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Grek
2023-11-22, 09:59 AM
Do you all remember Kellus's Gramarie (https://forums.giantitp.com/showthread.php?291019-By-the-Inferior-Science-of-our-Enemies-Gramarie-Mark-II/page2) system from nearly ten years back? I do, and I always thought it was a shame that the people who were working on that project never got around to finishing Gramarie 2.0, myself included. But I recently got inspired to do a bunch of work for it as a distraction from my NaNoWrMo project, so I decided to put what I have so far out there for other people (especially Kellus, Fako, sirpercival, Rolep, Arcanist, thethird, Milo, Mith and the rest of the gang) to see. So, without further ado, here's what I have for the...

Gramarie 5e Conversion


Introduction (https://forums.giantitp.com/showsinglepost.php?p=25912680&postcount=1)

Gramarie Basics (https://forums.giantitp.com/showsinglepost.php?p=25912681&postcount=2)
Character Options (https://forums.giantitp.com/showsinglepost.php?p=25912682&postcount=3)

Alchemetry (https://forums.giantitp.com/showsinglepost.php?p=25912683&postcount=4)
Arcanodynamics (https://forums.giantitp.com/showsinglepost.php?p=25912685&postcount=5)
Biollurgy (https://forums.giantitp.com/showsinglepost.php?p=25912686&postcount=6)
Eldrikinetics (https://forums.giantitp.com/showsinglepost.php?p=25912687&postcount=7)
Geoccultism (https://forums.giantitp.com/showsinglepost.php?p=25912688&postcount=8)
Heuristicism (https://forums.giantitp.com/showsinglepost.php?p=25912690&postcount=9)
Imachination (https://forums.giantitp.com/showsinglepost.php?p=25912691&postcount=10)
Kaleidomantics (https://forums.giantitp.com/showsinglepost.php?p=25912692&postcount=11)
Yggdratecture (https://forums.giantitp.com/showsinglepost.php?p=25912693&postcount=12)

Gramarie Equipment (https://forums.giantitp.com/showsinglepost.php?p=25912695&postcount=13)

Grek
2023-11-22, 10:00 AM
Gramarie Basics

In the 5e conversion, Gramarie is divided up into a number disciplines, each of which contains exactly six unique principles. A user of gramarie (ie. a gramarist, regardless of their class) prepares these principles in order to create all manner of magitech items, called devices. A character can gain access to a discipline and all of its principles by either taking the Gramarie Training feat as described in Character Options (https://forums.giantitp.com/showsinglepost.php?p=25912682&postcount=3), below. Principles are divided into three tiers:


Basic principles must be prepared by someone with access to the appropriate discipline (or a suitable blueprint), but can be operated by anyone, even a non-gramarist. Most disciplines will have four Basic level principles: one generalist principle, one input transformer, one output transformer and one material, but some principles break the mold. Arcanodynamics has multiple transformer options, while Alchemetry is all about the materials, to name a few examples. Despite the name, these basic principles are often the ones which have the greatest overall impact on the setting.


Advanced principles represent a more powerful but more specialized application of the discipline's knowledge. Disciplines always have two Advanced level principles: one which requires active operation by a specialist in the same discipline and another which allows a specialist to perform an analysis to obtain information relating to the discipline. If project requires the use of Advanced (or higher) principles from multiple disciplines, it will need multiple gramarists collaborating on the project, each differently specialized.


Expert principles are a step higher than even Advanced. They require a specialist of 5th level or higher in the appropriate discipline to prepare them, but can be operated by anyone so long as the design doesn't also have any Advanced components. Expert principles largely represent effects which are core to a discipline's concept (creating life for Biollurgy, extradimensional spaces for Yggdratecture) but which are not appropriate for a level one character to be given access to. Most Expert principles scale in effects to levels well beyond the 5th.
Almost all principles (with the notable exception of material and analysis principles) require a physical anchor: an tangible object which generates, controls or which is otherwise connected to the magical effect produced by the principle. In many cases, the principle will have particular specifications which an object must meet in order to serve as an appropriate anchor. A single item can serve as an anchor to multiple principles so long as it meets the specifications for every principle involved. Outside of the stated specifications, there are no real rules about what form an anchor can take. A wooden input transformer (specifications: made primarily from wood, must weigh at least 5lbs per transformation limit squared) could take the form of a wooden rowboat, a wooden statue, a giant wooden mallet or a wooden tower shield without issue. Anchors are allowed (and encouraged!) to be functional items independently of their role as an anchors, with the sole exception that an existing magic item cannot be turned into an anchor. The enchantment on the item interferes with the gramarie, unfortunately.

Many devices require someone to operate them or at least benefit from an operator. Operating a device so requires concentration (just like concentrating on a spell) and generally requires either an action or a bonus action from the operator each round, depending on the specifics of the device. Most devices have their effects scale with the proficiency bonus of the operator. This is always their raw proficiency bonus and is entirely independent of whether the operator is actually proficient with the device. Expertise and similar abilities do not change a person's proficiency bonus for this purpose.

Some devices produce their effects inside region of space known as a bubble because the entire region of space to be effected needs to be contained 10' radius of the device's anchor. The bubble is allowed to exclude some spaces in order to limit the effects or get around conflicts with other bubbles (a common concern for the nets of transformers) but can never be larger or contain any space more than 10' away from the device's anchor. Moving and/or rotating the device's anchor moves and/or rotates the device's bubble accordingly.

Grek
2023-11-22, 10:01 AM
Character Options

Gramarie Training (Feat)
You have been trained in the magical science of gramarie. This grants the following benefits:
Choose two of the nine disciplines of gramarie to specialize in. You can prepare any of the Basic or Advanced principles listed for those disciplines for the listed costs and materials.
You an create blueprints for Basic principles of your chosen disciplines. Anyone with the Gramarie Training feat can prepare a principle from a blueprint, even if it is from a discipline they didn't choose.
At 5th level, you gain the ability to prepare Expert principles from one of your chosen disciplines for the listed costs and materials.

The above feat can be acquired at any level a character would be allowed to take a feat or as a bonus feat for any of the following backgrounds:


Skill Proficiencies: Choose two from Arcana, Investigation, Medicine or Persuasion.
Tool Proficiencies: Any two sets of artisan's tools.
Equipment: A set of artisan's tools for which you are proficient, a set of fine clothes, a belt pouch containing 5gp and a diploma from the Academy with your name on it.

Feature: You gain the Gramarie Training feat. Additionally, you are an alumni of the Academy and are broadly welcome around campus. If you want to collaborate on a project with another gramarist, you can always think of someone who would be able to help, even if they are not always necessarily willing to do so without asking for a favor first.


Skill Proficiencies: Choose two from Animal Handling, Arcana, Intimidation or Sleight of Hand.
Tool Proficiencies: Disguise kit and any one set of artisan's tools.
Equipment: A disguise kit, a shovel, a crowbar, a set of dark common clothes including a hood, a belt pouch containing 15 gp and a letter expelling you from the Academy.

Feature: You gain the Gramarie Training feat. Additionally, you have a single henchman and/or apprentice. This loyal follower is a commoners who can perform mundane tasks for you and is indifferent to abuse and endangerment. They are regrettably useless in a fight, though.


Skill Proficiencies: Choose two from Athletics, Deception, Stealth or Survival.
Tool Proficiencies: Any one tool of your choice.
Language Proficiencies: Any one language of your choice.
Equipment: Any one tool with which you are proficient, a monochromatic jumpsuit, a map leading back to where you escaped and a blueprint for a single basic principle of your choice.

Feature: You gain the Gramarie Training feat. Additionally, your story is very sympathy inducing. If you share your story with the common folk, you can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from anyone searching for you, though they will not risk their lives for you.

Grek
2023-11-22, 10:02 AM
Alchemetry

Basic Principles
Introductory Arguments (Material): With an hour's work, an alchemetrist may argue up to 8 cubic feet of raw material into taking on the material properties of a different substance, for which the alchemetrist must provide a 1oz material reference. This material reference is not consumed in the process, but must be a relatively pure sample of the target substance and not an alchemetric substitute. Upon completion, the target material is permanently altered and can be used by anyone, even those with no knowledge of alchemetry. Using this principle on a given mass of material requires that the alchemetrist be proficient in the use of tools suitable for working both the starting and end materials. This principle does not alter the chemical or magical properties of the material. Lead that has been argued into acting like silver remains poisonous, cannot be used to make holy water and continues to block divinations as if it were still lead. Water that has been made to take on the material properties of acid will not burn anyone and doesn't count as acid for a power cell. For the purposes of this principle, cartographer's tools can be used to alter natural materials such as unworked stone, living wood, soil, ice, etc. Anyone who is proficient with alchemist's supplies or with tools appropriate for working with a particular material can tell if a material has been altered by this principle without needing to make a check.

Alchemetric Tempering (Material): With an hour's work, an alchemetrist may temper up to 8 cubic feet of material, adding or removing one or more resistances or vulnerabilities to various damage types. This is limited by the alchemetrist's proficiency bonus, with each resistance/vulnerability added or removed taking up one 'point' of bonus. This effect does not work on creatures with the sole exception of constructs or biollurgic chassi constructed primarily from appropriately tempered materials. A material cannot be made resistant to a damage type that it is vulnerable to unless that vulnerability is first removed and vice versa. A creature can only be subject to one instance of this principle at a time. The most recent preparation overwrites any prior ones.

Glass Input (Transformer): This transformer (see the Arcanodynamics (https://forums.giantitp.com/showsinglepost.php?p=25912685&postcount=5) section for details) absorbs acid, fire and poison damage within its net. All creatures and objects within the net have resistance to these damage types and advantage on saves against poisons and the poisoned condition. As a reaction, an operator of this transformer can focus the device on a specific target, granting it complete immunity to acid, fire and poison until the end of the operator's next turn. The transformer produces one ebb per five points of damage negated by either function.

Glass Output (Transformer): This transformer charges its contents with dangerous alchemetric energies. As a bonus action, the operator chooses one of acid, fire or poison damage. The fluid contained within the device becomes charged with this energy and does inflicts 1d4 damage per ebb transformed on any creature or object which comes into contact with the fluid before the start of the operator's next turn. If the interior of the transformer is large enough for this to matter, the charged fluid is localized to a particular 5' square and only affects creatures or objects inside that particular 5' square.

Specifications: Glass Transformers (of either type) must be made primarily from glass and weight at least five pounds per transformation limit squared. Five pounds of glass costs 20gp. Glass Outputs have the additional specification that they must be able to contain at least an ounce of fluid in order to function. Note that fluids includes both liquids and gases, including ordinary water or ordinary air.

Advanced Principles
Alchemetric Stone (Operation): With an hour's work, an alchemetrist can produce a device which embodies a particular Introductory Argument, Alchemetric Tempering or Diplomantic Immunity. Any alchemetry specialist can channel ebbs into this stone in order to prepare either of the above principles in a single Action. The target materials must be within 60' of the operator. Doing so reduces the duration of these effects to one minute per ebb channeled. Specifications: Alchemetric Stones must be anchored into cut gemstones worth at least 25gp per transformation limit squared. If a stone is to embody an Introductory Argument, the anchor item must also incorporate the 1oz material reference normally required to use that principle.

Material Analysis (Analysis): An alchemetrist may spend one minute studying an object in order to identify what substance it is made from, what alchemical or alchemetric treatments have been applied to it, whether or not it is magical, whether the material is naturally occurring or artificially created and what tools (if any) were used to craft the item.


Expert Principles
Diplomantic Immunity (Material): This principle functions as Alchemetric Tempering (above) save that it can also add or remove immunity to various damage types. Doing so costs two points of proficiency bonus per immunity granted. If a material is simultaneously made vulnerable and immune to the same energy type, a paradoxical reaction occurs, allowing the object to radiate destructive energies of the same type, inflicting 1d6 damage per ebb channeled on all creatures within 10 feet. If a creature is completely covered by clothing and/or armour rendered immune to that damage type by this ability, they are immune to this damage and resistant to all non-magical damage of the same type. As with Alchemetric Tempering, no creature or object can be subject to multiple preparations of this principle.

Grek
2023-11-22, 10:03 AM
Arcanodynamics

Transformers universally require 1 hour of work from a specialist in the appropriate discipline to create. All transformers (and quite a few other devices) have a transformation limit which decides the maximum number of ebbs that transformer will transform per round. For an input transformer, this limits how much fuel (in whatever form that takes) will be consumed by the device during each round of operation. For an output transformers (and most other devices), this limits how many ebbs the device will attempt to consume each round, whether out of the ebbs provided to it from an operator or from its internal capacitor (see below). Only specialists (in either arcanodynamics or the discipline which built the transformer) can modify this transformation limit and only up to the physical limits of the hardware itself - the size of the transformer (as described in its specifications) generally increases with the square of this maximum transformation limit.

Many transformers also have a net, which is a radius of effect around the device's anchor in which the principle takes effect. This radius functions like a bubble (see Gramarie Basics (https://forums.giantitp.com/showsinglepost.php?p=25912681&postcount=2) for details) and can be sculpted in order to limit its extent. This is especially important because, as a general rule, an object can only be affected by the net of one transformer at a given time. In the event of a conflict, the net generated by the device with the higher transformation limit takes priority, with ties being broken by whichever net reached that transformation limit first.

Transformers with a transformation limit set to 2 or lower can run on their own, while transformers with a higher transformation limit require constant supervision from an operator with a proficiency bonus which equals or exceeds that of the device's transformation limit. Unless stated otherwise, operating a transformer uses a bonus action each round and requires concentration as if concentrating on a spell. An output transformer can be configured (as part of the same action as adjusting its transformation limit) to automatically output ebbs into one or more devices in physical contact with the transformer. If ebbs need to be sent over longer distances, a gramarist can invest in silver wire (see the Equipment (https://forums.giantitp.com/showsinglepost.php?p=25912695&postcount=13) section for details) costing 20gp per 100' spool.

Basic Principles
Internal Capacitor (General): With an hour's work, an arcanodynamicist can install an internal capacitor into any existing device which accepts ebbs. Ebbs channeled into the device which are not used are automatically stored in this capacitor and can be drawn upon by the operator in order to fuel the device. These arcanodynamic capacitors have no upper limit on total stored charge, but cannot store ebbs indefinitely: half of all stored charge (rounding up) is lost every day at dawn. A device with an internal capacitor can continue operating indefinitely on stored power without an operator so long as its transformation limit remains set to 2 or less. Specifications: An internal capacitor requires the addition of half a pound of silver (ie. 25sp) transformation limit squared of the device it is installed in.

Wood Input (Transformer): This transformer allows an attuned (ie. like a magic item) operator to produce one ebb per ten minutes via meditation. If the operator pushes their efforts to the limit, they may instead produce a number of ebbs equal to their proficiency bonus in a single round. Doing so renders them unable to generate ebbs via meditation until they complete a short or long rest. The puissance generated by this device is unstable and must be consumed immediately by a device which accepts ebbs; it cannot be stored in an internal capacitor or geoccult pole. Specifications:

Copper Input (Transformer): This transformer absorbs radiant, necrotic and force damage within its net. All creatures and objects within the net have resistance to these damage types. As a reaction, an operator of this transformer can focus the device on a specific target, granting it complete immunity to radiant, necrotic and force damage as well as to kaleidomantic filters until the end of the operator's next turn. The transformer produces one ebb per five points of damage negated by either function. It will also produce 2 ebbs per hour spent in direct sunlight and 1 ebb per hour spent in partial sunlight.

Copper Output (Transformer): This transformer produces beams of deadly energy. As an action, the operator may channel ebbs into the device in order to make inflict 1d4 radiant, necrotic or force damage (configured when the transformation limit is set, Dexterity negates) per ebb channeled on a target within 10' per ebb channeled. If left without an operator, the transformer will fire at the last position it was aimed at and requires a Dexterity save of 10 to avoid damage.

Specifications: The anchors for both copper inputs and copper outputs must be made primarily from copper or a predominantly copper alloy (bronze, brass, etc.) and must contain at least 10lbs of copper per transformation limit squared. 10lbs of copper costs 5gp. A wood input requires one pound of intricately carved wood and does not have a maximum transformation limit. The effort required to carve the wood makes a wood input worth 25gp.

Advanced Principles
Arcanodynamic Harmonization (Operation): An arcanodynamics specialist is able to operate a number of transformers equal to his or her proficiency bonus simultaneously. While operated in this fashion, the nets of the operated transformers do not conflict as they normally would. Objects inside the net of multiple harmonized transformers are affected by all nets simultaneously.

Feasibility Study (Analysis): By spending 8 hours studying a transformer, an arcanodynamicist an produce a limited personal Blueprint for that transformer allowing it to be reproduced exactly as it is. Making any charges to the design requires either collaboration or a proper blueprint. Changing the transformation limit of a transformer does not count as a change to the design. As an object interaction, an arcanodynamicist can assess a device's transformation limit and how many ebbs are stored in a device's internal capacitor (if any).


Expert Principles
Lead Input (Transformer): This transformer absorbs all magic within its net. All creatures and objects within the net have advantage on saving throws against spells. As a reaction, the operator may attempt to counter a spell being cast inside the device's net, forcing the caster to make a spellcasting ability check against a DC equal to 10 + the device's transformation limit in order to avoid losing the spell. If a spell is countered in this fashion, the transformer produces ebbs equal to the spell's level (capped at the transformation limit) and the operator takes 2d10 force damage per level of the spell in excess of the transformation limit.

Specifications: The anchor for a lead input must be made primarily from pure lead and must contain at least 10lbs of lead per transformation limit squared. 10lbs of lead costs 1gp. It must also contain a single massive pearl worth at least 500gp per transformation limit squared.

Grek
2023-11-22, 10:04 AM
Biollurgy

Basic Principles
Basic Biostructure (Material): With an hour's work, a biollurgist is able to combine twenty pounds of organic material (living or dead) with five pound of metal in order to produce twenty five pounds of biostructure, the self-healing, semi-alive, semi-metallic substance that most of biollurgy runs on. Biostructure heals at a rate of one hit point per hour and can be counted (at the user/caster's discretion) as a creature or as an object by spells, class features and other effects which would normally only work on a creature or only on an object. Where it matters, it counts as being made out of whatever metal was used to construct it and as a construct, monstrosity or undead (chosen at the time of creation) for effects that care about creature type. Iron biostructure sticks to magnets, silver biostructure can harm werewolves, undead biostructure is detected by Detect Evil and Good.

Artificial Anatomy (General): With an hour's work and 5% of the patient's weight in biostructure, a biollurgist can surgically alter someone in order to produce one of the following effects: change their appearance (in terms of height, weight, facial features, voice, hair length, coloration, etc.); install a natural weapon (1d6 damage, finesse); alter respiration needs (converting between any two of oxygen, carbon dioxide, ozone, nitrogen dioxide or water); alter senses (giving advantage on sight, sound or taste/smell checks in exchange for disadvantage on saves vs being blinded, deafened or poisoned respectively or vice versa to give ie. advantage vs. blindness but disadvantage on sight); or altered metabolism (require 1 ebb per day per hit die to survive, but no longer need food, water, air or sleep and become immune to exhaustion). Having more than two of these effects applied at once changes the patient's creature type to match that of the most recent biostructure used.

Biostructural Input (Transformer): This transformer absorbs the futile exertion of living creatures caught within its net. One hour of work (turning a crank, pulling a rope, walking in a giant hamster wheel, etc.) produces one level of exhaustion and produces one ebb per HD of the creature toiling, spread out over that one hour period. Unlike most transformers, the transformation limit determines the maximum exhaustion level that this transformer can bring a creature to. Creatures which are immune to exhaustion do not produce ebbs with their efforts.

Biostructural Output (Transformer): This transformer converts ebbs into accelerated healing. Any creature located inside the device can spend up to one hit die per ebb channeled in order to recover hit points as if it had just completed a rest. Creatures which are unable to heal through resting cannot be healed by this effect. The operator of a biostructural output has advantage on Wisdom (Medicine) checks made to treat the wounds or diagnose the illnesses of creatures who are visible somewhere inside the device.

Specifications: All biostructural transformers must incorporate 25lbs of biostructure per transformation limit squared. Biostructural inputs must include one or more moving parts within their net that creatures can interact with in order to exhaust themselves. Biollurgic outputs must be able close completely while the patient is inside in order to provide healing, but can assist with diagnosis even if this requirement is not met.

Advanced Principles
Worker Chassis (Operation): Specialist biollurgists are able to animate an artificial creature known as a biollurgic chassis out of raw biostructure. This preparation takes a minimum of eight hours, but can overlap with preparing any combination of the Basic Biostructure and Artificial Anatomy principles on the same target. See below for statistics. This principle creates a worker chassis which is well suited for manual labour. It can obey simple orders without close supervision, but must be 'operated' (individually, as an action) if they are to do anything complicated. If attacked, they will attack whoever attacked them most recently. Otherwise, they ignore hostile creatures entirely, focusing entirely on their work. All chassi obey orders from their creators and from any biollurgy specialist with access to their blueprint.

Anatomical Analysis (Analysis): By taking a bonus action to examine a creature, the biollurgist can assess what rules (if any) govern the creature's behavior. This includes the presence of the charmed or frightened conditions, an overview of the orders given to a controlled construct or undead, any currently displayed instinctual behavior for animal and the specifics of any supernatural compulsions present.


Expert Principles
Battle Chassis (Operation): With this principle, a biollurgist can create a combat effective 'battle chassis' to slay their enemies. This functions as Worker Chassis (above) save that the resulting creature requires regular infusions of puissance (at least 1 per minute) to avoid falling into a mostly inanimate standby mode. Combat effectiveness increases with puissance spent, as indicated in its stat block. A battle chassis follows the creator's orders in combat without the need for close supervision; it can be commanded to change targets or adopt new tactics as a bonus action, but otherwise acts independently on its controller's initiative.
A worker chassis has the statistics of a crawling claw (MM p. 44) for a Tiny chassis, an ordinary zombie (MM p. 316) for a Small or Medium chassis or an ogre zombie (MM p. 316) for Large chassis, save that the chassis has same creature type (construct, monstrosity or undead) as the biostructure used in its construction; has a True Neutral alignment and inherits the resistances, vulnerabilities and/or immunities of the metal used to build it. A biollurgist must be 5th level or higher to create a Large worker chassis and must supply at least half a ton of biostructure (ie. a minimum of 40 hours of work) to make it physically big enough. A battle chassis uses the following attributes:

Battle Chassis
Armour Class: 12 + ebbs spent (natural armour)
Hit Points: 10 per ebb spent
Speed: 30'
STR
DEX
CON
INT
WIS
CHA
18 (+4)
14 (+2)
20 (+5)
10 (+0)
10 (+0)
4 (-3)
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: lightning (Monstrosity or Undead only); poison (Construct or Undead only) or psychic (Construct or Monstrosity only)
Condition Immunities: charmed, frightened and poisoned (Construct or Undead only)
Senses: darkvision 60 ft., passive Perception 10
Languages understands one language spoken by creator

Special Abilities
Puissance Powered: The battle chassis becomes incapacitated if it goes more than a minute without receiving any puissance. Its combat attributes depend on the number of ebbs used to initially rouse it and several of its other abilities depend on the number of ebbs channeled in the current round. Channeling puissance can be done by any expert biollurgist as an action or bonus action.
Puissant Healing (Monstrosity or Undead only): This battle chassis heals one hit point per ebb each time puissance is channeled into it. It automatically stabilizes at 0 hit points.
Attacks
Multiattack A battle chassis makes a number of attacks equal to half the ebbs channeled to animate it (rounded down).
Natural Weapons: Each natural weapon attack is made with an attack bonus of 4+ebbs spent and does 1d6 + 4 + ebbs spent damage on a hit. All battle chassi come with two such natural weapons by default.
Puissant Weaponry (Construct or Undead only): This battle chassis is proficient with all simple and martial weapons. Add the number of ebbs channeled in the current turn to these weapon damage rolls.
Reactions
Puissant Charge (Construct or Monstrosity only): As a reaction to receiving puissance, this battle chassis can move 10' per ebb directly toward an enemy and then make a single attack.

Grek
2023-11-22, 10:05 AM
Eldrikinetics

Basic Principles
Chemical Input (Transformer): With an hour's work, an eldrikineticist can install a chemical input into any existing device which accepts ebbs. It converts alchemical fluids directly into ebbs. One ounce of alchemist's fire, acid or basic poison produces 1, 4 or 8 ebbs of puissance respectively when consumed by this transformer. Note that alchemist's fire is traditionally sold by the flask, with each flask containing 16 ounces. Because this conversion is subject to the usual rules on transformation limits it may be helpful to track these chemicals by the dram (1/8th of an ounce) or convert them directly to ebbs when the fuel is added to the device.

Rotary Output (Transformer): This transformer causes wheels to rotate on their axles, propelling a 100lb land or water vehicle (ie. a chariot or a rowboat) for ten minutes at a rate of up to 30' per round per square of the number of ebbs channeled when it was last refueled. For example, a Rotary Output fed 3 ebbs can go at speeds of up to 270 feet per round, or about 30 MPH. Larger or smaller vehicles need refueled proportionally more or less often depending on their weight and the weight of their cargo and/or passengers. This transformer cannot be used to propel an air vehicle without the assistance of an Expert eldrikineticist. If installed outside of a vehicle, it can propel wheels at similar speeds for non-vehicular purposes. A character can operate this transformer and pilot the device it is attached to as part of the same action.

Ballistic Output (Transformer): This transformer launches objects at tremendous speeds. If used as a projectile weapon, it handles like a heavy crossbow in terms of range, reloading and accuracy, but does 1d6 damage per ebb channeled. If attached to a 100lb vehicle, it propels the vehicle 1000' per ebb in a single round and typically requires a vehicle handling check to safely steer. Larger vehicles have their speed reduced proportionally, but smaller vehicles cannot exceed this speed while still keeping the engine attached. Unlike a rotary output, this transformer cannot propel a vehicle at less than the maximum speed for the number of ebbs channeled. A character can operate this transformer and pilot the device it is attached to as part of the same action.

Kinetic Input (Transformer): This transformer absorbs kinetic energy within its net. All creatures and objects within the net have resistance to bludgeoning, piercing and slashing damage and are completely immune to damage caused by collisions or falls. The transformer produces one ebb per twenty points of damage negated. This transformer ceases functioning for one round when used and generally cannot be used as a breaking system outside of a 'catcher's mitt' setup where the breaking system is outside the vehicle and ideally outside the vehicle's expected path.

Specifications: A chemical input can only be installed into the anchor of an existing device, which must include a watertight container with space for at least one ounce of liquid per transformation limit squared. Rotary, ballistic and kinetic outputs are all constructed from iron (or predominantly iron alloys, such as steel) and must contain at least 10lbs of iron per transformation limit squared. Iron costs 1gp per 10lbs. A rotary output must exhibit rotational symmetry. A ballistic output must have defined directions for launched objects to enter and leave the device.

Advanced Principles
High Performance (Operation): While operating a vehicle powered by an eldrikinetic transformer, the eldrikineticist may use the Dash, Disengage or Dodge action on behalf of the vehicle as part of the same action used to operate the transformer. If they are involved in a vehicular collision, they (and any vehicle they are piloting) take half damage before resistance. This later benefit does not apply to passengers or cargo.

Ballistics Report (Analysis): The eldrikineticist can spend an action analyzing the trajectory of a projectile in order to determine where it was fired from and what device was used to fire it. Anything propelled by a ballistic output transformer counts as a 'projectile' for the purposes of this ability, no matter the size. The eldrikineticist is also proficient with siege weapons such as catapults, ballistae and trebuchets.


Expert Principles
Aerodynamics (General): The expert eldrikineticist can design (or refit) a vehicle to be especially aerodynamic. Doing so reduces the speed necessary for takeoff (see below) to one quarter the normal requirement and allows for horizontal speed to count as vertical speed for this purpose. The character also automatically gains proficiency with the Vehicle (Air) tool if they didn't have it already, or a different tool if they somehow did.


According to the rules in Xanathar's Guide to Everything, characters fall 500' per round and suffer 1d6 damage per 10' of distance fallen upon landing, falling prone if they take any damage. For the purposes of flight, any vehicle propelled directly upward at speed greater than 500' per round overcomes gravity and lifts the remaining distance into the air. If its upward speed later falls below 500' per round, it starts falling again. These numbers assume normal gravity. Use the following figures for reduced gravity:
At 2/3rds gravity, the benchmark for takeoff is only 300' per round. Falling creatures and objects suffer 1d6 damage per 15' fallen, to a maximum of 8d6. Characters can jump twice as far as normal.
At 1/3rd gravity, the benchmark for takeoff is only 150' per round. Falling creatures and objects suffer 1d6 damage per 30' fallen, to a maximum of 2d6. Characters can jump three times as far as normal.
In zero gravity and an atmosphere, creatures and objects move 10' slower each round until they come to a halt and can perform the equivalent of a standing long jump by throwing an object in the other direction.
In zero gravity and no atmosphere, creatures and objects continue moving until stopped. They can do the same throwing maneuver discussed above, but need an Intelligence (Arcana) check to aim themselves.

Grek
2023-11-22, 10:05 AM
Geoccultism

Basic Principles
Agrotecture (Material): With an hour's work and negligible materials, the geoccultist can prepare a seed of agrotecture. If planted in a location suitable for growing plants, it will grow into a predefined wooden object or structure, chosen at the time the seed was created. On the first day, the seed requires a pint of water and will grow up to one pound of wood. So long as water continues to be supplied and sufficient space remains available, this rate of growth will double each day until a maximum growth rate of 250lbs per day is reached. If sufficient water ceases to be supplied, the growth rate is reset to one pound/one pint when water next becomes available. When the predefined object or structure is completed, any excess growth will be put toward repairing the structure. Wood created via this principle is ordinary wood and can be used for anything wood can normally be used for.

Geoccult Instrument (General): With an hour's work, a geoccultist can modify a musical instrument communicates basic messages to with animals within earshot. This message can contain up to 25 words. If the instrument is supplied with ebbs, it can attempt to apply the frightened or charmed condition to animals which approach within 30', with a Charisma saving throw (DC 8 + ebbs channeled) negating the effect. If the instrument is not supplied with ebbs, it simply repeats the message each time an animal approaches within 30'. Switching the message and/or condition delivered requires 1 minute of work from a specialist geoccultist. This device can function without an operator so long as it is not supplied with more than 2 ebbs per minute. Specifications: A geoccult instrument much be anchored in a musical instrument. If the instrument is to function without an operator, the device as a whole must be able to play itself or be played by the wind while in operation.

Crystal Input (Transformer): This transformer absorbs cold, lightning and thunder damage within its net. All creatures and objects within the net have resistance to these damage types. As a reaction, an operator of this transformer can focus the device on a specific target, granting it complete immunity to cold, lightning and thunder as well as to magnetism until the end of the operator's next turn. The transformer produces one ebb per five points of damage negated by either function.

Crystal Output (Transformer): This transformer produces and intensifies weather phenomena within its net. For each ebb spent, the operator can increase wind speeds by 5 knots (~50 feet per round) or change ambient temperatures by 10°C for the next minute, in any combination. If a creature suffers cold, lightning or thunder damage as a result of weather conditions, the operator of this transformer can use their reaction to increase the damage taken by 1d4 per ebb spent on making the weather colder or windier during the current round.
Specifications: Both crystal inputs and outputs must be made primarily from a crystalline material and weigh at least 5lbs per transformation limit squared. Quartz or similar minerals costs 25gp per 5lbs. Ice is free, but requires that the ice remains frozen - the transformers are destroyed if even a little bit of the ice melts.

Advanced Principles
Bone Terraformer (Transformer): This transformer is unusual in that it has a net (as an input transformer would) but accepts ebbs (as an output transformer would). It is able to transmute ebbs into natural creatures and materials: clean air, freshwater or salt water (1 ebb per 10 gallons); fertile sand, clay, silt or loam appropriate to the target biome (2 ebbs per 50lbs); seeds and spores for native plants and fungi (2 ebbs per species, yields 1lbs); solid stone (4 ebbs per ton); and live wildlife (1 ebb per adult hit die; minimum 3 ebbs - creatures with fewer hit dice are produced in larger quantities). Only plants, fungi and wildlife found in the target biome (as determined when the terraformer is constructed) can be created with the terraformer, but the term 'wildlife' should be read broadly: any unintelligent creature with a stable breeding population qualifies as 'wildlife' so long as it is found in the biome in question. All material produced must fit within the net of the terraformer. Specifications: A bone transformer requires the bones and other body parts (hide, feathers, sinew, claws, etc.) of a Beast native to the target biome which has a Challenge Rating of at least a quarter of the transformation limit squared. (1/4, 1, 3, 4, 7, 9)

Ecoccult Study (Analysis/Operation): While operating a geoccult instrument, the specialist geoccultist can communicate freely with any animals nearby, rather than needing to repeatedly tune and retune the instrument. After spending a long rest in an outdoor or underground area, the geoccultist becomes familiar enough with the local ecosystem to tell whether a particular kind of plant or animal is native to the biome on sight.


Expert Principles
Geoccult Pole (General): Expert geoccultists can establish a geoccult pole and use it to integrate any bubble- or net-producing device into the local ley line field, extending its bubble out to ten miles instead of ten feet. The transformation limit for such extended devices remains unchanged, but any active operations which would normally apply to a single target may optionally instead apply to everything in a 10' sphere located somewhere within the net/bubble. Specifications: In addition to the cost of the base device, constructing a geoccult pole requires one ton of stone cube of the desired transformation limit. If natural stone is unavailable, one ton slabs (the smallest acceptable unit for such a project) can be quarried and delivered for 500gp each.

Grek
2023-11-22, 10:06 AM
Heuristicism

Basic Principles
Telepathic Circuits (General): With an hour of work, the heuristicist can prepare create a telepathic circuit which transmits telepathic messages to any number of other such circuits within a range equal to 30' per proficiency bonus of the operator. If a circuit is attached to a device which can be operated, it can be operated remotely via these telepathic messages. If the device requires ebbs to operate, they can be sent across the telepathic connection to the target device. If attached to a memory crystal (see below) telepathic messages received by the circuit are automatically recorded by the crystal and can be reviewed by anyone touching the crystal. Specifications: None. A telepathic circuit can be attached to any object. Anyone touching the object can transmit through the circuit.

Memory Crystals (Material): These crystals are a valid recipient for telepathic messages and automatically record all telepathic messages received. A creature touching a memory crystal can review these telepathic messages at will or add a telepathic message of their own. Messages created via this crude tactile interface can contain at most 25 words or a single still image without text. Each memory crystal weighs a quarter of a pound and is made from raw crystal worth 1gp.

Silver Input (Transformer): This transformer allows the operator to spy on and selectively block telepathic messages and steal ebbs out of silver wires and telepathic circuits which pass through its net. It 'generates' one ebb per ebb stolen. Each silver input can be attuned to a particular telepathic frequency (as part of the same action used to change its transformation limit) in order to receive long distance messages from a silver output.

Silver Output (Transformer): This transformer transmits telepathic messages from the operator out into the astral noosphere, allowing it to be picked up by any silver inputs attuned to the same frequency at a range equal to the normal range of the operator's telepathy times ten to the power of the ebbs channeled. If used in conjunction with a telepathic circuit, this translates to a 600' radius with one ebb spent and proficiency bonus of two and a 34000 mile radius with six ebbs spent and a proficiency bonus of six.

Specifications: Both a silver input and a silver output must be made predominantly out of silver and must contain a pound of silver per transformation limit squared. A pound of silver costs 5gp.

Advanced Principles
Psi Phreak (Operation): While operating a telepathic circuit, the specialist heuristicist can transmit messages/puissance, remotely operate devices and communicate directly into people's minds without regard to whether the target also has (or is in contact with) a telepathic circuit. They may also can ignore the net of any silver input operated by a non-specialist or fellow heuristicist with a lower proficiency bonus.

Ping (Analysis): The heuristicist is automatically aware of all valid targets for telepathy within range. If they spend one minute contemplating a particular target, they may assess its Intelligence (if any, noting that memory crystals and telepathic circuits are valid targets but have no intelligence), telepathic ability (range and origin) and a one word summary of the creature's current mood. Targets who are capable of telepathy are alerted that they are being observed.


Expert Principles
Autonomous Circuits (Expert): With an hour of work, the heuristicist can create an exotic intelligent, a self-aware variant on the telepathic circuit which automatically transmits commands (including commands to operate a device) and ebbs based on a number of simple laws equal to their proficiency bonus. Higher numbered laws (ie. ones which require a higher proficiency bonus to access) take priority over lower numbered laws in the event of a conflict. The laws of an exotic intelligence can only be modified by its creator or by someone with access to the intelligence's blueprint. An exotic intelligence can transmit ten telepathic messages per minute in any combination (ie. one per round; ten in one round, zero for the rest, etc.). Specifications: An exotic intelligence must be carved into a crystalline logic core weighing 200lbs and worth 1000gp.

Grek
2023-11-22, 10:06 AM
Imachination

Basic Principles
Static Illusions (General): With an hour's work, the imachinist can attach a static illusion to an object, creating a bubble around it which contains an illusion. Static illusions are notable for being exactly that: static. They don't can't be changed once created and any visual components are disrupted whenever anything passes through the illusion's bubble. (It is especially important to remember that bubbles can be sculpted to be smaller than usual when producing static illusions. Less is often more.) On the upside, static illusions can cover any senses that the designer thinks to include and require an Intelligence (Investigation) check with a DC of 10 + proficiency bonus of imachinist to detect without disrupting them. This check is made with advantage if the designer failed to account for one or more senses possessed by the character trying to spot the illusion. Static illusions can incorporate any combination of additive (making things appear that aren't there) and ablative (making things which are there disappear) elements. Specifications: None. Static illusions can be attached to anything the imachinist wants.

Differential Illusions (General): With an hour's work, the imachinist can attach a differential illusion to an object, altering how that object appears. If the object is worn, this effect can optionally extend to the wearer and to any other objects worn/carried by that wearer. Differential illusions do not have a bubble and are not disrupted by movement like a static illusion is, but are limited to covering a number of senses equal to his or her proficiency bonus. Sight counts as two senses for this purpose and smell/taste together count as just one. Invisibility is a special case for visual differential illusions in that the invisibility is disrupted for one minute if anything covered by the illusion attacks, casts a spell, operates a device, gets operated as a device or is used to do any of those things. This drawback can be overcome by a wearer with a proficiency bonus of twice what is required for the illusion. If a creature or object would be affected by multiple differential illusions at once, only the most recent applies.

Phantasmal Input (Transformer): This transformer absorbs psychic damage and dreams caught within its net. All creatures and objects within the net have resistance to psychic damage and to any effect which would put them to sleep or influence their dreams/nightmares. Creatures receive no benefit from rests while within the net, instead producing one ebb per hit die per hour spent resting, spread out evenly across the period of rest. Unintelligent creatures such as animals produce only half this number of ebbs.

Phantasmal Output (Transformer): This transformer projects phantasmal illusions into the minds of others. The operator may target a specific creature within 30' with the device as an action. This target is subjected to the illusion, which can involve a number of senses equal to the proficiency bonus of the operator, with sight counting as two and smell/taste together counting as one as with a differential illusion. If ebbs are supplied to the transformer, the target suffers 1d4 psychic damage per ebb channeled. Both the illusions and the damage can be negated with an Intelligence saving throw (DC 10 + proficiency bonus of operator).

Specifications: Both a phantasmal input and a phantasmal output must be made primarily from fabrics (canvas, cotton, linen, silk, etc.) and must be worth at least 10gp per transformation limit squared. This amounts to 100 square yards for canvas, 20 for cotton, 2 for linen or 1 for silk when counting the material alone, though for cheaper materials it is more common to account for the value by working the transformer into a painting, tapestry, rug or other art object. These transformers can only operate while the fabric components are fully spread out or stretched tight.

Advanced Principles
Animation (Operation): Specialist imachinists operating a static illusion can choose to actively animate the illusion, allowing it to be actively changed on the fly and preventing any visual components from being disrupted by motion. Doing so requires the operator's action for the round. When the operator stops animating the illusion, they can either have it 'reset' to its prior state or have their changes become the new default program for the illusion. For example, if an imachinist animated an illusion of a bear and had it rear up on all fours and roar, they could either reset it back to sitting on the ground or leave it constantly standing up and roaring on a loop.

Critical Analysis (Analysis): Specialist imachinists can choose to ignore their own illusions, illusions made by an machinist with a lower proficiency bonus and illusions for which they possess the blueprint. They can also estimate the exact value of any art object and get advantage on Intelligence (History) checks made with respect to the history of any piece of artwork they are currently examining. None of this requires an action.


Expert Principles
Hyperrealist Illusions (Operation): Expert imachinists actively operating an illusion can produce results that are realer than real, attempting to inflict the charmed, frightened or stunned condition on those exposed to the illusion. This lasts up to one minute for charmed/frightened or one round for stunned. Anyone who would be affected is allowed an Intelligence saving throw (DC 10 + proficiency bonus of operator) to negate the effects and can repeat this save the start of each turn to shake off the effects. For static and differential illusions, this saving throw is made with advantage. Success on any of these saving throws renders a creature immune to hyperrealist illusions for the next hour.

Grek
2023-11-22, 10:07 AM
Kaleidomantics


Basic Principles
Kaleidomantic Filters (General): With ten minutes of work per square yard, a kaleidomancer can create a kaleidomantic filter, a sort of intangible wall of force. All filters are a sixteenth of an inch thick and can be any flat shape in their other dimensions. Each filter has one of the colors listed on the table below and filters out damage of the indicated type and creatures, substances and objects of the types listed. Filters cannot filter out a creature, substance or object which is fully enclosed by a different creature, substance or object which would not be filtered. It is possible to take water through a blue filter by putting it into a barrel, for example. Everything seen on the far side of a filter is dyed in the indicated color, with the exception of black (which is fully opaque) and white (which is fully transparent). Specifications: A kaleidomantic filter needs to be anchored in a frame which touches every edge of the filter. If this frame is damaged to the point that this is no longer the case, the filter collapses. It is possible to create a flexible filter (around the mouth of a garment, for example) but doing so requires the filter be large enough to accommodate the opening being stretched to its maximum extent.

Filter Paper (Material): With ten minutes of work per square foot, a kaleidomancer can convert regular paper into filter paper, a marvelous material which is completely ignored by kaleidomantic filters of the same color. Each piece of filter paper matches one specific color of filter but is otherwise functionally identical to regular paper of the same color. Objects completely wrapped in filter paper are ignored by filters, as usual for the enclosure rule described above.

Kaleidomantic Input (Transformer): This transformer connects to either the frame for a kaleidomantic filter (above) or to a kaleidomantic output transformer (below), draining the puissance out of anything which passes through the filter. Doing so 'generates' one ebb per ebb stolen. The operator of this device is also informed whenever materials which which normally be filtered pass through the device due to the enclosure rule or due to the use of selective filtration (see below).

Kaleidomantic Output (Transformer): This transformer creates one or more temporary kaleidomantic filters which can be toggled on and off by an operator. It can appear either within an attached frame (which must meet the usual requirements for anchoring a kaleidomantic filter) or as a 10' radius sphere around the device, chosen when the device is created. The establishment of a filter will harmlessly shunt non-living liquids and gases aside, but will fail entirely if a solid object which would be filtered is present inside the boundary. Running a kaleidomantic output costs 2 ebbs per minute per color being filtered, all of which must be paid simultaneously any time a filter is established.

Specifications: Both kaleidomantic inputs and kaleidomantic outputs must be brightly colored with the color(s) of the associated filter(s). Filter paper always meets this requirement, as does anything that is sufficiently brightly painted. Suitable paints cost 25gp per transformation limit squared.

Advanced Principles
Selective Filtration (Operation): A specialist kaleidomancer who is actively operating a kaleidomantic filter or kaleidomantic output transformer can choose to selectively allow specific creatures, substances and objects to pass through the filter even when they would normally be filtered out.

Filter Analysis (Analysis): A specialist kaleidomancer looking through one or more kaleidomantic filters can take an action to automatically identify which creatures, substances and objects on the far side would be filtered by at least one of the filters, which would pass through all of the filters and which currently enclose an object which would be filtered. If multiple filters are used, the specific filter which would block a particular creature, substance or object is not indicated, only that at least one filter would filter it out.


Expert Principles
Prismatic Barriers (General): An expert kaleidomancer can modify a kaleidomantic filter or kaleidomantic output transformer to destroy filtered creatures, objects and substances instead of simply blocking them. This inflicts 1d6 damage per ebb channeled into the filter, of a type matching the color of the filter, ie. fire damage for a red filter. Creatures who would be damaged by such a filter are allowed a Dexterity saving throw (DC 10 + proficiency bonus of operator) to stop short and avoid the damage. The enclosure rule does not protect objects passing through a prismatic barrier.




Color
Damage Type
Filters Out


Red
Fire
Anything with a > 10°C temperature difference from the far side.


Orange
Lightning
All gases, clouds and aerosols.


Yellow
Force
All non-living solids, including objects, constructs and undead.


Green
Poison
All poisonous substances.


Blue
Cold
All liquids and anything dissolved into a liquid.


Indigo
Acid
Anything with a > 1 pH acidity difference from the far side.


Violet
Necrotic
Any living solid, including most creatures


Black
Radiant
All light, including darkvision and related senses.


White
Thunder
All sound, including sound based blindsight.


Pink
Psychic
Anything summoned or extradimensional in nature.

Grek
2023-11-22, 10:08 AM
Yggdratecture

Basic Principles
Etheric Flux (Flux): This flux toggles whether an material is tangible to corporeal beings, incorporeal beings or both. Materials which are tangible to incorporeal beings can always harm creatures immune to non-magical weapons, even if the immunity is not a direct result of incorporeality. Materials which are strictly incorporeal can only be worked using tools which are tangible to incorporeal beings and vice versa.

Alternating Flux (Flux): This flux superimposes a number of objects equal to the number of ebbs used to establish the flux. All of the objects except for the first 'disappear' into the superposition. An intelligent creature in contact with the object can alternate the superposition into a different configuration, producing one of the other items present within. Attempting to pass an object altered by an alternating flux through a pink kaleidomantic filter collapses the superposition, scattering all superimposed items across a 100' area. An object cannot be placed into more than one superposition at a time, even if multiple alternating fluxes are applied to it.

Gravitational Flux (Flux): This flux decreases the impact of gravity on the material or object by 1/3rd per ebb spent establishing the flux. If this reduces the impact of gravity to nothing, the object is rendered weightless. If this causes the strength of gravity to become negative, the excess anti-gravity is instead redirected in a direction of the yggdratect's choice relative to existing gravity. (4 ebbs would reduce gravity to -1/3rd strength; this is equivalent to gravity of 1/3rd strength in a different direction.) This effect can never increase the effect of gravity above 100% and is based on existing gravity at the target's location. (If established with 1 ebb on the Moon, that's 2/3rds Moon gravity while on the Moon and 2/3rds Earth gravity when brought back to Earth.)

Polarcane Flux (Flux): This flux adjusts the magnetism of an object, causing it to acquire a magnetic charge somewhere between zero and the creator's proficiency bonus, with the strength of the charge deciding the maximum distance (15' per level of charge) the magnetic charge will be effective at. If two objects are both magnetized in the same way, add their effective charges together. The flux must also be either attractive (draws in iron and other ferrous material) or repellent (pushes away iron and other ferrous material). Natural magnets are only ever attractive to iron; repellent magnets are strictly the product of yggdratects and magical intervention. Creatures who are made of iron, who are wearing large enough quantities of iron to be magnetized or who would have an iron object pulled from their possession by a magnetic flux can make a Strength saving throw (DC 8 + combined magnetic charge) to resist the magnetism.

Specifications: None. Fluxes can be applied to any object or material. The flux continues to apply to the material even if a fluxed object is later broken into pieces. Establishing a flux takes a minute per hundred pounds of material to be fluxed and requires ebbs to be supplied once per minute during this process.

Advanced Principles
Flux Capacitor (Transformer/Operation): This transformer, when actively operated by an specialized yggdratect, temporarily applies one the above fluxes (chosen at the time the transformer is constructed) to everything within its net. This costs one ebb per minute to maintain. The flux effects cut out immediately when the transformer is no longer being operated or when it runs out of puissance. An etheric flux capacitor cannot turn creatures fully incorporeal unless at least 4 ebbs are channeled. Specifications: A flux capacitor must be made predominantly out of gold and requires 1lb of gold per transformation limit squared. A pound of gold is 50gp.

Cosmography (Analysis): As an action, a yggdratect can assess where a summoned or extraplanar being originates; whether a creature substance or object is tangible to corporeal beings, incorporeal beings or both; where a portal (including the opening to a semispace) leads; where something that just teleported came from or went; or which fluxes (if any) have been applied to a particular object. Each of these questions requires its own action to answer.


Expert Principles
Semispaces (Expert): An expert yggdratect can produce a extradimensional semispace containing a number of 10' cubes equal to the square of the number of ebbs used to establish the semispace. Semispaces are created containing nothing but ordinary air, but can subsequently be filled and furnished with whatever will fit inside. Specifications: A semispace must be anchored to the opening of a container with a single aperture and a well-defined interior which is not connected to any other space. A box, bowel, pouch, pocket or closet would all be appropriate anchors. A window frame generally would not be, as most windows lead into rooms connected to other spaces through doors and other windows. If the anchor for a semispace no longer meets these requirements, the semispace collapses and its contents are scattered across the Astral Plane. A semispace counts as a Bag of Holding for the purposes of putting extradimensional spaces inside of other extradimensional spaces, including if one semispace is brought inside of another.

Grek
2023-11-22, 10:08 AM
Gramarie Equipment

Raw Materials for Gramarie


Item
Cost (per lbs)


Copper
5sp


Crystal
5gp


Glass
4gp


Gold
50gp


Iron
1sp


Lead
1sp


Silver
5gp



Todo:
-Rules for common anchor shapes (ie. handles/stocks/poles)
-Rules for additional vehicles, notably gliders
-Rules for making blueprints (its the same as scribing spells as a wizard 1 prof bonus = 1 spell level)

Grek
2023-11-23, 09:25 AM
And with that we're open for discussion. I don't think I'll need any more posts, but I'm reserving this one just in case.

Arcanist
2023-11-23, 03:23 PM
This is a blast from the past. I'm not extremely familiar with 5e, but I'll try to give your material a read through. I will admit, I did get a chuckle that the two backgrounds gave you either a diploma or a letter of expulsion which is just extremely funny to me :smallbiggrin:

redking
2023-11-25, 08:25 PM
I didn't play 5E enough to get a feel of the system, but it looks good. And I do remember Gramarie from back in the day.