, and his allies only gain the benefits for 5 rounds.

Spellwarped Powers
Unless otherwise noted, invoking a spellwarped power requires standard action and the expenditure of a spellwarp point. Each power has a minimum spellwarped level required to select the power, as indicated below.

Alteration Powers
1st -- Lesser Reduce Foe: A creature within Close (30 ft.) range becomes one size category smaller for 2 rounds unless it makes a Fortitude save. It takes a -2 penalty to Strength, decreases its weapon damage dice by one size, and takes a -4 penalty to CMA and CMD. However, it gains a +2 bonus to Stealth checks and a +1 bonus to attack rolls and armor class. This is a size-affecting effect.
4th -- Reduce Foe: This power functions like the lesser reduce foe power, except that the foe is reduced for 5 rounds.
6th -- Amorphous Body: The spellwarped transforms his body into an amorphous form for 1 round, until the end of his next turn. In this form, he gains several benefits. He is immune to critical hits, takes no penalties for squeezing, and can move through spaces that are no more than two inches in width, though doing so forces him to move at half speed.
6th -- Purge: The spellwarped can make a Fortitude save to end any effects or conditions on him which allow a Fortitude save to resist. If he can make a Spellcraft check to identify the effects on him, he may freely choose which effects not to end, allowing him to retain beneficial effects.
8th -- Body Bludgeon: The spellwarped grows a new body part or elongates and distorts a part of his body and strikes a foe with it. The foe must be within his reach, as if he were wielding a reach weapon. He must make an attack roll against the foe's AC. If he hits, he deals 1d6 bludgeoning damage per spellwarped level + his Strength modifier. In addition, whether he hits or misses, he may make a bull rush attack on the creature that does not provoke attacks of opportunity. He need not move with the creature to push it back.
8th -- Flight: As a swift action, the spellwarped can grow wings to fly for 5 rounds. His fly speed is equal to his base land speed, and his maneuverability is good. At the end of the duration, the wings are subsumed back into his body. This ability is draining to use, and the spellwarped must wait for 5 rounds after using it before he can use it again.
10th -- Heal Wounds: As a standard action, the spellwarped spend two spellwarp points to remove his own injuries by transforming himself into a healthier version of his body. He heals 1d6 points of damage per spellwarped level. This also removes any of the following conditions: blinded, diseased, exhausted, fatigued, nauseated, sickened, and poisoned.
12th -- Baleful Polymorph: This power functions like the baleful polymorph spell.
14th -- Improved Amorphous Body: This power functions like the amorphous body power, except that it lasts for 5 rounds. The spellwarped must have the amorphous body power to select this power.
14th -- Sustained Flight: This power functions like the flight power, except that it lasts for 5 minutes, and the spellwarped does not need to wait after invoking the power to invoke it again. The spellwarped must have the flight power to select this power.
16th -- Bludgeon the Horde: This power functions like the body bludgeon power, except that he grows body parts to attack all foes within his reach, as if he were wielding a reach weapon. He deals 1d8 bludgeoning damage per two spellwarped levels + his Strength modifier to each foe. The spellwarped must have the amorphous body power to select this power.
18th -- :
20th -- :

Pyromancy Powers
1st -- Lesser Ignite: The spellwarped ignites a foe within 30 feet, dealing 1d6 points of fire damage per spellwarped level. A successful Reflex save halves the damage.
4th -- Ignite: This power functions like the lesser ignite power, except that it deals 1d8 points of fire damage per spellwarped level, and a target that fails its Reflex save is also ignited for 5 rounds. The spellwarped must have the lesser ignite power to select this power.

An ignited creature has been set on fire. It is vulnerable, causing it to take a -2 penalty to attack rolls, saving throws, checks, DCs, and AC. In addition, it takes d6 damage per round from the fire. If the creature takes a move action, it can attempt a DC 15 Reflex save to put out the flames. This action provokes attacks of opportunity. Dropping prone as part of the action gives a +4 circumstance bonus on this save.
6th -- Flame Weapon: As a swift action, the spellwarped can create a weapon made of flame that lasts for 5 rounds. The weapon may take the form of any weapon he is proficient with. He can attack with the weapon as if it were a normal weapon of its type, except that he does not apply his Strength to damage. Instead, he adds his Charisma modifier to damage, and all damage dealt with the weapon is fire damage. The flame weapon gains a +1 enhancement bonus to attack and damage at 4th level. This bonus increases by 1 at 8th level and every 4 levels thereafter.
8th -- Conflagration: The spellwarped release a powerful explosion of flame. All creatures within a 20 foot radius spread of him take 1d8 fire damage per two spellwarped levels. A successful Reflex save halves the damage.
10th -- Fire Shield: As a standard action, the spellwarped can wreath himself in flame for 5 rounds. Any creature that hits him with its body or a melee weapon takes 1d6 fire damage per two spellwarped levels. Each individual creature can take this damage only once per round.
12th -- :
14th -- Flameheart: As a standard action, the spellwarped can become a being of pure fire until the end of his next turn. In this form, he is immune to physical damage and can pass through openings as small as one inch at no movement penalty. However, he cannot attack normally or use any of his items, as they meld into his body. He may invoke any of his spellwarped powers normally. In this form, he can make a touch attack as a standard action to deal 1d6 points of fire damage per spellwarped level.
14th -- Firestride: As a move action, the spellwarped can may teleport to any active flame of at least Tiny size within 100 feet. When he does so, he immolates himself and disappears into a pile of ash before stepping out from the flame unharmed. An ordinary torch is sufficient flame to teleport to, but not a candle.
16th -- :
18th -- Phoenix Revival: When the spellwarped drops to 0 hit points or lower, he may spend five spellwarp points as an immediate action, even if the damage would be sufficient to kill him. If he does, he ignores the damage he just took and dissolves into a pile of ash for 5 rounds. During this time, he can take no actions. If the pile of ash remains intact after 5 rounds, the spellwarped is restored to his normal body, with 1 hit point remaining. However, if the pile of ash is dispersed, the spellwarped dies. The ash cannot be harmed by fire damage, and if the pile of ash would take at least 10 points of fire damage during a round, the spellwarped returns one round sooner. The spellwarped may take his normal actions immediately after being restored.
20th -- Immolate: The spellwarped consumes the body of a foe within 30 feet in flames from the inside out. It takes 1d6 points of fire damage per spellwarped level, and if it is at or below half hit points after it takes this damage, it immediately dies. A successful Fortitude save halves the damage and leaves a at or below half hit points creature with 0 hit points. If the creature dies from this effect, it explodes into a fireball that deals 1d8 damage per two spellwarp levels to everyone in a 10 foot radius burst of the creature. A successful Reflex save halves the damage.

Telekinesis Powers
1st -- Lesser Crush: You can crush a creature or object within 30 feet with telekinetic force, dealing 1d6 points of physical damage per spellwarped level. A successful Fortitude save halves the damage.
4th -- Crush: This power functions like the lesser crush power, except that it deals 1d8 points of physical damage per spellwarped level, and a creature that fails its Fortitude save is also sickened. A sickened creature takes a -2 penalty to attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. The spellwarped must have the lesser crush power to select this power.
6th -- Distant Manipulation: As a standard action, the spellwarped can mentally exert influence at up to 30 feet. This allows him to take any standard action which he could normally take with his hands, using his Intelligence in place of his Strength or Dexterity, as appropriate. He may take actions that require more than a standard action to complete by spending the same amount of time concentrating, spending one spellwarp point per two rounds that he spends concentrating.
8th -- :
10th -- Telekinetic Force: This power functions like the sustained force use of the telekinesis spell, using your spellwarped level as your caster level. You may concentrate for up to five minutes, spending one spellwarp point per five rounds of concentration.
12th -- Strangle: The spellwarped crushes the windpipe of a foe within 30 feet using his mind, dealing 1d6 damage per spellwarped level. A creature at or below half hit points after the damage is dealt is nauseated and immobilized for 1 round. A successful Fortitude save halves the damage and negates the nausea. The spellwarped can maintain concentration on the ability as a standard action to deal additional damage and extend the duration of the nausea by 1 round, spending one spellwarp point per round.
14th -- :
16th -- :
18th -- :
20th -- Mass Strangle: This power functions like the strangle power, except that the spellwarped can affect any creatures within a 20 foot radius. The spellwarped must have the strangle power to select this power.

Temporal Powers
1st -- Lesser Slow: The spellwarped slows a foe within 30 feet for 2 rounds unless it makes a Will save. A slowed creature can take a standard action or a move action each round, but not both. It cannot take full-round actions, but it may take swift actions. Additionally, it takes a -2 penalty to attack rolls, Strength and Dexterity-based checks, and armor class.
4th -- Slow: This power functions like the lesser slow power, except that the foe is slowed for 5 rounds. The spellwarped must have the lesser slow power to select this power.
6th -- :
8th -- Pause Time: The spellwarped completely stops time for a single creature within 30 feet for 5 rounds. A successful Will save negates the effect. The affected creature can take no actions and cannot be moved, damaged, or even affected in any way until the effect ends.
10th -- Brief Acceleration: As a swift action, the spellwarped can accelerate himself so much that he can seem to pause time for everyone but himself. This allows him to take a single move action. He does not provoke attacks of opportunity for any movement he makes during this time.
12th -- Timestream: The spellwarped manipulates time in a 50 foot long, 10 foot wide line that extends out from him for 5 rounds. All creatures and objects that pass through the line are slowed for 1 round, with no saving throw allowed. The spellwarped can exclude his allies from the effect. The timestream is virtually invisible, requiring a DC 30 Perception check to notice in a clear environment, though objects passing through the effect can make it obvious.
14th -- Flash Step: As a swift action, the spellwarped can accelerate himself to immense speed, allowing him to take a run action. He does not provoke attacks of opportunity for the movement, and is not flat-footed after running.
16th -- Time Reversal: As a swift action, the spellwarped can spend a spellwarp point to create a ``time lock.'' The time lock persists for one round. As a standard action, he can bring a creature backwards through time to the point at which the time lock was created. A Will save negates this effect. An affected creature is perfectly restored to the point immediately after the time lock was created. The effects of any actions that the creature took in the intervening time are reversed, any damage it dealt or took is removed, it is restored to its original location, and the creature is restored in all other ways, just as if the intervening time had never occured. The actions taken by all other creatures are not affected. The spellwarped cannot reverse time for himself in this way.
18th -- Time Stop: As a standard action, the spellwarped can spend three spellwarp points to step into an alternate timestream, causing him to speed up so greatly that all other creatures seem frozen. He can take a single round of actions in this alternate timestream. All creatures he attacks are treated as helpless, but he cannot perform a coup de grace or similar ability; such an act requires more care and precision than is possible with such immense speed. After using this ability, he must wait 5 rounds before he can use it again.
20th -- Sever Time: The spellwarped completely stops time for a single creature for 5 rounds. This power functions like the pause time power, except that no saving throw is allowed. The spellwarped must have the pause time power to select this power.

Vadskye
2014-03-13, 02:37 PM
Reserved post in case it becomes useful later. Perhaps to describe new feats for the spellwarped, or to link to new forms of innate magic.

Changelog:
3/19: Added names for each spellwarped variant.
3/19: Changed scaling on Accelerate Reaction.
3/18: Revised fluff to be more open to different character interpretations.
3/17: Completely redid formatting and names. Power descriptions are now at the end and "attacks" and "powers" were merged.
3/17: Added Telekinesis variant
3/17: A variety of balance/typo corrections from Tacitus and AttilaTheGeek
3/17: Temporal is Reflex, Pyromancy is Will
3/17: Spellwarp points regenerate hourly
3/17: Changed non-3.5 material to be more 3.5 compatible.
3/17: Made formatting less ugly. Changed title to be slightly more descriptive.

AttilaTheGeek
2014-03-13, 04:06 PM
The first thing I notice (besides my being mentioned as the inspiration, thanks for that :smallbiggrin:) is the division of "good save/bad saves". I follow that to the footnote, and man, that's cool. They go up to +22 and +16? That's strange; a +16 base save isn't even close to being a bad save. That's strange, but I'm assuming there'll be some sort of explanation later in the class.

The next thing that stands out is the skill list. It seems strange for one of only five skills shared by all members of a class to be Intimidate, but that's not necessarily reason to change it.

Only light and medium armor? I don't know if I've ever seen that, anywhere. Again, that doesn't mean you should necessarily change that, it just seems strange.

I'm changing to a different computer now, so I'll post this now and add more feedback in edits as I read.

Vadskye
2014-03-13, 04:16 PM
The first thing I notice (besides my being mentioned as the inspiration, thanks for that :smallbiggrin:) is the division of "good save/bad saves". I follow that to the footnote, and man, that's cool. They go up to +22 and +16? That's strange; a +16 base save isn't even close to being a bad save. That's strange, but I'm assuming there'll be some sort of explanation later in the class.
Oops. I used the Rise save progression! It's fixed now.

The next thing that stands out is the skill list. It seems strange for one of only five skills shared by all members of a class to be Intimidate, but that's not necessarily reason to change it.
I figure that people who are inherently magical might be good at using that to frighten people.

Only light and medium armor? I don't know if I've ever seen that, anywhere. Again, that doesn't mean you should necessarily change that, it just seems strange.
Barbarian, dragon shaman, and druid all have that. It seems reasonable for a relatively martial class that isn't heavily trained, like a barbarian or dragon shaman.

Ziegander
2014-03-17, 01:41 AM
If I never get around to giving this a full review, I just wanted to mention that I think this looks really cool if only given a very cursory glance.

Tacitus
2014-03-17, 04:20 AM
I get mighty ramble-y near the end. Forgiveness please.

I find it strange that Time has good will saves and Pyro has good Reflex saves. Alteration as Fort makes total sense, but you'd think the guy with quickened reaction times and such would be good at avoiding AoEs. Pyro could maybe be Ref if you had more AoE fire going on, but most pyromancers I can think of in fiction have a rather strong force of will, so take that as you will.

Also, Unless I missed something by the time you hit 20 you'll be able to be effective for less than two minutes a day, probably less if you use swift action stuff. However, if he regained points at a fixed rate or if the pool was Per Encounter, well, that changes everything. It turns the class from being about on par with a monk to probably actually being effective.

Manifest Power-Temporal. Spend your highly limited daily resource and a move action to take a move action. No thanks, I've already got Tumble as a class skill.

Generally, many of the powers are underwhelming. For the ones under Spellwarp Pool you could probably do a 1d6+Cha touch attack, minor shapechange as per a changeling, and give time something that actually has crunch attached rather than just a fluff ability and you'd probably still find somebody that'd tell you each of em are underpowered.

Oooh, instead of functioning at a minimum of 1 spellwarp point for the basic abilities, perhaps they instead grant one spellwarp point. Though, I'm just a big fan of basic attacks fueling you up for your actually abilities later, so thats just me. Or, instead of putting it with spellwarp points, give a class feature that deals 1d6+Modifier damage to a foe as an attack action and grants spellwarp points, with the fluff being that its fire or you're warping flesh or scrambling time inside them or some such. Though, of course, energy resist, not being alive, or not being organic could hinder each of those in turn.

For the manifest attacks I might suggest a menu of abilities and upgrades that can be chosen at each level, as most of them seem to be that anyway. Giving options is good. Give some options a level requirement if need be.
Example, for the Pyro, you've got an attack that causes 1d6/lvl to one person with a save, one that does 1d8/lvl to one with a save but also ignites, and one that 1d6/lvls to an aoe. Why not give 1d6/lvl and then options for AoE, range, ignite, larger damage dice, etc? Maybe someone doesn't want to ignite people or doesn't want aoe. That level if they get the aoe with no choice is a sad level for them.

Attuned senses is awesome, btw.

Aspect-Alteration: Damage Reduction. It says first damage each round, intended to be each source of damage?

The concept is great, but I just feel that its lacking in staying power.

Vadskye
2014-03-17, 02:07 PM
If I never get around to giving this a full review, I just wanted to mention that I think this looks really cool if only given a very cursory glance.
Hey, I'll take it.

I find it strange that Time has good will saves and Pyro has good Reflex saves. Alteration as Fort makes total sense, but you'd think the guy with quickened reaction times and such would be good at avoiding AoEs. Pyro could maybe be Ref if you had more AoE fire going on, but most pyromancers I can think of in fiction have a rather strong force of will, so take that as you will.
I wanted Temporal to be Reflex saves, but I felt like Pyromancy had to be Reflex saves. You're right, though - Temporal fits better as Reflex, and Pyromancy fits better as Will. Thanks!

Also, Unless I missed something by the time you hit 20 you'll be able to be effective for less than two minutes a day, probably less if you use swift action stuff. However, if he regained points at a fixed rate or if the pool was Per Encounter, well, that changes everything. It turns the class from being about on par with a monk to probably actually being effective.
You're right; the pool size is too small to be a daily resource. I still want to have a relatively small limit so the spellwarped doesn't feel like they should use all of their resources every fight. Some abilities, particularly the Temporal swift abilities, aren't balanced if they're effectively at-will. Here's an idea: 1/2 level + Constitution max, and you regenerate points each hour equal to key ability modifier. It's better than an encounter-based system because you can spend more points in tough/long fights than in short fights, but you shouldn't treat every fight as a tough fight. It depends on how many rounds your typical combat goes, though - in my experience, many 3.5 fights are often no more than about 3-4 rounds at most.

Manifest Power-Temporal. Spend your highly limited daily resource and a move action to take a move action. No thanks, I've already got Tumble as a class skill.
It also allows you to avoid provoking for non-movement move actions, such as retrieving stored items and standing from prone. Combined with the regenerating spellwarp pool, does that seem more useful?

Generally, many of the powers are underwhelming. For the ones under Spellwarp Pool you could probably do a 1d6+Cha touch attack, minor shapechange as per a changeling, and give time something that actually has crunch attached rather than just a fluff ability and you'd probably still find somebody that'd tell you each of em are underpowered.
I'm hesitant to grant abilities which are too powerful at 1st level - both for fluff reasons, and to avoid dip problems. If the class is too weak, I think there are ways to address that that don't require removing or altering the fluff abilities.

Oooh, instead of functioning at a minimum of 1 spellwarp point for the basic abilities, perhaps they instead grant one spellwarp point. Though, I'm just a big fan of basic attacks fueling you up for your actually abilities later, so thats just me. Or, instead of putting it with spellwarp points, give a class feature that deals 1d6+Modifier damage to a foe as an attack action and grants spellwarp points, with the fluff being that its fire or you're warping flesh or scrambling time inside them or some such. Though, of course, energy resist, not being alive, or not being organic could hinder each of those in turn.
I really like this idea, but I'm not sure how to implement it. If it replaces the 1st level manifest attack, then they spend the first few levels with a whole bunch of spellwarp points and basically nothing to spend them on. If it comes in addition to the 1st level manifest attack, they've got two extremely similar attack abilities; it will be hard to make them distinct. It might work if it was gained later.

I'm also worried that not every type of spellwarped would be able to justify gaining spellwarp points with an attack. It works for these three, sure - but what about a divination or teleportation-themed spellwarped? (I'm working on other variants now.) Perhaps there should be a "restore spellwarp points" ability, and each spellwarped variety can use different mechanics for restoring spellwarp points on the fly. In that case, I might reduce the size of the spellwarp pool further to encourage the use of these abilities. That would need playtesting to work out the details.

For the manifest attacks I might suggest a menu of abilities and upgrades that can be chosen at each level, as most of them seem to be that anyway. Giving options is good.
Good idea in principle... but I'm worried that having a whole menu of options for each attack would make the class really complex. At that point, it's basically implementing an entire subsystem, and the description format would need to be reworked.

Attuned senses is awesome, btw.
Thanks!

Aspect-Alteration: Damage Reduction. It says first damage each round, intended to be each source of damage?
Correct, sorry. A reference to a different mechanic for damage reduction. The DR was also too high, I think; I'm not sure how to price DR in 3.5, but I lowered it.

The concept is great, but I just feel that its lacking in staying power.
Glad you like the concept, at least! I'll see if I can't adjust the numbers to give it the staying power it needs.

Tacitus
2014-03-17, 02:48 PM
It depends on how many rounds your typical combat goes, though - in my experience, many 3.5 fights are often no more than about 3-4 rounds at most.

True, so if you go by the suggested 6 a day that averages out to about 20, but that also ignores the prospect for utility out of combat.


It also allows you to avoid provoking for non-movement move actions, such as retrieving stored items and standing from prone. Combined with the regenerating spellwarp pool, does that seem more useful?

Haversack or tumble again. XP Buy aye, if the pool has a refresh mechanic at all that sort of utility becomes both viable and useful.


I'm hesitant to grant abilities which are too powerful at 1st level - both for fluff reasons, and to avoid dip problems. If the class is too weak, I think there are ways to address that that don't require removing or altering the fluff abilities.

Well, minor shapechange is a racial trait for changelings (LA +0 race) or available as an ACF for Egoists in exchange for their first level bonus feat. Its probably not overpowered for a first level ability.
1d6+Modifier as an attack action is the same damage that pretty much anyone else can do in melee with the same frequency, though of a different type. Nifty, maybe even spiffy if it was a touch attack, but its still just d6+Mod.


I really like this idea, but I'm not sure how to implement it.
...
I'm also worried that not every type of spellwarped would be able to justify gaining spellwarp points with an attack.

I can see not all themes having damage at level 1, but I suppose thats up to the individual theme.
Not having anything to spend points on is easier. Have a + and a - ability at first level, not necessarily an attack and defense or attack and passive, just a + and a -. For Pyro you could keep the light thing with a little damage boost as a + with the - being the current manifest attack for 1. Others are less easy, and my brain isn't up to the task atm.


Good idea in principle... but I'm worried that having a whole menu of options for each attack would make the class really complex. At that point, it's basically implementing an entire subsystem, and the description format would need to be reworked.

Its actually not that far off what you've got now, honestly. Like I said, it seems several are already just straight upgrades, so it wouldn't be much of a change but for the formatting. Also don't have to have a thousand options, just say two offensive abilities and a small selection of upgrades to them.

AttilaTheGeek
2014-03-17, 04:23 PM
Sorry this response is so delayed, but I hope the PEACH is helpful! Because of how long my comments are, I've spoiled them for length.


Barbarian, dragon shaman, and druid all have [medium armor]. It seems reasonable for a relatively martial class that isn't heavily trained, like a barbarian or dragon shaman.

Oh, right, the barbarian. I forgot about them! As a pathfinder player I didn't know about the dragon shaman, but the reason I didn't think of druid because I never think of druids in armor, only in wild shape.

The abilities from Spellwarped Pool are flavorful, but it seems like each specialization doesn't need them to be flavorful and I don't know if they'd actually ever get used. You might want to cut them because they seem extraneous, but if you want to leave them in for flavor that would be just as well.

When I read "Manifest Attack", I thought of manifest as a verb; i.e, the spellwarped is manifesting an attack, like a psionic power. Because of that, I was surprised by "use a manifest attack" and had to go back and reread the sentence. I suggest finding a synonym for manifest or using it as a verb.

It's also difficult to find all the manifest attacks one type of spellwarped can learn because they're scattered throughout the text. I recommend putting all the manifest attacks one type of spellwarped can learn in a spoiler right after you explain what manifest attacks are, just so they're easier to find. It would also be easier for you to edit if you wanted to, say, change an ability and its lesser version.

As for the actual manifest attacks, Lesser Slow seems like the strongest, followed by Lesser Ignite and then Lesser Reduce Foe. The last one in particular loses a lot of its utility because you can only use it on hostile targets. I'm not fond of "save negates" abilities in general because it's frustrating to spend a round doing nothing, but I do like that the save it targets corresponds with the specialization's good save.

In Spellwarped Body, I really like that the Perception DC to notice is 20-level. They all seem decently powerful, though I do wish the bonus from Augment Skin was a little bigger. It only reaches +5 at 20th level, but many characters will be able to afford a +5 Amulet of Natural Armor well before then. If you want it to be a competitive AC boost that replaces the Amulet of Natural Armor and then some, increasing by one at 4th and every 4 levels thereafter (to +3 at 8th, +4 at 12th, and +5 at 16th) would do the trick. Also, you have a typo in Accelerate Reaction: "\plus2" should presumably read "+2".

If Manifest Surge takes a swift action and one spellwarp point but lasts five rounds, it's the kind of thing every spellwarped would be expected to use during their first swift action every combat, especially because there's not much else they do with swift actions. If the spellwarped's combat potential is balanced with that in mind, then it's really like there's a penalty (compared to the class's expected power) for forgetting to use it. Especially for Alter Body, which is a very strong bonus, it just seems like a very powerful fire-and-forget buff. The Temporal one is cool, though.

Under Attuned Senses, what exactly does "immediately search" mean? Can you search someone's pockets with it? Can they see you doing so? Also, Invisibility is bolded under Flame of Life, which I'm assuming it shouldn't be.

Spellwarped Aspects seem interesting enough. Can you ever change your aspects?

I particularly like Fast Healing and Alter Movement.

Because Improved Amorphous Body came up in the text before Amorphous Body itself, I had to control-F through the page to find what the ability itself did. The only way I can think of to make that less awkward would be to add "... instead of 1 round" to the end of the ability. Same for Improved Flameheart.

Under Flame Weapon, why is it "adds half his Charisma to damage in place of half his Strength" as opposed to "adds his Charisma to damage in place of his Strength"? It seems to imply that a Spellwarped adds half Charisma and half Strength to damage, which is awkward because half of a modifier is a quarter of the score itself. You also forgot to specify that they use charisma and strength modifiers, unless you meant they should use the full score. Either way, that should be specified. Same goes for Ignite Weapon.

Timetheft is unclear- which manifest attack ability is it referring to? Or did you mean any of them?

Accelerate Attack, Damage Reduction (and improved), and Intense Flames seem like boring numerical bonuses that players would take just because they're good.

Level 4 Manifest Attacks are, for the most part, boring but good, though I still don't like save-negates abilities. Ignite got more interesting, which is nice. Does the burn damage stack with itself?

Why Resist Magic? There's no fluff to justify it, so it just seems like a numerical bonus for the sake of putting something there. Also, since 99% of saves (but not all) are made against spells, you can't really write it as a permanent save bonus on a character sheet, so it seems like it would be easily forgotten.

Manipulate Magic seems crammed in between Manifest Attacks, Manifest Powers, and Spellwarped Aspects. The Alteration one is strangely situational; the only thing that comes to mind for long-duration abilities targeting fort are ability score damage/drain. I would have thought the Pyromancy one would let you spend spellwarp points to negate the ability, but I guess not. The Temporal one is cool, but I wish it was stronger.

Manifest Powers seem to function just like Manifest Attacks but aren't direct attacks. Why not fold Manifest Attacks into Manifest Powers for the sake of simplicity? Amorpous Body is pretty cool, actually. Brief Acceleration should be stronger, as has been mentioned. As for Flameheart, doesn't 6th level seem a bit early to "become a being of pure fire"?

Spell Resistance seems unnecessary. Fluff-wise, how does SR as a class feature make sense? Also, it reads "A creature with spell resistance may always make a saving throw when a spell is cast on it", which I'm assuming is a typo from Rise.

Body Bludgeon is really strong- 1d8 per level is a lot. Conflagration is also strong, but not as much so. Pause Time is the ultimate save-or-suck, but it doesn't include the range.

Heal Wounds is incredibly strong. An at-will standard action that does not provoke opportunities to restore at least half your health and a huge list of conditions is extreme. Fire Shield is okay, but it's thematically pretty much the same as other Pyromancy abilities. Time Reversal is cool in theory, but it could become extremely complicated. For example, what if you Lock someone, they cast Slow on the rest of the party, the party attacks some enemies, and then the target goes back in time? The rest of the party would have to redo all their attacks, and then some enemies might have not survived that did, and then any spells they cast would have to be undone... speaking from experience in time-based mechanics, anything that messes with causality is just asking for trouble.

Timestream is pretty cool, actually. I like it! I just worry it's not strong enough. It also doesn't say what action it takes.

Improved Manipulate Magic is good.

Flight seems redundant; if I was playing a Spellwarped, I would have bought winged boots four or five levels ago. Still, it's nice to save the expense. Firestride is extremely cool, but I think too situational to be of much use. Swift Acceleration is, I think, what Brief Acceleration should have been.

Bludgeon the Horde ends encounters. 1d8 per level to a horde of mooks will kill anything it hits, which will be most of them.

Phoenix Revival is another fantastically cool ability whose implementation could be better. What is "critical damage"? Also, five spellwarp points is a whole lot.

Under Immolate, "bloodied" should be replaced with "has less than half of its hit points remaining" because bloodied is not an official 3.X term. Also, I would have thought it would deal area damage as well. Sever Time is a save-or-die, but with no save, so it's really just "I Sever Time on the boss, walk up to it, and coup de grace it". Capping the range at touch and making it cost a bunch of spellwarp points could help it become less gamebreakingly strong, but it's still either a save-or-die or a no-save-just-die.

Overall, I think the class is a great idea but could be more effectively executed. At the most basic level, seeing "manifest attack", "manifest power", "manifest surge", and "mass surge" in the class abilities table and remembering the differences between each of them is difficult because their names and functions are so similar. I think rearranging the text so that all the abilities one magic source gets are together would go a long way toward making the class more readable.

Vadskye
2014-03-17, 07:19 PM
This is delightful feedback. I updated the main post with completely new formatting and a new "telekinesis" variant.

Individual comments!

Tacitus:

Well, minor shapechange is a racial trait for changelings (LA +0 race) or available as an ACF for Egoists in exchange for their first level bonus feat. Its probably not overpowered for a first level ability.
1d6+Modifier as an attack action is the same damage that pretty much anyone else can do in melee with the same frequency, though of a different type. Nifty, maybe even spiffy if it was a touch attack, but its still just d6+Mod.
You're probably right; disguise self is also a 1st level spell, after all. But I think that thematically I'd rather give each variant a minor fluff ability; they have plenty of power elsewhere, and having little abilities like that adds something to a character that I like.


I can see not all themes having damage at level 1, but I suppose thats up to the individual theme.
Not having anything to spend points on is easier. Have a + and a - ability at first level, not necessarily an attack and defense or attack and passive, just a + and a -. For Pyro you could keep the light thing with a little damage boost as a + with the - being the current manifest attack for 1. Others are less easy, and my brain isn't up to the task atm.
That's sort of what it already has; the - is the 1st level attack power, and the + is the surge gained at 2nd level. The surge would be balanced at 1st level, but it risks making the spellwarped too good as a dip, so it's delayed a bit.

AttilaTheGeek:
The abilities from Spellwarped Pool are flavorful, but it seems like each specialization doesn't need them to be flavorful and I don't know if they'd actually ever get used. You might want to cut them because they seem extraneous, but if you want to leave them in for flavor that would be just as well.
They're pure fluff, yeah. It seems like people don't like fluff abilities around here. :smalltongue:


When I read "Manifest Attack", I thought of manifest as a verb; i.e, the spellwarped is manifesting an attack, like a psionic power. Because of that, I was surprised by "use a manifest attack" and had to go back and reread the sentence. I suggest finding a synonym for manifest or using it as a verb.
Yeah... somewhere along the way I got that name messed up. Manifest Attack and Manifest Power are now simply called "powers", and "invoke" is consistently used to describe how they are used. Let me know if it's still unclear - I'm still not sure whether to call them "spellwarp powers" all the time to be more precise.


It's also difficult to find all the manifest attacks one type of spellwarped can learn because they're scattered throughout the text.
Yup. Fixed that, hopefully.


As for the actual manifest attacks, Lesser Slow seems like the strongest, followed by Lesser Ignite and then Lesser Reduce Foe. The last one in particular loses a lot of its utility because you can only use it on hostile targets.
That was a mistake. It can now be used on allies as well. It should never be advantageous to consider an ally a "foe".


I do like that the save it targets corresponds with the specialization's good save.
Well, they don't correspond now. :smalltongue:


I do wish the bonus from Augment Skin was a little bigger.
It stacks with the bonus from an amulet of natural armor. I think it's reasonably high - a free +5 passive bonus by 20th is pretty significant.


If Manifest Surge takes a swift action and one spellwarp point but lasts five rounds, it's the kind of thing every spellwarped would be expected to use during their first swift action every combat, especially because there's not much else they do with swift actions. If the spellwarped's combat potential is balanced with that in mind, then it's really like there's a penalty (compared to the class's expected power) for forgetting to use it. Especially for Alter Body, which is a very strong bonus, it just seems like a very powerful fire-and-forget buff. The Temporal one is cool, though.
Yes, the spellwarped is designed balanced under the assumption that the surge is essentially always on. I doubt anyone playing a spellwarped will forget to use their surge ability after playing the class for a few sessions. Making it a surge instead of a constant ability serves to purposes. First, surge abilities can be more powerful than passive abilities. Being very strong and Large sized in all of your combats, or having a +30 foot movement speed in combat, is very different in terms of utility and fluff than having those abilities for 24 hours a day. Second, it means you can't just dip spellwarped to get all the goodies.


Under Attuned Senses, what exactly does "immediately search" mean? Can you search someone's pockets with it? Can they see you doing so?
Using the Search skill as a full-round action lets you search a single 5x5 square. This lets you search everything in a 10' radius around you as a standard action. I made it slightly more clear; let me know if it's still ambiguous.


Spellwarped Aspects seem interesting enough. Can you ever change your aspects?
Same way you change your feats. I don't think it needs a built-in retraining mechanic.


Under Flame Weapon, why is it "adds half his Charisma to damage in place of half his Strength" as opposed to "adds his Charisma to damage in place of his Strength"?
Rise wording... fixed now.


Timetheft is unclear- which manifest attack ability is it referring to? Or did you mean any of them?
Was any of them. Now it's fixed, in the sense that it no longer exists.


Accelerate Attack, Damage Reduction (and improved), and Intense Flames seem like boring numerical bonuses that players would take just because they're good.
The aspects should be almost entirely passive or triggered abilities, many of which will be numerical. The class already has a glut of activated abilities thanks to the powers. I think that's fine, as long as the abilities support the class identity of the spellwarped: alteration spellwarped should be tougher and hard to kill. Temporal spellwarped should be speedy and reactive. And so on... nothing wrong with numerical bonuses, when properly used.


Level 4 Manifest Attacks are, for the most part, boring but good, though I still don't like save-negates abilities. Ignite got more interesting, which is nice. Does the burn damage stack with itself?
If you Ignite the same person multiple times? Interesting... I'm going to go with "no", because other conditions like sickened don't stack with themselves. If you're playing in a system where conditions do stack with themselves (like Rise), then yes.


Why Resist Magic? There's no fluff to justify it, so it just seems like a numerical bonus for the sake of putting something there. Also, since 99% of saves (but not all) are made against spells, you can't really write it as a permanent save bonus on a character sheet, so it seems like it would be easily forgotten.
There is too fluff to justify it! I... oh. I never actually wrote down that fluff.

There's fluff to justify it now.


Manipulate Magic seems crammed in between Manifest Attacks, Manifest Powers, and Spellwarped Aspects. The Alteration one is strangely situational; the only thing that comes to mind for long-duration abilities targeting fort are ability score damage/drain. I would have thought the Pyromancy one would let you spend spellwarp points to negate the ability, but I guess not. The Temporal one is cool, but I wish it was stronger.
It should seem less crammed after the formatting change. Purge is now a power that can affect non-spells, and has been replaced with Absorption, which is like Mettle against spells.


Manifest Powers seem to function just like Manifest Attacks but aren't direct attacks. Why not fold Manifest Attacks into Manifest Powers for the sake of simplicity?
I, uh... I don't know. They're folded into the same ability now.


Brief Acceleration should be stronger, as has been mentioned.
I think 6th level is too early for movement as a swift action, so I made swift action movement a 10th level power. See also Flash Step, a 14th level ability to take a run action as a swift action. Because that's awesome.


As for Flameheart, doesn't 6th level seem a bit early to "become a being of pure fire"?
Yes. Yes, it is. Flameheart is now a 14th level ability.


Spell Resistance seems unnecessary. Fluff-wise, how does SR as a class feature make sense? Also, it reads "A creature with spell resistance may always make a saving throw when a spell is cast on it", which I'm assuming is a typo from Rise.
Does it make more sense now that I added a description? And yes, that's a Rise typo.


Body Bludgeon is really strong- 1d8 per level is a lot.
Body Bludgeon is adjusted. Keep in mind that it requires hitting with an attack against full AC.


Heal Wounds is incredibly strong. An at-will standard action that does not provoke opportunities to restore at least half your health and a huge list of conditions is extreme.
I would suggest that the problem is instead that most healing in D&D is underpowered. However, to limit the potential for excessively long fights, it now costs two spellwarp points.


Fire Shield is okay, but it's thematically pretty much the same as other Pyromancy abilities.
I would say that Fire Shield is different in an important way. Most abilities, such as the flame aura, that it is dangerous to ignore the spellwarped. Fire Shield means that it is also dangerous not to ignore the spellwarped.


Time Reversal is cool in theory, but it could become extremely complicated. For example, what if you Lock someone, they cast Slow on the rest of the party, the party attacks some enemies, and then the target goes back in time? The rest of the party would have to redo all their attacks, and then some enemies might have not survived that did, and then any spells they cast would have to be undone... speaking from experience in time-based mechanics, anything that messes with causality is just asking for trouble.
No one should ever have to redo attacks because of this ability. It undoes things that happened, but there is nothing to force those events to be replayed differently. It's a strictly negative ability, and the requirement to place the time lock first means you never have to go back in time to a point unexpectedly; it's easy to keep track of the creature's actions after the time lock is placed so you know exactly what to revert.


Flight seems redundant; if I was playing a Spellwarped, I would have bought winged boots four or five levels ago. Still, it's nice to save the expense.
Lowered it in level dramatically. Rise has a much more restrictive attitude towards flight, which led to the original level.


Bludgeon the Horde ends encounters. 1d8 per level to a horde of mooks will kill anything it hits, which will be most of them.
You're right, it was using the wrong damage scaling. Correct scaling is 1d8/two levels.


Phoenix Revival is another fantastically cool ability whose implementation could be better. What is "critical damage"? Also, five spellwarp points is a whole lot.
Critical damage is another Rise typo. Five spellwarp points is a lot, but avoiding death is powerful. Also, you're going to be out of commision for a minimum of three rounds, during which time you would have been spending spellwarp points.


Under Immolate, "bloodied" should be replaced with "has less than half of its hit points remaining" because bloodied is not an official 3.X term. Also, I would have thought it would deal area damage as well.
Fixed. And I added an explosion effect for coolness, though I'm not sure about it - I worry that it makes the ability more complicated and powerful than I'd prefer.


Sever Time is a save-or-die, but with no save, so it's really just "I Sever Time on the boss, walk up to it, and coup de grace it". Capping the range at touch and making it cost a bunch of spellwarp points could help it become less gamebreakingly strong, but it's still either a save-or-die or a no-save-just-die.
Sever Time has the same restriction as Pause Time: the creature is invulnerable while time is stopped for it, just like temporal stasis. I tweaked the wording on Pause Time to make that restriction more clear.


Overall, I think the class is a great idea but could be more effectively executed. At the most basic level, seeing "manifest attack", "manifest power", "manifest surge", and "mass surge" in the class abilities table and remembering the differences between each of them is difficult because their names and functions are so similar. I think rearranging the text so that all the abilities one magic source gets are together would go a long way toward making the class more readable.
I think it makes much more sense after that change. Thanks!