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Aervenia (Elemental Magic)

Started by Dyne, May 02, 2007, 03:28:53 AM

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Dyne

This was originally posted on the WotC boards here. I'd appreciate any feedback. Also, I realize there are a few formatting issues; I can't figure out how to use superscript on this message board.



This setting focuses more on the traditional four elements (Air, Earth, Fire, and Water) than most D&D games, and through it new mechanics and concepts are derived. However, this is only one aspect of the setting, and Aervenia's complexities offer much to any D&D campaign. Also, keep in mind that this setting is still in development, and anything may change at any time.







The Cosmos
There are effectively two material planes, two "sister worlds" existing in alternate realities. The first is Gaia, the world that is focused on in this setting and most play will take place. The second is Terra, a similar yet very different world with its own history and its own peculiarities. The two are connected by the Etherrealm, often called the "soul stream" or "life stream" (it is basically the Ethereal Plane of this setting). The Etherrealm is the resting place of the souls that have departed from either Gaia or Terra as they await their reincarnation on the other world. Over the ages, souls live multiple lifetimes, alternating between Gaia and Terra.

The multiverse branches out into many of the planes we are familiar to. The inner planes consist of the four elemental planes and the two energy planes. The realms of the Primori (elemental deities that created life on Gaia and Terra) exist on demi-planes off their relevent elemental plane.

The gap between planes is held by the Shadow Realm, often referred to as Oblivion. As the realm connects the planes together, Oblivion is often used to travel between dimensions. In D&D terms, the Shadow Realm is basically a combination of the Plane of Shadow and the Astral Plane.

The Outer Wheel of the cosmos hosts many Outer Planes that we are familiar with and which would be redundant to repeat here. However, it is important to note that the "wheel" is separated into positive and negative hemispheres, based on which side is nearer to the Positive or Negative Energy Plane (which reside in the center of the cosmos, with the elemental and material planes). Planes associated with good have found their way on the Positive Hemisphere (including the Seven Mounting Heavens of Celestia), whereas evil planes are found on the Negative Hemisphere (including the Nine Hells of Baator, the Abyss, Hades, etc). Along the borders of the two hemispheres lie the planes associated with Law and Chaos (residing on opposite ends of the Wheel from each other).

Beyond the Outer Planes lie the Outlands, an infinite expanse that connects the planes together and which many outsiders use for exchanges with their other planar associates. Like the Shadow Realm, the Outlands is also often used for travel between the planes, especially by those who wish to avoid the "unpleasantness" of Oblivion. The Outlands are also the home of neutral outsiders, not associated with good, evil, law, or chaos.







The Pantheons
Millennia ago, the substance of the Elemental Planes was combined, forming the Material Plane. The elemental spirits, known as the Osorum, breathed life into the plane, creating its first inhabitants. These first people are now known as the Ancients.

The greatest and most powerful of the elemental spirits, the Primori, became the deities of the world.

Note: I intend on creating a pantheon of deities for each race, as well as probably a few other miscellaneous gods/goddesses. These deities have a lot more domains than what is typical because my goal was to have every domain ever printed be represented by a deity somewhere. That, and I wanted to make each of them a bit more in-depth.

Primori
The Primori are the most ancient and powerful of the deities. They are the creators of Gaia and the races that inhabit it. They are very similar to some of the core D&D deities, however they have some key differences (one of which being they are all associated with a particular element). The following is a description of each deity, including the domains that may be chosen by its clerics.

Corellon Larethian
Greater God (Chaotic Good, Air)
Creator of the Elves and their protector, he instilled their values of magic, music, swordsmanship, and archery. Corellon Larethian is one of the Primori, the most ancient and powerful of the elemental spirits that created Gaia and its inhabitants.
Portfolio: Elves, magic, music, art.
Domains: Air, Chaos, Community1, Good, Magic, Protection, War.

Garl Glittergold
Greater God (Chaotic Good, Fire)
Trickster of the divine world and creator of the Gnomes, he is the source of their sense of humor and natural curiousity.
Portfolio: Gnomes, humor, gemcutting.
Domains: Chaos, Community1, Creation1, Fire, Good, Protection, Trickery.

Gruumsh
Greater God (Chaotic Evil, Fire)
God of the Orcs, he is missing an eye from a battle with the Elven god Corellon Larethian. He and his followers have been mortal enemies of Dwarves and Elves since the creation of Gaia.
Portfolio: Orcs, war, territory.
Domains: Chaos, Destruction, Domination1, Evil, Fire, Strength, War.

Moradin
Greater God (Lawful Good, Earth)
God of the Dwarves, enemy of Gruumsh.
Portfolio: Dwarves, smithing, engineering.
Domains: Community1, Creation1, Earth, Good, Law, Protection, War.

Yondalla
Greater Goddess (Neutral Good, Water)
Goddess of the Halfings.
Portfolio: Halflings, stealth, mystery.
Domains: Celerity1, Cold1, Community13, Good, Protection, Trickery, Water.


Human Pantheon
These are the deities worshipped by the Humans of Gaia/Terra. These gods and goddesses represent the values upheld most by these people.

Altima
Greater Goddess (Neutral)
Goddess of the Netherworld.
Portfolio: Fate, protecting against death and dealing it out to those whom deserve it.
Domains: Decay3, Destruction, Exorcism3, Fate2, Pestilence1, Planning2, Repose4, Spite6.

Aura
Greater Goddess (Neutral)
Goddess of magic.
Portfolio: Magic, knowledge.
Domains: Force1, Knowledge, Magic, Meditation3, Mind1, Oracle1, Summoner1.

Crozien
Intermediate God (Neutral)
God of Travel.
Portfolio: Travel, weather.
Domains: Celerity1, Community13, Luck, Protection, Travel, Weather1.

Haltur
Greater God (Neutral Good)
God of the Sun.
Portfolio: The sun, life, healing.
Domains: Community13, Glory1, Good, Healing, Life3, Protection, Purification1, Sun.

Lucrio
Intermediate God (Neutral Evil)
God of Greed.
Portfolio: Greed, craft, commerce, overindulgence.
Domains: Artifice3, Commerce3, Creation1, Evil, Feast3, Greed5, Wealth5.

Vaylorn
Greater God (Lawful Neutral)
God of War.
Portfolio: War, honor, nobility.
Domains: Community1, Competition1, Courage2, Inquisition1, Law, Nobility2, Strength, War.

Vena
Intermediate Goddess (Chaotic Neutral)
Goddess of Trickery.
Portfolio: Trickery, thievery, luck.
Domains: Celerity1, Chaos, Charm3, Luck, Shadow3, Trickery.


Others

Typhoeus
Demigod (Neutral Evil, Air)
Lord of the Dark Storm. Typhoeus was one of the Osorum that aided in the creation of Gaia/Terra, but he was not elevated to the status of Primori. He has a small cult of followers, and he is integral to the plot of the Fall of Stormhand (detailed in my ongoing campaign, the Calm Before the Storm).
Portfolio: The Dark Storm.
Domains: Air, Evil, Nobility2, Trickery, Tyranny2, War, Weather1.



1 New domain from Complete Divine.
2 New domain from Complete Warrior.
3 New domain from Eberron Campaign Setting.
4 New domain from the Player's Guide to Faerun.
5 New domain from the Draconomicon.
6 New domain from Heroes of Horror.







Magic
Magic is the power to manipulate the elements, passed on by the blood of the Ancients that pulses through our veins.

Magic that restores a dead character to life manipulates the soul stream, healing the corpse of its afflictions while drawing its soul back to the Material Plane. Soul-trapping magic similarly interferes with the soul stream, capturing a soul and preventing it from reentering the Etherrealm.

The concept of Undeath is related to this premise. Long ago, evil wizards developed the ability to partially resurrect a dead body, forcing its soul back to the Material Plane to animate the corpse. This necromantic technique allows the magician to maintain control over the creature using his magic. Because the corpse is only partially resurrected, it lacks any mental function and is not truly living, though neither is it dead. Hence Undead creatures were released into the world. Through the years, various monstrosities were created through this warping of the life force, each a vicious monster fueled by a magically corrupted soul. Some heroes take up the cause of hunting the Undead, both to defend their people from their attacks and to release the tormented souls that are victims of necromantic magic.







Nations of Gaia
This section is rather incomplete. I'm working on a map so you can get a better picture of the geography of the world, and I still need to work out many of the details for the different regions. Expect more nations and continents to be added to this section in the future.

Aervenia
The namesake of the setting, Aervenia is where a lot of the action happens. This kingdom rests on the west coast, with mountains to the north, the Forest of Velurien to the east, and ocean to the west and south. The Snake River slithers down from the mountains to the north, cutting down the middle of the country, and splitting into the Drake River (which turns southwest to the coast) and the Wyrm River (which heads east-northeast for a bit, before curving around south).

Much of the land is open plains, with fertile soil and plentiful water from the rivers. As such, the kingdom hosts a thriving farming community of hard-working citizens. The nation also boasts a strong government of aristocracy that looks out for the interests of the common man (for the most part). This government is headed by a monarch and supported by a senate of representatives chosen by the people. Two senators are chosen by their peers to be counselors, aiding the king in his duties and decisions.

The capital of the kingdom is Aervenia City, built over the Snake River shortly before it splits into the Drake and the Wyrm. This thriving metropolis is home to over 50,000 people, and it hosts a number of notable sites. Castle Aervenia, the strongest fortification in the nation and home of the royal family, stands in the center watching over the city. The Grand Marketplace in the Merchants Quarter is home to a variety of shops and attractions, including the Pavilion where games of many sorts are played. The Aervenia Arena, just north of the Grand Marketplace, hosts combats for sport, where warriors from all over the world compete for the title of Arena Champion. The Senate Building, the kingdom's center of government, lies just west of Castle Aervenia. Temple Square to the north of the castle is home to the Cathedral of Haltur, as well as many shrines and temples dedicated to the various deities worshipped by Aervenia's denizens. Conscientia, the kingdom's famous academy of magic, lies in the Magic Quarter in the northwest area of the city. The Golden Heights quarter also boasts a Theater District, home to many talented performers of all kinds. There is much more to the grand city, too much to list here.

The national colors of Aervenia are blue and white.

Tyranor
Land to the southeast of Aervenia. The first king of Aervenia, Richard I, originally lived in Tyranor City, which he left to found Aervenia. The nation of Tyranor is seen as corrupt by the people of Aervenia, but despite their rocky relationship the two countries have coexisted in peace for many years. Tyranor City is built where the Wyrm River meets the southern coast of the ocean.

The national colors of Tyranor are purple and gold.

Velurien
Land to the east of Aervenia and home to the Elves. This nation is dominated by a massive forest known as the Silverwood. Velurien is renown for its deposits of Mithral.

The nation is divided into three territories: the Larewood, the Yuirwood, and the Aultwood. The Larewood, land of the High Elves, is the largest territory, covering the western and southern regions of Velurien. The Yuirwood, land of the mysterious Wood Elves, spreads across the central and northern regions in the deepest forest areas. The Aultwood, land of the Fire Elves, lies in the eastern and southern regions of Velurien, near the mountains.

Each of the three territories is dominated by one of the three Elven subraces: the High Elves, the Wood Elves, and the Fire Elves. The High Elves are by far the most common, and many of the leaders of Velurien are High Elves. Wood Elves are very isolationist, usually keeping to themselves in their home territory of Yuirwood. The Fire Elves, on the other hand, are very social and artistic, and they are often found in foreign lands as performers and craftsmen.

The national colors of Velurien are green and silver.







Timeline of the Kings
The history of the kings of Aervenia. The Aervenian Chronology measures time from the year the kingdom was founded. T.C. stands for Tyranorian Chronology, starting from the creation of Tyranor City and being a measure of the modern era, the time after the disappearance of the ancients. This timeline is incomplete, and it lacks many details of the history of the kingdom.

It is interesting to note that the Aervenian Royal Family is attuned to the element of air (see Elemental Alignment, below).

Year 1 (847 T.C.)
Aervenia is founded by Richard Aervenia I at age 48.

Year 16 (862 T.C.)
Richard I dies at the age of 63 of illness. Harold II is left as king at the age of 36.

Year 32 (878 T.C.)
Harold II is killed in a bandit raid at the age of 52, leaving his 23 year old son, William I, to take over the throne.

Year 74 (920 T.C.)
William I dies of measles at the age of 65. Edward I takes over the throne at the age of 40.

Year 93 (939 T.C.)
Edward I (age 59) is killed by Casimir, who takes over the throne for a short time. However, he is killed by Edward's son, Aaron, to avenge his father. Aaron reclaims the throne at age 29.

Year 106 (952 T.C.)
Aaron is slain in battle at age 42. His son, Kent, ascends to the crown at age 20.

Year 139 (985 T.C.)
Kent is assassinated at age 53 by his brother Emrys, beginning the Blood Feud. His 32 year old son, John I, battles with Emrys over control of the throne. John I is victorious, and Emrys' followers are banished from Gaia.

Year 176 (1022 T.C.)
John I passes away at age 69. Rance becomes king at age 42.

Year 187 (1033 T.C.)
Rance is poisoned at age 53, reawakening the Blood Feud. Paul II takes the throne at age 24. War engulfs the kingdom for many years.

Year 190 (1036 T.C.)
Paul II is slain by the Emrys Remnant at age 29. His infant son, James II, is too young to rule, and so the kingdom is lead by the Steward Edward.

Year 200 (1046 T.C.)
The Steward Edward is slain by the Emrys Remnant, which seizes the kingdom. 10 year old James II is snuck into hiding. Emrys IV takes the throne, beginning the Rule of Darkness.

Year 607 (1453 T.C.)
Edward III dies of old age at the age of 73. Richard II takes over the throne at age 41. Prince William III is age 13.







Elemental Alignment
Gaia, a world created of all the elements and energies of the multiverse. Even millennia after the elemental spirits brought life to the Material Plane, the mark of the elements remains upon its peoples. Whether they realize it or not, each being is bound in some way to the element of his bloodline.

This setting has a special new mechanic: Elemental Alignment. Each character is attuned to one of the four elements (Air, Earth, Fire, Water), and this alignment has an effect on how the character interacts with spells, effects, and other characters of the various alignments.

Each element has an opposing element and two complimentary elements:
Air: Opposed by Earth, complimented by Fire and Water
Earth: Opposed by Air, complimented by Fire and Water
Fire: Opposed by Water, complimented by Air and Earth
Water: Opposed by Fire, complimented by Air and Earth

Each element is associated with an energy type:
Air: Electricity
Earth: Acid
Fire: Fire
Water: Cold

Base Effect:
+1 saves against spells and effects that match your element
+1 caster level when using a spell that matches your element
+1 Cha-based checks when interacting with a character that matches your element
-1 saves against spells and effects that oppose your element
-1 caster level when using a spell that opposes your element
-1 Cha-based checks when interacting with a character that opposes your element

Racial Tendencies:
Originally, each race (except Humans) was aligned to a single element. However, the bloodlines of current times are not as pure as they used to be, and so characters have some choice in their elemental alignment. Even so, some races are forbidden from certain elemental alignments.

Humans: Do not favor any element over another. Can be any elemental alignment.
Dwarves: Mostly Earth-aligned. Can also be Fire- or Water-aligned. Forbidden from being Air-aligned.
Elves: Can be Air-, Fire-, or Water-aligned. Forbidden from being Earth-aligned. High Elves are often Air-aligned, Wood Elves are often Water-aligned, and Fire Elves are often Fire-aligned.
Goblinoids: Mostly Earth- and Fire-aligned. Can also be Air-aligned. Forbidden from being Water-aligned.
Gnomes: Mostly Earth- and Fire-aligned. Can also be Air-aligned. Forbidden from being Water-aligned.
Half-Elves: More Air-aligned than others. Can be any elemental alignment.
Half-Orcs: More Fire-aligned than others. Can be any elemental alignment.
Halflings: Mostly Water-aligned. Can also be Air- or Earth-aligned. Forbidden from being Fire-aligned.
Ogres: Can be Earth-, Fire-, or Water-aligned. Ogre warriors tend towards Fire and Earth, while Ogre Mages are almost exclusively Water-aligned. Forbidden from being Air-aligned.
Orcs: Mostly Fire-aligned. Can also be Air- or Earth-aligned. Forbidden from being Water-aligned.
Trolls: Mostly Water-aligned. Can also be Air- or Earth-aligned. Forbidden from being Fire-aligned.

Elemental Feats

Aquatic Adaptation [Elemental]
Prerequisite: Water-aligned, any elemental feat, Aquatic Breath (from Complete Mage)
Benefit: You gain a swim speed equal to your base land speed. You also gain a +8 bonus on Swim checks to perform some special action or avoid a hazard.

Earthen Toughness [Elemental]
Prerequisite: Earth-aligned
Benefit: When you take this feat, you gain 3 hit points for each elemental feat you have (including this one). Whenever you take a new elemental feat, you gain 3 more hit points.

Elemental Shield [Elemental]
Benefit: You gain a +2 bonus on saves against effects that match your elemental alignment. You also gain a +1 bonus on saves against effects of complimentary elemental alignments.
Special: The bonuses provided by this feat stack with other similar bonuses.

Elemental Power [Elemental]
Benefit: You gain +1 caster level and +1 DC when using a spell or effect that matches your elemental alignment.
Special: The bonuses provided by this feat stack with other similar bonuses.

Elemental Resistance [Elemental]
Prerequisite: Elemental Shield
Benefit: You gain energy resistance against the energy type that matches your elemental alignment, equal to three times the number of elemental feats you currently have (including the elemental feats you take after gaining this feat).

Fiery Fury [Elemental]
Prerequisite: Fire-aligned, rage ability, any elemental feat, base attack bonus +5
Benefit: When you go into a rage, you can activate this feat to gain an additional +4 Strength and +4 Constitution. However, at the end of the rage you become exhausted instead of fatigued. If you have Tireless Rage, you become fatigued at the end of the rage.

Flight [Elemental]
Prerequisite: Air-aligned, Wings
Benefit: You can fly at a speed equal to twice your base land speed with Poor maneuverability.

Wings [Elemental]
Prerequisite: Air-aligned, any two elemental feats
Benefit: You grow wings. You no longer take damage from falling. These wings are not powerful enough to fly, but you can use them to glide at a speed equal to your base land speed +10 ft, Clumsy maneuverability. You fall 10 ft. a round while gliding. Additionally, your wings give you a +10 circumstance bonus on Jump checks.

Changes to Existing Material

-Spells and effects that deal energy damage gain the related elemental subtype. For example, effects that deal acid damage are considered Earth effects.
-Rings of Elemental Command only function for a user of matching elemental alignment (i.e. only Air-aligned characters can use a Ring of Elemental Command (Air)).
-Spells or effects that would be aligned to both opposing elements (such as a spell that deals both fire and cold damage) are banned.
-Taking the Air, Earth, Fire, or Water spell domains requires you to be aligned with the corresponding element.
-The following feats are considered Elemental feats:
--Complete Mage
---Acidic Splatter
---Aquatic Breath
---Borne Aloft
---Clap of Thunder
---Clutch of Earth
---Drowning Glance
---Fiery Burst
---Hurricane Breath
---Storm Bolt
---Summon Elemental
---Wind-Guided Arrows
---Winter's Blast
--Races of Stone
---Earth Adept (must be Earth-aligned as a prerequisite)
---Earth Fist (must be Earth-aligned as a prerequisite)
---Earth Master (must be Earth-aligned as a prerequisite)
---Earth Power (must be Earth-aligned as a prerequisite)
---Earth Sense (must be Earth-aligned as a prerequisite)
---Earth Spell (must be Earth-aligned as a prerequisite)
---Earth's Warding (must be Earth-aligned as a prerequisite)







New Feats
Other new feats created with this setting. These feats were designed to give more use to the +2/+2 skill feats, as well as to make it easier to gain new class skills. Alternatively, you could just replace the +2/+2 feats with these effects (which are a +1 bonus to each relevent skill, as well as adding each skill to your class skill list).

Acrobatics Aptitude [General]
Prerequisite: Acrobatic
Benefit: Jump and Tumble are always considered class skills for you. Additionally, you get a +1 bonus on all Jump and Tumble checks.

Adroit Hands [General]
Prerequisite: Deft Hands
Benefit: Sleight of Hand and Use Rope are always considered class skills for you. Additionally, you get a +1 bonus on all Sleight of Hand and Use Rope checks.

Agile Fingers [General]
Prerequisite: Nimble Fingers
Benefit: Disable Device and Open Lock are always considered class skills for you. Additionally, you get a +1 bonus on all Disable Device and Open Lock checks.

Arcane Disposition [General]
Prerequisite: Magical Aptitude
Benefit: Spellcraft and Use Magic Device are always considered class skills for you. Additionally, you get a +1 bonus on all Spellcraft and Use Magic Device checks.

Athletics Aptitude [General]
Prerequisite: Athletic
Benefit: Climb and Swim are always considered class skills for you. Additionally, you get a +1 bonus on all Climb and Swim checks.

Attentive [General]
Prerequisite: Diligent
Benefit: Appraise and Decipher Script are always considered class skills for you. Additionally, you get a +1 bonus on all Appraise and Decipher Script checks.

Compelling [General]
Prerequisite: Persuasive
Benefit: Bluff and Intimidate are always considered class skills for you. Additionally, you get a +1 bonus on all Bluff and Intimidate checks.

Creature Aptitude [General]
Prerequisite: Animal Affinity
Benefit: Handle Animal and Ride are always considered class skills for you. Additionally, you get a +1 bonus on all Handle Animal and Ride checks.

Deceptive [General]
Prerequisite: Deceitful
Benefit: Disguise and Forgery are always considered class skills for you. Additionally, you get a +1 bonus on all Disguise and Forgery checks.

Diplomatic [General]
Prerequisite: Negotiator
Benefit: Diplomacy and Sense Motive are always considered class skills for you. Additionally, you get a +1 bonus on all Diplomacy and Sense Motive checks.

Inquisitive [General]
Prerequisite: Investigator
Benefit: Gather Information and Search are always considered class skills for you. Additionally, you get a +1 bonus on all Gather Information and Search checks.

Lithe [General]
Prerequisite: Agile
Benefit: Balance and Escape Artist are always considered class skills for you. Additionally, you get a +1 bonus on all Balance and Escape Artist checks.

Sneaky [General]
Prerequisite: Stealthy
Benefit: Hide and Move Silently are always considered class skills for you. Additionally, you get a +1 bonus on all Hide and Move Silently checks.

Sustaining [General]
Prerequisite: Self-Sufficient
Benefit: Heal and Survival are always considered class skills for you. Additionally, you get a +1 bonus on all Heal and Survival checks.

Watchful Sentinel [General]
Prerequisite: Alertness
Benefit: Listen and Spot are always considered class skills for you. Additionally, you get a +1 bonus on all Listen and Spot checks.







I would also like to point out that I am running a game in this setting in the Guild House forum of these boards. Links:
The Calm Before the Storm (OoC/Meta/Main thread)
Aervenia City: Capital of Aervenia Kingdom (note that Aervenia was originally named Bristol)

Hangfire

I really like what I see so far. You and I have similar themes running in our settings. I did notice that in the Elemental feats all had prerequisites,(for example):

QuoteFiery Fury [Elemental]
Prerequisite: Fire-aligned, rage ability, any elemental feat
Benefit: When you go into a rage . . .

but there are no feats listed that don't have a prerequisite so gaining "any elemental feat" would be impossible. I realize that this is this an incomplete list of home-brewed feats, just thought I'd point that out. The list of feats looks really good so far.

I look forward to seeing more.
Sky Isles

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System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson

Hangfire forum post at  URL Copyright 2007 Frank Bath.
[/spoiler]

Hibou

This really does look pretty sweet, aside from the feat confusion. When you say any elemental feat in the feat prereqs, does an individual have to have one of the elemental feats from Complete Mage? Or is this just an error as Hangfire said?

Keep up the good work. :)
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Dyne

Quote from: HangfireI really like what I see so far. You and I have similar themes running in our settings. I did notice that in the Elemental feats all had prerequisites,(for example):

QuoteFiery Fury [Elemental]
Prerequisite: Fire-aligned, rage ability, any elemental feat
Benefit: When you go into a rage . . .

Thanks! I tend to borrow a lot from Warcraft and Final Fantasy, though the FF influences are probably more apparent.

You missed a few:
-Earthen Toughness
-Elemental Shield
-All the feats from Complete Mage and Races of Stone that have been retconned to be elemental feats. Also note that no prereqs were added to the Complete Mage feats: they can still be chosen by anyone, regardless of elemental alignment (though some elements will probably favor certain ones). I realize that Earth has a lot more "base level" feats than the other elements, but I intend to fix that soon.

The intention was to make sure some of the more powerful feats take a bit more commitment to be able to take them. Characters instead have to start out with one of the "weaker" feats first before they've strengthened their elemental bond enough to unlock more powerful abilities. Also, keep in mind that much of this has yet to be playtested, and I still intend to add more elemental feats to the list.

I could probably change some of the prereqs to give characters a bit more choice in their first elemental feat.

Dyne

I posted this up in the original WotC thread. Let me know what you think, this is the system for magic weapon abilities. I'm working on the one for armor, but the premise would be basically the same.

Something I've been considering is a new system for magic items, similar to Final Fantasy's materia or the magic gem things in MIC. The idea would be to make magic item effects interchangeable: you buy an item with "materia slots" and can buy different abilities that you can switch in. Between the slotted items and the costs of the abilities themselves, magic items would still cost the same, they'd just be a bit more versatile.

I ran the numbers, and here's the system I came up with that would be balanced with the rest of the treasure system. Magic weapons and armor still cost effectively the same, the difference being that characters can purchase other abilities to swap in/out for relatively cheap. However, weapons and armor with more slots cost a lot of money, so it balances back out.

Magic Orbs: These spheres contain magical power than can be used to enhance items. Basic powers are usually contained within only a single orb, whereas greater powers may require a whole set of orbs to function. In basic terms, weapon orbs cost 2,000 gp per orb; +1 abilities require only one orb (2,000 gp), +2 abilities require a set of 2 orbs (4,000 gp), +3 abilities require a set of 3 orbs (6,000 gp), +4 abilities require a set of 4 orbs (8,000 gp), +5 abilities require a set of 5 orbs (10,000 gp).
Armor orbs cost half as much as weapon orbs; +1 abilities  require one orb (1,000 gp), +2 abilities require a set of 2 orbs (2,000 gp), +3 abilities require a set of 3 orbs (3,000 gp), +4 abilities require a set of 4 orbs (4,000 gp), +5 abilities require a set of 5 orbs (5,000 gp).
In order for an ability to function, all of its orbs must be equipped into the item. If one or more of the orbs are lost, the ability does not function.
Weapon Slots: Only weapons made with the appropriate slots can harness the power of magic orbs. Making a single-slot weapon is relatively easy and cheap; all masterwork weapons are considered to be single-slot weapons. Adding additional slots, however, is very difficult and expensive to harness that much magical power within a single item. The price to add slots is in addition to the cost for a masterwork weapon. A slotted weapon that is not equipped with any magic orbs is treated as a masterwork weapon (+1 bonus on attack rolls).
Armor Slots: These work the same way as weapon slots. Regular masterwork armor is considered to have a single slot. Additional slots are very expensive, and the cost is in addition to the normal masterwork cost. All slotted armors are treated as masterwork (reduce armor check penalty by -1).

Slotted Weapons
Slots   Cost           Example
  1     Masterwork     (+2,000 gp [one orb] = +2,000 gp for a +1 weapon)
  2     +4,000 gp      (+4,000 gp [two orbs] = +8,000 gp for a +2 weapon)
  3     +12,000 gp     (+6,000 gp [three orbs] = +18,000 gp for a +3 weapon)
  4     +24,000 gp     (+8,000 gp [four orbs] = +32,000 gp for a +3 weapon)
  5     +40,000 gp     (+10,000 gp [five orbs] = +50,000 gp for a +5 weapon)
  6     +60,000 gp     (+12,000 gp [six orbs] = +72,000 gp for a +6 weapon)
  7     +84,000 gp     (+14,000 gp [seven orbs] = +98,000 gp for a +7 weapon)
  8     +112,000 gp    (+16,000 gp [eight orbs] = +128,000 gp for a +8 weapon)
  9     +144,000 gp    (+18,000 gp [nine orbs] = +162,000 gp for a +9 weapon)
 10     +180,000 gp    (+20,000 gp [ten orbs] = +200,000 gp for a +10 weapon)


Slotted Armor
Slots   Cost           Example
  1     Masterwork     (+1,000 gp [one orb] = +1,000 gp for a +1 armor)
  2     +2,000 gp      (+2,000 gp [two orbs] = +4,000 gp for a +2 armor)
  3     +6,000 gp      (+3,000 gp [three orbs] = +9,000 gp for a +3 armor)
  4     +12,000 gp     (+4,000 gp [four orbs] = +16,000 gp for a +3 armor)
  5     +20,000 gp     (+5,000 gp [five orbs] = +25,000 gp for a +5 armor)
  6     +30,000 gp     (+6,000 gp [six orbs] = +36,000 gp for a +6 armor)
  7     +42,000 gp     (+7,000 gp [seven orbs] = +49,000 gp for a +7 armor)
  8     +56,000 gp     (+8,000 gp [eight orbs] = +64,000 gp for a +8 armor)
  9     +72,000 gp     (+9,000 gp [nine orbs] = +81,000 gp for a +9 armor)
 10     +90,000 gp     (+10,000 gp [ten orbs] = +100,000 gp for a +10 armor)

Hangfire

Yeah, from what I see there will have to be some playtesting. I find that D&D is a very well built house of cards, changing anything can often have drastic results. It is at heart after all a table top war game and the rules are carefully balanced. The feat I mentioned above worries me (the gang I play with are quite adept at using the rules to their advantage - I hate to say power gamers, but....), as a 1st level human would have access to that feat, thereby increasing his rage ability to +8 Str, +8 Con. Also, the rage would last much longer as the duration is based on the new Con number. I would suggest giving that feat a BAB minimum, so one prerequisite would be BAB +5 or greater, something like that. What I try and do is think about when I'd like that feat to come into play. Obviously I wouldn't want it at 1st level, but maybe 6th - the characters gain another feat due to progression anyway.

Just a thought.

Also, are you going to use the regular alignment rules in this setting, or are the elemental alignments taking their place - I know they are not the same, but just wondering? If you are using the regular alignment rules, then are the elemental alignments tied to a certain good/evil lawful/chaotic position?

Okay, that's it for now. I should go do some work on my setting..... ;)
Sky Isles

Unless otherwise noted, none of the above text is Open Game content.
[spoiler=Open Gaming Licence v1.0a]OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson

Hangfire forum post at  URL Copyright 2007 Frank Bath.
[/spoiler]

Hangfire

Quote from: DyneSomething I've been considering is a new system for magic items, similar to Final Fantasy's materia or the magic gem things in MIC. The idea would be to make magic item effects interchangeable: you buy an item with "materia slots" and can buy different abilities that you can switch in. Between the slotted items and the costs of the abilities themselves, magic items would still cost the same, they'd just be a bit more versatile.

Oh, I like this alot. I can see whole quests being carried out to find the   Vorpal orb. Very cool indeed.

Obviously there would be Craft feats to deal with different orbs, or would one feat do them all (as long as you could cast the spell(s) required to craft the appropriate orb in the first place)?

I'm not a big fan of the XP cost for magic items (it's just not practicle to use up XP to creat a magic item that you can just pay for. And who are all these wizards that are creating all this good stuff anyway? Why would any mage craft armor?). What do you think of it? Will there be an XP cost for creating the orbs?
Sky Isles

Unless otherwise noted, none of the above text is Open Game content.
[spoiler=Open Gaming Licence v1.0a]OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson

Hangfire forum post at  URL Copyright 2007 Frank Bath.
[/spoiler]

Dyne

Quote from: HangfireYeah, from what I see there will have to be some playtesting. I find that D&D is a very well built house of cards, changing anything can often have drastic results. It is at heart after all a table top war game and the rules are carefully balanced. The feat I mentioned above worries me (the gang I play with are quite adept at using the rules to their advantage - I hate to say power gamers, but....), as a 1st level human would have access to that feat, thereby increasing his rage ability to +8 Str, +8 Con. Also, the rage would last much longer as the duration is based on the new Con number. I would suggest giving that feat a BAB minimum, so one prerequisite would be BAB +5 or greater, something like that. What I try and do is think about when I'd like that feat to come into play. Obviously I wouldn't want it at 1st level, but maybe 6th - the characters gain another feat due to progression anyway.

Just a thought.

Also, are you going to use the regular alignment rules in this setting, or are the elemental alignments taking their place - I know they are not the same, but just wondering? If you are using the regular alignment rules, then are the elemental alignments tied to a certain good/evil lawful/chaotic position?

Okay, that's it for now. I should go do some work on my setting..... ;)

Thanks for the tips. A BAB prereq for Fiery Fury would probably be appropriate, I'll put that in. I also eliminated the prereq for Elemental Power (so it can be chosen at 1st-level), and the prereq for Elemental Resistance was changed from "any elemental feat" to "Elemental Shield" (don't know why I didn't think of that before).

The regular alignments (good, evil, law, chaos) are still in effect, and are not directly tied to any of the elements, though some of the elements tend toward certain sides. Earth and water both tend more towards law, whereas air and fire tend toward chaos. However, any element can have any moral alignment.

Dyne

Quote from: Hangfire
Quote from: DyneSomething I've been considering is a new system for magic items, similar to Final Fantasy's materia or the magic gem things in MIC. The idea would be to make magic item effects interchangeable: you buy an item with "materia slots" and can buy different abilities that you can switch in. Between the slotted items and the costs of the abilities themselves, magic items would still cost the same, they'd just be a bit more versatile.

Oh, I like this alot. I can see whole quests being carried out to find the   Vorpal orb. Very cool indeed.

Obviously there would be Craft feats to deal with different orbs, or would one feat do them all (as long as you could cast the spell(s) required to craft the appropriate orb in the first place)?

I'm not a big fan of the XP cost for magic items (it's just not practicle to use up XP to creat a magic item that you can just pay for. And who are all these wizards that are creating all this good stuff anyway? Why would any mage craft armor?). What do you think of it? Will there be an XP cost for creating the orbs?

I think one feat already covers weapons and armor (Craft Magic Arms and Armor), so it'd probably remain the same. Craft Magic Arms and Armor allows characters to craft weapons/armor with more than one slot, as well as to craft the magic orbs themselves. Since other types of magic items remain the same, they'd still have whatever craft feat as before.

I've never had a problem with XP costs. Since wizards only pay half the gp cost in materials, they're making quite a bit of profit. I've always seen it as basically trading your XP for gold, and I've had some characters focused on crafting stuff that have gotten relatively powerful just from their wealth.

Dyne

I was working on the write-ups for the weapon orbs, and I thought it would be interesting if equipping different numbers of the same orb to a weapon gave it different abilities. For example, a character could equip several Fire orbs to his longsword, and it would become more powerful with each orb. This would especially be useful for abilities of +2 enhancement or higher, since they would require multiple orbs and equipping fewer than the required number would normally have no effect. Example: You must equip five Vorpal orbs to a weapon to give it the Vorpal ability. However, if you equip only 1-4, it doesn't gain Vorpal, but it does gain some kind of ability for those orbs. I haven't thought of what to do for all the multiple-orb abilities, though; I need some ideas for lesser versions of those abilities.

This will require some playtesting for some of the abilities. I'm not sure how balanced it will be to allow some of the orbs to stack (such as Distance or Keen orbs), I could use some input on that.



Weapon Orbs
These magic orbs are equipped to weapons to give them additional power and abilities. No more than five orbs of a particular ability type can be equipped to a weapon; any identical orbs beyond the first five equipped grant no additional effect.
Weapons are enhanced by power orbs. In order for any other magic orb to function, a weapon must be equipped with at least one power orb.

Power Orbs: These magic orbs increase the enhancement bonus of a weapon, allowing it a greater chance to hit and to deal more damage. Additional power orbs increase a weapon's enhancement bonus further, to a maximum of five orbs.
One power orb = +1 enhancement (+1 attack and +1 damage)
Two power orbs = +2 enhancement (+2 attack and +2 damage)
Three power orbs = +3 enhancement (+3 attack and +3 damage)
Four power orbs = +4 enhancement (+4 attack and +4 damage)
Five power orbs = +5 enhancement (+5 attack and +5 damage)
Price: 2,000 gp (one orb).
Anarchic Orbs: These magic orbs are bestowed with the power of chaos. Equipping one such orb allows a weapon to deal an additional 1d6 damage to lawful creatures. Additional anarchic orbs can be equipped to a weapon, each adding another 1d6 damage against lawful creatures. Any lawful creature holding an anarchic orb or a weapon equipped with such an orb receives one negative level per orb; these negative levels cannot be removed while the creature is holding the orb or weapon.
Price: 2,000 gp (one orb).
Axiomatic Orbs: These magic orbs are bestowed with the power of law. Equipping one such orb allows a weapon to deal an additional 1d6 damage to chaotic creatures. Additional axiomatic orbs can be equipped to a weapon, each adding another 1d6 damage against chaotic creatures. Any chaotic creature holding an axiomatic orb or a weapon equipped with such an orb receives one negative level per orb; these negative levels cannot be removed while the creature is holding the orb or weapon.
Price: 2,000 gp (one orb).
Bane Orbs: These orbs make a weapon excel at attacking one type or subtype of creature. Equipping a bane orb grants a weapon the Bane quality against its designated creature type/subtype (against the specified type/subtype of creature, the weapon's enhancement bonus is considered to be 2 points higher, and the weapon deals an additional 2d6 damage). Multiple bane orbs do not stack, so it is pointless to equip several bane orbs of the same type to a single weapon.
Price: 2,000 gp (one orb).
Brilliant Energy Orbs: These orbs always come in sets of four. If a weapon is equipped with all four brilliant energy orbs, it gains the Brilliant Energy quality (as described in the DMG). Equipping fewer than four orbs has no effect; equipping additional orbs beyond four does not have any additional effect.
Price: 8,000 gp (set of four orbs).
Dancing Orbs: These orbs always come in sets of four. If a weapon is equipped with all four dancing orbs, it gains the Dancing quality (as described in the DMG). Equipping fewer than four orbs has no effect; equipping additional orbs beyond four does not have any additional effect.
Price: 8,000 gp (set of four orbs).
Defending Orbs: Equipping a defending orb to a weapon gives it the Defending quality (as described in the DMG). Equipping additional defending orbs has no additional effect.
Price: 2,000 gp (one orb).
Disruption Orbs: These orbs always come in sets of two. If a bludgeoning weapon is equipped with both disruption orbs, it gains the Disruption quality (as described in the DMG). Equipping fewer than two orbs has no effect; equipping additional orbs beyond four does not have any additional effect. Equipping a disruption orb to a non-bludgeoning weapon has no effect.
Price: 4,000 gp (set of two orbs).
Distance Orbs: Equipping a distance orb to a ranged weapon increases its range increment. The number of distance orbs you equip determines how the range is affected:
One orb = Multiply range increment by x2
Two orbs = Multiply range increment  by x3
Three orbs = Multiply range increment by x4
Four orbs = Multiply range increment by x5
Five orbs = Multiply range increment by x6
Price: 2,000 gp (one orb).
Fire Orbs: These magic orbs are bestowed with the power of fire. Equipping fire orbs to a weapon allows it to deal additional fire damage depending on the number of such orbs equipped:
One fire orb = Flaming (+1d6)
Two fire orbs = Flaming (+1d6) and Flaming Burst (+1d10 on crits)
Three fire orbs = Flaming (+2d6) and Flaming Burst (+1d10 on crits)
Four fire orbs = Flaming (+2d6) and Flaming Burst (+2d10 on crits)
Five fire orbs = Flaming (+3d6) and Flaming Burst (+2d10 on crits)
Price: 2,000 gp (one orb).
Frost Orbs: These magic orbs are bestowed with the power of cold. Equipping frost orbs to a weapon allows it to deal additional cold damage depending on the number of such orbs equipped:
One frost orb = Frost (+1d6)
Two frost orbs = Frost (+1d6) and Icy Burst (+1d10 on crits)
Three frost orbs = Frost (+2d6) and Icy Burst (+1d10 on crits)
Four frost orbs = Frost (+2d6) and Icy Burst (+2d10 on crits)
Five frost orbs = Frost (+3d6) and Icy Burst (+2d10 on crits)
Price: 2,000 gp (one orb).
Ghost Touch Orbs: Equipping a ghost touch orb to a weapon gives it the Ghost Touch quality (as described in the DMG). Equipping additional ghost touch orbs has no additional effect.
Price: 2,000 gp (one orb).
Holy Orbs: These magic orbs are bestowed with the power of good. Equipping one such orb allows a weapon to deal an additional 1d6 damage to evil creatures. Additional holy orbs can be equipped to a weapon, each adding another 1d6 damage against evil creatures. Any evil creature holding a holy orb or a weapon equipped with such an orb receives one negative level per orb; these negative levels cannot be removed while the creature is holding the orb or weapon.
Price: 2,000 gp (one orb).
Keen Orbs: Equipping a keen orb to a piercing or slashing weapon gives it the Keen quality (as described in the DMG). Equipping additional keen orbs has no additional effect. Equipping a keen orb to a non-piercing and non-slashing weapon has no effect.
Price: 2,000 gp (one orb).
Ki Focus Orbs: Equipping a ki focus orb to a melee weapon gives it the Ki Focus quality (as described in the DMG). Equipping additional ki focus orbs has no additional effect. Equipping a ki focus orb to a non-melee weapon has no effect.
Price: 2,000 gp (one orb).
Merciful Orbs: These magic orbs make a weapon well-suited to subduing opponents. A weapon's Merciful ability can activated or suppressed at the wielder's will. While active, a Merciful weapon deals additional 1d6 damage for each merciful orb equipped. Also, while active, all damage dealt by a Merciful weapon is nonlethal.
Price: 2,000 gp (one orb).
Mighty Cleaving Orbs: Equipping a mighty cleaving orb to a weapon allows its wielder to make one additional cleave attempt in a round for each mighty cleaving orb equipped. This has no effect for a wielder that does not possess the Cleave feat.
Price: 2,000 gp (one orb).
Returning Orbs: Equipping a returning orb to a throwing weapon gives it the Returning quality (as described in the DMG). Equipping additional returning orbs has no additional effect.  Equipping a returning orb to a weapon that cannot be thrown as no effect.
Price: 2,000 gp (one orb).
Seeking Orbs: Equipping a seeking orb to a ranged weapon gives it the Seeking quality (as described in the DMG). Equipping additional seeking orbs has no additional effect. Equipping a seeking orb to a non-ranged weapon has no effect.
Price: 2,000 gp (one orb).
Shock Orbs: These magic orbs are bestowed with the power of electricity. Equipping shock orbs to a weapon allows it to deal additional electricity damage depending on the number of such orbs equipped:
One shock orb = Shock (+1d6)
Two shock orbs = Shock (+1d6) and Shocking Burst (+1d10 on crits)
Three shock orbs = Shock (+2d6) and Shocking Burst (+1d10 on crits)
Four shock orbs = Shock (+2d6) and Shocking Burst (+2d10 on crits)
Five shock orbs = Shock (+3d6) and Shocking Burst (+2d10 on crits)
Price: 2,000 gp (one orb).
Speed Orbs: These orbs always come in sets of three. If a weapon is equipped with all three speed orbs, it gains the Speed quality (as described in the DMG). Equipping fewer than three orbs has no effect; equipping additional orbs beyond three does not have any additional effect.
Price: 6,000 gp (set of three orbs).
Spell Storing Orbs: These magic orbs, favored by spellcasters, allow weapons to store magic spells within them for later use. This functions just like the Spell Storing quality described in the DMG, except equipping additional orbs allows additional spells to be stored in the weapon. Two 3rd-level slots can be traded for a 6th-level or lower slot, and three 3rd-level slots can be traded for a 9th-level or lower slot.
One spell storing orb = One spell of 3rd-level or lower
Two spell storing orbs = Two spells of 3rd-level or lower
Three spell storing orbs = Three spells of 3rd-level or lower
Four spell storing orbs = Four spells of 3rd-level or lower
Five spell storing orbs = Five spells of 3rd-level or lower
Price: 2,000 gp (one orb).
Thundering Orbs: These magic orbs are bestowed with the power of thunder. Equipping a weapon with a thundering orb allows it to deal additional sonic damage on a critical hit depending on the number of such orbs equipped. Additionally, subjects dealt a critical hit by a thundering weapon must make a Fortitude save or be deafened permanently.
One thundering orb = +1d8 sonic damage and DC 14 Fort save vs. deafness
Two thundering orbs = +2d8 sonic damage and DC 16 Fort save vs. deafness
Three thundering orbs = +3d8 sonic damage and DC 18 Fort save vs. deafness
Four thundering orbs = +4d8 sonic damage and DC 20 Fort save vs. deafness
Five thundering orbs = +5d8 sonic damage and DC 20 Fort save vs. deafness
Price: 2,000 (one orb).
Throwing Orbs: Equipping a throwing orb to a melee weapon gives it the Throwing quality (as described in the DMG). Equipping additional throwing orbs has no additional effect. Equipping a throwing orb to a ranged weapon has no effect.
Price: 2,000 gp (one orb).
Unholy Orbs: These magic orbs are bestowed with the power of evil. Equipping one such orb allows a weapon to deal an additional 1d6 damage to good creatures. Additional unholy orbs can be equipped to a weapon, each adding another 1d6 damage against good creatures. Any good creature holding an unholy orb or a weapon equipped with such an orb receives one negative level per orb; these negative levels cannot be removed while the creature is holding the orb or weapon.
Price: 2,000 gp (one orb).
Vicious Orbs: When a Vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. A Vicious weapon deals additional damage to the opponent depending on the number of orbs equipped. Also, on a successful attack, a Vicious weapon deals half of its bonus damage (round down) to its wielder. These orbs can only be equipped to melee weapons; equipping a vicious orb to a non-melee weapon has no effect.
One vicious orb = +2d6 damage and half to wielder
Two vicious orbs = +3d6 damage and half to wielder
Three vicious orbs = +4d6 damage and half to wielder
Four vicious orbs = +5d6 damage and half to wielder
Five vicious orbs = +6d6 damage and half to wielder
Price: 2,000 gp (one orb).
Vorpal Orbs: These orbs always come in sets of five. If a slashing weapon is equipped with all five vorpal orbs, it gains the Vorpal quality (as described in the DMG). Equipping fewer than five orbs has no effect; equipping additional orbs beyond five does not have any additional effect. Equipping vorpal orbs to a non-slashing weapon has no effect.
Price: 10,000 gp (set of five orbs).
Wounding Orbs: These orbs always come in sets of two. Equipping wounding orbs to a weapon allows it to deal Constitution damage on a successful hit, depending on the number of orbs equipped. Critical hits do not multiply this damage, and creatures immune to critical hits are immune to the Constitution damage dealt by this weapon. Equipping fewer than two wounding orbs has no effect, and equipping more than four wounding orbs has no additional effect.
Two wounding orbs = 1 Con damage each successful attack
Four wounding orbs = 2 Con damage each successful attack
Price: 4,000 gp (set of two orbs).

Dyne

A new Prestige Class I created for this campaign setting. Elven Songweavers act as sages and guardians of Elven communities. Another PrC that's in the works is the Elven Sentinel (which will be like an Elf version of the Dwarven Defender).



Elven Songweaver
There can be no disagreement that Elves make up many of the most skilled musicians and magicians out there. Some, however, combine their talents for music and spellcasting. These Elven Songweavers are the pinnacle of Elven spellcasting, using their songs to magically enhance their spells. Most Elven Songweavers are Wizards or Sorcerers, though some may take levels in Bard to achieve the requirements more easily.

Hit Die: d4

Requirements:

Race: Elf or Half-Elf
Skills Knowledge (arcana) 8 ranks, Perform 8 ranks, Spellcraft 8 ranks
Feats: Any two metamagic feats
Spellcasting: Ability to cast 3rd-level arcane spells.

Class Skills
Concentration, Craft, Decipher Script, Knowledge, Perform, Profession, and Spellcraft.
Skill Points: 2 + Int mod.

BAB Progression: 1/2
Fort save: Poor
Ref save: Poor
Will save: Good

Level   Special                                 Spells per Day
  1     Sage, Metasong I, Combat Casting        -
  2     Empowering Song                         +1 arcane spellcasting level
  3     Inspire Celerity I                      +1 arcane spellcasting level
  4     Metasong II                             +1 arcane spellcasting level
  5     Sustaining Song, Bonus Feat             +1 arcane spellcasting level
  6     Song of Illusion                        -
  7     Metasong III                            +1 arcane spellcasting level
  8     Song of Timelessness                    +1 arcane spellcasting level
  9     Inspire Celerity II                     +1 arcane spellcasting level
 10     Metasong IV, Bonus Feat                 +1 arcane spellcasting level




Weapons and Armor: None.
Spells per Day/Spells Known: At each level except 1st and 6th, increases spellcasting of existing arcane spellcasting class.
Sage: Elven Songweavers function as sages and keepers of knowledge in Elven communities. At 1st-level, an Elven Songweaver gains the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. The Elven Songweaver adds her class level and her Intelligence modifier to the sage check, which functions otherwise exactly like a bardic knowledge check. If the Elven Songweaver has levels in bard, she may add those levels to this check.
Combat Casting: Elven Songweavers are adept at using their magic in battle, avoiding letting their guard down against attacks that would damage their fragile form. At 1st-level, the Elven Songweaver gains Combat Casting as a bonus feat, if she does not already have it.
Bonus Feat: At 5th and 10th levels, an Elven Songweaver gains a bonus feat. This feat can be selected from any metamagic feat or bardic music feat.
Arcane Music: Functions like bardic music. Number of uses each day equal to class level. If an Elven Songweaver has levels in bard, she can spend her bardic music uses per day to power an arcane music effect.
Metasong I: At 1st-level, Elven Songweavers gain the ability to use their music and poetics to apply metamagic effects to their spells. This ability only functions for metamagic feats that the character knows, and only feats that increase a spell slot by one level. Activating this ability requires a Perform check (DC 13 + spell level). On a success, the spell receives the benefit of the feat without increasing casting time or requiring a higher level slot. On a failure, the spell does not receive the benefit but the uses of arcane music are NOT wasted.
Activating this ability requires one use of arcane music, and it can only be used by characters with at least 9 ranks in a Perform skill.
Empowering Song: At 2nd-level and higher, an Elven Songweaver with at least 10 ranks in a Perform skill can use her music to charge her spells with power. For each round the Elven Songweaver sings, she gains a +1 bonus to the caster level of the next spell she casts. This bonus cannot exceed one-half the character's class levels in Elven Songweaver.
For example, an Elven Songweaver of 6th-level spends 3 rounds singing an Empowering Song. On the 4th round, she casts a spell with a +3 bonus to caster level.
Inspire Celerity I: At 3rd-level and higher, an Elven Songweaver with at least 11 ranks in a Perform skill can inspire agility in her allies (including herself). This works similar to the inspire courage bardic music ability. To be affected, an ally must be able to hear the Elven Songweaver sing. The effect lasts for as long as the ally hears the Songweaver sing and for 5 rounds thereafter. An affected ally receives a +2 morale bonus to Dexterity and a +5 ft. morale bonus to speed. Inspire Celerity is a mind-affecting ability. Activating Inspire Celerity requires two uses of arcane music instead of one.
Metasong II: Elven Songweavers gain this ability at 4th-level. It functions similar to Metasong I, except it applies to feats that increase a spell slot by two levels. Activating this ability requires a Perform check (DC 16 + spell level).
Activating this ability requires two uses of arcane music, and it can only be used by characters with at least 12 ranks in a Perform skill.
Sustaining Song: At 5th-level and higher, an Elven Songweaver with at least 13 ranks in a Perform skill can sustain her dying allies, assisting their recovery. Each round that the song continues, all allies within 30 feet of her automatically become stable (if dying) or regain 1 hit point (if stable and between -1 and -9 hit points). A sustaining song has no effect on enemies or on allies with 0 or more hit points. An Elven Songweaver can keep up her sustaining song for 5 minutes. This is a mind-affecting effect.
Song of Illusion: At 6th-level and higher, an Elven Songweaver with at least 14 ranks in a Perform skill can use her music to create illusory effects. The Elven Songweaver can expend daily uses of her arcane music to duplicate any of the following spells:
Ghost Sound (1 use of arcane music)
Silent Image (1 use of arcane music)
Minor Image (2 uses of arcane music)
Major Image (3 uses of arcane music)
The Elven Songweaver must still use an action to cast the spell, but using Song of Illusion counts as part of the spellcasting action.
Metasong III: Elven Songweavers gain this ability at 7th-level. It functions similar to Metasong I, except it applies to feats that increase a spell slot by three levels. Activating this ability requires a Perform check (DC 19 + spell level).
Activating this ability requires three uses of arcane music, and it can only be used by characters with at least 15 ranks in a Perform skill.
Song of Timelessness: At 8th-level and higher, an Elven Songweaver with at least 16 ranks in a Perform skill can infuse the timeless nature of her race into another creature through her music. As a standard action, she can envelop a single creature within 60 feet in a field of timelessness (Will Save DC 10 + class level + Cha modifier to negate).
If the subject fails its save, it is frozen in a shimmering aura of timelessness and can take no actions. However, no force can affect itâ,¬'weapons cannot reach it, spells that target it automatically fail, and if the ground it is standing on is somehow taken away, it would not even begin to fall. An Elven Songweaver can keep her target frozen in time for as long as she maintains the power by continuing to perform, up to a maximum of 1 minute per level. When she stops performing, the subject immediately returns to normal. As far as the creature is concerned, no time seems to have passed.
Inspire Celerity II: At 9th-level, an Elven Songweaver with at least 17 ranks in a Perform skill improves his ability to inspire agility in his allies. This works like Inspire Celerity I, except the bonuses are +4 morale bonus to Dexterity and +10 ft. morale bonus to speed. This still requires expending two uses of arcane music to activate.
Metasong IV: Elven Songweavers gain this ability at 10th-level. It functions similar to Metasong I, except it applies to feats that increase a spell slot by four levels. Activating this ability requires a Perform check (DC 22 + spell level).
Activating this ability requires four uses of arcane music, and it can only be used by characters with at least 18 ranks in a Perform skill.

Ravenspath

Very nice work! I especially like the Elemental Alignments.

And your work on the magic items systems is very nice also. I see that you listed the basic versions of the abilities items can have (bane, vorpal, etc.) How will you handle non weapon/armor magic items? Will they still have orbs that can changed? Or will they be items where the spell/magic item is set?
Those on the Raven's Path Seek Answer to Discover Questions.
Homebrews in progress



  - For being extraordinarily knowledgeable in the realm of sequoias. 

Dyne

Quote from: RavenspathVery nice work! I especially like the Elemental Alignments.

And your work on the magic items systems is very nice also. I see that you listed the basic versions of the abilities items can have (bane, vorpal, etc.) How will you handle non weapon/armor magic items? Will they still have orbs that can changed? Or will they be items where the spell/magic item is set?

Thank you! Other magic items would probably be handled as normal. The explanation could be that each of them has magic orbs embedded within the item, but they cannot be interchanged.

To try to make an interchangeable magic orb system out of the wondrous items and such would be rather weird and unnecessary, IMO.