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Lord Tataraus
2007-09-13, 09:29 AM
Valdar - Elemental Leylines pdf download! (http://www.rpghomebrews.com/downloads/Valdar%20-%20World%20of%20Elemental%20Leylines.pdf)

So I'm making a world with an interesting interaction between the planes. First off, each plane is a flat disc with the material plane being the biggest (except for the abyss and celestial plane). There are four "moons" which are the elemental planes and two "suns" which are the positive and negative energy planes. Day and night is the result of the positive and negative energy planes (respectively) pulsing. The seasons are the result of two of the moons' influence in an area (each moon influences one half of the material plane) so there are four seasons due to the various overlaps (the moons rotate, so thats the reason for seasons changing). Because the planes effect the material plane so much, spells (both divine and arcane) are effected by the time of day/night as well as season. Spells with a descriptor which is linked to a plane effecting your area gain an effective +1CL +5 while the opposite descriptor gains a -4CL -15. The bonuses and penalties are as follows:

Day: positive energy +1CL, negative energy -4CL
Night: negative energy +1CL, positive energy -4CL
Dawn/Dusk: no bonuses or penalties

Winter (Water/Earth): cold and acid +1CL, fire -4CL
Spring (Water/Air): cold and electricity +1CL, acid -4CL
Summer (Fire/Air): fire and electricity +1CL, cold -4CL
Fall (Earth/Fire): fire and acid +1CL, electricity -4CL

In addition, there are certain locations that have a special bond with an elemental plane or energy plane that give a constant +2CL +10 bonus (does not stack with the above bonuses). A caster can sacrifice spells to open up a temporary "bridge" between the bonded plane and the material plane to allow movement between them. Basically, this is so low level PCs and NPCs can cross between the planes and there is inter-planar trade.

So my main question is: are the bonuses too powerful? and what do you think of the leyline bridges? (note that the leylines are rare and there is no more than four of each, and at least one of each is heavily guarded for trade purposes so no destructive outsider can wreck havoc)

Additionally, I might require casters to follow one of the six elements/energies to limit their spell list as well as create an elemental bond type feel. What do you think?
************************************************** *****
Edit: With my new decision (see farther down) the seasons and time of day will effect the Bending/Energy Control skills as follows:

Day: positive energy Energy Control +5, negative energy Energy Control -10
Night: negative energy Energy Control +5, positive energy Energy Control -10
Dawn/Dusk: no bonuses or penalties

Winter (Water/Earth): Waterbending and Earthbending +5, Firebending -10
Spring (Water/Air): Waterbending and Airbending +5, Earthbending -10
Summer (Fire/Air): Firebending and Airbending +5, Waterbending -10
Fall (Earth/Fire): Firebending and Earthbending +5, Airbending -10

GimliFett
2007-09-13, 09:37 AM
Sounds pretty intersting, if a touch powerful. I'd go with +1/-2 to start with. Definitely acid instead of sonic for earth, and I like the bridges, though how will low-level PCs survive in an elemental plane? If you go with the forced element-specialization-like-substance, have it so they can choose 4 of the six with one as primary and the other three as slightly lesser and you cannot choose the opposed element of your preferred element.

StickMan
2007-09-13, 12:38 PM
Sounds like a fun setting and I think the bonuses are fine if you want that much power but you might be better off with +1/-2.

keyboardboy101
2007-09-13, 07:07 PM
First off, the idea for the seasons/time of day and bonus respectively is a really good one. I also agree that they should be able to pick a fewof the energy types (one main, and the three sub cant be opposed to the main) and their main giving them another slight bonus.

On the acid/sonic note, you could probably pick either one because there are spells with both, and the question becomes, would you just get rid of all spells of the other descriptor?

The bridges are a really good idea, and low-level PCs might just choose to stay on the material plane until they are powerful enough, maybe even requiring a pass to get past the guards on the main leylines. You could also limit it by requiring the spell which can sacrificed to being of level 3/4 or higher.

Lord Tataraus
2007-09-14, 11:30 PM
Hmm...good point about the choose major and three lesser. That makes sense, and I forgot to change sonic to acid as the Earth-based element, I just copied my original post over here and didn't change it, I'll fix that.

As for the players (or any material plane native for that matter) surviving on the other planes. Each plane is a sphere mostly comprised of the element itself, however, the their is a small presence of two other elements (this is excluding the energy planes). So, the water plane has a significant amount of air and earth, in the form of air pockets and chunks of rocks floating around. Cities and trading hubs on the water plane that service foreigners would be built into the air pockets, probably with so earth anchored there as well. The plane of air and earth are pretty survivable on their own. The plane of fire is the most hostile, but the cities and trading hubs would be protected with some sort of force magic to keep out the heat, lava, and fire.

I guess I'll change the CL adjustments to +1/-4, I want the fact that your element is so far away that you can't cast too many spells, unless you are a very high level.

Lord Tataraus
2007-09-19, 09:12 PM
Well I have made i major change to this setting. I will not be using any of the caster classes. Instead, I'll use the Bender classes found here (http://www.giantitp.com/forums/showthread.php?t=54063). These classes show a greater affiliation with the elements that I want in this setting. However, I need to represent the Suns (positive and negative energy) so I have created this class heavily based off of the Bender classes. The Energy Control skill works just like the XBending skills.
************************************************** ******
Abilities - Charisma increases your Energy Control skill and is the main stat. Dexterity is important to make the ranged attack rolls and for armor class. Constitution and Intelligence are also important ability scores for a Sunmage.
Alignment – Any (rarely neutral on the good-evil axis)
Hit Die – d10
Class Skills – Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (History) (Int), Knowledge (Religion)(Int), Knowledge (The Planes) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), Energy Control (Cha)
Skill Points per Level – 2 + Int Modifier

Sunmage
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Seeds Known|Energy Pool

1st|
+0|
+2|
+0|
+2|Draw/Channel Energy 1d4, Deflect Energy, Link to the Sun|
1|
4

2nd|
+1|
+3|
+0|
+3|-|
1|
4

3rd|
+2|
+3|
+1|
+3|-|
2|
8

4th|
+3|
+4|
+1|
+4|Energy Resistance 5|
2|
12

5th|
+3|
+4|
+1|
+4|Draw/Channel Energy 2d4|
3|
16

6th|
+4|
+5|
+2|
+5|-|
3|
20

7th|
+5|
+5|
+2|
+5|-|
3|
24

8th|
+6/+1|
+6|
+2|
+6|Energy Resistance 10|
4|
28

9th|
+6/+1|
+6|
+3|
+6|Extra Deflect|
4|
32

10th|
+7/+2|
+7|
+3|
+7|Draw/Channel Energy 3d4|
4|
40

11th|
+8/+3|
+7|
+3|
+7|-|
5|
44

12th|
+9/+4|
+8|
+4|
+8|Energy Resistance 15|
5|
48

13th|
+9/+4|
+8|
+4|
+8|-|
5|
52

14th|
+10/+5|
+9|
+4|
+9|-|
6|
56

15th|
+11/+6/+1|
+9|
+5|
+9|Draw/Channel Energy 4d4|
6|
60

16th|
+12/+7/+2|
+10|
+5|
+10|Energy Resistance 20|
6|
64

17th|
+12/+7/+2|
+10|
+5|
+10|-|
7|
68

18th|
+13/+8/+3|
+11|
+6|
+11|-|
7|
72

19th|
+14/+9/+4|
+11|
+6|
+11|Energy Resistance 30|
7|
76

20th|
+15/+10/+5|
+12|
+6|
+12|Draw/Channel Energy 5d4|
8|
80

[/table]

Class Features
Weapon and Armor Proficiency – A sunmage is proficient with all simple and martial weapons and no armor or shields, armor and shields give armor check penalty to Energy Control checks.

Draw/Channel Energy
Base DC: 5
The first offensive ability a sunmage learns is to draw out the positive or negative energy in herself and her foes, causing damage or healing. A sunmage chooses which sun (and energy type) she wants to control at 1st level; this choice can not be changed.
Draw: The sunmage can draw energy from the life-force of her enemy to damage him. Only positive energy can be drawn from living foes and only negative energy can be drawn from animated foes (such as undead, constructs, etc.). When energy is drawn, it deals 1d4 damage at 1st level and increases in power as the sunmage gains levels, as shown above. A draw is a ranged touch attack that allows a fortitude save for half damage, and an sunmage can use a number of draws in one round equal to the number of iterative attacks she can make (as determined by her BAB). A sunmage cannot apply precision-based damage from any source to the damage dealt by her draws.
Channel: The sunmage can also channel the energy of her sun through herself, into another target. The channeled energy deals 1d4 damage at 1st level and increases in power as the sunmage gains levels, as shown above. A channel is a ranged attack that allows a fortitude save for half damage, and a sunmage can use a number of channels in one round equal to the number of iterative attacks she can make (as determined by her BAB). A sunmage cannot apply precision-based damage from any source to the damage dealt by her channels. Positive energy channeled this way heals living targets and damages undead. Negative energy heals undead and damages living targets. A sunmage cannot heal herself with this ability. A sunmage may use any combination of draws and channels in her attacks.

Deflect Energy
Base DC: 5
The first defensive seed sunmages learn is to deflect the blasts from her opponents. During her turn, a Sunmage can choose to forgo any number of attacks in order to attempt to deflect any blasts or ranged weapons passing within 10 feet of the sunmage. As an immediate action, the sunmage can attempt deflect an enemy controller’s attack with an opposed attack roll. A sunmage can deflect energy a maximum number of times equal to the number of attacks she is granted by BAB, and the Deflect Energy attempt uses the same base attack bonus as the attack forgone. If the sunmage makes any attacks, she forgoes that opportunity to deflect energy. If the Sunmage’s attack roll is less than her opponent’s, the blast is unaffected by the deflection attempt. If the Sunmage’s attack roll equals or exceeds her opponent’s, the blast is negated, deflected or swallowed up by a short outpouring of positive or negative energy. The Energy Control DC increases by +2 for every five feet beyond the base of ten that the attempt to deflect goes.
Extra Deflect: Beginning at 10th level, a sunmage can use one Deflect Energy at her highest base attack bonus with out forgoing any attacks. This is in addition to any deflects gained by forgoing an attack.

Link to the Sun: A sunmage draws her energy from one of the two suns, linking her to its power. The type of energy the sunmage controls determines which sun she is linked to. Because of this link, the sunmage has a pool of energy points equal to four times her class level from which to draw from. The sunmage can replenish this pool by drawing energy from those around her or from her sun. When a sunmage uses the draw ability successfully, she gains 1 energy point plus 1 energy point per 4 damage dealt. The energy points gained in this manner cannot increase her total energy points to greater than four times her level. Using any seed or channeling energy uses 1 energy point unless otherwise noted. A sunmage can regain energy points by mediating. Meditating requires at least 10 minutes of uninterrupted inaction. The sunmage is fully aware of her surrounds but is considered helpless unless she voluntarily breaks the meditation as a free action. The sunmage regains 1 energy point per class level per 10 minutes of meditation. The link to the sun not only allows the benefit of energy points, but it also leaves the sunmage more vulnerable to the opposite energy. A sunmage who controls negative energy takes damage from positive energy as if she was undead, but is also immune to negative energy. A sunmage that controls positive energy takes damage from negative energy as a living creature (if not already), additionally, she is positive energy has no effect on her.

Energy Resistance: Starting at 4th level, a sunmage gains a resistance to the energy of the suns used against her. A sunmage takes 5 less damage from any ability that deals the opposite energy type that you can control. This increase to 10 at 8th level, 15 at 12th level, 20 at 16th level and 30 at 19th level.

SUNMAGE SEED LIST

UNIVERSAL SEEDS:

Energy Whip
Base DC: 10
A sunmage may, as a move action that does not provoke a attack of opportunity, form a long, narrow lash of pure energy, coiling around like a whip. This whip has all the statistics of a normal whip with the exception that the damage it deals 1d6 energy damage of the type the sunmage controls. Additionally, a sunmage may apply precision-based damage to attacks with an energy whip and treat it as a normal whip for purposes of weapon-based feats. The energy in this whip can be used to use Deflect Energy without needing to be remade and the whip can also be extended an additional 5 feet by increasing the Energy Control DC by +10.

Infuse
Base DC: 10
Application: By focusing her channeled energy into a more concentrated form, a sunmage can infuse an object such as a weapon with energy to be expended at a later time. The infused object holds 1 energy point that is expended at the first opportunity. Anytime a living creature touches the object, the power is unleashed and 1 energy point is expended just as if the sunmage who infused it used a channel attack. The attack automatically hits the creature that touched the object, taking the full effect. For every 5 the Energy Control check exceeded the DC, the object holds another energy point. Only one energy point is expended at a time, but the object will continue to unleash its power as long as a living creature is touching it. If a sunmage who controls the same type of energy as is infused in the object touches it, the object does not activate unless the controller wishes it to, which takes a command word and a standard action. The energy points stay infused in the object indefinitely as along as the sunmage that infused is touching the object. Otherwise, the object loses 1 energy point per hour. An sunmage can increase the DC by +10 to decrease the energy point lose to 1 point per day. Additionally, a sunmage may increase the DC by another +10 (making it DC30) to better contain the power within the object, causing the energy points to never be lost without being expended and to only expend the power within the object with a command word, taking a standard action. An infused object that is activated by a command word may be targeted as a normal channel by the user. The sunmage uses this ability uses up 1 energy point per point gained by the object. If the sunmage causes the object to never lose it’s energy points, the sunmage expends 2 points per point gained by the object.
Recharge: A sunmage can recharge an object already infused with at least 1 energy point by taking a full round action and making an Energy Control check with the same DC that was used to make albeit at a -10 to the DC. This adds 1 energy point to the object plus up to 1 additional point per 5 the Energy Control check exceeded the DC. The sunmage expends energy points as normal.

Deplete (template)
Base DC: 10
Applications: By focusing her channeled energy into a more concentrated form, a sunmage can inflict damage not on the physical being, but directly to the energy stored by a rival sunmage. An sunmage whose channel attack is augmented by this seed causes the target of the channel to lose a number of energy points equal to the damage that would normally have been dealt. If the target would lose more energy points than he has, he takes the extra in actual damage. Damage taken this way never heals, even though might do so normally, energy resistance applies to this damage.

Energy Armor
Base DC: 15
By covering her entire body in an envelope of pure energy, a sunmage gains DR 3/piercing, and +2 to AC (including touch AC) against controlling attacks as a move action. For every 3 points by which the sunmage exceeds the base DC, the damage reduction increases by 1. Maintaining the energy armor for more than two rounds gives a -4 penalty to all Energy Control checks until the sunmage ends the seed, increasing by -1 every two turns. If this penalty actually makes the difference that causes a sunmage to fail an Energy Control check, she may choose to end the seed and remove the penalty at that time. In addition to the above effects, any time a creature hits the sunmage with a natural weapon or unarmed strike or otherwise makes physical contact with the sunmage (such as a grapple), that creature takes 1d6 energy damage of the type that the armor is made of. The sunmage’s natural weapons and unarmed strikes deal this extra damage as well.

Pulse
Base DC: 20
Applications: By channeling the energies of her sun, the sunmage can replicate the pulsing of the sun. This effect lasts for 1 round for every 4 class levels and expends 1 energy point per round. This seed may be dismissed as a free action at any time.
Positive Energy: The area with a radius of 5 feet per two class levels is filled with a blinding light, cause the full radius to be brightly illuminated and another 5 feet per level radius to have shadowy illumination. Those inside the binding light must make a reflex save or be blinded for 2d4 rounds, on a successful save they are dazed instead for 1d4 rounds. Those outside the blinding light must make a reflex save or be daze for 1 round. This effect can be expended to dispel a Deeper Darkness spell or a Negative Energy Pulse.
Negative Energy: The area with a radius equal to 5 feet per level is filled with darkness as the spell Deeper Darkness. This effect can be expended dispel Daylight spell or a Positive Energy Pulse.

Heal Self
Base DC: Varies
Because of the link an sunmage has with her sun, she can use its power to heal herself in the time of need.
Cure Wounds (Base DC 15): The sunmage takes a full-round action to draw upon the energies of her sun, healing her 4 points of damage per class level. This does not expend any energy points.
Cure Disease/Poison (Base DC Varies): An sunmage who has been poisoned or diseased may make an Energy Control check with a DC equal to the original save DC of the disease or poison for each affliction. A successful check removes all penalties, damage and drain inflicted by the disease or poison. This takes 1 minute per disease and poison the sunmage is inflicted with. If the Energy Control check exceeds the DC by 5 or more, no energy points are expended for that disease or poison, otherwise 1 energy point is expend per disease and poison cured.
Ability Damage/Drain and Energy Drain (Base DC 25): The sunmage takes a full-round action to draw upon the energies of her sun, healing either 1 points of ability damage per class level or 1 point of ability drain for every 2 class levels, or removes 1 negative level for every four class levels. This expends all of the sunmage’s energy points and causes fatigue.

Wall of Energy
Base DC: 25
The sunmage learns to make a wall of pure energy or its crystallized form.
Plane: The wall deals this damage when it appears and on the sunmage’s turn each round to all creatures in the area. Each creature within the wall’s area or passing throuth the wall takes 2d6 points of energy damage of the energy type that the sunmage controls. The wall is 10-feet long and does not take up a square, but can be made 5 feet wider or 10 feet longer for every 4 points by which the Energy Control check exceeds the DC, and the height can be doubled by halving the length. If the wall is made so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points of energy damage of the opposite type or more in 1 round, that length goes out (Note: Do not divide cold damage by 4, as normal for objects). A Wall of Energy can be maintained with a Concentration check each round equal to the Energy Control check -5.
Ring: Essentially the same as above, except that the wall is made in the form of a 20-foot-tall ring of energy with a radius of 10 feet, plus another 5 feet for every 4 points by which Energy Control check exceeds the DC.

Nova
Base DC: 35
A sunmage who has learned this seed has grown into a closer bond with her sun and can channel its limitless energies when in the time of need.
Application: By taking a move action that does not provoke attacks of opportunity, the sunmage becomes a living outlet of the sun itself, greatly increasing her power for a short time. A sunmage who has used this seed gains the following traits:
• +4 Constitution, +4 Dexterity
• Incorporeal subtype.
• 5 temporary hit points per class level (in addition to the hit points gain by the constitution increase).
• Fly speed equal to twice her base land speed with perfect maneuverability.
• Does not expend energy points for using any of her class abilities and seeds.
• Gains a number of energy points so that she has 4 points per class level.
• A touch attack that deals 2d6 energy damage of the energy type she controls.
• If she controls positive energy: creates illumination as the spell Daylight centered on herself at all times.
• If she controls negative energy: creates an effect like the spell Deeper Darkness centered on herself at all times.
This effect lasts for a number of rounds equal to the sunmage’s wisdom modifier. After the effect ends, the sunmage falls unconscious and sleeps for 1 hour. If awoken before 1 hour has passed, the sunmage is exhausted; otherwise she is fatigued after waking. A sunmage does not expend any energy points to use this seed and can only use this seed once every 24 hours. Only a sunmage of 15th level or higher may learn this seed.

POSITIVE ENERGY SEEDS:

Energize
Base DC: Varies
A sunmage learns to extend the link she has with the Day Sun to help quicken her reactions. Using this seed expends 5 energy points.
Self (Base DC 10): The sunmage is under the effect of a haste spell for 1 round plus 1 round for every 5 the Energy Control check exceeds the DC.
Ally (Base DC 15): The sunmage can target an ally who is within 30ft with this seed. The ally is under the effect of a haste spell for 1 round. Additionally, for every 5 the Energy Control check exceeds the DC the effect lasts for an extra round or you may affect another ally who is within 30ft of you or the first target. If an ally affected by this seed has the Deflect Bending or Deflect Energy class feature, that ally gains one free use as the Extra Deflect ability.

Empower
Base DC: 15
The sunmage learns to focus her positive energy in such a way as to strengthen the body instead of heal it.
Applications: The sunmage may use this seed at a range of touch to cause a flow of positive energy to strengthen the target. The target gains a +1 bonus to strength, dexterity, or constitution equal to the number of dice she would normally roll for her channel. Using this seed expends an addition 1 energy point equal to the bonus given, in addition to the normal energy point expended with channel. The sunmage may choose to give a bonus less than normal and subsequently conserve energy points.

Cleanse
Base DC: Varies
A sunmage learns not only to heal the wounds of others, but also how to cleanse the body of poisons, diseases, and other impurity.
Cure Disease/Poison (Base DC Varies): A sunmage may make an Energy Control check with a DC equal to the original save DC of any and all diseases or poisons afflicting the target +10 (i.e. a poison with a save DC 15 would require a DC 25 Energy Control check). A successful check removes all penalties, damage and drain inflicted by the disease or poison. This takes 1 minute per disease and poison the target is afflicted with. Using this seed expends 1 energy point per disease and poison cured (minimum 1).

Flush the Corrupt (template)
Base DC: 25
Applications: By focusing her channeled positive energy into a more concentrated form, the sunmage can cause the healing powers of positive energy to heal greater wounds. In addition to the normal healing the positive energy provides, the target is healed of either 1 point of ability damage per class level, 1 point of ability drain for every 2 class levels, or 1 negative level for every 4 class levels. This seed expends 1 energy point per class level in addition to the normal energy point expended.

Purify Elements
Base DC: 25
A sunmage of the Day Sun learns to infuse her sun’s power into the very elements of the world to purify them.
Applications: The sunmage can purify an amount of air, earth, fire, or water equal to 5, 10 foot cubes. Contact with a purified element deals 2d6 positive energy damage; fortitude save for half. Any bender that tries to bend a purified element gains a +5 bonus to the bending check in addition to taking damage. For every 5 that the Energy Control check exceeds the DC, this seed can effect one more 10 foot cube. The sunmage does not have to target the same element with each 10 foot cube, though no cube may affect more than 1 element. Any element that is affected by this seed that is already corrupted by the Corrupt Elements seed is returned to normal and both effects are dispelled. This seed expends 5 energy points.

Revivify
Base DC: 30
A sunmage learns how to restore a recently killed creature to life by forcing the spirit back into the body with positive energy.
Applications: The sunmage may use this seed on any creature that has been died from any unnatural death. The use of this seed takes 10 minutes and expends 30 energy points while leaving the sunmage fatigued afterwards. The target is restored to life at ¼ hit points and with 1 negative level. If the Energy Control check exceeded the DC by 5 or more, the target is restored to ½ hit points. If the Energy Control check exceeds the DC by 10 or more, the target is restored to ¾ hit points. If the Energy Control check exceeds the DC by 20 or more, the target is restored at full hit points and with no negative levels. If the target has been dead for more than 1 hour, the DC is increased by +5 for every hour after the first. After each successful use of this seed, the sunmage must make a fortitude save DC 20 +1 for every hour past the first the target was dead. On a failed save, the sunmage permanently loses 2 energy points. (i.e. for a target that has been dead for 5 hours, the Energy Control DC is 50 and the fortitude save is 24).

NEGATIVE ENERGY SEEDS:

Weaken (template)
Base DC: 15
The sunmage learns to focus her negative energy in such a way as to poison the body instead of directly damage it.
Applications: When using this seed with her channel, she deals no hit point damage. Instead she deals 1 point of strength, dexterity, or constitution damage equal to the number of dice she would normally roll for her channel damage. The target may make a fortitude save to take half damage. Immunity to negative energy applies to this damage and every 5 points of negative energy resistance lessens the ability damage by 1 point. Using this seed expends an addition 1 energy point for every point of ability damage that would be dealt, in addition to the normal energy point expended with channel.

Siphon (template)
Base DC: 15
Applications: By focusing her energy in a particular manner, the sunmage can draw out hidden reservoirs of negative energy in living opponents. When using this seed with her channel, she does not expend the usual energy point since the energy is replaced by that taken from the target. Additionally, for every 5 that the Energy Control check exceeds the DC, she gains 1 energy points. Energy points gained this way may not increase her energy points to greater than four times her class level.

Animate
Base DC: 15
An sunmage learns that negative energy can give life to that which normally would not have life and a master of the Night Sun can raise an army from household items at a whim.
Applications: The sunmage can give a false life to any inanimate object made of wood, metal, or stone making it an Animated Object. The selected object must be within 60ft of the sunmage and no larger than small size. The object follows all of your verbal commands until it is destroyed or the effect ends. The object remains animated for 1 round per class level. If you exceed the Energy Control DC by 10 or more, the object stays animated for 1 minute per class level. If you exceed the Energy Control DC by 20 or more, the object stays animated for 1 hour per class level. If you exceed the Energy Control DC by 30 or more, the object stays permanently animated or until you dismiss the effect. Additionally, you may increase the DC by +5 to increase the size by one step or effect one extra object. Using this seed expends 4 energy points plus 1 energy point for every 10 you increase the DC.

Disrupting Blast (template)
Base DC: 20
A sunmage learns how to cause her negative energy to disrupt all forms a magic for a short time.
Applications: The target of this blast cannot cast arcane or divine spells, manifest psionic powers, use spell-like or psy-like abilities, or use the Energy Control or any Bending skill for 1 round per die the sunmage would normally roll for damage. The channel does not deal any damage, but a successful fortitude save negates the effect and for every 5 points of negative energy resistance the time is lessened by 1 round. Using this seed expends 1 energy point in addition to the normal energy point expended for channel.

Corrupt Elements
Base DC: 25
An energybender of the Night Sun learns to infuse her sun’s power into the very elements of the world to harm her foes.
Applications: The sunmage can corrupt an amount of air, earth, fire, or water equal to 5, 10 foot cubes. Contact with a corrupted element deals 2d6 negative energy damage; fortitude save for half. Any bender that tries to bend a corrupted element takes a -5 penalty to the bending check in addition to taking damage. For every 5 that the Energy Control check exceeds the DC, this seed can effect one more 10 foot cube. The energybender does not have to target the same element with each 10 foot cube, though no cube may affect more than 1 element. Any element that is affected by this seed that is already purified by the Purify Elements seed is returned to normal and both effects are dispelled. This seed expends 5 energy points.

Incite
Base DC: 30
A sunmage learns to use the negative energy in all creatures to gain limited empathic control over them.
Applications: The sunmage may select a target within 60ft to target with this seed. The targeted creature must make a fortitude save, on a failure, the sunmage issues one simple empathic command such as love, hate, despair, etc. The targeted creature experiences that emotion immediately and this effect persists for 1d4+1 rounds. A creature under this effect is control by the DM (if not already) and acts on its emotion it the best of its ability (such as attempting to kill for hate, rape for lust, court for love, etc.) If the creature fail its save by 5 or more, the sunmage may select up to 5 other targets or a specific group (such as elves, or residents of a town) for the original creature to experience the emotion towards (such as hate those creatures, love them, etc.). If the creature fails the save by 10 or more, the effect lasts for 1d4+1 hours. If the creature fails the save by 15 or more, the effect lasts for 1d4+1 days. For every 5 that the Energy Control check exceeds the DC, increase the save DC by 2. Using this seed expends 10 energy points.

Call the Dead
Base DC: 30
A sunmage learns that negative energy can give false life to the dead to serve their creator’s will.
Applications: The sunmage can give a false life to any one corpse making it a zombie or skeleton as appropriate. The resulting undead is created as if by the Animate Dead spell with the following exceptions and cannot have more hit dice then twice your sunmage level. The resulting undead follows all of your verbal commands until it is destroyed or the effect ends. The undead exists for 1 hour per class level. If you exceed the Energy Control DC by 10 or more, the undead exists for 1 day per class level. If you exceed the Energy Control DC by 20 or more, the undead exists for 1 week per class level. If you exceed the Energy Control DC by 30 or more, the undead exists permanently or until you dismiss the effect. Using this seed expends 5 energy points.

************************************************** *****
So that's what I have so far, more to come.

Lord Tataraus
2007-09-20, 08:18 AM
The Pulse, Flush the Corrupt, Purify Elements, Siphon, and Corrupt Elements seeds are up.

Pulse has replaced the Flash and Darkness seeds.

puppyavenger
2007-09-20, 10:15 AM
very nice and it's nice to FINALY see a negative energy using class thats isin't evil or causes contraversy for why it isen't evil.

Lord Tataraus
2007-09-20, 10:30 AM
very nice and it's nice to FINALY see a negative energy using class thats isin't evil or causes contraversy for why it isen't evil.

Oh right! That reminders me about the society of the Sunmages.
There are (as you know) two suns, the Day Sun and the Night Sun. The Sunmages choose to follow one of the two suns in an over arching church: The Followers of the Cycle. The Cycle is the rythmic pulses of the Day and Night Sun who complement each other, they do not compete. The Sunmages take the philosophy that both the Day Sun and Night Sun are important to all life in their world. The Day allows things to grow and flourish and heal, while the Night Sun allows for rest, as well as balancing the world by keeping the population down. The church does of course have a variety of factions who take extremes in this teaching, but all follow it with one interpretation or another.

Sunmages of the Night Sun are not inherently evil, many good Sunmages choose this path as protectors and warriors of the church just as Sunmages of the Day Sun are not inherently good, there are a number of sects and cults of evil Day Sunmages. Though the people like the Day Sunmages more, this is only because of the healing powers they have. It is not uncommon to find a both a Day and Night Sunmage as companions, in fact many sects of the church require all Day Sunmages to be escorted by a Night Sunmage, mostly for protection, but many sects use the companionship to teach the world of the balance of the Cycle.
************************************************** *******
While the Night Sunmage might look like it has evil abilities such as Corrupt Elements and Call the Dead, a good aligned Nught Sunmage would focus on universal seeds with some more aggressive negative energy seeds that are not necessarily evil such as Siphon, Weaken, and Incite.

I hope to get the rest of the seeds up by next week.

GimliFett
2007-09-20, 10:35 AM
Agreed, pretty nice stuff. Should be fun. :smallsmile:

My only concern is this:

A sunmage who controls negative energy takes damage from positive energy as if she was undead, but is also immune to negative energy. A sunmage that controls positive energy takes damage from negative energy as a living creature (if not already), additionally, she is positive energy has no effect on her.

Energy Resistance: Starting at 4th level, a sunmage gains a resistance to the energy of the suns used against her. A sunmage takes 5 less damage from any ability that deals the same energy type that you can control. This increase to 10 at 8th level, 15 at 12th level, 20 at 16th level and 30 at 19th level.

In one part you say they are immune to damage upon which they draw, then the next section discusses their energy resistance to same energy type.

Lord Tataraus
2007-09-20, 11:24 AM
Agreed, pretty nice stuff. Should be fun. :smallsmile:

Thanks, I think it will be fun as well.


My only concern is this:


In one part you say they are immune to damage upon which they draw, then the next section discusses their energy resistance to same energy type.

Right, I missed that. Originally, the Sunmage was not immune to their own energy type. I forgot to change the energy resistance to the opposite type, I'll fix it.

Lord Tataraus
2007-09-20, 07:55 PM
A little more one the setting:

VALDAR

Welcome to the world of Valdar, a place of great power that flows from the Moons and Suns, into the very elements of the earth; into the Earth, Air, Fire and Water, into the light and the darkness. The people draw upon this power in times of need, the masters of the elements hold the power for protection and destruction. Are you one of them? Can you master the primal forces of the world? Are you a master of elements? Your story has begun...

Classes: (the name in the parenthesizes is the name they are referred to in-game)
Airbender (Storm Caller)
Earthbender (Mountain Smith)
Firebender (Fire Mage)
Waterbender (Water Witch)
Sunmage
Warblade (Warrior)
Unarmed Swordsage (Monk Warrior)
Crusader (Champion)
Rogue
Barbarian (Berserker)

There are six know Leylines, one of each element. These Leylines hold portals known as bridges to the corresponding moon or sun. There are cities and temples where the elemental controllers train and study. There are few races outside of the following: Human, Elf, Dwarf, [Jungle] Goblin, [Shoal] Halfling. Each race has a preferred element as follows:
Human - Positive/Negative Energy (Sunmage)
Elf - Air (Storm Caller)
Dwarf - Earth (Mountain Smith)
[Jungle] Goblin - Fire (Fire Mage)
[Shoal] Halfling - Water (Water Witch)

Lord Tataraus
2007-09-21, 09:48 AM
The Empower, Energize, Weaken, and Incite seeds are up.

I am a little unsure if the Incite seed is too powerful, what do you think?

for your convenience:

Incite
Base DC: 30
A sunmage learns to use the negative energy in all creatures to gain limited empathic control over them.
Applications: The sunmage may select a target within 60ft to target with this seed. The targeted creature must make a fortitude save, on a failure, the sunmage issues one simple empathic command such as love, hate, despair, etc. The targeted creature experiences that emotion immediately and this effect persists for 1d4+1 rounds. A creature under this effect is control by the DM (if not already) and acts on its emotion it the best of its ability (such as attempting to kill for hate, rape for lust, court for love, etc.) If the creature fail its save by 5 or more, the sunmage may select up to 5 other targets or a specific group (such as elves, or residents of a town) for the original creature to experience the emotion towards (such as hate those creatures, love them, etc.). If the creature fails the save by 10 or more, the effect lasts for 1d4+1 hours. If the creature fails the save by 15 or more, the effect lasts for 1d4+1 days. For every 5 that the Energy Control check exceeds the DC, increase the save DC by 2. Using this seed expends 10 energy points.

Edit: I forgot to include the Energize seed

Lord Tataraus
2007-09-21, 06:55 PM
Alright, I'm almost done with the original seeds, though I will want to add 2 more positive energy seeds and 1 more negative energy seed.

I've added Cleanse, Revivify, and Animate. I've changed the base DCs a lot from my original estimate, but i think they will work better that way. I've also rearranged the seed list by Base DC and added colors to help differentiate the different seed categories.

Lord Tataraus
2007-09-24, 08:20 PM
Well I finished the seeds I had already listed with some changes. The Disease seed for negative energy was drop because it didn't seem right, but I added the Disrupting Blast template seed that worked better. I still need to think of a few more seeds, especially for positive energy. If anyone has a suggestion, I would like to hear it.

Collin152
2007-09-27, 10:55 PM
Hmmmm.... Quite interesting....
Well, I certainly don't hate it, and I'm all for elemental campaign settings. Why, I'm working onone myself which will also make use of the bending classes plus a self-made one, though It isn't positive and negative energy.
Well, I find the seasonal penalties to be a might strong, and given a party including three of the elements, someone would be at a disadvantage all but one season.

Lord Tataraus
2007-09-27, 11:17 PM
The entire plane is not effected by the same season at any given time. The moons orbit the material plane and the half they are closest to are affected by it. The seasons are a byproduct of two moons influencing the same area. The penalty is due to the distance between one's self and his moon. I guess maybe a -10 would be better, the more I look at it, the closer I'm getting to a +5,-5 split. The seasons change fast and adventurers would pass through many areas so each bender would have a turn being effect both positively and negatively.

Collin152
2007-09-27, 11:21 PM
Too true, but at a final encounter with a key villain, certainley each one would want to be at least at normal capacity?
Anyways, you raise good defense, you seem to know your world better than some people know earth.

Lord Tataraus
2007-09-27, 11:25 PM
Too true, but at a final encounter with a key villain, certainley each one would want to be at least at normal capacity?
Anyways, you raise good defense, you seem to know your world better than some people know earth.

I've been designing worlds for my own pleasure since I was five. I love D&D so much because I can actual put all that imagination to use. I have about 8 fully fleshed out worlds, only 2 have been put to use so far. I am considering having an item from your moon that would negate the penalty and the center of the world might be free of any seasons (I have not decided yet).

Collin152
2007-09-27, 11:39 PM
Both sound quite logical.
Well, I'm off to work on a new race for my upandcoming campaign setting. Toodles.

Xenoti
2007-09-27, 11:43 PM
Interesting concept :3 I'd love to see it when you flesh it all out.

Interested in city descriptions and maybe a map if ya have one :3

MythMage
2007-09-28, 03:42 AM
This looks promising. I like it. However, I might be a little biased, since your world has a number of parallels with my own (primarily the cosmology and seasons). :D

Anyway, I suggest you add some form of Seelie and Unseelie fey activity. The Seelie could be extremely sympathetic to the Day and the Unseelie extremely sympathetic to the Night, and as I see them they would work as effective mirrors to the two orders you defined. (For this interpretation of the fey, see the fey material at Dicefreaks: http://dicefreaks.com/phpBB2/viewtopic.php?t=6398)

I also offer for your review and possible use some ley line mechanics I wrote up a little while ago: http://dicefreaks.com/phpBB2/viewtopic.php?t=6351&start=45

Lord Tataraus
2007-09-28, 12:18 PM
Interesting concept :3 I'd love to see it when you flesh it all out.

Interested in city descriptions and maybe a map if ya have one :3

Unfortunately my scanner is not working so I can't show the map right now. The world itself is relatively small with only two continents and a few large islands. Most of the world is feudalistic with one republic and a few city states. The republic is the elven nation which is a collection of semi-nomadic tribe/villages that wander the largest forest. Humans are not the most common race, instead goblins are. In fact Goblins rule two great city-states that control most of the wealth and the largest temple in the world at the major Fire Leyline. Elves are rarely seen outside their forest except a few Storm Callers how head the call of the wind to lead them on adventures. Dwarves are more commonly seen outside their one city at the Earth Leyline. The are big trading partners with the goblins, trading rare minerals and fine crafted items for food, cloth, and manufactures. The Dwarves are simple folk and not very world wise, with the exception of the Darthan Clan who are sailors, both as pirates, mercenaries and traders. The Halflings are a friendly people who guard the Water Leyline in their underwater city. They are not a good terms with the nearby Goblin city-state and have many deputes over territory. Outside their city, Halflings are seen commonly in numerous ports and fishing villages in the central continent as common fishers and sailors. Halflings are usually viewed as lower class citizens, this is mostly because of Goblin influence. Two unique locations of note are the settlements at the Leyline of Health and Leyline of Death. Their is a keep/temple at the Leyline of Health that acts as seat of power for an extremist sect of the Order of the Suns that believes the Night Sun to be the cause of evil. The Leyline of Death once had a temple of its own, but after many wars between extremists, their is only a barren battlefield, though the pacifist sect of the Order of the Suns (the largest group, and original sect) has reclaimed the land and is rebuilding the temple. They plan to retake the keep at the Leyline of Health in the future.

As for technology and such, the benders are common enough (about 1/3 the population) that much of the technology is influenced by their abilities. As such, many ships do have sails but also have a squad of halfling water witches to propel the ship. The Goblin ships, however, use fire driven ships with special engines built to be powered by a fire mage. Most cities are reflective of modern western europe, but with steampunk technology. Airships and steampowered trains also exist, but are less common. The trains only exist in the central continent between the more powerful cities and are owned and opperated by various Goblin families and companies. The Airships are the hallmark of the Elves and are seen at the largest cities every few months for the purposes of trade and transportation.

puppyavenger
2007-10-21, 07:03 PM
Question about the animate seed, shouldn't it be positive, seeing as the only energy plane inhabiting monster in the MM the ravid is positive and it can animate objects at will?

Lord Tataraus
2007-10-21, 07:08 PM
Question about the animate seed, shouldn't it be positive, seeing as the only energy plane inhabiting monster in the MM the ravid is positive and it can animate objects at will?

Well, it makes an undead, not bring things to life.

puppyavenger
2007-10-21, 07:16 PM
Animate
Base DC: 15
An sunmage learns that negative energy can give life to that which normally would not have life and a master of the Night Sun can raise an army from household items at a whim.
Applications: The sunmage can give a false life to any inanimate object made of wood, metal, or stone making it an Animated Object. The selected object must be within 60ft of the sunmage and no larger than small size. The object follows all of your verbal commands until it is destroyed or the effect ends. The object remains animated for 1 round per class level. If you exceed the Energy Control DC by 10 or more, the object stays animated for 1 minute per class level. If you exceed the Energy Control DC by 20 or more, the object stays animated for 1 hour per class level. If you exceed the Energy Control DC by 30 or more, the object stays permanently animated or until you dismiss the effect. Additionally, you may increase the DC by +5 to increase the size by one step or effect one extra object. Using this seed expends 4 energy points plus 1 energy point for every 10 you increase the DC.


see it's an animate object seed.

Lord Tataraus
2007-10-21, 07:30 PM
see it's an animate object seed.

Oops, thinking of the wrong one. But I was using the same concept that Negative Energy creates false life, the animated objects aren't intelligent in anyway. Positive Energy creates true life which has intelligence or pure instinct, but the objects have man-made instincts.

puppyavenger
2007-10-21, 07:37 PM
Okay speaking of the Ravid, are there any in your world?

Lord Tataraus
2007-10-21, 07:45 PM
Okay speaking of the Ravid, are there any in your world?

No, there aren't. In fact, besides the basic races I listed earlier, there are only 6 other intelligent races (one per moon and sun) and then just mundane creatures and a few magical beasts, no real monsters. The Lumi are the Day Sun race, Necropolitan for the Night Sun. I have yet to determine the others.

Zeta Kai
2008-09-19, 10:53 AM
I tried to download the PDF, & the link no longer works. Any fix/update?

Lord Tataraus
2008-09-19, 11:24 AM
I tried to download the PDF, & the link no longer works. Any fix/update?

It was hosted on best-sharing which times out the support after a few months or so. Here is a direct download link (http://www.rpghomebrews.com/downloads/Valdar%20-%20World%20of%20Elemental%20Leylines.pdf). I'll update the OP link as well.