ZeroGear
2011-07-20, 12:40 PM
I have been wracking my brain several times trying to come up with a good campaign idea. Sadly, even with the numerous threads I have made before (see my profile for links) I have had little luck getting anything coherent together. Ideas have gone from Victorian era concepts, to planar space travel, to a magic tech setting, and still no success. That was, at least, until I found this little gem: link (http://www.giantitp.com/forums/showthread.php?t=168874&highlight=Dragonmark)
This gave me an idea. Working with the concept of "magical feats", one could essentially eliminate spell casters completely. This may sound a little extreme (and admittedly it is not completely coherent at this point), but it can be done quite easily.
The first change is how magic is accessed:
Let's assume that magic is a free-flowing force that exists in everything and everyone. Going with that, glyphs and spell ingredients are needed to draw out this power and focus it into the semblance of a spell. As such, while some humanoids are able to draw on such power to a limited degree, none are able to do it the way a dragon can.
Humans and their ilk have, however, discovered methods of bypassing these boundaries: by engraving objects with runes inlayed with special materials, they have created 'conduits' that shape this power into the semblance of spells. Thus, the creation of these items has become the magical 'technology' of this world.
Similarly, this also changes how classes work:
There are basically two classes: the warrior and expert (almost exactly like the ones in Unearthed Arcana). In addition to skills and feats, each class also has a pool of 'mana points'. These points represent their internal mana storage, which refills when they get a full rest (see the 'spell points' entry in UA with warrior=bard and expert=wizard and a new adept class=sorcerer). While every character has these points, not every one can use them. Feats and items change and shape the way these points are spent. Like conventional spells, the save DC is determined by the character's Intelligence or charisma (for arcane spells) or wisdom (for divine spells) and their character level. This score also determines bonus points and effective spell lists (wisdom gives access to cleric, Druid, ranger and paladin spells while int or cha is sorcerer/wizard and bard spells). Items with spells not on the effective list cannot be used by the character.
What this essentially translates into is that 'magic' is now heavily reliant on magic items. To 'channel' a spell, one must first have a proper conduit. These conduits are basically objects (mostly pieces of jewelry) that are engraved with symbols and runes to change magical force (mana) into actual spells.
To cast a spell, the user must be in contact with the circuit and force mana though it. Alternatively, instead of using one's reserve of mana, an item could be powered by a 'battery' to allow a given item to run continuously. Also, certain items, such as weapons and armor, allow a character to 'invest' mana into them and thus function for a continuous amount of time. Thus, a character could 'invest' point into his sword to make it a +1 weapon till the next time he regains his points.
Similarly, certain feats allow characters to 'manifest' birthmarks that act as spell circuits in their own right. These are quite similar to Eberron Dragonmarks, but are reliant on the mana points of the character nonetheless. Metamagic feats are also nonexistent. Instead, spells can be engraved as metamagic versions of themselves with appropriate casting costs.
Edit 1, feats.
Here are some new feats that would pop up in this system
[Granted Domain]
You are able to tap into the power granted by the aspects of divinity.
Requirement: Knowledge Religion 4 or Knowledge Nature 4, divine mana
Choose either two domains or one planar domain. You can spend mama points to cast a spell on either of the lists. You have access to the granted power of each domain. You must still have an appropriate alignment to take alignment domains.
[Extra Mana]
Your reservoir of magic is larger than those of your kind.
Requirement: Intelligence, charisma, or wisdom 13+
The score that determines your bonus mana points is treated as 2 higher for determining bonus mana points.
[Craft Circuit]
You are able to create spell circuit items.
Requirement: able to cast spells, character level 3rd.
You are able to to craft spell circuit items of spells you know. Crafting a circuit item takes one day for every 1000 in it's base price. The base price of a circuit item is spell level x caster level x 12.5gp. To create a circuit item, you must spend 1/25 the cost in xp and use up raw materials costing one-half the base price.
[Arcane Gift]
You have an inane connection to magic of a particular type.
Requirement: Knowledge Arcana 4, arcane mana,*
Choose an arcane path. You can spend mana points to cast spells from that path.
Special: You can select this feat up to three times.
[Primal Gift]
You are gifted with the most ancient form of magic
Requirement: Knowledge Arcana 12, arcane magic, two Arcane Paths
Choose an Ur-path. You can spend mana points to cast spells from that list. You also gain the associated power of that path.
[Mana Theft]
You can steal the very magic from your foes.
Requirements: Sneak Attack, Spellcraft 4
Whenever you make a successful sneak attack, intend of dealing damage, you can steal a number of mana points equal to half the damage that would be dealt by the attack. You cannot steal more points than double your level, excess points are lost.
Special: only sneak attack damage is counted for this purpose, not damage from the weapon.
[Smite Evil]
Your holy might smites your vile foes
Requirement: Good Alignment, Base Attack Bonus +1
You can smite an evil creature with a normal melee attack. Add your charisma bonus (if any) to your attack roll, and deal an extra 1 point of damage per character level. You must declare your smite before making your attack roll. If your attack misses, or the creature is not evil, the smite attempt is waisted. You can use his ability once per day, plus one extra time per day door every five character levels you poses.
[Spell Smite]
You smite foes with your spells
Prerequisite: Smite Evil, Base Attack Bonus +5
You can apply your smite to singe-target attack spells. If a spell would have multiple targets (such as magic missile), the smite is applied only to the first attack. Applying this feat to a spell increases the mana point cost by 1.
[Rage]
You can focus your rage into pure power
Prerequisite: Chaotic Alignment, Base Attack Bonus +1
You can fly into a raging frenzy that increases your physical powers. Once per encounter, on your turn, you can activate this ability to gain a +4 to Strength, +4 to Constitution, a +2 moral bonus on Will Saves, and a -2 penalty to Armor Class. The increase in Constitution gives you 2 extra hit points per character level. Unlike bonus hit points, these are not used up first, and disappear when your rage ends.
Your rage lasts a number of rounds equal to 3+ your (new and improved) Constitution modifier. At the end of your rage, you are exhausted
While in a rage, you cannot use any Charisma-, Dexterity-, or Charisma-based skills (except Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any skill that requires patience and concentration. You cannot cast spells (form circuits or feats), use spell trigger items (such as a wand), spell completion items (such as a scroll), or items that require a command word to function. You can use any feats except Combat Expertise or item creation feats.
You can fly into a rage once per day, plus an additional time per day for every five character levels you poses.
[Mana Fury]
Despite your rage, you can still channel spells.
Prerequisite: Rage, Base Attack Bonus +5
While raging, you retain the ability to cast a limited number of spells (from circuits or feats). These must be damage-dealing spells, and must be either single target or area affect. These spells cannot require concentration, and must be of instantaneous duration (such as fireball, ray of frost, etc).
The use of this feat still does not allow you to use spell trigger or spell completion items.
[Rage Overchannel]
Your fury opens up potential for more damage, at a cost.
Prerequisite: Rage, Mana Fury, Base Attack Bonus +7
While raging, your limit of mana points you can spend is increased by 2. This increase only applies for the purposes of increasing damage. For example, a fireball spell cast by a 7th level character can deal up to 9d6 point of damage (as though the character was 9th level). This increase has the same restrictions on spells as the Mana Fury feat. Each time this feat is used, you take nonlethal damage equal to the number of mana points you spent.
Edit 2, Classes:
Here are three classes intended in this system. Like the original generic classes, skills and saves are chosen at creation and cannot be changed later:
Classes
Warrior:
Hit Die: 1d10
{table=head]Level|BAB|Good Save|Poor Saves|Special|Mana Points
1st|+1|+2|+0|Bonus Feat|0
2nd|+2|+3|+0|Bonus Feat|1
3rd|+3|+3|+1||3
4th|+4|+4|+1|Bonus Feat|5
5th|+5|+4|+1||7
6th|+6/+1|+5|+2|Bonus Feat|11
7th|+7/+2|+5|+2||15
8th|+8/+3|+6|+2|Bonus Feat|19
9th|+9/+4|+6|+3||23
10th|+10/+5|+7|+3|Bonus Feat|27
11th|+11/+6/+1|+3|+7||35
12th|+12/+7/+2|+8|+4|Bonus Feat|43
13th|+13/+8/+3|+8|+4||51
14th|+14/+9/+4|+9|+4|Bonus Feat|59
15th|+15/+10/+5|+9|+5||67
16th|+16/+11/+6/+1|+10|+5|Bonus Feat|79
17th|+17/+12/+7/+2|+10|+5||91
18th|+18/+13/+8/+3|+11|+6|Bonus Feat|103
19th|+19/+14/+9/+4|+11|+6||115
20th|+20/+15/+10/+5|+12|+6|Bonus Feat|127
[/table]
Class Skills (2+Int per level, x4 at first level): Any six skills plus craft
Expert:
Hit Die: 1d6
{table=head]Level|BAB|Good Saves|Poor Save|Special|Mana Points
1st|+0|+2|+0|Bonus Feat|2
2nd|+1|+3|+0|Bonus Feat|4
3rd|+2|+3|+1||7
4th|+3|+4|+1||11
5th|+3|+4|+1|Bonus Feat|16
6th|+4|+5|+2||24
7th|+5|+5|+2||33
8th|+6/+1|+6|+2|Bonus Feat|44
9th|+6/+1|+6|+3||56
10th|+7/+2|+7|+3||72
11th|+8/+3|+3|+7|Bonus Feat|88
12th|+9/+4|+8|+4||104
13th|+9/+4|+8|+4||120
14th|+10/+5|+9|+4|Bonus Feat|136
15th|+11/+6/+1|+9|+5||152
16th|+12/+7/+2|+10|+5||168
17th|+12/+7/+2|+10|+5|Bonus Feat|184
18th|+13/+8/+3|+11|+6||200
19th|+14/+9/+4|+11|+6||216
20th|+15/+10/+5|+12|+6|Bonus Feat|232
[/table]
Class Skills (6+Int per level, x4 at first level): Any twelve skills plus craft and profession
Adept:
Hit Die: 1d4
{table=head]Level|BAB|Good Save|Poor Saves|Special|Mana Points
1st|+0|+2|+0|Bonus Feat|4
2nd|+1|+3|+0|Bonus Feat|6
3rd|+1|+3|+1||12
4th|+2|+4|+1||18
5th|+2|+4|+1||28
6th|+3|+5|+2|Bonus Feat|28
7th|+3|+5|+2||53
8th|+4|+6|+2||67
9th|+4|+6|+3||85
10th|+5|+7|+3|Bonus Feat|106
11th|+5|+3|+7||133
12th|+6/+1|+8|+4||151
13th|+6/+1|+8|+4||180
14th|+7/+2|+9|+4|Bonus Feat|198
15th|+7/+2|+9|+5||229
16th|+8/+3|+10|+5||247
17th|+8/+3|+10|+5||280
18th|+9/+4|+11|+6|Bonus Feat|308
19th|+9/+4|+11|+6||314
20th|+10/+5|+12|+6||330
[/table]
Class Skills (4+Int per level, x4 at first level): Any nine skills plus craft and profession
Edit 3: Channel and Ancestry feats
This introduces two new types of feats. [Channel] feats are easily noticed due to the need to spend mana points in order to activate them, and that they become more powerful the more points used in activation. They are still subject to the regular restrictions on how many points one can sound in one turn. Multiple [Channel] feats can be activated the same turn, as long as the total mana spent does not exceed the level limit.
[Ancestry] feats demonstrate the power of a character's bloodline to one if the Eight original sources if magic: Devils, Demons, Dragons, Elementals, Fey, Beasts, Celestials, or Abberations. These are mutually exclusive, and any character cannot have more than one. These require the character to have either arcane mana (Dragons, Elementals, Fey, or Abberations) or divine mana (Devils, Demons, Beasts, or Celestials) in addition to any other requirements
[Fell Stream][Channel][Ancestry]
Your heritage allows you to shoot deadly blasts of fell energy
Prerequisite: Any Non-good, divine magic
You can shoot blasts of fell energy at your foes. By expending 1 mana point, you can hurl a blast of dark power that deals 1d6 points of damage at your enemy.*
This attack is a Ray with a range of 60feet, and requires a successful touch attack to hit. The damage can be increased by spending extra mana points. For every 2 extra mana points, the Ray deals an extra 1d6 points of damage. The Ray deals half damage to objects.
This attack is subject to spell resistance and spell failure form armor.
[Sickening Stream][Channel]
Your Demonic heritage can cause your fell power to sicken those it damages
Prerequisite: Fell Stream, any non-lawful
When you use your Fell Stream, you can cause those affected to make a fortitude save (DC 11+wis modifier) or become nauseated. If you spend extra mana points to increase the damage of the Stream, the DC is increased by 1 for every 2 points you spend.
[Insidious Stream][Channel]
Your Infernal ancestry break down the target's will instead of harming them.
Prerequisite: Fell Stream, any non-chaotic
When you use your Fell Stream ability, you may choose to impose a -1 penalty to will saves and sense motive checks for 1 minute instead of dealing damage. You can increase this penalty by 1 for every 2 additional points you spend to activate this power. You can use this in conjunction with regular damage if you desire. Thus, if you spend 7 points, you can impose a -4 penalty, a -2 penalty with 2d6 points of damage, or any other combination you wish.
The penalties imposed can be negated with a will save (DC 11+wis modifier). The DC is increased by 1 per 2 mana points spent when this ability is activated (thus would be 14+wis mod in the previous example, no matter the combination).
These penalties are not culminate, a more potent use overrides a weaker one.
[Dragon Breath][Channel][Ancestry]
Dragon blood runs in your veins a d gives you the breath of your ancestors.
Prerequisite: Arcane magic
Choose a type of dragon. You can spend 1 mana point to use the same breath weapon. Depending on the type of energy, your breath weapon is either a 60ft line (acid or electricity) or a 30ft cone (fire or cold) that deals 1d6 points if damage. This damage is increased by 1d6 for each additional mana point you spend when you activate this ability. Any creature in the area can make a Reflex save (DC 11+int or cha modifier) for half damage. The save is increased by 1 for every 2 mana points you spend to increase the damage of this ability.
[Dragon Scales][Channel]
Your magic allows you to toughen your skin like the scales of your elders
Prerequisite: Dragon Breath
You can spend a mana point gain a +1 enchantment bonus to your natural armor and resistance 5 to the energy of your breath weapon. The resistance increases by 1 for each additional point you spend and the enchantment bonus gained increases by 1 for every 2 additional points of mana you spend when you activate this ability. Thus, if you spend 7 points, you gain a enchantment bonus of +3 and resistance 12 to your chosen energy type.
The resistance gained does not stack with resistances gained from other sources. The**enchantment bonus stacks with existing natural armor, but not with that of other sources (such as the Barkskin Spell)
[Elemental Gauntlet][Channel][Ancestry]
Your ancestry allows you to tap into the power of elemental forces
Prerequisite: Arcane magic
Choose an element when you take this feat: fire, water, earth, or air. As a move action, you can spend 1 mana point to cause elemental emerges of the chosen type to surround your fists. This layer of elemental matter adds 1d6 bludgeoning damage to your unarmed strikes. This damage can be increased by 1d6 for every 2 additional mana points you spend when you activate this ability.
In addition, each element has a secondary effect:
Fire: opponents you strike must make a reflex save or catch fire
Water: opponents you strike must make a fortitude save or be fatigued*
Earth: opponents you strike must make a fortitude save or be dazed
Air: opponents you strike must make a reflex save or be knocked prone
This effect lasts until the end of their next turn. The DC for the saves is 11+int or cha modifier. The save increases by 1 for every 2 points spent to increase damage.
The extra damage granted by this ability lasts 1 minute.
[Elemental Volley][Channel]
You can hurl elemental matter at the opponent.
Prerequisite: Elemental Gauntlet
You can condense matter of your chosen element and hurl it at your foes. By spending 1 mana point, you can form a glob of matter the size of a large rock (in the case of earth it is a large rock) that can be used as a projectile weapon. This glob has a range increment of 40ft and deals 1d6 of damage appropriate for its Type (Fire for Fire, Cold for Water, Bludgeoning for Air or Earth). The attack requires a successful ranged attack roll to hit. For every additional 2 points you spend when you use thus ability, the damage (and the size of the glob) increases by 1d6.
[Beast Fury][Channel][Ancestry]
The instincts of your ancestors are alive in you.
Prerequisite: divine magic
You can heighten your physical might by using mana. By spending 1 point, you gain a +2 enchantment bonus on strength checks (but not strength based skills) for 1 round. This also grants a +1 bonus to damage on attacks made that round. This bonus can be increased by +2/+1 respectively for every 2 additional points spent on this ability.
[Beast Claws][Channel]
You can tap into your primal senses and gain vicious claws
Prerequisite: Beast Fury
By spending 1 mana point, you can grow claws on your fingers. These claws deal damage appropriate for your size category (1d6 for medium creatures), and last 1 minute. For every additional 2 points you spend when you use this ability, your claws gain a cumulative +1 bonus to attack and damage (max +5).
[Fairy Lullaby][Channel][Ancestry]
Your fey ancestors gifted your with the power of sleep.
Prerequisite: Arcane Magic, charisma as designated score
By spending 1 mana point, you can infuse your voice with the power of sleep. Creatures within 10 feet that can hear you must make a will save (DC 11+cha mod) or fall into a magical sleep that lasts for 1 minute. You need not speak the same language as the target. For every 2 points you spend on this ability, increase the range by 5 feet and the DC by 1. You can never affect more creatures with one use than double your Character level. Creatures whose HD exceed yours are immune to this power. This ability does not function in areas of magical science.
[Fairy Dream][Channel]
You can slip into the dreams of sleeping people and leave a little surprise.
Prerequisite: Fairy Lullaby
You can spend 5 points to implant a suggestion (as the spell) into the mind of a sleeping target. The target is allowed a will save (DC 13+cha mod) to resist the effect. You can increase the DC by 1 for every 2 additional points you spend to activate this power. This is a mind-affecting ability.
[Sacred Nurture][Channel][Ancestry]
The celestial blood in your veins helps mend broken wounds
Prerequisite: divine magic, any non-evil
You can spend 1 mana point to heal 1d6 points of damage with a touch. Equally, this ability can be used to deal the same amount of damage to undead. Using this ability to deal damage requires a successful touch attack and allows a reflex save (11+wis mod) for alf damage. The damage healed *(or dealt to undead) is increased by 1d6 for every 2 additional points spend when the ability is activated and the DC is equally increased by 1 point.
[Sacred Shield][Channel]
Your celestial blood allows you to protect yourself, or those close to you
Prerequisite: Sacred Nurture
You can spend 1 point of mana to cause a shield of force to appear in front of you and protect you from attacks. This shield grants a +2 shield bonus to AC and can protect agains Magic Missile. For every 2 additional mana points spent to use this ability, the bonus provided by the shield increases by +1 (maximum +10). As a standard action, you can move the shield to another creature within 10feet. Your shield lasts 1 minute and you can only have one shield at any given time.
[Warped Sting][Channel][Ancestry]
Your aberrant ancestry allows you to alter part of yourself into a deadly stinger
Prerequisite: Arcane magic, any Chaotic
By spending 1 mana point, you can cause a stinger to protrude from your flesh (typically at the wrist or forearm) as a free action. Treat this as a rapier of the same size (1d6 for medium characters), has a critical range of 19-20x2 and deals piercing damage. It can be used in conjunction with feats such as weapon fineness. For every 3 additional points spent when this ability is used, your stinger gains a cumulative +1 enchantment bonus to attack and damage rolls (maximum +5). You can fire this stinger at an opponent as a standard action (range increment 30ft, max 5 increments).
You can have only one active (but not fired) stinger per arm at any given time. Unfired stingers remain for 1 minute before crumbling to dust.
[Warped Venom][Channel]
Your stingers are infused with paralytic poison
Prerequisite: Warped Sting
Any stinger you create carries a dose of poison within it. Any foe damaged by one of your stingers is affected by the poison (injury 1d6 dex/1d6 dex, fort negates). The DC for this poison is 10+1/2 your character level (or HD)+ your con modifier. A creature whose dexterity is reduced to 0 by this poison cannot move. You are immune to your own poison, but not that of another with this feat. Also, you gain a +2 bonus in saves against poison.
[Mana Leap][Channel]
You can use mana to fuel mighty leaps
Prerequisite: Jump 6 ranks
By spending 3 points if mana, you gain a +4 enchantment bonus on your next jump check. This bonus increases by +2 for every 2 additional points you spend on this ability. The distance you can jump is not limited by your height when you use this ability.
[Mana Stride][Channel]
You can boost your swiftness with mana
Prerequisite:--
You can spend 1 mana point to gain a 5 foot enchantment bonus to your speed for one round. For every additional 2 points you spend you gain an additional 5 foot enchantment bonus. This ability does not stack with similar abilities such as Expeditious Retreat, but does stack with the Dash Feat.
[Mana Aim][Channel]
Mana suffuses your attack and helps your accuracy
Prerequisite: Base Attack Bonus +1 Weapon Focus
By spending 1 mana point you gain a +1 bonus to attack rolls. This bonus increases by +1 for every additional 2 points spent to activate the ability.
While some would say that this gives too much power to the players, there are a few restriction that keep this system in balance:
-the most obvious is the amount of mana a character has available each day
-if a character does not have the requires circuit, s/he cannot cast the spell
-a character cannot spend more points in a round than their character level
-expensive material components still need to be provided
-anti-magic areas still affect characters as normal
As I said, this is not fully fleshed out, and needs a little work, but I think it has a pretty good basis. Granted, ones still needs to work on prestige classed and such, but that can come later. I will update as things develop.
Anyone have thoughts or suggestions that could help improve or refine this concept?
This gave me an idea. Working with the concept of "magical feats", one could essentially eliminate spell casters completely. This may sound a little extreme (and admittedly it is not completely coherent at this point), but it can be done quite easily.
The first change is how magic is accessed:
Let's assume that magic is a free-flowing force that exists in everything and everyone. Going with that, glyphs and spell ingredients are needed to draw out this power and focus it into the semblance of a spell. As such, while some humanoids are able to draw on such power to a limited degree, none are able to do it the way a dragon can.
Humans and their ilk have, however, discovered methods of bypassing these boundaries: by engraving objects with runes inlayed with special materials, they have created 'conduits' that shape this power into the semblance of spells. Thus, the creation of these items has become the magical 'technology' of this world.
Similarly, this also changes how classes work:
There are basically two classes: the warrior and expert (almost exactly like the ones in Unearthed Arcana). In addition to skills and feats, each class also has a pool of 'mana points'. These points represent their internal mana storage, which refills when they get a full rest (see the 'spell points' entry in UA with warrior=bard and expert=wizard and a new adept class=sorcerer). While every character has these points, not every one can use them. Feats and items change and shape the way these points are spent. Like conventional spells, the save DC is determined by the character's Intelligence or charisma (for arcane spells) or wisdom (for divine spells) and their character level. This score also determines bonus points and effective spell lists (wisdom gives access to cleric, Druid, ranger and paladin spells while int or cha is sorcerer/wizard and bard spells). Items with spells not on the effective list cannot be used by the character.
What this essentially translates into is that 'magic' is now heavily reliant on magic items. To 'channel' a spell, one must first have a proper conduit. These conduits are basically objects (mostly pieces of jewelry) that are engraved with symbols and runes to change magical force (mana) into actual spells.
To cast a spell, the user must be in contact with the circuit and force mana though it. Alternatively, instead of using one's reserve of mana, an item could be powered by a 'battery' to allow a given item to run continuously. Also, certain items, such as weapons and armor, allow a character to 'invest' mana into them and thus function for a continuous amount of time. Thus, a character could 'invest' point into his sword to make it a +1 weapon till the next time he regains his points.
Similarly, certain feats allow characters to 'manifest' birthmarks that act as spell circuits in their own right. These are quite similar to Eberron Dragonmarks, but are reliant on the mana points of the character nonetheless. Metamagic feats are also nonexistent. Instead, spells can be engraved as metamagic versions of themselves with appropriate casting costs.
Edit 1, feats.
Here are some new feats that would pop up in this system
[Granted Domain]
You are able to tap into the power granted by the aspects of divinity.
Requirement: Knowledge Religion 4 or Knowledge Nature 4, divine mana
Choose either two domains or one planar domain. You can spend mama points to cast a spell on either of the lists. You have access to the granted power of each domain. You must still have an appropriate alignment to take alignment domains.
[Extra Mana]
Your reservoir of magic is larger than those of your kind.
Requirement: Intelligence, charisma, or wisdom 13+
The score that determines your bonus mana points is treated as 2 higher for determining bonus mana points.
[Craft Circuit]
You are able to create spell circuit items.
Requirement: able to cast spells, character level 3rd.
You are able to to craft spell circuit items of spells you know. Crafting a circuit item takes one day for every 1000 in it's base price. The base price of a circuit item is spell level x caster level x 12.5gp. To create a circuit item, you must spend 1/25 the cost in xp and use up raw materials costing one-half the base price.
[Arcane Gift]
You have an inane connection to magic of a particular type.
Requirement: Knowledge Arcana 4, arcane mana,*
Choose an arcane path. You can spend mana points to cast spells from that path.
Special: You can select this feat up to three times.
[Primal Gift]
You are gifted with the most ancient form of magic
Requirement: Knowledge Arcana 12, arcane magic, two Arcane Paths
Choose an Ur-path. You can spend mana points to cast spells from that list. You also gain the associated power of that path.
[Mana Theft]
You can steal the very magic from your foes.
Requirements: Sneak Attack, Spellcraft 4
Whenever you make a successful sneak attack, intend of dealing damage, you can steal a number of mana points equal to half the damage that would be dealt by the attack. You cannot steal more points than double your level, excess points are lost.
Special: only sneak attack damage is counted for this purpose, not damage from the weapon.
[Smite Evil]
Your holy might smites your vile foes
Requirement: Good Alignment, Base Attack Bonus +1
You can smite an evil creature with a normal melee attack. Add your charisma bonus (if any) to your attack roll, and deal an extra 1 point of damage per character level. You must declare your smite before making your attack roll. If your attack misses, or the creature is not evil, the smite attempt is waisted. You can use his ability once per day, plus one extra time per day door every five character levels you poses.
[Spell Smite]
You smite foes with your spells
Prerequisite: Smite Evil, Base Attack Bonus +5
You can apply your smite to singe-target attack spells. If a spell would have multiple targets (such as magic missile), the smite is applied only to the first attack. Applying this feat to a spell increases the mana point cost by 1.
[Rage]
You can focus your rage into pure power
Prerequisite: Chaotic Alignment, Base Attack Bonus +1
You can fly into a raging frenzy that increases your physical powers. Once per encounter, on your turn, you can activate this ability to gain a +4 to Strength, +4 to Constitution, a +2 moral bonus on Will Saves, and a -2 penalty to Armor Class. The increase in Constitution gives you 2 extra hit points per character level. Unlike bonus hit points, these are not used up first, and disappear when your rage ends.
Your rage lasts a number of rounds equal to 3+ your (new and improved) Constitution modifier. At the end of your rage, you are exhausted
While in a rage, you cannot use any Charisma-, Dexterity-, or Charisma-based skills (except Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any skill that requires patience and concentration. You cannot cast spells (form circuits or feats), use spell trigger items (such as a wand), spell completion items (such as a scroll), or items that require a command word to function. You can use any feats except Combat Expertise or item creation feats.
You can fly into a rage once per day, plus an additional time per day for every five character levels you poses.
[Mana Fury]
Despite your rage, you can still channel spells.
Prerequisite: Rage, Base Attack Bonus +5
While raging, you retain the ability to cast a limited number of spells (from circuits or feats). These must be damage-dealing spells, and must be either single target or area affect. These spells cannot require concentration, and must be of instantaneous duration (such as fireball, ray of frost, etc).
The use of this feat still does not allow you to use spell trigger or spell completion items.
[Rage Overchannel]
Your fury opens up potential for more damage, at a cost.
Prerequisite: Rage, Mana Fury, Base Attack Bonus +7
While raging, your limit of mana points you can spend is increased by 2. This increase only applies for the purposes of increasing damage. For example, a fireball spell cast by a 7th level character can deal up to 9d6 point of damage (as though the character was 9th level). This increase has the same restrictions on spells as the Mana Fury feat. Each time this feat is used, you take nonlethal damage equal to the number of mana points you spent.
Edit 2, Classes:
Here are three classes intended in this system. Like the original generic classes, skills and saves are chosen at creation and cannot be changed later:
Classes
Warrior:
Hit Die: 1d10
{table=head]Level|BAB|Good Save|Poor Saves|Special|Mana Points
1st|+1|+2|+0|Bonus Feat|0
2nd|+2|+3|+0|Bonus Feat|1
3rd|+3|+3|+1||3
4th|+4|+4|+1|Bonus Feat|5
5th|+5|+4|+1||7
6th|+6/+1|+5|+2|Bonus Feat|11
7th|+7/+2|+5|+2||15
8th|+8/+3|+6|+2|Bonus Feat|19
9th|+9/+4|+6|+3||23
10th|+10/+5|+7|+3|Bonus Feat|27
11th|+11/+6/+1|+3|+7||35
12th|+12/+7/+2|+8|+4|Bonus Feat|43
13th|+13/+8/+3|+8|+4||51
14th|+14/+9/+4|+9|+4|Bonus Feat|59
15th|+15/+10/+5|+9|+5||67
16th|+16/+11/+6/+1|+10|+5|Bonus Feat|79
17th|+17/+12/+7/+2|+10|+5||91
18th|+18/+13/+8/+3|+11|+6|Bonus Feat|103
19th|+19/+14/+9/+4|+11|+6||115
20th|+20/+15/+10/+5|+12|+6|Bonus Feat|127
[/table]
Class Skills (2+Int per level, x4 at first level): Any six skills plus craft
Expert:
Hit Die: 1d6
{table=head]Level|BAB|Good Saves|Poor Save|Special|Mana Points
1st|+0|+2|+0|Bonus Feat|2
2nd|+1|+3|+0|Bonus Feat|4
3rd|+2|+3|+1||7
4th|+3|+4|+1||11
5th|+3|+4|+1|Bonus Feat|16
6th|+4|+5|+2||24
7th|+5|+5|+2||33
8th|+6/+1|+6|+2|Bonus Feat|44
9th|+6/+1|+6|+3||56
10th|+7/+2|+7|+3||72
11th|+8/+3|+3|+7|Bonus Feat|88
12th|+9/+4|+8|+4||104
13th|+9/+4|+8|+4||120
14th|+10/+5|+9|+4|Bonus Feat|136
15th|+11/+6/+1|+9|+5||152
16th|+12/+7/+2|+10|+5||168
17th|+12/+7/+2|+10|+5|Bonus Feat|184
18th|+13/+8/+3|+11|+6||200
19th|+14/+9/+4|+11|+6||216
20th|+15/+10/+5|+12|+6|Bonus Feat|232
[/table]
Class Skills (6+Int per level, x4 at first level): Any twelve skills plus craft and profession
Adept:
Hit Die: 1d4
{table=head]Level|BAB|Good Save|Poor Saves|Special|Mana Points
1st|+0|+2|+0|Bonus Feat|4
2nd|+1|+3|+0|Bonus Feat|6
3rd|+1|+3|+1||12
4th|+2|+4|+1||18
5th|+2|+4|+1||28
6th|+3|+5|+2|Bonus Feat|28
7th|+3|+5|+2||53
8th|+4|+6|+2||67
9th|+4|+6|+3||85
10th|+5|+7|+3|Bonus Feat|106
11th|+5|+3|+7||133
12th|+6/+1|+8|+4||151
13th|+6/+1|+8|+4||180
14th|+7/+2|+9|+4|Bonus Feat|198
15th|+7/+2|+9|+5||229
16th|+8/+3|+10|+5||247
17th|+8/+3|+10|+5||280
18th|+9/+4|+11|+6|Bonus Feat|308
19th|+9/+4|+11|+6||314
20th|+10/+5|+12|+6||330
[/table]
Class Skills (4+Int per level, x4 at first level): Any nine skills plus craft and profession
Edit 3: Channel and Ancestry feats
This introduces two new types of feats. [Channel] feats are easily noticed due to the need to spend mana points in order to activate them, and that they become more powerful the more points used in activation. They are still subject to the regular restrictions on how many points one can sound in one turn. Multiple [Channel] feats can be activated the same turn, as long as the total mana spent does not exceed the level limit.
[Ancestry] feats demonstrate the power of a character's bloodline to one if the Eight original sources if magic: Devils, Demons, Dragons, Elementals, Fey, Beasts, Celestials, or Abberations. These are mutually exclusive, and any character cannot have more than one. These require the character to have either arcane mana (Dragons, Elementals, Fey, or Abberations) or divine mana (Devils, Demons, Beasts, or Celestials) in addition to any other requirements
[Fell Stream][Channel][Ancestry]
Your heritage allows you to shoot deadly blasts of fell energy
Prerequisite: Any Non-good, divine magic
You can shoot blasts of fell energy at your foes. By expending 1 mana point, you can hurl a blast of dark power that deals 1d6 points of damage at your enemy.*
This attack is a Ray with a range of 60feet, and requires a successful touch attack to hit. The damage can be increased by spending extra mana points. For every 2 extra mana points, the Ray deals an extra 1d6 points of damage. The Ray deals half damage to objects.
This attack is subject to spell resistance and spell failure form armor.
[Sickening Stream][Channel]
Your Demonic heritage can cause your fell power to sicken those it damages
Prerequisite: Fell Stream, any non-lawful
When you use your Fell Stream, you can cause those affected to make a fortitude save (DC 11+wis modifier) or become nauseated. If you spend extra mana points to increase the damage of the Stream, the DC is increased by 1 for every 2 points you spend.
[Insidious Stream][Channel]
Your Infernal ancestry break down the target's will instead of harming them.
Prerequisite: Fell Stream, any non-chaotic
When you use your Fell Stream ability, you may choose to impose a -1 penalty to will saves and sense motive checks for 1 minute instead of dealing damage. You can increase this penalty by 1 for every 2 additional points you spend to activate this power. You can use this in conjunction with regular damage if you desire. Thus, if you spend 7 points, you can impose a -4 penalty, a -2 penalty with 2d6 points of damage, or any other combination you wish.
The penalties imposed can be negated with a will save (DC 11+wis modifier). The DC is increased by 1 per 2 mana points spent when this ability is activated (thus would be 14+wis mod in the previous example, no matter the combination).
These penalties are not culminate, a more potent use overrides a weaker one.
[Dragon Breath][Channel][Ancestry]
Dragon blood runs in your veins a d gives you the breath of your ancestors.
Prerequisite: Arcane magic
Choose a type of dragon. You can spend 1 mana point to use the same breath weapon. Depending on the type of energy, your breath weapon is either a 60ft line (acid or electricity) or a 30ft cone (fire or cold) that deals 1d6 points if damage. This damage is increased by 1d6 for each additional mana point you spend when you activate this ability. Any creature in the area can make a Reflex save (DC 11+int or cha modifier) for half damage. The save is increased by 1 for every 2 mana points you spend to increase the damage of this ability.
[Dragon Scales][Channel]
Your magic allows you to toughen your skin like the scales of your elders
Prerequisite: Dragon Breath
You can spend a mana point gain a +1 enchantment bonus to your natural armor and resistance 5 to the energy of your breath weapon. The resistance increases by 1 for each additional point you spend and the enchantment bonus gained increases by 1 for every 2 additional points of mana you spend when you activate this ability. Thus, if you spend 7 points, you gain a enchantment bonus of +3 and resistance 12 to your chosen energy type.
The resistance gained does not stack with resistances gained from other sources. The**enchantment bonus stacks with existing natural armor, but not with that of other sources (such as the Barkskin Spell)
[Elemental Gauntlet][Channel][Ancestry]
Your ancestry allows you to tap into the power of elemental forces
Prerequisite: Arcane magic
Choose an element when you take this feat: fire, water, earth, or air. As a move action, you can spend 1 mana point to cause elemental emerges of the chosen type to surround your fists. This layer of elemental matter adds 1d6 bludgeoning damage to your unarmed strikes. This damage can be increased by 1d6 for every 2 additional mana points you spend when you activate this ability.
In addition, each element has a secondary effect:
Fire: opponents you strike must make a reflex save or catch fire
Water: opponents you strike must make a fortitude save or be fatigued*
Earth: opponents you strike must make a fortitude save or be dazed
Air: opponents you strike must make a reflex save or be knocked prone
This effect lasts until the end of their next turn. The DC for the saves is 11+int or cha modifier. The save increases by 1 for every 2 points spent to increase damage.
The extra damage granted by this ability lasts 1 minute.
[Elemental Volley][Channel]
You can hurl elemental matter at the opponent.
Prerequisite: Elemental Gauntlet
You can condense matter of your chosen element and hurl it at your foes. By spending 1 mana point, you can form a glob of matter the size of a large rock (in the case of earth it is a large rock) that can be used as a projectile weapon. This glob has a range increment of 40ft and deals 1d6 of damage appropriate for its Type (Fire for Fire, Cold for Water, Bludgeoning for Air or Earth). The attack requires a successful ranged attack roll to hit. For every additional 2 points you spend when you use thus ability, the damage (and the size of the glob) increases by 1d6.
[Beast Fury][Channel][Ancestry]
The instincts of your ancestors are alive in you.
Prerequisite: divine magic
You can heighten your physical might by using mana. By spending 1 point, you gain a +2 enchantment bonus on strength checks (but not strength based skills) for 1 round. This also grants a +1 bonus to damage on attacks made that round. This bonus can be increased by +2/+1 respectively for every 2 additional points spent on this ability.
[Beast Claws][Channel]
You can tap into your primal senses and gain vicious claws
Prerequisite: Beast Fury
By spending 1 mana point, you can grow claws on your fingers. These claws deal damage appropriate for your size category (1d6 for medium creatures), and last 1 minute. For every additional 2 points you spend when you use this ability, your claws gain a cumulative +1 bonus to attack and damage (max +5).
[Fairy Lullaby][Channel][Ancestry]
Your fey ancestors gifted your with the power of sleep.
Prerequisite: Arcane Magic, charisma as designated score
By spending 1 mana point, you can infuse your voice with the power of sleep. Creatures within 10 feet that can hear you must make a will save (DC 11+cha mod) or fall into a magical sleep that lasts for 1 minute. You need not speak the same language as the target. For every 2 points you spend on this ability, increase the range by 5 feet and the DC by 1. You can never affect more creatures with one use than double your Character level. Creatures whose HD exceed yours are immune to this power. This ability does not function in areas of magical science.
[Fairy Dream][Channel]
You can slip into the dreams of sleeping people and leave a little surprise.
Prerequisite: Fairy Lullaby
You can spend 5 points to implant a suggestion (as the spell) into the mind of a sleeping target. The target is allowed a will save (DC 13+cha mod) to resist the effect. You can increase the DC by 1 for every 2 additional points you spend to activate this power. This is a mind-affecting ability.
[Sacred Nurture][Channel][Ancestry]
The celestial blood in your veins helps mend broken wounds
Prerequisite: divine magic, any non-evil
You can spend 1 mana point to heal 1d6 points of damage with a touch. Equally, this ability can be used to deal the same amount of damage to undead. Using this ability to deal damage requires a successful touch attack and allows a reflex save (11+wis mod) for alf damage. The damage healed *(or dealt to undead) is increased by 1d6 for every 2 additional points spend when the ability is activated and the DC is equally increased by 1 point.
[Sacred Shield][Channel]
Your celestial blood allows you to protect yourself, or those close to you
Prerequisite: Sacred Nurture
You can spend 1 point of mana to cause a shield of force to appear in front of you and protect you from attacks. This shield grants a +2 shield bonus to AC and can protect agains Magic Missile. For every 2 additional mana points spent to use this ability, the bonus provided by the shield increases by +1 (maximum +10). As a standard action, you can move the shield to another creature within 10feet. Your shield lasts 1 minute and you can only have one shield at any given time.
[Warped Sting][Channel][Ancestry]
Your aberrant ancestry allows you to alter part of yourself into a deadly stinger
Prerequisite: Arcane magic, any Chaotic
By spending 1 mana point, you can cause a stinger to protrude from your flesh (typically at the wrist or forearm) as a free action. Treat this as a rapier of the same size (1d6 for medium characters), has a critical range of 19-20x2 and deals piercing damage. It can be used in conjunction with feats such as weapon fineness. For every 3 additional points spent when this ability is used, your stinger gains a cumulative +1 enchantment bonus to attack and damage rolls (maximum +5). You can fire this stinger at an opponent as a standard action (range increment 30ft, max 5 increments).
You can have only one active (but not fired) stinger per arm at any given time. Unfired stingers remain for 1 minute before crumbling to dust.
[Warped Venom][Channel]
Your stingers are infused with paralytic poison
Prerequisite: Warped Sting
Any stinger you create carries a dose of poison within it. Any foe damaged by one of your stingers is affected by the poison (injury 1d6 dex/1d6 dex, fort negates). The DC for this poison is 10+1/2 your character level (or HD)+ your con modifier. A creature whose dexterity is reduced to 0 by this poison cannot move. You are immune to your own poison, but not that of another with this feat. Also, you gain a +2 bonus in saves against poison.
[Mana Leap][Channel]
You can use mana to fuel mighty leaps
Prerequisite: Jump 6 ranks
By spending 3 points if mana, you gain a +4 enchantment bonus on your next jump check. This bonus increases by +2 for every 2 additional points you spend on this ability. The distance you can jump is not limited by your height when you use this ability.
[Mana Stride][Channel]
You can boost your swiftness with mana
Prerequisite:--
You can spend 1 mana point to gain a 5 foot enchantment bonus to your speed for one round. For every additional 2 points you spend you gain an additional 5 foot enchantment bonus. This ability does not stack with similar abilities such as Expeditious Retreat, but does stack with the Dash Feat.
[Mana Aim][Channel]
Mana suffuses your attack and helps your accuracy
Prerequisite: Base Attack Bonus +1 Weapon Focus
By spending 1 mana point you gain a +1 bonus to attack rolls. This bonus increases by +1 for every additional 2 points spent to activate the ability.
While some would say that this gives too much power to the players, there are a few restriction that keep this system in balance:
-the most obvious is the amount of mana a character has available each day
-if a character does not have the requires circuit, s/he cannot cast the spell
-a character cannot spend more points in a round than their character level
-expensive material components still need to be provided
-anti-magic areas still affect characters as normal
As I said, this is not fully fleshed out, and needs a little work, but I think it has a pretty good basis. Granted, ones still needs to work on prestige classed and such, but that can come later. I will update as things develop.
Anyone have thoughts or suggestions that could help improve or refine this concept?