======DEVELOPMENT====== This page is meant to contain content that is not complete enough for the main document. =====NEW IDEAS 2024-02-02===== * FIXME New idea for consideration (2024-02-02): Consider doing away with "Ranked Abilities" and replace that section of content with more perks. The advantage of this is an easier-to-teach game. The disadvantage of this is the difficulty of making it work, and potentially making specialized characters less common by diluting the themes of specialization held by ranked abilities - probably not an issue. * Other considerations: * How do requirements and prerequisites work, specifically? * Prerequisites feel like an easy solve - certain perks require other perks as prerequisites. * But then, what about the "perk budget"? If powers are balanced around only having five perks in a power, then prerequisites might eat into that budget too much to feel fun. * But requirements (Oath for Consecration) - how is this managed? Is this a social contract between player and gamemaster, that, if broken, results in those perks being deactivated temporarily, or even removed? * How to manage power scaling? * Should the rank 0-5 scale be abandoned? Personally, the numbers 0-5 feel right - they are easy to count and keep track of, and allow for easy combat adjudication, and they force power-scales into different buckets with little overlap. * If not abandoned - how to manage players wanting to take more than 5 perks in one category? Are they allowed, but the power of the formerly "Ranked" ability is capped? * If abandoned - what, if anything, should replace it? * FIXME: A new way to gain an inspiration point: "Overload a Perk" - you can temporarily deactivate a perk to gain an inspiration point. You can regain the use of this perk by ... __? Doing what? * Using two inspiration points to reactivate it. * FIXME: new mechanics: * "while you have at least 1 inspiration..." * "while you have at least 1 injury..." * "when you spend your last inspiration..." =====Design Goals===== * Magic and class features are easy for a player to learn and use, but has a great deal of creative interpretation. * Magic and Class Features are easily used to create customized characters that are interesting and unique. Better multiclassing. * Perks replace class-archetypes and feats to allow for more free-form customization. * Some Perks are present character-arcs that represent goals and motivations. For example: 'Nemesis'. * Narrative power. Easy storytelling. For both the player and GM. The abilities should imply their own story, and that story shouldn't automatically break the world. * Each of these abilities have been constructed to replace the existing spell system for D&D 5e. They are meant to be easy to learn, easy to use, reward creativity, and be easy to adjudicate. * Fun in spite of disparate party level. If a character is put in a party where everyone else has high rank abilities, and he has only one rank 1 ability, he is still an asset to his party. This allows GMs to create simple characters for beginner players, and to allow for an increased challenge of levelling a new character in a harsh world. * Easy to learn, easy to use. In D&D, making an attack is complicated, casting a spell, even more so. Try to minimize the necessity of rolling and managing resources whenever it yields poor narrative power and satisfaction. Don't be afraid to allow unlimited casting. =====Inspirations===== * Spheres of Power - New Magic * The Marvel Universe Roleplaying Game - New Magic * Storyteller System White Wolf (Vampire) - Character-driven over Stat-driven * Fudge - Traits over stats * Risus: The Anything RPG - Traits over stats * Seventh Sea - Magic with tools and cultures attached * D&D 5e =====Power scaling===== Most abilities have 'Ranks' that correspond to character level ranges, as per the following table: ^Rank^D&D equivalent character level(s)^Description & Who has these powers?^ | Rank 0 | |No aptitude at all. Complete ignorance and non-proficiency. NPC commoner. CR 0, CR ⅛.| | Rank 1 |Levels 1-4.|Early adventurer. Village leader (Watch Captain, Wisewoman, etc.) Apprentice, basic training.| | Rank 2 |Levels 5-10.|Experienced adventurer. Journeyman, unsupervised business.| | Rank 3 |Levels 11-16.|Hero of the Realm. Master, high society. Nobility.| | Rank 4 |Levels 17-20.|Master of the Realm. Grand Master, best in a generation. Royalty.| | Rank 5 |Levels 20 and beyond.|Best there ever was and ever will be. Demigod power. Treading upon the domain of the gods.| | Rank 6 |Levels 25-99.|Godly power. Only seen in stories. Miracles witnessed by an entire civilization.| | Rank 7 |Levels 100+.|Transcendental deity power. Never even imagined. Ability to create/destroy planets at a minimum, likely in the realm of creator dieties.| ---- ===== Etiquette ===== ==== For Players ==== - **First, Be A Good Guest**: Be the kind of guest that your host will think of when they wonder who to invite to their next story. - **Know Your Character**: Your gamemaster works hard to entertain you and your fellow players. Make their work easier by being as fully-informed as possible about your character's abilities, limitations, motivations, and the game rules that apply to them. - **Player Versus Player**: Conflict between player characters can happen, but it should only happen when all involved players enthusiastically consent to it. If no compromise can be found, let the Gamemaster say: "Your characters argue for sometime without coming to a compromise, but agree that they must carry on..." - **Flavor**: Many mechanics in this system are abstract, which runs the risk of making story feel abstract and emotionally distant. As a player, consider putting in an effort to explain WHY or HOW a mechanic would be successful in a scene (allowing the gamemaster to elaborate or alter as necessary). - **Trust Your Gamemaster**: - **Bad Games are Worse Than No Games**: If you feel that your experience at a gamemaster's table is unsatisfactory, and you cannot come to a compromise with your gamemaster or fellow players, then you need to consider leaving the table. Signs that it might be time to leave: You find yourself dwelling negatively on what happened during a session; your gamemaster or fellow players are unwilling to listen to you; ==== For Gamemasters ==== - **First, Be a Good Host**: - **Trust Your Players**: - **Be Prepared for Anything**: - **Learn How to Compromise**: - **Don't Say "No", Say: "Yes, and..." or "Yes, but..."**: Often times, players will push the limits of their characters outside of their characters' capabilities. In these instances, it is tempting to say "no, your character can't do that", which is sometimes (rarely) necessary. But, instead of that, first consider saying "Yes, your character can do that, IF..." or "Yes, that happens, but it made your situation more complicated...". You can usually allow a character to do something outside their normal capabilities IF the player sacrifices something significant. Here is an incomplete list of things they can sacrifice: Their character's time; their character's safety; their character's health; their character's reputation or relationship. - **Saying "No you can't do that" is usually appropriate when...**: - It makes another player feel like their character is less useful. - It makes a player feel less welcome at the table. - It goes against what was discussed during 'session zero'. ---- =====Mechanics around success===== Success * Critical success * Success * Failure * Critical failure Complication Advantage / Disadvantage Push Inspiration Injury ---- ====Fighting Style System==== This is to make fighting styles interesting and fun Fighting styles: * Brutal * Calculating * Defensive * Dirty * Expert * Quick Pick one fighting style as your own. Pick one more that you are strong against, and one more that you are weak against. When fighting against an opponent whose style you are strong against, you have an advantage. When fighting against an opponent whose style you are weak against, you have a disadvantage. GM NOTE: If you decide to use this system, consider creating your own list of Fighting Styles. This system is intended to be easily modifiable. Keep in mind, that the number of fighting styles should probably be at least 3 (to ensure at least one weak and one strong relationship), and at most 10 (to keep it simple). Fighting style examples: * Brutal * Barbarian * Gladiator * Grappler * Calculating * Mage * Hunter * Sniper * Trapper * Defensive * Protection * Tank * Turtle * Dirty * Assassin * Foolish * Guerilla * Ninja * Random * Expert * Monk * Weaponmaster * Quick * Fencer * Gunslinger Other Fighting Style lists * Rock, Paper, Scissors * Rock * Paper * Scissors * Magic: the Gathering * White (plains) * Blue (island) * Black (swamp) * Red (mountain) * Green (forest) ---- ======Thief / Scoundrel====== Scoundrel * Thief, pickpocket * Locksmith * Move undetected - Secret Passageway? * Eavesdrop * Dirty fighter, assassin, sucker punch, wetwork * Rumormonger, liar, silver tongue, snake oil salesman, con artist, forked tongue, wit and charm, * Sleight of hand * Friends in low places, criminal connections, fence, * Uncanny luck * Well traveled * Climber, acrobat, slippery, dodge, infiltration, second story work * Secret communique, Thieves' Cant * Disguise, alter ego, false identity Best in county Best on continent Best in world Best in history Best there ever will be Uses inspiration liberally? To auto succeed at any of these, as if inspiration makes them the best there ever will be? ===Thief=== IMPORTANT NOTE: With a sufficiently-detailed character backstory, taking ranks in thief may be unnecessary. However, this ability set can be used to help the GM figure out the equivalent power of a thief-type character. Most beginner thieves should be fairly effective in general petty thievery, and very good at one specific thief ability. Deception * Con,Sting,Rook,Swindle,Grift,Fraud,Scam,Racket,Extortion,Blackmail,Defraud,Bilk,Dupe,Bamboozle,Hoodwink * Disguise Self (Hide Identity: disguises limited to obscuring your identity, not taking another's) * Rumormongering * Forgery * False Documents * False Artifact Infiltration Sneak/Hide/Stealth Detect Resistance (low level Divination as perk? Danger sense?) * Detect Traps* * Detect Patrols, Watches, Guards * Detect Ingress/Egress, Secret Doors Pilfer Pickpocketing Lockpicking Secrets * Secret Language * Send/Receive coded messages * Decypher Sell/Buy Contraband * Black Market * Fence * Appraise ==AD&D 1st ed== ^LEVEL^Pick Pockets^Open Locks^Find/Remove Traps^Move Silently^Hide in Shadows^Hear Noise^Climb Walls^Read Languages^Avg chance^Simple count^ |1|30|25|20|15|10|10|85|-|6|4|Rank 0| |2|35|29|25|21|15|10|86|-|6|5|Rank 0| |3|40|33|30|27|20|15|87|-|7|6|Rank 0| |4|45|37|35|33|25|15|88|20|7|7|Rank 1| |5|50|42|40|40|31|20|90|25|8|8|Rank 1| |6|55|47|45|47|37|20|92|30|9|9|Rank 1| |7|60|52|50|55|43|25|94|35|10|10|Rank 1| |8|65|57|55|62|49|25|96|40|11|11|Rank 2| |9|70|62|60|70|56|30|98|45|12|12|Rank 2| |10|80|67|65|78|63|30|99|50|13|13|Rank 2| |11|90|72|70|86|70|35|99.1|55|14|14|Rank 2| |12|100|77|75|94|77|35|99.2|60|15|15|Rank 3| |13|105|82|80|99|85|40|99.3|65|16|16|Rank 3| |14|110|87|85|99|93|40|99.4|70|17|17|Rank 3| |15|115|92|90|99|99|50|99.5|75|18|18|Rank 4| |16|125|97|95|99|99|50|99.6|80|19|19|Rank 4| |17|125|99|99|99|99|55|99.7|80|19|20|Rank 5| different Categories might aid skillset cleanup * Graft: Practices, especially bribery, used to secure illicit gains in politics or business; corruption. * Bribery/Extortion, Basic skills: * Pickpocketing - You can steal a tiny-sized object (e.g.: coin, playing card, key, die, vial) unnoticed from a person's pockets (or if it's worn openly on their clothes). * Locksmith - As long as you have a lockpick (even a stiff bit of wire will work) you can open cheap locks without their key and disable crude traps safely. More elaborate, expensive, or magical devices require perk investment. * Go Unnoticed - As long as ALL of the following are true, you may remain unnoticed from one (and only one) target. * (A - target's senses) The target does not have uncanny (better than human) senses. * (B - hygiene) You do not stink, shine, emit excessive noise, or touch into the target. * (C - environment) There is an environmental condition that obscures you from your target, this can be smoke, fog, an obstacle to hide behind, a dark shadow. * Eavesdropping - As long as your target is within 30 feet with no barriers between you, you can hear what they are saying. You can easily switch targets to keep track of a conversation as long as those new targets. * Perk ideas Master pickpocket - your pickpocketing skill scales with your ranks in Thief. Characters with this perk gain the following abilities: Rank 1 - You can replace an item you have pickpocketed with another item. Rank 2 - You can pickpocket items from secured containers. Rank 3 - You can pickpocket items larger than a coin. Rank 4 - You can pickpocket entire containers. Rank 5 - You can pickpocket six times with a single action. Rank 5 - You can pickpocket as a reaction. Master spy - your ability to gather information scales with your ranks in Thief. Rank 1 - Master locksmith - your ability to disable locks and security devices scales with your ranks in Thief. Rank 1 - What about rumour and gossip? What about assassination? ---- ======Push (2009 film) abilities====== Watchers (divination - seeing the future) Watchers have the ability to foresee the future to varying degrees. As knowledge of the future invariably causes that future to change, Watchers' visions of the future in their direct sphere of influence are subject to frequent shifting. To keep track and better understand their visions, most watchers keep small art journals in which they draw what they see. Watchers' visions are like a sense of déjà vu. Watchers can get visions at will. Drinking alcoholic beverages can temporarily enhance a Watcher's abilities (as shown by Cassie). Cassie and Pop Girl are Watchers. Cassie's Mother has been revealed to be the most powerful Watcher in the world, setting all the events and foreseeing them even decades earlier, also saying them to Nick's father. Movers (Telekinesis) - DONE Pushers (mind magic: implant memory/belief, dominate/puppeteer) Pushers have the ability to implant memories, thoughts and emotions into the minds of other people in order to manipulate them. The skill level of the Pusher determines how many people the Pusher is able to control at one time, and how vivid the implanted memories are. A powerful Pusher can push a large group of people at the same time, basically creating a personal army. A Pusher is able to make a person do anything the Pusher desires, even commit suicide. A Pusher's eyes indicate how powerful they are: their pupils will dilate to certain degrees depending on how powerful the push is (for example, Henry Carver's eyes are rendered completely black, signifying that he is an extremely able and effective Pusher). Kira is also a very powerful Pusher, controlling 12 people at the same time. Sniffs (divination: find object/person) Sniffs are highly developed psychometrics who can track the location of people or objects over varying distances. Like bloodhounds, their ability is increased if they have tactile access to an object that has been in direct contact with the subject. Sniffs receive information in the form of images, which is why identifiable landmarks help increase their effectiveness. Emily Hu is a highly trained Sniff, and she uses her powers for money. Carver's associates who kidnapped Kira are also Sniffs. Shifters (illusion: image/appearance/texture) Shifters can temporarily alter the appearance of an object by manipulating patterns of light interacting with it. Once the illusion is established, it remains with the object for a short period of time. For example, a Shifter could touch a one dollar bill and alter it to appear as a one hundred dollar bill until the effect expires. The object shifted must have roughly the same dimensions as the object it is shifted into. The length of time that the effect will last is based on the Shifter's experience. Hook Waters, an ex-Division agent and Nick's friend, is a highly experienced Shifter, capable of turning a large suitcase into a fake one and managing to hold the illusion for 6-7 hours. Wipers (mind magic: erase-only) Wipers are skilled at either temporarily or permanently erasing memories, an invaluable asset in espionage. Experience will dictate the accuracy of their wipes, though there is always the danger that they will eliminate a desired memory. Wo Chiang, an old fisherman who lives on a dock, is a Wiper who uses his powers on those who request it for money. He erases part of Nick's and Kira's memories in the film. It can be speculated that Wipers can send mental blasts into a target's brain or put high mind-stress into their wipes for offensive means, as shown by Wo Chiang when he saves Cassie from Pop Girl by sneaking up behind her and rendering her unconscious, either through the mental-blast method or deliberately over-stressing her mind through his wipe. Shadows (anti-divination) Shadows are trained to block the visions of other clairvoyants, such as Sniffs, by diverting the attention of the target radius so that they "flicker" through different locations other than the subject's actual whereabouts. Experience will enhance the size of the area they can shadow and the intensity of their shielding effect. Shadows need to be awake to manifest their ability, so it is common for a detail of two Shadows to operate in shifts while protecting a person or object for extended periods. Most Shadows are effective only against Sniffs, but some extremely powerful Shadows are able to block even Watchers. Pinky, a friend of Nick's, is a Shadow for hire, and he is effective only against Sniffs and is shown to be inferior to the Division's Shadows. Like other characters, he also uses his powers for money. An old woman hired by Kira to hide the syringe has the ability to shadow an entire building, even from Watchers. Stitches (sarcurgy) - DONE ---- ======Anti-magic ====== * Abilities * Dispel: End magical effect. * Counterspell: Interrupt spell casting. * Shield: Prevent a magical effect once. Can be upgraded to 'Ward' and 'Reflect'. (What is the size of the shield?) * Ward: Prevent all magical effects for a time. Can be deployed as an area of effect field or enchantment of an individual person or item. As long as someone or something is warded, magic cannot affect them. Advanced forms can block specific effects. * Reflect: Reflect magical effect. * Limitations * Action economy, time * Touch? * Concentration? * Perks * Shield upgrade - Ward: Your shields last for a longer duration, shielding a target against all magical effects that occur during that time. When you create a shield, it lasts for twenty times as long as the time spent to cast it. 1 action = 2 minute2. 1 short rest = 1 day. 1 long rest = 1 week. If you cast a shield on a target already shielded, the target remains shielded by only one shield, but the duration of the shield is extended by adding the new shield's duration to the old. If the duration of a shield ever exceeds 1 year, the shield becomes permanent. * Shield upgrade - Reflect: Magical effects that interact with your shields are reflected back to the caster. * Magic Immunity: Magical effects have no effect on you, however, you are immune even to beneficial magic. You can still be indirectly affected by mundane events caused by magic. ---- ======Necromancy (soul-magic) ⭐====== The manipulation of souls and using souls for energy. Phylacteries. Undead. Possession. Instant death. Storing souls. Restoring souls into new bodies. Extracting skills and memories from souls. Abilities: * Extract soul, Exorcise - primary. Done as a lengthy ritual * Bind soul (distinct from preserves the soul's agency, binding a soul enslaves it.) * Bind soul to a robotic body: Animate corpse, Animate golem, Animate broom * Bind soul to/within an area * Bind soul in battery-type object (fetish, totem, soul-jar, crystal, gem, grimoire) * Phylactery, horcrux * Reincarnate * Amplify magic effect with soul energy * Seance, channel soul * Speak with souls * Sense souls * Find soul, track soul * Limitations * Concentration to maintain soul bond? * Number of souls * Spiritual battle to bind soul * Hazards * Hauntings * Animated golems escaping control * Soul energy burst ---- ======Psychonaut (mind magic) ⭐====== Abilities: * Navigate mind - primary. Telepathy and telepathic communication is possible merely with this ability, but needs to be spelled out. * Alter senses * Alter memory Limitations * One target at a time (perk unlocks this limit) * Touch (perks unlock this limit to creatures seen, then to any creature named or identified) * Concentration Hazards: * Trauma * Spiritual battle * Projections * Getting lost * Personality transfer ---- ======?? Magic Item Crafter ====== Spend Inspiration to craft items Potions (single-use, imbiber only) Healing Potion (Light) [Cheap] Healing Potion (Severe) [Expensive] Healing Potion (Mortal) [Very expensive] Healing Potion (Resurrective) [Prohibitively expensive] Antitoxin [Cheap] Anti-parasite [expensive] Anti-curse [very expensive] Darkvision [expensive] Infravision [expensive] Water-breathing [expensive] Water-walking [expensive] Anti-gravity [very expensive] Gravity (increases gravity to normal in micro-G areas, or overburdens in normal-G areas) [very expensive] Sleeping [cheap] Love (Charm) [expensive] Anti-aging [prohibitively expensive] Aging [very expensive] Factors: GM guide for new Spellcrafter items and abilities Inspiration cost +0 +1 +2 +3 Consumability Single-use Three uses Ten uses Infinite use Rechargeability False True (1 charge per day) True (3 charges per day) Target affected User only Touched target Seen target Described or named target Number of targets 1 Multiple Duration Up to 1 round Up to 10 minutes Up to 1 day Indeterminate Focus - this word should be only for objects necessary for casting a spell. Usually the point of the spell effect's origin. ITEM - There should be an item that, when wielded, increases the rank of a caster's power. Probably by sacrificing 2 ranks in the creation of the item, the item grants 3 ranks. Find name for this item type, and Potion, Scroll, or Magical Focus. Potions create magical effects on the drinker and require no skill to use. Scrolls create magical effects directed by the user, but require at least a beginning magical aptitude to use. Magical Foci are reusable, recharging each day, but require at least a moderate magical aptitude to use. Rank 1: ? ? ? Rank 2: 1 week to craft. Can craft items that replicate a rank 1 effect that you know. Can improve a weapon or piece of ammunition from +0 to +1 magical bonus. Rank 3: 1 month to craft. Can craft items that replicate a rank 2 effect that you know. Can improve a weapon or piece of ammunition from +1 to +2 magical bonus. Can improve a piece of armor from +0 to +1 magical bonus. Rank 4: 3 months to craft. Can craft items that replicate a rank 3 effect that you know. Can improve a weapon or piece of ammunition from +2 to +3 magical bonus. Can improve a piece of armor from +1 to +2 magical bonus. Rank 5: 1 year to craft. Can craft items that replicate a rank 4 effect that you know. Can improve a piece of armor from +2 to +3 magical bonus. New Item: Soul-bonded Item. The SOURCE of your power. As part of the creation of this item, you infuse it with a portion of your soul. While wearing or wielding this item, the Effective ranks in a powerset increase by +1. If you are separated from the item, however, instead of your ranks returning to normal, they are effectively decreased by -1. Creating such an item usually requires Rank 3 in Magic Item Crafting and at least 1 year of dedicated work and a special material or ritual. This item permanently holds this portion of your soul, and while it exists, your soul cannot be annihilated. This item grants effective ranks to whoever wields it. If the item is destroyed, that portion of your soul stored within it is also destroyed, and your body may suffer a mortal injury. Multiple soul-bonded items may be crafted and worn, or the first soul-bonded item may be repeatedly infused with more portions of your soul. Doing so requires ever-increasing work time and material costs. Character sheet note: There should be a couple panels inside the powerset panel to account for effective ranks and what source those effective ranks come from. Ring of Transparency: Turns the wearer perfectly transparent - which also means that light does not land on their retinas. (Minor curse) Ring of Warning: When they fail a perception check, the wearer can speak with a spirit within the ring. It warns them when danger is close. But it also produces a lot of false positives. (Minor curse) Sword of Lightning: Upon a command word, this sword calls down a bolt of lightning. The bolt hits the sword and potentially electrocutes the wielder. (Minor curse) Cloak of Hatred: Grants heavy bonus to stealth, but it is infused with the soul of a brutal racist. Will hurl racist insults when a chance to assassinate a hated target is missed. (Minor curse) Ring of Deception: Everything you say is a lie, you cannot tell the truth. (Minor curse) Charm of Water Breathing: Upon attunement, you grow gills, and your lungs atrophy to nothing. You may breath water, but can no longer breath air. (Major curse) Iron Boots of Backstabbing: To don/doff these boots, it takes five minutes of turning very squeaky screws that squeak even when greased. While wearing these boots, you can only take 1 step per round; each step makes a very loud CLANK sound; yet, if you hit with a melee weapon attack, your victim instantly dies. Ghostflame Lantern: Any oil can be used in this lantern. While lit, it burns with a blue flame and attracts undead spirits to the flame. If an undead spirit comes in contact with the flame, they are trapped in the lantern. If the lantern's flame ever burns out due to running out of oil, all spirits trapped within are released, and the lantern loses its magic. Chameleon Cloak: While wearing this cloak, if you do not act, and move no more than 2 meters per round (5 feet per round, 0.75 mph), you remain invisible. Unbound Campfire: This campfire that was meant to provide heat is now so hot that you cannot approach closer than 300 meters. Within 100 meters, most materials will spontaneously burst into flame. Within 50 meters, the ground is melted into lava. Occasionally, the object is launched into the air by a burst of superheated gases. ---- ======Mind Magic - Enchantment - Alter Memory ====== Also consider 'Psychonaut' as title and guiding theme I think (as of 2022-05-25) that Mind Magic: Memory is best done as in Psychonauts the video game (or Inception, the movie) Search this for ideas: [[http://dnd.arkalseif.info/classes/cognition-thief/index.html|Cognition Thief]] Can Telepathy be popped out of altering memory? Or are they too entwined? Read Memory/Thought Send Memory/Thought Alter Memory/Thought Connections 1, 2, 5, 10, 20, 50, 100 Deepness: * Explicit Knowledge - facts * Implicit Knowledge - skills, friends * Instinct, morals, philosophy, worldview Distance: Earlier Today, Yesterday, Last Week, Last Month, Last Year, Last Decade, Earliest memories. * 'Memory' might end up having functions general enough such that 'Illusion' and 'Enchantment' can be baked into it. If that ends up being the case, then rename as 'Psychonaut'. * Requirements: Meditation, Altered State of Consciousness (via drugs?), Proximity to Subject. * Inspirations: Psychonauts, Inception, [[https://en.wikipedia.org/wiki/Memory|Memory wiki]] * Complications: Practitioner is vulnerable while affecting memory. Subject can deploy defenses (projections). A mind is a complicated thing - maybe represent it as an environment (city, wilderness, house), in which different locations in the environment represent different functions of a mind. ---- ======Empathy (Alter Emotion, Mind-magic: Emotions) ====== You can cause another creature to whatever emotions you are feeling. By spending more time interacting with the creatures affected by your Empathy spell, you can increase the intensity of their emotional experience (up to a point? Burnout/boredom/desensitization). This is usually done via a live performance - singing, acting, storytelling, but can also be accomplished by composing music, cooking food, gladiatorial combat, interrogation, etc. Rank power Performance time, how much you can perform before exhaustion # of targets? Max time until burnout/boredom? # of emotions? known (repertoire) or felt (depth/complexity) Perks (tentative) How affected you are by your own emotion # targets Reading emotions Attracting attention While a creature is concentrating on you, you can alter its emotions. Factors: Audience size See you? Hear you? Or both see and hear you? Time to alter emotion Duration/resilience of alteration Magnitude of emotional change Final Fantasy Tactics bard & dancer abilities (for inspiration) Bard Abilities: Angel Song: Restore MP Life Song: Restore HP Cheer Song: Increase Speed (increase initiative?) Battle Song: +1 physical attack Magic Song: +1 magic attack Nameless Song: Apply Reraise, Regen, Protect, Shell, Haste Last Song: Increase allies' CT to 100 Dancer Abilities: Witch Hunt: Reduce MP Wiznaibus: Reduce HP Slow Dance: -1 speed Polka Polka: -1 physical attack Disillusion: -1 magic attack Nameless Dance: Apply Blind, Confuse, Silence, Toad, Poison, Slow, Stop, Sleep Last Dance: Set enemies' CT to 0 Emotion Chart: admiration adoration aesthetic appreciation amusement anger anxiety awe awkwardness boredom calmness confusion contempt contentment craving desire disgust embarrassment empathic pain entrancement excitement fear happiness horror interest joy nostalgia pain pride relief romance sadness satisfaction sexual desire shame surprise sympathy triumph Mood/reputation/willingness Indifferent: the creature doesn't find you interesting. It might move out of the way, or answer easy questions, or give a small pittance if begged, but won't put forth significant effort for you. Positive Moods Negative Moods What it's willing to risk or sacrifice - its world - the life of its species, homeland, culture Devoted (Parents, dogs) Hate its life, or the lives of its loved ones, or its honor Loyal (domesticated) Contemptuous its security. It is willing to go hungry and/or cold, or be injured. Friendly Unfriendly, fearful, disgusted its comfort Cordial, Polite Irritable, Wary its convenience Indifferent, bored its attention and/or its space Belief Doubt Slow Burden Exhaust What about implanting subconscious commands? ---- ======Scrying ====== Also Clairvoyance/Clairaudience, Divination, Remote Viewing, Second Sight Also include precognition, portent, prophecy, and the like? Requirements: Concentration Eyes Closed - (or sense that acts as vision is blocked out) Danger Sense You uncannily sense when danger is near Locate Object / Locate Creature / Locate Person Limited Omniscience - No matter where they are, when someone speaks your name, you hear it and their next ten seconds of speech. ---- ======Mind Magic - Illusion - Image ====== Perks Rank 1 - Artiste: You have an outstanding capacity for rendering images. Choose an art form - For instance: portraiture, marble sculpting, origami, wayang kulit, whatever. Your crafts in this art form are masterpieces. Your illusory images are also impeccable, such that you can duplicate anything you have seen. Rank 3 or 4 - Double: You may create an illusory double of yourself. It is indistinguishable from yourself, until it physically interacts with something, at which point its illusory nature is revealed. Until this interaction, however, the question of which is the real you is ambiguous, and you can occupy either space until you interact with something, at which point, you must decide whether it is the double, or your actual person. Factors * Number of separate illusions * Size of illusions * Programmability * Sounds * Animation ---- ======Traversal ====== Teleportation, Astral Projection, (generalize to include Teleportation, Shadow-walking) apportation Methods: Shadow (edge), Mirror, Dream, Magic circle, Tree (species - oak, pine, willow, yew, holly), Rank 1: While you concentrate with your eyes are closed, you manifest a disembodied eyeball that has a fly speed of 40 feet, 1 hit point, and an AC of 12. This eye is ghostly and incorporeal. Rank 2: Mage hand with your eye. Your astral body can appear as if material. Rank 3: When you manifest an astral body, you can manifest it into parallel dimension or adjacent plane, into a place that corresponds to your body's position on the material plane. Rank 4: Bring others into an astral projection. They are weaker version of themselves, having fewer ranks in their power sets, and half their hit points. Rank 5: Your astral body manifests as a perfect copy of your own body. Better versions of an astral body. Bringing others into an astral projection Exiting the projection where your astral body is, effectively teleporting to the new location. Projecting into another dimension. When your body is killed during an astral projection, your spirit becomes disembodied, and is subject to the great many dangers that face disembodied spirits - obsessiveness, capture by necromancers, harvesting by fiends, becoming lost in limbo, etc. It is probably best to have friend with the capacity to aid souls in this case. Perk: When you stand at the center of a crossroads, you can gain your bearings and become unlost. Focus: Mirror, Plant, Crossroads, etc. Teleporting causes some form of damage to the destination focus such that the focus cannot be used again until repaired. Math-based teleportation (Advanced): As an action, you can teleport to any point you can see within 30 feet. Negative Factors: Number of creatures, Total weight, Total volume Distance Negate damage to focus Accuracy - smallness of radius to destination Positive Factors Ranks in Teleportation Time spent 'charging' Familiarity with destination Hold breath - incorporeality While holding breath or eyes closed, 'distance points' start charging up, more per rank. ---- =====Other===== Curses (touch, centered on target) leech (hp on hit): 1, 2, 1d4, 1d6, 1d8 rot (reduce armor): 1, 2, 3, 4 sluggishness (reduce movement): 5', 10', 15' clumsiness (disadv): 1 skill, 1 ability score checks, 1 save, 1 ability score checks and save Auras (centered on self) courage (versus fear): Advantage, immunity clarity (vs charm & illusion): Advantage, immunity protection (add ac): 1, 2, 3, 4 summoning/binding (cast once, active until flee/dismissal/death) type: beast, plant, elemental/monstrosity/ooze/undead, celestial/fey/fiendish, aberration/giant/humanoid Intelligence: <8, <10, <12, <14, <16, <18, <20, 20 or greater cr: 1/6th level, 1/5th level, 1/4th level, 1/3rd level, 1/2 level, 1:1 level bond (level of control): None, non-combat, wound, death, betrayal Magic from deities Odin: change shape, call storm, incite war, glimpse of the future. Necromancer Death shroud (temporary hit points) Phylactery (soul jar) Magic Use: When you choose this feature, pick one of the following magic schools. If you pick this feature multiple times, pick a different school. Arcane (Int): Detect, Enspell, Dispel, Study, Armor, Anti-magic, Counterspell, Spellbook/Scroll Deific (Wis/Cha): Commune, Consecration Requires Oath Demonology (Int/Cha): Bind, Call, Commune, Dismiss, Synthesis Requires at least two of: Bond, Dedicated Study, Oath, or Sacrifice. Druidic (Wis): Commune, Invoke, Meld, Nurture (cultivate) Requires Bond or Oath Elementalism (Con): Invoke, Meld, Amplify (cultivate), Harness Element Enchantment/Glamer (Cha): Charm Illusion/Glimmer (Int): Metamagic (Int): Requires Bond or Dedicated Study Necromancy (Int): Soul Jar, Subjugate Soul, Death Shroud, Animate Dead Requires at least two of: Bond, Dedicated Study, Oath, or Sacrifice. Portals (Int): Tunnel, Room, Lock/Unlock Requires Dedicated Study Runic (Int): Requires Dedicated Study Shapeshifting (Wis/Con): Summon (Cha): Bind, Call, Dismiss, Synthesis Requires Bond, Friendship, Oath, or Sacrifice *Should smite and LoH be the same spell? TurnA: Turn, Ward, Destroy, Detect, Protection From. CONSECRATION Lucid Dreaming, Dreamwalking, Shared Dreaming Resurrection, reincarnation Channel Divinity: Shared Burden 2nd-level Unity Domain feature You can use your Channel Divinity to protect your allies through the strength of your shared bonds. When a creature you can see within 30 feet of you takes damage, you can use your reaction to choose a number of other willing creatures you can see, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). Distribute the damage taken between the original target and the chosen creatures. Each creature must take at least 1 damage. Apply any damage resistance or vulnerability of the creatures involved after you distribute the damage. ---- ======Dragonsoul <1st-draft>====== Category: Gods, Deities, Through extensive study, travels, or experience, you have gained special insight into the nature of Dragons and their kin. This particular set of abilities may be prohibited by your DM, and even if it is not, expect your DM to require extensive adventuring before you're allowed to gain ranks in this set. Rank 1 - Voice: You gain proficiency in the language of dragons; you can speak, read, and write Draconic. Also, if there are any settlements within 100 miles of a dragon, you find and hear rumors of the dragon's existence and activities in those settlements. Additionally, any signs of draconic activity, hunting, lair effects, and the like, are easily spotted and confirmed by you. Rank 2 - Mettle: You gain Legendary Resistance against Dragons. This Legendary Resistance can be used to automatically succeed on a saving throw caused by any effects caused by dragons, including the spells they cast and their lair effects. This Legendary Resistance can only be used 3 times per day, recharging at the end of a long rest. You also gain immunity to Draconic Presence, as well as one energy type (fire, acid, etc.). Rank 3 - ???: Nursing and care? Aspect (breath and/or intimidating presence)? Rank 4 - Friend: You gain the friendship, or at the very least, a working relationship with a dragon. Certain dragon relationships may be joining souls with a dragon, where one of the pair cannot be killed unless the other is also killed in that same day. Other choose to become agents of a dragon god. Most choose to gain a mortal dragon as an adventuring partner. In this case, the age of the dragon is at most, the sum of character's age and ability scores, all divided by three. For example, if you are playing a human fighter, and your ability scores are 17, 14, 14, 10, 9, 8, and your age is 24, then the maximum age of your dragon partner is 32 years, which would be a 'Young' dragon.* Rank 5 - Lord: You gain the possession of an ancient artifact known as an “ Orb of Dragonkind”, which identifies you as a master of dragonkind, and which you can use to command dragons. This is a dangerous artifact, and injudicious use may cause unintended consequences. *Dragon age and size categories: Egg (small) = two years or less. Wyrmling (medium) = five years or less. Young (large) = 6-100 years. Adult (huge) = 101-800 years. Ancient (gargantuan) = 801 years or more. ---- ======Soul Magic====== Perhaps the most powerful magic in the universe, soul magic allows one to tap into the infinite depth of Should this be part of 'Necromancy'? Rank 1 Perk - Psychopomp. You can sense souls that have recently been released from their vessels, or are nearly about to do so. Additionally, when conversing with these souls, they tend to treat you as a welcome friend. Find Soul: Disembodied souls Channel: Possess: Crystallize: ---- ======Binding Magic====== You can bind spells to your life force. While you are alive, these bound spells are maintained as if you had cast them and are maintaining concentration on them. Rank 1 - You can bind 1 spell Rank 2 - You can bind 3 spells Rank 3 - You can bind 12 spells Rank 4 - You can bind 40 spells Rank 5 - You can bind 100 spells Perks Spells Bind Spell (GM Note: A spell of unbinding should only be available in a different school - something like spellbreaking. This separation makes the decision to bind a spell an important one - if it is hard to reverse, then one would want to consider the consequences of binding.) ---- ======Mantras====== * You are a master of mental discipline - you have trained your mind such that your body is no longer a slave to the laws of physics. While maintaining concentration on a mantra, you gain its supernatural effects. You may activate a mantra as an action. Since mantras require concentration, activating a new mantra while concentrating on some other task may interrupt the first. * Mantra of the Feather Body - body is as light as a feather, +1 advantage as if dodging (does not reduce attack damage, but does make you harder to hit), +1 to climbing and balancing checks. Broken concentration: Body is knocked back, off balance, prone. AKA: Mantra of the Reed of Grass. * Mantra of the Diamond Body - resist illness, toxin, and harsh environment. Broken concentration: Immediate onset of symptoms/illness. AKA: Mantra of the Warm Hearth. Critical Effect / Mastery Effect: Immunity to illness, toxin, and harsh environment. Immunity to age-related effects (cannot die due to age.) * Mantra of the Anvil - Your body is as heavy and hard as iron, +1 advantage as if wearing armor. (Does not reduce difficulty to hit, but does reduce damage). Broken concentration: Body is knocked back, off balance, prone. * Mantra of Wariness - The first (single/two/three) attack against you in a day (round?) always misses. And you never suffer disadvantage due to surprise. Broken concentration: The next attack against you is a critical hit. * Mantra of the Wind - movement and +1 attack. Broken concentration: Body is knocked back, off balance, prone * Mantra of Shadows - While obscured, you can choose to be either invisible and perfectly silent, or to project several illusory doubles. Broken concentration: The next attack against you is a critical hit * Mantra of Serenity - You instill emotions of calm and peace amongst those around you. +1 advantage to persuasion and insight, +1 advantage to concentration to all creatures within 4 meters. These advantages increase to +2 to another creature you touch. Broken concentration: Those around you are either immediately enraged or suffer -1 advantage to concentration and social interaction checks. * Mantra of the Hammer - Your attacks Flight Split into multiple - shadow clones Master of disguise Perks Rank 3 - You can maintain two Mantras with a single concentration stream. Rank 5 - (Something needs to be here. Ranks 1 and two give you enough power without the need of perks. Rank 3 allows you to equip 2 out of 3 mantras. Rank 4 allows you to have the effect of four mantras if you took the dual-concentration feat. Rank 5 though? Maybe one mantra of your choice become a permanent, innate, un-dispellable effect that does not require concentration.) Feat: You may meditate on one of your montras MONK NOTES geomancy: Druidcraft, Thaumaturgy, Prestidigitation dojo mysticism discipline of mind three step wind walk Imagine combining with sarcurgy - you can cut people's limbs off with your kung fu strikes References: https://en.wikipedia.org/wiki/Ninja, https://en.wikipedia.org/wiki/Mantra, Wuxia films. ---- ======Telekinesis ⭐====== Also consider rewriting with the idea of "hands" and "strength" - this might more elegantly translate to players & GMs abilities like lifting, shoving, squeezing, throwing. Factors number of hands r1 = 1 (x1) r2 = 3 (x1.5) r3 = 10 (x3.33) r4 = 30 (x7.5) r5 = 100 (x20) Each hand can lift 5 lbs. You can move the hands to any point in space you can see. The hands move at a speed of 3 meters (10 feet) per round. Perk: Big Hand (prereq - rank 2) - you may merge your hands into one large hand that can lift and move a weight equal to the sum of all the hands you can control. Additionally, attacking with this large hand does increased damage. (against an adult human: r2 = light, r3 = severe, r4 = mortal, r5 = death) NOTE: Grip strength is a crucial factor here, because there will be players who want to use tools and weapons with their TKhands (and not drop them or be disarmed - or force choke a victim. Newtons to Pound-force = 1/4.448 = 0.224809 CHOKE: It take 11 pounds of pressure on both carotid arteries for ten seconds (two rounds) induce unconsciousness (though this will vary based on victim, and consciousness might be regained in as quickly as ten seconds.) it takes 33 pounds of pressure to close off a windpipe. Brain death occurs in 4-5 minutes. http://www.ncdsv.org/images/strangulation_article.pdf So, rank 1 being able to constrict a victims carotid arteries seems reasonable. GRIP STRENGTH BENCHMARKS 1) https://www.livestrong.com/article/468905-hand-grip-strength-test/ 2) https://www.ncbi.nlm.nih.gov/pmc/articles/PMC2795831/#:~:text=Grip%20strength%20increased%20with%20age,for%20the%20different%20age%20groups. Grip strength of 5 year old boy = 70 newtons = 15.7366 Pounds Thus, it seems reasonable that each hand (not merged into one big hand) should have a grip strength of 15 pounds. Telekinesis is the act of moving an object without any physical connection between the mover and the thing being moved. A creature with telekinetic powers is often referred to as a 'telekinetic'. A telekinetic changes an object's momentum, causing the object to uncannily begin moving, change direction, or stop, without any apparent force or physical cause to explain it. Anybody who wishes to learn telekinesis must understand momentum. Momentum is a physical property measured in units of mass (kilograms or pounds) and speed (meters per second or feet per second). It measures the inertia of an object - how difficult it would be to get that object moving from a standstill, or to stop that object if it is moving at a particular speed. For example, if two objects are standing still, but one weighs twice as much, the heavier object is twice as difficult to get moving. Another example: If two objects are moving, one moving at twice the rate of the other, but both weigh the same, then the faster object is twice as difficult to stop. A telekinetic ignores these inertial difficulties and simply alters an object's, or group of objects' momentum, up to a limit determined by the telekinetc's rank in Telekinesis. There are two forms of Telekinesis, the basic form, and the advanced form. The basic form is powerful, but limits the speed at which objects can move to 1 meter per second. The advanced form requires the player to perform fast mathematical calculations, but allows the telekinetic to adjust mass and speed within the limits of total momentum. If a player wishes to move multiple objects, they are limited by their skill at manipulating objects without telekinesis. For example: If a player wishes to attack with a sword that they are manipulating with telekinesis, they must have the requisite skill in combat to do so successfully. If a player wishes to move multiple objects telekinetically, each in different directions or rotations, then the player must have enough skill to do so - perhaps in juggling. If a player wishes to successfully pickpocket a mark using telekinesis, they must have enough skill to do so without telekinesis. Even if the target notices they are being pickpocketed, they still might not realize by whom or why, and may come to the conclusion that the object simply 'fell' out of their pocket. Requirements: Concentration: Concentration is required to maintain any telekinetic effect. Sight: The objects must be visible to the character while they are being manipulated with telekinesis. If the object is not visible for more than a few seconds (if the character begins their turn without the object(s) being visible), the effect ends. Skill: Manipulating objects solely using Telekinesis is clumsy and crude, but if one has skill in skillfully manipulating objects, such as (but not limited to) athletics, combat, juggling, or thievery, the exactitude of manipulation under telekinesis is improved. ===Telekinesis, basic form=== Primary spell: As an action, you may telekinetically move objects whose total mass depends on your ranks in telekinesis up to a speed less than or equal to 1 meter per second (or 3 feet per second). You may reduce objects' speed whose total mass depends on your ranks in telekinesis by a change in their speed less than or equal to 1 meter per second (or 3 feet per second). If an object is moving no faster than one meter per second, you may stop it instantly. If you maintain concentration on maintaining telekinesis, the effect is maintained until your next turn. Rank 1: Total mass limit is 1 kilogram (2 pounds, about the mass of a quart of liquid). Rank 2: Total mass limit is 20 kilograms (44 pounds, about the mass of a dog). Rank 3: Total mass limit is 400 kilograms (880 pounds, about the mass of a cow). Rank 4: Total mass limit is 8,000 kilograms (17,000 pounds, about the mass of an adult killer whale, or an abnormally large elephant). Rank 5: Total mass limit is 160,000 kilograms (350,000 pounds, more than the mass of a modern house, including its foundation). ===Telekinesis, advanced form=== Primary spell: As an action, you may change an object's or set of objects' momentum to a total momentum limit determined by your ranks in Telekinesis. If you maintain concentration on maintaining telekinesis, the effect is maintained until your next turn. The advanced form requires math and fast calculation. A calculator is recommended. Delay of game due to calculation results in loss of the player's turn. An important point to note is that momentum is directional, and changing the direction of an object's motion, even if it's speed remains constant, is still a change in momentum. The equation for momentum is: p = mv. Where: m is the object's mass (usually in kilograms) v is the object's velocity (usually in meters per second) p is the object's momentum. p is measured in units of kg*m*s-1. Rank 1: p must be less than or equal to: 1 kg*m*s-1 or 7 lbs*ft*s-1 Rank 2: p must be less than or equal to: 20 kg*m*s-1 or 144 lbs*ft*s-1 Rank 3: p must be less than or equal to: 400 kg*m*s-1 or 2,900 lbs*ft*s-1 Rank 4: p must be less than or equal to: 8,000 kg*m*s-1 or 58,000 lbs*ft*s-1 Rank 5: p must be less than or equal to: 160,000 kg*m*s-1 or 1,160,000 lbs*ft*s-1 ---- ====Hands-based Telekinesis==== Theoorycrafting https://docs.google.com/spreadsheets/d/1Jqkip3QmXxaFh9-aQU7KtAvitrbihf-uUBAt1bm7SV8/edit?usp=sharing Magical Hand: As an action, you can summon a magical invisible hand that floats in midair. You can feel through this hand as if it were part of your body. By using an action on your turn, the summoned hand can make an action of its own and move. The summoned hand's movement speed is 3 meters (10 feet). This hand can lift and carry objects up to 2 kg in mass (about 5 lbs in weight). It can throw 2 kg objects up to 10 meters (30 feet) away. Its grip strength is 70 newtons (15 lbs of pressure). If the hand is used in a way that exceeds its limits, it may suffer any or all of the following: Its movement speed is reduced to zero; it drops the objects it is holding; it is destroyed and must be summoned again to be used. The summoned hand is usually ineffective in combat, but can be upgraded. As one gains ranks in Telekinesis, the number of hands that can be summoned increases. Each hand can lift 5 lbs. You can move the hands to any point in space you can see. The hands move at a speed of 3 meters (10 feet) per round. Perk: Big Hand: You may merge your hands together to multiply their power. This allows your telekinetic hands to move faster, squeeze harder, and throw farther. Additionally, attacking with this large hand does increased damage. (against an adult human: r2 = light, r3 = severe, r4 = mortal, r5 = death) Show less J. D. Evans J. D. Evans 7:41 PM Dec 31 NOTE: Grip strength is a crucial factor here, because there will be players who want to use tools and weapons with Big Hand Size Big Hand Throw Distance (baseball) Big Hand Throw Speed [baseball; 100 lbs; 2,000 lbs] Big Hand Grip Strength ~ 7 inches across ~ 18 cm across 10 m (30 ft) 20 mph; 70 n (15 psi) (about 1 atm) ~ 16 inches across ~ 40 cm across 50 m (150 ft) 350 n (75 psi) (about 5 atm) ~ 35 inches across ~ 90 cm across 250 m (750 ft) 1,750 n (375 psi) (about 27 atm) ~ 80 inches across ~200 cm across 1,250 m (3,750 ft) 8,750 n (1,875 psi) (about 135 atm) ~ 175 inches across ~ 450 cm across 5,250 m (3 miles) 43,750 n (9,375 psi) (about 670 atm) notes: grip strength of human child ~ 15 psi crush weight of human chest (static) ~ 600 psi crush weight of human chest (impact) ~ 50 psi Bigby's Hand: You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand. The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space. When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it. Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage. Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it. Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier. Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th. Telekinesis: You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. Creature. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. ---- ====Telekinesis (ver. 2)==== You gain the ability to move creatures and objects telekinetically with your mind. You can create two invisible hands that can be moved to any point in space you can see. These hands can carry, drag, grapple, grasp, lift, squeeze, strike, or throw objects with the same amount of strength and dexterity that you can exert physically. For example, if you could lift 100 kilograms of weight, your telekinetic hands can do so as well, even when they are midair. Action: Summon Telekinetic Hands. When you use this action, you can also use the action 'Use Telekinetic Hands' in the same turn. Action: Use Telekinetic Hands Requirements: Concentration - you must maintain concentration on your telekinetic hands or they cease to exist. Gesture - you must gesture with your physical hands in a way that mimics how you want your telekinetic hands to behave. You can gesture with a single hand if you choose, but you can only use one telekinetic hand while doing so, and that telekinetic hand is only as strong as you would be performing that action one-handed. Line of sight - you must be able to see the object or creature with which you wish your telekinetic hands to interact. Perks: No Concentration Requirement The 'Concentration' requirement is eliminated for you to perform Telekinesis. You can perform telekinesis without concentrating. No Gesture Requirement The 'Gesture' requirement is eliminated for you to perform Telekinesis. You can perform different actions with your telekinetic hands than what your physical hands are doing. No Line of Sight Requirement The 'Line of sight' requirement is eliminated for you to perform Telekinesis. You may perform telekinetic actions on objects and creatures that you cannot see. Sensitivity You can sense through your telekinetic hands as if they were your own physical hands. Shared Strength The strength of your telekinetic hands is no longer limited to your own physical strength. Instead, your telekinetic hands have strength equal to the sum total strength of your own strength and the strength of individuals with which your body is in physical contact. Psionic Blades Your telekinetic hands now take the form of cutting blades or piercing spikes, and count as bladed-weapons in combat. Forcefield Your telekinetic hands can form airtight barriers and surfaces. Each hand can grow as large as a hemisphere 2 meters in diameter (though their strength is not altered by this perk). Hyperdexterity Your hands can grab onto very tiny (as small as droplets of fog) and very fast-moving objects (bullets). Additionally, the dexterity and skill of your telekinetic hands are equivalent to that of the most skilled jugglers and prestidigitators, and are ambidextrous. Finally, you may use your telekinetic hands to perform one action on your turn, even if you have already used your Action. Multi-handed The limit to the number of telekinetic hands increases from two to unlimited. Each time you use an action to summon telekinetic hands, you can choose to summon two telekinetic hands, or double the number of telekinetic hands you have summoned. The total strength of your telekinetic hands remains equivalent to the strength you could exert with your two hands) Advanced Telekinesis((still janky)) Your telekinetic hands now alter the speed of an object according to the equation of momentum: p = mv. Where: m is the object's mass (usually in kilograms), v is the object's velocity (usually in meters per second), and p is the object's momentum (where p is usually measured in units of kg*m*s-1). This means that, as long as the momentum (p) of an object does not exceed [QUALIFICATION], you can accelerate objects of very small mass to very high speeds, or move extremely massive objects (albeit very slowly) even if they are otherwise impossible to move.((what are the limits of altering an object's momentum? Is it based on the character's physical strength? Should it be based on the ranks in telekinesis (probably easier to adjudicate)?))((notes: momentum 'p' of: Throwing a Fastball: 46.98m/s*0.149kg = 6.99 kg*m*s^-1 Sprinting: 14.42m/s*94kg = 1167 kg*m*s^-1)) ---- ====Telekinesis Notes==== Maybe there should be a telekinesis perk that simulates gravity - able to pull even gasses There should be a note about if a telekinetic hand suffers an attack similar to what would cause one of your hands injury, it is destroyed and must be resummoned to be used again. ---- ======Time Travel====== The ability to travel through time as if it were space is a rare and fragile gift. Time Travellers are capable of changing the world with the slightest touch ====Requirements==== Downtime: Any changes to your timeline must be paid for in advance by spending downtime. The downtime you spend represents living through other timelines, then returning to the timeline in which the story takes place, having altered the story's original timeline. Paradox Avoidance: While certain paradoxes are unavoidable and acceptable to a timeline, others may cause it to unravel into instability. Too many paradoxes, even minor ones, may cause non sequitur events to unfold. Time Travelers prefer to take as few chances with paradoxes as possible, and seek to limit the number of paradoxes they create with their travels. ====Actions==== Find Object: Your future self has placed an object nearby. As an action, you can define what the object is, and place it in a valid location within 20 meters of you. Prophecy: Your future self has already experienced one possible outcome of the current situation. Once per session, you can ask the GM the outcome of a situation, and they must answer honestly. You may, as part of the request, include choices and actions that you and your fellow adventures might make. Be careful in how and when you ask! If your request includes multiple outcomes, the GM is only obligated to describe one of them. ====Perks==== * Alternate Self:\\ (Friendly Doppelganger) Meeting a version of yourself from an alternate timeline does not create paradoxes. In fact, you can pull one of these alternate versions of your self into a scene by using _a_month's_((balance?)) worth of downtime. The version will not betray you * Deja Vu:\\ (Idea 1) You can sense when your timeline is being altered by a time traveler other than yourself or an allied alternate self. The GM will inform you when your character senses such an alteration. With concentration, you can spend an hour to determine one of the following: The current location in space of the time traveler, the current location in time of the time traveler, the nature of the alteration to the timeline, the goal of the alteration, in vague sense the identity of the time traveler. ---- ======Enchantmant====== FIXME: Under development Enchantment is the magic of changing the way the world appears to a person. With enchantment, one can make oneself appear beautiful, make moldy rations taste like cake, even cause a person to fall in love. Because of this, enchantment spells are often called 'Glamours'. Enchantment magic is employed in two ways: Through artful performance and through crafting objects of art. Consider baking empathy into this Requirement: An effect continues as long as you chant. If your character is mute, some other form of communication is used instead (see note below). Requires concentration. Resistance: Target gains resistance to a certain damage type. Vulnerability: Target gains vulnerability to a certain damage type. Concentration: Target can maintain an additional concentration stream. Haste: Target gains haste - one additional action. When effect ends, target gains one level of exhaustion. Slow: Target is slowed. Can only move or make one action per turn. Bonus/reactions denied. Befuddlement: Target gains disadvantage on mental saves. Weakness: Target gains disadvantage on physical saves. Perks: Beguiling - you have advantage on social interactions to charm/seduce. Rank 1 = 1 target Rank 2 = 2 targets Rank 3 = 4 targets Rank 4 = 8 targets Rank 5 = 16 targets Rank Benefits: Affect a number of targets equal to your ranks in Enchanting squared. Ranks +1 = Two effects while chanting. Ranks +2 = You may pause in your chanting for a round without breaking the enchantment. Ranks +4 = Removes chanting requirement. If a target has been a victim of your chanting within the past day, they get a save, with advantage, to resist reapplication of the effect. Note: Dancing or playing a musical instrument also counts as a form of 'communication'. through performance, similar to bards. music, spoken word, dance, sexual, athletic, sports. Illusion (alter senses) with artistic compositions (paintings, sculpture, culinary). 'Prepared' have advantage but are treated as prepared spells. 'Sketches' don't have advantage, but are treated as spontaneous. ==== Perks ==== //**Cupid's Arrow**//\\ You create an arrow upon which is written the name of a person, in that person's own blood. The next person injured by the arrow falls in love with the person whose name is written on the arrow. The duration of the effect depends on your ranks in enchantment. (1 day, 2 week, 3 month, 4 year, 5 indefinitely (though can be ended through other means)) //**Pied Piper**//\\ //**All That Glitters**//\\ FIXME: maybe this is an illusion perk.\\ As an action, you magically make an object you're currently holding appear as if it's the most beautiful version of itself. Glamer. ---- ======Universalist ====== FIXME: Under Development * AKA: Tower-trained Wizard. Wizardry. * Theme: Like Combat, this will likely be a perk-centric ability, where action-abilities are gained from perks. Maybe, like Alchemy, there is a special class of perks in Wizardry know as 'Spells' in which a single perk grants you multiple spells? * Ability ideas: Counterspell, Dispel, Anti-magic field, Reflect magic, Knock: Lock/Unlock, Speed-Reading, Loremaster (perk). ====Requirements==== REQUIREMENT ====PRIMARY_ACTION==== //**MAIN_ACTION**//\\ ACTION RULES ==== Perks ==== Each time you gain ranks in Universalist Magic, you may also gain your choice of one of the following perks. //**Familiar**//\\ You gain Companion Rank 1, with the 'Magical' Perk. //**Loremaster**//\\ //**Perfect Memory**//\\ //**PERK_1**//\\ PERK_1_DESCRIPTION ==== Spellbooks ==== Some perks grant the universalist to author a spellbook. Spellbooks are created by wizards to facilitate casting their spells. A spellbook represents a significant amount of time and research developing the mathemagical formulae and theory necessary to casting spells. When a universalist authors or discovers a spellbook, they can, after some time for practice, cast the spells in the book. //**Spellbook: Anti-Magic**//\\ * **Anti-Magic Field**: Any magical effects within the field are suppressed, attempts to cause magical effects within the field automatically fail. * **Counterspell**: As a reaction, force the casting of a magical spell to fail. * **Reflect Magic**: Magic directed at the target is reflected back at the caster. //**Spellbook: Battlemage**//\\ * **Mage Armor**: Increase resistance to injuries on the target touched. * **Magic Missile**: Propel a magically created arrow towards a target. * **Magic Weapon**: Summon a magical weapon, or enhance a mundane weapon magically. //**Spellbook: Classic Cantrips**//\\ * **Knock**: Lock and unlock locks. * **Mage Hand**: Lift and carry small objects telekinetically. * **Prestidigitation**: Small magical effects, as if performed by a stage magician. Cause small objects or animals to disappear and reappear. Light and douse candle flames. Cause subtle noises from afar. Cause subtle visual illusions from afar. //**Spellbook: Support**//\\ * **Amplification Field**: Magical effects within the field are increased by one step. * **Haste**: Target gets one additional action per turn. * **Mending**: Mend mundane items. Mending magical items may require extensive time and resources. //**Spellbook: Elemental**//\\ Choose an element. Spells cast from this spellbook are of that chosen element. Once your choice has been made it cannot be changed. You may take this spellbook perk more than once, each time you may choose a different element. * **Elemental Grenade**: As the classic 'Fireball' spell. Throw a magical orb that will explode with your chosen element. * **Evoke Element**: You magically create a small (marble-sized) portion of your element from nothing. * **Commune with Element**: You may speak with instances of your chosen element as if you had the 'Commune' perk of elementalism. //**Spellbook: Foreknowledge**//\\ * **Clairvoyance**: You create a small, marble-sized magical sensor through which you can see and hear. The magical sensor can fly to any point you can describe and hover there. The sensor flies at a rate equal to your own movement speed. While seeing or listening through the sensor, your body's own sight or hearing is suppressed. * **Contingency**: You can prepare a spell or action to be cast as a reaction given a certain criteria. Once that criteria is met, the action or spell is performed immediately as a reaction, and the 'Contingency' spell ends. Any material components or casting time must be spent as part of the casting of the 'Contingency' spell. The criteria must be announced to the GM clearly. * **Divination**: Through a divination ritual (such as praying, throwing bones, drawing tarot cards) you open communication with some supernatural entity. You may ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before finishing your next long rest, there is a cumulative chance for each casting after the first that the reply you receive is not truthful. //**Spellbook: Photurgy**//\\ * **Invisibility**: * **Image **: * **Burning Ray**: //**Spellbook: Spacebending**//\\ * **Teleport**: * **Displacement**: * **Adjust Gravity**: //**Spellbook: **//\\ * ** Animated Object **: An object comes to life at your command. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points. As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. If you cast this spell to animate multiple objects, you do not need to have concentration for each object, you may concentrate on keeping all of them animated. * ** **: * ** **: //**Spellbook: **//\\ * ** **: * ** **: * ** **: ---- ======Vampire====== DESCRIPTION ====Requirements==== Weakness * Sunlight sensitivity * Obsessive (E.g.: Must count spilled seeds; must untie knots. * Potamophobia (fear of running water) * Noble metals * Garlic * Holy artifacts * Ash, Aspen, Hawthorn, Oak, and Rose Life-drinker * Blood * Passion (emotionality) * Intellect * Time You require the vital essence of living creatures to survive. If you go a day without feeding on vital essence, you gain the scar "Exhausted" until you feed again. You may take any of the following vulnerability to gain further power. Each vulnerability allows to gain a perk. Sunlight Burns you Obsessive : cannot pass over knows without untying them. Cannot pass over spilled seeds without counting them. Profane: religious symbols are harmful to you Hydrophobia Allergic to silver Cannot trespass Allergic to wood (stake?) Allergic to food Animal antipathy Perks Ageless Super strength Super speed Polymorph: You can change your body to that of an animal - specifically, you may choose one of the following: Bat, Cat, Panther, Rat, Raven, Snake, Wolf. If you have taken the Animal Antipathy vulnerability, animals you can shapeshift into are excluded from Animal Antipathy and instead show affinity for you. (Upgrades using druidism (multiple forms, half-beast forms, etc.), face-changing (guises), and incorporeality (mist, dust & fog) are mediated by the gm, but should be generally approved.) Charm Super healing ---- ======Binding (Contract Magic)====== Agreements, contracts, and deals are an important aspect of civilization. The existence of a contract and penalties for breaking that contract ensure smooth, trustworthy transactions. The magic of Binding ... ====Requirements==== //**The Liberty of Negotiation**//\\ The signees of a contract must be able to meet and negotiate or renegotiate the contract when necessary. This implicitly requires rituals of summoning to exist. //**The Requirement Free Will**//\\ The signees of a contract must have the free will and ability to sign or not sign a contract. Using magical or physical force, and deliberate deception violates the contract. However, using coercion by exploiting vulnerable people or incentives set by disinterested parties do not violate a contract. //**The Guarantee of Mutual Understanding**//\\ All signees must be able to understand each other enough such that each enters into the contract under the assumption that each had the opportunity to fully understand the contract. This means that attempts at deception, misrepresentation, omitting relevant details violate the contract. Additionally, all parties must have some means of communicating the full detail of a contract - usually this means that they must speak the same language, and use language not too elaborate to understand. //**The Ritual of Summoning**//\\ All signees of a contract are subject to rituals of summoning to ensure the Freedom of Negotiation. Wherein, if one signee wishes to speak with another, they may perform a ritual during which the necessary parties are magically transported to negotiate the contract. During the ritual, the summoned parties are only present during negotiation. If any other task demands their attention, the ritual ends and they are magically whisked away to the place from which they were summoned, even if negotiations are not complete. The ritual also ends when negotiations are completed. ====PRIMARY_ACTION==== //**MAIN_ACTION**//\\ ACTION RULES [[new_magic_handbook:supplementary_materials:crossroads_contract|Crossroads Contract]] ---- ======Wealth====== ^ Rank ^ Income ^ | 0 | None. Destitute. | | 1 | Meagre. High-precarity subsistence. | | 2 | As much as an average worker. | | 3 | As much as a local business. | | 4 | As much as a global corporation. | | 5 | As much as an empire. | ======Debt====== ^ Rank ^ Income ^ | 0 | None. Free from leverage. | | 1 | Little. Equivalent to owing a friend the cost of a modest lunch. | | 2 | 2. | | 3 | 3. | | 4 | 4. | | 5 | Your entire bloodline will live in servitude. | ---- ====== Celebrity ====== DESCRIPTION =====PRIMARY_ACTION===== //**Attract Attention**//\\ ACTION RULES =====Perks===== //**PERK_1**//\\ //Prerequisite(s): DEV_ABILITY rank 1.// PERK_1_DESCRIPTION ---- ====== Investigation ====== DESCRIPTION =====PRIMARY_ACTION===== //**Gather Information**//\\ ACTION RULES =====Perks===== //**PERK_1**//\\ //Prerequisite(s): DEV_ABILITY rank 1.// PERK_1_DESCRIPTION ---- ======TEMPLATE_ABILITY====== DESCRIPTION =====Requirements===== //**REQUIREMENT**//\\ =====PRIMARY_ACTION===== //**MAIN_ACTION**//\\ ACTION RULES =====Perks===== //**PERK_1**//\\ //Prerequisite(s): DEV_ABILITY rank 1.// PERK_1_DESCRIPTION =====Inspiration Options, Examples===== Or maybe, when Inspiration Options are relevant to a Ranked Ability, they should be built solely into perks? =====GM Notes===== ====Curses==== ---- ======References to read====== * https://www.studiobinder.com/blog/character-archetypes/ * https://www.dabblewriter.com/articles/character-archetypes * https://www.masterclass.com/articles/writing-101-the-12-literary-archetypes * ----