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View Full Version : [3.5] Sigil Casting (New System, Very much WIP, PEACH!)



Niezck
2010-08-28, 12:38 PM
I've been throwing this idea around in my head for a while now and finally decided to get something down on paper, as it were.

This is very much unfinished but will (hopefully) grow to be a full system with different base classes, prestige classes, feats, items and full fluff to boot.

I'm posting it now in its unfinished state because I'm looking for comments on whether the concept would work or not. And, more importantly, whether my balance so far is off. I've tried to make the sigils (see the next post) stronger than spells of an equivalent level, simply because Sigillists get a lot less choice and have a fairly significant chance of failing each and every time they try to do something. Plus the fact that once an individual type of sigil is in effect, the Sigillist can't use any more of that type until they either dismiss the old one or it runs out/is destroyed.

And finally, please do be aware that this is far from complete. Even the class itself is lacking pretty much all of its class features. I just really wanted to make sure I'm on the right track, since I'm pretty new to homebrewing.

So yeah, here goes.


Sigillist: A myserious creator of extraordinairy sigils.

Adventuring: Anything that compels another class could equally compel a Sigillist. They seek adventure, fortune, fame and power as much as any would. Perhaps a little more focused on power, however. Most Sigillists seek to enhance their knowledge of the power of symbols.

Characteristics: Sigillists channel the power hidden within even the most basic of sigils, mystical symbols that alter the very fabric of reality wherever they go. With careful training and learning, they begin to understand the fundamental principles behind the power of sigils, allowing them access to greater and more varied abilities.. Sigillists are superior to most arcane casters in terms of their ability to manipulate matter on a large scale. Their utility-based sigils surpass some arcane spells, while others are found lacking in comparison to the arcane arts. As with any class that uses an extraordinary or supernatural power to function, the Sigillists are weak, frail characters.

Alignment: Sigillists, like many other classes, can be of any alignment. Some choose the path of good, using their talents to further the causes of the just. While others choose the path of evil, fueling war with their abilities. Some simply walk the line between. Most Sigillists tend toward chaotic, believing their years studying and practicing to place them above others in importance. They often find it hard to accept or respect authority.

Religion: Of those Sigillists that truly bother with the divine, as many choose not to, most tend toward the gods of magic - Boccob and Wee Jas. As most Sigillists find a close tie between their powers and those of arcane magic, they believe that these gods hold the most relevance for them.

For the religiously-inclined Sigillists, it can play a part in their lives anywhere from a minor belief to a full devotion. It truly depends on the individual, as Sigillists are inherently very different from each other.

Background: Sigillists, like Wizards, spend a large portion of their life in study. The ability to create sigils is not an innate one and comes only with years of practice and experience.

Races: While the more magically-inclined races tend to become Sigillists, it has been known for Sigillists to come from a variety of races - humans, elves, dwarves, half-orcs, etc, and also from the more monstrous races of trolls, dragons and reptilians. Truly, any race with an appreciation for the arcane arts also has the potential to become Sigillists.

Other classes: Sigillists tend to be enigmatic and somewhat unpredictable due to their chaotic nature. They work well with Rogues, Barbarians, Rangers, Fighters and especially Sorcerers. The more ordered classes, like Monks, Paladins and Wizards tend to have issues with the arrogant and chaotic personality that most Sigillists hold. Arcane casters especially tend to

Role: Sigillists can occupy a multitude of roles, but excel at only one - battlefield control. They out-do nearly every other class in regards to incapacitating and damaging large numbers of creatures or objects at once. While a sorcerer or martial character may be able to dish out more raw damage in a round than a Sigillist, none can do it on quite the scale the Sigillist can. Additionally, their mastery of sigils that comes with experience allows them to fulfill a utility role as well, able to move objects, teleport and even perform basic healing.

HD: D6

Skill Points:
2+Int Mod (X4 at first level)

Class Skills:
Concentration, Craft, Knowledge (All), Profession, Speak Language, Spellcraft

Weapon and Armour Proficiencies:
A Sigillist is proficient with light armour and all simple weapons.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Sigil Level Available

1st|
+0|
+0|
+0|
+2|Sigil Casting (Words)|
1st

2nd|
+1|
+0|
+0|
+3||
1st

3rd|
+2|
+1|
+1|
+3||
2nd

4th|
+3|
+1|
+1|
+4||
2nd

5th|
+3|
+1|
+1|
+4|Sigil Casting (Signs)|
3rd

6th|
+4|
+2|
+2|
+5||
3rd

7th|
+5|
+2|
+2|
+5||
4th

8th|
+6/+1|
+2|
+2|
+6||
4th

9th|
+6/+1|
+3|
+3|
+6|Sigil Casting (Runes)|
5th

10th|
+7/+2|
+3|
+3|
+7||
5th

11th|
+8/+3|
+3|
+3|
+7||
6th

12th|
+9/+4|
+4|
+4|
+8||
6th

13th|
+9/+4|
+4|
+4|
+8|Sigil Casting (Symbols)|
7th

14th|
+10/+5|
+4|
+4|
+9||
7th

15th|
+11/+6/+1|
+5|
+5|
+9||
8th

16th|
+12/+7/+2|
+5|
+5|
+10||
8th

17th|
+12/+7/+2|
+5|
+5|
+10|Sigil Casting (Icons)|
9th

18th|
+13/+8/+3|
+6|
+6|
+11||
9th

19th|
+14/+9/+4|
+6|
+6|
+11||
9th

20th|
+15/+10/+5|
+6|
+6|
+12|Sigil Mastery|
10th[/table]

Sigil Casting (Ex):
A Sigillist uses special sigils to activate powerful effects. These are arranged in order of power: Word, Sign, Rune, Symbol and Icon. As a Sigillist increases in experience, they learn to utilize more powerful effects and even to create entirely new sigils. A Sigillist begins with knowledge of how to create Words. At 5th level, a Sigillist learns how to create Signs. At 9th level, they learn how to create Runes. At 13th level they learn how to create Symbols and at 17th level they learn how to create Icons.

A Sigillist begins play with knowledge of 2 1st level sigils with an additional 1st level sigil known for every two points of intelligence modifier it has. At each new level, a Sigillist learns one additional sigil that they have access to. A Sigillist can create any sigil they know at-will.

Creating a sigil is a standard action that provokes attacks of opportunity. To create a sigil, the Sigillist must succeed on a class level check (Sigillist level + Other class levels + Int mod) with a DC given in the description of the sigil they wish to create. If they succeed on the check, the sigil is created and takes effect immediately. Sigils increase in power according to the result of the check, as detailed in the sigil's entry. If they fail, certain effects occur as detailed in the sigil's description.

A Sigillist can only have a single sigil in effect of each type. (So, one Word, one Sign, one Rune, one Symbol and one Icon.)

Each sigil lasts for an amount of time as described in its entry. Also, they may be destroyed. Sigils are force effects with an AC of 0, Hardness equal to your Sigillist level and Hit Points equal to three times your Sigillist level. A sigil can be dispelled through a targetted Dispel Magic (http://www.d20srd.org/srd/spells/dispelMagic.htm) as though it had a caster level of 10 + Sigillist level.

Once a sigil is placed, it remains in the same location until either its duration runs out or it's destroyed. Sigils float approximately 4-5 feet off of the ground and are continuously active. Through mental control, a Sigillist may move a single sigil up to 60ft per round as a standard action that provokes attacks of opportunity for both the Sigillist and for the sigil. See above for rules on attacking sigils.

Each sigil has an effective spell level as shown in its description. Unless explicitly stated, a sigil offers no save. If they do allow a save, then the DC will be determined by 10 + Sigillist level + Int modifier.

Sigil Mastery:

You have gained total control over the power of sigils through years of practice and learning. As such, you may now control up to two of each variety of sigil. (So, you may now have up to two Words, Signs, Runes, Symbols and Icons active at any one time.)

Niezck
2010-08-28, 12:39 PM
Sigils:

Words:

1st level - Word of Battle
1st level - Word of Slime
1st level - Word of Flames
1st level - Word of Movement
1st level - Word of Speed
1st level - Word of Smoke
1st level - Word of Mending
1st level - Shelkau's Pusher
2nd level - Word of Aid
2nd level - Word of Spiders
2nd level - Word of Blinding
2nd level - Word of Storms


Signs:

3rd level - Sign of Haste
3rd level - Sign of Slow
3rd level - Shelkau's Destructor
3rd level - Sign of Denial
4th level - Sign of Elemental Construction
4th level - Shelkau's Sonic Boom
4th level - Nyelan's Restoration
4th level - Sign of


Runes:

5th level - Rune of
5th level - Rune of
5th level - Rune of
5th level - Rune of
6th level - Rune of
6th level - Rune of
6th level - Rune of
6th level - Rune of


Symbols:

7th level - Symbol of
7th level - Symbol of
7th level - Symbol of
7th level - Symbol of
8th level - Symbol of
8th level - Symbol of
8th level - Symbol of
8th level - Symbol of


Icons:

9th level - Icon of
9th level - Icon of
9th level - Icon of
9th level - Icon of
9th level - Icon of
9th level - Icon of
10th level -
10th level -

Niezck
2010-08-28, 12:40 PM
Sigil Descriptions:

Words:

Word of Battle
Range: 30ft + 5ft/level
Area of Effect: All within 30ft
Duration: 5 Rounds
Sigil Level: 1
Sigil Casting DC: 7

All allies affected by this sigil gain a +1 competence bonus to attacks rolls and damage rolls for the duration of the sigil.

For each 5 you beat the DC by, the bonus is increased by a further +1.
For each 5 you fail the DC by, all enemies affected also gain a +1 competence bonus to their attacks rolls and damage rolls for the duration of the sigil.


Word of Slime
Range: 30ft + 5ft/level
Area of Effect: 10ft Area, centred on the sigil
Duration: 5 Rounds
Sigil Level: 1
Sigil Casting DC: 10
Saving Throw: Yes (See Text)

This sigil create a continuous Grease (http://www.d20srd.org/srd/spells/grease.htm) effect. Those affected must make reflex saves and balance checks as normal.

For each 5 you beat the DC by, the duration is increased by 1 round.
For each 5 you fail the DC by, all those affected receive a +1 to their reflex save.


Word of Flames
Range: 10ft + 5ft/level
Duration: 5 Rounds
Sigil Level: 1
Sigil Casting DC: 10
Spell Resistance: Yes

This sigil is targetted and clings to the body of its target, making it unable to be destroyed through normal means. You must make a ranged touch attack to hit a target with this sigil. Once hit, the target is dealt 1 fire damage each round while this sigil is active. The target may spend a full-round action to remove this sigil, destroying it instantly.

For each 5 you beat the DC by, the damage dealt each round is increased by 1.
For each 5 you fail the DC by, the damage is decreased by 1.


Word of Movement
Range: 10ft + 5ft/level
Duration: Instantaneous
Sigil Level: 1
Sigil Casting DC: 7

This sigil is targetted. You must make a ranged touch attack to hit a target with this sigil. Once hit, the target is immediately teleported (as if by a Dimension Door (http://www.d20srd.org/srd/spells/dimensionDoor.htm) spell) up to 5ft/level. Only a willing target may be teleported with this sigil.

For each 5 you beat the DC by, the distance teleported is increased by a further 5ft.
For each 5 you fail the DC by, the distance teleported is reduced by 5ft.


Word of Speed
Range: 30ft + 5ft/level
Area of Effect: All allies within 30ft
Duration: 5 Rounds
Sigil Level: 1
Sigil Casting DC: 10

This sigil grants a +5ft competence bonus to the base land speed of all affected.

For each 5 you beat the DC by, the speed bonus is increased by 5ft.
For each 5 you fail the DC by, the speed bonus is decreased by 10ft. This may cause all affected to receive a penalty to their base land speed.


Word of Smoke
Range: 30ft + 5ft/level
Area of Effect: 30ft Area, centred on the sigil
Duration: 5 Rounds
Sigil Level: 1
Sigil Casting DC: 10

This sigil create a continuous Obscuring Mist (http://www.d20srd.org/srd/spells/obscuringMist.htm) effect.

For each 5 you beat the DC by, the duration is increased by 1 round.
For each 5 you fail the DC by, the duration is decreased by 1 round


Word of Mending
Range: 10ft + 5ft/level
Duration: Instantaneous
Sigil Level: 1
Sigil Casting DC: 7

This sigil is targetted. You must make a ranged touch attack to hit a target with this sigil. Once hit, the target immediately heals an amount equal to 1d8 + your intelligence modifier. If this would bring the target over their maximum hit points, the excess is gained as temporary hit points.

For each 5 you beat the DC by, the amount healed is increased by 3.
For each 5 you fail the DC by, the amount healed is decreased by 3.


Shelkau's Pusher
Range: 10ft + 5ft/level
Duration: Instanteous
Sigil Level: 1
Sigil Casting DC: 10

This sigil is targetted. You must make a ranged touch attack to hit a target with this sigil. Once hit, the target is moved 10ft in a direction of your choice. If the target would be pushed against a solid surface, they instead take 1d6 damage for each 10ft they would have moved. A target cannot be moved up or down.

For each 5 you beat the DC by, the distance moved is increased by 5ft.
For each 5 you fail the DC by, the distance moved is decreased by 5ft.


Word of Storms
Range: 30ft + 5ft/level
Area of Effect: 30ft area centred on the sigil (See Text)
Duration: 5 Rounds
Sigil Level: 2
Sigil Casting DC: 15
Saving Throw: Yes

While this sigil remains active, there is a continuous Gust of Wind (http://www.d20srd.org/srd/spells/gustOfWind.htm) effect in the area stated, originating from the sigil itself. Fortitude saves against the Gust of Wind (http://www.d20srd.org/srd/spells/gustOfWind.htm) effect are allowed as normal. Additionally, once per round, the sigil makes a ranged touch attack against a target of your choice within 60ft of itself. The sigil uses your statistics to make this attack. A creature hit by the ranged touch attack is dealt 2d6 electricity damage and becomes immune from the effects of the sigil for the remainder of its duration.

For each 5 you beat the DC by, the damage dealt by the sigil is increased by 5.
For each 5 you fail the DC by, the damage dealt by the sigil is decreased by 1d6. This may cause the sigil to deal no damage with its electricity ray, but it cannot deal negative damage.

Word of Aid
Range: 30ft + 5ft/level
Area of Effect: All allies within 30ft
Duraton: 5 Rounds
Sigil Level: 2
Sigil Casting DC: 12

All allies affected by this sigil gain 1d8 temporary hit points and receive a +1 resistance bonus to all saves. Each round after the first, all allies affected gain 1d4 temporary hit points, to a maximum of twice their total hit points.

For each 10 you beat the DC by, the resistance bonus is increased by 1. Additionally, for each 5 you beat the DC by, the temporary hit points gained at each round after the first is increased by 1.
For each 10 you fail the DC by, the resistance bonus is decreased by 1. Additionally, for each 5 you fail the DC by, the temporary hit points gained at each round after the first is decreased by 1. This may result in allies gaining no temporary hit points, but cannot result in them gaining negative temporary hit points.

Word of Webbing
Range: 30ft + 5ft/level
Area of Effect: 40ft radius centred on the sigil
Duration: 5 Rounds
Sigil Level: 2
Sigil Casting DC: 15
Saving Throw: Yes

While this sigil is in effect, there is a continuous Web (http://www.d20srd.org/srd/spells/web.htm) effect in the area stated. Saves must be made as normal.

For each 5 you beat the DC by, the duration is increased by 1 round.
For each 5 you fail the DC by, the duration is decreased by 1 round.


Word of Blinding
Range: 30ft + 5ft/level
Area of Effect: 20ft radius centres on the sigil
Duration: 5 Rounds and 2 Rounds (See Text)
Sigil Level: 2
Sigil Casting DC: 12
Saving Throw: Yes

This sigil continually gives off a Glitterdust (http://www.d20srd.org/srd/spells/glitterdust.htm) effect in the area stated. All affected must make saves as normal or become subject to the conditions mentioned for 2 rounds.

For each 5 you beat the DC by, the duration of the conditions increases by 1.
For each 5 you fail the DC by, the duration of the conditions decreases by 1.


Signs:

Sign of Haste
Range: 30ft + 5ft/level
Area of Effect: All allies within 60ft
Duration: 5 Rounds
Sigil Level: 3
Sigil Casting DC: 18

This sigil grants all those affected the benefit of a Haste (http://www.d20srd.org/srd/spells/haste.htm) spell.

For each 5 you beat the DC by, the duration is increased by 1 round.
For each 5 you fail the DC by, the duration is decreased by 1 round.

Sign of Slow
Range: 30ft + 5ft/level
Duration: 5 Rounds
Sigil Level: 3
Sigil Casting DC: 18

This is a targetted sigil. You must make a ranged touch attack against the target to affect them. Once affected, the target is subject to a Slow (http://www.d20srd.org/srd/spells/slow.htm) spell. You can then make an additional ranged touch attack against another target within 30ft + 5ft/level of the original. If you succeed, they become subject to a Slow (http://www.d20srd.org/srd/spells/slow.htm) spell also. You may then affect further targets up to a maximum number equal to twice your Sigillist level.

For each 5 you beat the DC by, the duration is increased by 1 round.
For each 5 you fail the DC by, the duration is increased by 1 round.


Shelkau's Destructor
Range: 10ft + 10ft/level
Duration: Instantaneous
Sigil Level: 3
Sigil Casting DC: 20
Saving Throw: Yes

This is a targetted sigil. You must make a ranged touch attack to affect your target. Once affected, the target is dealt 5d6 force damage and must make a fortitude save or become stunned for 1 round.

For each 10 you beat the DC by, the duration of the stun is increased by 1 round. Additionally, for each 5 you beat the DC by, the damage increases by 1d6.
For each 10 you fail the DC by, you take 1d6 force damage. Additionally, if you fail the DC by 15 or more you must make a fortitude save or become stunned for 1 round.


Sign of Denial
Range: 30ft + 5ft/level
Area of Effect: 60ft radius centred on the sigil
Duration: 5 Rounds
Sigil Level: 3
Sigil Casting DC: 15
Saving Throw: Yes

This sigil emits an effect similar to that of the spell Repulsion (http://www.d20srd.org/srd/spells/repulsion.htm). Creatures caught in the area must make a will save each round or be unable to move toward the sigil (see below for exception). Once a creature passes the save, it become immune to the effects of the sigil. Any creature caught in the area when you first create the sigil that fails its save is forced to the edge of the area, taking 1d4 force damage for each 5ft it moves.

If a creature fails its save, it may still choose to move toward the sigil but takes 1d4 force damage for every 5ft it moves.

For every 5 you beat the DC by, the duration increases by 1 round.
For every 5 you fail the DC by, the duration is reduced by 1 round.


Sign of Elemental Construction
Range: 30ft + 5ft/level
Duration: 5 Rounds and 1 minute/level (See Text)
Sigil Level: 4
Sigil Casting DC: 25

Once this sigil is placed it cannot be moved, even through the mental efforts of the Sigillist that created it. Each round this sigil can create an effect identical to that of a Wall of Fire (http://www.d20srd.org/srd/spells/wallOfFire.htm) or a Wall of Ice (http://www.d20srd.org/srd/spells/wallOfIce.htm) with the exception of the duration. Either effect lasts for 1 minute per Sigillist level. The effects have an effective caster level equal to your Sigillist level and may be placed anywhere within range of the sigil.

If you beat the DC by 10 or more, you gain the option of instead placing a Wall of Force (http://www.d20srd.org/srd/spells/wallOfForce.htm).
If you fail the DC by 10 or more, you lose the ability to place the one of the walls, determined randomly by the DM.


Shelkau's Sonic Boom
Range: 60ft + 10ft/level
Area of Effect: 60ft-spread centred on the sigil
Duration: Instantaneous and 5 Rounds (See Text)
Sigil Level: 4
Sigil Casting DC: 22
Saving Throw: Yes

All creatures caught within 20ft of this sigil take 1d6 sonic damage per Sigillist level and must make a fortitude save or become stunned for 1 round and deafened for 10 rounds.

Additionally, all creatures between 20ft and 40ft away take 1d6 sonic damage per two Sigillist levels and must make a fortitude save or become deafened for 5 rounds.

Finally, all creatures between 40ft and 60ft away take 1d4 sonic damage per two Sigillist levels and must make a fortitude save or become deafened for 1 round.

For each 5 you beat the DC by, the duration of all conditions caused by this sigil increase by 1.
For each 5 you fail the DC by, the duration of all conditions caused by this sigil decrease by 1.


Nyelan's Restoration
Range: 30ft + 5ft/level
Area of Effect: All allies within 60ft
Duration: 3 Rounds
Sigil Level: 4
Sigil Casting DC: 20

All allies affected by this sigil are subject to a Restoration (http://www.d20srd.org/srd/spells/restoration.htm) spell each round. For all purposes, the caster level equals your Sigillist level.

Additionally, each affected ally gains Fast Healing 3 for the duration of the sigil. If they already have Fast Healing from another source, it improves by 3 for the duration of the sigil.

For each 5 you beat the DC by, the duration of this sigil increases by 1.
If you fail the DC by 10 or more, allies are no longer affected by the Restoration (http://www.d20srd.org/srd/spells/restoration.htm) spell.


Runes:
To be updated!


Symbols:

To be updated!


Icons:

To be updated!

Niezck
2010-08-28, 12:42 PM
Reserve post #4. (Later to be used for Prestige Classes)

Niezck
2010-08-28, 12:43 PM
Reserve post #5 (Later to be used for feats.)

Niezck
2010-08-28, 12:44 PM
Reserve post #6! (Later to be used for extras)

You can post now. (Hopefully) :smalleek:

Lix Lorn
2010-08-28, 02:33 PM
It's interesting, but we can't judge power level without all the sigils being there.

Niezck
2010-08-28, 02:40 PM
But you were the one that said it'd be a good idea. :smallfrown:

Either way, I just wanna know if I'm on the right track.

Lix Lorn
2010-08-28, 02:45 PM
Yeah, cause this way you have other people to ask for feedback and don't just bug me. XD

DM-Ninja
2010-08-28, 02:54 PM
interesting......kinda reminds me of Runecasters