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Mystic: Core class (alternate spellcasters)

Started by Captain Obvious, May 23, 2006, 01:46:37 AM

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Captain Obvious

So, for the "...As it is in heaven" CS, the main spellcasters (although there will be binders, truenamers and warlocks too) are a set of variants of the Shadowcaster class from ToM. Each one of six variants (one of which is the original shadowcaster class) has a different set of mysteries (called lores of magic) they can learn.

All of the ideas in these classes were just made up the other day though, so they are in great need of work and suggestions of was to improve/polish/fix them are needed.

Astrologers [celestial magic]
Channeler [energy magic]
Druid [nature magic]
Necromancer [death magic]
Shadowcaster [shadow magic]
Vitalist? [internal magic?] - i don't like either of these names, but can't think of anything better at the moment.

Celestial magic will be made up of a mix of summoning spells (both of monsters and of things like shields), a large amount of divination magic, and some transportaion spells, specifically planar travel ones. This is a good magic lore for supporting spell casters, providing research, travel, defense and allies, but very little overtly offensive magic.

Energy magic will obviously include a very high porportion of spells with energy descriptors, and even those that don't have them would be organized into the four elements. This is a very offense heavy lore, containing many damaging spells, but also some summoning spells, and energy protection spells.

Nature magic will draw much of it's list from the archetypal spells of the druid spell list. There will be a good mix of spell types including summons, damaging spells, defensive spells, out of combat support and transport spells, but they all will be versions linked to animals and nature (ex. Summon Nature's Ally, Call Lightning, Stoneskin, Commune with Nature, Tree Stride). This is a good lore choice for any mystic who wants a well-rounded spell list and expects to spend a lot of time in wilderness environments.

Death magic obviously contains spells that allow the creation of undead, but it also allows the mystic to raise the dead, weaken opponents, remove similar spells on their allies, and cast many offensive spells that have effects other than simple damage, such as causing ability damage, bestowing negative levels, and causing diseases. This lore is good for a mystic who desires a lot of raw power and non-standard options, but has few scruples against using misunderstood magic. It does not require the user to be evil, but many are and most are viewed that way regardless of their actual alignment.

Shadow magic will follow the same list as shown in the ToM but, based on the number of options that end up availiable to the other variants, may have their list reduced. Shadow magic provides many options in all styles of magic, including summons, damaging spells and personal buffs, but most focus around darkness or cold in one way or another.

Internal magic focuses around improvement to oneself and, to a lesser extent, the selves of others nearby. It includes a lot of physical buffing spells and shape-changing spells of many types and other transmutation spells. It also provides limted acces to healing spells, although they will improve regeneration rate and/or grant fast healing rather than be the standard cure spells. This is a good lore for any mystic who prefers getting their own hands dirty rather than staying back and simply casting spells.

Each of these classes need a set of special abbilities to take the place of the shadowcaster's non-spell-casting class features (sustaining shadow and better darness vision i beleive), but i haven't go to these yet as the class is still being figured out.
[spoiler=My Campaign Settings]
The Age of Kings: My main CS(Comments and Criticism welcomed)
Shadows of the Last Alliance: My PbP game\'s CS (Not much written here yet)
...As it is in Heaven: My newer CS (currently mostly just brainstorming)
Vorsatz: my newest setting.[/spoiler]
[spoiler=Quotes]
\"We cross our bridges when we come to them and burn them behind us, leaving only the memory of smoke and the presumption that once our eyes watered.\" -Samuel Beckett
\"Who am I lady? I\'m your worst nightmare. A pumpkin with a gun!\" -Merv Pumpkinhead
\"This whole Case is like a chocolate jigsaw puzzle: It\'s messy, it sticks to your fingers and you don\'t know whether to fit the peices together or just take a big bite.\" - Jack Leaderboard
"Pig's lips meet my lips,
Pig's Stomach meets my stomach,
A meeting of meats."
- Anonnymous hotdog haiku.[/spoiler]
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Xathan

This sounds like an awesome idea. I'd be happy to help you with them as much as I can.

For alternate abilities, perhaps the Celestial magic users slowly gain the half-celestial template w/o the spell like abilities, the death magic users slowly gain undead traits, Nature magic users gain plant traits, energy magic users gain elemental traits, and internal magic users gain...? not sure on that one. All of these are a bit too obvious, but hopefully will spark the gears turning in your head about what to do next, and once I get home and get my hands on my copy of ToM, I'll be happy to help you with this.
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[/spoiler]

fw190a8

Is there any news on how this is developing? I really do like this idea, but there are still so many unknowns. As for the 'internal magic' - how about simply inner magic? I'm not familiar with the shadowcaster because I don't have the Tome of Magic (is it worthwhile me buying this considering I have the majority of core and Forgotten Realms 3/3.5 books?) but from what I can see, a certain aspect of these new varients supadupaman presents here attempts to reclassify magic. So, a fireball spell is in the traditional school of evocation, but here it would be in the lore (is that the right word?) of energy/channeler, and even though sending is also evocation, it would fall under celestial here?

Does this mean that each existing spell needs to be put into one (or more) of these six categories?

Xeviat

I don't own, nor have I read, Tome of Magic, so I'm not exactly sure how the Shadow Caster works. Are their abilities structured basically like spells, or are they weaker with unlimited use?

Currently, it looks like you could use the Dread Necromancer and War Mage as ideas on how to progress this. Heck, the Spirit Shaman could serve as a basis for your Druid too.

I'm not sure what specific help you need; let me know and I'll see what I can do.
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Captain Obvious

QuoteFor alternate abilities, perhaps the Celestial magic users slowly gain the half-celestial template w/o the spell like abilities, the death magic users slowly gain undead traits, Nature magic users gain plant traits, energy magic users gain elemental traits, and internal magic users gain...? not sure on that one. All of these are a bit too obvious, but hopefully will spark the gears turning in your head about what to do next, and once I get home and get my hands on my copy of ToM, I'll be happy to help you with this.
Is there any news on how this is developing? I really do like this idea, but there are still so many unknowns. As for the 'internal magic' - how about simply inner magic? I'm not familiar with the shadowcaster because I don't have the Tome of Magic (is it worthwhile me buying this considering I have the majority of core and Forgotten Realms 3/3.5 books?) but from what I can see, a certain aspect of these new varients supadupaman presents here attempts to reclassify magic. So, a fireball spell is in the traditional school of evocation, but here it would be in the lore (is that the right word?) of energy/channeler, and even though sending is also evocation, it would fall under celestial here?
Does this mean that each existing spell needs to be put into one (or more) of these six categories?
[/quote]I don't own, nor have I read, Tome of Magic, so I'm not exactly sure how the Shadow Caster works. Are their abilities structured basically like spells, or are they weaker with unlimited use?

Currently, it looks like you could use the Dread Necromancer and War Mage as ideas on how to progress this. Heck, the Spirit Shaman could serve as a basis for your Druid too.

I'm not sure what specific help you need; let me know and I'll see what I can do.[/quote]astrologers [/b]- usual animal familiar? limited to just birds? given a minor extra-planar creature?
channeler - elemental familar? (which type though? maybe they can switch?)
druid - animal companion (that one's easy)
necromancer - skeleton companion (form the variant specialist abilities in UA. maybe they can pick other types of undead? qhost companion? that might be too good)
shadowcaster - shadow companion
vitalist - umm... split personality? spirit guide? mini-me? talking tumour? i have no idea for this one. (the vitalist has always been the least formed in my mind)
[spoiler=My Campaign Settings]
The Age of Kings: My main CS(Comments and Criticism welcomed)
Shadows of the Last Alliance: My PbP game\'s CS (Not much written here yet)
...As it is in Heaven: My newer CS (currently mostly just brainstorming)
Vorsatz: my newest setting.[/spoiler]
[spoiler=Quotes]
\"We cross our bridges when we come to them and burn them behind us, leaving only the memory of smoke and the presumption that once our eyes watered.\" -Samuel Beckett
\"Who am I lady? I\'m your worst nightmare. A pumpkin with a gun!\" -Merv Pumpkinhead
\"This whole Case is like a chocolate jigsaw puzzle: It\'s messy, it sticks to your fingers and you don\'t know whether to fit the peices together or just take a big bite.\" - Jack Leaderboard
"Pig's lips meet my lips,
Pig's Stomach meets my stomach,
A meeting of meats."
- Anonnymous hotdog haiku.[/spoiler]
My Unitarian Jihad Name is Brother Boot Knife of Forgiveness.
Instigator of the Weirdo Invasion! :weirdo:

!turtle Are you a member of the turtle club? You bet your boots I am!