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[x]Arcane Heirophant; Arcane Sage
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Topic Started: Sun Jul 10, 2016 4:44 am (1,568 Views)
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Hearne
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Sun Jul 10, 2016 4:44 am
Post #1
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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 by affecting existing magic in unique ways, while borrowing a couple of ideas that wouldn't otherwise work the way I'd like *stares at Replication intently*.
Arcane Heirophant
Centuries ago a religious order was established to study the workings of magic and defend the innocent from magical abuse. Now long wiped out by mage-hunters, their knowledge has begun to crop up again through texts found in one of the oldest libraries in the world. Heirophants were the greatest of the order, mages capable of great feats of magic and twisting spells in new ways through an academic appreciation and innate talent for magic.
Abilities in Arcane Heirophant are magical in nature
Prerequisites
- Skill: Knowledge: Arcana (Expert)
- Feats: Combat Casting, 3 other Metamagic Feats
- Trait: Academic
- Spell: Counterspell
- May not be owned with any Martial PrC
- Character must be primarily a spellcaster
<This is where your pricing table will go.>
Level One
- Reclamation:Whenever the Heirophant successfully uses Counterspell or Nullify Magic, they can reclaim a measure of the targeted spell's dissipated energies as their own. Normal spells gain the Heirophant one mana charge, while epic spells gain the Heirophant two charges. An extra charge is gained for every metamagic feat applied to the reclaimed spell. A mana charge can be used to fire a bolt of raw magic at an enemy, dealing minor damage and afflicting them with painful mana burns for up to three posts afterward. Up to three charges can be held at any time.
Level Two
- Manifestation: The Heirophant learns to create solid matter out of focused mana. Created objects function as if enchanted with the Barrier enchantment, able to block Brilliant Energy weapons and diminish spells that strike them. These objects are as resilient as their mundane counterpart. You may create one large object, two medium objects, or up to four small objects at a time. This ability costs as much as a normal spell and the magic fueling it burns out after an hour for small objects, 6 posts for a medium object, or 3 posts for a large object. Animate creatures are possible, but they have no free will and must be actively guided by the Heirophant. Manifestations can be dismissed at will.
Level Three
- Redemption: The mana charge cap raises to five. The Heirophant has discovered how to quickly reclaim and focus an enemy's magic for use in their own spellwork. Two charges can now be consumed to fuel a normal spell or bolster a spell as if affected by the Empower Spell feat. Five charges can be consumed to replenish the Heirophant's mana supply by half, though this use can only be used once per fight.
- Replication: By touching a magical item, the Hierophant can identify and replicate the magic it is imbued with for up to four posts or the natural duration of the enchantment (whichever is shorter). Enchantments either apply directly to the Heirophant's person or to objects created by Arcane Manifestation. 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.
Level Four
- Appropriation: Once per fight, the Heirophant can attempt to counter a spell or magic effect as usual, but instead of dissipating the spell for charges, they can take over the spell and redirect it as they see fit. The affected spell still uses the original spellcaster as its source, but the Heirophant rearranges the mechanics of the spell. Countering the appropriated spell functions as if countering the original spellcaster's level in Knowledge: Arcana.
- Devastation: By consuming four charges, the Heirophant can lash out with raw energy. A pulse of raw magic in a fifteen-foot cone causes severe damage to a single target, leaving them with heavy mana burns and scrambling their ability to control magic for two posts. For an extra charge, the Heirophant can unleash this blast in a ten-foot radius for moderate damage to all within and leaving all with minor mana burns and unable to control their magic for one post.
Level Five
- Ascension: The Heirophant embraces magic with every fiber of their being, shedding their body in favor of a new one through Manifestation around an enchanted core that varies from person to person. The Heirophant is classified as an Arcane Construct and gains a moderate resistance to non-enchanted weapons and attacks, though they grow weak in an anti-magic field as if affected by the spell Weaken. The Heirophant appears as usual in every respect until they begin casting magic, their skin showing the moving rivers of layered runes and their eyes begin to glow. The Heirophant can be detected by Detect Magic at all times unless actively shrouded by an ability that blocks detection. Grafts, tattoos, and symbiotes are automatically replicated by enchantments that achieve the same result.
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Aeyliea
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Sun Jul 10, 2016 3:08 pm
Post #2
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First off, you shouldn't use a Trait as a pre-req for a cPrC, or any PrC. *I* don't think you should, anyway. Also, 4 feats, a spell, and expert skill is a bit much for a pre-req. Remember that most PrC's don't cost much more than 200 gold for a pre-req.
Reclamation: Seems...fine. Maybe decrease the duration of the mana burns? Its only a level 1 ability.
Manifestation: is the name of an ability in Soul of the Sidhe. Additionally, the duration in combat for these items, coupled with their abilities, is far too long for a level 2 ability. Need to be decreased in length.
Redemption: I have no problem with this, other than it needs to be moved up a level.
Replication: Seems fine.
Appropriation: Much as it pains me to say, this ability is not tenable. *flushes* I tried to get something like this through in at least four different forms. Sorry 
Devastation: Severe damage is far too powerful for a level 4 ability. Too powerful, really, for any ability. Leaving a spell caster completely unable to cast spells for two rounds on top of that is a bit much. Moderate damage and a one post no-casting is still pretty harsh, but better.
Ascension: This could be much stronger. A moderate resistance to non-enchanted weapons means they are still normally vulnerable to spells....and that is all this ability really does. You could add something to this, or move it to a lower level and create a new apex ability.
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Hearne
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Sun Jul 10, 2016 4:45 pm
Post #3
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Got changes made to a copy on my computer, just on standby for extra input. But until then, how does this sound as a replacement for Appropriation? I actually like it quite a bit better.
- Reconstruction
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Through constant contact with an enchanted object, you become familiar enough to deconstruct it and recreate the magic on a piece of parchment. This effect applies only to items the Heirophant owns and all Reconstructed objects no longer become usable in their natural state. By keeping the reconstructed enchantment on their person, either loose or in a grimoire, the Heirophant can call on its magic as if they had the item in their possession. Only one enchantment can be replicated in this fashion at one time, but all other effects apply as if used with Replication.
Mechanic-wise, they would turn an enchanted item they own into a sheet of parchment or a page in a personal grimoire. They gain the ability to copy the magic, but don't have access to the original weapon/armor/tool anymore. They could do something like this with a bag of holding and the original Replication ability anyhow. Any abuse of it is kind of curbed by only being able to have one enchantment from the pages active at once. You could still Replicate items for multiple active enchantments, but you'd have to have the others on your person. It seems kind of pointless with most applications and loses effectiveness with a number of enchantments without the original object, but used correctly I think it's worth an apex ability. Not really looking for abilities that let you hit harder or anything, mostly focused on manipulation and understanding of how magic works. Figured I'd toss it into Level 5 to give the apex level a bit more bite, as Ascension would work well as it sits. I'm considering throwing a slight resistance to harmful energy spells onto it with a stipulation that their new body can no longer naturally heal itself over time and only repairs with healing magic or similar effects.
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Zolero Rossen
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Mon Jul 11, 2016 6:55 am
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Most of my comments can wait until I see the changed version, but Replication shouldn't be able to be used on other people's weapons and armour without their consent. I don't get the impression that's the intent, but it's worth mentioning since stealing other PCs enchantments for ten minutes is a pretty big deal.
Reconstruction looks really underpowered for a level five ability to me. It looks like it makes things slightly more convenient for the Hierophant and nothing else. Am I missing something?
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Hearne
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Mon Jul 11, 2016 12:04 pm
Post #5
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That was a stipulation I was thinking of adding, after picking through enchantments for a while. Along with maybe not being able to borrow magic staves or wands that do nothing but give a small power boost. And I'm not sure about it being too underpowered, since it basically gives access to a variety of enchantments without being limited to what you can carry. That can be hugely helpful in quite a few situations, having a book of enchantments. Something I'd like to be powered up some is Fabrication/Manifestation. Like I was saying, the cPrC's biggest direct pvp/pve ability is meant to be just the countering mechanics. I'm looking for utility over combat potency. If it needs some beefing up, would it be too far to strip away the time limitation or at least lower it for Reconstructed enchantments? I'll throw up the edit in the morning when I get in.
Arcane Heirophant
Centuries ago a religious order was established to study the workings of magic and defend the innocent from magical abuse. Now long wiped out by mage-hunters, their knowledge has begun to crop up again through texts found in one of the oldest libraries in the world. Heirophants were the greatest of the order, mages capable of great feats of magic and twisting spells in new ways through an academic appreciation and innate talent for magic.
Abilities in Arcane Heirophant are magical in nature
Prerequisites
- Skill: Knowledge: Arcana (Expert)
- Feats: Combat Casting
- May not be owned with any Martial PrC
- Character must be primarily a spellcaster
<This is where your pricing table will go.>
Level One
- Reclamation:Whenever the Heirophant successfully uses Counterspell or Nullify Magic, they can reclaim a measure of the targeted spell's dissipated energies as their own. Normal spells gain the Heirophant one mana charge, while epic spells gain the Heirophant two charges. An extra charge is gained for every metamagic feat applied to the reclaimed spell. A mana charge can be used to fire a bolt of raw magic at an enemy, dealing minor damage and afflicting them with painful mana burns for one post afterward, after which time they remain as normal burns. Up to three charges can be held at any time.
Level Two
- Formation: The Heirophant learns to create solid matter out of focused mana. Created objects function as if enchanted with the Barrier enchantment, able to block Brilliant Energy weapons and diminish spells that strike them. These objects are as resilient as their mundane counterpart. You may create one large object, two medium objects, or up to four small objects at a time. This ability costs as much as a normal spell and the magic fueling it burns out after 6 posts for small objects, 3 posts for a medium object, or 2 posts for a large object. Animate creatures are possible, but they have no free will and must be actively guided by the Heirophant. Formations can be dismissed at will.
Level Three
- Replication: By touching a magical item, the Hierophant can identify and replicate the magic it is imbued with for up to four posts or the natural duration of the enchantment (whichever is shorter). Enchantments either apply directly to the Heirophant's person or to objects created by Formation. 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 Replication costs mana equivalent to an epic level spell.
Level Four
- Redemption: The mana charge cap raises to five. The Heirophant has discovered how to quickly reclaim and focus an enemy's magic for use in their own spellwork. Two charges can now be consumed to fuel a normal spell or bolster a spell as if affected by the Empower Spell feat. Five charges can be consumed to replenish the Heirophant's mana supply by half, though this use can only be used once per fight.
- Devastation: By consuming four charges, the Heirophant can lash out with raw energy. A pulse of raw magic in a fifteen-foot cone causes moderate damage to a single target, leaving them with heavy mana burns and scrambling their ability to control magic for one post. For an extra charge, the Heirophant can unleash this blast in a ten-foot radius for light damage to all within, leaving all with light mana burns and with moderately weaker magic for one post.
Level Five
- Reconstruction: Through constant contact with an enchanted object, you become familiar enough to deconstruct it and recreate the magic on a piece of parchment. This effect applies only to items the Heirophant owns and all Reconstructed objects no longer become usable in their natural state. By keeping the reconstructed enchantment on their person, either loose or in a grimoire, the Heirophant can call on its magic as if they had the item in their possession. Only one enchantment can be replicated in this fashion at one time, but all other effects apply as if used with Replication.
- Ascension: The Heirophant embraces magic with every fiber of their being, shedding their body in favor of a new one through Formation around an enchanted core that varies from person to person. The Heirophant is classified as an Arcane Construct and gains a moderate resistance to non-enchanted weapons and attacks, though they grow weak in an anti-magic field as if affected by the spell Weaken. They additionally gain a slight resistance to harmful energies, though they do not naturally heal over time; their new body must be actively repaired with healing magic. The Heirophant can be detected by Detect Magic at all times unless actively shrouded by an ability that blocks detection. Grafts, tattoos, and symbiotes are automatically replicated by enchantments that achieve the same result.
Edited by Hearne, Mon Jul 11, 2016 2:54 pm.
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Seele
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Sun Jul 24, 2016 6:04 pm
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As is usually the case with my cPrC reviews, I will only be looking at the most recent version and no other Staff comments. This is to provide an unbiased opinion; apologies if I am redundant.
- Reclamation: Looks fine.
- Formation: This maybe needs a usage limit (beyond durations) to stop you from constantly making 6 spell-stopping shields. Also, by "as resilient" do you mean you can forge like, adamantium shields or weapons or whatnot? It almost feels like a sneaky way to avoid ever having to buy weapons or armor from the shops. Very powerful as written.
- Replication: I would say this needs to be prolonged contact so you cant tap someone's sword in combat and take away all its properties. Also I would say the effects should only be gone for the 4 posts that you can use them, not 10 minutes (which is the entire length of most fights on this site).
- Redemption: Looks fine.
- Devastation: Looks fine, if strong. Maybe a fatigue component (like, cant collect more charges for a post or two)?
- Reconstruction: I don't get the point of this, to be honest. Is it basically taking an enchantment and keeping it on a piece of paper? Most enchantments effect something besides the user, so how would this work? I dunno what you plan to use this for, but I'd appreciate an example to clarify your intentions.
- Ascension: For a level five ability, this doesn't give you much besides the resistances. *shrug*
Altogether an interesting concept, I have some concerns but none that are game-breaking.
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Hearne
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Mon Jul 25, 2016 12:19 pm
Post #7
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- Formation: "As Resilient" was kind of a placeholder. Mostly for creating a temporary tool that would be able to stand up to a common use? Like a weapons being as effective as steel, so they could stand up to actually being used in most situations, but a created dog would only be able to take as much damage as a normal dog, rather than creating a universally hard material. And shields and weapons would be considered a Medium object, so a maximum of 3 shields would be possible, but you'd still be stuck holding 3 shields. More effectively, you could grab a shield, a sword, and a breastplate. I don't intend to try to sneak around buying things in the shops, just thought the ability to create solid matter out of magic would be a neat concept and a good way to apply enchantments from Replication, and sets up for making spellflesh later on. I'm not trying to break the game here, just a concept I really liked and would appreciate any pointers for how it could be better made. Something following the lines of the "Ice Weapon" spell on a broader scale, letting you create tools like a chisel or lockpick. I wanted to include lowered durations the more objects you create, but I don't know how to include that without getting a very wordy ability description. If you can think of anything to make it sound more reasonable, I'm happy to change it up. Formation is very useful on its own, but it's also a very handy tool to set up for abilities like Replication and Ascension later on.
- Replication: Prolonged as in a second or two of contact, or actually holding the weapon in your hand throughout the 4 posts? Just wondering because the point of it is being able to use an item's enchantment is not having to use the item itself. That aside, a much shorter drain time would be fine, since 10 minutes is kind of crazy IC.
- Devastation: Sounds good to me, happy to throw a fatigue component in
- Reconstruction: So basically, you get a wide variety of enchantments you can carry on your person without actually carrying a ton of objects on you. Things like an Eternal Manor or a Neverending Bag would make it a lot easier to have access to your weapons without lugging around 50 pounds of equipment with you.
- Example 1: Hearne has a pair of Arcane Glasses. With Replication, he could borrow the enchantment and it would apply to his normal sight. But if Arcane Glasses were used with Reconstruction, he would no longer have IC access to those glasses. They become a page in his grimoire, but he can always use them by flipping to that page and replicating it for the same effect that would apply if he still owned the glasses.
- Example 2: Hearne has a Letifer sword. If he uses Replication on it, the enchantment would apply to wherever he walked and the damage effects apply to his natural attacks (Teeth, hands, claws, etc.), or apply to a weapon he creates through Formation (such as claws formed around the caster's hand or a dagger), in which case he's effectively fused a Letifer enchantment to a new weapon. As in Example one, the sword vanishes from Hearne's possession IC and he scribes out the enchantment on a page of his grimoire. By touching that page, he has access to the enchantment in the same way.
There isn't a ton of difference between this and something like Spellblade's Eternal Arsenal ability, but this is one of the final abilities for this cPrC, being able to tote around your weapons and enchantments in a single physical book. The use for a lot of enchantments obviously won't work with it unless you summoned up an object it would apply to through Formation, like most bow enchantments for example.
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Zolero Rossen
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Wed Aug 31, 2016 4:09 am
Post #8
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Can you give Formation a cap for resiliency? Anything harder than steel is a little iffy.
I don't think the enchantment-copying aspect of Replication is a problem, but the enchantment-stealing part could be. Would you be OK with making it so it can only be used on items that no one else is touching? That way your enemy's equipment is safe, but nothing else is.
I guess Reconstruction is fine. I'm still not completely convinced it'd be all that helpful, but if you're happy with it I don't think it's a problem.
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Demetria
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Sun Sep 11, 2016 2:44 am
Post #9
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I'll need to see a new, fully updated version of this before I can offer my thoughts. I didn't ignore your CPrC today, I just have a policy I stick to.
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Hearne
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Fri Dec 30, 2016 1:56 pm
Post #10
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Sorry for the long delay, I'm still interested in this and hope something can work out. Had some time to think about how best to advance from where it stands.
Arcane Heirophant
Centuries ago a religious order was established to study the workings of magic and defend the innocent from magical abuse. Now long wiped out by mage-hunters, their knowledge has begun to crop up again through texts found in one of the oldest libraries in the world. Heirophants were the greatest of the order, mages capable of great feats of magic and twisting spells in new ways through an academic appreciation and innate talent for magic.
Abilities in Arcane Heirophant are magical in nature
Prerequisites
- Skill: Knowledge: Arcana (Expert)
- Feats: Combat Casting
- May not be owned with any Martial PrC
- Character must be primarily a spellcaster
<This is where your pricing table will go.> Level One
- Reclamation: Whenever the Heirophant successfully uses Counterspell or Nullify Magic, they can reclaim a measure of the targeted spell's dissipated energies as their own. Normal spells gain the Heirophant one mana charge, while epic spells gain the Heirophant two charges. An extra charge is gained for every metamagic feat applied to the reclaimed spell. A mana charge can be used to fire a bolt of raw magic at an enemy, dealing minor damage and afflicting them with painful mana burns for one post afterward, after which time they remain as normal burns. Up to three charges can be held at any time. The Caster's own magic can be turned to charges on a 1:1 scale.
Level Two
- Formation: The Heirophant learns to create solid matter out of focused mana. Created objects function as if enchanted with the Barrier enchantment, able to block Brilliant Energy weapons and diminish spells that strike them, though this leaves them with only one enchantment slot. The matter created by this ability can only be as resilient as steel, though it can be freely made weaker. You may create one large object (Greatsword, Tower Shield), two medium objects (longsword, shield), or up to four small objects (hand tools, daggers) at a time. This ability costs three charges and the magic fueling it burns out after 6 posts for small objects, 3 posts for a medium object, or 2 posts for a large object. Formations can be dismissed at will. This ability may only be used once in combat.
Level Three
- Replication: By touching a magical item not being held by another, the Hierophant can identify and replicate the magic it is imbued with for up to four posts or the natural duration of the enchantment (whichever is shorter). Enchantments either apply directly to the Heirophant's person and natural weapons or to unenchanted objects the wearer is holding, with the exception of objects created by Formation. Replicated items are drained of their power for the duration of the ability. If the item had charges, the appropriate number of charges are used up for the day when the magic returns. Using Replication costs two mana charges.
Level Four
- Redemption: The mana charge cap raises to five. The Heirophant has discovered how to quickly reclaim and focus an enemy's magic for use in their own spellwork. Two charges can now be consumed to fuel a normal spell or bolster a spell as if affected by the Empower Spell feat. Four charges can be used to fuel an epic spell. Five charges can be consumed to replenish the Heirophant's mana supply by half, though this use can only be used once per fight and only applies if all charges were gained from enemy spells.
- Devastation: By consuming four charges, the Heirophant can lash out with raw energy. A pulse of raw magic in a fifteen-foot cone causes moderate damage to a single target, leaving them with heavy mana burns and scrambling their ability to control magic for one post. For an extra charge, the Heirophant can unleash this blast in a ten-foot radius for light damage to all within, leaving all with light mana burns and with moderately weaker magic for one post. Devastation leaves the caster unable to collect mana charges for two posts and leaves them lightly fatigued.
Level Five
- Reconstruction: Through long study on enchantment theory, you have discovered how to completely dismantle an enchanted object to understand what makes it work. By destroying an owned magical object, the Heirophant can learn a matrix for the enchantment, letting them apply it to new objects freely as per Replication, though these last until dismissed. Only one enchantment can be used at a time in this way and creating a new enchantment costs three mana charges. Area-specific armor enchantments only apply to one area of the Heirophant's body (Engulf, Ghost Touch), and must adhere to location restrictions (Shield enchantments must be applied to a shield and Body Armor-only may only be applied to the body). Item enchantments may be applied as appropriate to the item in question, either applying to the Heirophant directly or applied to a new object to function. Weapon enchantments may apply to weapons created by Formation or the caster's own natural weapons and attacks. The list must be itemized in the Heirophant's inventory and these magical items are no longer available for normal use until removed. Normal Enchantments (Engulf, Flame Weapon) can be acquired by purchasing them normally applied to a weapon or piece of armor.
- Ascension: The Heirophant embraces magic with every fiber of their being, shedding their body in favor of a new one created through magic. The Heirophant is classified as an Arcane Construct and gains a moderate resistance to non-enchanted weapons and attacks, though they grow weak in an anti-magic field as if affected by the spell Weaken. They additionally gain a slight resistance to harmful energies, though they do not naturally heal over time; their new body must be actively repaired with healing magic. The Heirophant can be detected by Detect Magic at all times unless actively shrouded by an ability that blocks detection. Grafts, tattoos, and symbiotes are automatically replicated by enchantments that achieve the same result. The Ascended cannot be killed, but instead exist in the local ambient mana when mortally wounded. Mortally wounded Ascended must regenerate their mana completely before reforming, and will be greatly weakened for a week afterward. This process can be sped up by taking refuge in an animal or object via Possession or with effects that replenish mana.
So I made some heavy edits and rewrote Reconstruction completely. Added on a good bit for Ascension to make it better, but also threw on some stipulations and they can still be killed if destroyed completely in a magically dead area, not just an anti-magic field. Added a bit in Reclamation to allow the caster to redeem their own mana for charges efficiently, but can't use that to trigger the mana recharge from level four. At the same time I adjusted mana costs to use charges instead. Tried to build a charge economy. Though there are obvious combat aspects to this PrC, please keep in mind this is more focused on utility. As usual, edits are in red.
| Enemy-Gained Charges |
|---|
| Spell Level | Charges Gained |
|---|
| Non-Epic | 1 | | Metamagic | 1 | | Epic | 2 |
| Self-Produced Charges |
|---|
| Spell Level | Charges Gained |
|---|
| Non-Epic | 2 | | Metamagic | 2 | | Epic | 4 |
I also want to throw up a list of points and rules for Replication and Reconstruction to highlight some important things about them.
Both
- Location stipulations still apply, so no adding a bashing shield enchantment to a helmet or throwing Hollow on a greatsword.
- Can only add enchantments to either the Heirophant, a not otherwise-enchanted object, or to an object created by Formation.
- Can only add one enchantment at a time.
- Must apply enchantment in a way that makes sense to the item in question.
- Is inefficient or unusable in many cases
Replication
- Allows Heirophant to “borrow” enchantments for a mana cost
- Is easier on the Heirophant because enchantment is still tied to a physical object
- Cannot be used on equipment another is in contact with
- Can effectively drain an enchanted item if the Heirophant can get ahold of it and use the ability, though the effects return once the time is up.
Reconstruction
- Essentially turns physical objects into enchantment-based spells (Enchant Weapon, Searing Weapon).
- Is memorized instead of tied to a physical object in rewrite.
- Costs more to use due to drawing power from the Heirophant instead of an outside object and ambient magic regeneration.
- The original magic objects are no longer available to use and must be purchased from the shops, and can only be used one at a time in this manner. This makes it far more efficient to simply buy many objects
- Allows a great deal of freedom in situations where an enchanted item would be useful, but it is not currently available to the Heirophant, eliminating the need to lug around a bunch of excess junk.
- Regular items such as rings and trinkets can be cast on the Heirophant for their intended effect unless centered on an object or area, in which case it must be placed on an outside source.
Edited by Hearne, Fri Dec 30, 2016 1:58 pm.
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Seele
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Fri Jan 6, 2017 8:44 pm
Post #11
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Alright, taking a look at this (finally, sorry).
I don't remember it from before, so I'm just commenting on the latest draft. Hopefully I don't go back on something I said earlier. >__>
- Pre-Requisites: Looks fine.
- Reclamation: The 1:1 thing is clear to me, but I could see it leading to questions. Maybe write istead "The Caster can sacrifice the amount of mana required for a normal spell in order to gain one charge." Same concept, different wording.
Can they do this at will? Could you give yourself three charges, use an ability, then give yourself more charges and use another ability in the same post? That's be the equivalent of 6 normal spells in one post. Maybe the Caster can only give themselves up to two charges a post?
- Formation: Wouldn't (4 small = 2 medium = 1 large) for the purpose of ability duration? It's going to get complicated if different sizes are around for different lengths of time. Would you be okay with any item remaining for 3 posts regardless of size? It's just be way easier to keep track of, IMO.
- Replication: Looks fine. Honestly would let normal enchantments of on Formation weapons, but not non-enchantment magical effects. Like,
- Redemption: Being able to expend mana to gain charges, then use charges in order to gain mana, is... cyclical? I dunno. This ability altogether seems redundant and unnecessary. If a metamagic feat = a charge, then spending two charges to apply one seems weak. I dunno, it just seems like you could better use an ability slot here.
- Devastation: Looks fine.
- Reconstruction: Hurm. Destroying items is weird for this, but I see where you're coming from. You want to copy the enchantment from literally any magical item that comes out, and then be able to cast it on weapon/armor of your choice. That's... a pretty big advantage here. I might be ok with this, but I want a second opinion.
Also, for enchantments from the shop, just buy the enchantment without destroying something. That's fine.
The toughie here is how they can change which enchantment this is. Like, maybe say that they have to spend a significant time outside of battle meditating to change which matrix that have an understanding of?
- Ascension:[/b] Looks fine, although I'm unclear. Is this a constant effect, or activated? Like are you normally human, but can choose to become all magical and sparkly? Just clarify that and I think this is fine.
- Extras: Oh gosh, and here's some important stuff at the very end. I would put the charges chart in a spoiler after Reclamation. Also, I still think there should be a limit on the number of self-produced charges in a round.
The number of clarifications and rules on Replication/Reconstruction worries me. I'm pretty sure I understand them better after reading through everything, but this is a lot of stuff that not everyone will be fully aware of. Since anyone can buy a cPrC after it's approved, that can lead to a lot of confusion and misuse. Hum. I'm gonna have to drag another staffie here to look at all this.
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Hearne
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Sat Jan 7, 2017 6:57 am
Post #12
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Reclamation: I'm good with that wording, and limiting the number of self-produced charges would be good to me. Formation: I'd be perfectly happy with making it less needlessly complicated! Replication: Think part of that got cut off Redemption: Redemption is primarily focused on charges you'd gain from countering enemy spells. Fighting another mage might be focused on countering, but this way you'd gain charges while you do it, getting an upper hand against an otherwise equally skilled foe. Redeeming your own mana for charges would be better used for the Devastation ability. Reconstruction: I'd say they have a constant understanding of the enchantment matrices they've acquired, but can only switch which enchantment is active once per so many posts and need a moment to switch them? Using these matrices would be like creating a sort of enchantment "sleeve" you could slide onto an object, able to dismiss it and create a new one, but it would cost mana to create each one. Ascension: This would be a constant effect, changing your race. I can throw in an addition about being able to look human/humanoid in the same sort of way a celestial/abyssal might take on a compact form. Extras: Just wrote these up trying to explain how it should work, I'd be happy to toss it in for the next write up.
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Aeyliea
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Fri Jan 27, 2017 1:03 am
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Do me a favor and repost your thing with the changes and I will look at it soon
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Hearne
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Fri Jan 27, 2017 5:31 pm
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Arcane Heirophant
Centuries ago a religious order was established to study the workings of magic and defend the innocent from magical abuse. Now long wiped out by mage-hunters, their knowledge has begun to crop up again through texts found in one of the oldest libraries in the world. Heirophants were the greatest of the order, mages capable of great feats of magic and twisting spells in new ways through an academic appreciation and innate talent for magic.
Abilities in Arcane Heirophant are magical in nature
Prerequisites
- Skill: Knowledge: Arcana (Expert)
- Feats: Combat Casting
- May not be owned with any Martial PrC
- Character must be primarily a spellcaster
<This is where your pricing table will go.> Level One
- Reclamation: Whenever the Heirophant successfully uses Counterspell or Nullify Magic, they can reclaim a measure of the targeted spell's dissipated energies as their own. Normal spells gain the Heirophant one mana charge, while epic spells gain the Heirophant two charges. An extra charge is gained for every metamagic feat applied to the reclaimed spell. A mana charge can be used to fire a bolt of raw magic at an enemy, dealing minor damage and afflicting them with painful mana burns for one post afterward, after which time they remain as normal burns. Up to three charges can be held at any time. The caster can sacrifice the amount of mana required for a normal spell in order to gain one charge. Only two charges per post can be gained in this way.
Level Two
- Formation: The Heirophant learns to create solid matter out of focused mana. Created objects function as if enchanted with the Barrier enchantment, able to block Brilliant Energy weapons and diminish spells that strike them, though this leaves them with only one enchantment slot. The matter created by this ability can only be as resilient as steel, though it can be freely made weaker. You may create one large object (Greatsword, Tower Shield), two medium objects (longsword, shield), or up to four small objects (hand tools, daggers) at a time. This ability costs three charges and the magic fueling it burns out after 3 posts. Formations can be dismissed at will. This ability may only be used once in combat.
Level Three
- Replication: By touching a magical item not being held by another, the Hierophant can identify and replicate the magic it is imbued with for up to four posts or the natural duration of the enchantment (whichever is shorter). Enchantments either apply directly to the Heirophant's person and natural weapons or to unenchanted objects the wearer is holding, with the exception of objects created by Formation. Replicated items are drained of their power for the duration of the ability. If the item had charges, the appropriate number of charges are used up for the day when the magic returns. Using Replication costs two mana charges.
Level Four
- Redemption: The mana charge cap raises to five. The Heirophant has discovered how to quickly reclaim and focus an enemy's magic for use in their own spellwork. Two charges can now be consumed to fuel a normal spell or bolster a spell as if affected by the Empower Spell feat. Four charges can be used to fuel an epic spell. Five charges can be consumed to replenish the Heirophant's mana supply by half, though this use can only be used once per fight and only applies if all charges were gained from enemy spells.
- Devastation: By consuming four charges, the Heirophant can lash out with raw energy. A pulse of raw magic in a fifteen-foot cone causes moderate damage to a single target, leaving them with heavy mana burns and scrambling their ability to control magic for one post. For an extra charge, the Heirophant can unleash this blast in a ten-foot radius for light damage to all within, leaving all with light mana burns and with moderately weaker magic for one post. Devastation leaves the caster unable to collect mana charges for two posts and leaves them lightly fatigued.
Level Five
- Reconstruction: Through long study on enchantment theory, you have discovered how to completely dismantle an enchanted object to understand what makes it work. By destroying an owned magical object, the Heirophant can learn a matrix for the enchantment, letting them apply it to new objects freely as per Replication, though these last until dismissed. Only one enchantment can be used at a time in this way and creating a new enchantment costs three mana charges. Area-specific armor enchantments only apply to one area of the Heirophant's body (Engulf, Ghost Touch), and must adhere to location restrictions (Shield enchantments must be applied to a shield and Body Armor-only may only be applied to the body). Item enchantments may be applied as appropriate to the item in question, either applying to the Heirophant directly or applied to a new object to function. Weapon enchantments may apply to weapons created by Formation or the caster's own natural weapons and attacks. The list must be itemized in the Heirophant's inventory and these magical items are no longer available for normal use until removed. The Heirophant may only switch the matrix being used every two posts and they must take a moment to meditate on the object being enchanted. This cannot be used mid-combat.
- Ascension: The Heirophant embraces magic with every fiber of their being, shedding their body in favor of a new one created through magic. The Heirophant is classified as an Arcane Construct and gains a moderate resistance to non-enchanted weapons and attacks, though they grow weak in an anti-magic field as if affected by the spell Weaken. They additionally gain a slight resistance to harmful energies, though they do not naturally heal over time; their new body must be actively repaired with healing magic. The Heirophant can be detected by Detect Magic at all times unless actively shrouded by an ability that blocks detection. Grafts, tattoos, and symbiotes are automatically replicated by enchantments that achieve the same result. The Ascended cannot be killed, but instead exist in the local ambient mana when mortally wounded. Mortally wounded Ascended must regenerate their mana completely before reforming, and will be greatly weakened for a week afterward. This process can be sped up by taking refuge in an animal or object via Possession or with effects that replenish mana. This ability is permanent, though the Heirophant can choose to appear normal by using Alter Self or other shapechanging magic.
Edited by Hearne, Fri Jan 27, 2017 5:34 pm.
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Leyanni[Adm]
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Mon Feb 6, 2017 2:48 am
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Devastation - What does scrambled mean precisely?
Reconstruction - I'm really not sure about this. It actually makes me a little uncomfortable because it could allow very powerful enchantments to go where they shouldn't in ways we could normally block via the fusion system approval process. That's kinda the issue.
That rules clarification. Okay, this kinda reveals to me you could clarifiy the PrC's abilities because right now they are fairly big chunks. Try this method:
Split the ability up into each effect and separate the fluff out. So each effect should be on its own line. Now cut down that effect to its bare minimum. No fluff, no nothing, just simple noun/verb/adverb/etc. When that's all done with, you'll see the ability has shrunk considerably. Rebuild from there. The ability should end up smaller and clearer then before. Now add in a bit of fluff. Ta-dah! This is how overly complex stuff like Hellfire Soul was condensed.
Simple wording is great. Give it a shot and see if the PrC can end up a bit clearer, because right now it is a bit of a struggle to read. You might be served well by fundamentally simplifying some abilities.
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