Davick |
1 person marked this as a favorite. |
I was looking into doing a magic setting sort of Pathfinder thing, and found that there's not been a lot of progress on this. The biggest hurdle to this seems to be mana. So, partly inspired by Ross Byers' Zlantsky(sp?) alternate casting and a little by spell points, and with some genuine unique ideas of my own, I put together this class.
In addition to the alternate form of casting, the real meat of the class is the Affinity abilities. Basicaly, they give the character a way to customize and stand out while also helping the different colors of magic to play differently. I want to make sure the abilities aren't ridiculous, so I wear wondering if you guys could look at the ones I have for red, and tell me if that's a good direction to go. Also, I was wondering if anyone would be interested in contributing Affinity ability ideas, as there is probably enough ability to vary them as there are magic cards.
So, I'll just post the google doc links to both the chart and the write up, and you tell me what you think.
Go to Chart.
Go to Write-Up.
The Demonologist |
The first I'm gonna point out, is that you have Plane Shift at level 1, The mana situation is well... situational, and will vary in strength from campaign setting to setting.
I like the idea, and you are definitely on to something. I know my process for homebrew classes is very obscure (I start out with blatantly OP stats, and whittle it down draft by draft, keeping certain flavor elements I like.
I haven't read the whole thing and I'll get on it later, but please, don't give up on this one, it's unique.
ddgon |
I like the idea of a MTG style caster. I always saw them as high (17+) wiz or sorcs. But thats just me. If you want to play that uniqe style of land magic, I think you are doing a good job creating that system.
a few things I disagree with: Abjuration is white/blue, as all Dispell(read: Counterspell) are inside of it. In MTG, counterspell is a blue card. Healing should be available to white, and every caster can summon creatures. MTG battles are basicaly your Planswalker summoning minons to kill the other guy (and his minons).
Also that is very few spells per level, with no way to learn more. But great start.
Davick |
Yeah, it's scary giving a 5th level spell to a 1st level character, so I tried to weaken it, but really that's what makes a planes walker a planes walker. I suppose it could be an ability emulating plane shift that requires a skill check that is almost impossible at early levels, but that feels like cheating the player.
Blue is definitely the hardest one to choose affinities for. I wanted each color to have one specialty school and one shared school. The idea is I can then make affinity abilities for those unique schools a little cooler since the ones for the other school can be combined. I ran into a problem with arithmetic on that one, but since red is basically all explosions all the time anyway, I went with just giving it the one school.
For Blue, Illusion was a gimme since I only found 3 illusions that weren't blue. And then I considered abjuration, enchantment, they have some necromancy, some transmutation, lots goodies. In the end, I went with enchantment not only because Blue is "Mind Magic" but because it fits blue more than it fits with any other color. And also because that ave White a unique school, and I like that white is the defensive school. It really just means that if you want to dispel or play a classic "Blue" style you can play a White/Blue manacaster.
Healing is available to white, it's conjuration. I was debating whether to make a spell for summoning that can use any color mana, or add an exception for summon spells, but it should use some color for certain things, like devils need red etc, and that's complicated. Any ideas?
I ran the numbers on spells per day, and at first I had it as 1 mana per spell level and at 20th level it comes out to the same amount of spells as a wizard. But that made me feel like it was too easy to pump out ninth level spells, and it made 0 level spells weird. So then I went with level +1. I compared the ability to do only 9th level spells, to that of a Spell Point variant wizard from UA, and they both come out to 18 (more for the wizard if he has a really high INT). So I felt good about that.
As for spells known, I compared it by level to the sorcerer, and it's neck and neck until about 11-12 level when the manacaster takes over and ends up without 10 more spells known by 20th level.
When I started making the class, I had no intention of balancing it. Garruk and jace are probably epic characters, but it slowly started balancing itself, so I'm seeing where we can go.
Any comments on the Affinity abilities?
Davick |
You could just re-school all the spells. Don't use the normal spell schools.
Sort the spells into each of the colours. Some spells may be in more than one list.
That's intense work, and I don't mind working to make the class, but it's a lot of bookkeeping for a class that already falls in the advanced player amount of bookkeeping. It hurts the ability to drop the class into a regular game.
I was thinking about dispelling and blue and I was thinking either a feat or Affinity Ability that says:
You may use Blue mana to cast Abjuration spells
or
You may use Blue mana to cast Abjuration spells of Level X where x is the number of affinity points spent on this ability.
or
You may cast, Dispel Magic, Antimagic Field, Mage's Disjunction, Spell Turning, etc, with Blue mana.
Still debating what to do about summons, but I think a list of summon types would be easier than reschooling, but Im still trying to find something simpler.
Umbral Reaver |
Let's have a look at the 'A' spells.
Where a spell is noted with multiple colours delimited by 'or', this means it falls into both lists. Where a spell is noted with multiple colours delimited by 'and', this means it requires both colours to cast.
- Abadar's Truthtelling - White. Spells of law and order tend to be white.
- Ablative Barrier - White. It's outright damage prevention.
- Absorb Toxicity - Black or Green. Toxins and disease fall into both colours, being either a natural process or a necrotic weapon.
- Absorbing Touch - Blue. Making items temporarily disappear into other dimensions or spaces is blue, which may include utility options as well.
- Abstemiousness - Green. It's about nurture and sustenance.
- Abundant Ammunition - Blue. Copying objects is blue.
- Accelerate Poison - Blue or Black. Temporal powers are usually blue and unnecessary suffering is black, and this feels a lot like the blue/black 'proliferate' ability in MtG, that enhanced the use of poison.
- Acid Arrow - Red. It's just damage.
- Acid Fog - Red.
- Acid Pit - Red and White. It deals damage and locks down a combatant.
- Acid Splash - Red.
- Acidic Spray - Red.
- Acute Senses - Blue. Sensing things (viewing opponent's hand, library, etc) is blue.
- Adjuring Step - Blue. Tricksy movement is probably in blue's territory.
- Admonishing Ray - White. While doing direct damage, it's a merciful blow, which red isn't fond of.
- Adoration - Blue. Subtle persuasion is blue's thing.
- Age Resistance - Green. Controlling life force in a beneficial way?
- Agonize - Black. Infliction of pain to penalise enemeies is black.
- Aid - White or Green. Healing and help fall into these colours.
- Air Bubble - Blue. This is a spell for the underwater realm, the domain of blue.
- Air Walk - Blue. Flight is blue.
- Alarm - White. Protective spells are white.
- Alchemical Allocation - Blue or Red. The ability to 'flashback' spells once used is found in blue and red. All colours have flashback spells, but only blue and red can add flashback to spells that don't have it.
- Align Weapon - White or Black. Wars of alignment are in white and black.
- Allegro - Red. Going faster is red.
- Allfood - Green. Nom nom nom nom.
- Alter Self - Blue or Green. Buffs are green and transformation is blue.
- Alter Winds - Green. Weather is part of the natural domain.
- Amplify Elixir - Colourless. Increasing a spell's effect doesn't really fall into any one colour.
- Analyze Dweomer - Blue. Divining complicated magic stuff is blue.
- Ancestral Communion - Blue. Gaining knowledge from the past is blue.
- Ancestral Gift - Blue. Summoning artifacts is blue.
- Ancestral Memory - Blue. More ancient knowledge.
- Animal Aspect - Green. Becoming like animals is green.
- Animal Growth - Green. Making animals huge is green.
- Animal Messenger - Green. Getting help from nature is green.
- Animal Shapes - Green. Turning into animals is green.
- Animal Trance - Blue or Green. Putting things in trances is blue. Dealing with animals is green.
- Animate Dead - Black. Skeletons and zombies are black.
- Animate Objects - Blue. There's even a blue card that does exactly this.
- Animate Plants - Green. Green likes plant creatures.
- Animate Rope - Blue. See animate objects.
- Ant Haul - Green. Carrying huge amounts of stuff seems like a green feat of strength.
- Anthropomorphic Animal - Blue or Green. Blue likes to experiment and transform things. Green likes to empower animals.
- Anticipate Peril - White. Watchfulness and alertness are white.
- Antilife Shell - White, Black or Green. White defends, green manages life, and black repels life.
- Antimagic Field - Green or White. Both green and white like to stop enchantments (ongoing spells in MtG).
- Antipathy - White. It keeps things from approaching, a part of white's protectiveness.
- Antiplant Shell - Green or White. Again, green's managing life and white's protection.
- Ape Walk - Green. Another animal aspect type of thing.
- Apparent Master - Blue. Blue takes control of things, especially constructs.
- Aqueous Orb - Blue. Although it's a damage spell, I give this one to blue because it's reminiscent of the old Blue Elemental Blast due to its ability to dispel fire effects.
And there are loads more spells so I'll stop there.
Davick |
I haven't looked into how even the distribution of spells among school are, but there is obviously a disparity here with colors.
There are only 7 Red spells, 5 of which are because A is the letter of Acid. There are also only 7 Black spells. In contrast, there are 19 green spells, 5 from A being the letter of Animal, and 21 blue spells. I have a feeling that if we try to color code every spell the trend of Blue outpacing the other colors will continue. Blue does have Battle of Wits, so you could say it tends to have more stuff, but that's hardly balanced in Pathfinder. It would be cool to look at your spell list and see mana costs like GW2. I just don't know if it's a wise move to take the classification system already in place and throw it out the window. I was trying to make an alternate casting class, not an alternate magic system like words of power. If we classify it that way, it would either require everyone to use that system, or require at least an explanation for why there are two ways to classify spells. And then when new spells come out, they'd also have to be dual classified.
If we classify this way, using the effects of cards as justification, we get closer to being like MTG, but it goes further away from something that could work in Pathfinder without having to be tied to Magic. Personally, that is the outcome I would prefer.
Also, I would make Air Walk Blue or White, since white has a good chunk of flying (Angels, Gryphons, its fair share of birds, and tons of enchantments the give flying).
ddgon |
I'm not sure I am reading the class right, but it seems to me that at level 1 you can have 3 laylines (mana) and your spell costs 2 mana, so you can cast 1 spell once a day. That is lower then ether Wiz or Sorc. They add stat bonus spells (int or cha of 12 gives 1 bonus first level slot). also spelization helps them. Granted at level 2 they get 3 spells when the others get 2.
Do they start with any laylines? Because the way I read it they need to go out and clear land, without anyway to clear it of hostiles. Granted, they could claim peacefull lands I guess. I see this class being the typle that needs to keep exploring hexes and that leads to great adventures.
Perhaps a base line ability (think school power, bloodline power) that they get baised upon the primary color they pick. Like a blast or attack for red, a zombie for black, a dog for green or sort. Something they can do several times a day.
also what about cantrips? do they get them? are they free or cost mana? do they start with any?
Sorry for the questions, I really like the idea.
Davick |
You can have 3 land ley lines, but you can have artifact let lines equal to 3 more mana. That gives you enough to cast 3 1st level spells, of which you can know two at 1st level. Maybe I should give them cantrips. They currently do not, and it is worded so that 0 level spells cost 1 mana.
I honestly didn't want a character to choose a color at the beginning to specialize in, like a wizard does or with a sorcerer's bloodline. The way classes lock you in from level 1 is something about Pathfinder I'd like to see eased up on, at least through archetypes, but that's another discussion. Instead of their per day abilities, currently they have 3/4 BAB and the ability to wear armor. Many of the planes walkers we see are capable of fighting, Garruk, Gideon, and so on. I would imagine the manacaster being able to use that increased martial ability to make up for a lack of per day effects. Or there could be affinities that create per day abilities, but that may be too wizardy. Any opinions on that, anyone?
And yes, I was hoping that the search for lands would be a source of adventures for GMs, an dwere this in a book there would be a sidebar telling GMs it's ok to have nonbasic lands that can come with additional abilities or can be used for multiple colors. 1st level can be very rough for a manacaster, due to a lack of access to artifacts, but I would think they could search around for shrines known for healing powers or places that are cursed and that those magic locations would have a caster level of at least 4. So it is a place they can visit relatively safely and use for their initial colorless mana. Or they could have relatives who happen to have a magic item, maybe a family heirloom that they can connect to. When I realized how hard the early levels could be though, I reminded myself of how hard the early levels of wizard and sorcerer can be, and I think the gain in power over levels from manacaster to wizard, is enough to justify the additional sulkiness at extremely low levels (1-3 or so) as it is for wizards to fighters (1-5 or so). I'd be glad to hear opinions on that too.
Borthos Brewhammer |
Talking about fluff here, planeswalkers weren't always planeswalkers, they weren't born that way. Everyone has a spark, but theirs is awakened through some ordeal or challenge, or great power. Maybe you have a tenth level ability "Awakened" or something, where his spark is awoken and then you get to planeshift as an SLA
Davick |
Talking about fluff here, planeswalkers weren't always planeswalkers, they weren't born that way. Everyone has a spark, but theirs is awakened through some ordeal or challenge, or great power. Maybe you have a tenth level ability "Awakened" or something, where his spark is awoken and then you get to planeshift as an SLA
I like this,1. it keeps plane shift from the hands of a 1st level character. 2. It separates the mana casting ability from being a planes walker somewhat which can be good, but it sort of puts off what makes a planeswalker a planeswalker. I was hoping that a planeswalker may use their ability at low levels to find planes with the lands or artifacts they are looking for and use it as a source of ley line creation.
It also fits the fluff because doesn't it say that hoarding enough mana is a way to activate a spark?
If it is put off until tenth level, how many times should it be available? Actual planes walkers could travel "with ease" between planes, but that's crazy. But only once per day at tenth level means you have to wait around on the other plane until it resets.
ddgon |
I get the specilization thing, however the iconics from MTG are fairly biased on what colors they use. Most use just a few (for the most part). Few of them regularly use all five. Not counting colorless because they all would use that.
To be honest I did not notice the BAB or the armor not interfearing, might as well let them get the armor feets as they level up. That changes things, as the first few levels are easyer with armor and weapons.
What about spells that add mana, such as a lot of Black spells that cost life points (HP) for mana? Like Dark Ritual? Such could be very usefull, or as an ability. Growth for gree, counter for blue, some bolt for red, a heal for white maybe?
Davick |
Does the idea of "Planeswalker" and the concept of "1. level character" fit each other?
Yes.
What about giving them Plane Shift on their spell list at level one, and it can be cast for three colored mana, with the current restrictions? That way they can use it at first level, but they wouldn't be able to do anything else. It eventually becomes trivial to do and a viable alternative to just casting the regular spell in certain situations.
SQL |
This is a subject I've tried to tackle many times before using various game systems. What I tried doing was adapting Magic cards into spells usable in the game (thus, giving creatures stat blocks and spells read outs). As there are thousands upon thousands of cards available, I chose to use only one set (either core set or block, depending of the flavor of the game).
The one problem I come across was mana. I tried various methods for converting it (assigning levels, spell points, etc.), but none seemed to have the right feel to me.
So, what I decided to do was to adapt the mana system of the Magic game into Pathfinder. Here's how:
In order to cast a spell, a spellcaster needs to gather mana. Once per turn, as a free action, a spellcaster can manifest a land. The first land manifested by a spellcaster appears in a 5-foot space adjacent to the spellcaster's initial position. All subsequent lands manifest in a 5-foot space adjacent to another manifested land he or she controls.
A manifested land appears as a illusory of that type of land. The manifested land is a mental projection, a visible representation of a memory within the spellcaster: it does not hamper movement, does it block line of sight or line of effect, nor can it be physically manipulated or disturbed (though magically, it can be).
When a spellcaster casts a spell, he taps lands he controls for mana. When a land becomes tapped, the colors of the land begins to fade, leaving a gray-scale silhouette of the land, the energies held within drained. At the beginning of the spellcaster's turn, all lands tapped during the previous turn recharge: they regain their colors as the energy returns to be used again.
This system allowed for a few things:
- It represents the increasing rate of Magic gameplay (i.e. playing one land per turn, casting more spells as time goes on).
- It adds flavor. In the original Magic rulebook, your play area was called your territory. Here, the more lands you manifest, the more your territory grows, eventually conflicting with your opponent's territory if both manifest many lands.
- Easier to keep track of than a pool of points. Plus, colored tiles can be used to represent manifested lands (assuming play occurs on a 1-inch grid mat).
I decided not to have a class that uses this system. If one could gain the ability to cast spells, let them. Instead, I devised another system of gaining spells. I did have an idea for a class, the spellshaper: it has a system similar to the core wizard's arcane school, instead focusing on a color. The planeswalker mantle would have been either the 20th-level "capstone" ability or a prestige class of some kind.
Atarlost |
I think Umbral Reaver demonstrated that re-splitting the list is impractical. Rules based is probably better.
Things may have changed since I played (never heard of flashback or proliferate, which UR mentioned) but I remember black being the color of evil, with a preference for chaotic and white being the color of good with a preference for law.
* Anything on the paladin list is white.
* Anything on the anti-paladin list is black.
* Anything on the main cleric or inquisitor list that a good cleric or inquisitor can cast or that has the good or lawful descriptor without having the evil descriptor is white.
* Anything on the main cleric or inquisitor list that an evil cleric or inquisitor can cast or that has the evil or chaotic descriptor without having the good descriptor is black.
Then we have the handy dandy elemental schools. I haven't seen a UM so I'm not sure if it maintains the APG elemental schools, but since it adds void and wood I suspect it may.
* Anything in the air or water school or with an air descriptor is blue.
* Anything in the fire or earth school or with a fire or acid descriptor is red.
* Anything in the wood school is green.
Some of the smaller, more limited schools have strong associations with an element. At the time I was playing necromancy was black, illusion blue, and divination blue. Abjuration has been mostly white.
* Anything in the illusion school is blue. If it is not in the shadow subschool is is exclusively blue even if earlier rules would say otherwise.
* Anything in the necromancy school is black.
* Anything in the divination school is blue.
* Anything in the Abjuration school that is not already black is white
Druids are associated with green, though their association with earth and water in PF are widespread enough to assume. Rangers are associated with druids.
* Anything on the druid list that is not already blue or red is green.
* Anything on the ranger list that is not already colored is green.
It's not comprehensive, but it'll automatically color most new spells. Odds and ends in the probably need to be explicitly colored. Lots of spells are available to multiple colors, but there are a lot of mirror cards like (Un)Holy Strength that would be one spell in PF and should therefore be available to multiple colors.
chip mckenzie |
Atarlost has a decent breakdown of the colours. I think it is far easier to move spells on a case by case basis than to do the entire list at the beginning. This saves time and with players aware of the colours of magic they will be aware that a blue mage won't be flinging around fireballs.
Divination is also black but on a much smaller scale. One of the things that has happened in magic recently is some minor bleed between the colours. Black magic's divinations normally require some kind of sacrifice to use though.
I did half heartedly start making a sorcerer bloodline that dealt with MtG, can't remember what I ended up with but I know it was no where close to finished so I will be interested in seeing where your class ends up.
Finally, if all the players are planeswalkers then having planeshift at level 1 isn't really an issue. I would say that until they reach higher levels that their planeshift ability is plot driven rather than player driven, just my thoughts on it.
chip mckenzie |
I was just thinking that you could use the spell point system (i.e. the psionic system) for working out mana. Then give each planeswalker a maximum amount of mana per colour that they could use.
Their primary colour could use the maximum amount of spell points mana but their secondary colours might only be able to use half the maximum. Sorry if I'm not super clear, I can only half-remember the rules for power points.
It would require only a minimal amount of extra book-keeping since you just need to add a list of the colours and the maximum level you can cast each colours spells at. So a 5th level Blue mage who dabbles in black magic might be listed at Blue:5, Black: 3; strong in blue magic but unable to charge as much mana into black magic.
Actually I guess this works just as well with spell slots...
ThassilonWiz4299 |
I like the idea of paying mana by spell level, as opposed to caster level as seen with Ultimate Psionics and other spell point systems. I really like what you have so far.
Going on earlier posts about dividing the spells into schools of magic, I've already split the wizard spells from the Core, APG, and UM. I divided the spells such that:
white = abjuration, transmutation (weapon enhnaces and such)
blue = enchantment, illusion, conjuration (creation)
black = necromancy
red = evocation
green = trasmutation (polymorph)
universal = the summon spells, teleport school, and the universal school.
Some spells, while in the appropriate school, seemed to represent another color better. Off the top of my head Freedom felt more like a red mana spell than a white spell while Imprisonment certainly felt white to me.
My biggest problem is that the blue school has the most spells (~30% of the spells). While most of them are illusion and enchantment, I'm wondering if blue having more spells is fine in the long run, because the red mana people get the flashy damage dealing spells, green gets the polymorph and shape-changing spells (so enlarge person/animal, etc), white gets the defensive abjuration spells, and black gets necromancy.
Later today I'll post my list of spells on a google doc for everyone to see.
Keep it up Davick - if I get time, I may offer some suggestions for the mana affinities.
Splode |
I've always imagined a weird idea of a Magic: The Gathering inspired class being played with an actual deck of cards. Each round of combat plays out like a player's turn in Magic: Draw a card, play a land, cast what you can afford, and take a single move action if you want. The cards would have to be converted into Pathfinder-compatible mechanics (IE: A creature card would be a Summon spell appropriate for the creature's type and power level) for the idea to even come close to being workable.
The only problem is that a Magic duel is paced a lot differently than a combat encounter in Pathfinder. A wizard of the right level can throw down a Fireball in the first round, but a Magic character would need a couple of rounds to build up the mana to cast a spell of a similar power level.
Your idea sounds better, quite frankly.
Utarga |
I'm not familiar with the MTG material, but based on other people's feedback, it seems like planeswalkers are a pretty powerful thing, eh? A lot of powerful abilities (like plane shift) that you would want to give early on to fit the theme, but feel are a bit too powerful to give so early. So, I want to propose a different approach.
How about instead of making this a player class, you instead make it a Mythic Path? Then you can work within the existing spell system, but drop color themed abilities on top of your spells on the fly by spending Mythic Power.
And this talk about manifesting different colors of mana sounds kind of clunky, tbh. It is going to greatly complicate a player's turn, I think. How about, instead, you draw mana power from the type of land you are currently interacting with? I.E. reach your hand into a nearby bonfire or desert terrain belowfoot to manifest red mana power, water for blue, trees/grass for green, etc? It would add a lot of flavor and fun feel to your class, I think. You'd have the theme of being very in-tune with whatever your environmental plane happens to be.
Aku-Arkaine |
I'm not familiar with the MTG material, but based on other people's feedback, it seems like planeswalkers are a pretty powerful thing, eh?
Back before the great retcon planeswalkers were at least minor deities. They hoarded mana by the semi load, and it took a Supertanker full just to ascend to that level.
Now planeswalkers can be just an average wizard that through some happenstance had their spark awakened. Sparks didn't even exist before the retcon. I think Nicol Bolas is the only planeswalker that was in power before the retcon, and he is incredibly nerfed now.
The way it is written now there would be no way to make the old style planeswalker, but you've got a good start for the newer ones. They seem to me a bit more martial than you're stating them though. I think I would push their BAB up a step.
Umbral Reaver |
I would say that Planeswalker is a creature template (or mythic template), not a class. Some of them are very spellcasty and would never consider using a weapon (Jace) while others are very focused on martial prowess (Gideon).
The planeswalkers themselves are not necessarily the most powerful fighters or wizards or whatever. There are a great many non-planeswalking champions of various forms in all of the worlds and many of them might be vastly more powerful than the plane-hopping characters. They're just stuck in one world, that's all.
Cardz5000 |
I'm actually working on some MTG rules for a home game myself. One reason is actually to be able to use the colors as the alignment system.
As far as planeswalkers go it's a tricky subject:
The Spark: One in a Million
One in a million sentient beings are born with “the spark,” the ineffable essence that makes an individual capable of becoming a Planeswalker. Of those born with “the spark,” even fewer “ignite” their spark, enabling them to realize their potential and travel the planes. Most Planeswalkers have their spark ignited as the result of a great crisis or trauma, but every awakening is different. A near-death experience might ignite a Planeswalker’s spark, but so could a sudden, life-changing epiphany or a meditative trance that enables the mage’s grasp of some transcendent truth. There are as many such stories as there are Planeswalkers.
Note everyone can be a planeswalker, it's SUPER rare, it's like being a sorcerer (but rarer) but having no idea that you might be a sorcerer. (you also can't fall back on the fact that your daddy was a planeswalker)
One of the funny things to me is while reading this it strikes me as very similar to the Mythic Ascension section of Mythic Adventures, and honestly spark ignition should be something in the hands of the DM.
Heck as a DM, if i were to include the concept of Planeswalkers in my campaign, I would probably not even tell my players, making it that much cooler when I get to make the grand reveal that one of them has a spark.
TheBlackPlague |
Dotting for major interest.
I love the idea of the class, and I admire the conversion attempt. What a beastly undertaking.
I'm tempted to agree with Reaver, though, that a template or even a PrC might be a better option. A PrC accessible to many different classes that allows the character to continue advancing with some of the important bits of their old class while representing what a Planeswalker could do with the new PrC features coming online as they advance as well would be a very interesting concept that I would play til the end of days.
Unruly |
Utarga wrote:I'm not familiar with the MTG material, but based on other people's feedback, it seems like planeswalkers are a pretty powerful thing, eh?Back before the great retcon planeswalkers were at least minor deities. They hoarded mana by the semi load, and it took a Supertanker full just to ascend to that level.
Now planeswalkers can be just an average wizard that through some happenstance had their spark awakened. Sparks didn't even exist before the retcon. I think Nicol Bolas is the only planeswalker that was in power before the retcon, and he is incredibly nerfed now.
The way it is written now there would be no way to make the old style planeswalker, but you've got a good start for the newer ones. They seem to me a bit more martial than you're stating them though. I think I would push their BAB up a step.
Pretty sure the spark was in existence before the retcon, but it was a more nebulous and mystical thing than what it is now. Which is why certain things, outside of just having tons and tons of mana, caused the birth of a planeswalker. For instance, in Urza's case it was being caught in the center of the Sylex Blast. But Barrin used himself to cast the same spell instead of relying on an artifact, and he didn't become one because he lacked the spark. At the same time, Karn was basically given Urza's spark, which was apparently held in the Mightstone and Weakstone, in order to become a planeswalker.
But yea, it would be impossible to make a pre-retcon planeswalker as a balanced class of any sort, if only for the fact that they were nigh-immortal. Their physical form wasn't even necessarily real, it was a projection of their consciousness and if they concentrated they could have themselves physically in multiple places, across vast distances, at once. Basically, the only way to kill them was to completely destroy their soul. You're pretty much talking Mythic 10 at that point alone, not to mention the other things the old planeswalkers were capable of.
From what I've read of the new planeswalkers, they're basically just powerful, maybe Mythic 2, versions of normal classes. Not even really at the demigod level, but still pretty much head and shoulders above the majority of non-planeswalkers. The only thing they have that truly sets them apart from just being skilled/powerful ordinary people is the ability to actually planeswalk. Of course, I've only read the initial Time Spiral cycle books, which was right when the retcon happened, so maybe they've upped their power a bit more since then.
On to the topic of making a homebrew class, I'm intrigued to see what all you come up with in the future. You're basically going to have to rewrite the entire magic system in order to make an MtG-style manacasting system, and that's no small undertaking.
Unruly |
Thinking on it more, I would probably have it be an acquired template that advanced with HD. Still very much in the hands of the DM.
Unfortunetly I haven't read many of the MTG books, it there any precedent set for PWs dragging normal folk along as they sojourn?
For the old, Urza-style planeswalkers, yes. Urza took a bunch of people with him all over the place, and I know Teferi took at least a few. Namely, Barrin, Jhoira, and Xantcha are the ones I remember most. I seem to remember reading that it was an unpleasant experience for just about everyone except Barrin, but that was only because he'd been through it so many times that he knew what to expect and had created spells specifically to make the trip easier. I think everyone else was basically told to hold their breath and prepare for some discomfort.
Cardz5000 |
I was just thinking it would be nice if an MTG campaign didn't suffer from the starwars RPG everybody or nobody jedi issue with Planeswalkers
I guess to me the big draw for MTG isn't it's Planeswalkers. I REALLY like the philosophical basis of the color pie, and they really do have some excellent settings (heck zendikar is said to be the best D&D setting wizards never made) I'm already considering adding elements of Tarkir into my next game.
Unruly |
Yea, previous lore was the same way about the Blind Eternities. Basically, a planeswalker was able to create a bubble of normal space around them that prevented them from getting torn apart by the various energies that filled the void.
As for the "everyone or no one" issue regarding planeswalkers and jedi, you're going to have that when one type of character is supposed to be head-and-shoulders above the rest in terms of their abilities. It's a sad fact of the way that those types of characters work in their original fiction. It's much easier to write them as a narrative piece where their power level can vary at times, so you can provide instances where they're weakened or whatever and need help from others, while still having them be really powerful in general. But when you try to codify that into a set of strict rules for an RPG you end up with a situation where you can't adjust their power level as it suits the particular scene. So you either ignore the existing canon and make them balanced, or you have them be an obvious better choice to every other option. Either way you go you end up with angry fans because your particular representation doesn't fit into whichever category they wanted.
Cardz5000 |
That's the nice thing about planeswalkers though, they aren't by default head and shoulders about everyone else. Literally one thing separates a planeswalker from normal folk: planeswalking. If they are able to drag others along in their bubble, I would have no problem with having a single PW in the group, they would just take other class levels like everyone else (I still think this would work really well as a universal mythic ability (or series of abilities (improved, greater, ect...))) Yes I would want to toss the other players some sort of bone of their own.
Alleran |
That's the nice thing about planeswalkers though, they aren't by default head and shoulders about everyone else. Literally one thing separates a planeswalker from normal folk: planeswalking.
Yes and no. I think it really varies depending on the individual walker. All the Spark grants post-Mending is the ability to planeswalk and (depending on what you read) increased facility with mind-reading/translation magic, though the latter could also just be because walkers need it more than most. However, their own specialties and desire to journey, observe, and importantly gain more power are a big factor.
For example, Gideon is pretty tough in a fight (involving weapons and combat, anyway), but he's not the sort of spellcasting planeswalker who could realistically take on the seriously powerful stuff.
Tezzeret isn't really a super-mage, at least not in Agents of Artifice. Give him five minutes (or time to gear up) and he can probably whip up a decent artifact to get the job done, kind of like Batman, but his facility with magic is much less than others.
By contrast, however, you have Kiora. In Godsend she was able to fight toe to toe with the sea-goddess Thassa, summoning forth creatures from all across the multiverse in the process. Granted, we still don't know the outcome of the battle, but that she could get up in Thassa's face like that is a pretty good sign of personal power.
And as powerful as the gods of Theros are (and they are quite powerful, absolutely stronger than your average walker), it's been said flat-out (by Kruphix) that they are nothing compared to the real heavyweight planeswalkers like Nicol Bolas. Bolas might have been nerfed from his oldwalker levels (although after the Conflux of Alara he seems to have regained much of his old ability in that regard), but he's still tens of millennia old, has more stored mana than half a dozen planes combined, and is an Elder Dragon.
Planeswalking allows the walker to obtain magic that would be unknown to their home planes, potentially giving them a massive advantage over their opponents. Elspeth could no-sell Heliod attempting to burn her to ash with the light of the sun simply by using a spell that he had never seen before.
In PF, giving planeswalkers a mythic tier (maybe two) and a 1/day plane shift (self only) SLA should model a lot of their abilities and separate them from the average. For example, Tezzeret would absolutely have Crafting Mastery from Archmage (so would Urza, for that matter). Beyond that, you can class them as needed based on their displayed abilities and map out strength from there (Gideon to Paladin, Jace to Arcanist, Elspeth to Paladin, Kiora to Aquatic Druid, Ajani to Cleric, Chandra to Fire-based Sorcerer, Garruk to Blight Druid, Liliana to Undead bloodline Sorcerer, Sorin to some sort of Eldritch Knight vampire, and so on and so forth).
Although if I were statting out Nicol Bolas, he'd probably be a Great Wyrm Black Dragon Sorcerer 5 with 10 mythic tiers of Archmage and a couple of other miscellaneous abilities to push him over the line to CR 30.
Compare Bolas at the top end of the planeswalker power scale to Domri Rade, a child who's unlikely to even be past 7th level and only just had his Spark activate recently.
There are artifacts that allow planeswalking in the setting. Off the top of my head is the "Skyship Weatherlight."
Easily modeled with the Silver Maiden major artifact, or a non-sentient version of the Brazen Egg.
Alternately, one could always disallow any non-walker from obtaining the Plane Shift or Gate spell.
ThassilonWiz4299 |
The biggest hurdle to this seems to be mana
@Davick: First off, I think you are onto a cool class idea.
I tried your mana system using a 10th level oracle in a Rise of the Runelords game. I think I had way too much mana (with 65 mana, I could, and did, cast 21 cure critical wounds spells). The problem I see is not that I can cast only the most powerful spells I have more often than I normally could, the issue is...
1. Until 8th level your system gives the caster more mana than a sorcerer would have (i.e. a 10th level sorcerer with 6/6/6/5/3 spells per day has 6*(1+2+3)+5*(4)+3*5 = 71 mana per day)
2. A caster who can cast more high level spells per day than the sorcerer is more powerful than the sorcerer.
Going off of that and ideas that the planeswalker can be of any class, I've adapted parts of your idea into a "raw" archetype that could be applied to any class. Anyone can read it here. It is still largely untested and I plan on testing it out in a Rise of the Runelords game I am running.
*Note: it mentions that applying the archetype to a non-spellcasting class requires the replacement of 8 points worth of class abilities. If each base class in the core rulebook has about 50 points worth of abilities, then...
spellcasting = 30 points (sorcerer, wizard, cleric), 14 points (bard), and 8 points (paladin, ranger)
bonus feats = 1 point per feat
sneak attack = 1.5 points per time
weapon/armor training = 2 points per time
evasion/uncanny dodge (and improvements) = 3 or 2 points per time
These numbers are just to figure out the replacement of suitable abilities for gaining the archetype. For instance a fighter who gives up all instances of armor training should "approximately" equate to the spellcasting granted by the archetype.
I tried to adapt some of the affinity abilities into something universal, rather than rewrite each individual ability. I like the idea though!
I noticed your version of the manacaster does not account for high ability scores for more spells per day. Since the 1/2 level * ability modifier in bonus mana (in net colored and uncolored) gives too many bonus "spells per day" than it should, I provided a chart that mimics the bonus spells per day gained by casters for having a high ability score.
As for my limits on colored and colorless mana, I am of the mind that colored mana should be used to limit the number of spells a caster can use in a day and colorless mana as the extra expenditure that is needed to power those spells.
prismaticsoul |
Yeah, it's scary giving a 5th level spell to a 1st level character, so I tried to weaken it, but really that's what makes a planes walker a planes walker. I suppose it could be an ability emulating plane shift that requires a skill check that is almost impossible at early levels, but that feels like cheating the player.
Blue is definitely the hardest one to choose affinities for. I wanted each color to have one specialty school and one shared school. The idea is I can then make affinity abilities for those unique schools a little cooler since the ones for the other school can be combined. I ran into a problem with arithmetic on that one, but since red is basically all explosions all the time anyway, I went with just giving it the one school.
For Blue, Illusion was a gimme since I only found 3 illusions that weren't blue. And then I considered abjuration, enchantment, they have some necromancy, some transmutation, lots goodies. In the end, I went with enchantment not only because Blue is "Mind Magic" but because it fits blue more than it fits with any other color. And also because that ave White a unique school, and I like that white is the defensive school. It really just means that if you want to dispel or play a classic "Blue" style you can play a White/Blue manacaster.
Healing is available to white, it's conjuration. I was debating whether to make a spell for summoning that can use any color mana, or add an exception for summon spells, but it should use some color for certain things, like devils need red etc, and that's complicated. Any ideas?
I ran the numbers on spells per day, and at first I had it as 1 mana per spell level and at 20th level it comes out to the same amount of spells as a wizard. But that made me feel like it was too easy to pump out ninth level spells, and it made 0 level spells weird. So then I went with level +1. I compared the ability to do only 9th level spells, to that of a Spell Point variant wizard from UA, and they both come out to 18 (more for the wizard if he has a...
Might be accidently necro-ing this thread, but you could take a page from Xantcha, from her quote from the Planar Void card "Planeswalking isn't about walking. It's about falling and screaming". Perhaps the 1st level Plane Shift spell is erratic and uncontrollable and can be used a finite number of times per day (possibly teleporting the character(s) to far away destinations on the same plane instead of shifting), growing stronger, more reliable, and more useable as the character levels; this would encourage 'walkers to stay on their own planes, but have a useful escape tool when necessary.