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Old 08-31-2011, 05:17 PM   Top  -  End  -  #1
Pyromancer999
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Default [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


Metaskill Uses of existing skills:

Spoiler


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.
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Old 08-31-2011, 05:26 PM   Top  -  End  -  #2
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Default 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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Old 08-31-2011, 06:28 PM   Top  -  End  -  #3
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Default Re: [3.5 Magic System] You Got The Skills? (WIP)

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Interesting. So this is akin to a seed-based system, but each seed uses a different skill. What would a spellcasting class looks like?
Basically, yes. Not sure about the DCs yet, but they'll stay as-is for the time being. The spellcasting class, which is in the works, will use a Mana Point system, where basically you expend points to add to your roll, allowing higher DC uses of the various skills.
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Old 08-31-2011, 06:35 PM   Top  -  End  -  #4
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Default Re: [3.5 Magic System] You Got The Skills? (WIP)

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Originally Posted by Pyromancer999 View Post
Basically, yes. Not sure about the DCs yet, but they'll stay as-is for the time being. The spellcasting class, which is in the works, will use a Mana Point system, where basically you expend points to add to your roll, allowing higher DC uses of the various skills.
Ah, kinda like what I did with the Namegiven. I look forward to seeing it.
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Old 09-01-2011, 08:35 AM   Top  -  End  -  #5
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Default 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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Old 09-01-2011, 12:39 PM   Top  -  End  -  #6
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Default Re: [3.5 Magic System] You Got The Skills?

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Originally Posted by Dryad View Post
...
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.
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?
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Old 09-01-2011, 12:54 PM   Top  -  End  -  #7
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Default Re: [3.5 Magic System] You Got The Skills?

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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?
Well without any ranks, they likely aren't going to make checks above DC 15 consistently.


You can't take 20 with Metaskills, can you?
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Old 09-01-2011, 01:07 PM   Top  -  End  -  #8
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Default 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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Old 09-01-2011, 05:09 PM   Top  -  End  -  #9
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Default Re: [3.5 Magic System] You Got The Skills?

Quote:
Originally Posted by Welknair View Post
Well without any ranks, they likely aren't going to make checks above DC 15 consistently.
That's true.
Quote:
You can't take 20 with Metaskills, can you?
Hmm....I want to say yes for trained practitioners, although it'd take a lot longer, like hours. Flavor-wise, it'd be like a long-term ritual to build up energy to summon a super-powerful being or gain enough energy to destroy a town. Something like that.

Quote:
Originally Posted by Dryad View Post
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.
Yeah, this is basically the thinking behind this.
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Old 09-01-2011, 06:01 PM   Top  -  End  -  #10
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Default Re: [3.5 Magic System] You Got The Skills?

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You can't take 20 with Metaskills, can you?
I'd say it should follow the normal rules with skills. So you can't take 20 for something with a penalty for failure, but you could take 20 to grant energy resistance (but of course it'd take 20 times as long as a single check.)
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Old 09-01-2011, 06:41 PM   Top  -  End  -  #11
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Default Re: [3.5 Magic System] You Got The Skills?

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I'd say it should follow the normal rules with skills. So you can't take 20 for something with a penalty for failure, but you could take 20 to grant energy resistance (but of course it'd take 20 times as long as a single check.)
All of it has a chance of failure, whether it be something like the energy resistance you intended for an ally is given to an enemy. Or your ally could receive vulnerability to the chosen energy type.
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Old 09-01-2011, 08:21 PM   Top  -  End  -  #12
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Default 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.
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Old 09-01-2011, 08:23 PM   Top  -  End  -  #13
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Default Re: [3.5 Magic System] You Got The Skills?

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Perhaps a casting class also occasionally gains magically inclined as a bonus feat...
The casting class for this gets bonuses to rolls by expending points, amongst other things.
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Old 09-01-2011, 08:44 PM   Top  -  End  -  #14
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Default Re: [3.5 Magic System] You Got The Skills?

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All of it has a chance of failure, whether it be something like the energy resistance you intended for an ally is given to an enemy. Or your ally could receive vulnerability to the chosen energy type.
Oh, even the things with no DC have the natural-1 rule? If so, then of course you couldn't take 20.
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Old 09-01-2011, 10:34 PM   Top  -  End  -  #15
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Default Re: [3.5 Magic System] You Got The Skills?

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Oh, even the things with no DC have the natural-1 rule? If so, then of course you couldn't take 20.
What do you mean? It has a DC. Sort of.
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Old 09-02-2011, 07:49 AM   Top  -  End  -  #16
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Default 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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Old 09-02-2011, 07:58 AM   Top  -  End  -  #17
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Default 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.
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Old 09-02-2011, 12:44 PM   Top  -  End  -  #18
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Default Re: [3.5 Magic System] You Got The Skills?

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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.
Oh. Well that's true.

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So... similar to Truenaming only... fuctional. I like this concept.
Thanks.
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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.
Not entirely sure what you mean by this. Could you clarify?
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Old 09-02-2011, 02:21 PM   Top  -  End  -  #19
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Default Re: [3.5 Magic System] You Got The Skills?

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What do you mean? It has a DC. Sort of.
Not really; the result of the skill check determines the effect, but there is no DC that you fail by not beating; as such, if not for the special natural 1 rule for metaskills described in the OP, there would be no penalty for failure (due to no way to fail.)
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Old 09-02-2011, 02:26 PM   Top  -  End  -  #20
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Default Re: [3.5 Magic System] You Got The Skills?

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Not entirely sure what you mean by this. Could you clarify?
Unless you add special qualifiers, players will hoard skill-boosting items like they're made of solid gold. Such items become significantly more powerful when they can be used to boost casting for any character.
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Old 09-02-2011, 02:32 PM   Top  -  End  -  #21
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Unless you add special qualifiers, players will hoard skill-boosting items like they're made of solid gold. Such items become significantly more powerful when they can be used to boost casting for any character.
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.
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Old 09-02-2011, 02:39 PM   Top  -  End  -  #22
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Default 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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Old 09-02-2011, 02:40 PM   Top  -  End  -  #23
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Still, maybe a ban or reduction on how much a skill-boosting item can boost?
I believe this may be warranted. And also know that anyone really interested in becoming adept at Metaskills will take Skill Focus.
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Old 09-02-2011, 08:03 PM   Top  -  End  -  #24
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I believe this may be warranted. And also know that anyone really interested in becoming adept at Metaskills will take Skill Focus.
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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Old 09-02-2011, 08:14 PM   Top  -  End  -  #25
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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.
Why bother capping the bonus on normal skills? But otherwise that sounds reasonable.
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Old 09-02-2011, 11:19 PM   Top  -  End  -  #26
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Why bother capping the bonus on normal skills? But otherwise that sounds reasonable.
Eh, it's just that I don't like it when someone's like "I got an item that gives +20 to Jump!"...Or something like that. But I suppose it doesn't need restrictions on that. And since it looks like the metaskill thing is good, that's been changed.
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Old 09-03-2011, 07:28 AM   Top  -  End  -  #27
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Typo Hunters have spotted a typo off the starboard bow!

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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.
Methinks that should be class skill, since all skills not on yer list are already cross-class...
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Old 09-03-2011, 10:52 AM   Top  -  End  -  #28
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Methinks that should be class skill, since all skills not on yer list are already cross-class...
The thing with Metaskills, though, is that they aren't even accessible to the non-mage classes. Still, I suppose you might have a point.
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Old 09-03-2011, 11:22 AM   Top  -  End  -  #29
Keeper of Starlight
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Default 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.
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Old 09-03-2011, 02:55 PM   Top  -  End  -  #30
Pyromancer999
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Default Re: [3.5 Magic System] You Got The Skills?

Quote:
Originally Posted by Keeper of Starlight View Post
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.
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.
Quote:
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.
Not entirely sure what Metaskill uses there would be for those skills, except Bluff.
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