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2011-08-31, 05:17 PM (ISO 8601)
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[3.5 Magic System] You Got The Skills?
Background- So, whenever it comes to magic, most people aren't satisfied. It's either too powerful, not powerful enough, needs this, that, and the other thing. However, that's what homebrewed magic systems are for, and this one aims to please. Slightly inspired by everything I've seen on OGL magic systems, I've decided to make one of my own, doing something that hasn't been done before, at least to my knowledge. Skills. Not, "Oh hey, let's made a Knowledge(Arcana) check, then mimic a spell". It's "I got a skill for shapeshifting, illusions, and other stuff". It's "I don't have to look up a spell to do what I want." It's "I can make magic do what I want, and incorporate it into any character with minimal hassle". Plus some other stuff. Please enjoy!
Metaskills
So, just what is a metaskill? It's a skill that has greater capability than a normal skill, like Bluff, Hide....or Use Rope. In any case, most oftenly, metaskills grant magic effects. Metaskills operate like normal skills, except in the following cases:
- Metaskills have multiple uses, oftenly one or two, and are more powerful than a normal skill
- If a character fails a skill check for a metaskill roll, the effect manifests in a way that harms the user(ex. a use of Energy Manipulation affects the caster as its target).
- On a natural 1, the effect manifests in the same way as a failed check, but as though +10 had been added to the DC(ex. a character tries to use Energy Manipulation to deal 1d6 cold damage, and rolls a natural 1(DC 10). He gets effected as though hit by a DC 20 Energy Manipulation effect(3d6 cold damage).
- Metaskills are not the part of any class list(excepting the Thaumaturge, below), and must be purchased through the Magically Inclined feat.
- Metaskill checks can never be made untrained
- Unlike normal skills, you may choose the ability score affiliated with a metaskill, so long as it is a mental ability.
List of Metaskills(please excuse the lack of tables with example DCs)
Spoiler
Energy ManipulationSpoiler
You know how to manipulate energy, at least enough to put out elemental blasts. Like Craft, Energy Manipulation is a bunch of skills under one heading, having one type of Energy Manipulation skill for each energy type, so Energy Manipulation(Fire) and Energy Manipulation(Cold) are separate skills.
Check
Blasting
You make a check to determine the amount of damage you may deal. It is a DC 5 check to deal 1 point of energy damage with this skill, and DC 10 deals 1 die of damage as appropriate for the energy type: 1d6(Force, sonic) or 1d8(other types). The DC increases by 5 for each additional die of damage you deal. You may deal this damage as a touch attack. Increasing the range increases the DC as following:
{table]Range| DC
1 Target +10 ft| +2
Cone 5 ft| +2
Line 10ft|+2
Burst, spread, or other similar area 5ft| +3
Cylinder or Sphere 5 ft| +3
[/table]
Energy Resistance
Unlike most skill checks, for this use of Energy Manipulation, you simply make an Energy Manipulation check, granting the target energy resistance equal to the result/2 If this would grant energy resistance greater than 40, you may instead grant immunity to the chosen energy type. This effect lasts for 1 round per skill point you have invested. This effects only one person at a time, but may affect a wider range through the distance enhancements for the energy, affecting allies or enemies as you please.
Energy Shield
You can create shields of energy. You may attempt a DC 10 check to give a +1 bonus to one person's natural armor. The DC of this check increases by 10 for each additional +1 NA bonus you wish to bestow.
Body Enhancement
Spoiler
You know how to enhance a body's movements and functioning, amongst other things.
Check
You may enhance only one individual at a time with this metaskill.
This skill's effects only last a number of rounds equal to the number of skill ranks you have in this skill. In order to continue an effect to make it last longer than it normally would, you must make another Body Enhancement check that has a DC equal to the original DC to the enhancement +2. If it succeeds, the effect continues. The DC increases by 2 for each further round you attempt to make it last after.
Enhancement options are the following:
Body Functions
You may grant bonuses to abilities, if only for a time. The DC for a +1 bonus to an ability is 10, increasing the DC by 5 for each further +1 bonus you grant. This may only affect one ability score at a time. A failed check decreases the chosen score by 1/2 the intended bonus for the same duration. You may also decrease an enemy's ability score by 1 with a DC 15 Body Enhancement check, increasing the DC by 5 for each further -1 to the ability score.
Speed
You may increase or decrease any target figure's speed by 5 ft with a DC 10 Body Enhancement check, adding 5 to the DC for each further 5ft of enhancement or decrease. You may grant a target a speed it does not have(ex. flight) with a DC 20 Body Enhancement check, giving it a speed of 10 ft in the chosen speed. This speed cannot be enhanced by another Body Enhancement check, but can be added to by adding 5 to the DC of the check for each +5 ft of the movement.
Protection
You may toughen one's body to withstand harsh blows. You may attempt a DC 10 check to give a +1 bonus to one person's natural armor. The DC of this check increases by 10 for each additional +1 NA bonus you wish to bestow.
Necromancy
Spoiler
You know how to work with spirits. Amongst other things.
Check
Talk with Spirits
You may talk with spirits. Summoning a spirit to talk with has a DC equal to the appropriate Knowledge check it would take to find out what you wish to know + 10. This is reduced to +5 if you have some part of the creature's body with you. You may only ask three questions of spirits, requiring you to summon them again if you have more questions.
Corpse-Raising
You may raise undead by filling them with just enough residue of spirits that they may do as you command. Raising the corpse of a 1HD creature is a DC20 Necromancy check, and the DC increases by 5 for each HD the creature had in life. Raising a corpse applies the Zombie or Skeleton template to the targeted creature. The DC increases by 10 if you intend to raise a creature that can be created through Create Undead, and increases by 20 if the creature is creatable through Create Greater Undead. You may only have a number of such creatures with total HD equaling 1/2 the number of skill points you have in this skill x the ability score modifier for the ability score you chose for this skill.
Summoning
Spoiler
You know how to summon things.
Check
You may summon things with a Summoning check. Summoning a 1HD creature has a DC of 10, increasing by 5 for each additional HD of the creature. Summoned creatures may not use abilities like Energy Drain. You may also summon objects, with the DC equaling the object's weight x 5. Items may not be summoned if magical in nature or are rare, or precious.
Unsummoning
You may attempt to banish a creature summoned by someone else. You may do this by making a Summoning check with a DC equal to the DC it took the summoner to summon the creature + 5.
Phantom-Weaving
Spoiler
You know how to make illusions.
Check
Illusion-Crafting
You may make an illusion that fools the senses. You may make an illusion that targets any sense, such as sight(like a Silent Image), smell(False Scent trail), or hearing(false sounds). The DC for a Phantom-Weaving check used this way is 10 + 5 x the number of senses to be fooled. Whenever an individual encounters your illusions, it makes a Sense Motive check with a DC equal to your Phantom-Weaving check result to make it. If successful, the illusion is disbelieved. These illusions last a number of rounds equal to the number of skill points you have invested in this skill. In order to continue an effect to make it last longer than it normally would, you must make another Phantom-Weaving check that has a DC equal to the original DC to the enhancement +2. If it succeeds, the effect continues. The DC increases by 2 for each further round you attempt to make it last after. These illusions may be crafted over yourself, although if you attack during this time, you must make a Phantom-Weaving check afterwards as though you were trying to sustain it.
Shadow-Crafting
You may make your illusions partially real. This increases the Phantom-Weaving check by a number equal to 1/2 the number of percentage the illusion is to be made real(so a 50% real creature would add 25 to the DC to craft it. You may make phantom creatures with this ability, which act as the original creatures, except that should an opponent succeed on their check to disbelieve the illusion, their abilities and attacks only have a percentage chance of working on such individuals equal to their realness percentage.
Mindstriking
You may create an illusion that frightens or similarly targets an individual in a way that deals damage to their body or mind. You may deal 1 point of ability damage to all that interact with an illusion of yours, adding 10 to the DC of the Phantom-Weaving check per 1 point of ability damage to be dealt, which is dealt once during the point of the illusion's duration, with the target getting a Will save to avoid the effect, with a DC equal to 10 + ability score modifier + number of skill ranks in this skill. This does not work on subjects who have already disbelieved the illusion delivering this attack.
Individuals with 5 ranks in this skill gain a +2 bonus to Hide checks.
Individuals with 5 ranks in Hide gain a +2 bonus to Phantom-Weaving checks to make oneself unseen.
Divination
Spoiler
You know how to find things and know the future.
Check
You may find things. You may attempt a DC 10 check to find an object within 30 ft. This acts as the Scrying spell, except that the Will Save modifiers act as DC modifiers for your check, and the DC increases by 1 for every additional 30 ft you expand your searching range to, and +5 for every mile.
Future-Finding
You may attempt a DC 20 Divination check to see 10 minutes into the future. This check increases by 10 for every hour you intend to see into the future, and by 30 for each day you intend to see into the future.
Movement Manipulation
Spoiler
You can affect how people's bodies move and work.
Check
You can bestow conditions and forced movement upon people. It is a DC 10 check to forcibly move a creature 5 ft in any one direction, and you add 5 to such checks for each additional 5 ft of forced movement. You may also daze and dazzle a creature with a DC 10 check, render a creature flat-footed or pinned with a DC 15 check, blind or deafen with a DC 20 check, stun with a DC 30 check, paralyze with a DC 50 check, and render helpless with a DC 80 check.
Individuals with 5 or more ranks in Energy Manipulation(Cold) gain a +2 bonus to checks to paralyze.
Transmutation
Spoiler
You know how to transform your body.
Check
You may turn yourself into different beings. It is a DC 15 check to duplicate Disguise Self(as per the Minor Shapechange ability of Changelings), and a DC 25 check to duplicate the Alter Self spell. You may also attempt a DC 20 check to transform yourself into a creature with 1 HD or less, adding 5 to the DC for each additional HD a creature you wish to transform into has. You may only access the extraordinary special and natural attacks of the creature and its extraordinary physical qualities, along with whatever an Alter Self spell would grant you.
Metaskill Uses of existing skills:
Spoiler
Heal
Spoiler
Magical Healing
You may make a Heal check to heal someone on-the spot. Unlike most skill rolls, there is no DC, but the results are determined by the Heal check result. You heal the target 1 point of hp, and an additional amount of HP equal to the check/2.
Craft
Spoiler
Craft(magic item)
You may craft magic items of one type using this skill(so there's Craft(wand), Craft(Magic Weapons and Armor), etc.). You may only make magic items out of masterwork items. Just like masterwork items, the magic component is done separately. Firstly, you must be able to create an effect similar to the one you wish to create in the magic item. Then, you make a (meta) skill roll for the appropriate effect, adding 50 to the DC. If successful, you pay 15 x DC gp to create the item, and 5 x DC in XP. If you create an item that grants skill bonuses to a metaskill, you must choose one specific use of that metaskill and the bonus can only be equal to up to 1/4 your skill ranks in that skill.
New Feat:
Magically Inclined
Benefit: Choose one metaskill. You gain that metaskill as a cross-class skill. Alternatively, you may choose to gain usage of one metaskill useage of one skill you have as a class skill.
Think I'm done here, although this may be subject to change. Please PEACH/Comment.Last edited by Pyromancer999; 2011-09-02 at 11:20 PM.
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2011-08-31, 05:26 PM (ISO 8601)
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Re: [3.5 Magic System] You Got The Skills? (WIP)
Interesting. So this is akin to a seed-based system, but each seed uses a different skill. What would a spellcasting class looks like?
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2011-08-31, 06:28 PM (ISO 8601)
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Re: [3.5 Magic System] You Got The Skills? (WIP)
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2011-08-31, 06:35 PM (ISO 8601)
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Re: [3.5 Magic System] You Got The Skills? (WIP)
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2011-09-01, 08:35 AM (ISO 8601)
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Re: [3.5 Magic System] You Got The Skills?
...
This seems pretty good, actually.
However, these skills are far superior to non-magic skills, while, at times, characters might need non-magic skills over magic skills. Classes with little skill points/lvl are at a strong disadvantage, but on the whole:
I like this. A lot.
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2011-09-01, 12:39 PM (ISO 8601)
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Re: [3.5 Magic System] You Got The Skills?
Thanks. The reason behind the metaskills not only requiring a feat to be used by most characters, and as cross-class skills at that(excepting the magic class for this I have planned when this is done being critiqued), is that 1) Mages should have the best access to such skills, and also 2) These are meant to be more powerful than other skills. That's why they're more difficult to get, although I am considering allowing them to just be gained as class skills by the feat, and putting in an option to just gain two as cross-class skills.
Also, apparently the Jack of All Trades feat lets people use any skill untrained, even if it would require trading. I'm thinking of letting it apply to metaskills, but only up to a certain DC, like DC 10 or DC 15.
Thoughts on all this?Newest Work: Pyromancer - My submission for Base Class Contest X
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2011-09-01, 12:54 PM (ISO 8601)
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Re: [3.5 Magic System] You Got The Skills?
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2011-09-01, 01:07 PM (ISO 8601)
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Re: [3.5 Magic System] You Got The Skills?
Actually, I was most appreciative of the... Possible implications this could have for magic in general. We could just do away with casters altogether, and allow any dolt to pick up the feats and skills to perform these magics (obviously, with one or two specialist classes who really excel at these skills).
Magic would no longer be class-specific, which would greatly increase the adaptability and individuality of characters. Fighters could specialize in this to complement their techniques, rather than spending a few feats and then spending the rest of their class specials on feats that they'd seldom use anyway. Rogues could use a magic skill to complement their thieving abilities, cloak them, or otherwise help them. Rangers would probably use their ordinary casting anyway (which is brilliant, since I've never been able to appreciate why they should be casters to begin with, so this would definitely free up some class features for maybe some skirmish, or just a druid-like animal companion), and having such a skill, which can be called upon on demand, is certainly so much more helpful than going: 'I can heal 1d8 hit points once a day!'
Barbarians could also benefit from one or two of these skills greatly.
All in all, this kind of magic could free up a lot of possibilities, and may make a lot of character concepts much more interesting, more thrilling, more appealing and more fun.
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2011-09-01, 05:09 PM (ISO 8601)
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Re: [3.5 Magic System] You Got The Skills?
That's true.
You can't take 20 with Metaskills, can you?
Yeah, this is basically the thinking behind this.Last edited by Pyromancer999; 2011-09-01 at 05:10 PM.
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2011-09-01, 06:01 PM (ISO 8601)
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Re: [3.5 Magic System] You Got The Skills?
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2011-09-01, 06:41 PM (ISO 8601)
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Re: [3.5 Magic System] You Got The Skills?
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2011-09-01, 08:21 PM (ISO 8601)
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Re: [3.5 Magic System] You Got The Skills?
Perhaps a casting class also occasionally gains magically inclined as a bonus feat...
This actually seems pretty good. However, it means power depends a lot more on skill-boosting magic items, which, due to exponential WBL, would allow your skill bonus to skyrocket. This already happens at epic levels with spellcraft for epic spells, but with your system it would happen from low-mid levels.Last edited by 137beth; 2011-09-01 at 08:23 PM.
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2011-09-01, 10:34 PM (ISO 8601)
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Re: [3.5 Magic System] You Got The Skills?
Last edited by Pyromancer999; 2011-09-01 at 10:34 PM.
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2011-09-02, 07:49 AM (ISO 8601)
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Re: [3.5 Magic System] You Got The Skills?
Basically, the 'natural 1' rule isn't a rule, as such, but an effect that applies to attack rolls and saves. It means that a natural roll of 1, no matter the modifiers, results in an automatic failure; there is always a 5% chance of failure.
Skills don't suffer from this effect. For instance, if I want to achieve something with a skill difficulty of 15, and I have a +14 bonus to the roll, I don't need to make the skill check, since my minimum result would be 15; enough to pass the difficulty class of the task at hand.
As such, there isn't always a chance of failure for skills, which is what Yitzi meant. Several of your skill effects here have a low difficulty class; some even as low s 5. Needless to say, an effect with a difficulty class of 5 cannot normally fail; the average amount of ranks in a skill at first level is already 4, enough to automatically succeed on the skill check, provided the character does not need to apply negative modifiers from things like low ability scores.
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2011-09-02, 07:58 AM (ISO 8601)
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Re: [3.5 Magic System] You Got The Skills?
So... similar to Truenaming only... fuctional. I like this concept.
Word of warning: limit applicability of magic items and other generally used methods of rapidly and powerfully increasing skill checks to avoid abusing these rules in ways you didn't expect.SpoilerQuite possibly, the best rebuttal I have ever witnessed.
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2011-09-02, 12:44 PM (ISO 8601)
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Re: [3.5 Magic System] You Got The Skills?
Oh. Well that's true.
Thanks.
Word of warning: limit applicability of magic items and other generally used methods of rapidly and powerfully increasing skill checks to avoid abusing these rules in ways you didn't expect.Last edited by Pyromancer999; 2011-09-02 at 01:01 PM.
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Re: [3.5 Magic System] You Got The Skills?
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Re: [3.5 Magic System] You Got The Skills?
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2011-09-02, 02:32 PM (ISO 8601)
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Re: [3.5 Magic System] You Got The Skills?
This.
If you let sliding-scale DC's determine the power output of these metaskills, then you're going to end up with Item Famliars, Items of +x Competence Bonus to [metaskill], and other shenanigans. A Truenamer can hit something like DC 60ish Truespeak checks reliably mid-level. He has to in order to do anything.SpoilerQuite possibly, the best rebuttal I have ever witnessed.
Joker Bard - the DM's solution to the Batman Wizard.
Takahashi no Onisan - The scariest Samurai alive
Incarnum and YOU: a reference guide
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2011-09-02, 02:39 PM (ISO 8601)
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Re: [3.5 Magic System] You Got The Skills?
Currently, there's no items that boost metaskills. Still, maybe a ban or reduction on how much a skill-boosting item can boost?
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Re: [3.5 Magic System] You Got The Skills?
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2011-09-02, 08:03 PM (ISO 8601)
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Re: [3.5 Magic System] You Got The Skills?
I already knew they'd be taking Skill Focus. For the reduction, how about a max skill bonus equal to 1/2 skill ranks? And also that if a Metaskill bonus is added, the maximum bonus is equal to 1/4 skill ranks, and that it can only apply to one sort of use of a Metaskill.
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Re: [3.5 Magic System] You Got The Skills?
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2011-09-02, 11:19 PM (ISO 8601)
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Re: [3.5 Magic System] You Got The Skills?
SpoilerQuite possibly, the best rebuttal I have ever witnessed.
Joker Bard - the DM's solution to the Batman Wizard.
Takahashi no Onisan - The scariest Samurai alive
Incarnum and YOU: a reference guide
Soulmelds, by class and slot: Another Incarnum reference
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2011-09-03, 10:52 AM (ISO 8601)
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Re: [3.5 Magic System] You Got The Skills?
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2011-09-03, 11:22 AM (ISO 8601)
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Re: [3.5 Magic System] You Got The Skills?
Hmm....
I definitely like this for spellcasting, but all your skills should have a key modifier. If they do at the moment it's definitely too well hidden.
EDIT: Found it. It was too well hidden. For me. Because I skim some things. Nonetheless, some of your metaskills should rely on specific mental skills. Movement Manipulation is very much Charisma-based, using the force of your will.
I also recommend making a few new magical uses for your examples: Bluff, Hide, and Use Rope, and make those uses only available when someone takes your feat. For instance, a very VERY high-DC Bluff Check could be your replacement for Wish: convincing reality something has happened that didn't actually happen.Last edited by Keeper of Starlight; 2011-09-03 at 11:26 AM.
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2011-09-03, 02:55 PM (ISO 8601)
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Re: [3.5 Magic System] You Got The Skills?
Some of them seem like they should be keyed off certain stats, but I prefer to allow all mental stats to be available for fluff reasons and whatnot.
I also recommend making a few new magical uses for your examples: Bluff, Hide, and Use Rope, and make those uses only available when someone takes your feat. For instance, a very VERY high-DC Bluff Check could be your replacement for Wish: convincing reality something has happened that didn't actually happen.Newest Work: Pyromancer - My submission for Base Class Contest X
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