The Campaign Builder's Guild

The Archives => Meta (Archived) => Topic started by: Superfluous Crow on July 22, 2007, 12:52:51 PM

Title: Simple telekinetic magic system
Post by: Superfluous Crow on July 22, 2007, 12:52:51 PM
Tried posting this stuff on the DnD forum, but since i got no replies there, i thought i would try and move it here.

This simple system uses neither spells, nor gestures or anything else associated with magic usually. It simply involves you controlling magical force as small entities that i have named third hands for lack of anything better. I originally also had a class (referred to as Spectral Hand in the text), but it wasn't really fleshed out, so i thought i would just post the mechanics, since they should be relatively easy to add to a class. I have included the stats for the hand and two additional character abilities.

Third Hand
Small construct (force)
Speed: 20 ft. flight
Base Attack/Grapple: Class level/class level + str
Attack: Slam (class level + str)
Full Attack:
Space/Reach: 5 ft./5ft.
Special Attacks: Material pull, improved grapple
Special Qualities: Intangible, link
Abilities: str X, dex X, con X, int -, wis -, cha -
Intangible (ex): Since Third Hands only are extensions of the Spectral Hands will, it is impossible to interact with them in any meaningful way (unless the the Spectral Hand wills it). They are also naturally invisible, which makes it even harder to even try and interact with them.
Material pull (ex): The Third Hand attracts all matter, which is what allows the Hand to interact with other objects even though others can't interact with the hand. The magnetic pull also means that if someone or something moves into or through the Third Hands space, the Third Hand automatically attract the object, giving it the opportunity to make a free grapple attempt
Link: Third hands are direct extensions of the wearer's will, and so their abilities depend largely on the Spectral Hand himself. The Hands' physical ability scores (str, con, and dex) are equal to 10 + class level + Int modifier. The Hands always act on the users initiative count. In addition, you can use the hand to qualify for certain feats (such as those that depend on size) and use those feats with the Third Hands (the Spectral Hand has to choose whether the feat goes to himself or the hands though; they can't both benefit).
Your third hand can stray up to 200 feet away from you. A Third Hand can make more than one attack if its base attack is high enough. For carrying purposes, the force is considered a two-legged creature.
Increased Lift: Your Third hand is now considered a four-legged creature, increasing its weight capacity.
Increased Force: The effective size of the Third hand increases over time. At fifth level it is considered a medium creature, at tenth a large one, and at fifteenth level it is considered huge. This increases grapple modifiers, slam damage and carrying capacity. It doesn't affect strength or dexterity.

For those who has trouble seeing how this overlaps with magic, here are some ideas:

1. Lift heavy objects and drop them on people.
2. Throw stuff.
3. Use Awesome blow or bull rush to send people flying (a la Saruman/Gandalf or various people from Star Wars)
4. Rip people apart (should be possible somehow...) otherwise, just pummel them into submission (or a bloody pulp, if that is more your style).
5. Grapple people and move them around (yes, you can move them upwards)
6. Place them somewhere and let them give you cover or just stop people from attacking you directly.
7. Use them to lift equipment or to get that pitcher on the other table (standard wizard move).

Things to think about:
Are the hands too strong?
How many Third Hands should the class have access to at level 20?
what other stuff is possible?
Should we/i remove the passive grapple?
And any other ideas you can come up with.
Hope you like the idea. Or at least, don't hate it. That'll do too.
Title: Simple telekinetic magic system
Post by: Stargate525 on July 22, 2007, 01:37:28 PM
Personally, I would remove the concept of having the thing as its own creature, and simply make a class whose 'casting' is the improvement or alteration of a basic telekinesis.
Title: Simple telekinetic magic system
Post by: Superfluous Crow on July 23, 2007, 07:27:11 AM
It would just make it simpler if it was a creature by itself. And easier to balance i think too.
Title: Simple telekinetic magic system
Post by: Stargate525 on July 23, 2007, 11:15:25 AM
except it doesn't act like a creature. It has no hit die, no hit points, can't be attacked,  and all of its stats are based on the caster.
Title: Simple telekinetic magic system
Post by: Pellanor on July 23, 2007, 12:03:46 PM
Have you been watching Elfen Lied (http://en.wikipedia.org/wiki/Elfen_Lied)?

Also, I gotta agree with Stargate. Don't treat the third hands like creatures. It'll just create far to much confusion.
Title: Simple telekinetic magic system
Post by: Superfluous Crow on July 24, 2007, 02:26:30 PM
Nope. Never even heard of it. This was just one of my many attempts to make a new type of telekinesis, albeit apparently not a very succesful attempt. :)
Title: Simple telekinetic magic system
Post by: khyron1144 on July 24, 2007, 09:15:25 PM
I like it okay.  

I've got n o problem with the mechanics of it being a creature.  Mainly because it's starting to spark my imagination in directions of:

A "wizard" class with the only magical ability of a familiar, but a familiar that gains spell-like abilities as he levels or something like that.
Title: Simple telekinetic magic system
Post by: Stargate525 on July 24, 2007, 11:54:55 PM
I would suggest giving him something like a maximum number of pounds, and he can divide that as he sees fit. He could lift 1 100lb object, 2 50lb objects, etc.

The 'tricks' that one would be able to learn (using small items as projectiles, controlling non-solid matter, fine control of the telekinesis, etc.) should be added at appropriate levels as class abilities. Otherwise he becomes like the sorcer, and has no reason not to multiclass out of it.

Quote from: khyron1144A "wizard" class with the only magical ability of a familiar, but a familiar that gains spell-like abilities as he levels or something like that.  
Alright, now I need to make a spark base class and let him have an army of clanks walking around after him.   If you don't know what I'm talking about. (http://www.girlgeniusonline.com/cgi-bin/ggmain.cgi?date=20040419)
Title: Simple telekinetic magic system
Post by: Superfluous Crow on July 25, 2007, 05:15:10 PM
The good thing about them being creatures is that they already have a limit to what they can carry (depending on their strength like any normal creature), and they can already throw stuff, grapple stuff, smash open doors, drag people into the air and whatever you want. I just personally think that it can be a bit hard to actually figure out exactly  what you can do with the telekinesis spell sometimes. But okay, it doesn't have to be a real creature like this since i can see your point about it being a bit of a waste since it doesn't have any of the normal statistics anyways, but i think it would be smart to make it interact with stuff like a creature.
Title: Simple telekinetic magic system
Post by: Pellanor on July 26, 2007, 11:45:07 AM
I would just say something like, "The third hand is treated as a small sized creature with a strength of X for the purpose of combat maneuvers (Grapple, Trip, etc...) and carrying capacity."