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View Full Version : D&D 3.x Other [Magic System Rewrite] Illnoran Magic [3.5e/PEACH]



Durzan
2018-03-30, 05:21 PM
Huzzah! I have finally made enough progress on Illnoran Magic to be able to post it for critique! Do note that this replaces normal Vanacian casting within the world of Illnora.

Note: This is a part of a major homebrew revamp of 3.5e specifically for my setting of Illnora. Some of these changes include back porting of certain Pathfinder features, as well as my own changes. Most of these aren't important/all that relevant to the subject posted here today.


A General Overview of Magic

Magic is defined as the direct manipulation of energy to create a specific effect through the use of solely your force of mind and body. Those that can tap into this force can wield unparalleled power, but at a great cost.

Primal Energy: The most basic building block of the universe. All forms of matter are made up of strands of it. It forms the very fabric of the universe, provides the structure that we depend upon to exist. Even the very ground we walk on and the materials that our bodies are composed of are made of Primal Energy. It is stubborn and hard to manipulate, due to the fact that it is energy and matter in its rawest form. Because of this it can't be used as a direct source for spells, but it can be purified into Mana through a strenuous process called Charging.

Mana: Refined Primal Energy. Sometimes called lifeforce, it is the substance that brings things to life, and sustains them. It is the energy that makes up a person's soul. It is the only energy source that has been extensively studied. It is extremely malleable and easy to direct, thus making it the least dangerous energy source to manipulate.

Void Energy: Mysterious energy not native to Illnora. As its name implies, it comes from the accursed reaches of the Void. If a living thing is exposed to Void energy for more than a short period of time then they will become twisted and changed, mutated into an abomination, and finally... the subject will die, as the Void energy absorbs their life force. It brings only death and madness. Void Energy is powerful, but chaotic and unpredictable... seeming at times to have a mind of its own. When used to fuel spells, the spells are often magnified in some way. But this power comes at a cost... those who use it are exposed to it, and become addicted to its power. Thus it is forbidden to use Void Energy. (Note: Mechanics involving Void Energy have yet to be determined.)

Spark: While most people in the world have the mechanisms in their brain to learn magic, very few are born with the recessive trait that grants them a connection to magic. The strength of this connection, often called the Spark, is what determines how strong a Magic User actually is. Out of the entire population of the world, only around 10% are thought to have the Spark at all, and of those few who do, only a tenth are considered to to have Extraordinary magical talent. Such people are said to have Strong Sparks.

Those who are born with a Spark will find that the first signs of their powers begin to manifest around the time the time they start developing into adults. Such manifestations may go unnoticed if their connection to magic is weak. The stronger the Spark, the more noticeable the signs are and the more likely the developing magic user will hurt themselves or those around them before they can learn to control their power. Thus, it is often essential for those with a Strong Spark to find some form of teacher or mentor.


Spell Components: While it is possible to cast spells through sheer willpower alone, attempting to do so is unwise as the less structure you provide the flows of Mana, the more unpredictable the result may be. Since manipulating mana is a exhausting process that requires intense concentration, Magic Users throughout the ages have developed formulated processes called components, which aid the Mage in their concentration.

Thus, for the purposes of this guide, all spells require four components in order to function:

Energy Component: You must be able to provide enough Mana to be able to fuel the spell. No Exceptions.
Focal Component: A Focus is a specific object attuned to you which allows you to focus and direct mana relatively easily. Thus, you must have a Focus, or else you cannot cast a spell.
Vocal Component: You must be able to provide verbal instructions for the mana which you are controlling.
Somatic Component: You must be able to provide direction to the mana through gestures.
Spells in Illnora generally do not require material components or have XP Costs.



Arcane Focus: In order to help you draw out your magical power, you created a magical item that serves as a focus for you magical power. Your character begins play with a Focus at no cost. This item must fall into one of the following categories: Amulet, Staff, Ring, Wand, Holy Symbol, or Weapon. Regardless of the type of item it is, there is always some form of gemstone set into it to act as a Mana Battery (see the Mana Battery entry). The Focus is specifically attuned to you. As long as you are holding the Focus in one hand (or wearing it in the appropriate item slot), then you are able to cast spells freely; any attempt to cast a spell without a Focus equipped automatically fails. If you lose possession of your Focus, then you cannot cast spells until you retrieve it or replace it. You may use a Focus bonded to another person; however, you suffer a -5 penalty to all magic and spellcraft checks.

A Magic User may add additional magical abilities to their Focus as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a Magic User with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the Focus is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a Focus, including any magic abilities added to the object, only function for the owner. If the owner of a Focus dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type (With the Gemstone still affixed to the item).

If a Focus is damaged, it is restored to full hit points the next time the Magic User rests for at least 8 hours. If the Focus is lost or destroyed, then it can be replaced by obtaining the necessary materials to craft a new focus and performing a special ritual to bind the object to you. Should you need to purchase these materials, the base cost of the needed materials is equal to 100 GP + the cost of a Masterwork Item of the desired type + the Cost of the Gemstone to be used as the Mana Battery. After obtaining the needed materials, the Magic User must spend 24 hours of uninterrupted work in order to craft the Focus and then magically bind it to themselves. At the end of this time period, the Magic User makes a Magic Check (Base DC 20). If successful, then the focus is successfully bonded to you; if the check fails, you must spend an additional 8 hours dismantling and reforging the flawed magical bond (Which allows you to make the check again). Items replaced in this way do not possess any of the additional enchantments of the previous bonded item.

A Magic User can designate an existing magic item to be his Focus. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item, and the Magic User only needs to obtain a Gemstone to use as a Mana Battery (Assuming that there isn’t a Mana Battery already set into the Magic Item).

A Magic User may re-attune an already crafted Focus to himself by spending 8 hours of uninterrupted work and by successfully making a Magic Check (DC 20 + Former Owner’s Spellcasting Level).

Mana Battery: In order to serve as a safe storage for Mana, you have acquired a specially prepared gemstone or small pearl of precious metal that serves as a storage container for your Mana. This “Mana Battery” is either a part of your Magical Focus, part of (or set into) another magical item, or is its own separate magical item. If you lose access to a Mana Battery, you cannot cast spells, because you do not have the energy to cast a spell.

In addition to the Battery affixed to your Focus, you may carry up to two additional mana batteries on your person at any given time. Magical Items with a built in Battery as a power source do not count (as the magical item uses the mana stored within as a fuel source), nor do Mana Batteries that do not contain mana within (in which case, they function just like an ordinary gemstone or pearl of metal). However, Mana Batteries affixed to non-magical Items do count.

Crafting a Mana Battery as an item separate from a Focus requires spending an amount of money equal to 100 GP + the cost of the gemstone and 8 hours of uninterrupted work. At the end of this time, the Magic User must successfully make a Magic Check (Base DC 15) to complete the process of creating a Mana Battery.

A Mana Battery can only contain so much Mana safely. The amount of mana a Gem can safely store is based off of its approximate value, as determined on the table below:




Approximate Value of Gemstone (in Gold Pieces)


Maximum Mana Capacity (MP)




100 GP or Less


1000




101 to 200 GP


2000




201 to 500 GP


3000




501 to 1000 GP


5000




1001 to 2500 GP


7500




2501 to 5000 GP


10000




5001+GP


20000




If a Magic User attempts to store more than the maximum amount of mana it can contain, then the gemstone explodes (Reflex Save DC 15 for half; Radius: Base radius of 10 feet, plus an additional 10 feet for every 1000 mana stored. Damage: 1d6 per 100 points of mana stored) dealing damage to all those within 10 feet of the Battery.

Colors of Magic: Mages specialize in Colors in a similar manner to the way magic users from other settings would specialize in a school of magic. Unlike Schools, Colors are more than simply a group of spells; they represent a certain outlook on life, a philosophy, a way of thinking. Spells are grouped into one or more Colors based on both the original nature and the effects of the spell.

There are 8 colors in the magical color wheel:

Red is the color of Aggression. It is associated with Fire, Evocation, and Offense Spellcasting. Its opposite color is Green. Red Mages tend to be direct, passionate, and aggressive, both in life and in combat. Red spells often deal direct damage to opponents or are linked to fire or heat.
Orange is the color of Summoning. It is associated with Fire, Conjuration, and Teleporting. Its opposite color is Blue. Orange Mages often try to force others to deal with their problems instead of facing them head on. Orange spells often deal with summoning objects or creatures to the caster for various purposes or transporting the subject of the spell to other places.
Yellow is the color of Revelation. It is associated with Air, Lightning, Weather, Scrying, and Divination. Its opposite color is purple. Yellow Mages are often perceptive and observant, able to see and discern things that would be otherwise hidden. In combat, they rely on manipulation of the weather. Yellow spells often deal with revealing hidden truths or things. Seeing the Future is one possible ability of yellow spells.
Green is the color of Tranquility. It is associated with Earth, Acid, Transmutation, Tranquility, Nature, and Defensive Spellcasting. Its opposite color is Red. Green Mages tend to be calm and defensive in nature. Green spells often deal with manipulating nature, protecting creatures or objects, and changing one thing into another.
Blue is the color of Redirection and Adaptation. It is associated with Water, Cold, Enchantment (Enchantment Spells that affect objects), and Countering. Its opposite color is Orange. Blue Mages are calculating and flexible; in combat they try to turn their opponents spells and tactics against them. Blue Spells often deal with redirecting or nullifying other spells, taking advantage of an opening in an opponent’s defenses, or providing unique effects for their casters to take advantage of.
Purple is the color of Deceit. It is associated with Sonic effects, Illusion, Psychic powers (Such as Telepathy and Telekinesis), Charm effects, and Compulsion effects. Its opposite color is yellow. Purple mages are cunning, deceptive, and crafty in nature. Purple spells often deal with illusion, charm, and compulsion effects.
White is the color of Life. It is associated with Positive Energy, Light, Healing and Creation. Its opposite color is black. White Mages often make excellent healers. White spells often deal with healing living creatures, buffing allies, and harming creatures fueled by Negative Energy.
Black is the color of Death. It is associated with Negative Energy, Darkness, Necromancy, and Destruction. Its opposite color is white. Black Mages are sometimes cruel in nature. Black spells deal with harming living creatures, debuffing enemies, and creating or healing undead.


All Mages specialize in at least one color (May take up additional colors through feats), but can never specialize in a color that is opposite one of the ones they already have.

Charging: All Magic Users are born with the ability to generate Mana through a process called Charging. In this process, a Magic User reaches out with their mind and "turns a faucet" to allow a torrent of Wild Energy to surge through their mind, which purifies the energy into mana. A magic user can adjust the flow of Primal Energy into their mind; this process can be akin to hydraulics… the stronger the magic user, the larger the flow of energy the magic user is able to withstand. Increasing the flow of Primal Energy increases the pressure of the energy. Higher pressure means more mana gets generated at any given moment.


While this is an efficient process, it is of course dangerous. The process of Charging exhausts the caster physically and mentally, and if the person is exposed to too much energy or exposed for too long, then they risk serious damage to their mind and body, which often results in the caster going insane... or even death. While some can endure for longer periods than most, even the strongest of magic users can and will eventually succumb to the effects of overexposure if they aren't careful.

In game terms, a magic user can gather and purify an amount of mana up to 100 • (The Caster’s Spellcasting Level + Your Casting Ability Modifier) as a Full Round Action, that does provoke an AoO. This process can be done once per day after at least 8 hours of rest.

A magic user can attempt to generate additional mana, but doing so is extremely dangerous and exhausting, and always gives diminishing returns for each additional attempt. If the caster attempts to do so anyway, they must succeed at a fortitude save (Base DC 15 + 2 for every previous attempt beyond the first) or become fatigued as well as suffer 1d4 points of damage to a random physical ability score and an equal amount of damage to a random mental ability score. Regardless of whether they succeed or fail the save, the magic user charges an amount of mana equal to [(1/2)^(x)] times what you could normally charge, where x is equal to the number of additional charging attempts beyond the first.

Durzan
2018-03-30, 05:24 PM
Learning Spells

Learning spells is a time consuming prospect, often requiring hours upon hours of studying.

Unknown Spells are spells that a Spellcaster has never encountered before (either in their spellbook, through interaction with their Patron, or through chance encounter). If a spellcaster encounters an Unknown Spell, a successful spellcraft check (see the Spellcraft skill for the DCs) allows them to identify the spell and its effects. Once identified, an unknown spell becomes an unfamiliar spell.

A spellcaster cannot cast an Unknown Spell, nor attempt to transcribe it into a spellbook or onto a scroll.

Unfamiliar Spells are spells that a spellcaster have encountered before, but have not spent significant time studying or practicing. As a result, it takes a spellcaster longer to cast the unfamiliar spell. An unfamiliar spell has a casting time 1 step longer than normal.

A spellcaster remains unfamiliar with a spell until they have spent enough time learning and practicing a spell to be reasonably familar with it. In game terms, a spellcaster must either successfully cast an unfamiliar spell 10 or more times, or spend 1 hour studying that spell specifically and make a successful concentration check (Base DC 15 + Spell Level). If the concentration check fails, the spellcaster must spend another hour studying the spell before he can make the check again.

Familar Spells are spells that a spellcaster knows well enough to be able to cast them with only a quick reference at most from a spellbook or their patron. A familar spell has a normal casting time.

Memorized spells are spells that a spellcaster has practiced to the point where they could cast it in their sleep without referencing a spellbook or their patron. A memorized spell has a casting time 1 step faster than normal. To memorize a spell, a spellcaster must first be familar with the spell, then spend 1 hour per spell level studying the spell, and then make a concentration check (DC 20+ Spell Level).


Casting Spells

Casting a spell is actually fairly simple in concept.


Activating your Spark: Before you can cast spells, you must open your mind to the inherent connection to magic which you posses. Doing so is a standard action that requires a Magic Check (Base DC 10), but maintaining access is a free action. As long as your Spark remains active, you may cast spells freely. A caster automatically deactivates their spark after 1 minute of not casting spells or manipulating mana.

Components: As mentioned previously, a Magic User must be able to satisfy four requirements in order to successfully cast a spell with minimum risk. These requirements are also known as Spell Components.


Energy Component: You must be able to provide enough Mana to be able to fuel the spell, no exceptions.
Focal Component: A Focus is a specific object attuned to you which allows you to focus and direct mana relatively easily. Thus, you must have a Focus, or else you cannot cast a spell.
Vocal Component: You must be able to provide verbal instructions for the mana which you are controlling.
Somatic Component: You must be able to provide direction to the mana through gestures made with at least one free hand.

If the Mage can satisfy these four requirements, then they may cast a spell.

Base Mana Cost: You must spend mana in order to attempt to cast a spell. All spells has a base mana costof 10 • the spell level you are casting the spell at, with the exception of cantrips which have base cost of 5 mana.

Colors: The color(s) of the spell you are casting can affect how much mana you must spend. As long as the spell has at least one of the colors you know, you may cast it at the normal mana cost (10x the Spell Level). However, if the spell falls outside your known Colors, then it costs 1.5 times as much as usual (15x the Spell Level), or twice as much as usual (20x the Spell Level) if it also falls inside an Color that opposes one that you already know.

Casting the Spell: To cast a spell, you must first make a Magic Check (Base DC 10 + Spell Level). If the check is successful, the spellgoes off without a hitch. If the check fails, then the spell is lost and the mana used to fuel the spell is wasted. See the Magic skill for further details.

Spell Failure: If a spell fizzles or is lost for whatever reason, then the results can be somewhat… unpredictable. The DM will roll percentile dice and consult the table below to determine the effects of the failed spell. The result always occurs to the person who attempted to cast or maintain the spell, although others may be involved as well. Area affects are centered around the caster.





D%


Effect




01-05


The spell explodes in a puff of grey smoke at point blank range, dazing the caster for 1 round, deafening them for 1d4 rounds afterwards, and dealing 1d6 points of damage per spell level to the caster. If the spell was 5th level or higher, then the damage is dealt to all those within 10 feet of the caster as well. A successful reflex save (DC 10+ the Spell’s Level) halves the damage.




06-10


The spell collapses into a random effect that is equivalent to an Extreme encounter. The effect should be roughly proportional to the original effect of the spell, but otherwise, its the GM’s choice.




11-25


The spell collapses into a random effect that is equivalent to an Challenging encounter. The effect should be roughly proportional to the original effect of the spell, but otherwise, its the GM’s choice.




26-30


The spell collapses into a random effect that is equivalent to a simple encounter. The effect should be roughly proportional to the original effect of the spell, but otherwise, its the GM’s choice.




31-35


The failed spell deals 1d4 points of ability score damage to a random mental ability score of the caster.




36-40


A Reverse Gravity effect covers a 30-foot radius around the caster for 1 round.




41-50


The spell collapses into a puff of confetti. Treat this as a Glitterdust spell (DC is 10 + the Spell Level of the failed spell).




51-75


The spell collapses into a random, but ultimately harmless effect of the GM’s Choice.




76-100


Nothing Happens; the spell just fails.





Casting Spells in Armor: Armor can restrict the movement of the wearer enough to mess up the complicated gestures needed in order to safely cast spells. As a result, when a Magic user is wearing armor of any kind, they suffer from Arcane Spell Failure chance as normal. If the Magic User can cast spells without needing to gesture (by taking the Still Magic feat, through a class feature, or through some other means), then they may safely ignore the Spell Failure chance, unless they attempt to cast using Somatic components.

Durzan
2018-03-30, 05:27 PM
Revised Skills:

Magic (Wis; Trained Only):

(Note: This skill effectively replaces the use of Concentration for spellcasters. Concentration has been reworked behind the scenes to compensate, but since it isn't related to Magic, I will not post it here)

Use this skill to activate your spark, cast spells, direct a spell already in effect, or maintain a spell when you risk losing it (Such as being distracted by taking damage, by harsh weather, and other similar effects).

Activating your Spark: Before a magic user can cast any spell, they must activate their Spark as a standard action. Doing so is a simple magic check (Base DC 10), but distractions may push the DC higher. Once your spark is activated, you can maintain it as a free action until you choose to deactivate it. If you fail any magic check dealing with distractions by 5 or more while your Spark is activated, your Spark deactivates and you must spend another standard action to reactivate it.

Casting or Maintaining Spells: Casting a spell has a base DC of 10 + The Spell’s Level. If you fail the check, then the spell is lost, and the mana used to power the spell is wasted. If the spell has a duration of Concentration, then you may maintain the spell as a free action so long as you are not distracted.

Distractions: Whenever you might potentially be distracted while you are directing or maintaining a spell, you must make another magic check (Base DC 10 + Spell Level) plus additional modifiers based on the appropriate distractions. Should you fail the check, then the spell is lost.




Distraction


DC Modifier




You take Damage


Damage Dealt




Suffering Continuous Damage


1/2 of Continuous Damage Dealt Previously




Grappled or Pinned


The Grapple Modifier of the Grappler




Distracting Spell (Non-damaging or Weather Inducing)


Distracting Spell’s Save DC




Casting Defensively (To avoid Attacks of Opportunity)


+5 Modifier




Minor Distractions (Such as Vigorous Motion, High Winds, or minor distracting noises)


+2 Modifier




Moderate Distractions (Such as Violent Motion, being Entangled, dealing with High Winds with airborne debris, or a moderately distracting noise)


+5 Modifier




Major Distractions (Such as an Earthquake, Extremely loud noises, natural disasters, etc)


+10 or higher




Spellcraft (Int, Trained Only, Spellcasters Only):

Use this skill to Identify spells (even while being cast), to learn new spells, Transcribe Spells into a spellbook, to detect mana, and to Detect Magic.

Identify a Spell: You may attempt to identify a spell.


DC 10 + Spell Level: Identify a spell written in a spellbook.
DC 10 + Spell Level: You successfully identify a Color of Magic in which the spell belongs.
DC 15 + Spell Level: Identify the Spell itself as its being cast. If you are familiar with the spell, then you know its name and effects; if not and the spell can fall within one of your Colors, then you manage to figure out the spell’s general effect. You must be able to see or hear the spell’s verbal or somatic components in order to do this. You may attempt to identify the spell based on observing the patterns of mana alone, but doing so requires a perception check to spot the strands of mana first, and even if you succeed, you suffer a -5 penalty to your Spellcraft check.
DC 20 + Spell Level: Clearly Identify a spell being cast that falls outside your Color of Magic.
DC 20 + Spell Level: Identify a spell that has already been cast yet remains in effect. You must be able to see the effects of the spell or the strands of mana (requires a perception check to do so).
DC 25 + Spell Level: Identify a spell being cast based on the structure of mana strands alone. You must be able to detect and see the strands of mana requires a perception check to do so).
DC 25 + Spell Level: Identify a spell cast on you after making a successful saving throw.
DC 30 or Higher: Understand a strange or unique magical effect, such as the effects of a magic stream.


Detect Mana: As a full round action, you can detect raw reserves of mana that are independent of life force and spells. After 1 additional round of studying the source, you can determine approximately how much mana is being stored.


Base DC depends on how close the source of mana is (DC 10 When within 10 feet, DC 15 when within 30 feet, DC 20 when within 50 feet, DC 30 when within 100 feet.)
Strength of the Energy Source DC Modifiers (Faint +10, Weak +5, Average +0, Strong -5, Overwhelming -10)
Miscellaneous DC Modifiers (Multiple Mana Sources in the same general area: -2 for each source. Mana is being concealed by a spell: +10.)


Read Magic: If you have at least 5 ranks in Spellcraft, you can make a spellcraft check to notice and decipher magical writings and instructions as if you were under the effects of the spell Read Magic. The Base DC for the check is 10 + the Spell Level of the spell you are trying to read.

Detect Magic: As a standard action, you can use this skill to detect the auras of active spells or the residue of cast spells. The use of this skill functions similarly to the spell Detect Magic, except the area of effect is within a 60 ft sphere shaped emanation, centered on you, and that your roll determines what magic you are able to detect.


Base DCs: Dim Auras (DC 20), Faint and Moderate Auras (DC 15), Strong Aura (DC 10), Overwhelming Aura (DC 5)
DC Modifiers: Spell dispersed: +2 (within the last hour), +5 (If more than 2 hours ago, but less than 24 hours), +10 (If more than 1 day, but less than 1 week), or +15 (if more than 1 week, but less than one month)


Concentration (Con)

Use this skill whenever you are attempting to do something that requires your full attention, whenever you risk being distracted, or to improve your chances of succeeding at a specific task. In general, if an action wouldn’t normally provoke an attack of opportunity, you need not make a Concentration check to avoid being distracted.

Skill Concentration (Trained Only): As a standard action, you may make a concentration check (Base DC 15) to enter a focused state of mind, giving yourself additional focus when completing a specific task (Such as casting a spell). If the check is successful, the character receives a +2 competence bonus to any skill checks made to complete a specific task as long as she remains concentrated, plus an additional +1 for every 5 points by which the Check exceeds the DC. However, the character receives an equal penalty to skill checks that do not have to do with that specific task while he remains concentrated. If the character is hit, or otherwise distracted, he must roll another concentration check as normal, or risk losing the bonus. When the character loses his concentration, he loses the bonus and becomes stunned for 1 round.

Offensive Focus (Trained Only): You can enter a special state of mind that increases the accuracy and damage of your attacks. As a standard action, the character may make a concentration check (Base DC 20); if successful, the character gains a +2 competence bonus to attack and damage rolls as long as she remains concentrated, plus an additional +1 for every 5 points by which the Check exceeds the DC. If the character is hit, or otherwise distracted, he must roll another concentration check as normal. When the character loses his concentration, he becomes stunned for 1 round.

Defensive Focus: You can enter a special state of mind that increases your ability to perceive enemy attacks. As a standard action, the character may make a concentration check (Base DC 20); if successful, the character gains a +2 competence bonus to your AC as long as she remains concentrated, plus an additional +1 for every 5 points by which the Check exceeds the DC. If the character is hit, or otherwise distracted, he must roll another concentration check as normal. When the character loses his concentration, he becomes stunned for 1 round.

Distracted: If you risk getting distracted, refer to the normal uses of Concentration for the DCs.

Durzan
2018-03-30, 05:28 PM
Feats:


Spellcasting Feats

These feats deal with the ability to cast spells and the ability to use magic. Taking spellcasting feats can improve your capabilities in the field of magic.


Magical Profeciency:


Prerequisite: Intelligence, Wisdom, or Charisma 13+
Benefit: You have the ability to learn how to use magic. You may multi-class into any class with the spellcasting class feature. You must still meet any prerequisites for the class.
Normal: A character without this feat cannot cast spells, multiclass into spellcasting classes, use the Magic skill, sense nearby magic users and the casting of spells, or even see the flows of magical energy in the world.
Special: A 1st level character who takes their first class level in the Magic User class automatically receives this feat for free.

Additional Color:


Prerequisites: Magical Proficiency, Casting Ability 13+
Benefit: Choose a single Color of Magic. You have put forth the training needed to specialize in that Color, allowing you to cast Magic that falls into that Color at the normal mana cost of 10 times the Spell’s Level.
Restriction: You may not choose a Color of Magic that opposes one of the Colors you already specialize in.
Special: You may take this feat multiple times; its effect do not stack. Every time you choose this feat, it applies to a different Color of Magic.

Blood Magic:


Prerequisites: Magical Profeciency feat, Constitution 13+
Benefits: You have developed the ability to use your own blood as a focus. By cutting yourself and taking 1d6 points of damage as a standard action, you may cast spells as though you had a focus in your hand for a number of minutes equal to your constitution bonus (Minimum of +1).
Normal: You must have a focus in hand in order to cast spells.

Living Battery:


Prerequisites: 5 or more ranks in theMagic Skill, Blood Magic feat, Magical Profeciency feat, Constitution 13+
Benefits: You have learned how to store excess mana within your own body. You may store an amount of mana equal to 25 times your Constitution score in your body. However doing so is dangerous, as it puts you at risk of exploding. Whenever someone deals physical damage to you, you must make a Fortitude save (DC 10 + half the damage taken) or else a portion of mana escapes from your body in an explosive manner, dealing 2d6 points of damage to you and draining 20 mana from your body.
Normal: You do not have the willpower or the ability to store excess mana within your own body.

Life Burn:


Prerequisites: Blood Magic feat, Magical Profeciency feat, Constitution 15+
Benefit: You have developed the ability to extract your lifeforce directly from your body and convert it to mana. By take 1d4 points of constitution damage, you may gain an amount of mana equal to 100 times the amount of constitution damage taken.
Normal: Spellcasters cannot use their own life force to fuel spells.

Still Magic:


Prerequisites: Spellcasting level of 6 or higher; Magical Profeciency Feat; Casting Ability Score of 15+
Benefits: You may cast spells without having to gesture. However, whenever you do so, the DC for magic checks made to cast or maintain a spell increases by 5.
Normal: You cant cast spells at all without gesturing.

Silent Magic:


Prerequisites: Spellcasting level of 6 or higher; Magical Profeciency Feat; Casting Ability Score of 15+
Benefits: You have learned how to recite a spell’s incantation within your mind; thus you can cast spells without having to speak. However, whenever you do so, the DC for magic checks made to cast or maintain a spell increases by 5.
Normal: You cant cast spells at all without speaking.

Improved Focus:


Prerequisites: Spellcasting level of 6 or higher; Magical Profeciency Feat; Casting Ability Score of 15+
Benefits: You may now cast spells as long as you have your focus on your person. Your focus does not need to be worn, held, or equipped.
Normal: You cant cast spells at all without speaking.

Eliminate Focus:


Prerequisites: Spellcasting level of 6 or higher; Magical Profeciency Feat; Improved Focus Feat; Casting Ability Score of 17+
Benefits: You may cast spells without a focus. However, doing so is less efficient than normal and drains extra mana. Therefore, casting a spell without a focus adds an additional 10 mana to the casting cost of the spell.
Normal: You cant cast spells at all without focus.



Channel Energy Feats

These feats deal with the ability to Channel Energy; as such, they require the Channel Energy class feature, as they are designed to improve or alter the capabilities of Channel Energy.

Turn Undead:


Prerequisite: Channel Positive Energy 1d6 or Higher
Benefit: You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if panicked. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your class level + your Charisma modifier. Undead that fail their save flee for 1 minute. Intelligent undead receive a new saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).


Disrupt Undead:


Prerequisite: Channel Positive Energy3d6 or Higher; Turn Undead Feat, Cha 13+
Benefit: When an Undead with a number of HD equal to or less than you fails its will save against a turn undead attempt, it also takes an amount of damage equal to 1/2 your channel energy damage. Undead who have half your number of HD (or less) are instead instantly destroyed.


Rebuke Undead:


Prerequisite: Channel Negative Energy1d6 or Higher
Benefit: You can, as a standard action, use one of your uses of channel negative energy to cause all undead within to stare at you in awe, as if they were fascinated. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your Class level + your Charisma modifier. Undead that fail their save are fascinated for 1 minute. Intelligent undead receive a new saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).


Command Undead:


Prerequisite: Channel Negative Energy3d6 or Higher, Rebuke Undead, Cha 13+
Benefit: When an undead with equal or lesser HD to you fails its will save against against a Rebuke Undead attempt, you may take control of it instead of leaving it fascinated. Undead that fall under your control will obey your commands to the best of their ability, as if under the effects of the spell control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total HD do not exceed your Class. If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.


Bolstering Channel:


Prerequisite: Channel Energy 2d6 or Higher, Cha 13+
Benefit: When using your Channel Energy ability as a healing effect, you may choose to lower the number of dice you roll when Channeling. If you do so, you grant those of whom you’ve healed a competence bonus to saves against spells and Channeling effects equal to the number of dice you sacrificed.
Example: If you have 6d6 worth of Channeling dice, and you choose to sacrifice 2 dice, your subjects would heal only 4d6 worth of damage, but gain a +2 Competence Bonus to saves against spells and channeling effects.


Extra Channeling:


Prerequisite: Channel Energy 2d6 or higher, Cha 13+
Benefit: You can channel energy an additional three times per day.


Selective Channeling:


Prerequisite: Channel Energy 1d6+, Cha 13+.
Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected.


Alignment Channel:


Prerequisites: Channel Energy 1d6 or higher.
Benefit: Choose chaos, evil, good, or law. You can channel divine energy to affect outsiders that possess this subtype. Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of the chosen alignment subtype. You must make this choice each time you channel energy. If you choose to heal or harm creatures of the chosen alignment subtype, your channel energy has no effect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new alignment subtype. Whenever you channel energy, you must choose which type to effect.


Elemental Channel:


Prerequisites: Channel Energy 1d6 or higher.
Benefit: Choose one elemental subtype, such as air, earth, fire, or water. You can channel your divine energy to harm or heal outsiders that possess your chosen elemental subtype. Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of your chosen elemental subtype. You must make this choice each time you channel energy. If you choose to heal or harm creatures of your elemental subtype, your channel energy has no affect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new elemental subtype.

Durzan
2018-03-30, 05:29 PM
Spirit Walker


Class Description: You are what is known a Spirit Walker. Through the power of your intense faith, you have gained the ability to communicate with divine or spiritual beings, as well as unlocking your magical potential.
When you developed your magical talent, you’re mind reached out and communicated with a specific deity, spirit of one of your ancestors, or a nature spirit who became your patron. Thus, your experience with magic is spiritual in nature. Your patron is more than a being whom you worship: they are your guide, your master, and your teacher. Without your patron, you would be little more than a leaf in the wind.

Clerics, Priests, Shaman, Oracles, and other spiritual leaders all have the potential to be Spirit Walkers.


Abilities: Wisdom is important for a Spirit Walker, as it serves as the basis for your spellcasting capabilities. Charisma is important for boosting your Channel Energy ability.





Level


BAB


Fortitude


Reflex


Will


Defense


Special




1

0

1

0

2


2


Spellcasting, Patron, Aura, Faith, Spirit Guide, Channel Energy 1d6




2


1


2

0

3


2


Turn or Rebuke Undead




3


2


2


1


3


3


Channel Energy 2d6, Slow Aging




4


3


2


1


4


3


Spiritual Eyes, Bonus Feat




5


3


3


1


4


3


Channel Energy 3d6, Improved Channel




6


4


3


2


5


4


Spirit Favor




7


5


4


2


5


4


Channel Energy 4d6, Bonus Feat




8


6


4


2


6


4


Disrupt or Command Undead




9


6


4


3


6


5


Channel Energy 5d6, True Sight




10


7


5


3


7


5


Enlarged Channel




11


8


5


3


7


5


Channel Energy 6d6




12


9


6


4


8


6


Bonus Feat




13


9


6


4


8


6


Channel Energy 7d6




14


10


6


4


9


6


Maximized Channel




15


11


7


5


9


7


Channel Energy 8d6




16


12


7


5


10


7


Bonus Feat




17


12


8


5


10


7


Channel Energy 9d6




18


13


8


6


11


8


Bonus Feat




19


14


8


6


11


8


Channel Energy 10d6




20


15


9


6


12


8


Bonus Feat





HD: d6
Alignment: A Spirit Walker’s alignment must be within one step of her Patron’s alignment, either on the good/evil axis, or the law/chaos axis.
Weapon & Armor Proficiencies: Spirit Walkers are proficient with all Simple Weapons, with Light Armor, and with Shields.
Class Skills: Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Insight (Wis), Knowledge (Varies, Int), Magic (Wis), Perception (Wis), Profession (Wis), and Spellcraft (Int).
Skill Points: 4 + Int Modifier, x4 at first level.
Multi-classing Prerequisite: Any character wishing to multiclass into the Wizard class must first take the Magical Profeciency Feat. A player starting out in this class as a 1st level character automatically receives this feat for free.
Restrictions: If you already have any levels in any other base class with the spellcasting capability, you cannot take levels in the Spirit Walker class.


Class Features:


Spellcasting: To learn, prepare, or cast a spell, a Spirit Walker must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Spirit Walker’s spell is 10 + the spell level + the Spirit Walker’s Wisdom modifier.


Spells and Colors: A Spirit Walker may learn any spell they wish (regardless of color), but may not cast spells with a spell level higher than their class level. They begin play knowing one color of magic and having memorized a number of 0th or 1st level spells equal to 5 + her Wisdom Modifier. Memorized spells may be of any color and may be cast at anytime by the Spirit Walker, without the need to consult a spellbook or their Spirit Guide.
Magical Equipment: A Spirit Walker always begins play with a Focuswith a Mana Battery attached that is worth 100 GP. This focus always contains the diety’s symbol.
Learning Spells: A Spirit Walker relies on their patron and their Spirit Guide in order to help them learn spells. See the Spirit Guide entry for details.


Patron: A Spirit Walker has sworn allegiance to a particular Diety, Deceased Ancestor, a powerful Outsider, Spirit of Nature, or other similar entity.
If a Spirit Walker offends their patron in any way (such as by changing their alignment or by violating that patron’s code of conduct), then the Spirit Guide of the Spirit Walker withdraws itself from its master’s presence until she atones. This severely restricts the Spirit Walker’s ability to cast spells, and causes her to lose all class features save for weapon and armor proficiencies, nor may she further attain levels as a Spirit Walker of that Patron until she atones for her deeds.

Aura: Spirit Walkers have a strong Aura corresponding to their Patron’s alignment, as though they were a Cleric of the equivalent level.

Faith: Spirit Walkers have an extraordinary amount of faith, granting them extraordinary willpower when it comes to casting or maintaining spells associated with their Patron. A Spirit Walker may add 1/2 her class level (Rounded down, Minimum of +1) to all Magic Checks made to cast or maintain a spell that is within a Color of Magic associated with her Patron.

Spirit Guide: As a Spirit Walker, you gain the companionship of a spirit guide, a special animal companion sent by your chosen patron to aid you, guide you, and teach you. The spirit guide functions similarly to a familiar, except as noted below:


One of a Kind: A Spirit Guide has better ability scores compared to normal creatures of its kind. The GM creates the creature as though it were an NPC. Its intelligence score doesn’t increase as its master advances in level.
Languages: A Spirit Guide can speak Common, plus the languages of the Spirit Guide’s Patron.
Patron’s Mouthpiece: As a move action, a Spirit Guide can telepathically communicate with its patron, regardless of distance or planar separation. Its patron may choose to speak through the Spirit Guide’s mouth.
Divine Efficiency: So long as a Spirit Walker remains within a radius of 30 feet of their Guide, she may treat spells within her Patron’s Colors as though they were one level lower than normal for the purposes of determining its mana cost.
Instructor: A Spirit Guide can learn and memorize the instructions for a spell, allowing it to teach their Spirit Walker the spell later. Spells taught to a Spirit Walker by their guide are treated as familiar spells. A Spirit Guide begins play knowing 5 additional spells of 0th or 1st level, and gains an additional 2 spells per level. These spells may be of any spell level or levels that they can cast.
A Spirit Walker may treat all spells her Spirit Guide knows as being familar spells so long as she spends one hour in prayerful meditation and study alongside her Spirit Guide every day, and as long as she has cast the spell at least once before. If she ever forgets to meditate with her Spirit Guide, then she treats the spells as Unfamiliar for the purposes of the spell’s casting time until she does so.


Channel Energy: Regardless of alignment, any Spirit Walker can release a wave of energy by channeling the power of her faith through her Focus. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A Spirit Walker who worships a good Patron channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. One who worships an evil Patron instead channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A Spirit Walker of a neutral Patron must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two class levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 their class level + the Spirit Walker’s Charisma mod. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A Spirit Walker may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

A Spirit Walker must be able to present either her Focus or a Holy Symbol of their patron in order to use this ability.

Turn/Rebuke Undead: At 2nd level, A Spirit Walker may choose either Turn Undead or Rebuke Undead as a Bonus Feat. You must meet the prerequisites for the feat.

Bonus Feats: At 4th, 7th, 12th, 16th, 18th, and 20th levels, a Spirit Walker gains a bonus feat (which are in addition to the standard feat all characters gain at 1st level, 3rd level, and every three levels thereafter). At each such opportunity, she may choose a metamagic feat, a Spellcasting Feat, or a Channeling Feat. She must still meet all the prerequisites for the chosen feat.

Spiritual Eyes: At 4th level, the Spirit Walker’s eyes become attuned to seeing the supernatural, allowing them to see ethereal creatures (including spirits) as easily as he sees material creatures and objects. The Spirit Walker can easily distinguish between ethereal creatures and material ones, because ethereal creatures appear translucent and indistinct.

Improved Channel: Starting at 5th level, aSpirit Walker can choose between channeling positive or negative energy at will; however, attempting channeling energy opposite of the type you chose to channel at 1st level requires a Concentration Check (Base DC 15) in order to be successful.

Spirit Favor: A Spirit Walker of 6th level or higher applies his Charisma modifier (if positive) as a bonus on all saving throws.

Disrupt/Command Undead: At 8th level, A Spirit Walker may choose either Disrupt Undead or Command Undead as a bonus feat. You must meet the prerequisites for the feat.

True Sight: At 9th level, the Spirit Walker’s eyes become further attuned to seeing the supernatural. A Spirit Walker can see the world as though she were under the effects of the spell True Sight.

Enlarged Channel: At 10th level, the radius of the Spirit Walker’s Channel energy Ability increases to 60 feet.

Maximized Channel: Starting at 14th Level, A Spirit Walker may maximize the output of his Channel Energy. By expending two uses of your Channel energy ability, all the variable numeric effects of the channel become maximized.

Durzan
2018-03-30, 05:30 PM
Wizard (WIP)

Class Description: You are a Wizard, and thus your experience in magic is based around logic and reason. Your magical power stems from your from knowledge, intellect, and expertise. To you, magic is a force of nature, with observable rules and limitations, and through years of study, you have learned how to harness it. Even if it is sometimes a little unpredictable, Magic makes logical sense, and while you may not know all the rules or loopholes, you can surely discover them and use them to your advantage. Much of your current knowledge has come through formal magical education and through studying academic books and scrolls on magic theory; as such, you have a broader knowledge of spells and their capabilities.

Abilities: Intelligence is important for Wizards.



Level
BAB
Fortitude
Reflex
Will
Defense
Special


1
0
0
1
2
0
Spellcasting, Personal Spellbook, Researcher, Magical Tradition, Scribe Scroll


2
1
0
2
3
0
Support, Magic Trick


3
1
1
2
3
1
Bonus Feat


4
2
1
2
4
1
Slow Aging, Magic Trick


5
2
1
3
4
1
Additional Color, Magician’s Favor (1x per Week)


6
3
2
3
5
2
Magic Trick


7
3
2
4
5
2
Bonus Feat


8
4
2
4
6
2
Magic Trick


9
4
3
4
6
3
Magician’s Favor (2x per Week)


10
5
3
5
7
3
Magic Trick, Arcane Secrets


11
5
3
5
7
3
Bonus Feat


12
6
4
6
8
4
Magic Trick


13
6
4
6
8
4
Magician’s Favor (3x per Week)


14
7
4
6
9
4
Magic Trick


15
7
5
7
9
5
Additional Color, Bonus Feat


16
8
5
7
10
5
Magic Trick


17
8
5
8
10
5
Magician’s Favor (4x per Week)


18
9
6
8
11
6
Magic Trick


19
9
6
8
11
6
Bonus Feat


20
10
6
9
12
6
Magician’s Favor (5x per Week), Magic Trick




HD: d6

Alignment: Any, although some magical organizations may impose alignment restrictions.

Weapon & Armor Proficiencies: Wizards are proficient with all Simple Weapons, but not with armor or shields.

Class Skills: Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Magic (Wis), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Points: 4 + Int Modifier, x4 at first level.

Multi-classing Prerequisite: Any character wishing to multiclass into the Wizard class must first take the Magical Profeciency Feat. A player starting out in this class as a 1st level character automatically receives this feat for free.

Restrictions: If you already have any levels in a base class with the spellcasting capability, you cannot take levels in Wizard.

Class Features:

Spellcasting: Intelligence is the spellcasting stat for wizards. To learn, prepare, or cast a spell, a Wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.

Spells and Colors: A Wizard may learn any spell they wish (regardless of color), but may not cast spells with a spell level higher than they are capable of casting. They have a broader range of study than other magic users, making them extremely versatile. As such, they begin play with two Colors of Magic (A Wizard’s broadened education in magic allowed him to start off specializing in two different areas of magic) and having memorized a number of spells of 0th or 1st level level equal to 5 + the Wizard’s Intelligence Modifier (minimum of +1). Memorized spells may be of any color and may be cast at anytime by the wizard, without the need to consult her spellbook (cause, you know, the Wizard memorized them). However, the memorized spells that a Wizard begins play with must be within one of the Wizard’s colors.

Magical Equipment:A Wizard always begins play with a Focuswith a Mana Battery attached that is worth 100 GP, and a Personal Spellbook (see the Personal Spellbook entry).

Learning Spells: A Wizard learns additional spells by adding them to their spellbook (see the Personal Spellbook entry).

Researcher: Because of a Wizard’s formal education in magic, they excel in the art of Spellcraft, especially if it involves researching and identifying spells. As such, a Wizard may add half her class level (Rounded down, Minimum of +1) to all Spellcraft Checks.

Personal Spellbook: A Wizard begins play with a personal spellbook, which contains the instructions for spells she can cast. A Wizard’s personal spellbook starts off with all spells of 0th or 1st level that belong to the Wizard’s colors (including multi-colored spells and the the spells the wizard already has memorized) and three spells of 0th or 1st level that are outside of the Wizard’s colors. At every additional level, a Wizard may choose to add a number of spells to her spell book equal to 1 + her Intelligence Modifier (Minimum of 1). These spells may be of any color, but they must have a minimum spell level that the Wizard can cast.

A Wizard may treat all spells within her spellbook as being familar spells so long as she spends one hour studying her spellbook every day, and as long as she has cast the spell at least once before. If she ever forgets to study her spellbook, she treats all non-memorized spells within the spellbook as being Unfamiliar for the purposes of the spell’s casting time.

Adding Spells to a Spellbook: A Wizard may add a spell to his spellbook if he encounters it being cast, on a magic scroll, or in another Spellbook. While most spell-books have a standardized language or instructions, a Wizard’s personal spellbook or scrolls may be written in an unfamiliar code. If this is the case, the spellcaster must first decode the writing before they can identify the spells or attempt to transcribe them. If the spell is written in a coded format, she must decipher the writing first (Typically a Linguistics check).

Regardless of wether the source is encoded or not, the spellcaster must first identify the spell via a Spellcraft check. After successfully identifying the spell, the Wizard may then attempt to transcribe the spell into their spellbook by spending an hour studying the spell, and then making a spellcraft check (Base DC 15 + The Spell’s Level). Success indicates the successful transcribing of the spell. However, if the Wizard fails the check, she must start the process over.

Magical Tradition: A Wizard receives a formal education in the arts of magic by attending an institute of magical education (Often sponsored by a specific Magical Organization) or by becoming an apprentice to a more experienced Wizard. In either case, the student is expected to study under their teacher(s), follow their instructions, and learn from their example. Wizards are granted their magical education with the unspoken expectation that upon completion of their education, they will join the ranks of one of the many Magical Organizations that exist within Illnora. Note: the organization the Wizard is most encouraged to join is often the same organization that sponsored or provided their education.

Code of Conduct: While a student, the Wizard is expected to devote at least one week per month exclusively to their studies in the magical arts (This time is not required to happen all at once, and may take place during the downtime between adventures); in addition, they are also expected to follow and uphold the rules/requirements established by their school, their Mentor, and/or the Organization that they are training to become a part of. These requirements may include following a code of conduct and/or adhering to a specific alignment, among other potential requirements. These rules may vary depending upon which Magical Organization your character “belongs” to, who their Master is, and/or which Magical School they attend (if any). Should a Wizard break the rules, then they may not gain any additional levels in the Wizard Class until they atone for their mistakes. They do not lose any class features or abilities.

Mentor: While other Wizards may help to train you in the Arcane Arts, you have developed a special bond with one particular teacher. At 1st level, you are in an advanced state of training within your tradition, and as such are apprenticed to a more experienced Wizard, who is to oversee and guide your training. As an apprentice, you are obligated to obey your Mentor’s commands, requirements, and restrictions to the best of your ability. A Wizard remains an Apprentice until they have at least attained their 7th Spellcasting level, at which point they have officially completed their Magical Education, are no longer subjected to their Mentor and the rules of their School, and may join a Magical Organization by multi-classing into their desired magical Prestige Class.

Scribe Scroll: At 1st level, a Wizard gains Scribe Scroll as a bonus feat.

Bonus Feats: At 3rd level and every four levels thereafter (7th, 11th, 15th, and 19th levels), the Wizard gains a bonus feat. The bonus feat must be either a metamagic feat, a Spellcasting Feat, or an Item Creation Feat. The Wizard must still meet all the prerequisites for the chosen feat.

Magic Tricks: At 2nd level and every even level thereafter, a Wizard begins to pick up subtle tricks which aid them in their missions and their studies. The magic tricks are chosen from the list below.


Bookworm: Choose a number of knowledge skills equal to your intelligence bonus. You may take 10 on those knowledge checks, even when rushed or threatened. Note: You may take this trick multiple times, but its effects do not stack; Each time you select this trick after the first time, you may add an additional 2 knowledge skills.
Arcane Accuracy: You gain an insight bonus equal to your Casting Stat Modifier on all attack rolls that involve delivering a spell to the target.
Wizard’s Luck: Once per day, reroll chosen caster level check, magic check, or spellcraft check and take the better result. You may take this trick multiple times and its effect stack. Each time you take Wizard’s Luck, you may use the trick an additional time per day.
Traveling Magician: Sleight of hand becomes a class skill for the Wizard. In addition, He may use Sleight of Hand to perform the equivalent of cantrip level magic without paying the mana cost in order to earn money. When determining the amount of money earned from said Sleight of Hand check, add 1/2 the Wizard's level to the check.
Signature Spell: Choose a single spell from a color you know. You may treat this spell as though it were a memorized spell. In addition, you may reduce the mana cost of the spell by 5, and treat the Spell’s save DC as though it were 1 higher than normal. This Trick stacks with the bonuses of Color Mastery. Note: This trick may be taken multiple times, but its effects do not stack. Each time you do so, you may select an additional spell.
Familar: A wizard with this magic trick gains a familar just like the Sorcerer.
Searing Power: You may add your caster level to all damage rolls made by Red Spells. Note: You must have Red as a known color before you can take this magic trick.
Blink (Su): You have gained the ability to teleport short distances at will. As a swift action, you may teleport yourself and any objects you are carrying a distance up to your current movement speed. The destination spot must either be within line of sight, or a spot you have already clearly seen and examined before. You may not take any other creatures with you. Blink counts as a 1st level orange spell for determining its base mana cost. Note: You must have Orange as a known color for you to take this magic trick.
Foresight (Su): You occasionally gets brief glimpses of the near future, granting insight on how you should react. Three times per day, a wizard with this magic trick may spend a swift action to get a brief glimpse into the future. If she does so, she receives an insight bonus (equal to her spellcasting stat bonus, minimum of +1) to all skill checks, all attack rolls, to reflex saves, and to her AC. The duration of the bonus is a number of rounds equal to your spellcasting stat bonus (minimum of 1 round). Note: You must have Yellow as a known color before you can take this magic trick.
Arcane Shield (Su): You are capable of using magic to temporarily defend yourself at a moments notice. As an immediate action, you surround yourself with a skin-tight shield of mana that grants a +2 deflection bonus to your AC and gives you a number of temporary HP equal to your caster level plus your intelligence modifier. The Arcane Shield lasts 1d4+2 rounds, or until the temporary HP of the shield is reduced to zero, whichever comes first. Arcane Shield counts as a 2nd level green spell for the purposes of determining its base mana cost. Note: You must have Green as a known color before you can take this magic trick.
Reactive Counterspell: You may spontaneously attempt to counterspell a single spell as an immediate action, without having to ready an action. You may only attempt this once per round. Note: You must have Blue as a known color before you can take this magic trick.
Mirror Image (Su): You create a number of illusionary versions of yourself that mimic your actions exactly. This ability creates 5 illusions and has a shorter duration (lasting only for a number of rounds equal to your caster level), but otherwise it functions just like the Mirror Image spell in the Player’s Handbook. This counts as a 1st level purple spell for the purposes of determining mana cost. Note: You must have Purple as a known color before you can take this magic trick.
Life Transfer (Su): As a immediate action you may transfer 1d4+1 hit points from one target within 30 feet to another. You may only do this once per round. This counts as a 1st level white spell for the purposes of determining base mana cost. Note: You must have White as a known color before you can take this magic trick.
​Mind Slash (Su): As an immediate action, you may select a single target within 30 feet of you. This target becomes confused for 1 round and loses 10 points of mana if they are a spellcaster. You may only do this once per round. A successful will save negates the effect. This spell is treated as a 1st level black spell for purposes of determining the DC for the will save. Note: You must have Black as a known color before you can take this magic trick.


Slow Aging: The ability to use magic naturally slows the aging process. Starting at 4th level, divide your spellcasting level by 2 to determine how many years must pass in order for your character to physically age 1 year. For the purposes of receiving mental ability score increases due to age, you may use your actual age instead of your physical age.

Magician’s Favor: Starting at 5th level, a Wizard has gained enough prestige with their organization that they may call upon them to perform favors. This ability functions similarly to the Favor ability, except the Wizard may only use it when dealing with their Magical Organization. They may use this ability once per week at 5th level, twice per week at 9th level, three times per week at 13th level, four times per week at 17th level, and five times per week at 20th level.

Arcane Secrets: Starting at 10th level, a Wizard gains access to powerful Secrets of Magic. Whenever you gain a magic trick, you may instead choose to select an Arcane Secret instead.


Age Only Brings Wisdom (Ex): You have discovered how to mitigate the physical effects of aging; as such, from this point forward you take no penalty to your physical ability scores from advanced age. If you are already taking such penalties, they are removed at this time. In addition, all mental ability scores increase by 1 upon taking this Arcane Secret. Note: You must be at least 10th level in order to take this secret.
Arcane Reach (Su): You may use spells with a range of touch on a target up to 30 feet away; however, you must make a ranged touch attack. Arcane reach can be selected a second time, in which case the range increases to 60 feet. Note: You must have a spellcasting level of at least 10th level in order to take this secret.
Arcane Blast (Su): You have developed the ability to manifest bolts of pure Arcane Energy, which you can use to damage your foes. The bolts of Arcane Energy have the following properties: Ranged Touch Attack with long range (400 feet + 40 feet/spellcasting level). Counts as a Ray.You may fire up to 4 bolts at the same time, but each bolt counts as its own individual spell for the purposes of determining the mana cost. Each bolt may be fired at the same or different targets, but all are fired simultaneously. Casting Time: 1 Standard Action. Mana Cost: Treat as though each bolt was a 1st level Red spell. May increase the spell level (And thus the mana cost) to increase the base damage.Damage: 1d8/spell level + Casting Stat Modifier; Damage Type: Force; Critical Threat: 19-20/x3. Note: You must be at least 10th level and must have Red as a Known Color in order to take this Secret.



Cage Match (Su): Once per encounter, you may select a single target within medium range (100 ft + 10 ft/caster level) to teleport out of combat. Upon arriving at the destination, the target finds themselves in an extra dimensional location surrounded in a cage of fire and facing down a summoned creature chosen by the spellcaster. Neither can leave until the other is dead; the victor teleported back to the caster’s location. The summoned creature the target must face cannot have more HD than twice the Wizard’s caster level. A successful will save negates the effect; however, on a successful will save the summoned creature is the default victor and is teleported to the caster’s location. This counts as a 9th level orange spell with a casting time of 3 full rounds. Note: You must be at least 10th level, have Orange as a known color before you can take this magic trick.
Vision (Su): A Seer has the potential to get brief glimpses of a possible future. Once per game session a Seer may make a concentration check (DC 20) as a standard action. If successful, you invoke a momentary trancelike state that accompanies brief glimpses of the future. However, you may or may not actually force anything; the DM decides whether or not this ability manifests. Usually, the higher the concentration check, the more likely you are to receive a vision, and more likely you are to receive a vision with a clear interpretation or meaning, or the more likely you are to receive a vision pertaining to the desired subject. If the ability does manifest, the DM describes brief images, sounds, or words that enter your mind. Visions always speak of things going on in the present, or things that will occur in the near future. Regardless, these visions are often incomplete, symbolic, or vauge in nature, to the point where multiple interpretations are possible, but they do usually prove to be true. This ability can only be successfully used once per game session, or once per day, whichever is greater; any additional attempts made will automatically fail, except by DM discretion. Note: You must be at least 10th level and must have Yellow as a Known Color in order to take this Secret.
Godly Growth (Su): As a standard action, you infuse yourself with the power of nature. You receive a temporary +4 bonus to all ability scores that lasts for 1 minute. This ability is treated as a 6th level green spell. Note: You must be at least 10th level and must have Green as a Known Color in order to take this Secret.
Counterspell Mastery: Whenever the Wizard counterspells a spell, it is rebounded upon the caster or another target of the wizard’s choice as if it were fully affected by a spell turning spell. The target the spell is redirected to must be within range of the rebounded spell. If the spell cannot be affected by spell turning, then it is merely counterspelled. Note: You must be at least 10th level and must have Blue as a Known Color in order to take this Secret.
Realistic Illusion (Su): Once per encounter, you may create a very realistic illusion of yourself, a creature, or an inanimate object that lasts until the end of the encounter. If it is a creature or object other than yourself, then it must be of the same size as you or smaller and have a number of HD equal to or less than your caster level. All those whom see the illusion must make an Intelligence Check (DC Equal to the Spellcasting Level) in order to realize that the effect is indeed an illusion. For those whom fail their intelligence check, the illusion appears to behave as though it were the original (Successfully mimicking the Hardness, AC, Hitpoints, attacks, and so forth of the object or creature the illusion is based off of) and can harm them; however, the illusion has no effect on those who succeed the Intelligence check; although they can still see it, it is rendered harmless. If the illusion is “killed or destroyed” then it remains on the ground until all those who failed the check are no longer within 30 feet of it, or 1 minute of time after the end of the encounter (whichever comes first). Note: You must be at least 10th level and must have Purple as a Known Color in order to take this Secret.
Healing Light (Su): Your create an orb of bright light that hovers above your head and accompanies you wherever you go, illuminating a radius of 60 ft around you. All those who fall within this radius regain hitpoints at a rate of 1d8 points per round. Undead within the radius instead take 1d8 points of damage per round; a successful will save negates the effect. This arcane secret has a duration of 1 round per caster level (up to a maximum of 20 rounds). This counts as a 6th level white spell. Note: You must be at least 10th level and must have White as a Known Color in order to take this Secret.
Draining Whip (su): You create a whip of negative energy that has a range of 30 feet. You may use this whip to make melee touch attacks against anyone within range. Those whom you hit gain 1 negative level and must make a will save or become blind and deafened until magically healed. The whip lasts for 1 round per caster level (up to a maximum of 20 rounds). This counts as 6th level black spell. Note: You must be at least 10th level and must have Black as a Known Color in order to take this Secret.

Durzan
2018-03-30, 05:32 PM
Sorcerer

Class Description: Magic has always been a part of you as long as you can remember. Its always been there, lurking, churning, and boiling beneath the surface of your skin and soul. Sometimes you could feel it trickling up whenever you let your turbulent emotions control you, but always… always, you managed to subdue it; until the day when you couldn’t. You snapped and suddenly the power you held back your entire life burst forth like a flooded dam, shattering your entire world and turning it upside down. You are a sorcerer, a rare mutant in the spellcaster’s world. Someone born with incredible magical strength, but cursed with an unstable Spark and the unstable and emotional mind that comes with it.

Because of that spark’s instability, a sorcerer’s emotions and instincts are a constant hurricane of power and unpredictability, causing them to unintentionally lash out at those around them at seemingly random times. For a sorcerer, the only way they can use their magic is by using their emotions to direct the flows of mana, instead of faith or logic. This makes it hard for a sorcerer to control her budding power, much less how to use it in safe and useful ways. Unfortunately, this means that most are left to be self-taught, which often proves to be a death sentence for themselves and those around them.

You however, are one of the few Sorcerers who has managed to gain some control over their power. You are not sure how you did it, but somehow you managed to beat the odds and tame the emotional and instinctual hurricane that burns deep within. Now, you can draw upon that power, now you are a force to be reckoned with.

Magic is primal, instinctual, and mysterious for you. You are not sure exactly how you are able to cast spells, but you do it with surprising skill and power. Although you have little formal training, it comes easily so long as you constantly stoke the fire of your turbulent emotions. Much of your current magical knowledge has come through self-guided trial and error, instinctual casting of spells, and through secret observation of other magic users. And now you are ready to put those skills to use.

Abilities: Charisma is the most important ability score for a Sorcerer, as it influences all aspects of her magic (The power and effectiveness of her spells, the amount of mana she can charge, and so forth). Since sorcerers tend to wear little to no armor (it can interfere with their spells), a high level of dexterity would prove useful by making it harder for enemies to hit her. Constitution is also important for them, as it can help compensate for their low Hit Points.




Level


BAB


Fortitude


Reflex


Will


Defense


Special




1


0


1


0


2


0


Spellcasting, Spell Memorization, Familar




2


1


2


0


3


0


Sorcerer’s Focus, Bonus Feat




3


1


2


1


3


1


Reactionary Casting, Mana Reserve (+2 )




4


2


2


1


4


1


Slow Aging, Bonus Feat




5


2


3


1


4


1


Fluid Emotions (+5 Bonus), Magic Trick




6


3


3


2


5


2


Bonus Feat




7


3


4


2


5


2


Overburst (1x per day)




8


4


4


2


6


2


Bonus Feat




9


4


4


3


6


3


Mana Reserve (+4)




10


5


5


3


7


3


Bonus Feat, Nova




11


5


5


3


7


3


Overburst (2x per day)




12


6


6


4


8


4


Bonus Feat, Improved Reactionary Casting




13


6


6


4


8


4


Magic Trick




14


7


6


4


9


4


Bonus Feat




15


7


7


5


9


5


Fluid Emotions (+10 Bonus), Overburst (3x per day)




16


8


7


5


10


5


Bonus Feat




17


8


8


5


10


5


Mana Reserve (+6)




18


9


8


6


11


6


Bonus Feat




19


9


8


6


11


6


Magic Trick




20


10


9


6


12


6


Bonus Feat, Supernova




HD: d6
Alignment: Any
Starting Feats:


Magic Profeciency (Only as a 1st level Character)



Simple Weapon Profeciency (All)


Class Skills: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Insight (Wis), Knowledge (Varies, Int), Magic (Wis), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points: 6 + Int Modifier, x4 at first level.

Multiclassing Prerequisites: In order to multiclass into the Sorcerer class, you must meed the following prerequisites.


Feats: Magic Profeciency
Ability Scores: Charisma 13+
Classes: Must not have any levels in any other spellcasting base class.


Class Features:

Spellcasting: Charisma is the spellcasting stat for sorcerers. To learn, prepare, or cast a spell, a sorcerer must have an Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.

Spells and Colors: A sorcerer may learn any spell they wish (regardless of color), but may not cast spells with a spell level higher than their class level. They begin play knowing one color of magic and having memorized a number of 0th or 1st level spells equal to 5 + her Charisma Modifier. Memorized spells may be of any color and may be cast at anytime by the Sorcerer.

Magical Equipment:A sorcerer always begins play with a Focuswith a Mana Battery attached that is worth 100 GP.

Learning Spells: A sorcerer generally relies upon her own wit and talent to learn spells, and as such has developed the capacity to learn and memorize a spell quickly. See the Spell Memorization entry for further details.

Spell Memorization: A Sorcerer’s instinctive talent regarding magic makes it easier for her to learn and memorize spells. This allows her to instantly memorize an unfamiliar spell, without having to spend extra time to familiarize herself with it first. To do this, the sorcerer must spend at least an hour studying and practicing the spell (casting it 1d6 times during the study session). At the end of that time, she must make a Concentration Check in order to successfully memorize the spell.

Emotional Block: You have established a mental block to protect yourself and grant you access to your magical powers. Choose a single emotional state (Anger, Fear, Lust, Joy, etc) that you must be in in order to cast spells. If you are already in this emotional state, then you may activate your spark normally as a standard action. If you are in different state of mind, then activating your spark is a full round action and the base DC increases by 5. If you are in an opposing state of mind the DC increases by 10 instead.

Bonus Feats: At 2nd level and every even level thereafter, the Sorcerer gains a bonus feat. She may choose any Spellcasting feat, any Metamagic Feat, or any Item Creation feat. The sorcerer must still meet the feat prerequisites.

Reactive Casting: Starting at 3rd level,whenever the sorcerer is subject to a reflex save, there 30% chance that you may instinctively cast a random spell (chosen by the DM) as an immediate action. This ability may only be used once per round.

Mana Reserve: At 3rd level, the sorcerer discovers that her body naturally radiates a higher level of mana than normal. For the purposes of charging mana, treat her charisma score as though it were 2 points higher than normal. At 9th level, treat her charisma score as though it were 4 points higher than normal. At 17th level treat her charisma score as though it were 6 points higher than normal.

Familar: At 1st level, the Sorcerer gets a familar. A familiar is a magical pet that enhances the Sorcerer’s skills and senses and can aid her in magic. See the Familar entry in the Player’s Handbook.

Sorcerer’s Focus: At 2nd level, the Sorcerer gets Skill Focus (Concentration/Use Magic Device) as a bonus feat, even if she doesn’t meet the prerequisites.

Slow Aging: The ability to use magic naturally slows the aging process. Starting at 4th level, divide the sorcerer’s spellcasting level by 2 to determine how many years must pass in order for your character to physically age 1 year. For the purposes of receiving mental ability score increases due to age, you may use your actual age instead of your physical age.

Fluid Emotions: Starting at 5th level, a Sorcerer gains a +5 bonus to concentration checks made to activate her Spark. This bonus increases to +10 at 15th level.

Magic Tricks: At 5th 13th, and 19th levels, a sorcerer may choose a Magic Trick. If the Sorcerer has a spellcasting level of is 10 or higher, she may choose an arcane secret instead.

Overburst: Starting at 7th level, ther Sorcerer may let out controlled bursts of emotional energy. Once per day, a Sorcerer can treat a successfully cast spell as though it were a Maximized Spell. The Sorcerer may use this ability an additional time per day at 11th level and 15th level.

Nova: Once per Day, a sorcerer may sacrifice all their remaining Mana in one of their mana batteries to deal damage equal to half their remaining mana to all creatures and players within a radius equal to their spellcaster level. Afterward the sorcerer becomes fatigued. Improved

Reactionary Casting: At 12th level, the Sorcerer gains some control over their reactionary casting. This ability functions as Reactionary Casting, except the spell may be of the player’s choice.

Supernova: This ability functions like Nova, except the sorcerer deals damage equal to all of her remaining mana in one mana battery, the blast radius is increased to twice her spellcasting level, and afterward the sorcerer falls to the ground helpless and remains so for 1 minute. Upon recovery, she becomes exhausted.

Note: Nova and Supernova are more of an anime easter egg (there is a certain character from a popular anime that does something similar), and as such are deliberately OP and UP in nature at the same time; as such they may only be used upon explicit DM approval. Your milage may very. By using these abilities, you waive the DM’s right to sue the creator.

Durzan
2018-03-30, 05:44 PM
Sample Magic Prestige Class



The Dragon Master
Class Description

Among all the positions held within the Department of Draconic Affairs, none of them are quite as well known as the Dragon Master. As the primary officers of the Department of Draconic Affairs, these dedicated spellcasters have been put through harsh training and study in order to fulfill their responsibilities as Ambassadors and enforcers of the Human-Dragon Compact in Illnora. In order to fulfill this duty, Dragon Masters have been given legal authority to oversee and approve the legal registration and marking of all dragons in Illnora, ensure that renegade dragons are properly captured and detained, ensure that all dragons are following human laws/regulations and enforce them if they are not, exact compensation for any cost and damages incurred by dragons, overseeing and regulating trade that involves dragons, and oversee the cultural assimilation of permanent dragon immigrants.

Dragon Masters are a force to be reckoned with.

Requirements


Alignment: Any Non-Chaotic
Skills: Diplomacy 4 Ranks, Knowledge (Arcana) 4 ranks, Magic 8 ranks, Spellcraft 8 ranks.
Feats: Magical Profeciency, Silent Magic, Still Magic.
Magic: Must know at least two Magical Colors.
Languages: Must be able to speak Draconic.
Special: Must have enlisted in, been recruited by, or have been sponsored by the DDA (The Department of Draconic Affairs), successfully passed the Dragon Master exam, and sworn the Oath of the Dragon Master.






Level


BAB


Fortitude


Reflex


Will


Defense


Special




1


1


1


2


2


2


Spellcaster Affinity, Dragon Master Oath, Support, Dragon Disciplines, Respectful Aura




2


2


2


3


3


2


Favor, Pressure Point Strike, Familar




3


3


2


3


3


2


Discipline, Dragonfoe (+2 Bonus, -2 penalty)




4


4


2


4


4


3


Evasion, Additional Color




5


5


3


4


4


3


Discipline, Dragon Familar




6


6


3


5


5


3


Dragonfoe (+4 Bonus, -4 penalty)




7


7


4


5


5


4


Discipline, Dragon Rider




8


8


4


6


6


4


Improved Evasion, Color Mastery




9


9


4


6


6


4


Discipline, Dragon-foe (+6 Bonus, -6 penalty)




10


10


5


7


7


5


Summon Dragon





HD: d8
Alignment: Any Non-Chaotic
Weapon & Armor Proficiencies: Dragon Masters are proficient with all Simple Weapons, all Martial Weapons, and light armor. They are not proficient with shields.
Class Skills: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Magic (Wis), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points: 4 + Int Modifier.

Class Features:

Spellcasting Affinity: Levels in the Dragon Master prestige class stack with all spellcasting classes for the purposes of calculating your spellcasting level and all effects dependent upon it, including determining the highest level spells you can cast, character casting level, determining spell effects, meeting prerequisites for feats and prestige classes, and so forth.
Dragon Master Oath: Upon becoming a fully realized Dragon Master at 1st level, the spellcaster the Oath of the Dragon Masters. If a Dragon Master breaks even a single tenant of this oath, she is cannot gain additional levels in the Dragon Master class until she redeems herself by atoning for her mistakes (Determined by the DM). The Oath so sworn is as follows: “I will obey the law, enforce the law, and seek to help others to do so. I will enforce and uphold the Dragon Compact, to the best of my ability, upon all Dragons within the Realm of Illnora.”

Support: A Dragon Master can expect to receive all necessary requirements of life from the DDA. This includes room and board, food, necessary weapons or equipment, and funds needed for specific purposes or missions.

Respectful Aura (Ex): A Dragon Master’s mere presence inspires a sense of fear and respect in all those around her. As such, a Dragon Master may add half her spellcasting level (rounded down) to all intimidate and diplomacy checks.

Favor: At 2nd level, the Dragon Master gains Favor as a bonus feat.

Familiar: At 2nd level, the Dragon Master may obtain a familiar just like the Sorcerer. If the Dragon Master already has this capability, she may replace this class feature with a single magic trick or Arcane Secret (if her spellcasting level is 10 or higher) of her choice.

Pressure Point Strike: As part of their training, a Dragon Master is taught how to physically disable all Mortal Races by targeting their pressure points. Starting at 2nd level, a Dragon Master’s knowledge of Pressure Points can be used to devastating effect when she makes physical attacks.
As a full-round action, a dragon master can make a single attack against an opponent at melee range in an attempt to hit their pressure point. If the attack is successful, it deal normal damage and apply one of the following conditions to the target: Stun, Daze, or Paralyze. The condition lasts for a period of time equal to 1d4 rounds plus 1 additional round per class level. The condition must be decided before the attack is made.

Dragon Disciplines: At 1st level and every odd level thereafter, a Dragon Master learns a Draconic Discipline that can aid them with their work. A Dragon Master must meet all prerequisites from the list below:


Dragonfriend: You are particularly well respected among dragons. When encountering Dragons, their starting attitude is usually friendly. In addition, you gain a +5 bonus to bluff and diplomacy checks when dealing with Dragons, and you suffer a -5 penalty on intimidate checks that are made against dragons. Note: You cannot select this Discipline if you already have the Dragonthrall discipline.
Dragonthrall: You have developed a fearsome and cruel reputation among dragons. When encountering Dragons, their starting attitude is usually unfriendly, and they are more likely to immediately flee or attack you. In addition, you gain a +5 bonus to bluff and intimidate checks when dealing with dragons, and suffer a -5 penalty on diplomacy checks that are made against dragons. Note: You cannot select this Discipline if you already have the Dragonfriend discipline.
Mettle: The Dragon Master’s training has helped to fortify her mind and body, allowing her to shrug off magical effects that would otherwise damage or harm her. If a Dragon Master with this discipline makes a successful Will or Fortitude saving throw that would normally reduce the spell’s effect, she suffers no effect from the spell at all. Only those spells with a Saving Throw entry of “Will partial,” “Fortitude half,” or similar entries can be negated through this ability. Note: A Dragon Master must be at least 5th level in order to take this discipline.
Pressure Point Mastery: You may make a standard Pressure Point Strike against a single opponent as a Standard action. In addition, when making a full round attack, you may make attempt to make a pressure point strike for every melee attack you would normally be able to make. The targets of these Pressure Point Strikes need not be the same individual, but must be within reach of your weapon.
Magic Trick: A Dragon Master may select a magic trick in place of a magical discipline. If the Dragon Master’s spellcasting level is 10th level or higher, then she may also select an Arcane Secret in place of a magic trick.


Dragonfoe: At 3rd level, a Dragon Master becomes more effective at fighting dragons, gaining a +2 bonus on attack and damage rolls against dragons and a +2 bonus on caster level checks made to overcome a dragon’s spell resistance. Also, dragons take a –2 penalty on saving throws against your spells, spell-like abilities, and supernatural abilities. The bonus increases to a +4 bonus and a -4 penalty at 6th level, and again increases to a +6 bonus and a -6 penalty at 9th level.

Evasion: At 4th level a Dragon Master gains the Evasion class feature.

Additional Color: At 4th level, a dragon master gains Additional Color as a bonus feat.

Dragon Familiar: At 5th level, a Dragon Master may bond a dragon as her familar in place of a normal familiar.

Dragon Rider: At 7th level, a Dragon Master may ride a dragon as a mount and gains a +5 bonus to ride checks while doing so.

Improved Evasion: At 8th level a Dragon Master gains the Improved Evasion class feature.

Color Mastery: At 8th level, the dragon master gains Color Mastery as a bonus feat.

Summon Dragon: At 10th level, the Dragon Master may summon a single dragon that he has marked as a swift action.

While this Prestige Class has been created with a lot more homebrew in mind that has not been listed already in this thread, I think it safe to put it up here for some critiquing.

Durzan
2018-03-31, 01:02 PM
<converted to a reserved post>

Durzan
2018-03-31, 08:40 PM
<Converting into a Reserved Post>

Hello? No thoughts, critiques, concerns, or suggestions? Or are some of you guys waiting for me to post the sample spells and the Spellcaster class? (Not even close to being done with those)

khadgar567
2018-04-01, 05:17 AM
So another lets shafft the sorcerer and boost wizards power as sorcerer now needs a patron to cast even single cantrip and needs to spend same amount of time to learn the spell.

Durzan
2018-04-01, 01:06 PM
So another lets shafft the sorcerer and boost wizards power as sorcerer now needs a patron to cast even single cantrip and needs to spend same amount of time to learn the spell.

Huh? Could you explain why you are saying what you are saying? Cite what you are referencing so I know what you are talking about, and present your arguments in a clear and logical fashion, instead of making a sarcastic and unhelpfully emotional post in an attempt to make a point.

Where'd you even get that idea that Sorcerers need a patron, or that I am even planning on using standard 3.5 classes in the first place? That line (if I left it in there) is specifically for religious based casters like clerics or shamans.

All casters cast spontaneously with this system. There is no such thing as prepared casting in this system, nor is there the distinction between Arcane and Divine magic (its all just magic). All casters require having a focus, and must speak and gesture. All spells can be learned and cast by anyone (who has the spellcasting capability), it just costs more mana to cast outside your color. Every caster can learn any number of spells, given enough time and training.

I'd post the spellcasting class, but it aint even close enough to being ready for reviews; And in Illnora there is only one spellcasting class: The Spellcaster.

khadgar567
2018-04-01, 02:19 PM
Problem is not in your setting its people who try to rebalance already balanced settings by not nerfing wizards and boosting the by either intruducing few more ways to cheese the game like putting heal in arcane list and making medicine class skill for wizard. I was snarking to universes stupidity to not enjoy game as it is and try to break over knee then attempt to fix it via futher hammering to bloody smear.

GrayDeath
2018-04-01, 03:17 PM
I dont get what you are talking about either.

It might help to use shorter sentences and cite clear examples, given that your grasp of the english language seems not sufficient to get your point across as-is, not to mention trying to be less emotional and snarky.^^

Just a suggestion.


@ OP: Ah, MtG-alike rewrite, with a bit of DC`s Emotional Spectrum put in?
Overall looks interesting, will be following this thread. :)

A Suggestion: Add in a Feat that allows to specialize in an opposing color, but removes the ability to add further colors to your arsenal after doing so, for the Duality Mage Archetype, maybe?

Durzan
2018-04-03, 09:38 AM
Problem is not in your setting its people who try to rebalance already balanced settings by not nerfing wizards and boosting the by either intruducing few more ways to cheese the game like putting heal in arcane list and making medicine class skill for wizard. I was snarking to universes stupidity to not enjoy game as it is and try to break over knee then attempt to fix it via futher hammering to bloody smear.

Vanacian Magic as written in 3.5e ain't balanced to begin with. I am not trying to remake the current classes or reform the original magic system. I am simply implementing my own system. I never really liked vanacian magic (both mechanically and lore wise), and this is the result of that.



@ OP: Ah, MtG-alike rewrite, with a bit of DC`s Emotional Spectrum put in?
Overall looks interesting, will be following this thread. :)

A Suggestion: Add in a Feat that allows to specialize in an opposing color, but removes the ability to add further colors to your arsenal after doing so, for the Duality Mage Archetype, maybe?

Yes, I did take some inspiration from both MtG and the Emotional Spectrum when creating the 8 Colors of Magic, although each color is more of a specific theme than a hard and fast rule that all wizards of a particular color act a certain way. To be honest, when I came up with the idea I was thinking it would play out more along the lines of Wizard 101.

Hm... thats a viable suggestion. I will work on that when I get a chance.

Update: Buffed the Eliminate Focus feat by lowering the extra mana cost applied to casting spells without a focus.

Oh and a bump.

aimlessPolymath
2018-04-03, 01:03 PM
Magic systems, my favorite kind of homebrew.

Lets's see...

-Arcane Foci appear to be analogous to familiars.
--Can you have more than one? Can you create a fake, decoy focus?
--What is a focus, fluffwise? What makes them different from ordinary mana batteries?

-Why can you only carry two mana batteries at once? What happens when you pick a third up?
-As a designer, I would crossreference this chart with wealth-by-level to estimate spells per day. As a reviewer, I have homework, sorry.

Colors of magic!
Is Lightning Blast, an Evocation(Electricity) spell Red or Yellow? More generally,
a) How do you assign colors to spells which combine multiple aspects (i.e. Drop Iceberg On Head: Red (direct spell), Orange(maybe conjuring ice from somewhere), White(maybe creating ice directly), or Blue(cold damage)?)
b) Do these colors have mechanical differences beyond categorization?

I'm confused by the faction identity of Blue. It seems as though it should be analogous to Abjuration, not item-crafting. Furthermore, it seems as though item-crafting should fall under the domain of Creation, making it a White spell.
Both Red and Orange are associated with Fire; perhaps Orange should be some kind of aligned damage?

Learning Spells: Most of these things are pretty irrelevant, since the main cost involved is time. This represents an additional downtime cost for the wizard in order to "level up" and learn new spells. In whatever game you're running, make sure that noncaster characters have plenty to do as well.
I'm not sure what a "step" of casting time represents.

Casting Spells:

-Activating your spark applies a 1-turn disadvantage to the spellcasters; note that this makes surprise attacks against spellcasters nearly automatic wins. Referencing the Magic skill, there's no need to push the DC higher- being under pressure is enough to not be able to take 10, and I would say that more than one turn lost is a massive disadvantage.

-Base Mana Cost: Referencing the charging rules, a spellcaster can sustainably cast 10 * (level + stat) spell levels per day; a practically unlimited number of low level spells, but few high level spells.
Spells of the wrong colors cost up to twice as much.
Check to cast the spell is pretty easy if you're not in melee. Sad for gishes. And, failure by 5 or more means you lose your charge, so you spent two actions for nothing. Result: Hideously punishing failure for a (usually) easy check; if you can take 10 safely, you're fine, but there's a lot of easy counterplay by opponents (like a readied action by an archer). I don't expect spellcasting enemies to last long against the PCs.

Feats:


Magical Profeciency:

Prerequisite: Magical Profeciency Feat; Intelligence, Wisdom, or Charisma 13+
Benefit: You have the ability to learn how to use magic. You may multi-class into any class with the spellcasting class feature. You must still meet any prerequisites for the class.
Normal: A character without this feat cannot cast spells, multiclass into spellcasting classes, use the Magic skill, sense nearby magic users and the casting of spells, or even see the flows of magical energy in the world.
Special: A 1st level character who takes their first class level in the Magic User class automatically receives this feat for free.
I'm fairly sure there's a typo in the prerequisites.
Also, I doubt this will ever be taken; between the punishing penalties for failure, the action loss to activate your spark, etc, spellcasting is just too hard for a combatant.

Additional Color is decent.

Blood Magic is unusuable, practically. A further standard action before you can cast a spell? It's a feat tax for the next options.
Life Burn... Is Lesser Restoration still a spell? I'm not sure of the use case of this. I can buy 20,000 mana of storage, so this is a drop in the bucket as far as burst goes, and this only produces (statistically) 100 mana per day over time.
Living Battery seems incredibly punishing. For 1 gp, I can get a gem that holds 1000 Mana, equivalent to a Con score of 40. This is like Eschew Materials, but you explode when hit.

Still and Silent:+5 DC is a lot, but I don't think it significantly changes the paradigm of "take 10 on easy DC unless I'm threatened".

Improved Focus is one I would take, just for protection from being disarmed. Eliminate Focus isn't great, because any situation in which I don't have a focus, I don't have mana batteries either.

Misc questions:
What does it mean that all forms of matter are "made up" of strands of Primal Energy?
The magical color wheel is apparently a wheel. What colors of magic are next to each other in the wheel?

ex.


YellowWhiteGreen


OrangeBlue


RedBlackPurple




Unknown Spells are spells that a Spellcaster has never encountered before (either in their spellbook, through interaction with their Patron, or through chance encounter). If a spellcaster encounters an Unknown Spell, a successful spellcraft check (see the Spellcraft skill for the DCs) allows them to identify the spell and its effects. Once identified, an unknown spell becomes an unfamiliar spell.

A spellcaster cannot cast an Unknown Spell, nor attempt to transcribe it into a spellbook or onto a scroll.
When you identify an opposing spell, you can immediately try to cast it? Interesting.
Also, Patron?

No counterspelling?

I have questions about the following. I have numbered the various cases for clarity.

Identify a Spell: You may attempt to identify a spell.

1. DC 10 + Spell Level: Identify a spell written in a spellbook.
2. DC 10 + Spell Level: You suddenly identify a Color of Magic in which the spell belongs.
3. DC 15 + Spell Level: Identify the Spell itself as its being cast. If you are familiar with the spell, then you know its name and effects; if not and the spell can fall within one of your Colors, then you manage to figure out the spell’s general effect. You must be able to see or hear the spell’s verbal or somatic components in order to do this. You may attempt to identify the spell based on observing the patterns of mana alone, but doing so requires a perception check to spot the strands of mana first, and even if you succeed, you suffer a -5 penalty to your Spellcraft check.
4. DC 20 + Spell Level: Clearly Identify a spell being cast that falls outside your Color of Magic.
5. DC 20 + Spell Level: Identify a spell that has already been cast yet remains in effect. You must be able to see the effects of the spell or the strands of mana (requires a perception check to do so).
6. DC 25 + Spell Level: Identify a spell being cast based on the structure of mana strands alone. You must be able to detect and see the strands of mana requires a perception check to do so).
7. DC 25 + Spell Level: Identify a spell cast on you after making a successful saving throw.
8. DC 30 or Higher: Understand a strange or unique magical effect, such as the effects of a magic stream.
I'd like to understand the difference between the bolded section in 3 and 6, or the situations in which 7 would apply, but the others would not.

Also, Detect Magic/Detect Mana seem redundant- can you not detect mana containers with Detect Magic-equivalent abilities?

Durzan
2018-05-01, 11:19 AM
Updating thread...

Posted the first of the three Spellcasting Base Classes for the setting: The Spirit Walker (See the 5th reserved Post). Also will be adding Channel Energy Feats to go along with the class in the Feats post.

The Spirit Walker is this setting's stand in for the Cleric class. Besides spellcasting, it has a Spirit Guide (A sort-of Familar that acts as a pseudo-Avatar for the Spirit Walker's patron) and it can Channel Energy (similar to the pathfinder ability of the same name).

Looking for PEACH regarding that class specifically, although commentary for anything within the thread is also welcome.

aimlessPolymath
2018-05-01, 02:02 PM
Here we go.
Note that I posted about the Magic System earlier, which you may have missed.

Notes:
-Fortitude save is abnormal. Intentional?
-Multi-classing prereq: Is there an equivalent feat for other classes? Do you need Weapon Proficiency in order to multiclass into Fighter? If not, this seems like caster supremacy- it's easier for a caster to multiclass into fighter than vice-versa, so the fighter is taxed.
-Spellcasting: You can't cast spells of level higher than your caster level, so I assume that there are 20 levels of spells? Interesting contrast with standard scaling; the spell pool for any given spell level will be much lighter as a result. On the other hand, people get a new shiny every level, which is nice.

Faith: Is there a corresponding feature for other classes, or is this class better than others at casting spells that they specialize in? Also, where is the color of magic that their patron is associated with defined?

Divine Efficiency: What does this do to cantrips?
Notably more powerful on low-level spells than high level spells.



Quick general question: What's the generalized save DC of a spell?

AtlasSniperman
2018-05-01, 04:16 PM
Sorry to do a semi-self plug but;
Do you feel this might suit in a world in tandem with my "Feng Shui" 'subsystem' (found here)? The flavour of your primal energy seems slightly vague enough that I can't be certain. If it would work, perhaps we could create a few crossover options for their co-use?

Durzan
2018-05-11, 09:04 AM
I did notice your previous post; in fact, I used your critiques to alter and tweak the notes on my computer, but I haven't been keeping up to date on the system posts. I apologize for not responding to the post sooner. It was a lot to take in and review, and on top of that, real life interfered.



-Arcane Foci appear to be analogous to familiars.
--Can you have more than one? Can you create a fake, decoy focus?
--What is a focus, fluffwise? What makes them different from ordinary mana batteries?

Regarding Foci: They are more like a Wizard's Wand from Harry Potter or Gandalf's staff, or that ring from the movie the Wizard's Apprentice. You can have more than one focus attuned to you; however, only one can be active at a time. Activating a new focus would probably be a standard action. A fake/decoy focus would possible, yes... probably would be implemented with the spellcaster making some type of Craft check, and then someone attempting to identify a caster's focus would roll a perception check against the result of that craft check.

Lorewise, Foci help the Wizard/Sorcerer/Spirit Walker/Other Spellcasters concentrate and direct the energy that is both in their bodies and which they store within a Mana Battery. While most of a caster's magical energy is generated through charging, some mana is naturally generated by a caster's own excess lifeforce. A focus helps the caster concentrate and direct the mana, and serves as a designated outlet. Without a Focus, a Magic User cannot normally muster the requisite mental strength to control his own magical abilities or manipulate mana. Normally when this happens, a caster's body builds up mana until the body cannot hold any more, at which point the mana is suddenly released, resulting in sudden and unpredictable effects centered on the caster. This can result in periodically random and unpredictable effects occurring around the caster. Indeed, this is one of the signs that someone has the ability to use magic in the first place.


-Why can you only carry two mana batteries at once? What happens when you pick a third up?

Its a mechanics-based restriction to keep a player from hoarding mana batteries. Lore-wise a caster could have as many mana batteries on their person as they want, although one or two are usually enough.



-As a designer, I would cross reference this chart with wealth-by-level to estimate spells per day. As a reviewer, I have homework, sorry.

Well, you can actually have a maximum of 3 batteries: The one that can come as a part of your focus, and two others that are their own item. Its more a restriction to balance game mechanics than anything. Didn’t want people to hoard 100 or so mana batteries.

Good suggestion for cross referencing the WBL chart. I’ll have to remember that.



Colors of magic!
Is Lightning Blast, an Evocation(Electricity) spell Red or Yellow? More generally,
a) How do you assign colors to spells which combine multiple aspects (i.e. Drop Iceberg On Head: Red (direct spell), Orange(maybe conjuring ice from somewhere), White(maybe creating ice directly), or Blue(cold damage)?)
b) Do these colors have mechanical differences beyond categorization?

a) Most spells will actually be classified as multiple colors, because of the multiple aspects you mentioned. So your spell of “Dropping an Iceberg On Head” would fall into Green (transmuting air into ice) or Orange (Summoning Ice from a mountain), Blue (Because Water/Ice is involved), and possibly Red (although you could argue that creating an iceberg above someone isn't dealing direct damage to someone, but rather summoning or altering something that does damage to them).
b) While having different color mechanics would be cool and interesting, it would add an additional layer of unneeded complexity to a system that was designed to be fairly simple to begin with.


I'm confused by the faction identity of Blue. It seems as though it should be analogous to Abjuration, not item-crafting. Furthermore, it seems as though item-crafting should fall under the domain of Creation, making it a White spell.


Both Red and Orange are associated with Fire; perhaps Orange should be some kind of aligned damage?

Abjuration type spells would mainly fall under Green (due to their defensive nature), and sometimes blue (in the case of spells that are designed to negate or counter other spells).

White being associated with creation is actually just a placeholder term. It was originally Resurrection, but I realized that I wasn't sure if I really wanted to have magic that brings the dead back to live to even be possible in Illnora.

So I replaced it with Creation, as a reference to the creative powers of the Illnoran gods. The creative power of White Magic (to create matter and energy itself from nothing) is their ability alone. Generally speaking, magic obeys the Law of Conservation (of Matter and Energy) to some extent, and thus Wizards cannot truly create items from nothing, though it may seem like they did so (through transmutation and summoning type spells).

The creation of magical items falls under blue magic because blue deals with enchantments, and adding magical properties to an item is really just imbuing the item with a spell (IE you are enchanting the item). You aren't creating the item from nothing, you are using magic to assemble the item (transmutation) and then adding magical properties to the item during the assembly process (enchanting). Well, thats my reasoning anyway.


Learning Spells: Most of these things are pretty irrelevant, since the main cost involved is time. This represents an additional downtime cost for the wizard in order to "level up" and learn new spells. In whatever game you're running, make sure that noncaster characters have plenty to do as well.

I will make sure of that.

The idea behind Unfamiliar, Familiar, and Memorized spells is the degree to which the wizard knows and understands the spell. A Wizard who is unfamiliar with a spell can cast the spell, but doing so requires a bit more time as he has to look up the spell and read through it completely (for instance). A wizard who is familar with a spell knows the spell well enough that he can cast the spell by quickly skimming his notes on the spell before casting. A memorized spell is a spell that a Wizard has spent so much time studying that he has the formulas and incantations for it memorized, thus he can cast the spell quicker than normal.


I'm not sure what a "step" of casting time represents.

Regarding Casting Time: All spells have a casting time right? Most spells have a casting time of 1 standard action. 1 step higher would be a spell that requires a full round action to cast, and 1 step lower would be a move action to cast the spell.


Activating your spark applies a 1-turn disadvantage to the spellcasters; note that this makes surprise attacks against spellcasters nearly automatic wins. Referencing the Magic skill, there's no need to push the DC higher- being under pressure is enough to not be able to take 10, and I would say that more than one turn lost is a massive disadvantage.

Activating your spark takes some concentration. Distracting circumstances can make that harder. This is something included intentionally, as a DC 10 Concentration Check is only reasonably challenging at low levels, so not being able to take 10 on it becomes basically trivial after a certain point, unless I as a GM have ways to increase the DC (Not that I will be doing that very often). I can however, grant the caster a will save to avoid their spark deactivating. The default for the DC should probably be something like 10 + Spell Level.

Surprise is a valid strategy against casters. You could say that it was one of the advantages non-casters could have over casters.

Perhaps I should rework that to where activating your spark instead counts as a move action.



-Base Mana Cost: Referencing the charging rules, a spellcaster can sustainably cast 10 * (level + stat) spell levels per day; a practically unlimited number of low level spells, but few high level spells.
Spells of the wrong colors cost up to twice as much.

Altered the Charging Rules on my computer notes to where your first charge grants you 10 * (Spellcasting Level + Casting Stat Modifier).


Check to cast the spell is pretty easy if you're not in melee. Sad for gishes. And, failure by 5 or more means you lose your charge, so you spent two actions for nothing. Result: Hideously punishing failure for a (usually) easy check; if you can take 10 safely, you're fine, but there's a lot of easy counterplay by opponents (like a readied action by an archer). I don't expect spellcasting enemies to last long against the PCs.

Will have ways to make viable gish builds. The check is supposed to be fairly easy, unless you are in a situation where those distraction modifiers get piled on. The point is that the higher level spells require more effort concentrating in order to cast them. The counter-play options are arguably supposed to be there, otherwise casters would dominate. It also adds a bit of extra strategy into the combat aspect of the game.


Feats:


I'm fairly sure there's a typo in the prerequisites.
Also, I doubt this will ever be taken; between the punishing penalties for failure, the action loss to activate your spark, etc, spellcasting is just too hard for a combatant.

Fixed the Typo ages ago (I hope). See end of this response.


Blood Magic is unusable, practically. A further standard action before you can cast a spell? It's a feat tax for the next options.

In my notes, I Reworked Blood Magic to a) allow you to use your constitution score as your spellcasting stat if it is higher than your mental casting stat, and b) changed the taking damage function to a move action. Both these changes should make the feat more useful and more usable. I do not like pointless feat taxes.


Life Burn... Is Lesser Restoration still a spell? I'm not sure of the use case of this. I can buy 20,000 mana of storage, so this is a drop in the bucket as far as burst goes, and this only produces (statistically) 100 mana per day over time.

In my notes, I specified that the constitution damage must be healed naturally, and I changed the amount of mana gained to 500 * Con Damage taken instead of 100 * Con Damage.


Living Battery seems incredibly punishing. For 1 gp, I can get a gem that holds 1000 Mana, equivalent to a Con score of 40. This is like Eschew Materials, but you explode when hit.

In my notes, I changed it so that you can store mana equal to 1000 times your Con Score. Still insignificant compared to a higher level Mana Battery, but then again, its not supposed to replace high storage batteries. The extra energy you store in your body is supposed to be in essence an emergency reserve.

The explosion bit is more lore-based than mechanic-based. In essence your body already holds a certain amount of mana within it naturally, which it naturally radiates a small amount off to get rid of the excess. When using this feat, you are essentially overstuffing your body with mana, building up pressure within your own body and/or soul.


Still and Silent:+5 DC is a lot, but I don't think it significantly changes the paradigm of "take 10 on easy DC unless I'm threatened”.

Not sure how to respond to this other than ask for suggestions for an alternative tradeoff.


Improved Focus is one I would take, just for protection from being disarmed. Eliminate Focus isn't great, because any situation in which I don't have a focus, I don't have mana batteries either.

I thought I made it clear that Mana Batteries can be attached to a magical item or their own item themselves. IE, they are not exclusively tied to your focus and you can have at least one Mana Battery on your person that isn’t attached to a focus or magical item. Thus the feat isn’t entirely useless.

Note that design wise, I intended each of these feats that modify your spellcasting (by removing or altering spellcasting limitations) have some sort of tradeoff to them.



What does it mean that all forms of matter are "made up" of strands of Primal Energy?

Essentially strands of primal energy are the most fundamental form of matter/energy… you can’t really break it down into even smaller components.

Think String Theory.


The magical color wheel is apparently a wheel. What colors of magic are next to each other in the wheel?

Its just your normal color wheel (https://www.google.com/search?q=color+wheel+image&safe=active&client=safari&rls=en&tbm=isch&source=iu&ictx=1&fir=rz_7MWH3sx6H5M%253A%252CysGGS1DEXhBDXM%252C_&usg=__Y_eVT4SkBn1gfQGdSaYgPCHEJZ0%3D&sa=X&ved=0ahUKEwjW9Lyw6P3aAhUS7mMKHf02AQMQ9QEILjAC#imgr c=rz_7MWH3sx6H5M:) that you find on the wall in an art class. Nothing spectacular or unique about it. White and Black are opposites color-wise because one is all colors combined, while the other is a complete lack of color. I was pretty sure that everyone had seen a color wheel at least once in their life before, and would know what I am talking about... guess I was wrong about that.


When you identify an opposing spell, you can immediately try to cast it? Interesting.

Yep, but it takes longer than normal to cast the spell, as you are still learning it.


Also, Patron?

Should be clarified now that I have posted the Spirit Walker class.


No counterspelling?

Haven’t written general counterspelling mechanics yet; in practice it probably should function similarly to whats listed in the SRD… IE identify the spell, and cast another spell to “sever” the strands of mana. Counterspelling is supposed to be one of Blue’s specialities as well.


I have questions about the following. I have numbered the various cases for clarity.
I'd like to understand the difference between the bolded section in 3 and 6, or the situations in which 7 would apply, but the others would not.

The bolded part in 3 & 6 are kinda redundant. I should remove the bolded part from 3, and probably lower the base DC for 6 by five.

Just because a spell tried to do something to you doesn’t mean that you know what it was trying to do to you.


Also, Detect Magic/Detect Mana seem redundant- can you not detect mana containers with Detect Magic-equivalent abilities?

Mana containers aren’t necessarily magical in and of themselves, although they can be. Thus, detect magic abilities don’t guarantee the sensing of mana. Also, Mana may be the source of fuel for magic and form the underlying structure of a spell itself, but that doesn’t mean that all mana is magic. IE All magic is Mana, but not all Mana is Magic.

Gonna go ahead and split this post. Its getting kinda long.

Durzan
2018-05-11, 12:05 PM
Continued (and bumping)...


Fortitude save is abnormal. Intentional?

Intentional. Its a hold over from Wheel of Time D20 stuff. There was a medium save progression in it that I liked enough to put forth the effort of reverse-engineered the formula. I determined that the progression formula was 1.2 + 2/5*(Class Level), Rounded down. This produces the progression seen in the table, and helps add a bit more variety than having only two save progressions. I basically use this medium progression as a standard feature for a good chunk of my homebrewed classes and prestige classes.


Multi-classing prereq: Is there an equivalent feat for other classes? Do you need Weapon Proficiency in order to multiclass into Fighter? If not, this seems like caster supremacy- it's easier for a caster to multiclass into fighter than vice-versa, so the fighter is taxed.

This is mainly due to lore reasons… IE you cannot learn magic if you are not born with a Strong Spark. You cannot teach a fish how to fly… hence the feat tax. While I do not like feat taxes generally speaking, there is a purpose for this one.


Spellcasting: You can't cast spells of level higher than your caster level, so I assume that there are 20 levels of spells? Interesting contrast with standard scaling; the spell pool for any given spell level will be much lighter as a result. On the other hand, people get a new shiny every level, which is nice.

I’ve actually considered that. Still up in the air. Generally speaking though, my original plan was to have spell levels cap at level 10, but have metamagic be able to push it over 10. Also I was thinking about having spells in Illnora be generally weaker than in your standard 3.5 setting. For instance, A 10th level spell in Illnora might be as powerful as your average 7th level spell at best.


Faith: Is there a corresponding feature for other classes, or is this class better than others at casting spells that they specialize in? Also, where is the color of magic that their patron is associated with defined?

Yes, there will be similar features for other spellcasting classes. Namely the Wizard will have an ability called Researcher (grants a similar bonus to spellcraft checks, and a bonus to knowledge checks), while the Sorcerer will have a similar equivalent ability (Might need help with this one).

For defining Patron colors, see the Gods of Illnora (http://www.giantitp.com/forums/showthread.php?558430-Gods-of-Illnora&p=23059868#post23059868) lore thread I started.


Divine Efficiency: What does this do to cantrips?

The absolute bare minimum cost for a spell will be 5 mana, so it does nothing for cantrips. I should make note of that somewhere.


What's the generalized save DC of a spell?

The same as standard Spell DCs for 3.5e, 10 + Casting Stat Mod + Spell Level.

Durzan
2018-05-13, 08:31 AM
Here's another bump for this thread. I am hoping to see new people give their PEACH, too.

Edit: Come on people, whats the point in posting it if I only get one person regularly giving feedback. Might as well just PM that person the homebrew.

aimlessPolymath
2018-05-13, 03:02 PM
Sorry, I guess. It's just me.

Only addressing the things I have further comments on in this post.


a) Most spells will actually be classified as multiple colors, because of the multiple aspects you mentioned. So your spell of “Dropping an Iceberg On Head” would fall into Green (transmuting air into ice) or Orange (Summoning Ice from a mountain), Blue (Because Water/Ice is involved), and possibly Red (although you could argue that creating an iceberg above someone isn't dealing direct damage to someone, but rather summoning or altering something that does damage to them).
b) While having different color mechanics would be cool and interesting, it would add an additional layer of unneeded complexity to a system that was designed to be fairly simple to begin with.

a: How does this interact with effects that care about multiple colors? For example, Blue and Orange are opposed, so if I'm a mage who specializes in Blue, do I cast "drop iceberg on head" with a cost of 10x its level as a Blue spell or 20x its level as an Orange spell?

Regarding Casting Time: All spells have a casting time right? Most spells have a casting time of 1 standard action. 1 step higher would be a spell that requires a full round action to cast, and 1 step lower would be a move action to cast the spell. Wait, so I can cast spells as a move action, i.e. twice per turn? That seems... wrong.


Altered the Charging Rules on my computer notes to where your first charge grants you 10 * (Spellcasting Level + Casting Stat Modifier). So, 1/10 what you could before, is that right? It wasn't a criticism before, just an observation.


In my notes, I Reworked Blood Magic to a) allow you to use your constitution score as your spellcasting stat if it is higher than your mental casting stat, and b) changed the taking damage function to a move action. Both these changes should make the feat more useful and more usable. I do not like pointless feat taxes.
I would even reduce it to a swift action. The main issue is that you need to - activate Spark - use this - cast the spell, which was like 2-3 turns of actions. The damage already provides a cost.


In my notes, I specified that the constitution damage must be healed naturally, and I changed the amount of mana gained to 500 * Con Damage taken instead of 100 * Con Damage.
I'm still not sure of the use case of this as a feat. I understand that a caster who runs out of power will want to get some extra oomph, but a) the existing charging rules already let you stretch beyond, and b) I cannot imagine being so worried about running out of mana that I am willing to take this feat.


In my notes, I changed it so that you can store mana equal to 1000 times your Con Score. Still insignificant compared to a higher level Mana Battery, but then again, its not supposed to replace high storage batteries. The extra energy you store in your body is supposed to be in essence an emergency reserve.

The explosion bit is more lore-based than mechanic-based. In essence your body already holds a certain amount of mana within it naturally, which it naturally radiates a small amount off to get rid of the excess. When using this feat, you are essentially overstuffing your body with mana, building up pressure within your own body and/or soul.

Look, between these three feats, I'm paying what amounts to three feats for a handful of extra spells per day and Eschew Materials. The idea of an "emergency reserve" doesn't work so well when maintaining it for an emergency places your life at continuous risk.


Not sure how to respond to this other than ask for suggestions for an alternative tradeoff.
Make the spells cost extra, like the other feat. Or leave them as metamagic feats, since you mention elsewhere that you're thinking of including metamagic. Or reduce the casting time one step, since you need to be more careful if you don't have all the components.


I thought I made it clear that Mana Batteries can be attached to a magical item or their own item themselves. IE, they are not exclusively tied to your focus and you can have at least one Mana Battery on your person that isn’t attached to a focus or magical item. Thus the feat isn’t entirely useless.

The same argument applies to your magical focus, though?. In any situation where people could remove my magical focus from safekeeping in the hidden compartment of my backpack, they could do the same (possibly more easily) to my mana batteries.


Note that design wise, I intended each of these feats that modify your spellcasting (by removing or altering spellcasting limitations) have some sort of tradeoff to them.
The spellcasting restrictions that you've addressed are as follows:
-Need items (weakness- can be disarmed or robbed of items). Equivalent to Eschew Materials. Takes 2 feats to remove, for something that (when it comes up), will involve additional restrictions including the following two (i.e. bound and gagged, in all likelihood). This feels like a Fighter who takes Improved Unarmed Strike in case he's lost his weapon.
-Need somatic components. Takes one feat, without largely changing the paradigm of how your magic works (easy when not threatened, hard when you are threatened)
-Need verbal components. Ditto.



Haven’t written general counterspelling mechanics yet; in practice it probably should function similarly to whats listed in the SRD… IE identify the spell, and cast another spell to “sever” the strands of mana. Counterspelling is supposed to be one of Blue’s specialities as well.
That's primarily why I suggested Abjuration in Blue, actually- Dispel Magic and its relatives are Abjuration spells.


This is mainly due to lore reasons… IE you cannot learn magic if you are not born with a Strong Spark. You cannot teach a fish how to fly… hence the feat tax. While I do not like feat taxes generally speaking, there is a purpose for this one.
I suggest giving noncasting classes a bonus feat at 1st level to make up for this free feat given to casters.


I’ve actually considered that. Still up in the air. Generally speaking though, my original plan was to have spell levels cap at level 10, but have metamagic be able to push it over 10. Also I was thinking about having spells in Illnora be generally weaker than in your standard 3.5 setting. For instance, A 10th level spell in Illnora might be as powerful as your average 7th level spell at best.
So... you get the equivalent of 7th level spells at 10th level, four levels earlier than normal? Also, metamagic feats not included currently.


Yes, there will be similar features for other spellcasting classes. Namely the Wizard will have an ability called Researcher (grants a similar bonus to spellcraft checks, and a bonus to knowledge checks), while the Sorcerer will have a similar equivalent ability (Might need help with this one).
My question was less "does each casting class have a skill bonus" and more "does each casting class have an equivalent bonus to Magic rolls, which are the central pillar of their class mechanic".


The same as standard Spell DCs for 3.5e, 10 + Casting Stat Mod + Spell Level.
Do note that for the standard DC, "spell level" is really a proxy for "1/2 class level". If you're adjusting how spell levels are accessed with level, you'll want to adjust this too.

GrayDeath
2018-05-17, 02:35 PM
I`m still here as well, just didnt find the time yet for in detail feedback.

The most obvious point I ahve at the moment would be a more strict seperation of what the colors can do (ergo no other colr should be able to do the CENTRAL thing of any one color for example, and no opposed colors should be able to do similar stuff).

Otherwise AP stated some parts I would have asked as wel.

As for the level question: I think he means that at Level 19 you get effects similar to those a wizard woud get at Level 7.

Hish
2018-05-19, 06:07 PM
I like this a lot. I think it lends itself to lessening caster superiority: a spell list of ~2 spells per color per level, hand picked as to not be too strong and to fit with the flavor of the color, would go a long way toward stopping the batman wizard.

Some concerns I have:
1: I think the capacity of mana batteries grows too quickly. Given enough downtime, a 20th level spellcaster can cast 300 10th level spells from opposed colors at negligible strain on WBL. Even without accelerated time planes, this could get silly fast.
2: I'm also worried about casting two spells per round. I'd suggest either sharply limiting the number of memorized spells a caster can have, or simply removing the casting time reduction for memorized spells (but not the increase for unfamiliar spells).

Durzan
2018-06-07, 10:22 PM
Alright ladies and germs, I am back, and I have another class for you guys to critique. I have reworked the Wizard class from the ground up to fit with this magic system and the philosophy of this world.

I tried to keep the theme of the Wizard having the most versatility of all the casters, but also needed to come up with a few interesting class features to fill in those dead levels; provide additional strengths and weaknesses; and flesh out the lore just a tad. Remember, I have a philosophy of making every class I rework or design have NO dead levels. All classes get interesting class features, and every level, they either improve an existing feature or get a new one.

Note that I based some of the class features loosely of off the Wheel of Time D20 RPG Initiate Class.

I've given the Wizard access to a list of abilities called Magic Tricks. At every even level, a Wizard may select one. Starting at 10th level, a Wizard may use a Magic Trick to instead select an Arcane Secret. I intend for there to be at least one Arcane Secret for each of the Eight magical colors, however. This allows the player to customize her character even further, granting unique abilities that she would otherwise not possess.

Specific things I am looking for you guys to critique:

General Class Balance (Wizard): This goes without saying that I'd like commentary on the class's overall balance, both as a stand-alone class and when compared to the Spirit Walker. Estimating the tier of the class would also be nice, though it would just be a loose and rough estimation (as actual tier depends upon the availability of certain spells). The goal is to make the Wizard a medium to High Tier 2 Class.
Magic Tricks and Arcane Secrets: Since these are probably the most radical change I made to the Wizard Class, critiquing the individual tricks and secrets these are top priority. Also, since the list of Arcane Tricks and Arcane Secrets are is a bit *ahem* underwhelming, I would also ask you guys to submit some suggestions for filling in the gaps. Note that I would like to have at least one trick and one secret build off of the theme of a specific color of magic, and perhaps a few more additional "general" tricks and secrets. Note: Magic tricks are supposed to be fairly weak when compared to Arcane Secrets, so make it little stuff that can be beneficial but not very powerful.
Other Class Features: If you wish to put more effort into critiquing specific class features, that would be welcome as well, though I would consider this a lower priority than a general overview critique and an analysis of the Magic Tricks/Arcane Secrets.
Other Stuff: As usual, I am always looking for more generalized critiques and suggestions for the Magic System as a whole.


Last but not least... I have one more class left to rebuild... the Sorcerer. I only have a vauge plan for it at this moment, but my current thoughts are based around the Sorcerer getting a lot of bonus magic feats in order to simulate their raw power and talent for magic, as well as giving them some kind of ability akin to Pathfinder's bloodline feature. However, since I haven't even begun working on it yet, this is still just a rough idea, so feel free to offer suggestions for how to handle and balance the sorcerer.

And thank you for your continued support and feedback!

aimlessPolymath
2018-06-08, 12:00 AM
Alright, review.
Also, thoughts on my earlier response?

Learning a number of spells equal to 1+Int... Hm. And also being able to add them to their spellbook... I think that makes them Tier 1 by default.

A contradiction:


Learning Spells: Each time a character gains a level in the Wizard class, they automatically learn a number of spells equal to 1 + their Intelligence Bonus. These spells are treated as familiar spells, and may be of any spell level or levels that they can cast.


At every additional level, a Wizard may choose to add a number of spells to her spell book equal to her Intelligence Modifier (Minimum of 1). These spells may be of any color, but they must have a minimum spell level that the Wizard can cast.

Unless you add them separately, gaining access to a total of 1 + 2*Int spells each level? I feel like that's kind of a lot.

Either way, this is way, way more spells than the old Wizard could access naturally- 2 per level vs. Int per level.

Researcher is probably just worse than Faith- Faith buffs Magic checks, aka the central mechanic of the class. Also, Spellcraft DCs are rarely very high.

Magical Tradition: I'm not really sure why breaking the code past level 7 keeps me from gaining wizard levels- if I'm no longer an apprentice, I should be skilled enough to do independent study, right? Also, level 7 seems like a lot!
This also heavily restricts adventuring wizards in what seems like a bad way:

While a student, the Wizard is expected to devote at least one week per month exclusively to their studies in the magical arts

As an apprentice, you are obligated to obey your Mentor’s commands, requirements, and restrictions to the best of your ability.
That seems hard to do on the road.

Magic Tricks: Looks inspired by Pathfinder.
Wizard's Luck is probably the best, as a "general" tool that is fairly useful (especially since you don't have Faith...).
Traveling Magician: You can already use sleight of hand as a performance. (http://www.d20srd.org/srd/skills/sleightOfHand.htm)

You can also use Sleight of Hand to entertain an audience as though you were using the Perform skill. In such a case, your “act” encompasses elements of legerdemain, juggling, and the like.

Magician's Favor: Sorry, what's the Favor ability again?

Arcane Secrets:
Arcane Blast seems really bad. I pay 10 mana to deal about 4.5 damage?
Realistic Illusion is pretty good. What's stopping me from creating an illusion of, say, the Terrasque, and having it murder everyone who fails a Will save?

khadgar567
2018-06-08, 12:50 AM
okay small question how many knowledge skills you have in the system and why 4+int skill points instead 2+ 1/2 int as skill points for wizard class i heard 2+1/2 gives much better curve int the skill points when you introduce forbidden skills( takes 4 points to rank up to one point)

aimlessPolymath
2018-06-08, 01:02 AM
I don't think skills are modified in this system. I've also never heard of forbidden skills-given how expensive it is to get a regular cross-class skill, what kind of skills would be restricted even further?

khadgar567
2018-06-08, 01:54 AM
I don't think skills are modified in this system. I've also never heard of forbidden skills-given how expensive it is to get a regular cross-class skill, what kind of skills would be restricted even further?
its not wizards or paizo creation. its my personal way to nerf wizard by forcing it to spend more skill points to get same bonus as lets say sorcerer and my choice of forbidden skills for wizard basicly spellcraft and heal.

Durzan
2018-06-08, 01:31 PM
Alright, review.Also, thoughts on my earlier response?Sorry, I've been rather busy lately, and some of your commentary requires significant thought from me in order to properly dissect it as well as produce a response. Not to mention the time it takes to actually incorporate and modify my work based on the critiques (which I probably have already done in my on-computer documents). I'll write a response to it shortly.Gonna spoiler this since my response is rather long.




Learning a number of spells equal to 1+Int... Hm. And also being able to add them to their spellbook... I think that makes them Tier 1 by default.

Thought they might fall into Tier 1. What about the Spirit Walker? Would it be tier 1 or tier 2?


A contradiction:Unless you add them separately, gaining access to a total of 1 + 2*Int spells each level? I feel like that's kind of a lot. Either way, this is way, way more spells than the old Wizard could access naturally- 2 per level vs. Int per level. Yep, Wizards are supposed to learn a number of spells equal to 1+ Int Mod (Min of 1) by writing them in their spellbook. It emphases their inherent versatility regarding the number of spells. At worst, they would always learn at least 2 spells each level, on par or better than the Spirit Walker, which was the intention.Fixed the contradiction by rewording the Learning Spells section to redirect to the Personal Spellbook, and then editing the Personal Spellbook entry slightly in order to better reflect the original intention. Thanks for pointing that out.


Researcher is probably just worse than Faith- Faith buffs Magic checks, aka the central mechanic of the class. Also, Spellcraft DCs are rarely very high.

This is one of the tradeoffs of the Wizard. Lore-wise, wizards tend to approach magic in a more scientific manner than the other spellcasting classes. As a result, their mindset is focused on researching and using a large variety of spells. Thus they have a huge number of spells, are naturally adept at adding spells to their arsenal fairly quickly (That is what Researcher is supposed to represent), and their ability to cast and maintain their spells is strictly proportional to the amount of time and effort they put into studying that particular aspect (IE Skill Points).The Spirit Walker however, has a more religious mindset than the Wizard and thus view their magic as an extension of their patron's power (even though all the patron really does is teach the Spirit Walker how to properly wield their own power). Their faith in their Patron naturally increases their willpower, which by extension makes it easier for them to bend magic to their will (thus why they find it easier to cast and maintain spells). Of course the trade off for them is that they have a more limited arsenal than the wizard.Sorcerers should help round out the three Spellcasting base classes. I intend for the Sorcerer to have more potent spellcasting (implemented through a high number of magic Bonus Feats and something akin to Bloodlines, and perhaps even having access to a larger mana pool), but they will not have the versatility of the wizard in spells, nor the Spirit Walker's faith to manipulate spells as easily.


Magical Tradition: I'm not really sure why breaking the code past level 7 keeps me from gaining wizard levels- if I'm no longer an apprentice, I should be skilled enough to do independent study, right? Also, level 7 seems like a lot!

This is more of a vauge class feature meant to encourage roleplay, and to help the GM and Player work together to help flesh out the character of the Wizard and the Organization he belongs to. It can be as restrictive or as loose as the Player and GM wish it to be (provided there is consensus of course).When a Wizard reaches level 7, they have graduated from their apprenticeship and are no longer subjected to the rules and regulations of their Magical School and their Mentor (Just like when a Wizard in Harry Potter graduates from Hogwarts), and are thus granted more freedom than a regular student. However, they graduate to full membership in the Organization that trained them (or sponsored their training in the first place), and are thus still subjected to that Organization's code of conduct. This means that their loyalty is first and foremost tied to their respective Magical Organization (just like an Aes Sedai is tied to the White Tower and the Asha'Man are tied to Black Tower in Wheel of Time). If they break the code of conduct, then their ability to progress as casters becomes much more limited until they either attain atonement, join another magical organization, or start their own (upon GM approval of course).


This also heavily restricts adventuring wizards in what seems like a bad way: That seems hard to do on the road.

Fixed via clarification. This note was meant to also encourage roleplay, and as such the time spent studying doesn't have to happen all at once, and can even be assumed to be taking place during character down time. Unless of course, the player wishes to roleplay some of that time, or the GM decides to count part an adventure as part of that training.


Magic Tricks: Looks inspired by Pathfinder.Wizard's Luck is probably the best, as a "general" tool that is fairly useful (especially since you don't have Faith...).

Very much inspired by Pathfinder. Could use some suggestions for additional magic tricks, particularly ones that I can tie to specific colors of magic.


Traveling Magician: You can already use sleight of hand as a performance. (http://www.d20srd.org/srd/skills/sleightOfHand.htm)

Fixed and compensated for. Made it so that when you use Sleight of Hand to produce cantrip level effects for the purposes of gaining money, you may add half your Wizard level to the check result.


Magician's Favor: Sorry, what's the Favor ability again?Probably shouldn't list it directly as the ability it is based on is not in the SRD. However, the Favor ability it is based on (and functions similarly to, if not exactly the same) can be found right here (http://dnd.arkalseif.info/classes/noble/index.html).


Arcane Secrets: Arcane Blast seems really bad. I pay 10 mana to deal about 4.5 damage?

Arcane Blast is supposed to be a revamped version of Arcane Fire (rebalanced so it isn't broken at lower levels), with a little bit stolen from Magic Missile and Burning Ray(Is that the right name for that spell?). Its actually a bit better than you think, as the damage scales depending on how much mana you pour into it, and on top of that, it isn't elementally typed like most blaster spells. Reworded the ability slightly to make this clearer.

So, Lets say that a Level 10 Wizard (With Int 14 for simplicity's sake) wants to use Arcane Blast. The base ability is treated as a first level spell, meaning the base cost is 10 Mana. However, he can increase the spell level to increase the spell's damage, and can fire up to 4 Blasts (each costing the same amount of mana) with one standard action.One Arcane Blast (cast at 1st level) for this Wizard would look like this: 1d8+2 Magic (Average of 6.5 per bolt), 19-20/x3 Critical, Range: 800 ft (Long Range: 400+40*10 Caster Level), Mana Cost: 10 Mana per bolt cast in 1 standard action. What this means is that he can spend 40 mana to cast 4 long range 1st level Mana Blasts in one standard action, each with a 19-20/x3 Critical (10% chance of each bolt doing 3x as much damage). This means that you can deal 4d8+8 points of damage (Avg 26 damage, with 3x that assuming all four bolts get a critical hit) among 4 targets for 40 mana. If you add in the Searing Power combat trick, the damage increases to 4d8+18 (Avg. 36 damage, with 3x that assuming all four bolts get a critical) among 4 targets.And the damage just gets higher from there if you increase the spell level. Increasing the spell level adds an additional 1d8 per spell level above 1st.

So a 4th level Arcane Blast would deal 4d8 + Int Mod per bolt (With each costing 40 mana each), a 10th level Arcane Blast would deal 10d8 + Int Modifier, and so forth.For comparison, most red spells will likely deal elemental damage and use d6s, and scale off of spell level according to a standardized pattern (Such as 1d6 at 1st level, 2d6 at 2nd level, 3d6 at 3rd, and so on).Remember, spell power (damage, area of effect, base duration if there is any, and so forth) in this magic system is directly proportional to spell level (in a linear fashon), and that many spells can actually be cast at multiple levels (thus allowing me to drastically reduce the effective number of spells); IE if you want a spell to output more damage, you gotta spend extra mana on the spell. Caster Level may affect the duration, range, and effectiveness of a spell, but not the direct capabilities and power of the spell.


Realistic Illusion is pretty good. What's stopping me from creating an illusion of, say, the Terrasque, and having it murder everyone who fails a Will save?

Realistic Illusion's primary purpose was supposed to be used as a defensive type ability, sorta filling a similar role to Blake's shadow clone semblance (From RWBY). IE your supposed to use yourself as the illusion, send it to fight someone while you get away to a safe space so you can either escape or perform your next move while they are distracted by your duplicate illusion (bonus points for if they "kill" the illusion, the body remains, allowing you to effectively fake your own death). Having it mimic other creatures and objects was sort of an afterthought meant to give it a tad more utility.Note that it requires a successful Intelligence Check (Against a DC equal to your caster level) instead of a will save in order to be rendered harmless to the person(s) making the check, as in order for it to harm you (and fool you), the victim(s) must believe that it is real. It doesn't count as a mind-affecting effect. There are two ways I can fix/balance the scenario you suggested:

Make it so that Realistic Illusion cannot duplicate creatures other than yourself, which would severely reduce this ability's usefulness on top of nerfing it.
Restrict the illusion to either being yourself, an inanimate object of up to your normal size, or a creature with a number of HD equal to or less than your caster level. This still keeps the intended versatility of the ability, but keeps it from getting too out of hand.




Anyway, do you have any suggestions for additional Magic Tricks or Arcane Secrets? Or any suggestions for changes to the Wizard to help balance it a bit more?

Durzan
2018-06-08, 02:00 PM
okay small question how many knowledge skills you have in the system and why 4+int skill points instead 2+ 1/2 int as skill points for wizard class i heard 2+1/2 gives much better curve int the skill points when you introduce forbidden skills (takes 4 points to rank up to one point)

I have a total of 10 knowledge skills in my homebrew:Arcana, Dungeoneering, Engineering, Geography, History, Local, Nature, Religion/Mythology (haven't decided which name I really want to use), Nobility, and Dimensions (Which includes demi-planes, other planar stuff, and alternate realities). That may expand in the future if needed, although I think the knowledge skills I got currently adequately cover most everything (except stuff like Psionic's and the optional Forbidden Lore stuff found in Unearthed Arcana).

As for why it has 4+Int Modifier instead of 2 + Int Mod (like in the Player's Handbook), it has to do with some consolidating homebrew that I made concerning skills in order to make it easier to use and more effective during gameplay. I made it so that 4 + Int mod was the lowest Skill Point progression so martial classes wouldn't be so derpy in the skill department.


I don't think skills are modified in this system.

Actually, they are. Most of the changes haven't been brought up in specifics as it doesn't really change much about how the magic system itself works. I think I may have mentioned it on the post noting the Magic Skill, and how the Spellcraft skill was altered. Specifically, here are the changes made in a nutshell:



Merged a number of skills together, altered/expanded how some skills work, and added a few more.
All creatures and Characters receive 4x Skill Points for their first HD. If a creature has Racial HD and Class Levels, then the 1st class level gets the 4x bonus to skill points instead. It allows me to build more competent NPC's and Monsters.
Cross Class Skills cost 1 SP to get 1 rank instead of 2 SP.
Class Skills still have a max rank of 3 + Your Character Level, while cross-class skills have a max rank of 1/2 that rounded down.
Once a skill is counted as a class skill, it stays as a class skill, even if you multi-class. Its rather silly that when leveling up while multiclassing, you must treat a class skill that is in a previous class as though it were a cross-class skill if its not on the list for the class you multi-classed into.
When it comes to classes and skill points, there are three progressions: Low (4+ Int Mod), Medium (6 + Int Mod), and High (8 + Int Mod). All classes that have 2 + Int Modifier are raised up to the low progression.
The number of skills granting Synergy Bonuses have been reduced, due to the merging of a few skills, which helps prevent synergy cheesing to ridiculous levels. To partially compensate, synergy bonuses are usually more general in nature and increase to a +4 if you have 10 or more ranks in the skill that granted the synergy bonus.
Characters and creatures can receive additional class skills based on their racial abilities, their background, and occasionally through class abilities like Rouge Tricks or Combat Tricks.
Added the Skill Training feat, which allows the character to pick any two cross-class skills which you have no ranks in, add 1 rank to them each, and turn them into class skills.
Altered Skill Focus, which now allows you to pick two skills (that you have 2 or more ranks in) and get a +2 competence bonus to those two skills. The bonus now increases by +1 for every 5 character levels your character has.
Replaced all other skill feats that grant a +2 bonus to two skills with one generalized feat called Talented. This feat grants a +2 untyped bonus to two skills of your choice.



introduce forbidden skills (takes 4 points to rank up to one point)

its not wizards or paizo creation. its my personal way to nerf wizard by forcing it to spend more skill points to get same bonus as lets say sorcerer and my choice of forbidden skills for wizard basicly spellcraft and heal.

I must say that this does perk my curiosity, just a bit, even though I don't really agree with the notion. Nerfing the Wizard's skill points seems like a roundabout and somewhat ineffective way to fix one of the core issues with 3.5e at least to me. But maybe thats just me; what works for me, might not work for you, and vice versa.

Your change might make a bit more sense if I had a bit more context regarding it (send via PM). Its quite possible that your philosophy behind homebrewing is significantly different than from mine (Laid out for you and others here (http://www.giantitp.com/forums/showthread.php?560947-Homebrewing-101-Durzan-s-Philisophical-Guide-for-Homebrew-in-3-5e), if you are interested, so as to save space in this post).. (More lengthy response in the spoilers below; spoiled cause its off topic)

The OP nature of the Vanilla Wizard stems not from their skill points and class skills, but from the very nature of Vanacian Casting itself. Vanacian Casting has the power level of spells increase exponentially, so while a cantrip or 1st level spells are marginally useful and have decent power, a 9th level spell is magnitudes more powerful and versatile than said 1st level spell. A 1st level spell that deals fire damage may do 1d6 points of fire damage to a single target... while Firestorm is basically the equivalent of a tactical miniature nuke, dealing 20d6 points of damage to all creatures in an approximate 400 cubic ft area (2 x 10 cubic ft area x Caster Level of 20)... and it isn't even the most powerful or versatile 9th level spell. Wizards have access to the largest and most versatile spell list in all of 3.5, and can use said list to terrifying effect. Granted, said Wizard must prepare said spells ahead of time, meaning that in order to be said effective, he needs prep time on top of the given spell components. A 3.5e Wizard is effectively a fantasy version of Batman, able to overcome or at least competently match any situation you could throw at him, provided (s)he is given enough prep time and resources.

From what little you have said on the matter in this thread it seems like your forbidden skills is at best slapping a band-aid on the problem and at worst not even addressing the core issue while potentially frustrating your players by turning two or more skills for each class (assuming that you do this for all classes), and making one of the few skills that Wizards actually need to max out in order to be effective one of said skills. Yes, this does help reduce the chances of them increasing the number of spells in their spell book, but at the cost of utterly castrating the wizard's intended purpose, turning a skill that is only useful as is at low levels into a SP Sink, and adding an extra layer of complexity to an already complex skill system.

At low levels, the Wizard effectively just becomes a neutered sorcerer, sucking what fun existed in the role and making it even harder to survive encounters. If the Wizard manages to survive long enough to reach 20th level, he's still OP (despite your nerfs), as he potentially has 8 or more 9th level spells to choose from in his spellbook, each of which at best seriously mess with your plans as a DM if they are used in a straight forward manner, and at worst let the players bypass/overcome all challenges you put weeks into creating in a breeze and royally screwing up your world in the process, because some cheeky player figured out how to cheese an already broken spell in a very creative manner.


*Facepalms after realizing that I just went on an off-topic rant that has little to do with the Illnoran Magic System itself.*

Anyway... to tie it back to being on-topic by increasing the effectiveness of skills and simplifying how it works, it increases the capabilities of non-casters significantly, helping to narrow the gap ever so slightly between casters and non-casters, and shifts some of the burden of responsibility off of them. Combined with the Illnoran Magic System, it should help fix some of the problems that are part of the problems with Vanacian Magic in 3.5e that I mentioned in that little rant under the spoiler bar.

aimlessPolymath
2018-06-08, 07:07 PM
I'm on mobile, and can't quite address your discussion of vancian magic(or re: the Arcane Blast- suffice to say that the revelation of altered scaling changes things significantly) , but I did dig up some inspiration for new Magic Tricks, from an aborted Sorcerer redesign.

Innate Bloodline[Bloodline]
You have a unique talent for manipulating magic.
Prerequisites: Sorcerer 1.
Benefit: Select two of the following benefits.
-You can cast Detect Magic at will. This power also detects sorcerers and those with innate spell-like abilities, as the equivalent aura of a cleric detected with the detect evil spell
-As a standard action, you can glimpse a possible future, casting Guidance on every ally within 30 ft. However, when one ally uses the bonus, the spell ends for all of them.
-As a standard action, sense the emotions of one creature, gaining +2 on Sense Motive and Charisma-based checks made against them. The use of this ability to take advantage of someone is generally an evil act.
-By touching someone, you may determine their exact hit points, gaining +2 to Heal checks made to aid them.
-As a standard action, you can imbue your words for one minute with magical truth, gaining +4 to all checks to convince someone of the truth of your words. This bonus only applies if you are telling the truth.
-You may cast Mage Hand at will, but can only sustain it for a number of rounds equal to your Charisma bonus(minimum 1).
-You can perform a minute-long ritual using the blood of a foe and a bladed weapon: That weapon will forever thereafter gain +1 to attack and +2 to damage against that foe.
-By spending an hour communing with the land, you can learn the geographical makeup of everywhere within a mile. This effect does not extend to urban areas or those mostly empty of life(caves, deserts, and wastelands).
-You can weave a protective ward on someone as a standard action, giving them your Charisma modifier in temporary hit points that do not stack.
-As a standard action, detect if a creature intends to harm you within the next minute or so
-As a minute’s action, you may alter your own appearance as though you had used a disguise kit. gaining no special bonus on the check.
-as a standard action, you may transfigure an object of no more than 2 lbs, turning it into another object of the same size and general shape. This transformation lasts a minute before reverting. Any damage or deformation reverts the transformation. A Craft check must be made to create any complex item. An Appraise check of DC 10 + your Sorcerer level + your Charisma modifier reveals the transformation. Using this to defraud people is an evil act.
-As a touch attack, you may deal 1 point of antilife damage to someone, gaining 1 hp in exchange.
-As a standard action, you may create an illusionary object of no more than Tiny size. It vanishes after five minutes or if interacted with by anyone except yourself.
-As a move action, you may perfectly memorize up to a page’s worth of information. It can be recalled as another move action. This process has no visible display.

Select one of the following benefits.
-By taking a point of nonlethal damage as a standard action, you can release a blast of magical energy that strikes as a ray(range 30 ft) and deals 1d6 plus your Charisma damage.
-Select one object: this is your focus item. You gain three benefits instead of two from the above list and may pick another from this list, but can only make use of these abilities while holding the item.
-By taking a point of Charisma damage, you can enforce your will upon your foes, as the Command spell. The saving throw is Charisma-based. Every time someone makes their save against it, they gain a +2 bonus.
-By concentrating as a full-round action, you can infuse the area within 30 ft of you with unstable dimensional energy. Each round this is active, everyone other than you in the area must make a Fortitude DC save or be sickened for a round. Those that have dealt with it repeatedly in the past gain a +5 bonus on this save. You can also switch the locations of any two willing characters in the area each round, as long as they are no more than 10 feet apart, or deal 1d3 warping damage to up to 3 targets.
-You can telekinetically manipulate your foes by concentrating as a full-round action, making a Grapple or Bull-Rush maneuver at a range of up to 30 ft. You use your Charisma modifier in place of your Strength modifier and your Sorcerer level in place of your BAB for this check. You must concentrate every round to continue grappling a target. Each round you do, you may deal 1d4+your Charisma modifier concussive damage to them.
-You may perform a minute-long ritual to sympathetically bind the life-forces of two willing people together for a day. Either of them may reduce the damage they take by any amount to deal damage equal to the amount prevented to the other. This damage is dealt to hit points only; temporary hit points cannot be used for this purpose. When an amount of hit points are transferred equal to twice your level plus your Charisma modifier, the bond ends. If you are one of the people in the ritual, the bond ends only when you choose for it to do so. In addition, you may focus your life through the bond as a standard action, granting your partner your Charisma modifier in temporary hit points and a +2 bonus to attack rolls for one round.
-As a standard action, you may create an illusionary structure within 30 ft, filling a 5ft square. These structures block line of sight completely, and although they can be moved through, creatures inside are blinded and disoriented almost instantly; when they exit or perform any other effect that leaves their square, it is in a random direction instead of the intended one. These constructions are an obvious illusion. You must maintain them as a move action; doing so lets you maintain the existence of up to your Charisma modifier in structures.
-As a standard action, you may ready yourself to predict and prevent a future action. You may cause one roll within the next round to be rerolled before the effects of the roll are revealed.
-As a standard action, you may alter the area around you, giving up to two squares one of the following traits or removing one of the following traits:
--The square now contains the effect of caltrops.
--The square is now difficult terrain.
--The square is now affected as by Grease. This cannot be combined with other options.
--The square is now sticky, requiring a Strength check (DC 10 + Charisma bonus) to exit. A Balance check (DC 10 + Sorcerer Level+Charisma Bonus) prevents someone from being stuck. This cannot be combined with Grease.
-As a standard action, you may create a ward within 30 ft. This effect lasts 10 minutes per level, and covers up to a 10 foot wide and high vertical wall. It prevents the passage of creatures in one direction; with a Will save or a Strength check of DC 13+Charisma bonus, a creature can force its way through. You can layer multiple walls together; a creature passing through multiple different walls uses the same saving roll against all, but with a -2 penalty for each consecutive wall within the same round, to a maximum of -8 for five walls consecutively. By spending a minute building the wall, you can create a weaker but longer lasting wall, which lasts an hours per point of Charisma bonus, but when crossed, sends out a sound that awakens those within 30 ft instead of impeding passage.

Also, the link to Favors is broken.

Durzan
2018-07-01, 02:23 PM
Also, the link to Favors is broken.

Fixed the link: Here it is if you'd rather a fresher link.

http://dnd.arkalseif.info/classes/noble/index.html

Durzan
2018-07-02, 10:13 AM
-snip-

I got some new content for you to review:

I managed to make an updated list of magic tricks and Arcane Secrets for the wizard. There is now a magic trick and Arcane Secret that corresponds to each color of magic.

For those of you who are new, the Magic Tricks and Arcane Secrets are in the post about the Wizard.

aimlessPolymath
2018-07-02, 11:47 PM
General thoughts:

Searing Power: Somewhat vulnerable to wording exploitation techniques (For example, I never did get a solid answer on the Iceberg question...), no other problems.
Blink: looks fine.
Foresight is a fairly large bonus, making a 2-level dip attractive for certain martial classes or rogues.
Arcane Shield is very weak next to Foresight.
Reactive Counterspell is incredibly strong. I mean, wow. That is a whole lot of action advantage, and duels vs. other spellcasters are hard to lose (assuming you have access to Dispel Magic in counterspell mode)
Mirror Image... is this a standard action? Or what? Seems to just be a version of Mirror Image that you can't cast precombat effectively?
Life Transfer is cool and thematic.
Mind Slash doesn't seem very Death-y.

Quick thought:

. Unlike Schools, Colors are more than simply a group of spells; they represent a certain outlook on life, a philosophy, a way of thinking. Spells are grouped into one or more Colors based on both the original nature and the effects of the spell. Could you go into more detail re: the philosophy of the Schools? I'm particularly curious about Orange.

Secrets:
I really don't think of these as "secrets of magic" so much as spells. In most cases, you could have told me they were actual spells, and I wouldn't blink. Cage Match feels particularly egregious in this, compared to something like "your summons are persistent and you can give them items to take back", or "you can cast a buff on a summon as you summon them", or something.

Vision feels solid if vague in its effects.
Godly Growth confuses me- "Green is the Color of Tranquility" doesn't fit a buff (which feels more Red to me: MORE POWER!)
Healing Light is incredibly slow/weak.
Draining Whip is a strong repeatable disruption tool, which admittedly does require both a save and attack.

Durzan
2018-07-03, 10:22 PM
General thoughts:

Searing Power: Somewhat vulnerable to wording exploitation techniques (For example, I never did get a solid answer on the Iceberg question...), no other problems.
Blink: looks fine.
Foresight is a fairly large bonus, making a 2-level dip attractive for certain martial classes or rogues.
Arcane Shield is very weak next to Foresight.
Reactive Counterspell is incredibly strong. I mean, wow. That is a whole lot of action advantage, and duels vs. other spellcasters are hard to lose (assuming you have access to Dispel Magic in counterspell mode)
Mirror Image... is this a standard action? Or what? Seems to just be a version of Mirror Image that you can't cast precombat effectively?
Life Transfer is cool and thematic.
Mind Slash doesn't seem very Death-y.

Quick thought:
Could you go into more detail re: the philosophy of the Schools? I'm particularly curious about Orange.

Secrets:
I really don't think of these as "secrets of magic" so much as spells. In most cases, you could have told me they were actual spells, and I wouldn't blink. Cage Match feels particularly egregious in this, compared to something like "your summons are persistent and you can give them items to take back", or "you can cast a buff on a summon as you summon them", or something.

Vision feels solid if vague in its effects.
Godly Growth confuses me- "Green is the Color of Tranquility" doesn't fit a buff (which feels more Red to me: MORE POWER!)
Healing Light is incredibly slow/weak.
Draining Whip is a strong repeatable disruption tool, which admittedly does require both a save and attack.

Thank you for your feedback A.P. Its helpful as always.

I'd address it now, but I'm a bit short on time and I have more content for everyone to review. I FINALLY got a first draft of the Sorcerer done. It is posted after the Wizard and Spirit Walker.

Also had to post my revision of the Concentration skill, because the Sorcerer uses it a lot.

khadgar567
2018-07-05, 01:06 AM
Why sorcerer needs 19 int to cast 9 level spells while also needs charisma for the saves. Other than it looks good for me

Durzan
2018-07-05, 12:29 PM
Why sorcerer needs 19 int to cast 9 level spells while also needs charisma for the saves. Other than it looks good for me

Could you it the location of the issue? I think it might be a typo. Sorcerers are supposed to be charisma based casters.

Edit: Never mind, I found it.

Thanks for the input.

Durzan
2018-07-07, 08:09 AM
Bumping this.

aimlessPolymath
2018-07-07, 09:43 PM
Sorcerer thoughts:

-Magic tricks seem like placeholders here- especially given the odd levels at which they're gained.
-The emotional state of characters is not something commonly tracked; this seems like it will encourage a dichotomy between roleplaying a character and playing an effective character.
-Other classes have an innate method of learning new spells without having to find them one-by-one. The sorcerer does not.
-Emotional Block is a pure downside mechanic, and Fluid Emotions basically just counters it. Looking at Concentration, it doesn't seem like there are major pros to the sorcerer's method of casting.
-Reactive Casting triggering on reflex saves only makes it hilariously niche. Also, it's unclear whether the DM is supposed to choose useful spells, entertaining spells, or just randomly (also who chooses targets).
-The bonus charging gives you 10 levels of spells for every 2 points of increased Charisma (or up to double if you charge repeatedly). Just doing the math here.
-Overburst is nice.
-I can't imagine a situation in which Nova would be "fair"; it deals damage more efficiently and faster than any other spell I could name, and practically wins encounters- or it doesn't, and you're in mortal peril. It doesn't even have a saving throw?

General note: The stat requirement of 10+spell level was originally based on a 9-level spell system. Could you talk about the decision not to rescale this requirement in a 20-level system?

Durzan
2018-07-08, 01:31 AM
Sorcerer thoughts:

-Magic tricks seem like placeholders here- especially given the odd levels at which they're gained.
-The emotional state of characters is not something commonly tracked; this seems like it will encourage a dichotomy between roleplaying a character and playing an effective character.
-Other classes have an innate method of learning new spells without having to find them one-by-one. The sorcerer does not.
-Emotional Block is a pure downside mechanic, and Fluid Emotions basically just counters it. Looking at Concentration, it doesn't seem like there are major pros to the sorcerer's method of casting.
-Reactive Casting triggering on reflex saves only makes it hilariously niche. Also, it's unclear whether the DM is supposed to choose useful spells, entertaining spells, or just randomly (also who chooses targets).
-The bonus charging gives you 10 levels of spells for every 2 points of increased Charisma (or up to double if you charge repeatedly). Just doing the math here.
-Overburst is nice.
-I can't imagine a situation in which Nova would be "fair"; it deals damage more efficiently and faster than any other spell I could name, and practically wins encounters- or it doesn't, and you're in mortal peril. It doesn't even have a saving throw?

General note: The stat requirement of 10+spell level was originally based on a 9-level spell system. Could you talk about the decision not to rescale this requirement in a 20-level system?

- Its kinda a place holder, kinda not. By the time I got around to filling in those levels, me and my friend had run out of other ideas, and I was wanting to give them magic tricks anyway, but didn't feel it appropriate to give the nearly as many as the Wizard. The lack of a pattern behind it was simply because I couldn't find one that would fill some of those specific dead levels.
- Thats part of the idea behind the emotional block, I suppose. The idea is that its said emotional block that allows these magic users to cope with their developing yet unstable source of magic. Their minds developed it as a coping mechanism (kinda like how some minds block out certain memories to stay sane). Without that ability, a Sorcerer would likely kill themselves by accident whenever they "lash out." Mechanically, yes its a drawback (its supposed to be; Sorcerers are powerful but unstable and unpredictable casters), but having its effectiveness be reduced as they level up helps to mechanically grant the feel of the sorcerer's growing sense of control over their abilities. IE a level 1 sorcerer barely has any sense of control, while a 20th level sorcerer is pretty competent at what they can do, although not as refined or disciplined as a wizard or spirit walker.
- The sorcerer (or anyone with ranks in concentration really) can use the concentration skill to buff their other skills (including the magic skill); in fact, that's exactly what my altered version of concentration is supposed to do. While I did add some pretty nasty downsides if your concentration gets broken, that ability could still prove to be very potent or even OP under the right circumstances.
- Hmmm... looks like I forgot to add in a note about that. The sorcerer is supposed to automatically learn 2 additional spells every time they level up, just like the spirit walker.
- It has to be niche and chance based, otherwise the GM would be using it too often to screw around with the players. Reflex alone makes sense as often you must be able to see the danger in order to dodge it; instinctively lashing out with your mana isn't exactly going to give you time to form it into a spell you know, especially if you lack the discipline of the wizard. Also, the ability is deliberately vauge in nature as to what the DM is supposed to do with it; sometimes it could be useful, sometimes entertaining, sometimes an active hinderance to the player. Sorcerer's magic is unpredictable in nature and what could be more unpredictable than the DM choosing the reaction spell? The dice only have so many sides, and establishing a long as heck table just to deal with one mechanic meant to add flavor by emphasizing unpredictability to the class is too much work for what its worth.
- It gives you an extra 100 mana (so 10 1st level spells) per 2 points gained each charge.
- Overburst was a good one.
- Nova and supernova are an easter egg reference to Megumin from Konusaba. The limiting factor on these abilities is the effective range of the ability (limited to a range of 1 ft per caster level or twice your caster level respectively), the fact that it drains all your mana from a single battery, and the fact that the sorcerer is fatigued or helpless afterwards. This ability is literally the manifestation of the Nova build (IE cast all your spells then flee). Its a high risk, high reward ability.

Re: your General question... Because doing so involves having to try to come up with an alternative progression, and it honestly never occurred for me to do so; plus I am lazy. Also, there is a sort of soft level cap for spells at level 10 anyway, with higher level spell costs essentially just being either 10th level spells (or lower) heavily beefed with metamagic, or unique spells that require extraordinary time and power to cast.

Durzan
2018-07-09, 04:22 PM
Also worth noting that I reworked Skill Focus. It gives you a +2 competence bonus on any two skills of your choice, plus an additional +1 bonus for every 5 character levels you posses. The skills chosen must have 2 or more ranks in for you to select skill focus with them.

Durzan
2018-09-07, 09:45 AM
Sorry about not updating this thread. Been working on some other stuff offline. Anyway, I added a sample prestige class: The Dragon Master from the setting of Illnora (IE the setting of the Dragon Master RP). It has been added to post #8 (Check top right side of the heading for all posts to get the post number).

As usual, in depth PEACH is expected and encouraged. Also looking for suggestions regarding balance and improvement for the prestige class in general, particularly with regards to the Draconic Disciplines.

aimlessPolymath
2018-09-07, 12:52 PM
Let's see. Entry at 5 minimum, prereqs such that you can have Diplomacy as a cross-class skill. I note full BAB. Feat requirements seem chosen almost at random- Still/Silent Spell why?

Support is somewhat ill-defined- is it only for sponsored missions? What kind of budget do you have? Should probably lose access to it upon violating the oath.

Respectful Aura is a substantial benefit.

Dragon Disciplines is gained at level 1, and so must be placed before Favor.

Favor might need to specify what happens if you already have the feat- I don't remember if you can get it multiple times.

Pressure Point Strike and Dragonfoe seem to imply that this class should be somehow available to martial characters, but the prerequistes and other features don't match up. Also, Pressure Point Strike is a little bit strong- not even a saving throw, and practically nothing resists Daze.

Draconic Disciplines: I'm not clear on how you get these- some of these are things you learn and know, while Dragonthrall/friend are things you are (in terms of being famous).

Dragon Rider: Ride is not a class skill.

Dragon Familiar might be too strong. Summon Dragon is similarly very strong in terms of turning your social connections into raw combat strength; without more developed rules than D&D has regarding social stuff, I think they're inherently unbalancable.

Durzan
2018-09-20, 07:24 PM
Let's see. Entry at 5 minimum, prereqs such that you can have Diplomacy as a cross-class skill. I note full BAB. Feat requirements seem chosen almost at random- Still/Silent Spell why?

Generally Speaking, my prestige classes should be able to be taken upon hitting 6th level, thats par for the course.

Feat requirements are not random. Lorewise, Dragon Masters are supposed to be some of the best spellcasters on Illnora, and are no strangers to combat. Still and Silent spells allow them to potentially cast spells while doing other actions (including fighting), and gives them a tactical advantage over other spellcasters. Also, being able to effectively cast spells without speaking or gesturing is a sign of experience or a lot of raw talent.


Support is somewhat ill-defined- is it only for sponsored missions? What kind of budget do you have? Should probably lose access to it upon violating the oath.

To be honest, Support is a class feature snagged from a number prestige classes in the Wheel of Time RPG (Namely the Aes Sedai, Asha'man, Warder, and Wise One prestige classes). I basically lifted it out almost word for word, so blame the vagueness on the original sourcebook.

My guess is that Support is a feature that is implied to deal more with interacting with the organization that you are a part of. As such, I think it is supposed to be a feature administered and regulated by the DM. Probably should note that in the entry.


Respectful Aura is a substantial benefit.

Dragon Disciplines is gained at level 1, and so must be placed before Favor.

Respectful Aura is indeed a substantial benefit. Might need to nerf it slightly if it proves to be OP.

Regarding Dragon Disciplines order... noted. Fixed it in my personal notes.


Favor might need to specify what happens if you already have the feat- I don't remember if you can get it multiple times.

Already taken care of in my personal files. Favor can be taken multiple times. Its effects do not stack. When you first get it, you may use it a number of times per week equal to 1/2 your Character Level. For every additional time you take the feat, you can use it one additional time. This makes book keeping for the feat fairly easy.


Pressure Point Strike and Dragonfoe seem to imply that this class should be somehow available to martial characters, but the prerequistes and other features don't match up. Also, Pressure Point Strike is a little bit strong- not even a saving throw, and practically nothing resists Daze.

The prerequisites don't match up because the Dragon Master is essentially a gish class, though the gish comes from the prestige class itself.

Lorewise, Dragon Masters go through an intense training regiment that involves more than just the study of magic. They are taught not to rely solely on magic to do everything, as in their line of work you never know when you will be faced with a situation where your ability to cast spells is rendered inert or useless. They are expected to regularly deal with dangerous creatures that are often as intelligent as humans are, and it shows. Part of a Dragon Master's training involves learning how to fight effectively with many different weapons (in addition to their magical study)an in depth study the culture, psychology, and anatomy of dragons (and other dragon-like creatures); and learning how to take advantage of th in combat.

Mechanics wise, the Lore is reflected in their profeciency with all simple and martial weapons, their full BAB (and d8 HD), and the class features themselves. Dragonfoe and Pressure Point Strike are two abilities that reflect the special combat training they received in order to deal with Dragons.


Also, Pressure Point Strike is a little bit strong- not even a saving throw, and practically nothing resists Daze.

Probably does need to include a saving throw to negate. Might need a slight rewrite.

Worth pointing out that Mortal Races is a creature type that essentially covers most playable humanoid races, as well as dragons (dragons will rewritten from the ground up to be playable characters in the game).


Draconic Disciplines: I'm not clear on how you get these- some of these are things you learn and know, while Dragonthrall/friend are things you are (in terms of being famous).

You simply select Draconic Disciplines just like you would a Magic Trick. Dragonthrall/friend represent are mechanical indications of how the Dragon Master treats/treated dragons in their encounter. The bonus represents the development of a reputation among dragons for either being kind or cruel. In essence, you are essentially getting the draconic equivalent to the Fame or Infamy feat from Unearthed Arcana.

Lorewise, your character would've either always treated dragons in a manner similar to what is described in the Discipline, or gives off the appearance of such.



Dragon Rider: Ride is not a class skill.

Thanks for pointing this out. Will add Ride as a class skill.


Dragon Familiar might be too strong. Summon Dragon is similarly very strong in terms of turning your social connections into raw combat strength; without more developed rules than D&D has regarding social stuff, I think they're inherently unbalancable.

Your right in that this class feature can be considered OP; however, it is there as a mechanical reflection of the lore involved with the class. The DM should carefully monitor the use of Dragon Familar and Summon Dragon. With that being said however, I have taken steps behind the scenes that may reduce the potential strength of these abilities.

As mentioned earlier, Dragons are playable characters (in fact, they are the only other playable race besides humans) in the setting that I am designing this magic system for. Of course, making Dragons playable without having to deal with special rules involves a lot of tinkering behind the scenes, including rebuilding dragons from the ground up to be more balanced as player characters.

With this in mind, Having a dragon familar is about as powerful as having one additional person in a party (assuming of course, that the dragon familar isn't already a PC) who can fly and breath fire.

Summon Dragon is a bit vauge though, which could make it OP. Might need to clarify a bit. Ideally, only one marked dragon could be summoned at a time.

Lore Note: Marked dragons are dragons that have effectively become servants of the Dragon Master.

Side note: I standardized the rules for aging, giving each race age categories. I'd go into more detail about this, as it actually makes things a lot easier when trying to create Dragon PCs or Humanoid characters who are significantly younger or older than assuming that they are young adults, but... that's a subject best reserved for its own thread.