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Umbral Reaver's page

5,160 posts (5,468 including aliases). No reviews. No lists. No wishlists. 7 aliases.


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How long does it take to tunnel through 5 ft. thick wall of butter with a knife?

Next up is Skovos (and maybe the Amazon class?), right? Maybe something will happen over there.

Edit: What do you call male Amazons?

I carve my path with an adamantine toothpick!

Season 4 has begun!

If the Aeons were converted to Pathfinder, Anima would definitely be a Kyton.

Would I be wrong in thinking some of this imagery is inspired by Anima from Final Fantasy X?

3 people marked this as a favorite.

All the nanites turn into tiny wolves.

I'm considering putting together a something for one of my settings that uses the Spheres of Power system. Here's the basics:

Note: I am aware of the Binder class and this has nothing to do with it.

Spirits of the Spheres
There are twenty spheres of magic, and for each of them there is a spiritual entity that represents that aspect of existence. The spirits are largely unaware of individuals using them for power. They may know that people do bind their aspects, but have no special ability to pinpoint persons doing so.

Spellcasters use special methods to bind tiny fragments of these spirits to themselves, thus gaining their powers. More experienced mages bind multiple spirits or even greater portions of some spirits to expand their magical arsenal.

The spirits are thought to be so vast and diffuse that they do not notice their power being tapped by even the large numbers of mages. However, some extraordinary circumstances can bring a caster to the attention of the spirit he or she is binding power from, and the results are not often pleasant.

Some mages may instead try to bind a much smaller spirit. Once able to tap an entire captured spirit, they can use that to go forth and capture a slightly larger spirit, and so on. This path of ambition often ends poorly.

The Spheres
There are twenty spheres of magic, as follows:

Alteration, Conjuration, Creation, Dark, Death, Destruction, Divination, Enhancement, Fate, Illusion, Life, Light, Mind, Nature, Protection, Telekinesis, Time, War, Warp, Weather

The Spirits
Here's where I would like to invite the creativity of the Paizo boards to come up with all manner of bizarre and wonderful spirits! The spirits come in several varieties. The Order of the spirit denotes its number of spheres, not how powerful it is:

1. Spirits of the First Order - Spirits of the first order are wholly dedicated to a single sphere and are often very inhuman in their thinking. They see all things through the lens of their sphere, and to the well-learned this can make them very predictable. They are the most likely to style themselves as divine beings, superior to material existence.

2. Spirits of the Second Order - The spirits of the second order blend the philosophies and viewpoints of two different - and potentially opposite - spheres. Thus, they are less focused than their first order counterparts and can be more relatable to human cultures. Some second order spirits with loyalty to greater powers of the first order may act as intermediaries.

3. Spirits of the Third Order - The spirits of the third order are the most versatile and varied of their kind, often able to pass as human (if able to manifest; not all are). They are closest to mortality, sharing in many aspects of reality and grounding themselves well.

Example Spirits

Zhalgol, The Crawling Darkness
Order: First
Spheres: Dark
Zhalgol is an old spirit, spoken of in many tales. It is in the shadows at night, clawing at the edges of firelight and thirsting to smother all those that live in the light. It is served by many demons of darkness and things of shadow, and it shares its power freely; Zhalgol desires most of all to spread and engulf the world.
Binding Zhalgol for power over darkness is remarkably easy, although doing so is deeply frowned upon by reputable mage circles. Zhalgol is therefore a common patron to secret cults.

Yoth, The Dread Star
Order: Second
Spheres: Destruction, Light
In places where the sun is a withering tyrant, Yoth holds dominion. When he appears, it is as an obsidian figure with a blinding sun for a head. He believes in the divine right to rule and favours those that are not afraid to claim absolute authority.
Mages that bind fragments of Yoth may do so without fear should they act according to the proper hierarchy of power, giving appropriate supplication to their greaters and dominating their lessers. Nevertheless, he is a popular spirit amongst mages that seek the powers of destruction for their own purposes.

Wellodya, The Light-Through-Leaves
Order: Third
Spheres: Light, Protection, Nature
Wellodya is a kind spirit, manifesting as a dryad suffused in an emerald radiance. She prefers to dwell in material form, often appearing in wooded glades near to settled areas as she is fond of both humanity and nature. Wellodya enjoys telling tales to friends of nature, and bestows boons upon her favourites that ward off evil and corruption.
Wellodya prefers to be bound only by those she favours, and disapproves of mages that use her power without permission. She is not a violent spirit, however, and should she become aware of such thefts of power she will ask for repentance before seeking retribution.

Go for it! I look forward to seeing what people come up with.

Stasis vs Change?

Or does that overlap with Law/Chaos in your interpretation?

If you cannot kill them, destroy their lives.
For each time they fall and return, annihilate a thousand of their kin.
Ruin everything they live for, and leave them to witness it.
Twist and corrupt their friends, their loved ones.
Make them wish they had never roused your villainous wrath.
Make them wish they had stayed dead.

I will probably go Crusader for Season 4. I don't know if I'll do hardcore again, though. It makes experimentation less viable.

Keep in mind that unless it has total cover, it can be targeted by attacks or affected by bursts.

Mistborn is fantastic. I'm already a fan of Brandon Sanderson. :)

The Lord Auxmaulous wrote:

Battle Circle by Piers Anthony.

More or less ultra-low tech societies turning into empires and a world on the upswing.

Less Road Warrior & Terminator at Judgement Day (looking for rats to eat) and more D&D.

But why oh why would you prefer a post-post apocalypse?
Without the screams, persecution, rust, misery and fire it seems sort of pointless?

Because I have buried myself in post-apocalypse for a good long while now. I'm not saying I don't like it. I would simply like to explore other things.

There's a hell of a lot of media about the apocalypse in various forms, as well as the nightmare of living in its aftermath.

What about fiction set in the upswing of civilisation following a post-apocalypse period? Is there anything good out there that fits the description?

If you're looking for casters that are more in line with other classes but are still cool and fun, try Spheres of Power. Casters still gain distinctly magical abilities, but progress in them more like feat chains than traditional spells per day/spell levels.

2 people marked this as a favorite.

You can only use Sow Thought to make people think of female pigs.

Aleron wrote:
Spheres of Power is my go to. Just love that system.

Seconded. I'd like to play in a game with it, but haven't had the opportunity yet.

93. Ant Hauled - A swarm of ants arrives and attempts to drag you to their nest. The swarm gains the benefits of the ant haul spell.

darth_borehd wrote:

I think the rationale behind is that you need an organic brain to manipulate it. For example, constructs are immune too.

Intelligent constructs (soulbound dolls, etc.) typically have a special rule allowing them to be affected by mind-affecting spells.

I got my hardcore seasonal barb to 70 a little while ago!

Umbral Reavers are a kind of outsider in the Iron Kingdoms setting, which I am rather fond of.

Hmm. I'll suggest that to my friends and see if that makes them more amenable to trying out the system. They might be viewing it with those CL boosts in mind.

A lot of Spheres of Power classes don't have full caster level. Should players be allowed to take such traits as Magical Knack or such feats as Practiced Spellcaster? Does that break the balance between low, mid and high caster progressions?

Nothing? :(

I don't think it is, but a few players are reluctant, thinking it is too abusable.

So, anyone willing to present builds here that break the hell out of Spheres of Power?

This is kind of the plot of Diablo 3: Reaper of Souls.

Malthael, Archangel of Death, considers the following:

1. Humans are weak.
2. Humans can become more powerful than angels and demons.
3. Most humans are evil.

And decides to destroy all humans (and gets trounced by the same human that took out the Prime Evil).

I haven't tried it yet, but at first glance it seems a lot closer to feat trees in power. You get one talent at a time (rarely two, for some classes) and spend it on an option for your powers.

Also note that with a little feat investment, non-casters can become quite handy with sphere powers, too.

152. A spellbook!

6 people marked this as a favorite.

You learned that one from the wrong tome!

A cursed spell is usually found as a trap in a wizard's spellbook, there to ruin the day of anyone that sneaks a few spells out of it. The owner, of course, does not cast these spells because he or she knows they are cursed.

You might also find a cursed spell written on a scroll. Even a normal spell scroll might end up cursed if left alone in some place suffused in malicious or mischievous magic.

The DC to recognise a spell as cursed is equal to the DC to identify the spell plus 10.

A cursed spell cannot be dismissed normally, but a cursed spell on a creature may be dispelled with break enchantment or remove curse.

The part of the spell name in italics is not known unless the spell is identified as cursed.

1. Delusional Invisibility - Subject is convinced, regardless of evidence, that he or she is invisible for the spell's duration.

2. Summon Hostile Monster (any) - The summoned creature is hostile to the caster and attacks to the best of its ability.

3. Immediate Fireball - The fireball detonates on the caster instead of flying to its intended target.

4. Inverse Mage Armor - The bonus to AC is applied as a penalty to AC instead.

5. Scorching Ray of Return - Another creature hit by the spell automatically fires an identical ray back at the caster, using the same attack bonus.

These ones are pretty basic. Go nuts!

122. Yourself. You were the wizard all along!

In that case, aren't Protoss just weird elves? They fit a lot of the stereotypes, being the ancient, long-lived race of magical people with a dark counterpart race.

107. A group of skeletons standing in formation, holding different coloured flags. They appear to raise and lower their own flags in response to which flags they see.

104. A piece of heavy furniture with a magic weapon enhancement bonus.

98. A locked, lead-lined container marked 'Do not open until the apocalypse.'

2 people marked this as a favorite.

I know what Protoss are. I was just confused at why you think Paizo would include them (even ignoring the fact that they can't because of Blizzard's copyright).

2 people marked this as a favorite.
Caleb Garofalo wrote:

Protoss (StarCraft)


60. Some cryptic warnings pinned to a noticeboard. They might just be reminders to restock on something, but they could be more dire!

1 person marked this as a favorite.

56. A letter dated several years in the future. Its contents read, 'Do not attempt time travel under any circumstances! - Your future self.'

The number one killer of stealth characters is that 90% of enemies have darkvision.

1 person marked this as a favorite.

Prestidigitation can produce crude objects... so if you want to cheat with fake cards that look like they were drawn in crayon, sure, go ahead.

In the game he was a 'Soldier', which translates closely to PF Fighter.

I don't believe possession rules make the host count as the possessor's type. They would remain undead, just controlled by outsiders and maybe with some extra powers.

See Shadow Demon.

The staggered arrival might work well, so here's an idea so that the event happens all at once but doesn't present immediate population problems:

When this chunk of land arrives in this new world, its people are covered in some kind of hard material. They are in protected stasis within this substance, which erodes over time. A few people wake up, freed from their cocoons upon arrival. Over time, others come out of their stasis.

Given no interference, the entire population will be awake within about five years, but it's not difficult to break people out of stasis harmlessly.

LazarX wrote:
Umbral Reaver wrote:

Note that 10k people in a 25 mile diameter circle is under the average population density of Europe in the middle ages.

Again, that's a Europe with a fully developed agriculture and trading systems with all of the incremental technology in place over thousands of years of development. It didn't just spring up overnight.

I did say a 25 mile diameter patch of rural homeland. They have farms aplenty and could support a much higher population. Now, this does mean they are lacking in the secondary and tertiary industries, and may not have mines at all.

Hooray! Despite feeling like crippling depression was going to overwhelm me and shut down this project entirely, a bit of energy has come back to me. I can't do much about it, but my depression makes my will to work on a project unbearably dependent on what others say about it. I wish it were otherwise.

Oliver McShade wrote:
Until the population reaches a point were they can survive on the supplies give to them on the 25 mile area... and while this may sound large, it really is not.

That's only the starting area. They can expand beyond that. Note that 10k people in a 25 mile diameter circle is under the average population density of Europe in the middle ages.

To begin with, there will be six or so races that all start out in the same situation, each dropped in the middle of a land suited to them. After a certain period of time (probably as part of the second campaign), some more will be added to the world. It helps that the geography is an infinite flat plane of varied Earthlike terrain, where the starting races begin fairly close to each other.

There are no other mortal races on the planet. There are monsters, but none that are organised or build things in any meaningful way. The average strength of natural or magical dangers increases further from civilisation. There's no worry of the starting settlements bordering on dragon territory.

After a long time (if I run enough campaigns in this setting), this world will have a cluster of ancient civilisations around the centre, with rings of younger nations further out.

I suppose that marks the end of this fleeting burst of motivation.

It wasn't 'no magic at all'. Players would be allowed to start at level 1 as casters.

Should I just not bother at all? :I

Okay. So it seems like the initial idea is fraught with too many problems to work.

I wanted to build a story about the preservation of old culture in the face of overwhelming loss vs the creation of new.

New plan:

A patch of rural homeland about 25 miles in diameter gets dumped in this unknown world. Magic doesn't work and magic items become mundane; magic must be re-learned from scratch. Otherwise, you still have all your land, farms, supplies and tools.

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