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  1. - Top - End - #1
    Troll in the Playground
    Join Date
    Aug 2010
    Location
    England.
    Gender
    Male

    Default True Power (Magic system)

    This is based quite heavily on the Wheel of Time magic system and uses many elements from the Wheel of Time Roleplaying Game (d20 system).

    Essentially magic (or the One Power) is controlled and directed by weaving one or more of the five elements together to form your spell. The elements are Earth, Air, Fire, Water and Spirit and correspond largely to the understanding of alchemy practised before our ancestors got to grips with science.

    Affinities

    Each spell caster starts play with access to one of these elements. They have one starting Affinity. In the Wheel of Time setting women have to choose Air, Spirit or Water and men have to choose Earth, Fire or Spirit but I see no reason to use this in another setting. Additional Affinities are gained through the Additional Affinity Feat.

    Talents

    Roughly these correspond to the schools of magic though that isn't really accurate. A Talent is a group of similar powers or Weaves that fit together. For example Elementalism has spells that manipulate the weather and allow the channeller to conjure forth elemental powers like lightning and fire. A spell caster starts play having one Talent. Additional Talents are gained through the Additional Talent Feat

    Weaves

    Weaves are spells. Depending on the class of the spell caster they will start with a few or many common weaves. Weaves are not written down but are simply known and understood by the channeller. They can cast a number of weaves per day of different levels according to their class. This is similar to how a sorcerer casts spells though there is no limit to the number of weaves that may be known.

    A weave itself differs from many D&D spells by the fact that it often crosses several levels. A Healing weave for example is level 0th to 8th and can be cast as any level weave that the channeller can manage with varying effects. Rather than having nine versions of a healing spell there is one weave that is simply better if more power is invested in it (i.e. is a higher level spell slot is used). A lower level spell slot can be used to cast a higher level weave but the weave is of the level of the weave, not the level of the spell slot.

    Weaves and Talents

    All 0th level weaves are available to a channeller assuming that they have learned or researched them regardless of the Talent of the channeller.

    1st level or higher weaves are only available to channellers with the appropriate Talent. A channeller with Healing as their only talent cannot cast 1st level Elementalism weaves. Some classes may cast 1st and 2nd level weaves across Talents but no weave of 3rd level or higher may be cast without the appropriate Talent. Additional Talents are gained through the Additional Talent Feat

    Weaves and Affinities

    If a channeller has at least one of the Affinities associated with a weave it may be cast at the level of the weave.

    Having all the listed Affinities means that the weave may be cast at one lower level. It takes up a lower level spell slot but still counts as a weave of the level it was cast at.

    Having none of the listed Affinities means that the weave is difficult and takes up a higher level spell slot. It is counted as one level higher.

    Overchannelling

    A channeller may overchannel their weaves. That is to cast more weaves than they have spell slots available. Doing so is often dangerous for the channeller.

    To overchannel make a Concentration check.

    Concentration Overchannelling Fortitude
    Check Attempt Save
    DC DC
    15 Cast a 0th level weave with no slots left 15
    20 Cast a 1st level weave with no slots left 25
    25 Cast a 3rd level weave with no slots left 35
    20 Cast a weave one level higher than slot 15+weave level
    25 Cast a weave two levels higher than slot 25+weave level
    30 Cast a weave three levels higher than slot 35+weave level

    Failure to make the Concentration check causes the weave to fail and requires an immediate Fortitude Save with DC as above. If it is successfult hen nothing happens but if it fails subtract the roll from the DC.

    DC Misses by Result
    1-5 The channeller suffers a severe headache and overwhelming fatigue. -1 on all skill and ability checks, attack rolls and saves. Recovery takes 6 hours.
    6-10 The channeller suffers headache and fatigue resulting in -2 on all rolls and 1d6 damage. Recovery takes 6 hours and the channeller cannot attempt to overchannel again until they have recovered.
    11-15 The channeller suffers headache and fatigue resulting in -3 on all rolls and 2d6 damage and cannot channel for 24 hours.
    16-20 The channeller suffers headache and fatigue resulting in -4 on all rolls and 3d6 damage and cannot channel for 48 hours.
    21-25 The channeller suffers headache and fatigue resulting in -5 on all rolls and 4d6 damage and cannot channel for two weeks.
    25+ The channeller is stilled, the ability to channel is burned out of them forever. In addition they take -6 on all rolls and 4d6 damage.

    Weavesight

    Weavesight is a new skill much like D&Ds spellcraft. Use this to identify weaves being cast, held or tied off.
    Check You can identify a weave and its effects, and learn to cast the weave.
    DC Task
    10 Identify which of the Five Powers are used in the weave
    15 Identify the weave. If you are familiar with the weave, you know its name and effects; if not you sense its general effect.
    20 Learn the weave; if it is of a level you are capable of casting without overchannelling
    25 Learn the weave; if it is of a level you are capable of casting while overchannelling

    Retry: You can retry if the caster recasts the weave. If it is held or tied off you may retry after studying the weave for 10 minutes. If you have the Sense Residue Feat you may attempt to learn something of the weave after studying the residue for 10 minutes at a -5 penalty. In addition there is a -2 penalty for weaves released after between 10 minutes and 2 hours ago, a -5 penalty for those up to 24 hours old, a -10 for residues of up to a week old and a -15 for residues under a month old. Weaves older than a month cannot be examined.

    Attempts to spot inverted weaves cannot be retried.

    Special: If you do not have an Affinity for any of the powers used in the weave you suffer a -5 penalty.

    Learning Weaves

    Learning new weaves is accomplished by observing a weave being cast and succeeding in a Weavesight check (see above).

    Linking

    Channellers can magnify their abilities by linking together and combining their power. Two or more channellers gather their power for a single weave and one of them casts the weave. One member of the circle is designated the leader. Leadership may be passed to another member by both participants making a concentration check.

    Linking increases the level of a weave slot used to cast the weave. i.e. a 7th level weave cast by a circle if 13 can be cast using a 5th level spell slot.

    In WoT circles are limited by male and female channellers. This seems to be purely for flavour to tie in with the books so I'm going to abandon it for these rules

    Circle Size Additional Levels
    2-6 +1
    7-13 +2
    14-27 +3
    28-36 +4
    37-45 +5
    46-54 +6
    55-63 +7
    64-72 +8

    To form a circle each member embraces the source and makes a Concentration check. If everyone succeeds the circle is formed but if any fail it does not. The participants can try to form a circle again. If no time constraints limit the participants they can take 10 or 20. The circle remains linked until the leader becomes distracted (fail a Concentration check) or releases the members.

    The status of other members of the circle does not matter, they can take damage or even die and it will not disrupt the circle other than possibly to reduce its power.

    It is not possible to join a circle once it is formed. The circle must be broken and remade with the new members.

    Anyone can cast a weave in the circle but only one weave per round may be cast and the leader chooses the weave to cast, even though the channeller actually casts it. Power is focussed through the leader though the Talents and Affinities used come from the actual caster. In this way a circle of channellers may produce much more powerful magic for much longer than they could as individuals though obviously at a much slower rate.
    Last edited by hoverfrog; 2014-05-18 at 03:50 AM.
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  2. - Top - End - #2
    Troll in the Playground
    Join Date
    Aug 2010
    Location
    England.
    Gender
    Male

    Default Re: True Power (Magic system)

    Skills

    The Pathfinder rules for skills are so much more sensible than standard D&D skills so I would recommend using them above other skill systems. They're also really simple.

    New skills:

    Composure\Concentration (WIS)
    Trained only
    You are particularly good at maintaining your inner calm.
    Check: You can maintain your calm in the face of fear, stress, or trying emotional circumstances. With a successful check against DC15, you gain a +2 bonus on Bluff, Diplomacy, and Intimidate checks made under heated social circumstances for the next 10 minutes.
    A successful check against DC20 allows you to quickly fall asleep, even if you are not particularly tired. This is useful if your opportunities to rest are not regular, or if you are a dreamwalker who wishes to enter the dream realms without delay.
    A successful check against DC25 allows you to remain comfortable in moderate extremes or temperature. Heat that might cause others to break out in a heavy sweat or cold that sends them into huddled shivers caused you only mild discomfort. This use of the skill provides a +5 bonus on Concentration checks made for distractions due to weather. It does not protect you against the elements, however. Conditions that might damage your character are just as dangerous.
    In combat situations, a successful check against DC20 gives you a +1 bonus on attack rolls for 5 rounds.
    Composure checks are always full round actions. Each check must have a specific goal: A successful Composure check to resist the discomfort of freezing temperatures would not automatically grant a +2 bonus on Bluff, Diplomacy and Intimidate checks.
    Retry: You cannot ordinarily retry a Composure check

    Invert (INT)
    Trained only
    Using this skill, a channeller can conceal from the sight of other channellers a weave that he or she has cast.
    Check: The channeller may onyl use the Invert skill on one of his or her own weaves. The Invert check must be made immediately after the weave is cast. By succeeding at a skill check (DC10 + the weave's casting level), the weave is successfully hidden from other channellers.
    Only the weave itself is hidden. All of its effects continue as they normally would, and are visible as usual. For example, a wilder might cast a create fire weave to light a fire. Initiates in the same room would see firelight as normal but they would not see the weave that caused it, and would not know who started it. A particularly useful application of this skill is to disguise a person or item, inverting the weave so that even other channellers could not easily tell that its appearance isn't natural.
    Channellers with the Sense Residue feat have a chance of seeing the weave. Your Invert check is opposed by the Weavesight of any such person who might see the weave.
    Retry: You may only attempt to invert a weave once, just as it is being cast. If the Invert check is failed, that casting of the weave cannot be inverted. Your only option is to release the weave and cast it again, or to leave it uninverted.

    Weavesight\Spellcraft (INT)
    Use this skill to identify weaves as they are cast or that are held or tied off. This skill can be used to extend the spellcraft skill but is only available to channellers to can see the weaves of magic.
    Check: You can identify a weave and its effects, and learn to cast the weave.
    DC Task
    10 Identify which of the Five Powers are used in the weave.
    15 Identify the weave. If you are familiar with the weave, you know its name and effects; if not, you sense its general effect.
    20 Learn the weave, if it is of a level you are capable of casting without overchannelling.
    25 Learn the weave, if it is of a level you are capable of casting while overchannelling.
    If your check result is less that 10, you can see the weave but can't find out anything about it.
    Retry: You can retry if the caster recasts the weave. If the caster is holding or has tied off the weave, you may retry after studying it for 10 minutes. Residues are harder to see; if retrying when using the Sense Residue feat, each retry only requires 10 minutes of study, but also increases the DC by 5.
    Special: You suffer a -5 penalty to attempt to learn a weave if it does not use any of the Five Powers for which you have an Affinity.
    If you have the Sense Residue feat, you may attempt to use Weavesight on a weave that was recently cast but which is no longer held or tied off. Make the check with a -2 penalty if the weave was released in the past 2 hours, a -5 penalty if released more than 2 hours ago but within the past 24 hours, a -10 penalty if released more than a day ago but within a week, and a penalty of -15 if more than a week but less than a month.
    If you have the Sense Residue feat, you may also attempt to recognise inverted weaves. If you do not succeed at a DC of at least 10, you do not spot the weave at all. Attempts to spot inverted weaves cannot be retried.
    Last edited by hoverfrog; 2014-05-18 at 03:52 AM.
    I didn't choose the life of a murderhobo, it chose me.
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  3. - Top - End - #3
    Troll in the Playground
    Join Date
    Aug 2010
    Location
    England.
    Gender
    Male

    Default Re: True Power (Magic system)

    Feats

    Extra Affinity
    You have an Affinity with one more of the Five Powers.
    Benefit: Pick one of the Five Powers for which you do not already have an Affinity. You now have an Affinity with this additional Power.
    Special: You can gain this feat only until you have all Five Affinities.

    Extra Talent
    You have an additional Talent.
    Benefit: Pick a new Talent. You can learn and cast weaves within this Talent.
    Special: You can gain this feat multiple times.

    Multiweave
    You can cast a second weave while holding another.
    Prerequisite: Wisdom 13+
    Benefit: While holding a weave that you have already cast you can cast a second weave. The first weave remains in effect. Attempting to cast the second weave requires a Concentration check against DC15. If the check fails, you cannot cast the second weave without releasing the first.
    If you are distracted, you must make Concentration checks for both weaves.
    Special: You can gain this feat multiple times, allowing you to cast even more weaves. For example, if you have this feat twice, you can cast a third weave while holding two that you have already cast.

    Power Heightened Senses
    When embracing the One Power, your senses of sight and hearing become sharper.
    Benefit: When embracing the One Power, you gain a +4 circumstance bonus on Listen and Spot checks.

    Sense Residue
    You can sense the lingering residue left by channelled weaves, giving you the ability to see and perhaps learn recent weaves as if they were still in effect.
    Benefit: Make a weavesight skill check against the base DC of 5 to notice the residue of weaves that have been recently cast and released. Make a second check to identify and learn the weave. For DCs and modifiers, see the Weavesight skill description.

    Tie Off Weave
    You can "tie off" your weaves, leaving them in effect indefinitely without having to hold them.
    Prerequisite: Wisdom 13+
    Benefit: With this feat, you can keep a weave that you have cast with a duration of concentration in effect indefinitely without having to hold it. The weave simply continues to function until you release it regardless of what you do or where you are. To release the weave, you must be able to see it.
    A tied off weave will eventually unravel and end. The duration of a tied off weave is equal to your channeller level in days, minus 4 times the casting level of the weave, in hours. For example a 4th level weave cast by a 7th level Initiate and tied off remains in effect for six days and eight hours (7 days minus 16 hours).
    Tying off a weave is a move action.

    Attenuated Affinity
    (By John Bornicke)
    Your strength and knowledge of an affinity afford you greater understanding
    and allow you to better defend yourself against weaves that use that affinity.
    Prerequisite: For Initiates Wisdom 13+, for Wilders Charisma 13+, must possess base affinity.
    Benefit: The character gains a +5 enhancement bonus to identify any weaves with the Weavesight check that uses the affinity he is strong in. Furthermore, the character gains a +2 bonus to saving throws against weaves with this affinity. The character must be able to see the weave being used in order to gain this bonus.

    Breaking a Shield
    (By Kevin Binswanger)
    Once per combat round as a move action (or once a minute outside of combat), a shielded channeler may make an additional Will save against the shield weave being held against them. If the weave is maintained, the Will save has a –4 circumstance penalty, and a tied weave has a –2 circumstance penalty to the save. Failure means that the character did not break the shield and cannot access the One Power.

    Chain Weave
    (By Robert Poulin)
    You can cast weaves that arcs to other targets after striking the primary target.
    Prerequisite: Channeling levels 2+.
    Benefits: You can chain any weave that specifies one target and has a range greater than touch. The primary target is affected by the weave normally, and then the weave arcs to a number of secondary targets equal
    to half the channeler’s levels. Secondary targets are chosen by the channeler, but must be within 30ft from the primary target. Secondary targets take ˝ the dice damage (rounded down) that the weave normally deals and may save for half.
    Non-damaging affects allow the target a +4 bonus to their saving throw. Chain Weaves are cast at 2 slots above the level of the weave being cast + another slot level for each additional target after the second.

    Double Knot
    (By David Benson)
    You are especially adept at tying off weaves, so much so that your tied-off
    weaves last twice as long before they begin to unravel.
    Prerequisite: Wisdom 16+, Tie off Weave
    Benefit: The duration of your tied-off weave is equal to twice your channeller level in days, minus 2 times the casting level of the weave, in hours. Take, for example, a 4th-level weave cast by a 7th level Initiate with the Double Knot feat and tied off. Tied off, the weave remains in effect for thirteen days and 16 hours (fourteen days minus 8 hours).
    Tying off a weave with the Double Knot feat is a full-round action.

    Experience with the Power
    (By Kevin Binswanger)
    You have been channelking long enough to have experience holding on to the One Power.
    Prerequisites: Wis 13+, at least level 4 in a channelling class.
    Benefit: You gain a +3 bonus to your Concentration checks when dealing with using the One Power in distracting circumstances.

    Extraordinary Affinity
    (By John Bornicke)
    You are strong in an affinity that is unusual for your gender.
    Benefit: With this feat, you are able to use the Extra Affinity feat to choose an affinity that is not normally available to your gender. A woman can choose from Earth or Fire, even if she does not have Air, Spirit, and Water. A man can choose from Air or Water. This feat does not give you the affinity, only the ability to choose it out of order.
    Special: This feat must be chosen at 1st level.

    Extra Slot
    (By Robert Poulin)
    You are able to cast an additional weave each day.
    Prerequisite: Channeler Level 4.
    Benefit: You gain an extra slot in your daily allowance. The slot can be at any level up to one level below your highest weave slot.
    Special: This feat can be taken multiple times.

    Favoured Weave
    (By Matthew Krebs)
    You are so familiar with a specific weave that you can cast it almost without thinking.
    Prerequisites: Composure 6 Ranks, Wis 12+ for Wilders or Int 12+ for Initiates, Talent for favored weave, all affinities of favoured weave.
    Benefits: Choose one, single-action weave in one of your Talents and for which you have all the necessary affinities. You can cast that weave as a free action once for each point of primary ability modifier for your channeling class (Wis for Wilders, and Int for Initiates), per day. For example, if your Wilder has a Wisdom modifier of +2, you can cast your favored weave twice per day as a free action.
    You cannot take this free action more frequently than once per round. You cannot cast the favored weave at a level higher than the primary ability modifier for your channeler class (i.e. Int for Initiates, Wis for Wilders).
    In the example above, your Wilder could only use weaves up to 2nd level. This feat can only be taken once. Weave slots are used up normally when using this feat.

    Instant Embrace
    (By John Bornicke)
    Embracing the True Source comes naturally to you.
    Prerequisite: Composure 11 ranks,
    Quickened Embrace feat.
    Benefit: You embrace the True Source as a Free-action. Embracing the True Source this quickly is tiring, allowing you to only use this feat once per day for every three channeller levels you have acquired.
    Normal: Without this feat, embracing the True Source is a full-round action.
    Special: Wilders cannot acquire this feat before they have taken the Eliminate Block feat.

    Improved Counterweaving
    (By John Bornicke)
    You are able to react quickly to weaves cast by opponents.
    Prerequisite: Improved Initiative
    Benefit: Once per round, you may Counterweave an opponent as a free action, even if you have not first readied an action. The Counterweaving action takes the place of your regular action for the round. You are unable to use this feat flat footed or to use it with Simultaneous Casting. The character must be able to see the weave being used in order to react; therefore it is useless against channellers of the opposite gender.

    Quickened Embrace
    (By Alarius)
    Embracing the True Source comes naturally to you.
    Prerequisite: Composure 8 ranks.
    Benefit: You embrace the True Source as a move-action. Embracing the True Source this quick is tiring, forcing you to only use this feat once per day for every two channeller levels you have acquired.
    Normal: Without this feat embracing the True Source is a full-round action. Special: Wilders cannot acquire this feat before they have taken the Eliminate Block feat.

    Sense Wondrous Items
    (By John Bornicke)
    You can use the One Power to detect angreal, sa’angreal, and ter’angreal.
    Prerequisite: Primary Attribute Modifier of 13+
    Benefit: You are able to sense the presence of the Once Power within an item. Your character must first embrace or seize the One Power (saidin or saidar) and, while holding the item, make a successful Search Check (DC 15) to feel the echo of the True Source within the item. You can detect the presence of the One Power within an item that you are not touching on a successful Search Check (DC 20 + number of feet away you are from the item). Items that are attuned to either saidin or saidar can only be felt by the appropriate gender. Using this ability is a standard action.

    Shield Affinity
    (By John Bornicke)
    The character’s skill with the Shield weave is so great that it could almost be considered a talent.
    Prerequisite: Must have the Strong Talent feat in Warding.
    Benefit: The character gains a +2 Casting Level bonus to his Shield weave.

    Simultaneous Casting
    (By John Bornicke)
    You are able cast more than one weave at a time.
    Prerequisites: For Initiates Wisdom 16+, for Wilders Charisma 16+, Multiweave Benefit: You may cast more than one weave at the same time. Attempting to simultaneously cast multiple weaves requires a Concentration check (DC10 + the total number of weave levels being cast). If the check fails, you cannot cast any weave this round.
    The caster gains the ability to cast a second (or more) weave each time that he takes this feat. He can only cast a maximum number of weaves equal to 1/3 his channeller level and no more than he can “hold” at one time. If he is distracted while holding multiple weaves, he must make a separate Concentration check for each one held (see Distractions, page 162).
    Note: This feat cannot be used while the character is attempting to overchannel.
    The character can use this feat to counterweave multiple threats at once, and can both counterweave and cast a weave in the same round; all other aspects of counterweaving apply.
    Special: This feat can be taken multiple times, each time add +1 to the base number of weaves the caster can channel.

    Splitting the Flows
    (By Matthew Krebs)
    You are deft with the One Power and can split the flows of your weaves so that you can cast more than one weave at the same time, albeit at a weaker effect.
    Prerequisite: Concentration 9 ranks, Multiweave.
    Benefits: You can create a number of simultaneous weaves equal to your Intelligence modifier (for Initiate) or Wisdom modifier (for Wilder). Each weave still requires a weave slot, but it's a number of levels higher equal to the number of simultaneous weaves. Also, it requires a Concentration check for each weave. The DC is 16 for the first weave, and then each additional weave adds
    another +4 to the DC.
    For example, Lexia Sedai wishes to cast a level-3 Harden Air, a level-4 Harden Air, and a level-4 Shield on a Black Ajah Aes Sedai attacking her. She has the Air affinity, so the Harden Air weaves are 1 level lower in cost. However, there are three simultaneous weaves, so the weave cost is level 5, 6, and 7, respectively. She rolls a concentration check that beats DC 16, so she forms the first weave. She rolls again and beats the concentration check at DC 20, which means she splits the weave in two. She rolls poorly and fails the Concentration check at DC 24, meaning she's not able to split the weave any further this round. She decides the two weaves will form a Shield around the Black Sister and a barrier of Air directly in front of herself (to protect from being hit by other objects). She spends level 5 and level 7 weave slots, but doesn't have to sacrifice a weave slot for the Harden Air she didn't get to cast. Although, the attempt to cast 3 weaves at once still made the 2 successful weaves more expensive, in terms of weave slots.

    Strong Talent
    (By Randy Madden)
    You are stronger in one Talent than comparable channelers.
    Benefit: With this feat, weaves from a selected Talent you posses are considered to be one level lower than the listed level.
    For Example, a character who had the feat - Strong Talent: Healing could cast Restore the Power, normally a 6th level weave, as a 5th level weave. If they have all of the Affinities for that particular weave, these abilities stack. Restore the Power requires all Affinities. If Jahar has all five Affinities and the Strong Talent: Healing then he could channel this weave as a 4th level slot instead of the normal 6th level.

    Weave Boon
    (By Clockwork Deity)
    You can use an inanimate object to gain better focus while channelling the power.
    Prerequisite: Wis13+
    Benefits: Choose a normal, solid, nonangreal object, up to a maximum weight of 5 pounds. By spending five minutes of meditation with it, you can attune it to the preparation of one type of weave. For the remainder of the day, whenever you attempt to cast the attuned weave while holding the object in your hand, you gain a +4 bonus to all Concentration checks made in relation to it. Only one weave boon may be created per day. A weave boon lasts 24 hours, but may be refreshed with an additional period of meditation.
    Offensive weaves (fireball, lightning, etc) attuned in this matter may force the object to make a save (DC 10 + casting level) or take the amount of damage that weave would normally do. This side effect does not harm the channeller. Example: a channeller casting a 2nd level fireball weave would inflict 2d6 + channeller level of fire damage to her weave boon, should it fail its save.
    Last edited by hoverfrog; 2012-12-29 at 03:05 PM.
    I didn't choose the life of a murderhobo, it chose me.
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  4. - Top - End - #4
    Troll in the Playground
    Join Date
    Aug 2010
    Location
    England.
    Gender
    Male

    Default Re: True Power (Magic system)

    Classes

    Initiate

    Initiates are trained not just in the art of the One Power but in but in the skills to council and advise the leaders of nations. They do not act alone, initiates serve the traditions that train and aid them throughout their lives.

    Adventures: Most initiates find themselves immersed in adventure as they go about the mission assigned to them by their superiors. Sometimes such missions are straightforward, to carry a message to a local lord, for instance, but often they are difficult, open-ended and even mysterious in their ultimate goals. Although they are power wielders of the One Power, initiates are nonetheless vulnerable to the many physical dangers of the world and usually gather a group of companions or other adventuring types about them for the protection they offer. no other class, however, can match the wisdom and insight of the initiate, and the initiate's mission is always paramount. As such, initiates are often the leaders of their parties.

    Characteristics: The initiate's strengths are the One Power and the certainty of his intelligence and insight. Over time, the initiate develops both in tandem, and turns them to the service of his tradition.

    All other conditions are secondary. The traditions of the initiates are above petty desires and affairs; what they do shapes nations, and perhaps even the world. For that reason nothing is as important to the initiate as developing their abilities and pursuing the agendas of his tradition.

    Origin: Every initiate belongs to a tradition. Having been discovered by this organisation at a young age, or having sought them out when the One Power began to manifest itself, the initiate was immersed in an intensive program of training, discipline, and study that lasted for years. All other members of the initiate's tradition are comrades (though there are often internal rivalries), superior to non-initiates due as much to their training and wisdom as the One Power. Members of other traditions are almost certainly lesser students of the One Power, to be studied and perhaps sometimes worked with, but never due the respect of one's own tradition. Wilders deserve even less respect, and perhaps even pity for their sad lack of education in the True Source.

    Game Rule Information: Initiates have the following game statistics:
    Abilities: Intelligence determines how powerful a weave an initiate can cast, while Wisdom determines how hard her weaves are to resist. intelligence and Wisdom both determine how many weaves the initiate can cast per day. To cast a weave, an initiate must have an Intelligence score of 10 + the weave's level. An initiate gets bonus weaves based on both Intelligence and Wisdom, that is, if the initiate has high enough ability scores in both Intelligence and Wisdom to grant bonus weaves, he gains bonus weaves from both. The Difficulty Class against an initiate's waves is 10 + the weave's ;eve + the initiate's Wisdom modifier. Like a wilder, an initiate benefits from high Dexterity and Constitution scores.

    Hit Die: d4

    Class Skills: The initiate's class skills (and key ability for each skill) are Composure\Concentration (Wis), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Invert (Int), Knowledge (varies) (int), Sense Motive (Wis) and Spellcraft\Weavsight (Int)

    Skill points: 4 + Int modifier

    Class Features:
    Last edited by hoverfrog; 2013-01-10 at 11:41 AM.
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    Default Re: True Power (Magic system)

    Classes

    Wilder

    Reserved for the Wilder Class
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    Classes

    Reserved for the conversions of current D&D classes. Bard, Wizard, Sorcerer, Druid, Cleric, etc
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    Prestige Classes

    Reserved for Prestige Classes.

    Aes Sedai is a great class for WoT but it probably wouldn't fit in other games that well. I would like to convert Archmage, Arcane Archer, Loremaster and Thaumaturgist...eventually.
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    Spells

    Reserved to detail spells of different Talents. I will no doubt include conversion of existing D&D spells in this section at some point.
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    Default Re: True Power (Magic system)

    I realize that you still have a lot to post (I'll remove this if you need to reserve more space) but I just wanted to check with something real quick.

    Will there be a specific class associated with this system, or are you intending it to replace the existing magic format.

    Affinities

    Each spell caster starts play with access to one of these elements. They have one starting Affinity. In the Wheel of Time setting women have to choose Air, Spirit or Water and men have to choose Earth, Fire or Spirit but I see no reason to use this in another setting.
    My understanding of the lore in the books was that women merely had a tendency to be stronger channelers of Air and Water, and men tended to be stronger in Earth and Fire, but that most of them could still use all 5 elements, so I don't think you need to justify NOT having different rules for different genders.

    So much stuff that has different rules for males and femals ends up being so bad, cliched, or sexist that I doubt most people would object in any event.

    The only caveat I would add is that if you want to make a Wheel-of-Time style setting instead of just a new magic system, then the male/female conflict is so omnipresent in the books that I would reconsider my prior comments in order to achieve the right tone and feel.
    Last edited by Deepbluediver; 2012-12-21 at 10:58 AM.
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    Default Re: True Power (Magic system)

    Quote Originally Posted by Deepbluediver View Post
    I realize that you still have a lot to post (I'll remove this if you need to reserve more space) but I just wanted to check with something real quick.

    Will there be a specific class associated with this system, or are you intending it to replace the existing magic format.



    My understanding of the lore in the books was that women merely had a tendency to be stronger channelers of Air and Water, and men tended to be stronger in Earth and Fire, but that most of them could still use all 5 elements, so I don't think you need to justify NOT having different rules for different genders.

    So much stuff that has different rules for males and femals ends up being so bad, cliched, or sexist that I doubt most people would object in any event.

    The only caveat I would add is that if you want to make a Wheel-of-Time style setting instead of just a new magic system, then the male/female conflict is so omnipresent in the books that I would reconsider my prior comments in order to achieve the right tone and feel.
    Thanks for the comment.

    This is based on the rules in the WoT RPG but I was thinking of using it to replace the existing D&D magic system which can sometimes be a bit overpowered. That is if I can figure out how to not make it worse. I like the idea of having a somewhat open ended system but that would be so open to abuse.

    In the WoT rulebook a channeller starts with one Talent and one Affinity. The Affinity for women is Air, Water or Spirit and for men it is Earth, Fire or Spirit. Women cannot choose Earth or Fire until they have Air, Water and Spirit and vise versa which means spending four feats to get all five Affinities. Not unreasonable given that all your weaves will be at one level lower. Of course you'd want other Talents too so it is unlikely that a channeller would take this route straight away but leave one or two Affinities out to get a broader range of weaves.

    The WoT channeller classes do get bonus Channeller feats but to have four Affinities and four Talents for example would make you very high level. That is the equivalent of spending six feats after all. Despite that the system is still quite simple and easy to learn.
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    Default Re: True Power (Magic system)

    One of the problems with the WoT system is how easy it is to learn new spells. Literally all you have to do observe someone casting a spell that you are capable of casting and succeed on a Weavesight check. It's like taking the best of a wizard (learn any spell) and adding it to the best of a sorcerer (spontaneous casting). It's only the lower raw power of magic that does anything to balance this out.
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