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[x]Demir Hierophant; Arcane Sage/Priest
Topic Started: Wed Jun 22, 2016 3:43 pm (191 Views)
Hearne
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Prerequisites Checklist:

  • Who am I? Drew
  • Is this character active, at least a few weeks old and unlikely to be removed in the near future? Yes
  • Do I have at least 150 gold sitting on this character's account? Yes


Why should you accept this custom PrC concept?
Hearne is developing to the point where he's getting some abilities that would require a lot of awkward fusions, pick-and-choosing other PrC abilities, etc. This PrC will allow him to become the sort of Wizard Sage I'm starting to make him into. He needs to be able to have unique abilities to change the way magic around him works, and this addresses some of those aspects such as channeling a new type of power from his father and unique abilities gained through a deep, instinctual, and academic understanding of magic. This PrC is all about gaining new magical knowledge and protecting it.




Demir Hierophant

Hierophant is the highest level a follower of the Demir Mochain can accomplish. Hierophants of Mochain are granted the ability to channel his own eldritch fires, charged with travelling Chaon to collect, study, and protect theories of magic.

Abilities in Demir Hierophant are magical in nature

Prerequisites

  • Knowledge: Arcana (Master)
  • Concentration (Adept)
  • May not be owned with any Martial PrC
  • Character must have pledged their allegiance to Mochain and the protection of knowledge.


<This is where your pricing table will go.>

Level One

  • Demir Channeling

    • Elderfire:The Hierophant gains access to Elderfire in its raw form. Fire spells augmented with Elderfire can harm those normally immune to fire and make his allies immune to his fire spells. Immunity is granted based on the caster's honest intent, so wielders of Elderfire should always be wary of any harbored grudges or anger toward friends. Spells augmented with Elderfire cost a moderate amount more mana than their unaltered counterparts.

Level Two

  • Demir Channeling

    • Mochain's Blessing:You learn to apply Elderfire to other offensive spells. Spells augmented with Mochain's Blessing gain additional burning damage and cannot be healed for an hour or so unless nullified by someone with at least Journeyman-level skill in Knowledge: Arcana. Spells augmented in this manner cost a moderate amount more than their unaltered counterparts. Non-fire spells augmented in this manner do not overcome immunities.

    Secrets of Magic

    • Spellflesh: Your body becomes infused with Elderfire as you study methods of binding and summoning, and you discover how to create tangible matter out of augmented magic. Your flesh begins to regenerate with this matter at the rate of a large cut in an hour and a major wound in a day of rest. The Hierophant can use this knowledge to regrow lost limbs or fashion entirely new bodies for themselves. Spellflesh is extremely resilient to non-magical weapons and attack, causing them to find little or no purchase. Magic treats it as normal flesh, such as damage from magical energies and healing magic speeding the regeneration aspects greatly. Antimagic fields cause spellflesh to become vulnerable to normal attacks and lose its regenerating abilities. Spellflesh appears as normal visually, but looks like coursing rivers of runes in the magical spectrum.

Level Three

  • Demir Channeling

    • Ritual Invocation:The Hierophant discovers the methods of channeling energy from the Demir to power a spell. Spells cast in this manner require no mana from the caster, but require setup with foci and a proper circle unless the Hierophant has Expert-level Concentration. Once the casting begins, it takes either a full post of focus or a spell's stated casting time, whichever is longer The cost of epic-level spells is offset, but still requires half the usual cost from the caster.

Level Four

  • Demir Channeling

    • Mochain's MantleOnce per day, the Demir becomes an avatar of the demon lord Mochain. Your flesh burns with Elderfire, with the rivers of runes making up your flesh rising into the air orbiting you. Fire magic costs half the usual mana to cast and is automatically affected by Mochain's Blessing. This state lasts for one minute and leaves the Demir considerably drained until they've had at least an hour's rest in sun or firelight.

Level Five

  • Secrets of Magic

    • Arcane Replication: By touching a magical item, the Hierophant can identify and replicate the magic it is imbued with for up to three posts or the natural duration of the enchantment (whichever is shorter), and must be kept in constant contact. Enchantments borrowed from weapons and shields apply at the same rate it would take to move their replicated counterparts, and apply to an invisible force that offers no physical protection other than is granted by the replicated enchantment. Replicated items are drained of their power for ten minutes afterward. If the item had charges, the appropriate number of charges are used up for the day when the magic returns. Using Arcane Replication costs mana equivalent to an epic level spell from the Hierophant.




So I took a few of these abilities from other circle-shaped PrCs I was trying to shove into Hearne's square-shaped slot. They make sense for the character concept with the new flavor. I think one of the closest existing abilities is Arcane Replication, which I tried to adapt from Melodic Muse's Nightingale ability Draw Inspiration. I've been in love with the idea of recreating and borrowing enchantments since reading it, but Hearne isn't any sort of singer and the ability could make sense for a cPrC revolving around mages who study the use of magic in unusual ways. I already tacked on some limits (sorry) in an effort to figure out what level of power I want the abilities to have.
Edited by Hearne, Sat Jun 25, 2016 4:14 am.
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Leyanni[Adm]
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Who is Mochain? The prereq as it is probably cannot stand otherwise it makes it very difficult for other characters to use this CPrC.

Please remove the "Demir Channeling/Secrets of Magic" headings as neither are defined anywhere within the PrC.

Elderfire - This is maybe fine, but I'm a bit worried because I initially rejected a plan to gain immunity piercing on both your spell-types.

Spellflesh - Passive physical damage resistance nearing immunity and slow regeneration is way too much.

Ritual Invocation - This ability is extremely strong, and the requirement to have expert concentration does nothing to mitigate the fact it offers free spells.

Mochain's Mantle - Elderfire's restrictions are lifted by this ability entirely and with a duration of a minute, this ability can be active for a full fight.

Arcane Replication - I'm having trouble figuring out how the enchantments function. The restrictions need to be more clear, I'm not sure what "Enchantments borrowed from weapons and shields apply at the same rate it would take to move their replicated counterparts" this actually does. If it limits, say, an enchantment that lights the weapon on fire then would it only burst into flames during a potential sword slash? This over-complicates the ability pretty severely. It should be simplified down to "enchantments affect your person" or something like that. As it is right now it seems to have a bevvy of arcane restrictions and it certainly isn't as powerful as Mochain's Mantle.

I'm not entirely sure what this CPrC is about. I read your explanations after glancing through the abilities, and the majority of the abilities seem to revolve around a flat enhancement to all of Hearne's abilities. Only really Arcane Replication follows with the theme of magical secrets. Ritual Invocation is a maybe, but I honestly don't know what the Demir is and neither would anyone else reading the CPrC.

A CPrC needs to be something with a unifying theme that could reasonably be taken by other characters with that same theme. A CPrC cannot be so specific that only one character could reasonably want to use it. I've gone and grabbed someone who has a character that kinda fits toward this theme for a secondary review, but my initial feelings are on the doubtful side.
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Hearne
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Mochain is one of the Demir, an old pantheon of demonic spirits who used to be worshiped a long time ago. Now they're little more than powerful spiritual beings like Celestials and other Demons. Mochain is the Demir patron of mages and the preservation of knowledge.
Mochain
 
One of the two more dangerous Demir. Mochain is known to be the patron of mages and personifies domains such as the Sun, Fire, Life, and uses Elderfire, a force similar to Holy and Unholy magic that enhances the effects of an individual's spellwork exponentially. Followers of Mochain have been healers, mages, and leaders. Mochain appears as a kindly, bearded figure with burning green eyes in his compact form. Mochain is a figure in an Elven legend about two lovers kept apart.
-From Demir (Abyssal Species)
Demir Channeling: These spells come from energies granted to the Hierophant in exchange for their devotion to the preservation of magic and protection of the people. A method of arming the Hierophant against his enemies to protect gained knowledge more effectively.

Secrets of the Arcane: In the Hierophant's studies of acquired magic, they discover new and interesting theories of magic such as the construction of matter.

Thinking over this cPrC after posting it up, I'm happy to cut out a lot of the directly offensive abilities in favor of the secrets of magic. This is meant to be a religiously flavored cPrC and the Demir are the sort-of Pantheon, but I can understand if it needs to lean on that part less. The focus of this cPrC is the followers of a spirit of magic who gather and study arcane knowledge. I mixed in the offensive abilities

Elderfire - I'm happy to knock this down from a straight immunity-piercing ability. As far as this goes, I can already use an ability from Soul of the Sidhe to be able to harm those who are normally immune for two elements instead of just Fire, which I could get from Abyss Bound as well for direct resistance. The two branches I was looking at for Abyss Bound have abilities I want from further up both branches, so I instead tried to tie those abilities to one cPrC instead of grabbing both branches with all the bonuses of both. Bypassing spell immunity was a part of buying Unaligned for both, but Hearne isn't meant to be an evil character at all and is largely benevolent. Keeping an alignment restriction for him would mean losing all of the class abilities at almost every turn. If the immunities are too much, I can discard this and keep Hearne's Elderfire as a reflavored mishmash of abilities. Elderfire is meant to be a unique source of energy without a normal elemental signature. As an offensive spell, it enhances the destructive capabilities of raw magic (fire spells), and applied to other spells allows a more fine-tuned ability to work magic, allowing you to create lasting constructs (that expire without being attached to a spirit/elemental), replicate existing enchantments without prior study, and other potential uses.

Spellflesh - Physical damage resistance nearing immunity can be acquired from the Astroth branch of Abyss Bound at one of the levels, without the weakness to anti-magic. And that only applies to unenchanted weapons, anything magical can still cause harm. And in a PvP setting, which I think was the focus of a lot of the judging, most characters have access to a magical weapon or ability of some kind. I could knock down the near-immunity to a moderate resilience. Regeneration I can happily take off, since spellwork probably wouldn't automatically knit itself back together without help. I intended Spellflesh to be a big part of Hearne's fixing his demonblighted and planescarred state while building a foundation for later Hierophant abilities. Intended to be able to turn this into learning to craft temporary constructs with magic and granting spellflesh to pets like Necro Lord's ability to turn pets undead.

Ritual Invocation - I can understand how this is overpowered. It's meant to be an out-of-combat ability with a time factor involved. If I lean away from the religious aspect, I could maybe make it the character is drawing magic from local leylines and sources of power? This won't do much outside of a combat setting, since enough time typically passes out of combat for the cost of spells to be recovered, and the non-combat part is stated.

Mochain's Mantle - I can toss this aside in favor of an ability I cut that focuses on building on Spellflesh's ability to create tangible matter, like giving Spellflesh to familiars and creating tools/weapons/objects out of it temporarily.

Arcane Replication - It's kind of complicated, I was working off the Draw Inspiration ability to try to keep the balance and change it enough that it works for a mage instead of a bardic character. And I was trying to condense the original from a wall of text. Here's the ability description for the original:

[/right]
Draw Inspiration
 
Draw Inspiration: You may touch any magical or enchanted instrument or item and imbue your voice with those powers for up to a minute after you release the object. This transference only takes a few seconds. Should you sap powers from an exotic item, like a weapon or armor, apply the enchantment as though a bodiless weapon/shield existed within three feet of your body. Weapon enchantments will activate as often as the standard pace of a sword swipe if an appropriate target comes near, and armor enchantments behave as though they are affected by an invisible shield that protects similar to one enchanted with Animate Shield. This “invisible shield” does not protect from any incoming attacks or projectiles except in ways defined by the sapped enchantment. When an item has been sapped, it may no longer use any enchantments or abilities pulled from it for half an hour after the Nightingale releases it. A Nightingale may not sap any enchantments or effects that are still recovering from a previous sap. If a stored spell is sapped, that spell may be used as though it existed in the Nightingale’s inventory for the appropriate duration (if the spell is already in his/her inventory, no new ability is gained but the item is still drained). If an item with charges has been expended fully for a length of time, Sap Music does not work. If some charges remain, they are stripped until the next time that it would normally recharge and the Nightingale may only use the ability a number of times equal to the remaining charges or until the time limit of sap is reached, whichever comes first.


So in Arcane Replication for example, If the character replicated the enchantment from a shield or breastplate with the Barrier enchantment, there would be a magical barrier that protected from Brilliant Energy weapons and resisted magic, but wouldn't stop an unenchanted sword or arrow. How it works with replicated weapons might be difficult. In the original, there would be an intangible weapon or shield with the enchantment existing around it that floated in front of you and activated as often as a person could swing a sword or shield.

Effectively you're borrowing enchantments and using them without actually using the item itself, just copying the magic around a point in space. I think it's an interesting ability to have, though having to keep in constant contact makes it sort of pointless. Could be improved by removing the requirement of keeping in contact or maybe even copying the enchantment to another item.
Edited by Leyanni, Mon Jun 27, 2016 9:08 pm.
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Hearne
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Please cancel this submission for the time being, I'll try to reapproach this at a later date when I can get the focus and new abilities worked out. Thanks for the thoughts, Ley!I'll be sure to keep them in mind while I work on it.
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Leyanni[Adm]
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I'm sorry it didn't work out, but I'm certain you'll develop something you'll like even more in the future!

Custom PrC canceled.
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