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  1. - Top - End - #1
    Barbarian in the Playground
     
    RogueGuy

    Join Date
    Aug 2014
    Location
    Australia
    Gender
    Male

    Default Feng Shui; Magic in zones[PEACH][NIW]

    PEACH; Please Enjoy And Critique Helpfully :)
    NIW; New Ideas Welcome

    This system is designed for Dungeons and Dragons 3.5, but works well enough with Pathfinder. For use in Pathfinder, simply remove 3 from each of the Skill rank Prerequisites of a Feng Shui feat. If this would remove all the rank requirements from a skill, that skill is removed from the prerequisites.

    Feng shui is the art of changing the way raw magic(called Lei energy) flows through the world by structuring an area to channel and reshape the energy. This is currently a serious WIP, with many more ideas yet to come.
    More coming, I'd love to see any ideas you guys have :D

    Feng Shui Student[Feng Shui]
    You understand the basics of how magic moves and flows, and with preparation can manipulate that flow to manifest an effect in an area.
    Prerequisite: Knowledge(architecture and engineering) 6 ranks, Spellcraft 6 ranks.
    Benefit: You may construct small scale Feng Shui effects with a successful check in the appropriate skill. Unless otherwise noted, any area of effect spell or effect such as a splash potion or fireball spell, has a 20% chance to ruin a small Feng Shui.
    Special: A natural 20 is not an automatic success in any Feng Shui check. All [Feng Shui] feats are on the bonus feat list for all classes.
    Feng Shui Adept[Feng Shui]
    Those more learned users of Feng Shui can even design entire buildings to direct the flow of magic, generating more powerful and more stable effects.
    Prerequisite: Knowledge(architecture and engineering) 11 ranks, Spellcraft 11 ranks, Feng Shui Student.
    Benefit: With enough time, you may design plans for Feng Shui Architecture. However you will usually have to be present during construction of the structure to improve the likelyhood that the plan is followed properly.
    Special: A natural 20 is not an automatic success in any Feng Shui check. All [Feng Shui] feats are on the bonus feat list for all classes.
    City Shui[Feng Shui]
    With enough study, planning and preparation, you can design whole cities or city districts to make use of Feng Shui.
    Prerequisite: Knowledge(architecture and engineering) 13 ranks, Spellcraft 13 ranks, Knowledge(geography) 10 ranks, Feng Shui Adept.
    Benefit: You may design plans for a village, city, or city district, to incoporate a Feng Shui ability.
    Special: A natural 20 is not an automatic success in any Feng Shui check. All [Feng Shui] feats are on the bonus feat list for all classes.
    Feng Shui Master[Feng Shui]
    You are a master of the art of feng shui, and know how to make your designs more efficient and durable, without sacrificing power.
    Prerequisite: Knowledge(architecture and engineering) 16 ranks, Spellcraft 16 ranks, Feng Shui Adept.
    Benefit: Your Small scale feng shui is more resilient to area of effects, the chance of area effects disturbing them dropping by 15% and the time required to make them is halved. Your architectural feng shui plans are also clearer, easier to follow, and predict the possible issues with construction. As a result, you are not required to be present during construction, and you gain a +5 bonus to the check to design the building plan.
    Special: A natural 20 is not an automatic success in any Feng Shui check. All [Feng Shui] feats are on the bonus feat list for all classes.
    Thaumaturlogical Theoretician[Feng Shui]
    You've studied and understand enough of a specific field to be able to extrapolate it's use to creating Feng Shui magic.
    Prerequisite: Spellcraft is not a class skill.
    Benefit: Choose one of the following knowledge skills when you select this feat: Arcana, Architecture, Engineering, Geography, or Nature. When attempting to create a Feng Shui that requires a Spellcraft check, you may choose to instead roll the chosen knowledge skillcheck, against a DC equal to the spellcraft DC, plus the DC of the chosen skill if it is included as well. If the chosen knowledge skill is not one of the requirements for the Feng Shui, simply add 10 to the Spellcraft DC and use that.
    Additionally, you use the ranks in the chosen knowledge skill in place of Spellcraft ranks to qualify for other Feng Shui feats. This is the case even if the Feng Shui feat normally requires ranks in the chosen skill anyway.
    Special: You may take this feat multiple times, each time choosing a different knowledge skill from the list. You may choose which instance of the feat to apply to any given Feng Shui attempt. A natural 20 is not an automatic success in any Feng Shui check. All [Feng Shui] feats are on the bonus feat list for all classes.
    Feng Shuipwright[Feng Shui]
    "A boat isn't that different from a house. It has walls, floor, roof, doors and architecture. Why shouldn't I be able to make a Feng Shui out of one?" ~ Ralkin Brachyr
    Prerequisite: Feng Shui Adept, (Craft(Ships) or Profession(Shipwright)) 3 Ranks.
    Benefit: You can design ships as if they were buildings benefiting from Architectural Feng Shui. Rooms of a ship cannot benefit from convertible Architectural Feng Shui, as there is too much risk of objects moving during a storm. Additionally, you cannot include a Feng Shui Well in a ship.
    If a Feng Shui ship is sunk, the effects do not necessarily end. The ship would have to be either broken into at least two large pieces, or become covered in coral, for the magic to be disrupted.
    Special: "Holy Structure" shipwrecks grant waterbreathing to creatures that normally can only breathe air, when inside them.
    Small Scale
    At the lowest level, Feng Shui can be achieved by the movement of objects such as chairs, tables, desks, and even pictures. Feng Shui effects can never be achieved in less than a full-round, and most take an hour but last until a necessary object is moved. A Small Scale Feng Shui occupies an area 10ft by 10ft, multiple can be made adjacent to each other, effectively extending the area and the time to make them. It is a free action to disrupt a small feng shui effect when within it.

    OVERLAPPING NOTE: The areas of small scale Feng Shui cannot overlap each other unless explicitly stated in their descriptions.
    Spoiler: Acoustic Flow
    Show
    Requirements: DC 10 Spellcraft, 2 rounds
    Benefit: All Perform checks taking place within the area gain a +2 bonus. In addition, the radius of all Bardic Music effects originating in this area is doubled, and the will save DCs(where applicable) are increased by 2.

    Spoiler: Brawling Ring
    Show
    Requirements: DC 15 Spellcraft, 10 minutes
    Benefit: Anyone raging in the area gains an additional +2 Con. Anyone not raging in the area gains a +2 on Perform(Wrestling) checks.

    Spoiler: Disgust
    Show
    Requirements: DC 15 Spellcraft, 10 minutes
    Benefit: All creatures within this area gain a +2 on all melee attacks and damage against other creatures within the area. Unless each creature within this area succeeds on a DC 10 Will save, they percieve all other creatures within the area as lesser animals that have no worth or reason to live.

    Spoiler: Final wake
    Show
    Requirements: DC 15 Knowledge(architecture), 1 hour
    Benefit: A corpse brought into the area and sprinkled with holy water gains a semblance of life. The corpse must be "complete"(cannot have decomposed, or be missing any pieces since its death). The corpse can speak, think and act(for the most part) for one hour within the area of this feng shui. The corpse cannot attack, will not defend itself, and has only one hit point. The corpse is aware and accepting of the fact that it is dead, and constantly aware of exactly how much time it has remaining. A corpse cannot be affected by this feng shui effect more than once, and this does not preclude the corpse from later being animated as an undead.

    Spoiler: Hallowed Ground
    Show
    Requirements: DC 15 Spellcraft, 30 minutes
    Benefit: mindless undead cannot enter.

    Spoiler: Hatchery, Small
    Show
    Requirements: DC 5 Knowledge(architecture), 1 day
    Benefit: This area is perfectly climate controlled for the hatching of eggs. The temperature local to each egg is perfect and adapts to shifts in requirements by the egg. The area is also shielded against many exterior noises and adverse weather conditions. As long as this feng shui fills an entire room, sudden external damages are reduced(such as an earthquake not damaging the room or any contents, or flooding stopping at the door).
    Special: This Feng shui is unique in that anyone may be taught how to achieve it by someone who already knows. It was originally created by a Kenku wizard, who simplified its function and design to the current state in order for it to be more easily taught and spread to other Kenku nests. However, since it has been used by other races for; nurseries, hatcheries for livestock or pets, and simple panic rooms.

    Spoiler: Healers Bed
    Show
    Requirements: DC 15 Spellcraft, 2 rounds
    Benefit: Conjuration(Healing) spells that target a single creature are done at +1 Caster Level as long as the target is within this area.

    Spoiler: Healer's Formation[Formation
    Show
    Requirements: DC 10 Spellcraft, DC 20 Diplomacy
    Benefit: Any targetted Conjuration(Healing) (Or Necromancy(Healing) if the campaign uses such a rule) effect may target this Feng Shui rather than the people positioned to make it. Doing so, the spell is assumed to have rolled maximum, and this healing is split evenly among all creatures within the Feng Shui
    Special: As a [Formation] Feng shui, this is based off the arrangement of people. This Feng Shui does not work while the constituent people are walking or in combat.

    Spoiler: King Berlythiram's Ballroom
    Show
    Requirements: DC 30 Spellcraft, 20 minutes.
    Benefit: Living creatures in the area become terrifyingly succeptible to music. Creatures must make a DC10+(perform check result) will save to avoid dancing to any music present. This save can be reattempted each hour with a -1 penalty for every failed save. Creatures cannot leave the area while dancing. And the dancing does not stop unless they make the save, the music stops, or they die. Rules for forced marches should be observed, as well as rules for dehydration and starvation.

    Spoiler: Last Stand
    Show
    Requirements: DC 10 Spellcraft, 20 minutes.
    Benefit: Any creature considered an ally by the creator of the area gains a +1 morale bonus to AC and saves for every creature they consider an ally also within the area. This benefit continues as long as the creature is within the area. This is a Mind-Affecting effect.
    Special: Multiple instances of this feng shui, as long as they are adjacent, are considered the same area for the purposes of the benefits, but not for the 20% chance of spells or splash items ruining the area. A creature cannot be affected by this Feng shui more than once in their life. An identify spell(or similar effect) gives the impression that the spell "Good Hope" is permanencied in this area.
    Faster: the DC is 15 to achieve this affect in 10 minutes, and 25 to do it in 5.

    Spoiler: Placid point
    Show
    Requirements: DC 15 Spellcraft OR DC 15 Knowledge(nature), 4 hours
    Benefit: Animals in this area have an initial attitude of Friendly, or Helpful if a character possesses the "Wild Empathy" class feature. Predators in this area will not attack prey, but instead leave the area to hunt. The magic of this area does not preclude animals from fighting to defend themselves. However, if an animal was to be killed without its consent within this area, this feng shui will stop working.
    Special: A character with Wild Empathy, and only a character with Wild Empathy can use Knowledge(nature) instead of Spellcraft when creating this area.

    Spoiler: Preparation Circle
    Show
    "The magic flowing through this area clings willingly to those capable of manipulating it themselves, granting a little extra versatility to your arsenal" ~ Gorm, Architect of Blood
    Requirements: DC 25 Spellcraft, DC 25 Knowledge(Arcana), 20 minutes
    Benefit: When constructed, choose one of the following effects:
    • Spellcasters gain 1 additional spell level worth of slots.
    • Psionic Manifesters gain 1 additional power point while refreshing their Power point pools.
    • Binders gain a +2 bonus on Binding checks within the area.
    • Meldshapers gain 1 additional point of essentia when forming their soulmelds.

    These effects do not stack with themselves if conditions are met multiple times in one day.(repreparing spells does not gain an additional level of spell slots. Reshaping soulmelds does not gain an additional point of essentia). You cannot benefit from this Feng Shui if you built it yourself.
    Special: When making the Feng shui, you may choose to increase the DC's by any multiple of 5. The number of multiples of 5 added, are then added to the benefit chosen. This raised DC must be decided before the check is made, and failure wastes the time.
    Example; Gorm, the groups Fighter, chooses to make this feng shui for Preparatory casters(for use by the groups wizard). He decides to risk 20 minutes by raising the DC's by 10, requiring a 35 in Spellcraft and Knowledge(arcana). If he succeeds, the group wizard would gain 3 extra spell levels worth of slots when preparing(1 for the base check, another 2 for the +10 to the DC). Gorm succeeds, and when the group wizard prepared his spells, he decided to use the three extra levels to prepare an additional Detect Undead and Invisibility spell.

    Spoiler: Restful campsite
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    Requirements: DC 20 Knowledge(architecture), 1 hour
    Benefit: Any rests within are treated as one stage better(8 hours ->day, day-> 2 days etc)

    Spoiler: Serenity
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    Requirements: DC 15 Spellcraft, 10 minutes
    Benefit: A creature entering this area is allowed a new save against any fear or morale effects with a +2 bonus. However, prolonged exposure to this Feng Shui can be detrimental. Requiring a DC 15 Will save(+1 for each prior failed save) every 2 hours to be willing to leave the area.
    Special: It's worth noting that this area has on occasion killed people, as they have been incapable of leaving to collect food or water necessary to their survival.

    Spoiler: Spellmist.
    Show
    Requirements: DC 15 Spellcraft, 1 hour.
    Benefit: Any time a spell is cast within this area, the area is filled with a thick fog. This fog grants a miss chance to attacks against anyone within the area. The miss chance is (10*spell level)%. Level 0 spells count as 1/2 level. This fog persists for the same duration as the spell, or 1 round, whichever is longer.
    Special: Area effect spells have a 30% chance of disrupting this area, rather than the standard 20%. Any missed attack has a 10% chance of disrupting this area.

    Spoiler: Watch zone
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    Requirements: DC 20 Spellcraft, 5 minutes
    Benefit: Those within gain darkvision out to a distance of 30ft from any edge of the area.

    Spoiler: Watered Farmland
    Show

    Requirements: DC 20 Spellcraft, the typical time to plant crops in a 10ft by 10ft area.
    Benefit: Crops grown in this area are treated as being sufficiently watered, even if no water is present. This effect lasts until the crops need to be replanted, as it's the arrangement of the crops that creates this effect.
    Special: An identify spell(or similar effect) gives the impression that the spell "Create Food and Water" is permanencied in this area.

    Spoiler: Well Watered Well
    Show
    Requirements: DC 10 Knowledge(architecture), 3 rounds
    Benefit: An existing well supplies water of the quality it last produced. Purify Food and Drink can purify this water if it is not normally drinkable.


    Coincidental Feng Shui(CFS)
    Due to the nature of feng shui, its effects can occur naturally(if rarely). Most often when wind sculpts the sand dunes perfectly, or a tree grows in the right place. Perhaps rain washed smooth a piece of the land that was blocking an effect. Whatever the reason, it is possible to encounter Feng Shui effects "in the wild" and this section aims to present gamemasters with rules for running moments like this and advice for their use in the greater aspects of a story.
    Spoiler: Coincidental Feng Shui
    Show

    Before we start however, one quick note should be made that this could potentially be an excellent way to introduce Feng Shui into an existing campaign. By having CFS on a random encounter list, players can be introduced to the system in a way that feels like discovery.

    CFS can be split into three categories to make its use by gamemasters easier;
    Light, which consists mostly of flashy visual, auditory, or similar effects which have no bearing on play and are just a fun little glimpse into the quirks of magic in the world.
    Medium, which may have some form of risk to those who encounter it, but are not worth any experience points unless used in conjunction with some other element to create an encounter.
    Dark, which are intense effects, often deadly, that must be escaped and defeated in a similar fashion to naturally occuring traps or puzzles.

    CFS is hardier than its intentional associate. When approximately the size of Small scale Feng Shui, CFS only possesses a 5% chance of being destroyed by area of effect spells. Additionally, purposefully destroying the effect from within takes at least a minute. Please also note that while CFS can be studied by players, it cannot be made directly, though many CFS effects can be replicated with other Feng Shui categories.

    There is no terrain restriction for CFS, enjoy applying it to whatever natural or accidental situation you like. A field? Forest? Waterfall? Maybe a half-carved dungeon room generated the effect and scared the miners out.

    Light (1-2) Medium (3-4) Dark(5-6)
    1 Colour Shift Gravity Shadowtrap
    2 Echo field Maze of self [Ideas Welcome]
    3 Babel [Ideas Welcome] [Ideas Welcome]
    4 Neutral Ground [Ideas Welcome] [Ideas Welcome]
    5 The Undoing [Ideas Welcome] [Ideas Welcome]
    6 Window [Ideas Welcome] [Ideas Welcome]
    7 Autotune [Ideas Welcome] [Ideas Welcome]
    8 The Eye [Ideas Welcome] [Ideas Welcome]
    9 Shrink [Ideas Welcome] [Ideas Welcome]
    10 Itch [Ideas Welcome] [Ideas Welcome]


    Autotune: The characters notice that all sounds seem to fluctuate strangely, even their own voices. Creating a playful wobbling. Special Spellcraft DC 25: This effect sounds like the pitch of each sound is being distorted by ripples from other sounds. This effect is spherical, has a diameter of no more than 60ft, and counts as Small Feng Shui(for the purposes of disruption).
    Babel: All creatures within the area percieve the others as speaking a language they do not recognise. This effect is spherical, has a diameter of no more than 60ft, and counts as Small Feng Shui(for the purposes of disruption).
    Colour Shift: The colours within the area are shifted at a recognisable difference. This does not effect a plants ability to photosynthesise, and can be viewed from outside the effect. This effect is spherical, has a diameter of no more than 60ft, and counts as Small Feng Shui(for the purposes of disruption).
    Echo Field: All sounds(including speech) reoccur at increasingly longer intervals(and quieter) until they are no longer audible. This effect is spherical, has a diameter of no more than 60ft, and counts as Small Feng Shui(for the purposes of disruption).
    The Eye: Each creature within the area sees only as if they were an immovable point in space in the center. This effect is small scale and takes up roughly a 60ft square.
    Gravity: Gravity seems strange here, with small objects being drawn to larger ones. A creature gains a +10 bonus to avoid being disarmed in this area. Additionally, when a creature ends its movement 10ft away from an object or creature of a larger size category than itself, it is pulled to adjacent to the object or creature. The object/creature then includes the new creatures square for the purposes of how "large" it is for other things being drawn in. It is a full round action and a DC 20 Strength check to remove onesself from this effect(allies rendering assistance must be careful to avoid being sucked into the effect as well). This effect can be up to 100ft in diameter, however if a creature or object grows to encompass 25 squares, the effect ends until such a configuration is no longer possible.
    Itch: Creatures feel insects crawling over them constantly when able to see a particular object. This has no defined range, and is most often caused by a tree beside a river growing with its branches in a lucky configuration.
    Maze of Self: Creatures see the area filled about 30% with exact duplicates of itself, though facing different directions. Attempting to move results in the duplicates moving exactly the same way. A creature can only see its own duplicates(which do count as physical obstacles for them). This imposes a 10% chance of failure to enter any given square, and a -5 penalty on ranged attack rolls made within the area. This effect is spherical, has a diameter of no more than 60ft, and counts as Small Feng Shui(for the purposes of disruption).
    Neutral Ground: Creatures cannot make attack rolls or cast offensive spells, into the effected area(such as melee attacks within the area, or ranged attacks from outside). Neutral ground can be no larger than a circle with 100ft diameter.
    Shrink: Creatures within the area are 1/4 normal size and 1/16th normal weight. Identify or a similar effect detects that this area is under a permenant "Reduce Person" effect.
    Shadowtrap: Creatures entering this area become pinned in place by their own shadow. If the main source of light is the sun, creatures take 1d4 damage per size category per hour as their shadow is wrenched and twisted in ways they cannot be. Nightfall ends this pinning, allowing creatures to escape, as does any spell that creates darkness(thereby removing a creatures shadow while within it). The area is only ever a sphere with a 40ft diameter. Feel free to describe the mangled corpse of some previous victim of the effect within the area(maybe it's being ripped and twisted by the fact that its shadow is still pinned and the sun still moves)
    The Undoing: All damage done to a creature or object before its entry, is undone at a reverse speed (i.e. if a creature takes damage and then enters the area an hour later, then after one hour in the area, the damage vanishes). This does not bring dead creatures back to life. The area can be any size(but don't go overboard) and shape. Wildlife will often retreat to this area after an attack.
    Window: A 10ft tall spear-like rift appears in the middle of this area, looking through the rift shows a random other plane on the other side. Walking around the rift allows one to view the plane from a variety of angles but from the one static position the window "connects to". At the DM's option, A dimension door spell that would move through this rift instead planeshifts the travellers to the other side of the rift as if they were already on the same plane. If so, this rift should be visible from both sides to allow players to return. Walking through the rift should have no effect.

    Skill checks:
    Characters encountering CFS for the first time may attempt skill checks to know about Feng Shui in general(or this effect specifically). Feel free to adjust the following descriptions for your particular setting
    Knowledge(Arcana)
    DC Information
    10 Magical effects can be found sometimes simply existing in the wilderness, most are harmless or helpful, but some can be quite dangerous.
    15 These effects are called Feng Shui and some people have learnt how to replicate the persistent effects by the arrangement of objects.
    20 Most Feng Shui comes in one of two major categories; Local and Architectural. Although, rumours speak of other, larger or stranger types.
    25 Local Feng Shui can fairly reliably be destroyed by spells that attack an area. Architectural Feng Shui can exist as long as the building causing it remains in good enough condition to achieve its normal job.
    30 Academic rumours speak of Feng Shui effects the size of cities, mountains, and even entire countrysides.
    Knowledge(Religion)
    DC Information
    10 Some holy sites, such as churches or shrines have permanent magic effects. Many were built on a location because of the magic effect known to occur there.
    15 Some places are thought to be where a deity has walked the world, as some creatures that deity hates(like undead, animals, elves, dwarves, or something else) cannot enter.
    20 When a shrine or temple is built on one of these holy sites, it's not uncommon for the magic to leave. Perhaps as punishment for tresspassing by the deity?
    25 Some religious scholars believe it went the other way; an area was magical before any rumours or legends of a deity was associated with it.
    30 In a rare few cases entire temples or cathedrals have, upon completion, become beacons of holy power. Themselves healing the sick or keeping the undead at bay.
    Spellcraft
    DC Information
    10 The arrangement of some objects in this area are causing the magical effect. As if the area is one large Somatic* component for a spell.
    15 An effect like this should be fairly easy to disrupt, an area effect spell would be pretty reliable.^
    20 Given enough time to study this, it may be possible to adapt some priciples of how it works to make other effects yourself.
    25 Theoretically this kind of effect could be extrapolated into architecture or allow abilities that existing spells simply aren't capable of.
    *A fun switch would be if this is done at a waterfall that is producing the effect, to swap it from "Somatic" to "Verbal" component.
    ^This is where you should include some way the player can interrupt or destroy the effect. Such as "cutting down a tree" or the casting of Darkness in the area of Shadowtrap.


    Environmental rules
    Feng shui as done by the civilized races carries some assumptions that must be worked around in environments other than cities. At the lowest level this can be represented as a DC modifier:
    +2 in fields and forests
    +5 deserts, dirt wastelands, and snowscapes

    Additionally, feng shui can be made from drawing runes and sigils in loose particles(such as sand, snow, or dirt). However doing so provides a risk of the wind blowing it away and ruining the effect. The risk is ultimately up to the DM, but a reasonable guide is 15% chance per hour for normal light winds. And 100% chance that a storm(wind or rain) will destroy it. Feng Shui drawn as runes cannot be simply shielded from the wind, as doing so cuts off the flow of magic and ends the effect itself.
    Last edited by AtlasSniperman; 2018-05-14 at 12:51 AM.
    Your friendly neighbourhood sniperman.
    My controversial opinions:
    • I like blue souls.
    • Alignment isn't terrible.

    My Homebrew: Feng Shui; Magic in Zones, Plus others I'm not particularly proud of rn.

  2. - Top - End - #2
    Orc in the Playground
    Join Date
    Aug 2015

    Default Re: Feng Shui; Magic in zones

    Interesting....

    Since Fenh Shui is about channeling raw magic, perhaps allow certain setups to give a bonus to non combat spellcasting? For example, maybe the right arrangement of plants around a bed gives a bonus to healing spells.

    Just a thought.

  3. - Top - End - #3
    Barbarian in the Playground
     
    RogueGuy

    Join Date
    Aug 2014
    Location
    Australia
    Gender
    Male

    Default Re: Feng Shui; Magic in zones

    Large Scale
    The Architectural level of Feng Shui is the manipulation of the flow of Lei energy purely by the design of the floorplan of a building. Large scale Feng Shui persists as long as the structure is in good condition. Architectural Feng Shui tends to have more potent abilities, but can be very expensive to build. Small Scale Feng Shui cannot occur within a room or rooms of architectural Feng Shui. For this reason, several Architectural Feng Shui are larger, more stable versions of smaller Feng Shui. Architectural Feng Shui that is the adaptation of a preexisting building or room, takes 1 week per 40 square feet of space converted.

    OVERLAPPING NOTE: The area of Architectural Feng Shui cannot contain Small Feng Shui, and cannot overlap other Feng Shui. A converted room form can exist beside another converted room, but not inside a freestanding structure. Two Architectural Feng Shui structures cannot be the same freestanding building(You cannot have a temple that is both a Holy, and Unholy structure)
    Spoiler: Chamber of Healing
    Show
    Requirements: DC 25 Knowledge(architecture), A room at least 30ft by 40ft(Convertable)
    Benefit: all healing effects, be they magical or mundane, have double effectiveness.

    Spoiler: Everfull Well
    Show
    Requirements: DC 20 Knowledge(architecture), A well
    Benefit: Water may always be drawn from this well, though the quality of the water is not assured.
    Special: "Purify Food and Drink" can be made permanent on the well(not necessary on the water at the bottom of the well, the spell may be cast on the top of the well), this will assure all water that is brought up is clean and pure.
    Advanced: By adding +5 to the Knowledge(architecture) DC, Water elementals can appear in the well. These elementals are Friendly by nature and can speak to anyone looking into the well, offering advice or simply someone to listen. The water elementals may appear or disappear(returning to the Elemental plane of water) at will.
    Well of Charity: An additional DC 20 Spellcraft check when designing the well grants it the added benefit "Well of Charity". Anyone who draws water from the well and has more money with them but are not in great need of the money(most often nobility and adventurers qualify), must make a DC 15 Will save or toss a coin(or more if they wish to) into the well. The well can then regift any number of the coins it possesses to anyone who draws water from it, if they truly need the money. A Well of Charity will not be abused, and can tell the difference between someone who truly needs it, and someone who has come to rely on it. The Well of Charity ability is a Mind-Affecting effect.

    Spoiler: Grand Lighthouse
    Show
    Requirements: DC 30 Spellcraft, A Lighthouse
    Benefit: Illuminates the entirety of a viewers vision as if in daylight, but only if that angle of viewing includes the lighthouse.

    Spoiler: Hatchery, Large
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    Requirements: DC 20 Knowledge(architecture), DC 20 Spellcraft, An existing room at least 40ft by 50ft. (Convertable)
    Benefit: Functions as the small scale Hatchery except the following; The room(and the building if the room fills the entire building) are treated as having a Spell Resistance equal to 5+ the number of eggs present. In addition; any creature that 'works' inside the room(typically tending and checking the progress of eggs) may choose to bar another specific creature or creatures from entry into the room while it is present. This barring is a Mind-Affecting effect with a Will DC to resist equal to half the number of eggs present.

    Spoiler: Holy Structure
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    Requirements: DC 20 Knowledge(architecture).
    Benefit: an aura of holy energy extends from the building, granting living creatures fast healing 1/4 rounds and preventing entry by undead.

    Spoiler: House of Horrors[Evil
    Show
    Requirements: DC 35 Spellcraft, DC 25 Knowledge(arcana).
    Benefit: Humanoid, Animal, Monstrous Humanoid, or Giant type creatures that spend more than 3 days within this building are transformed into Aberrations. These Aberrations keep their memories and personalities from before entering the building, but their alignment is changed to Chaotic Evil. One of the primary forms of entertainment for these abberants is bringing new victims into the building and preventing them from leaving as the magic takes effect.

    Spoiler: Pity
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    Requirements: DC 30 Spellcraft, A room at least 20ft by 20ft(Convertable)
    Benefit: Any creatures in the area must succeed on a DC 10 Will save or be overwhelmed by a all consuming sense of self pity. The DC increases by +1 for each day spent in the area. Any creature that fails the save cannot make any skill checks whilst in the area. This is a Mind-Affecting effect.

    Spoiler: Succeptability[Evil
    Show
    Requirements: DC 20 Spellcraft, A room 30ft square.
    Benefit: Creatures in the room take a -2 penalty to Sense Motive checks, Will Saves, and Constitution checks while present. The penalty to Will saves increases to -10 against Charm effects.
    Special: The creator of this feng shui can designate a creature or identifier(such as a tattoo). That creature, or any creature wearing the identifier, are immune to the effects of this room.

    Spoiler: Unbreakable Wall
    Show
    Requirements: DC 20 Knowledge(Architecture), A wall at least 15ft thick.
    Benefit: This wall is unbreakable by all by but 7th level and higher spells and powers. Adamantine, Weather, and Earthquakes cannot damage the structure. Often a wall like this is built very tall and perfectly smooth on one side.
    Basilican Gate: With an additional DC 20 Spellcraft check, a Basilican Gate can be built into this wall. Creatures in a basilican gate must succeed on a Will save of a DC equal to the number of other people in or on the wall. Failure on this willsave prevents the entrant from lying or drawing their weapons. Though they may take weapons off walls and racks if available.

    Spoiler: Unholy Structure
    Show
    Requirements: DC 20 Knowledge(architecture).
    Benefit: an aura of unholy energy extends from the building, granting undead creatures fast healing 1/4 rounds and preventing entry by living creatures.

    Spoiler: Vitalism Cell
    Show
    Requirements: DC 25 Spellcraft, A round room at least 30ft diameter on both axis.
    Benefit: This room comes in three flavours;
    • "Health" gives all creatures within it a +6 bonus to Constitution.
    • "Strength" gives all creatures within it a +6 bonus to Strength.
    • "Decision" gives all creatures within it either a +4 bonus to Constitution or a +4 bonus to Strength. The creature can choose which benefit to gain at the beginning of each round.

    These benefits remain as long as the creature remains within the area. These bonus' apply to all creatures within the area, however a creature without a Constitution score cannot benefit from "Health" or the Constitution bonus from "Decision".
    Examples: These cells are quite common, though in a variety of contexts. Rodeo rings(Strength), Fightclubs(Decision), Gladatorial Arenas(Decision), and Disease recovery rooms(Health)

    Spoiler: Wake Room
    Show
    Requirements: DC 25 Spellcraft, A room at least 30ft by 30ft. (Convertable)
    Benefit: functions as the small scale "The final wake" except for 3 hours.
    Special: The presence of a priest, or a mortician both increase the duration the deceased can act by one hour. And if a Graveyard is within 20 feet of the room, the deceased cannot be raised as an undead after their final farewell.

    Spoiler: Wishing Well
    Show
    Requirements: DC 25 Knowledge(architecture), A well or public fountain.
    Benefit: Anyone who places a coin substantial to their means(a copper piece for a serf, a silver for a tradesman, a gold for a noble or guildsman) recieves a +1 luck bonus for 8 hours(multiple coins do not raise the bonus). Taking from the well, or forcing another(via physical/psychological force, or magical coersion) to take from the well instead imposes a -1 luck penalty per coin for 8 days or until you return all the coins. If the well is dedicated to a god, a priest of that god may collect coins from the well without penalty, provided those coins are delivered to the coffers or tithing box at the nearest temple of that god(this is because the deity in question will protect their priests while collecting these coins). A Wishing Well not dedicated to any god can be collected from by the local tax collector, provided these coins are used for official buisnesses(such as paying land tax or paying for urban repairs or militia upkeep etc).
    Well of Charity: An additional DC 20 Spellcraft check when designing the well or fountain, grants it the added benefit "Well of Charity". Anyone who offers a coin into the well, which would put them beyond their means, or drinks from the well while without sufficient money to live, may be granted an added boon by the well. The person, upon leaving the well may find they have extra money, which had been in the well. Such a person retains the +1 luck bonus for 8 hours, and does not take a luck penalty for the taking of these coins, as the well had given them.


    Super Scale
    The highest level of Feng Shui is the manipulation of the flow of Lei energy by the positioning and shape of buildings and streets in a town or city. The bigger the city, the more powerful the effect, though Feng Shui effects can be localised to small subsections of the city.

    OVERLAPPING NOTE: The area of a Super scale Feng Shui can overlap with other Super scale Feng Shui. Additionally, Architectural and Small scale Feng Shui can be created in the area of a Super scale Feng Shui, as if it did not exist. Unless the Super scale specifically states this cannot occur.
    Spoiler: Infinite Sewers
    Show

    Requirements: DC 25 Knowledge(Geography), DC 25 Knowledge(Architecture), DC 30 Spellcraft, at least a city district.
    Benefit: As long as each new building is connected to the sewer system and continues the flow of lei, the sewer system(while contained in a finite area) is of infinite length, and the sewage drains away toward a hypothetical singularity, that it will never be able to reach. As such, the streets remain sanitary, and there is no chance of sewage backing up or draining into water or food supplies. As the sewers drain to a point within the city, water is created at the edges of the effect, enough to carry the sewage and rubbish along its journey.

    Spoiler: Necropolis
    Show

    Requirements: DC 25 Knowledge(Geography), DC 30 Knowledge(architecture), an area with no living residents, at least the size of a small castle
    Benefit: Undead and Living creatures within the area may not harm one another. All undead are immune to all Turning attempts and effects of positive energy. However, living creatures are at great discomfort in this region, being constantly fatigued and taking damage instead of healing it after a night's rest.
    Special: As strange as it may seem, Necropolis' have been used in the past as neutral negotiation areas by living delegates of warring nations. Due to the fact that neither combative side are at threat by occupants of the city and negotiations are hastened to decrease the time spent in such an area.

    Spoiler: The Paranoid City
    Show

    Requirements: Unknown DC's, Unknown minimum size.
    Benefit: The paranoid city has several effects that should normally be classified as "Mind-Affecting". However due to the potency of this particular Feng Shui and the Lei coursing through it, creatures immune to Mind-Affecting effects are still susceptible to the effects of the paranoid city.
    Anyone who spends the night in the paranoid city becomes highly concerned and agitated, becoming convinced that they are being watched at all times. Some have reported seeing figures standing in dark alleys, looking at them, but upon closer inspection these shapes vanish. Many people speak of conspiracies and plots against themselves, their families or the government or nobles of the area. This uncomfortable and tense situation has a tendency to attract both thieves and heroes, who both wish to cash in on the opportunities they see presenting themselves in this area. Sadly, these visitors often fall victim to the power of the city and become paranoid and viscious, with many a paladin being dragged away for striking at a child he was certain had tailed him for several minutes with the intent of killing him.
    Special: The Paranoid city has never been made deliberately, and was first noted as only occuring in a city slum section(likely an effect created by a new building being made in an unwise location), but it spread quickly with the addition and removal of buildings in the greater city, to consume the entire metropolis. It is unknown if this effect can be removed, and if so, how.

    Spoiler: Racorest
    Show

    Requirements: DC 25 Knowledge(Geography), DC 25 Spellcraft, a Graveyard or area of terrain 1mile square
    Benefit: This large area, not necessarily a city, is heavily infused with Necromantic energy. Any creature who dies here, or whose corpse is brought into the area, is transformed into an undead. These undead are under control of no other creature, and are immune to turning attempts. Vampires, Ghouls and Liches consider areas like this to be havens.

    Spoiler: Shadowflip
    Show

    Requirements: DC 35 Spellcraft, DC 25 Knowledge(planes), an entire city(must be surrounded by a contiguous city wall)
    Benefit: At random times, typically during periods of high magical tension in the area, the city is surrounded by a thick impentetrable fog. Any creature's wandering into this fog are inexplicably turned around at some point and exit where they entered and Divination magic cannot pierce this veil. Once the fog disappates, the entire area within has plane shifted either to or from the Plane of Shadow.
    The land where the city was before it planeshifted appears natural and typical of the area.

    Spoiler: Strict magic zone
    Show

    Requirements: DC 40 Spellcraft, an area(inhabited or not) at least the size of a Large City
    Benefit: In some deep section of this area is a set of magical 'locks'. These locks contain the effects of several magical spells, powers, or intentions(vestiges, melds, etc). Within the larger area, only these effects can be used magically. As such, Feng Shui of any size does not work in this area as the effects cannot be contained in the magical 'locks'.
    Special: This effect can, and often does occur naturally, although the locks rarely naturally contain any effects, leading to its common name of a 'dead magic zone'. Significant reshaping of the area is required to disrupt this effect(Building or destroying an existing castle in the area is usually sufficient).
    Note on Gods: Any god whose holy symbol is kept in one of the locks, may freely grant spells or influence this area as if all spells were allowed. Clerics and Paladins who gain their spells from such a deity treat all such spells as being allowed in the area.
    Last edited by AtlasSniperman; 2018-05-12 at 05:50 PM.

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    Dwarf in the Playground
     
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    Default Re: Feng Shui; Magic in zones

    This is awesome, I love the utility along with that sense of it being fragile. You got some awesome ideas and a campaign with this would be feel even more fantastic. Could we get more effects that are mind affecting, like maybe something that forces a sanctuary effect on the occupants for those holy groves, political neutral grounds, and such? Maybe just emotion effects in general? Like crushing despair, good hope, and rage? Plus stuff like weather effects? Maybe an obscuring mist effect during certain times or wells that seemingly produce water?

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    Barbarian in the Playground
     
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    Default Re: Feng Shui; Magic in zones

    Druidic Feng Shui: A character who gains the Wild Shape class feature, whether via druid levels or levels in a class with alternate class features selected to gain wild shape, may choose to forgo one level at which they gain that ability, in order to take Druidic Feng Shui. Druidic Feng Shui counts as the feat "Feng Shui Student" for the purposes of the prerequisites of feats and prestige classes. A character with this class feature may create Small scale or Druidic Feng shui with the required time and a successful skillcheck. A character with this ability gains no special bonus on Knowledge(architecture) checks and cannot make Feng Shui with a Knowledge(architecture) DC higher than 10 unless they are trained in that skill.

    Druidic Feng Shui
    The Feng shui detailed below are druid specific and do not fit into the above categories. Druidic Feng Shui may overlap itself(two different types can be placed so that the affected areas overlap), however doing this must be planned ahead and imposes a +2 to all DC's per 5ft square overlapped. Druidic Feng Shui and none Druidic Feng Shui may not exist in the same space. E.g. a restful campsite cannot be made in a Communal Clearing, Cathedral of Leaves, or a Wilderwood.
    Druidic Feng shui are not damaged by wind or rain. Area of Effect spells(other than the condition listed below) only have a 5% chance of disrupting the area. Druidic Feng Shui take up various sizes and various amounts of time, listed per entry.
    Fire will destroy a Druidic Feng Shui effect. If the fire causes enough damage to kill all plants within at least 10% of the area, the Feng Shui must be rebuilt. Otherwise, a Hallow or Consecrate spell can return power to the area.

    Spoiler: Cathedral of Leaves
    Show


    Requirements: DC 20 Knowledge(nature), DC 30 Spellcraft
    Space: A heavily forested area at least 70ft by 170ft.
    Time: 3 years per 70x170ft(or fraction thereof) ground size
    General Description: A beautifully magnificent space, crafted from the gently guided growing of tree branches and the positions of roots and leaves. It's image calls to mind the great gothic cathedrals of cities.
    Benefit: The inside of this semi-building is immune to adverse or undesired weather conditions. Mindless undead cannot enter, and animals do not quarrel or hunt within the cathedral. If an Altar is present, corpses laid upon it are taken into the ground and dispersed as nutrients to the trees surrounding the cathedral. For the effects of spells, spell preparation, rituals, and magic items, the Cathedral of leaves counts as either inside or outside, whichever is more beneficial. Vampires cannot enter the Cathedral of Leaves, just as if they were refused entry to a private residence. Fey creatures may enter this area as if it were a part of the Feywild(this does not count as any form of planar travel, the area exists in both locations at once) and will typically not attack unless provoked(attacked, or if they need to defend the structure). It's not uncommon to witness sermons performed by fey to nature gods here.


    Spoiler: Chamber of Healing, Druidic
    Show

    Requirements: DC 25 Knowledge(nature)
    Space: 30ft by 40ft
    Time: 2 weeks
    Benefit: All healing effects, be they magical or mundane, have double effectiveness.


    Spoiler: Communal Clearing
    Show


    Requirements: DC 15 Knowledge(nature), DC 15 Spellcraft
    Space: 15ft radius centered on a Stone arch
    Time: Eight full moons
    General Description: Eight small stone pillars, the height of a humans waist, stand in a circular clearing. The grass and dirt within, carefully preened and arranged in complicated swirling patterns that wrap around the stones and trace spiralling rivers to a Stone archway at the center of the ring. The archway consists of two tall stones with a third resting atop them. Whispers and the rustling of leaves can be heard through the arch.
    Benefit: Any creature that steps through the archway and remains in the area, can see figments of all the creatures doing the same at each of the nearest 8 of these sites. If any of these creatures moves back through the archway or simply steps out of the circle, they are no longer visible to those at the other sites until they move through the archway again. The creatures can communicate as normal, though they cannot physically interact. Nor can the creatures affect each other with spells, supernatural abilities, or any such similar powers. The only exception to this rule is the spell "Animal Messenger", which may affect a target as normal and allows objects passed to a figment to actually traverse the distance between them.


    Spoiler: Druidic Grove(incomplete)
    Show

    Prerequisite: DC 20+(2* highest spell level ability) Spellcraft, DC 20+(2* highest spell level ability) Knowledge(nature). An area of natural land between 20ft square and 80ft square.
    Benefit: Used by Druids for thousands of years, a Druidic Grove may at this point be a rite of passage for druids. The druidic grove functions only for the creator, unless another druid uses the "Squatters Grove" spell. When created, the Druid makes a set of decisions mentioned below as to how the grove functions. By expending the use of a druid spell of the appropriate level, the druid gains the benefit of the ability selected for that level whilst in their grove. If they leave and reenter, the slot must be expended again. Alternatively they may 'lock' two spell slots of that level, denying them access to those slots while within the grove, but not expending either of them. Some grove abilities possess alignment tags([good],[evil],[law],[chaos]), To select these abilities the druid must be of the alignment, or the grove must be dedicated to a deity of that alignment. Druidic groves can only be dedicated to a single deity each, and this deity can be one that possesses two non-neutral alignments. Any spellcaster who worships the deity a grove is dedicated to(they do not need to gain spells from this deity, so arcane spellcasters can benefit as well) may choose to sacrifice but not lock spell slots in order to gain the benefits that match the dedicated deities alignments, while within the area(this is a specific exception to the "only functions for the creator" rule).

    Druidic grove abilities are selected when the grove is first made, and only one ability per level may be selected. If the druid cannot cast spells of a specific level, they may omit the inclusion of an ability of that level and later add it, however to do so would require repeating the skillcheck on the same location, overlapping and thereby overriding the original area.

    Abilities:
    0
    Special Note: Orison/0-level abilities do not require the expenditure or locking of spell slots.
    Path of the Companion: Subtract the druid's level from the number of hours of the prayer ceremony to acquire an animal companion. To a minimum of 10 minutes
    Path of the Hunter: Subtract 1/3rd the druid's level from the number of hours the druid must rest before preparing spells. To a minimum of 2 hours.
    Path of the Curator: Subtract 3 minutes per druid level from the time it takes to prepare spells, to a minimum of 5 minutes.
    Path of the Cultivator: The area is full of life. All berries and nuts within the area are treated as being under the effect of the Goodberry spell or a similar effect. Pathfinder note: If using the "Druidic Herbalism" rule, this area additionally subtracts the druid's level from the number of hours required to make any given Herbal Concoction, to a minimum of 1 minute.

    1
    Air of the Watcher[Law]: Know the location, species, health, and mood of all plants and animals within 400ft + 40ft/character level. Additionally, all animals within the area are at least Indifferent to the character, unless attacked.
    Air of Security[Chaos]: Thorns, rocks, trees, etc magically block the passage of any creature that does not benefit from this ability. This effect trumps Freedom of Movement and the Druidic ability to ignore natural difficult terrain. As well as blocks [teleportation] magic of 3rd level or lower.
    Air of Healing[Good]: The character can speak to all animals he can see, and spells that heal hit point damage do so at +2 caster level(this increase of caster level is also added to the cap for the spell. So a Cure Light Wounds spell could heal at maximum 1d8+7 instead of 1d8+5).
    Air of Uneasiness[Evil]: Creatures not benefitting from this ability, take double damage from spells that deal negative energy damage(Such as Inflict, Harm, or any spell that imposes negative levels), as well as from Poisons and Disease.

    2
    Aspect of the Shaper: Character gains an untyped bonus to one ability score(chosen at the the time of the creation of the grove) equal to one quarter the character's level.
    [Good]
    [Evil]
    [Law]
    [Chaos]

    3
    [Good]
    [Evil]
    [Law]
    [Chaos]

    4
    [Good]
    [Evil]
    [Law]
    [Chaos]

    5
    [Good]
    [Evil]
    [Law]
    [Chaos]

    6
    [Good]
    [Evil]
    [Law]
    [Chaos]

    7
    [Good]
    [Evil]
    [Law]
    [Chaos]

    8
    [Good]
    [Evil]
    [Law]
    [Chaos]

    9
    [Good]
    [Evil]
    [Law]
    [Chaos]

    Special: A druid can only make one druid grove, updating their own grove does not count as making a new grove. If a Druid's grove is destroyed, they cannot ever replace it. Additionally, When a druid that has a grove, dies, they cannot be brought back to life by any ability of a lower level than the highest level ability of the grove, unless done inside the grove. E.g. A druid with a 6th level grove cannot be reincarnated outside their grove, but can benefit from True Resurrection.


    Spoiler: Dryads grove
    Show


    Requirements: DC 20 Knowledge(nature), DC 20 Knowledge(planes), DC 15 Spellcraft
    Space: An existing druid's grove
    Time: 1 year
    General Description: This splended tree is grown infused with magic and the blood of a single mortal. It's goal being a great attunement to nature.
    Benefit: A character who grows and attunes themself with this Feng Shui gains the Dryad-Form template
    Spoiler: Dryad-Form
    Show

    Dryad-Form is an acquired template that can be added to any humanoid creature who completes the Dryads Grove Feng Shui.
    A Dryad-Form creature uses all the base creature's statistics and special abilities except as noted here.
    Special Attacks: A Dryad-Form has all the special attacks of the base creature and gains the following special attack.
    Awesome Beauty (Su): This ability affects all humanoids within 30 feet of a Dryad-form. Those who look directly at the nymph must succeed at a Will saving throw (DC 10 + half the Dryad-form's total HD + Charisma modifier) or be shaken for 1 minute. A creature that remains in range and continues to look at the Dryad-form must continue to make saving throws against this ability. A successful saving throw while already shaken does not free the creature from the affect of the initial failed save. A failed saving throw while shaken resets the duration of the shaken condition to start from that round. A Dryad-form can suppress or resume this ability as a free action. This is a mind-affecting, fear effect.
    Special Qualities: A Dryad-form has all the special qualities of the base creature and gains the following special qualities
    Fey Bloodline (Ex): Dryad-forms are considered creatures of the fey type when enchantment magic is directed against them. For example, the charm person spell does not affect a Dryad-form creature, but charm monster affects them normally. Dryad-forms can also activate magical items restricted to fey creatures.
    Low-Light Vision (Ex): A Dryad-form can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. The Dryad-form retains the ability to distinguish color and detail under these conditions. If the base creature already has Low-Light Vision, the range is tripled instead of doubled
    Wild Empathy(Ex): This power works like the druid's wild empathy class feature, except that the dryad-form has a +6 racial bonus on the check.
    Tree Dependent(Su): Each Dryad-form creature is cursed with the same pitfall as their namesake. In that they are bound to the tree that was the focus of the Feng Shui that granted them this template. Dryad-form creatures must never stray more than 10 yards per Hit die from this point. Any who do become ill and die within 4d6 hours. This effect and template remain even should the Feng Shui surrounded their tree be removed.
    Abilities: Change from the base creature as follows: Dex +2, Int +2, Wis +2, Cha +4
    Environment: Same as the base creature or temperate forests.
    Organization: Same as the base creature or solitary.
    Challenge Rating: Same as the base creature.
    Level Adjustment: Same as the base creature.


    Spoiler: Everfarm
    Show

    Requirements: DC 10 Knowledge(nature)
    Space: 5ft by 5ft
    Time: 3 rounds
    General Description: Perhaps the least desirable of all Druid Feng Shui's, the forcing of branches of a small bush can, should the sun or moon shine upon them, bring forth a small harvest of berries from the flow of magic.
    Benefit: An existing berry bush provides berries enough to support one medium creature for a day. To those who care about such things; the bush does not consent to this abuse of itself and magic. And many druids and carers of nature see it as a violation to force a plant to provide in this way.


    Spoiler: Lair of Ants
    Show

    Spoiler: art
    Show

    Requirements: DC 20 Spellcraft
    Space: 5ft by 5ft
    Time: 3 full moons
    General Description: This area seems to teem with activity and life, as if the ants themselves were a civilization among the roots
    Benefit: Any creatures chosen by the creator of this Feng Shui(at any time, not simply during creation) can shrink to the Fine size category whilst in this area. Inside the area all their magic and powers function as normal, though scaled to their new sizes. Creatures under the effect of this Feng shui may communicate with Fine Animals and Vermin(such as ants) regardless of their Intelligence score, as if they were sentient beings with an intelligence of 10.


    Spoiler: Sandpassage Complex
    Show

    Requirements: DC 25 Knowledge(Geography), DC 25 Knowledge(Architecture), DC 25 Knowledge(Nature), DC 30 Spellcraft.
    Space: A desert area at least 3 miles in diameter on both axis'
    Time: 12 Years
    General Description: A city within a rocky pit deep in the bowels of the desert. A thousand tunnels spread out from the walls, like the nest of a million giant termites.
    Benefit: A Super Shui that stacks with all Druidic and nondruidic Feng Shui as if it did not exist. See also "Sandpassage outpost"


    Spoiler: Sandpassage Outpost
    Show

    Requirements: DC 10 Knowledge(Nature), DC 5 Spellcraft
    Space: 10ft square of desert or highly sand strewn dungeon
    Time: 2 hours
    General description: A complex circle of runes carved into the very sands.
    Benefit: Creatures stepping into the area find themselve exiting a tunnel in the nearest Sandpassage Complex. This tunnel becomes linked to the outpost used to activate it, allowing two way instantaneous travel, until the outpost is destroyed(most commonly by wind or sandstorms, see "environmental rules")
    Special: At the gamemasters discretion, a Sandpassage Outpost can only be created by a character capable of both Druidic Feng Shui and casting "Tree stride". Or the time element can be decreased for such characters.


    Plentiful River[WIP]
    Rain door[WIP]
    Seacliff[WIP]
    Witherwood[WIP]
    Last edited by AtlasSniperman; 2018-05-21 at 06:07 PM.
    Your friendly neighbourhood sniperman.
    My controversial opinions:
    • I like blue souls.
    • Alignment isn't terrible.

    My Homebrew: Feng Shui; Magic in Zones, Plus others I'm not particularly proud of rn.

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    biggrin Re: Feng Shui; Magic in zones

    Last stand is Awesome! I love how it feels and that one time use makes it something that is not just thrown around willy nilly. I like the mechanics for the wells and the spell mist effect could make some cool appearing fights. Can we get a super that is like the mists of Avalon sort of thing like a city that isn't meant to be found, I like your little touches with the mechanics and I would like to see your interpretation. Maybe a weird one for secluded temples that is kind of like your restful campsite one but allows occupants to trance like elves for rest instead sleep? It could make them immune to dream based effects or something, I'm just rambling. If I come up with more ideas I'll be back. I really want to see more supers, I feel like Frank and K made some mechanics for city wide effects. I'll have to find those old bookmarks.

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    Barbarian in the Playground
     
    RogueGuy

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    Default Re: Feng Shui; Magic in zones

    Quote Originally Posted by Allnightmask View Post
    Last stand is Awesome! I love how it feels and that one time use makes it something that is not just thrown around willy nilly. I like the mechanics for the wells and the spell mist effect could make some cool appearing fights. Can we get a super that is like the mists of Avalon sort of thing like a city that isn't meant to be found, I like your little touches with the mechanics and I would like to see your interpretation. Maybe a weird one for secluded temples that is kind of like your restful campsite one but allows occupants to trance like elves for rest instead sleep? It could make them immune to dream based effects or something, I'm just rambling. If I come up with more ideas I'll be back. I really want to see more supers, I feel like Frank and K made some mechanics for city wide effects. I'll have to find those old bookmarks.
    You and me both man, I'm saddened by the lack of Super's and have been trying to think of more. The problem is that the magic is so powerful that I can't really think of many things that would suit that level of strength. Your secluded temple idea for example seems to be more architectural.

    The Mists of Avalon did strike me an idea however, and it has been added to the Super's under "Shadowflip"
    Last edited by AtlasSniperman; 2016-09-14 at 11:55 PM.
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    • I like blue souls.
    • Alignment isn't terrible.

    My Homebrew: Feng Shui; Magic in Zones, Plus others I'm not particularly proud of rn.

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    Barbarian in the Playground
     
    RogueGuy

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    Default Re: Feng Shui; Magic in zones

    Feedback, Ideas, Playtests are all very welcome. I want to make this system as full, balanced and useful as possible :D
    Your friendly neighbourhood sniperman.
    My controversial opinions:
    • I like blue souls.
    • Alignment isn't terrible.

    My Homebrew: Feng Shui; Magic in Zones, Plus others I'm not particularly proud of rn.

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    Default Re: Feng Shui; Magic in zones

    .
    Feng Shui would go nicely with druids' grove and circles of stones / stone temples hidden away in ancient rain forests.
    Those might require months/years/decades to prepare, but could last centuries/millennia.
    Last edited by nonsi; 2016-09-19 at 08:43 AM.

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    RogueGuy

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    Default Re: Feng Shui; Magic in zones

    Quote Originally Posted by nonsi View Post
    .
    Feng Shui would go nicely with druids' grove and circles of stones / stone temples hidden away in ancient rain forests.
    Those might require months/years/decades to prepare, but could last centuries/millennia.
    I did actually put a lot of thought towards the Druid's Grove idea. And I feel that while it does suit the system of Feng Shui, that it is something that should be researched by each prospective druid. The Feng Shui included here are the "standardised" or well understood Feng Shui, that you can learn from other practitioners. A Druid's Grove Feng Shui would be something of a rite of passage I feel and should require research into figuring it out, and some form of discussion with the DM as to what it does. I am fairly certain however that it would require Spellcraft(as all Feng shui have either Spellcraft or Knowledge(architecture)), and if a DM feels it is necessary; Knowledge(Nature).
    Your friendly neighbourhood sniperman.
    My controversial opinions:
    • I like blue souls.
    • Alignment isn't terrible.

    My Homebrew: Feng Shui; Magic in Zones, Plus others I'm not particularly proud of rn.

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    Default Re: Feng Shui; Magic in zones

    Quote Originally Posted by AtlasSniperman View Post
    I did actually put a lot of thought towards the Druid's Grove idea. And I feel that while it does suit the system of Feng Shui, that it is something that should be researched by each prospective druid. The Feng Shui included here are the "standardised" or well understood Feng Shui, that you can learn from other practitioners. A Druid's Grove Feng Shui would be something of a rite of passage I feel and should require research into figuring it out, and some form of discussion with the DM as to what it does. I am fairly certain however that it would require Spellcraft(as all Feng shui have either Spellcraft or Knowledge(architecture)), and if a DM feels it is necessary; Knowledge(Nature).
    I was hoping to see explicitly specified rules for such things, because in folklore druids are almost always associated with locations that display inherent environmental magical effects.
    Now that you brought up the concept of Feng Shui to our attention, I'd say that fluff-wise it's almost mandatory that druids possess Feng Shui skills... and if so, those should be specified.

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    Default Re: Feng Shui; Magic in zones

    Quote Originally Posted by nonsi View Post
    I was hoping to see explicitly specified rules for such things, because in folklore druids are almost always associated with locations that display inherent environmental magical effects.
    Now that you brought up the concept of Feng Shui to our attention, I'd say that fluff-wise it's almost mandatory that druids possess Feng Shui skills... and if so, those should be specified.
    Well, I'll do some research, chat with a couple of my Wiccan friends(HEY MA!), and just in general see how much juice I can squeeze out of that notion. It might be possible to have a variation of the Feng Shui student feat that can be taken as an ACF for druids and other wildland classes, though I would probably need some serious advice in hashing that out. I do agree that much of druidic mythos at least in fantasy lends itself very easily to the ideas behind this system, and I am willing to look into the idea.
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    Default Re: Feng Shui; Magic in zones

    Quote Originally Posted by AtlasSniperman View Post
    Well, I'll do some research, chat with a couple of my Wiccan friends(HEY MA!), and just in general see how much juice I can squeeze out of that notion. It might be possible to have a variation of the Feng Shui student feat that can be taken as an ACF for druids and other wildland classes, though I would probably need some serious advice in hashing that out. I do agree that much of druidic mythos at least in fantasy lends itself very easily to the ideas behind this system, and I am willing to look into the idea.
    Glad to hear that. I really appreciate this addition to the game and I wouldn't want it to remain incomplete.

    Btw, if verysimilitude is something that matters to you, I'd do something about Infinite Sewers. I get the flavor and I like it, but the way it's currently written should eventually lead to ecological disaster of waters leaving the world never to return.

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    Default Re: Feng Shui; Magic in zones

    Quote Originally Posted by nonsi View Post
    Glad to hear that. I really appreciate this addition to the game and I wouldn't want it to remain incomplete.
    This. This makes me very happy to read and gives me motivation to work on it. :D I want this system to be complete, but I also want it to be balanced, something which I'm not particularly experienced with.

    Quote Originally Posted by nonsi View Post
    Btw, if verysimilitude is something that matters to you, I'd do something about Infinite Sewers. I get the flavor and I like it, but the way it's currently written should eventually lead to ecological disaster of waters leaving the world never to return.
    Yeah, the Infinite Sewers should be fixed, the flavour currently is for Terminos. In Terminos all large bodies of water(sufficient lakes, seas, and oceans) are direct gateways to the plane of water. But I'll fix that when I have a chance.
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    Default Re: Feng Shui; Magic in zones

    Quote Originally Posted by AtlasSniperman View Post
    This. This makes me very happy to read and gives me motivation to work on it. :D I want this system to be complete, but I also want it to be balanced, something which I'm not particularly experienced with.
    Indeed. I wouldn't compromise on balance.

    That said, some things in here are priceless: Brawling Ring, Hallowed Ground, Last Stand, Placid point, Grand Lighthouse, Wake Room, Wishing Well, The Paranoid City, Shadowflip.
    All of the above were badly missing (not-tied-to-spells) flavor elements.


    Regarding Final wake and Wake Room ("...constantly aware of exactly how much time it has remaining") - how long before one's time runs out?


    One thing I couldn't figure out from the rules: can multiple Feng-Shui effects of different scale overlap? If so, does it require special measurements?
    I tend to say yes, because it's highly reasonable that a Paranoid City could contain a Brawling Ring.


    And a thought that just came to mind regarding Shadowflip: A twist of that effect could explain Ravenloft, but would probably require an even larger scale, where you sculpt the very landscape.

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    Default Re: Feng Shui; Magic in zones

    Quote Originally Posted by nonsi View Post
    Indeed. I wouldn't compromise on balance.
    Hence my posting here and asking for feedback. But since I'm not getting much I suppose it must currently be fairly visually balanced.
    Quote Originally Posted by nonsi View Post
    That said, some things in here are priceless: Brawling Ring, Hallowed Ground, Last Stand, Placid point, Grand Lighthouse, Wake Room, Wishing Well, The Paranoid City, Shadowflip.
    All of the above were badly missing (not-tied-to-spells) flavor elements.
    And that's one of the big problems with this, I want/need to come up with things not currently covered by spells/powers but are commonplace in fantasy.

    Quote Originally Posted by nonsi View Post
    Regarding Final wake and Wake Room ("...constantly aware of exactly how much time it has remaining") - how long before one's time runs out?
    Yep. It's a small courtesy paid to the dead while they entertain and comfort the living. So they can make the best use of their time.

    Quote Originally Posted by nonsi View Post
    One thing I couldn't figure out from the rules: can multiple Feng-Shui effects of different scale overlap? If so, does it require special measurements?
    I tend to say yes, because it's highly reasonable that a Paranoid City could contain a Brawling Ring.
    Quote Originally Posted by AtlasSniperman View Post
    Large Scale
    The Architectural level of Feng Shui is the manipulation of the flow of Lei energy purely by the design of the floorplan of a building. Large scale Feng Shui persists as long as the structure is in good condition. Architectural Feng Shui tends to have more potent abilities, but can be very expensive to build. Small Scale Feng Shui cannot occur within a room or rooms of architectural Feng Shui. For this reason, several Architectural Feng Shui are larger, more stable versions of smaller Feng Shui. Architectural Feng Shui that is the adaptation of a preexisting building or room, takes 1 week per 40 square feet of space converted.
    Super Scale
    The highest level of Feng Shui is the manipulation of the flow of Lei energy by the positioning and shape of buildings and streets in a town or city. The bigger the city, the more powerful the effect, though Feng Shui effects can be localised to small subsections of the city. Due to the complexity but slightly forgiving nature of this level, it is not impossible for these effects to occur by accident. Architectural and Small scale Feng shui's can be created within the area of a Super-scale Feng Shui.
    So you can have Small and Architectural within Super. But you can't have Small inside Architectural. Yes this means that you can't have a Healer's bed in a Holy structure(or, more importantly, a chamber of healing) but you can have both in different locations inside a Shadowflip area.


    Quote Originally Posted by nonsi View Post
    And a thought that just came to mind regarding Shadowflip: A twist of that effect could explain Ravenloft, but would probably require an even larger scale, where you sculpt the very landscape.
    I've been twiddling with having Super scale apply to nature as well(and as such occur naturally), and in that case yes Shadowflip would fit Ravenloft quite nicely. I didn't even think of Ravenloft as I was writing it, but subconciously I may have drawn on it.


    A mate of mine came up with a fun set of alternate names for the tiers; PC(Small), Utlity(Architectural), and PlotHook(Super)
    Last edited by AtlasSniperman; 2016-09-21 at 06:14 PM.
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    Default Re: Feng Shui; Magic in zones

    Added a druid section with a bunch of ideas. Details will be added a little later(I have some stuff to do today, will get to it little later today hopefully). Hope it isn't considered stupid or imbalanced that to take it you have to give up Wild Shape.
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    Default Re: Feng Shui; Magic in zones

    Quote Originally Posted by AtlasSniperman View Post
    Added a druid section with a bunch of ideas. Details will be added a little later(I have some stuff to do today, will get to it little later today hopefully). Hope it isn't considered stupid or imbalanced that to take it you have to give up Wild Shape.
    3 things:
    1. I wouldn't make someone trade Wild Shape altogether. You could force some sort of WS step-delay.
    2. It's not clear regarding druidic Feng-Shui effects what their scale is. Don't assume that readers will conclude what you expect them to.
    3. I still don't see info for Final Wake and Wake Room how long before one's time runs out. Does one persists in a state of semblance of life until struck? Is it possible to exist in this state indefinitely?

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    Default Re: Feng Shui; Magic in zones

    Quote Originally Posted by nonsi View Post
    3 things:
    1. I wouldn't make someone trade Wild Shape altogether. You could force some sort of WS step-delay.
    2. It's not clear regarding druidic Feng-Shui effects what their scale is. Don't assume that readers will conclude what you expect them to.
    3. I still don't see info for Final Wake and Wake Room how long before one's time runs out. Does one persists in a state of semblance of life until struck? Is it possible to exist in this state indefinitely?
    1. What sort of delay would you recommend? One? I don't usually deal with druids so idk.
    2. It states in the paragraph at the top of the spoiled section that druid feng shui is a different level to the other 3 and does not overlap the others but can overlap itself.
    3. Wake room says it functions as final wake but for 3 hours. And final wake specifically says the deceased may act as if alive for 1 hour.
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    Default Re: Feng Shui; Magic in zones

    Quote Originally Posted by AtlasSniperman View Post
    1. What sort of delay would you recommend? One? I don't usually deal with druids so idk.
    2. It states in the paragraph at the top of the spoiled section that druid feng shui is a different level to the other 3 and does not overlap the others but can overlap itself.
    3. Wake room says it functions as final wake but for 3 hours. And final wake specifically says the deceased may act as if alive for 1 hour.
    1. One seems enough, given that a druid cannot benefit from druidic Feng Shui mid-game, and it requires long term planning and you can't take it with you on an adventure.
    2. Got it.
    3. Ok, I somehow managed to miss the "one hour" in the description section.


    PC(Small), Utlity(Architectural), and PlotHook(Super)
    How about adding Legacy(Environmental)?
    Something like Ravenloft would require that (but would probably also require powerful new druid spells that can shape the natural landscape).
    Potentially, this along with druidic Feng Shui could also justify the existence of naturally occurring Feng Shui (just by pure coincidence).
    Last edited by nonsi; 2016-09-24 at 01:05 AM.

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    Default Re: Feng Shui; Magic in zones

    Quote Originally Posted by nonsi View Post
    How about adding Legacy(Environmental)?
    Something like Ravenloft would require that (but would probably also require powerful new druid spells that can shape the natural landscape).
    Potentially, this along with druidic Feng Shui could also justify the existence of naturally occurring Feng Shui (just by pure coincidence).
    Please explain.
    Do you mean just naturally occuring/random Feng Shui effects? Like the Feng Shui equivalent of Artefacts?
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    Default Re: Feng Shui; Magic in zones

    Quote Originally Posted by AtlasSniperman View Post
    Please explain.
    Do you mean just naturally occuring/random Feng Shui effects? Like the Feng Shui equivalent of Artefacts?
    I'd say coincidental naturally occurring Feng Shui effects.
    Only the DM can decide on something like that - and the application is immediate upon the need/desire of the moment (you just have to not abuse it, or risk compromising verisimilitude).

    This approach would actually justify people coming to figure out Feng Shui in the first place. Everything anyone ever knows/uses came from (or was inspired by) naturally occurring phenomena one way or another.

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    Default Re: Feng Shui; Magic in zones

    Quote Originally Posted by nonsi View Post
    I'd say coincidental naturally occurring Feng Shui effects.
    Only the DM can decide on something like that - and the application is immediate upon the need/desire of the moment (you just have to not abuse it, or risk compromising verisimilitude).

    This approach would actually justify people coming to figure out Feng Shui in the first place. Everything anyone ever knows/uses came from (or was inspired by) naturally occurring phenomena one way or another.
    That second part is actually part of the history of Magic in the Terminos setting, and was part of the logic behind this system in the first place.

    I can see this system expanding into a subsystem as large or larger than Incarnum, Psionics, etc. Very easily in fact. But this thread is only the start and I would like many more ideas, in particular specific ideas such as particular Feng Shui, or maybe Classes or Races etc to associate with this system. But I will have to wait for it to become bigger for it to become more popular, and for it to be more popular before I can start getting actual ideas submitted :)

    I do like the idea of coincidental/natural Feng Shui, but it will take a lot of research and work.
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    Default Re: Feng Shui; Magic in zones

    Quote Originally Posted by AtlasSniperman View Post
    That second part is actually part of the history of Magic in the Terminos setting, and was part of the logic behind this system in the first place.

    I can see this system expanding into a subsystem as large or larger than Incarnum, Psionics, etc. Very easily in fact. But this thread is only the start and I would like many more ideas, in particular specific ideas such as particular Feng Shui, or maybe Classes or Races etc to associate with this system. But I will have to wait for it to become bigger for it to become more popular, and for it to be more popular before I can start getting actual ideas submitted :)

    I do like the idea of coincidental/natural Feng Shui, but it will take a lot of research and work.

    I'm not telling you where to take Feng Shui. This is your baby and your call how it will evolve.
    That being said, I wouldn't make this an Incarnum wannabe. There's an over inflation of subsystems (vancian/invocations/incarnum/trunamig/maneuvers). It seems to me like people don't need another one.
    I'd keep it in the realm of skills and set an appropriate synergy to each Feng Shui effect. This also means that I think the druidic effects should be regular Feng Shui effects.

    I'm not saying that you're dead wrong in your expectations regarding your vision, but before diving deeper, take a day or two to think. Go the full monty only if you're absolutely sure you can produce a result that would be vastly superior to one you could achieve with skills alone, because the road ahead of you is long and tedious, so you'd better be damn sure the effort is worth it.
    Trust me, I know a thing or two about long projects. While I couldn't be more content with the end result of my overhaul project, had I known the extent of time and effort it had required, I would't have started it in the first place.

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    Default Re: Feng Shui; Magic in zones

    The concepts which Feng Shui incorporate actually reminded me of runes and alchemical symbols and how they are used in current media (perhaps these can be related, no?). Also, I do remember hearing that Feng Shui having some religious roots (the gods being appealed by the aesthetic of a room, for example), so that might be worth looking into.

    I have also come up with the concept of Feng Shui being used in armies and squads. For example, having the Feng Shui user organize formations so that all inside the army gain a buff against mounted attackers or making all magic attackers have trouble getting through the Feng Shui. The same could be applied to party-sized groups, like having the rogue get a buff on spotting traps, or the spellcaster being able to channel heals to everyone in the formation.

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    Default Re: Feng Shui; Magic in zones

    nonsi- I will take the advice wait and think on it.

    DuctTapeKatar- This is something I've been thinking on recently actually! The relationship of runes to Feng Shui. Perhaps the earliest form of writing system were diagrams of patterns from Feng Shui.
    As for the gods; at least in Terminos, Magic came before the gods, so I cannot make it canon that it's the gods doing this. The gods do influence Feng Shui though(See the wells)

    This, while sounding great, would be extremely difficult. Take the "Watered Farmland" Feng Shui as an example. This effect is produced by the arrangement of crops(similar to your arrangement of people), and ends the moment the crops are harvested. Likewise, the moment the people move the effect would end. I can see a little wiggle room to allow for strict marching orders, but the moment combat starts, the effects would end due to the combatants attempting to avoid being hit.

    But yes, I can see Improved marching speeds or Morale boosts or resilience to fatigue working well as people-based Feng Shui.

    Added:
    Small|
    Acoustic Flow
    Disgust
    Healer's Formation
    Serenity
    Large|
    Unbreakable Wall
    Super|
    Necropolis
    Racorest
    Strict magic zone
    Last edited by AtlasSniperman; 2016-09-24 at 09:57 PM.
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    Default Re: Feng Shui; Magic in zones

    Arise! Awaken!
    <Threadnecromancy's own thread/>
    Is anyone using or has anyone used this in their game? If so, how did it go/ how's it going? Is it worth it for me to continue?
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    Default Re: Feng Shui; Magic in zones

    Quote Originally Posted by AtlasSniperman View Post
    Arise! Awaken!
    <Threadnecromancy's own thread/>
    Is anyone using or has anyone used this in their game? If so, how did it go/ how's it going? Is it worth it for me to continue?
    In my view, it's not a question of "Is it worth it?". When inspiration strikes, it has to go somewhere. People using the stuff is an added bonus, not the driving force.
    That's how things are for me at least.
    (but have no doubt that some are most likely to be using some of your work, even if they don't come back to tell you about it)

    If you have awesome stuff to put into this project, it would be a shame to keep it locked in your head.

    One thing that I can say specifically in favor of this project, is that I haven't yet encountered a 3.X settings where it couldn't fit in due to rule conflicts/contradictions.

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    Default Re: Feng Shui; Magic in zones

    I know, just haven't gotten a chance to use them myself so I don't know how the balance is, or if there is anything ambiguous in the wording.

    That said, yes I have gotten some additional inspiration and will likely begin spamming updates to this very soon XD
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    Default Re: Feng Shui; Magic in zones

    From now on, I think I'll post additional ones as followup posts in addition to updating the main post, so there's no hunting the list for an update.

    Large Feng Shui:
    Vitalism Cell
    Requirements: DC 25 Spellcraft, A round room at least 30ft diameter on both axis.
    Benefit: This room comes in three flavours;
    • "Health" gives all creatures within it a +6 bonus to Constitution.
    • "Strength" gives all creatures within it a +6 bonus to Strength.
    • "Decision" gives all creatures within it either a +4 bonus to Constitution or a +4 bonus to Strength. The creature can choose which benefit to gain at the beginning of each round.

    These benefits remain as long as the creature remains within the area. These bonus' apply to all creatures within the area, however a creature without a Constitution score cannot benefit from "Health" or the Constitution bonus from "Decision".
    Examples: These cells are quite common, though in a variety of contexts. Rodeo rings(Strength), Fightclubs(Decision), Gladatorial Arenas(Decision), and Disease recovery rooms(Health)
    Last edited by AtlasSniperman; 2018-05-02 at 05:30 AM.
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