
Umbral Reaver |

So, I've been thinking about word magic and how it could be made better. Since then, I've come upon the idea of making a dedicated spell-constructing class that doesn't try to half-assed fake real spells but does its own entirely unique thing.
So was born the Axiom.
When the gods forged the First World, they made it from more primal, vibrant elements than those that comprise the material plane. A select few fey-blooded individuals express themselves not with sorcery, but with a power of sudden creation and energy drawn from the building blocks of existence itself.
Axioms cannot grasp the subtle magecraft of conventional spellcasting and lack many of its fine complexities. Instead, they build their magical powers from elemental components. Each element an axiom masters increases the number of potential combinations he or she may manifest and with experience, fantastic abilities may emerge from perfecting harmonious or discordant pairs.
I have not worked out the mechanics in full yet, but here's the framework of the idea:
BAB: 3/4
Saves: Good Will
Skills: 4 + Int
Elementalism: As a move action, the axiom may empower herself with two elements she knows. The same element may be chosen twice. The axiom remains empowered with these elements until she next changes her selection or becomes unconscious. An axiom learns three elements at first level and learns an additional element at 3rd level and every 3 levels thereafter. She adds two elements to the list of elements she can learn at these levels except for at 18th (a new element is still learned at this level).
Elemental Casting (Sp): An axiom may cast axiom spells at will. Her list of spells known is determined not by class level but by the elements she is currently empowered with. Saving throw DCs are equal to 10 + 1/2 the axiom's level plus her Charisma bonus instead of the spell's level.
Dual-Casting: As a full-round action, an axiom may cast two axiom spells with a casting time of one standard action. If a spell cast this way requires an attack roll, the axiom suffers a -2 penalty to hit with it. If a spell cast this way allows a saving throw, the DC is reduced by 2.
Harmonius Fusion: At 2nd level and every 3 levels thereafter, the axiom learns a harmonius fusion. A harmonius fusion is a benefit the axiom gains for as long as she is empowered with the prerequisite elements.
Discordant Fusion: At 4th level and every 3 levels thereafter, the axiom learns a discordant fusion. A discordant fusion is an additional effect the axiom adds to spells she casts for as long as she is empowered with the prerequisite elements.
Elements
1st Level Elements:
- Air
- Earth
- Fire
- Water
3rd Level Elements:
- Acid
- Ice
- Lightning
- Sound
6th Level Elements:
- Metal
- Wood
9th Level Elements:
- Darkness
- Light
12th Level Elements:
- Blood
- Spirit
15th Level Elements:
- Space
- Time
Axiom Spells
Air:
- 1st:
- 2nd:
- 3rd:
- 4th:
Earth:
- 1st:
- 2nd:
- 3rd:
- 4th:
Fire:
- 1st:
- 2nd:
- 3rd:
- 4th:
Water:
- 1st:
- 2nd:
- 3rd:
- 4th:
Acid:
- 1st:
- 3rd:
- 4th:
- 5th:
Ice:
- 1st:
- 3rd:
- 4th:
- 5th:
Lightning:
- 1st:
- 3rd:
- 4th:
- 5th:
Sound:
- 1st:
- 3rd:
- 4th:
- 5th:
Metal:
- 3rd:
- 4th:
- 5th:
- 6th:
Wood:
- 3rd:
- 4th:
- 5th:
- 6th:
Darkness:
- 4th:
- 5th:
- 6th:
- 7th:
Light:
- 4th:
- 5th:
- 6th:
- 7th:
Blood:
- 6th:
- 7th:
- 8th:
- 9th:
Spirit:
- 6th:
- 7th:
- 8th:
- 9th:
Space:
- 7th:
- 8th:
- 9th:
Time:
- 7th:
- 8th:
- 9th:
Harmonius Fusions
Air +
- Earth
- Fire
- Water
- Acid
- Ice
- Lightning
- Sound
- Metal
- Wood
- Darkness
- Light
- Blood
- Spirit
- Space
- Time
Earth +
- Fire
- Water
- Acid
- Ice
- Lightning
- Sound
- Metal
- Wood
- Darkness
- Light
- Blood
- Spirit
- Space
- Time
Fire +
- Water
- Acid
- Ice
- Lightning
- Sound
- Metal
- Wood
- Darkness
- Light
- Blood
- Spirit
- Space
- Time
Water +
- Water
- Acid
- Ice
- Lightning
- Sound
- Metal
- Wood
- Darkness
- Light
- Blood
- Spirit
- Space
- Time
Acid +
- Acid
- Ice
- Lightning
- Sound
- Metal
- Wood
- Darkness
- Light
- Blood
- Spirit
- Space
- Time
Ice +
- Ice
- Lightning
- Sound
- Metal
- Wood
- Darkness
- Light
- Blood
- Spirit
- Space
- Time
Lightning +
- Sound
- Metal
- Wood
- Darkness
- Light
- Blood
- Spirit
- Space
- Time
Sound +
- Metal
- Wood
- Darkness
- Light
- Blood
- Spirit
- Space
- Time
Metal +
- Wood
- Darkness
- Light
- Blood
- Spirit
- Space
- Time
Wood +
- Darkness
- Light
- Blood
- Spirit
- Space
- Time
Darkness +
- Light
- Blood
- Spirit
- Space
- Time
Light +
- Blood
- Spirit
- Space
- Time
Blood +
- Spirit
- Space
- Time
Spirit +
- Space
- Time
Space +
- Time
Discordant Fusions
Holy combinatorial explosion, Batman! I may have to rethink this.

Kazaan |
Well, it's certainly complex, that's for sure. Would Fire + Ice really be a "harmonious fusion"? I guess they could make "water". You'd have to think carefully about making "harmonious fusions" out of traditionally opposing elements. Alternatively, the traditional oppositions could compose the Discordant fusions.
Another point is that this class is fluffed to "not comprehend the subtle mechanisms of spellcasting". Does this mean that taking this class blocks you out of any other class with Arcane spells? What about Divine spells? Lastly, why is it a 3/4 BAB class? If both hands are occupied with spellcasting, what weapon will he wield? BAB wouldn't apply to Touch or Ranged Touch spells. Is he going to be a sort of Mystical Ninja archetype like from Naruto, molding "chakra" to create "jutsu" effects? If so, I can see him getting IUS to deliver melee touch attacks via Unarmed Strike effectively. Otherwise, he can easily drop down to 1/2 BAB.
Anyway, I'll jot down some notes and get back on possible combination effects. Are the Harmonious and Discordant fusions always going to produce the same effect? Or would there be, say, multiple ways to combine Fire and Air harmoniously? Honestly, It might just work best (and keep it relatively simple) for there to be only two combos for each element; one harmonious and one discordant.
Edit: Another question. How do you envision the offensive/supportive balance of this class? Is it going to be very "blasty"? More support/manipulation? Or a mix of both?

Umbral Reaver |

This is what I get for writing a class while asleep.
And no, that's just fluff. The class can multiclass like any other.
Anyway, yeah, both hands are supposed to be occupied with casting and I was envisioning a kind of warlock-esque class at the time, hence the BAB. Also, BAB does apply to touch/ranged touch spells. Some elemental combinations might provide magical ranged or melee weapons.
I am going to ditch harmonius/discordant and just have combinations. Far less to deal with, too.
I have no idea how Naruto works except that he turns into a log sometimes?

Kazaan |
I must be half asleep if I forgot that BAB applies to touch spells. Anyway, I can see keeping the Harm/Disc setup so long as there isn't a combo of each for every single element. There may be some that overlap, but, for example, Fire may not couple in any way with Blood (for the sake of example) and may couple in both a Harmonious and Discordant way with Spirit. Regarding Naruto, the general gist of how their "jutus" work is that everyone has an innate element among Earth, Water, Wind, Lightning, and Fire. There's a cycle of strengthening and weakening (ie. Wind fans flames and is weak to Fire while Fire in turn is strong vs Water). The "bloodline limits" for "special elements" occur when a person can innately use two different elements and combine them to create something new. They literally describe it in the manga and show as wielding one element in one hand and another element in the other hand. You can learn elements that you don't have innate talent for, but you can't combine a learned talent with an innate one like you combine two innate talents. They mentioned other aspects of the system like Yin/Yang (Dark/Light), raw spirit, and other East Asian philosophical angles, but those haven't really been delved into in the series yet (at least not in the Manga, I don't really follow the anime).

Umbral Reaver |

I suppose if the combinations are split half and half between harmonius and discordant, that might work.
Example discordant fusion:
Fire+Ice: Thermal Shock Whenever an axiom spell you cast deals cold damage to a creature or object that was dealt fire damage this round or vice versa, it must make a Fortitude save or take extra damage (based on class level or prior damage?) and be staggered for 1 round.
Example harmonius fusion:
Air+Body: Lightness of Form You can move as if air-walking.
Fire+Lightning: Plasma Aura Whenever a creature hits you with a melee attack, it takes <blah> damage. Half the damage is fire and the other half is electricity.