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Do the souls keep Pharasma's reapers away with the power of rock 'n roll?
I like the concept of specific traditions. It brings them up as actual traditions of magic. I have wondered exactly how to price the drawback of being restricted to certain spheres.
In my case, since I'd encourage players to make their own traditions, I figure they'd tend to choose the spheres they actually want, so it's not really a limitation.
Here's a link to some traditions (and a different multiple traditions rule) I've come up with. The intention is to have many small traditions rather than far-reaching traditions like arcane magic or divine magic.
There are only four traditions in the document right now, but I'd like to have dozens of them, and would encourage players to make their own.
A belated thanks for the suggestion, Aleron.
I've still been thinking about this idea. I went over the 20 spheres, asking myself what sort of changes in society might happen because everyone has (at least) basic access to one sphere. Here's what I've come up with:
General comment: At least 6 of the 20 spheres give you an attack (directly or indirectly) that does at least 1d6 non-lethal damage. Outlawing weapons, as some societies have done, might be kind of pointless. Of course, since a club is a 1d6-damage weapon that nearly everyone is proficient with and is free, the game rules seem to support that kind of thing already. The worst damage is either two primary attacks for 1d4 each, or one primary and one secondary for 1d6 each; I haven't run the numbers to see which one might be worse.
A lot of the spheres don't do much other than give slight bonuses in combat; I don't see those having a wide-scale impact, especially if both sides in a fight have the same abilities.
Those are my thoughts, anyway. Anything I missed? Anything I misunderstood? Any other thoughts?
It sounds like I can get away with just using the 11 base classes from Spheres of Power. Good.
I wasn't planning on having PCs use NPC classes; but since everyone has magic, the NPC classes would need magic, too.
Now I have to think about what "everybody has a little bit of magic" would mean for the game world... [I haven't read the Darksword Trilogy; I may need to look it up. But, as described, it sounds too restrictive for the game I'd want to run.]
And this, folks, is what a negative Charisma modifier looks like. :-(
For most of the NPC classes, I'd probably just give them Basic Magical Training as a bonus feat. Adepts I'd probably treat as a Mid-Caster with one new talent every 2 class levels. They could choose between Int/Wis/Cha for their casting ability modifier.
Clearly, Battleship was the best movie of 2012.
I was skimming through Spheres of Power yesterday (I still haven't read it thoroughly yet), and a thought for a campaign world came up: What if everyone in the world had Spheres of Power-style magic? And I mean every sapient being has at least a little bit of magic, and other styles of magic/spellcasting aren't available.
Would one be able to make pretty much general PC character type with just the eleven base classes in the book?
I'm a bit concerned about skill-heavy characters, or if concepts like "raging" or "nature warrior" are covered, or even if they are necessary. But, like I said, I've only skimmed the book. Maybe all the needed stuff is there. It might even be covered in the "Using This Book" section. [I do know about the conversion archetypes, but I'd prefer to avoid those, if possible.]
I'd probably want to make an NPC class (or three—commoner, expert, adept). Other than that, what might be needed? What might be useful? I'm sure some of you are far more familiar with Spheres of Power than I am.
If there seems to be enough interest, I might do some sort of play-by-post here using the idea.
Milo v3 wrote:
You do have to watch out for some name collisions, though.
Steven Tindall wrote:
Last session he didn't mean to but he kinda launched the main bad guy into orbit. We think she may be alive but were not totally sure on that one. The villains are built to be very challenging but our DM wasn't expecting his new reoccurring villain to get launched into the upper reaches of earths orbit.
You know, that's just asking the GM to have her come back later, more powerful than ever.
If you can ignore the name "psionics" and some of the names of abilities, the 3e psionic system makes more sense to me for characters with supernatural or magical abilities: not an arbitrary uses-per-day mechanism, but a pool of energy points, and the user can choose which of their known abilities the energy will power.
With regards to flavor, I agree. However, there may be mechanical balance problems (e.g. Spell Resistance vs. Power Resistance, Anti-Magic Shell vs. Null Psionics Field) to consider. If one source of power is more common than the other, you might find one power source running rampant over the other. Also, the classic 3e "psionics is different" had no psionic abilities affecting magic in any way, no magic affecting psionics, so it was more extreme than your quote.
Third Mind wrote:
So, kind of like soul bind?
Paizo web site wrote:
Either there's a typo in the maintenance announcement, or Paizo is going for some seriously long-term planning.
The next time February 25th is on a Wednesday is in 2026.
If it means to say "Monday, May 25" instead, there's not much time left 'til that happens.
Also a lot of that falls simply into, the spirits/kami wouldn't answer or barter over things like that. No spirit is going to help you turn people into zombies. That's not an onmyoji and goes against the very nature of the class itself (and how/where they get their powers).
Well, I guess that goes back to my first question. What is an onmyoji (according to this supplement)? How do they get their powers? Why do they get their powers?
I've run across (people calling themselves) onmyoji in various manga and anime, and they're all over the map in terms of abilities and attitudes. I expect they're about as real-to-legend as Marvel's Thor is to real-world-legend Thor, so enlighten me: what are they all about?
Then I can figure out how to make them evil villains. :-)
If onmyoji can "divine the will of the world", does that mean every onmyoji uniformly believes the same thing about what "the will of the world" is? Is there one, true, "will of the world" they all tap into?
What if one confuses "the will of the world" with their own will?
What if one believes that, in order to build things up, things need to be torn down first?
What if one believes in maintaining what was; that all the recent stuff in the last few decades (or centuries) are distractions/on the wrong path and need to go?
What if one believes that everything would be better (built up) if everyone were zombies?
If your players want maps so they can carefully place their characters tactically in a fight, dungeonographer might work for you. It has for me. I can put the minimum of useful information on a map and export it to a PNG file (or whatever) without too much trouble. The free version works well enough for the above purposes, and it's web-based (or Java if you want to download it), so it should work on most anything.
If your players want maps so that they can look at something pretty, then I can't help you. (Dungeonographer maps probably can be made to look pretty, but that's more effort than I can handle regardless of the tools involved.)
I'm sure the psychic warrior class can over growing, shrinking, and increased movement. I think it can handle increased reach. If you can find Dreamscarred Press' old 3.5 supplement The Mind Unveiled and ask your GM about using localised teleportation, then that could cover the increased melee range.
I don't know the new Ms. Marvel well; it sounds like she's some sort of shape-changer. You'd likely have to re-fluff the localised teleportation power.
Skill points, mostly. Trying to qualify for Elocater with 1 skill point per level is pretty tricky.
Edit: OK, not strictly qualifying for the class; the skill qualifications are milder than I remembered. But having Concentration be the only skill on my character just wasn't right.
Do you mean "character" as in concept, or as in game mechanics?
My current (3.5) character has 10 Int and 8 Cha. I hate it. His concept says he should have 8 Int and 12 Cha, but because of how the game mechanics work, I couldn't manage that.