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Messages - TheGeometer

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1
Chapter 5 - Light Magic / Re: Discussion
« on: April 08, 2022, 10:30:23 AM »
I check in occasionally. Sorry I'm inactive on this at the moment, I'm working on something bigger (an entire new system! I couldn't find a sci-fi TTRPG I really liked, so I'm making my own. It might go up on this site when I'm done, but it's mainly for my own gaming group). I wouldn't expect progress on Light Magic for at least another 2 months or so

2
Chapter 5 - Light Magic / Re: List of Radiances
« on: January 05, 2022, 07:24:06 PM »
ALL RADIANCES A-L

Absorption
Learned by: Light Mage, Radiant Soul
(click to show/hide)

Ally of Light
Learned by: Light Mage, Radiant Soul
(click to show/hide)

Aurora
Learned by: Light Mage, Radiant Soul
(click to show/hide)

Caustic Network
Learned by: Light Mage, Radiant Soul
(click to show/hide)

Daylight
Learned by: Light Mage, Radiant Soul
(click to show/hide)

Enhanced Vision
Learned by: Light Mage, Radiant Soul
(click to show/hide)

Glory
Learned by: Radiant Soul
(click to show/hide)

Halo
Learned by: Radiant Soul
(click to show/hide)

3
Chapter 5 - Light Magic / List of Radiances (WIP)
« on: January 03, 2022, 07:02:51 PM »
LIST OF RADIANCES

The 28 radiances are summarized here and described in detail in the posts below, listed alphabetically. Some radiances can only be learned by the Light Mage or Radiant Soul, while common radiances can be learned by either class.

COMMON RADIANCES
(click to show/hide)

LIGHT MAGE EXCLUSIVE
(click to show/hide)

RADIANT SOUL EXCLUSIVE
(click to show/hide)

4
Chapter 5 - Light Magic / Re: Discussion
« on: January 02, 2022, 12:30:39 PM »
My own issue with Psionics is the dearth of multiple augment options that invoke the question of which way to augment. Even if a full Manifester rarely has reason not to augment to full, being confined to ML with even just two things to do still invokes decision making. This could also have been done with Metapsionics.
Yeah, that sounds like it would definitely be another good fix.

I would suggest having the recovery rate and stages be columns of the table rather than in the catchall "Special" so that it's clear, the same way Psionics has Maximum Power Level, so that the progression transparency is clearer.
Good call, I'll add that in.

5
The Book of Seven Secrets / Re: Updates, Status, and General Discussion
« on: January 01, 2022, 08:38:27 PM »
Update: Light magic is now Progressing. Feel free to head to that board and comment on the concept.

Still could use some input on Elemental Magic. The balance for that system is by far the trickiest I've dealt with, and nobody's reviewed the reactions yet - if anyone's interested in taking a look, I'd appreciate it.

6
Chapter 5 - Light Magic / Discussion
« on: January 01, 2022, 08:29:36 PM »
Alright, here we go! Light magic!

I like the concept a lot - I always felt that psionics never fulfilled its promise of being all that different from spells. The point system would've allowed for interesting budgeting of resources, but in practice, it almost never makes sense not to augment up to your maximum. This system tries to fix that. The base effects are all at will, so in a sense, when you run out of energy, this system reduces to a Warlock-like limited group of abilities. Until then, it functions like a limited form of psionics, where you have to be careful not to waste energy in combat, and have to weigh each action against how much you'll need later in the fight.

Also, I kept accidentally coming up with cool, light-themed abilities, and they didn't fit into any of my other systems.

As always, comments are welcome. Let me know if there are any mistakes or things that seem unbalanced. This system will be more clear when I post the list of radiances, but the chapter intro hopefully explains the mechanics well enough already.

7
Chapter 5 - Light Magic / The Radiant Soul [base]
« on: January 01, 2022, 07:58:11 PM »
THE RADIANT SOUL


"I call the glorious light of Pelor upon you!"
-Paya Sanbright, a Radiant Soul.

While Light Mages control light through study or practice, Radiant Souls are divinely gifted. Some Radiant Souls gain this power without a specific deity, instead being inspired by a more general sense of the divine. Most, however, are blessed by a deity, generally one who is good-aligned and/or light-associated. Radiant Souls have a slower progression than Light Mages, but they gain a greater energy reserve than Light Mages of their level, letting them unleash their full power more often.

MAKING A RADIANT SOUL

Abilities: Radiant Souls that use offensive radiances need a high Wisdom score to improve the save DCs of their effects. In addition, with a medium BAB, medium armor proficiency, and a d8 hit die, they are more adept at physical combat than Light Mages, and may wish to invest in Strength or Dexterity.
Races: Though any race can be divinely gifted with light magic, it occurs more often in races with an existing connection to the celestial plane, such as aasimars or archons. Light has a strong association with the good alignment, so evil creatures cannot receive this blessing.
Alignment: Any non-evil
Starting Gold: As Cleric
Starting Age: As Cleric
   
Class Skills
The Radiant Soul’s class skills are Bluff, Concentration, Craft, Diplomacy, Heal, Knowledge (all skills, taken individually), Profession, Ride, Search, Sense Motive, Spellcraft, and Spot.
Skill Points at 1st Level: (2 + int) x 4
Skill Points at Each Additional Level: 2 + int

Table: The Radiant SoulHD: d8


Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Base
Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
+8/+3
+9/+4
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5

Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12

Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6

Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12


Special                                               
Radiances (Base), Turn Undead
Immunity to Dazzle and Blind
Hand of Light
Radiances (Stage I)
Efficiency 2
Divine Grace
Destroy Undead
Radiances (Stage II), Holy Radiance
Body of Light, Efficiency 3
Divine Illumination
Radiances (Stage III)
Save Undead
Resist Shadow
Divine Illumination, Efficiency 4
Radiances (Stage IV)
Heart of Light
Divine Illumination
Aspect of Radiance, Efficiency 5

Energy
Reserve
0
2
4
6
7
8
9
10
12
14
16
18
21
24
27
30
33
36
39
42

Radiances
Known
2
3
3
4
4
5
5
6
6
7
7
8
8
9
9
10
10
11
11
12

Weapon and Armor Proficiency: Radiant Souls are proficient with all simple weapons, with light and medium armor, and with shields (except tower shields).

Radiances: The Radiant Soul begins play knowing one radiance from the Radiant Soul radiance list. She may only use the Base effects of this radiance. The DC for her radiances is 10 + 1/2 her class level (rounded up) + her Wisdom modifier.

At each even level above 1st, she learns an additional radiance, as given on the table above. At 4th and every 4 levels afterward, she gains the ability to use the next stage ability for each radiance she knows or learns (up to Stage IV at level 16). She cannot cast the Mastery effects of her known radiances like a Light Mage can (but see Divine Illumination, below).

Turn Undead (Su): Radiant Souls can emit a cone of light to turn undead like a good-aligned cleric can. She has a number of turn attempts per day equal to 3 + her Charisma modifier.

Starting at level 7, whenever a Radiant Soul successfully turns an undead, it is destroyed instead.

At level 13, the Radiant Soul can spend 2 turn attempts to accomplish what even the most powerful Clerics cannot: free the undead from its cursed state. Upon a successful turning check against a corporeal undead, it is not destroyed, but rather, reverts to a mundane corpse. If a material component of 5,000 gp of diamonds is additionally supplied, the corpse is raised, as the spell (except that it functions even on older corpses, and of course works on the previously-undead), as part of the same action. It returns to its previous life, its soul and memories intact. If no material component is supplied, the corpse remains dead. If the undead consists of multiple corpses, or of pieces of corpses too small to raise, 10,000 gp of diamonds per corpse must be supplied instead, and this effect acts as Resurrection.

Immunity to Dazzle and Blind (Ex): At 2nd level, the Radiant Soul becomes immune to the Dazzled and Blinded conditions.

Hand of Light (Su): Starting at level 3, the Radiant Soul may, as a free action up to once per turn, deal 1d6 light damage per 3 levels (rounded down, maximum 6d6 at level 18) as a touch attack. If she chooses not to on any given round, she may instead enhance her held (non-natural) melee or ranged weapons to deal this light damage as bonus damage on each successful hit. She may use this ability a number of times per day equal to her Charisma modifier.

Efficiency (Ex): At 5th level, and every 5 levels afterward, the amount of energy a Radiant Soul gains per interval increases by 1. An interval is 10 minutes outdoors during the day, 20 minutes outdoors at night or indoors during the day in a windowed building, or 30 minutes lit only by spell effects or artificial light such as torchlight.

Divine Grace (Ex): Starting at 6th level, the Radiant Soul gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Holy Radiance (Ex): The 8th-level Radiant Soul can imbue their radiances with a holy energy that leaves non-evil creatures untouched. If she chooses to use this when casting an offensive radiance (that is, one that is considered an attack), only evil-aligned creatures are affected. She may use this at will with no additional energy cost. This can help her avoid harming her good-aligned allies with her radiances.

Body of Light (Su): Starting at level 10, the Radiant Soul's skin begins to dimly glow, and striking her unleashes a blinding flash. Whenever a creature successfully strikes the Radiant Soul in melee, they take 1d6 light damage per 3 class levels (maximum 6d6 damage at level 18) and must make a Fortitude save (DC 10 + 1/2 class level + the Radiant Soul's Wisdom modifier) or become blinded for 1 round. If the Radiant Soul becomes invisible, her glowing skin becomes invisible as well, but she still deals light damage and produces a bright flash whenever she is struck in melee.

Divine Illumination (Ex): At 11th level and every 4 levels afterward, the Radiant Soul receives a divine epiphany that allows her to instantly master one of her known radiances (once chosen, the radiance to master cannot be changed, nor can she master the same radiance multiple times). She gains the Mastery effect of that radiance, which triggers automatically at the start of each day with no energy cost.

Resist Shadow (Ex): At 14th level, the Radiant Soul gains a +2 bonus on saves vs [darkness] and [shadow] effects. If she succeeds on the Will save against an [shadow] effect that is only partially real, like the spell Shadow Conjuration, she ignores it entirely.

Heart of Light (Su): Each round on her turn, the 17th-level Radiant Soul may take one additional swift or move action (but not both).

Aspect of Radiance (Su): At level 20, the Radiant Soul can briefly take on a deific form of pure light once per day as a free action. In this state, which lasts for 1 round, she shines so brightly that she is impossible to look at directly, and she emits bright light out to 120 feet and dim light another 120 feet beyond that. All creatures within the bright light must make a Fortitude save or be blinded for 1 round (same DC as her Body of Light ability). She is immune to all harmful effects, including damage. Lastly, all radiances she casts in this form are empowered (their variable, numeric effects are increased by +50%). The empower effect stacks with the feat Empower Radiance. When this effect ends after 1 round, her energy drops to 0. This ability may not be used if her energy is already 0.

8
Chapter 5 - Light Magic / The Light Mage [base]
« on: January 01, 2022, 08:13:45 AM »
THE LIGHT MAGE


"You call that a light weapon? THIS is a light weapon!"
-Aurora Mar'a, a Light Mage, conjuring a blade of moonlight.

The Lumiurge, commonly called a Light Mage, is an expert at manipulating light to produce a variety of magical effects. Some are studious, learning the interactions between light and matter and increasing their power with their level of understanding. Others rely on intuition, literally lighting up a room with the force of their charm. This is reflected in the fact that a 1st-level Light Mage selects either Intelligence or Charisma to be their primary casting modifier for this class.

MAKING A LIGHT MAGE

Abilities: A Light Mage requires either high Intelligence or high Charisma, depending on which she selects as her primary modifier. As always, Dexterity and Constitution are vital defensive abilities.
Races: Aasimar have a strong association with light and make excellent Light Mages. However, most creatures with innate light-based abilities, such as archons, tend to prefer the Radiant Soul class, since that aligns with their other divine powers. Humans, elves, and other average races can learn much from these light-wielding creatures and become exceptional Light Mages.
Alignment: Any
Starting Gold: As Wizard
Starting Age: As Wizard
   
Class Skills
The Light Mage’s class skills are Bluff, Concentration, Craft, Diplomacy, Knowledge (all skills, taken individually), Profession, Spellcraft, Search, and Spot.
Skill Points at 1st Level: (2 + int) x 4
Skill Points at Each Additional Level: 2 + int

Table: The Light MageHD: d4


Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Base
Attack
Bonus
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6/+1
+6/+1
+7/+2
+7/+2
+8/+3
+8/+3
+9/+4
+9/+4
+10/+5

Fort
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6

Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6

Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12


Special                                               
Radiances (Base), Light
Immunity to Dazzle and Blind
Radiances (Stage I)
Shield of Light (DR 5/-)
Mirror Walking, Efficiency 2
Eye for Illusions
Radiances (Stage II)
Refraction
Shield of Light (DR 10/-), Efficiency 3
Radiances (Stage III)
Mirror Walking, Greater
Improved Refraction
Resist Shadow
Radiances (Stage IV), Efficiency 4
Shield of Light (DR 15/-)
Do Not Go Gentle
Radiances (Mastery)
Nova, Efficiency 5

Energy
Reserve
1
2
3
4
5
6
7
8
9
10
12
14
16
18
20
22
24
26
28
30

Radiances
Known
3
3
4
4
5
5
6
6
7
7
8
8
9
9
10
10
11
11
12
12

Weapon and Armor Proficiency: Light Mages are proficient with all simple weapons, but not with any armor or shields.

Radiances: The Light Mage begins play knowing 3 radiances from the Light Mage radiance list. She may only use the Base effects of those radiances. At level 1, the Light Mage chooses either her Intelligence or her Charisma to be her primary casting modifier for this class; once made, this choice cannot be changed. The DC for her radiances is 10 + 1/2 her class level (rounded up) + her primary casting modifier.

At each odd level above 1st, she learns an additional radiance, as given on the table above. At 3rd and every 4 levels afterward, she gains the ability to use the next stage ability for each radiance she knows or learns (up to Stage IV at level 15).

At level 19, she can use the Mastery effects of any combination of her known radiances. Mastery effects last 24 hours, and cannot be be dispelled, dismissed, or suppressed by Antimagic Field or similar effects, nor can a Mastery effect be cast while the caster is already affected by that same Mastery effect. They cost only 1 energy to cast; however, the spent energy cannot be recovered, and thus the Light Mage's maximum energy is reduced by 1 for the duration of the effect.

Light (Sp): All Light Mages, even those of 1st level, can produce the effect of the spell Light as a spell-like ability usable at will. They lose this ability temporarily as long as they have exactly 0 energy. Since the light from this effect is sufficient to slowly recover energy, Light Mages are wary of depleting their energy reserve fully; as long as they have at least 1 energy, they can always recover their full strength eventually, but if they are trapped in darkness at 0 energy, they are powerless.

Immunity to Dazzle and Blind (Ex): At 2nd level, the Light Mage becomes immune to the Dazzled and Blinded conditions.

Shield of Light (Su): Light Mages defend themselves with shields of brightly-glowing runes. At level 4, as long as the Light Mage has at least 1 energy and a hand free to hold the shield of light, she gains DR 5/-. This shield is weightless and requires no proficiency to use. It cannot provide cover or affect AC in any way. The shield can be created as a free action with no energy cost, and lasts until the Light Mage runs out of energy or dismisses it (also a free action).

As the Light Mage's power increases, so too does the durability of her shield. The granted damage reduction increases to 10/- at level 10 and to 15/- at level 16.

Mirror Walking (Sp): The 5th-level Light Mage gains the ability to pass through mirrors with the ease of a ray of light. This acts as the spell of the same name (Manual of the Planes, page 205), usable at will as a standard action. She may only affect herself (though she can easily move her allies through the Plane of Mirrors as well by simply reaching back through the mirror and pulling them in). A mirror is always certain to be connected to at least one other mirror in the same building, assuming one exists.

At level 12, the Light Mage can instead use Greater Mirror Walking, which acts as Mirror Walking except that all mirrors on the Material Plane are accessible. The Plane of Mirrors, when accessed in this state, is of nearly infinite size. It is impossible to map perfectly, as it subtly shifts and rearranges itself constantly, though this never occurs near any creature that could observe the changes directly. When the Light Mage uses this class feature, if she specifies a particular mirror, or desires to travel to a mirror nearest a particular location, the mirror she seeks is sure to be among the first 5d4 mirrors she checks. Like with Mirror Walking, it takes 2d20 rounds for her mirror copy to find and attack her in this greater mirror plane. Once a mirror copy is defeated, however, it never reappears, and the original can traverse the plane safely. This spell-like ability acts as a 7th-level spell.

Efficiency (Ex): At 5th level, and every 5 levels afterward, the amount of energy a Light Mage gains per interval increases by 1. An interval is 10 minutes outdoors during the day, 20 minutes outdoors at night or indoors during the day in a windowed building, or 30 minutes lit only by spell effects or artificial light such as torchlight.

Eye for Illusions (Ex): Light Mages understand tricks of the light better than most, giving them an early warning that something about an illusory object seems... off. Beginning at 6th level, whenever a Light Mage sees an illusion, she is allowed a Will save to disbelieve it as though she had interacted with it.

Refraction (Su): Starting at 8th level, the Light Mage manipulates light so easily that she can bend light toward her around corners without a thought. She can see, and may treat as her line of sight, any unobstructed path with no more than one angular bend. The remainder of the path must be completely straight.

At level 13, the Light Mage may also use a bent path as her line of effect when casting radiances (though she cannot create bends in area effects such as cones or lines). This allows her to attack enemies she otherwise couldn't target.

Resist Shadow (Ex): At 14th level, the Light Mage gains a +2 bonus on saves vs [darkness] and [shadow] effects. If she succeeds on the Will save against a [shadow] effect that is only partially real, like the spell Shadow Conjuration, she ignores it entirely.

Do Not Go Gentle (Ex): Starting at level 17, once per day, whenever the Light Mage would be killed by any effect while she is conscious and above 0 HP, she instead falls to 0 HP.

Nova (Sp): The 20th-level Light Mage can unleash a devastating explosion of light at a cost of 16 energy. This attack deals 25d6 light damage (Reflex half) to all creatures in a burst up to 100 feet in radius (the radius may be as small as 10 feet if she wishes) centered on a point in Long range. The save DC is 10 + 1/2 class level + the Light Mage's primary casting modifier.

9
Chapter 5 - Light Magic / Re: Chapter 5 - Light Magic (start here)
« on: December 31, 2021, 07:04:11 PM »
Energy from Light

Light magic users, or light casters, fuel their magic with energy. They can have a maximum amount of energy indicated by their energy reserve, which scales with caster level and is given on their class tables. No effect can cause a character's energy to exceed this maximum unless it explicitly states otherwise. If they spend energy and have space in their reserve, they gain energy gradually by spending time in areas of light, as follows:
  • 1 point of energy for every 10 minutes spent outdoors in daylight (including overcast weather)
  • 1 point of energy for every 20 minutes spent outdoors at night OR indoors during the day, assuming the indoor space has windows to allow in natural light.
  • 1 point of energy for every 30 minutes spent near a source of artificial light, such as a torch. Light-producing magic and similar effects, even very bright ones such as the spell Daylight, count as artificial for the purpose of regaining energy.
As a light caster gains class levels, they regain energy at a faster rate. They gain 2 points per relevant time interval at level 5, 3 points per interval at level 10, 4 points per interval at level 15, and 5 points per interval at level 20. This rate is divided evenly across the interval, so for example, a level 15 Light Mage in moonlight gains 4 points of energy per 20 minutes, or 1 point every 5 minutes.

The recovery rates are summarized in the table below:
(click to show/hide)

Radiances

Light casters use their stored energy to produce magical abilities called radiances. Each radiance has 5 distinct effects associated with it: a base effect, which costs no energy, and 4 effect stages, which respectively cost 1, 2, 4, or 8 points of energy. If a radiance would cause a light caster's energy to fall below zero, it cannot be cast. Higher stages are generally more powerful. However, since it takes tens of minutes to recover spent energy, a light caster in combat must carefully weigh which stage of radiance they wish to cast.

For instance, an 8th-level Light Mage has an energy reserve of 8. Last level, she learned the radiance Reflecting Beam. She can cast a Stage-II Reflecting Beam for 2 energy, but that uses up a significant amount of her remaining energy. If she thinks a Stage-I Reflecting Beam will be sufficient, or she doubts that she'll have a chance to recover much energy before their next encounter, she may elect to cast that instead for only 1 energy. Even if she completely exhausts her energy reserve, however, she can use the Base effect of any of her radiances at will with no energy cost, though of course this is a weaker option.

The save DC of a radiance is equal to 10 + 1/2 class level (rounded up) + primary modifier. The DC does not depend on the stage of the radiance.

All radiances require verbal and somatic components unless stated otherwise. Arcane spell failure chances apply to radiances cast by Light Mages (which are more arcane in nature), but not to those cast by Radiant Souls (which are more divine). Radiances provoke attacks of opportunity like spells, allow casting defensively, and may be subject to Spell Resistance (the latter is stated in the radiance description). Light casters have a caster level that functions identically to that of spells, and can be increased by feats and items that reference caster level; since this is distinct from class level, saves are unaffected by changes to caster level.

Not all radiance stages are available to all light casters. Low-level light casters can only use Base radiances. Light Mages unlock Stage I of each of their radiances at level 3, and unlock the next stage every 4 levels afterward (ending with Stage IV at level 15). Radiant Souls unlock their higher-stage radiances 1 level later than Light Mages (they unlock Stage I at level 4, Stage II at level 8, and so on up to Stage IV at level 16), but they make up for it by having a larger energy reserve, allowing them to cast more freely than the Light Mage can.

A 1st-level Light Mage begins knowing 3 radiances of her choice. When she unlocks Stage I at level 3, she can use the Stage I effects of all the radiances she already knows (in addition to their base effects, which she could use from the start). Light Mages learn an additional radiance at every subsequent odd level. Radiant Souls start with 2 known radiances, and learn a new one at each even level, again progressing one level later than Light Mages.

Mastery

Each radiance has an associated Mastery effect, available only to high-level light casters, which lasts 24 hours and affects only the caster. These effects cannot be dispelled, dismissed, or suppressed by Antimagic Field or similar effects, nor can a Mastery effect be cast while the caster is already affected by that same Mastery effect.

A Light Mage of level 19 or higher can cast the Mastery effects associated with any of her known radiances. Each costs only 1 energy to cast; however, the spent energy cannot be recovered, and thus the Light Mage's maximum energy is reduced by 1 for each active Mastery effect for their full durations. Radiant Souls, in contrast, cannot cast Mastery effects. Instead, their Divine Illumination class feature grants them the Mastery effect of one of their known radiances at level 11, which triggers automatically at the start of each day with no energy cost. They gain Divine Illumination one additional time at level 15, and again at level 19, each time choosing a different Mastery effect.

Light Damage

Many radiances and light magic effects deal "light damage." This damage type is treated as energy, but it is not subject to energy resistance unless the source of the resistance specifically mentions light damage. Undead, creatures with light sensitivity, and outsiders from the plane of shadow are all considered vulnerable to light damage (they take +50% damage whenever they would take light damage).

Multiclassing and Prestige Classes

A multiclass Light Mage / Radiant Soul keeps track of her radiances separately by class for the purpose of determining which stages she can use and the DCs for her radiances, but adds her energy reserves from each class together. For instance, a Light Mage 7 / Radiant Soul 4 would have a total of 13 energy (7 from her Light Mage levels and 6 from her Radiant Soul levels) and she would be able to cast the Stage-II effects of any radiances she learned as a Light Mage. She would not, however, be able to use the Stage-II effects of radiances learned as a Radiant Soul, since this ability is not unlocked until Radiant Soul 8.

For all purposes that reference arcane or divine magic, Light Mage radiances count as arcane spells, while Radiant Soul radiances are divine. Prestige classes that progress spellcasting levels progress save DCs, radiances known, energy recovery rate, and radiance stages usable, as long as the light magic class is of the specified type (arcane or divine), if applicable. Light magic classes can qualify for prestige classes that require the ability to cast a specific level of spells - for this purpose, Base radiances count as 1st-level, and each subsequent stage adds 2 to the effective level of the effect (up to Stage IV radiances, which count as level 9). This also dictates how radiances interact with effects based on spell level, such as the spell Globe of Invulnerability.

Any effect that applies to spells generally applies to radiances, with the exception of metamagic feats, which cannot be applied to radiances.

10
Chapter 5 - Light Magic / Chapter 5 - Light Magic (start here)
« on: December 31, 2021, 03:42:34 PM »
Light Magic


Light magic is the ancient art of storing and channeling the raw energy of the sun into powerful spell-like effects. Spells with the [Light] descriptor are closely related, but practitioners of light magic would claim that they are pale imitations next to the splendor of true light magic.

Compared to the other types of magic in this tome, light magic is relatively simple: each effect, called a radiance, scales in power the more energy you invest in it, but you regain energy at a slow rate. This system is all about managing finite resources. It's similar to psionics in that spending more points yields more powerful effects, but psionics gives ample points, to the extent that it almost never makes sense to manifest lower-level or unaugmented effects to conserve PP. Meanwhile, light magic has a much smaller pool of energy, and the costs of casting higher-power effects increase exponentially. A light mage's strongest effects are often more powerful than those of a spellcaster of her level, but casting at full power must be used sparingly and strategically.

11
The Book of Seven Secrets / Updates, Status, and General Discussion
« on: September 10, 2021, 07:36:38 AM »
Ever since I've come back to this project and stopped caring about the order of the chapters, it's probably become difficult to figure out what stage everything is in and what's being worked on (especially since, I think, if I post in one of the child boards, it doesn't cause Book of Seven Secrets to become bold on the Homebrew and House Rules board to let people know that something's been added). To help with this, I'll keep this post up-to-date with the status of each of the 7 chapters. I'll also reply in this thread whenever a big change happens to let people know to tune into this again.

This thread is also for discussion about the Book of Seven Secrets in general. If anyone has suggestions or comments about the project as a whole, this is the place to post them.

Status codes:
  • Idle: I either haven't started this, or it's not close to finished and I'm not currently working on it.
  • Progressing: This isn't playable yet, but I'm actively working on it. Feedback is welcome, especially if the general concept has some sort of flaw, but things are still very much subject to change.
  • Playable: I've finished at least one base class, the spell-equivalents of the system, and the feats, making it possible to use the system in a campaign. While these 3 posts might seem like relatively little, it's actually most of the work, especially since the spell-equivalents usually take at least half the total time to write. This is especially when I need feedback. Anyone interested in the system, feel free to comment, even if it's just to say what you like. :) I usually take a break at this step, so I'm not adding more posts, just reworking things based on feedback.
  • Improving: Adding other base classes, prestige classes, items, monsters, etc. after the system is already playable.
  • Complete: The system's done! I'm not working on it, except to respond to feedback. I might add another post or two later if I feel like it, but for all intents and purposes, it's finished.

Without further ado, here's where everything stands:

Chapter 1 - Remnant Magic
Status: Complete
This system has been done since 2015. It's actually overkill - I'm not willing to spend as much time with later chapters as I did back when I wrote this. See Thought Magic for what I now view to be a complete system.

Chapter 2 - Spirit Magic
Status: Idle
The initial draft of this system had a lot of issues, so it's been reworked. I have a whole plan in my head about where to go from here, but I haven't started implementing it yet.

Chapter 3 - Elemental Magic
Status: Playable
This system is the one I'm most eager to get feedback on. The basic concept is done, and the reactions (the system's "spells") are all written up and it took me ages, so someone please comment on it.

Chapter 4 - Thought Magic
Status: Complete
This one had been playable for a while, and went through 3 overhauls and 2 playtests. Very happy that it's now complete, with prestige classes, items, and such. As of right now, this system is the one I'm proudest of. I personally find it a ton of fun, both in the character-building stage and in encounters.

Chapter 5 - Light Magic
Status: Idle
Not working on this at the moment (as of 2-14-2022). I'll come back and make it playable relatively soon.

Chapter 6 - Ioun Magic
Status: Idle
I have a vague idea of how this one should work. It's interesting, but I'm trying not to think about it too much, or I'll get obsessed and waste a month of my life on it.

Chapter 7 - Glyph Magic
Status: Idle
I have no idea how this one will work. I've had 3 completely different ideas for this over the years, but I'm not happy enough with any of them. At the moment, this one is only here because 2014-me decided there should be 7 of these. Screw that guy, he should get a job.

12
Chapter 4 - Thought Magic / Thought Magic Items
« on: September 09, 2021, 08:12:13 PM »
THOUGHT MAGIC ITEMS

A character's thinker level can be used in place of caster level for the purpose of qualifying for feats, including item creation feats. This allows users of thought magic to create magic items like spellcasters can. For magic items with a spell component, the thinker may substitute a similar idea if she knows one (such as Quick Thinking in place of Haste to craft Boots of Speed); otherwise, they must work alongside a spellcaster with the relevant spell.

In addition, thinkers with the appropriate item creation feats can craft the following items, which require ideas in place of spells. As such, these items cannot be crafted without the aid of a thinker. As usual, item creation requires half the item's base price in raw materials and 1/25 the item's base price in XP.


Magic Armor and Shields

Armor and Shield Enhancements

Mindarmor: Armor or shields with this property can be imbued with insight to strengthen their defenses. The wearer may spend IP as a free action in order to gain DR 5/- and energy resistance 5 against all energy types (acid, cold, electricity, fire, and sonic) for 1 round. DR gained from this enhancement does not stack with itself, even if a creature wears multiple pieces of armor or shields with this property. When worn by a non-thinker, this property has no effect.
Aura: Faint Conjuration; CL 8th; Idea: Mindarmor; Price: +6,000 gp

Redirecting: Armor or shields with this property reflect energy back on attackers. As an immediate action usable twice per day, the wearer can negate up to 50 HP worth of energy damage (acid, cold, electricity, fire, or sonic damage), and then direct it in a ray toward a target within 60 feet, as the idea Redirect Energy.
Aura: Moderate Abjuration; CL 9th; Idea: Redirect Energy; Price: +2

Specific Armor and Shields

Chain Shirt of Trickery: This +1 chain shirt allows the wearer, twice per day as part of a movement action, to create an illusory double of themselves, as the idea Decoy. The decoy lasts 3 rounds.
Aura: Moderate Illusion; CL 10th; Idea: Decoy; Price: 15,250 gp


Magic Weapons

Weapon Enhancements

Consistent: Weapons with this enhancement always deal exactly their average damage (rounded up) + 3 damage.
Aura: Strong Evocation; CL 13th; Idea: Totality and Infinity; Price: +2 bonus

Final: This property can only be applied to slashing weapons. When the weapon confirms a critical hit against a corporeal enemy, it cuts off one of the target's limbs at random, as though the target had failed its save against the idea Final Cut (though without inflicting 6d6 additional damage).
Aura: Strong Evocation; CL 13th; Idea: Final Cut; Price: +3 bonus

Mindarrow: This property can only be applied to ranged weapons or ammunition. Whenever a weapon with this property deals damage, it deals an additional 1d8 damage for every 2 ideas its wielder expressed during that round. In the hands of a non-thinker, this property has no effect.
Aura: Faint Conjuration; CL 6th; Idea: Mindarrow; Price: +1 bonus

Witty: Whenever the wielder of a weapon with this property uses it to fell an enemy (reduce it to 0 HP or lower), the wielder may draw one additional idea when drawing at the start of their next turn. In the hands of a non-thinker, this property has no effect. The wielder must make a witty remark upon felling the enemy in order to draw the additional card.
Aura: Faint Evocation; CL 6th; Idea: Piercing Wit; Price: +1 bonus

Specific Weapons

Decksplitter: The blade of this +1 greataxe is inscribed with spades, diamonds, hearts, and clubs. In the hands of a non-thinker, it has no additional properties. When wielded by a thinker, however, they may, as a free action usable once per turn as part of a melee attack, split their deck exactly in half, then exchange the two halves. The top card of the deck becomes the card that used to be in the middle. This does not count as shuffling the deck.
Aura: Faint Transmutation; CL 7th; Idea: Turnabout; Price: 3,070 gp

Mindhammer: This +1 warhammer is inscribed with dull runes. When wielded by a thinker in a period of fluid thought, the runes glow whenever their discard pile is empty. In this state, the hammer's bonus to attack and damage increases from +1 to +4.
Aura: Moderate Conjuration; CL 10th; Idea: Mindhammer; Price: 5,312 gp


Thoughtstaffs

A thoughtstaff is a special type of spell trigger item which can only be created by a thinker with the Craft Staff feat. When inactive, it appears as a normal magic staff, with designs that indicate the type of magic it contains. As a free action which consumes 1 charge, the thoughtstaff can be activated. It begins to mutter telepathically to all creatures within 5 feet of it, and there is typically a visual sign, such as a glow, that indicates that it has activated.

Each round, an activated thoughtstaff telepathically presents one (and only one) of its component ideas to the wielder, who can then express it, similar to casting a spell from a wand or staff. The idea presented is random, costs no IP, and is not augmented (the wielder cannot spend their own IP to augment it or affect the resulting idea with [meta] ideas). Once an idea has been presented, it cannot be presented again during that activation. The thoughtstaff becomes inactive again when the wielder wishes (a free action) or when it runs out of ideas to present.

Ideas from a thoughtstaff are less intuitive than other ideas in thought magic, leading to two effects. First, ideas in a thoughtstaff that would otherwise be a move action instead require a standard action to express (ideas with other durations use their normal durations). Second, thinkers have difficulty coming up with ideas of their own amid the thoughtstaff's telepathic babbling. If they express an idea presented by the thoughtstaff, they draw 1 fewer idea at the start of their next turn. Crafting a thoughtstaff requires knowledge of all the component ideas. A thoughtstaff has 25 charges when created.

Thoughtstaff Descriptions

Thoughtstaff of Enchantment
  • Déjà Vu (1st)
  • Cognitive Dissonance (2nd)
  • Steal Thoughts (2nd)
  • Bewildering Intellect (3rd)
  • Random Walk (3rd)
Aura: Faint Enchantment; CL 7th; Price: 20,000 gp

Thoughtstaff of Illusion
  • Mental Image (1st)
  • Out of Sight, Out of Mind (2nd)
  • Decoy (4th)
  • So Crazy It Just Might Work (5th)
Aura: Strong Illusion; CL 13th; Price: 30,000 gp

Thoughtstaff of Metaphysics
  • Extend Idea (1st)
  • Empower Idea (2nd)
  • Widen Idea (3rd)
  • Quicken Idea (4th)
Aura: Moderate Transmutation; CL 10th; Price: 30,000 gp

Thoughtstaff of Wonder
  • Minddagger (0th)
  • Healing Touch (1st)
  • Reposition (2nd)
  • Lightning in a Bottle (3rd)
  • Wishful Thinking (4th)
  • Dispelling Flame (5th)
  • Dance Number (6th)
Aura: Strong Universal; CL 16th; Price: 40,000 gp


Wondrous Items

Charm of Insight: This small token hangs from a chain around the neck, taking up an amulet slot. As an action that takes 3 full rounds, it may be attuned to the wearer. Once attuned, the charm takes the form of a fine-sized token that the wearer would find inspiring (this is purely cosmetic). A creature that has a charm of insight attuned to them may not use any other charms of insight for 24 hours. As a swift action, an attuned charm of insight can be made to grant the wearer an amount of IP between 1 and 1 + the wearer's augment limit. The IP can be used that turn; any unused IP is wasted. Different charms exist which can grant different amounts of total IP per day, as detailed below.
Aura: Faint Transmutation (1 IP, 3 IP, or 5 IP) or Moderate Transmutation (7 IP or 9 IP); CL equals amount of IP; Idea: Insight; Price: 500 gp (1 IP), 2,000 gp (3 IP), 4,500 gp (5 IP), 8,000 gp (7 IP), 12,500 gp (9 IP)

Headband of Focus: This headband can be activated twice/day as a swift action. It grants the wearer a +10 competence bonus to Concentration checks for 1 round.
Aura: Faint Transmutation; CL 2nd; Idea: Focus; Price: 1,500 gp

Strategist's Chess Set: These marble chess pieces transform into the ideas Force Knight (1st level), Force Rook (3rd), or Force Queen (5th) when thrown at the ground as a move action (they can be thrown up to 30 feet). These ideas are not augmented. They last 1 minute, after which they revert back into inert chess pieces. Each piece can only be activated once per day. The pieces can be bought separately, but a full set - 2 knights, 2 rooks, and a queen - costs less than the individual pieces.
Aura: Moderate Conjuration [Force]; CL 3 (Knight), 8 (Rook), or 13 (Queen); Idea: Force Knight, Force Rook, or Force Queen, respectively; Price: 1,000 gp (Knight), 4,000 gp (Rook), 9,000 gp (Queen), 16,000 (Full Set)

Tormyre's Tome: This glowing book is carried by a tormyre, a fearsome undead master of thought magic. Once per day, the book can be examined during a period of focused thought. The thinker can then express a single idea they know with duration longer than 1 round which does not require concentration. The expressed idea's duration becomes 24 hours. The idea may not be affected by [meta] ideas or similar effects. This tome was considered a minor artifact until recently, when mortal thinkers learned how to create the item themselves.
Aura: Strong Transmutation; CL 13th; Idea: Extend Idea; Price: 15,000 gp

13
Chapter 4 - Thought Magic / Thought Magic Monsters
« on: September 08, 2021, 12:32:41 PM »
THOUGHT MAGIC MONSTERS


Dreamfolk

Dreamfolk are a genial people, greeting strangers with a languid smile as though they had been daydreaming. They are covered with greenish scales and sport finlike frills in place of hair. A highly creative race, they are intuitively able to use the power of their thoughts to produce silent images in the air. Even more extraordinarily, they have the ability to enter other creatures' dreams. In their society, they use these two abilities routinely to communicate.

Dreamfolk, 1st-Level Creative
Size/Type:
Medium Humanoid
Hit Dice:
1d6+1 (4 hp)
Initiative:
-1
Speed:
30 ft.
Armor Class:
17 (+1 Dex, +2 heavy steel shield, +4 chain shirt), touch 11, flat-footed 16
Base Attack/Grapple:
+0/+0
Attack:
Full Attack:
Space/Reach:
5 ft./5 ft.
Special Attacks:
Thought Magic
Special Qualities:
Sleepy, Immune to Sleep
Saves:
Fort +1, Ref +3, Will +1
Abilities:
Str 11, Dex 12, Con 12, Int 10, Wis 9, Cha 14
Skills:
Listen +4, Spot +4, Spellcraft +4, Concentration +4, Bluff +4, Diplomacy +4
Feats:
Visual Thinker
Environment:
Temperate Plains
Organization:
Solitary or Order (3-6)
Challenge Rating:
1/2
Treasure:
Standard
Alignment:
Often neutral good
Advancement:
By character class
Level Adjustment:
+0

Since all dreamfolk are able to produce images at will, the dreamfolk language is not only voiced, but also partially pictographic, with elements of color or shape as important to their language as consonants and vowels are to other languages. This makes it extremely difficult for other races to learn and impossible for them to speak unless they have some external means of generating and altering images in midair as quickly and fluidly as speech. This language barrier has made dreamfolk somewhat cut off from other races, forming insular communities. Notably, some clusters of families entire continents apart consider themselves to be part of the same community as each other, interacting over the vast distances through their dreams.

Combat

Dreamfolk's innate ability to form small illusory images is not very helpful in a conventional fight, so they instead attempt to mislead their opponents or take a diplomatic approach. Failing that, their main offensive abilities depend on their class levels. Dreamfolk widely practice thought magic, especially becoming Creatives, though some instead become Bards, Illusionists, or Beguilers.

Illusions (Sp): As a standard action usable at will, a dreamfolk can produce an image, as the spell Silent Image, except it must fit into a single 10-foot cube within Medium range. The DC is 10 + 1/2 the dreamfolk's HD + her Charisma modifier, and the caster level equals her HD. If the dreamfolk does not concentrate on the illusion, it vanishes in 1 round.

Enter Dreams (Su): A dreamfolk can enter the dream of a sleeping creature. This requires entering a trance which lasts at least 1 minute, or else being alseep herself. The sleeping creature can be any distance away as long as they are on the same plane. The dreamfolk must either know the appearance or name of the creature whose dream she wishes to enter.

Though the scenery of the dream is determined by the sleeping creature's subconscious and not under the control of the creature or the dreamfolk, the dreamfolk and creature both appear lucidly in the scene, and can communicate. The sleeping creature makes a Will save (DC 10 + 1/2 the dreamfolk's HD + her Charisma modifier). On a success, if they wish, they can force the dreamfolk out of their mind, and they remember the dreamfolk's intrusion into their dream. From that point onward, the dreamfolk cannot enter their dream while they are unwilling. If they fail, however, the dreamfolk cannot be ejected from the dream until she leaves and attempts to reenter (at which point they make another save). Moreover, if the dreamfolk wishes and the Will save was failed, she can cause the creature to forget the dream upon waking.

Multiple dreamfolk can enter the same creature's dream at once. Indeed, this is a primary means for their people to communicate. Dreamfolk tend to go to sleep early and use their time dreaming to socialize with each other.

Sleepy (Ex): Dreamfolk always appear half-awake. They are not particularly observant, and take a -2 penalty to Spot, Listen, and initiative checks.

Immune to Sleep (Ex): Though they seem to be constantly about to fall asleep, this is not to say that they are susceptible to it. Rather, the line between sleeping and waking is blurred in their physiology. This causes sleep effects to have no effect on them.

Dreamfolk as Characters

Dreamfolk Traits: Dreamfolk possess the following racial traits.
  • +2 Charisma
  • A dreamfolk's base land speed is 30 feet.
  • Sleepy (Ex): Dreamfolk take a -2 penalty to Spot, Listen, and initiative checks.
  • Immune to Sleep (Ex): Dreamfolk are immune to effects that induce sleep. They still need to sleep in order to survive.
  • Illusions (Sp): See above.
  • Enter Dreams (Su): See above.
  • Automatic Languages: Common, Dreamfolk.
  • Favored Class: Creative.
  • Level Adjustment: +0.
The dreamfolk Creative presented here had the following ability scores before racial adjustments: Str 11, Dex 12, Con 12, Int 10, Wis 9, Cha 12.


Mind Mote

Mind motes are self-sustaining, sentient globs of thought magic: insight becoming magic, which in turn produces more insight. They flit about, rapidly changing form and producing a variety of random effects.

Mind Mote, Lesser
Size/Type:
Small Outsider (Native)
Hit Dice:
4d8+7 (25 hp)
Initiative:
+2
Speed:
20 ft., Fly 60 ft. (average)
Armor Class:
19 (+2 Dex, +1 size, +3 natural, +3 deflection), touch 16, flat-footed 13
Base Attack/Grapple:
+4/-2
Attack:
Lightning ray +6 (2d6 electricity, electric form only), slam +6 (2d6 bludgeoning, steel form only)
Full Attack:
Lightning ray +7 (2d6 electricity, electric form only) or slam +7 (2d6 bludgeoning, steel form only)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Fire Blast (2d6 fire, fire form only), Poison Gas (1d4 Con, poison form only), Déjà Vu (mental form only), Force Shield (+3, steel form only)
Special Qualities:
Mutating Magic, blindsight 60 ft.
Saves:
Fort +5, Ref +6, Will +5
Abilities:
Str 6, Dex 15, Con 12, Int 6, Wis 13, Cha 15
Skills:
Listen +8, Spot +8, Bluff +9, Hide +13, Move Silently +9, Escape Artist +9
Feats:
Weapon Finesse, Toughness
Environment:
Any
Organization:
Between 1 and 4 motes, chosen at random.
Challenge Rating:
3
Treasure:
None
Alignment:
Always chaotic neutral
Advancement:
4-7 HD (small)
Level Adjustment:

Mind MoteMind Mote, Greater
Size/Type:
Medium Outsider (Native)Large Outsider (Native)
Hit Dice:
8d8+19 (55 hp)12d8+39 (93 hp)
Initiative:
+4+6
Speed:
20 ft., Fly 60 ft. (average)20 ft., Fly 60 ft. (average)
Armor Class:
24 (+4 Dex, +5 natural, +5 deflection), touch 19, flat-footed 2029 (+6 Dex, -1 size, +7 natural, +7 deflection), touch 15, flat-footed 14
Base Attack/Grapple:
+8/+7+12/+16
Attack:
Lightning ray +12 (6d6 electricity, electric form only) or slam +12 (6d6 bludgeoning, steel form only)Lightning Ray +17 (10d6 electricity, electric form only) or slam +17 (10d6 bludgeoning, steel form only)
Full Attack:
Lightning ray +12 (6d6 electricity, electric form only) or slam +12 (6d6 bludgeoning, steel form only)Lightning Ray +17 (10d6 electricity, electric form only) or slam +17 (10d6 bludgeoning, steel form only)
Space/Reach:
5 ft./5 ft.10 ft./10 ft.
Special Attacks:
Fire Blast (6d6 fire, fire form only), Poison Gas (2d4 Con, poison form only), Déjà Vu/Random Walk (mental form only), Force Shield (+5, steel form only)Fire Blast (10d6 fire, fire form only), Poison Gas (3d4 Con, poison form only), Déjà Vu/Random Walk/Death Urge (mental form only), Force Shield (+7, steel form only)
Special Qualities:
Mutating Magic, blindsight 60 ft.Mutating Magic, blindsight 60 ft.
Saves:
Fort +8, Ref +10, Will +8Fort +13, Ref +14, Will +13
Abilities:
Str 8, Dex 18, Con 15, Int 12, Wis 15, Cha 21Str 10, Dex 22, Con 17, Int 18, Wis 17, Cha 27
Skills:
Listen +13, Spot +13, Bluff +16, Hide +15, Move Silently +15, Escape Artist +15Listen +18, Spot +18, Bluff +23, Hide +17, Move Silently +21, Escape Artist +21
Feats:
Weapon Finesse, Toughness, Flyby AttackWeapon Finesse, Toughness, Flyby Attack, Iron Will, Great Fortitude
Environment:
AnyAny
Organization:
Between 1 and 4 motes, chosen at random.Between 1 and 4 motes, chosen at random.
Challenge Rating:
69
Treasure:
NoneNone
Alignment:
Always chaotic neutralAlways chaotic neutral
Advancement:
8-11 HD (medium)12-15 HD (large), 16-19 HD (huge)
Level Adjustment:

Mind motes constantly change their form and magical abilities much like thinkers do, cycling through their capabilities rapidly. They are intelligent, but are incapable of any language other than a maximum-entropy babble.

Combat

Mutating Magic (Su): At the end of each of its turns, the Mind Mote changes form, choosing randomly from the list below without replacement (meaning that once an option occurs, it is removed from the list). Once the list is empty, it returns to its initial state. The forms are:
  • Fire: The mote takes the form of a ball of flame, granting it the fire subtype (it is immune to fire damage and takes +50% cold damage). In addition, any creature that damages it in melee takes 1d4 fire damage for every 2 HD the mote has (rounded down).
  • Electric: The mote is immune to electricity damage and has double speed in this form. It resembles a spark of lightning.
  • Poison: The mote gains immunity to poison and acid damage, and resembles a dripping blob of slime.
  • Mental: The mote is immune to mind-affecting effects, and can become intangible at will on its turn, allowing it to pass through barriers (though it can be interacted with or damaged normally outside its turn). It appears as a ball of gentle light with waves rebounding across it.
  • Steel: The mote takes one-third damage from all sources, whether magical or physical. It takes the form of a metallic, faceted shape.
  • Divide: When this option is rolled, the mote divides into 2 motes, each with as much HP as the first. Each rolls a new form immediately from a list including all options except Divide. Mind motes never cluster in groups larger than 4; once a 5th living mote is created, the group will divide into either 2 and 3 or 4 and 1 (chosen randomly). The larger group will stay and fight, while the smaller will flee and be unable to access the Divide option until it is at least a mile away.

Form Abilities (Sp): Mind motes have a different type of magical ability or attack for each form they can take on.These are each usable as a standard action. Mind motes have no other form of attack unless they are in the steel form, in which case they can also make a slam attack. The DCs, where relevant, are 14, 19, and 24 for the lesser, standard, and greater mind mote, respectively, and the effective caster levels equal the motes' HD. The DCs are Charisma-based.
  • Fire Blast: In its fire form, the mind mote can spew a 40-ft. cone of fire, dealing fire damage as noted in the tables above (Reflex half).
  • Lightning Ray: In its electric form, the mind mote can launch an 80-ft. ray of lightning, dealing electricity damage as noted in the tables above with a successful ranged touch attack.
  • Poison Gas: In its poison form, the mind mote can release a toxin into the air that deals Constitution damage as noted in the tables above to all creatures within 20 feet of it. This is a poison effect. All creatures that take at least 1 point of Constitution damage in this way must make a Fortitude save or be nauseated for 1 round.
  • Déjà Vu/Random Walk/Death Urge: In its mental form, the mind mote can affect all creatures in a 30-ft.-diameter sphere within 80 feet of it with a mind-affecting effect. For lesser motes, this is Déjà Vu, as the 1st-level idea; for standard motes, this is either Déjà Vu or Random Walk, as the 3rd-level idea; for greater motes, this is either Déjà Vu, Random Walk, or Death Urge, as the 4th-level idea (a mind mote with multiple options can pick whichever it believes to be most advantageous). A successful Will save negates the effect.
  • Force Shield: In its steel form, the mind mote can grant an ally within 80 ft. a shield of invisible force that grants a shield bonus to their AC for 3 rounds. The value of the bonus is noted on the table above. If the mind mote has no allies, or all of its allies are currently protected, it may use the effect on itself. It may also make a simple slam attack while in its steel form.


Tormyre

A flickering light in the darkness slowly reveals itself to be a shrouded, floating figure, holding a tome and illuminated by torchlight where its head should be. It mutters to itself animatedly, as though endlessly on the cusp of an epiphany that never comes. As it turns toward you, you sense a frustration at being interrupted, which quickly warps into horrid anger.

Tormyre
Size/Type:
Large Undead
Hit Dice:
13d12 + 40 hp Buffer (124 hp)
Initiative:
+3
Speed:
Fly 50 ft. (perfect)
Armor Class:
27 (+3 Dex, -1 size, +8 deflection, +7 shield), touch 20, flat-footed 24
Base Attack/Grapple:
+6/+10
Attack:
Mind-consuming touch +12* melee touch (1d6 Int, Wis, and Cha damage)
Full Attack:
2 mind-consuming touches +12*/+7* melee touch (1d6 Int, Wis, and Cha damage)
Space/Reach:
10 ft./10 ft.
Special Attacks:
Thought magic, mind-consuming touch
Special Qualities:
Insightful, endless defenses, deflection, undead traits
Saves:
Fort +4, Ref +7, Will +16
Abilities:
Str 12, Dex 16, Con Ø, Int 26, Wis 26, Cha 32*
Skills:
Concentration +16, Spellcraft +24, Knowledge (all skills) +12, Listen +24, Spot +24, Sense Motive +24
Feats:
Weapon Finesse (B), Thought on the Run, Weapon Focus (mind-consuming touch), Meta-Analysis, Afterthought, Off the Top of My Head
Environment:
Any
Organization:
Solitary
Challenge Rating:
15
Treasure:
Carried items
Alignment:
Usually lawful evil
Advancement:
13-20 HD (large)
Level Adjustment:

A tormyre is a rare undead that forms when a powerful thinker dies while engrossed in a question or riddle. Their magic and the sheer need to solve the issue anchors their wretched soul to the material plane, but drives them mad. The cruel irony is that, in their maddened state, they are forever unable to reach the answer they seek. Despite their madness, they wield with cunning the powerful thought magic they possessed in life, expressing devastating ideas against all who come across them. Tormyres cannot be easily reasoned with due to their irritability and general insanity; an offer to help them with their conundrum is met with utter disregard, since it views all others as lacking the cleverness needed to find the truth. It has a keen sense of when it's being lied to (Sense Motive +24), so bluffing the knowledge or intellect to attempt the problem is nearly impossible.

Items

Values with a * in the table above include the effects of worn magic items. Tormyres typically carry the following:
  • Amulet of Natural Attacks (+3): grants +3 to attack rolls with its mind-consuming touch attack (base price: 18200 gp)
  • Cloak of Charisma (+6): grants a +6 enhancement bonus to Charisma (base price: 36000 gp)
  • Tormyre's Tome: a thought magic item detailed here. No in-combat advantage. Tormyres will not willingly allow anyone else to use this tome, even if ordered to by a magical command or compulsion (base price: 15000 gp)

Combat

Thought Magic: Each round, a tormyre draws 4 ideas at random from the following list without replacement. At the end of its turn, they are discarded along with all ideas it expressed during that turn. When all ideas have been discarded, all ideas return to the list so they can be drawn anew. The tormyre has thinker level 13, and the save DC for a tormyre's idea, including augmentation, is 24 + idea level. The DC is Charisma-based.

Deck composition:
  • 1st: Disarming Notion, Drawing a Blank (50%), Shield of Belief (+7)
  • 2nd: Buffer (40 HP), Chilling Thought x2 (8d6), Empower Idea
  • 3rd: Maximize Idea, Migraine x2 (10d6), Mindarmor, Quick Thinking
  • 4th: Choice Paralysis, Death Urge, Decoy (4 duplicates), Pressure (4d6; one-third speed), Out of the Box
  • 5th: Dispelling Flame (3d6; 2 effects dispelled), Fear and Trembling
The deck has the composition 3/4/5/5/2 from 1st to 5th, for a total of 19 ideas. It can enter periods of thought 12 times per day. It does not gain Blanks when it expresses Migraine, nor does it need to supply IP to sustain Mindarmor.

Insightful (Su): The tormyre is always treated as though it has enough IP to express the ideas in its hand, and augment them up to 3 IP, if applicable. Its only limitations to what it can express are the cards it drew that turn and its actions.

Thought Feats: Due to its feat Afterthought, the tormyre can express 1st-level ideas as swift actions. It may also use its Meta-Analysis feat to return an idea with the [meta] descriptor to its "hand" up to twice per day, allowing it to be used, assuming it was already in its hand at a previous point before the last time ideas were returned to the list. Finally, Off the Top of My Head causes the idea Maximize Idea to always be in its first hand (the other 3 cards are chosen randomly).

Mind-Consuming Touch (Su): As a melee touch attack, a tormyre can inflict 1d6 Int damage, 1d6 Wis damage, and 1d6 Cha damage (rolled separately).

Endless Defenses (Su): Whenever the tormyre expresses Shield of Belief, Mindarmor, or Buffer on itself, these ideas have 24-hour duration. This grants the tormyre a +7 shield bonus to AC, 40 temporary HP, DR 10/-, and energy resistance 10 against all energy types when first encountered. These ideas can be dispelled normally, however. A tormyre cannot express any of these 3 ideas on any target other than itself.

Deflection (Su): The tormyre adds its Charisma modifier (+8) as a deflection bonus to its armor class.


Unbodied, Thinker

Thinker unbodied, like psionic unbodied, are minds that transcended the corporeal world. These variant unbodied use their vast intellect to affect reality using thought magic rather than psionics. They lack some of the psionic unbodied's abilities and have lower Constitution and Dexterity in exchange for a lower level adjustment, which makes them more viable for players.

Unbodied, Thinker
Size/Type:
Medium Monstrous Humanoid (Incorporeal)
Hit Dice:
4d8 (18 hp)
Initiative:
+1
Speed:
Fly 30 ft. (good)
Armor Class:
12 (+2 deflection), touch 12, flat-footed 12
Base Attack/Grapple:
+4/—
Attack:
Incorporeal touch +4 melee (1d6)
Full Attack:
Incorporeal touch +4 melee (1d6)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Thought Magic
Special Qualities:
Assume likeness, incorporeal traits, telepathy 100 ft.
Saves:
Fort +1, Ref +4, Will +6
Abilities:
Str Ø, Dex 11, Con 10, Int 15, Wis 14, Cha 15
Skills:
Bluff +10*, Diplomacy +6, Disguise +10*, Intimidate +6, Listen +6, Sense Motive +6, Spot +6
Feats:
Thought on the Run, Meditative Healing
Environment:
Any
Organization:
Solitary or Illumination (3-6)
Challenge Rating:
3
Treasure:
Half standard
Alignment:
Any
Advancement:
By character class
Level Adjustment:
+2

Combat

Thought Magic: A thinker unbodied expresses ideas as a 4th-level thinker, typically a Philosopher (though there are unbodied that have a natural propensity for the other thought magic classes). They can take thought magic feats and continue their progression (hand size, augment limit, deck composition, and thinker level) if they take levels in the same class as they are granted by their racial HD.

Typical Philosopher deck composition (base save DC 12 + idea level): 0th - Minor Insight x2, Imaginary Hand, 1st - Healing Touch, Piercing Wit x2, Drawing a Blank x2, Shield of Belief, 2nd - Steal Thoughts, Cognitive Dissonance x2

Assume Likeness (Su): An unbodied can assume the likeness of any Small, Medium, or Large creature as a standard action that does not provoke attacks of opportunity. Its abilities do not change, but it appears to be that creature, relying on its Bluff and Disguise skills to deflect suspicion.

Incorporeal Traits: An unbodied is harmed only by other incorporeal creatures, magic weapons, powers, spells, spell-like abilities, and supernatural abilities. It has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. It can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. An incorporeal creature always moves silently and cannot be heard with Listen checks if it doesn’t wish to be.

Skills: An unbodied has a +4 racial bonus on Bluff and Disguise checks. *When using its assume likeness ability, an unbodied gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.

Thinker Unbodied as Characters

Thinker Unbodied Traits: Thinker unbodied possess the following racial traits.
  • +4 Intelligence, +4 Wisdom, +4 Charisma. As an incorporeal creature, an unbodied has no Strength score.
  • An unbodied has a base fly speed of 30 feet (good maneuverability).
  • Darkvision out to 60 feet
  • Deflection bonus to AC equal to the character's Charisma modifier (minimum +1)
  • Natural Attack: An unbodied can make a melee touch attack to deal 1d6 points of damage.
  • Thought Magic (see above): a thinker unbodied begins with 4 levels in a single thinker class of its choice for the purpose of determining its hand size, augment limit, deck composition, ideas known, and thinker level. It does not gain any other class features that class would otherwise receive.
  • Special Qualities (see above): Assume likeness, incorporeal traits, telepathy 100 feet.
  • Racial Hit Dice: An unbodied begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
  • Racial Skills: An unbodied’s monstrous humanoid levels give it skill points equal to 7 × (2 + Int modifier). Its class skills are Bluff, Concentration, Diplomacy, Disguise, Intimidate, Knowledge (all skills, taken individually), Listen, Sense Motive, Spellcraft, and Spot. Unbodied have a +4 racial bonus on Bluff checks and Disguise checks. When using its assume likeness ability, an unbodied gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.
  • Racial Feats: An unbodied’s monstrous humanoid levels give it two feats.
  • Automatic Languages: Common.
  • Favored Class: Philosopher.
  • Level Adjustment: +2.

14
Chapter 4 - Thought Magic / The Silent Blade [prestige]
« on: September 04, 2021, 06:45:31 AM »
THE SILENT BLADE

"..."
-Naja Matar, a Silent Blade.

The Silent Blades are an elite order of mercenaries and assassins known for two things: their ability to kill with barely a thought - often literally - and their ability to keep a secret. Nobody knows where they receive their training, for this, too, is a secret they are forsworn to keep. Their vow of silence compels them to never speak, and though they can still communicate via hand signs, their refusal to use their voice continually reminds them of the truths they must conceal. Some are malicious, but most are neutral: living weapons to be used by those who can afford their services.

BECOMING A SILENT BLADE
A thinker of sufficient dexterity and skill may find a letter addressed to her asking to meet in a secluded space. There, a black-robed figure will be waiting, an extremely dangerous member of the Silent Blades (CR 15). Knowing that she would not have come unless she agreed to join their order, they will test her in a duel. She is not expected to win, but merely to show that she has promise, at which point the Silent Blade calls off the fight. If she fails to impress the Silent Blade, they kill her on the spot. It is a mystery where the Silent Blade and the thinker go after this test, though it is thought to be a hidden training ground of some sort. Upon returning to civilization, the thinker is bound by the order's oath, and will not speak of the Blades' location, or indeed anything at all.

ENTRY REQUIREMENTS
Alignment: Any nongood
Skills: Hide 8 ranks, Spellcraft 4 ranks
Thought Magic: Able to express the 1st-level idea Hush
Feats: Thought on the Run
Special: Must receive a letter from the Silent Blades

Class Skills
The Silent Blade's class skills are Balance, Bluff, Concentration, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Hide, Intimidate, Jump, Knowledge (all skills, taken individually), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Swim, Tumble, and Use Magic Device.
Skill Points at Each Level: 4 + int

Table: The Silent Blade           HD: d6


Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special                                                               


Thought Magic               
1+0+0+2+2Vow of Silence, Unreadable, Sneak Attack +1d6
2+1+0+3+3Silence Aura, Mobile Attacker+1 level of existing thinker class
3+2+1+3+3Disappear (move action)+1 level of existing thinker class
4+3+1+4+4Slash Resolve, Sneak Attack +2d6+1 level of existing thinker class
5+3+1+4+4Weak Point+1 level of existing thinker class
6+4+2+5+5Killer Intent+1 level of existing thinker class
7+5+2+5+5Disappear (swift action), Sneak Attack +3d6+1 level of existing thinker class
8+6+2+6+6No Escape+1 level of existing thinker class
9+6+3+6+6Undetectable+1 level of existing thinker class
10+7+3+7+7Eternal Silence, Sneak Attack +4d6+1 level of existing thinker class


Weapon and Armor Proficiency: The Silent Blade is proficient with all simple and martial weapons, and with the bolas and hand crossbow. She is proficient with light armor but not with shields.

Thought Magic: At each level except 1st, the Silent Blade progresses her ideas known, hand size, thinker level, and deck composition, as if she had gained a level in a thinker class that she belonged to prior to gaining the prestige class level. She does not, however, gain any other benefit a character of that class would have gained.

Vow of Silence (Ex): The Silent Blade makes a vow to never utter another word. She may not use her voice in any way, including to use the verbal components of spells, if she knows any. She may still communicate through other means, such as hand signals, sign language, and telepathy, if she knows or is able to use such methods. However, her vow is deeper than this. A client may ask her to promise to keep a secret. If she does so (by nodding her head once of her own free will), she may not convey the content of that secret in any way, or this will also constitute a breach of her vow of silence.

Any violation of her vow causes her to lose her class abilities in Silent Blade. This is the least of her worries, however, since if the order of the Silent Blades learns of her betrayal, they will hunt her down and kill her without mercy. If the secret is extracted some other way, such as with a compulsion, the Silent Blades may be persuaded to spare her and accept her back into their order, but only upon the completion of a deadly test of some sort to prove her loyalty.

Unreadable (Ex): The secrets a Silent Blade protects cannot be easily plucked from her mind. She is immune to mind-reading effects such as the spell Detect Thoughts, and any Sense Motive check made to discern her intentions takes a -5 penalty.

Sneak Attack (Ex): At 1st level, and every 3 levels afterward, the Silent Blade gains +1d6 sneak attack, as the Rogue ability of the same name. If the Silent Blade gains sneak attack or silent strike from another source, the bonuses to damage stack.

Silence Aura (Su): Starting at level 2, the Silent Blade emanates Silence, as the spell, out to a range of 10 feet away from her, active continuously. She may dismiss or activate the aura as a free action at will. She may also reduce the radius to as little as 0 feet, meaning that she is completely silent, but none of the space adjacent to her is. Changing the radius of the aura is also a free action usable at will.

Mobile Attacker (Ex): The 2nd-level Silent Blade is a swift and deadly combatant, using both thought magic and weapon attacks while constantly on the move. She may use the additional swift-action movement granted by her Thought on the Run feat in cases where she spends a standard action attacking with a weapon and a move action expressing an idea. This is in addition to the case when the feat is normally usable: when she spends both move actions or 1 full-round action expressing ideas.

Disappear (Sp): At level 3, the Silent Blade adds the 2nd-level idea Out of Sight, Out of Mind to her list of ideas known if it isn't already (if she cannot yet express 2nd-level ideas, she does not gain this class feature immediately. Instead, once she learns her first 2nd-level idea, she adds Out of Sight, Out of Mind to her list of ideas known at that point). She may express this idea as a move action instead of a full-round action if she wishes.

At level 7, she may express it as a swift, move, or full-round action.

Slash Resolve (Ex): The 4th-level Silent Blade chips away at her mark's ability to resist her ideas with every strike. Each time a creature takes weapon damage from the Silent Blade, they gain a -1 penalty to saves against her ideas and the spell-like features of this class. This penalty is cumulative up to 1/2 the Silent Blade's class level, and lasts 1 minute.

Weak Point (Sp): At 5th level, the Silent Blade adds the following to her ideas known as a 2nd-level idea:

Quote
Weak Point [Versatile]
  • Expressing Time: 1 free action
  • IP Cost: 1
  • Range: Close
  • Target: One creature
  • Duration: 1 round
  • Spell Resistance: No

If the target creature has an immunity to sneak attacks and critical hits, your weapon attacks ignore that immunity for 1 round (no save).

Killer Intent (Sp): The 6th-level Silent Blade has reached an elite stage of her craft, and begins to imbue her blade with deadly thought magic effects. Whenever she executes a sneak attack, she may reduce her bonus damage dice by 3d6 and instead inflict Death Urge, as the 4th-level idea, on the target of her attack. The Will save DC is 14 + her primary expressing modifier.

No Escape (Sp): At 8th level, whenever the Silent Blade executes a sneak attack, she may reduce her bonus dice by 3d6 and instead inflict Dimensional Anchor, as the spell (no save). She may not imbue her weapon with more than one spell-like effect from this class, even if she has enough sneak attack dice to trade for both.

Undetectable (Ex): At 9th level, the Silent Blade becomes immune to all divination effects.

Eternal Silence (Sp): The 10th-level Silent Blade can imbue her weapon with an effect that silences her victim forever. Whenever she executes a sneak attack, she may reduce her bonus damage dice by 3d6 and instead inflict a Silence effect localized to her target (identical to her own silence aura when she reduces the radius to 0 feet) with no save, for 1 minute. In addition, the target is affected by Countdown, as the 4th-level idea, except that the counter starts at 1. One round later at the start of the Silent Blade's turn, the target must make a Fortitude save (DC 18 + expressing modifier) or die.

Both the Silence and Countdown effects are treated as a single effect for the purpose of determining whether the Silent Blade may imbue her weapon with them (she may not imbue her weapon with more than one spell-like effect from this class, even if she has enough sneak attack dice to trade for both).

PLAYING A SILENT BLADE
Silent Blade characters cannot speak, but this does not mean there are no opportunities for roleplaying. Aside from hand signals and telepathy, which might allow your character to literally communicate with her allies, you can have your character make purposeful glances and gestures, enhancing the feeling of having a character around who does not speak. When doing this, be sure to be specific about what the gestures mean. That is, instead of saying, "Naja gestures to the orc chief, then looks back at the party," say something like "Naja gestures to the orc chief and gives the party a look of distrust, doubting the chief's assurances."

15
Chapter 4 - Thought Magic / The Gambler [prestige]
« on: September 01, 2021, 07:06:52 PM »
THE GAMBLER


"Lose? Ha! My power of luck is such that I could call a bolt of lightning upon this fine establishment, and the only floorboards undamaged would be the ones I happen to be standing on. I never lose."
-Cecil Sharpeye, a Gambler, bluffing confidently.

To come up with the perfect idea at the right time and turn the tide of a battle, you either need to be a talented wielder of thought magic, or just very lucky. The Gambler is the class for those who smirk and declare, "why not both?" Gamblers tend to be naturally lucky, and use that luck to enhance their ideas. Their enemies are left reeling, wondering how they managed to produce so many powerful effects so quickly and land such devastating critical attacks, but to the Gambler, it was simply the right hand of cards and the right roll of the die.

BECOMING A GAMBLER
Gamblers tend to be roguish characters who have nothing to lose and everything to gain. Surprisingly, some Strategists embrace the class as well, believing that it's helpful to have luck in the instances where planning isn't enough.

ENTRY REQUIREMENTS
Skills: Spellcraft 4 ranks, Profession (gambler) 8 ranks
Thought Magic: Able to express 2nd-level ideas
Feats: Lucky Idea

Class Skills
The Gambler's class skills are Appraise, Bluff, Concentration, Craft, Disguise, Diplomacy, Forgery, Hide, Knowledge (all skills, taken individually), Listen, Move Silently, Profession, Sense Motive, Spellcraft, Search, Spot, and Use Magic Device.
Skill Points at Each Level: 4 + int

Table: The Gambler                HD: d6


Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special                                               


Thought Magic               
1+0+0+0+2Gambler's Luck (draw), Targeted Idea+1 level of existing thinker class
2+1+0+0+3Even Odds+1 level of existing thinker class
3+1+1+1+3Critical Thinking+1 level of existing thinker class
4+2+1+1+4Double or Nothing+1 level of existing thinker class
5+2+1+1+4Gambler's Luck (IP)+1 level of existing thinker class
6+3+2+2+5Easy Luck+1 level of existing thinker class
7+3+2+2+5Lucky Seven+1 level of existing thinker class
8+4+2+2+6Winning Streak+1 level of existing thinker class
9+4+3+3+6Gambler's Luck (DC)+1 level of existing thinker class
10+5+3+3+7All In+1 level of existing thinker class


Weapon and Armor Proficiency: The Gambler gains no new proficiency with any weapons or armor.

Thought Magic: At each level, the Gambler progresses her ideas known, hand size, thinker level, and deck composition, as if she had gained a level in a thinker class that she belonged to prior to gaining the prestige class level. She does not, however, gain any other benefit a character of that class would have gained.

Gambler's Luck (Ex): The Gambler gains abilities that function like luck feats at levels 1, 5, and 9 but function only during periods of fluid thought. As with luck feats, these abilities are activated as a swift action, and each time she gains a new one, she gains an additional luck reroll. They also count as luck feats for the purpose of prerequisites.

At level 1, the Gambler can spend a luck reroll to discard 2 ideas from her hand, then draw 1d4-1 ideas. This gives her a chance of receiving nothing at all, but also a chance of ending up with more cards than she started with. This ability cannot be used if she has fewer than 2 ideas in her hand.

At level 5, the Gambler can spend a luck reroll to gain 1d4-1 IP.

At level 9, the Gambler can spend a luck reroll to increase the DC of the next idea she expresses by 1d4-1. If she does not express an idea before the end of her turn, this use is wasted.

Targeted Idea (Ex): Whenever a Gambler expresses an idea that affects an area, has a range greater than touch, and has an instantaneous duration, she may choose to shape that idea into a ray that only affects one creature (the range is unchanged). She makes a ranged touch attack to affect the target. If the original idea allowed a Reflex save, the modified idea does not; however, if it allowed a Will or Fortitude save, those saves still apply.

Even Odds (Ex): At level 2, the Gambler can structure her deck in such a way that it grants her more luck. Once per day when she prepares her deck composition, she counts the number of ideas of each level. For each level with an even number of ideas, she gains a bonus luck reroll that day. For instance, a Creative 5 / Gambler 2 has a deck composition of 2/5/5/2 normally, so this would grant 2 luck rerolls, since the 2s are even but the 5s are not. However, if this character prepares a 1st-level idea in one of her 5 2nd-level slots, her composition would be 2/6/4/2, granting her 4 bonus rerolls that day. Lower-level ideas in higher slots must not use the feat Heighten Idea in order to qualify as a change to these values. In this way, the Gambler can gain luck rerolls at the cost of having a few lower-level ideas in her deck composition than she is capable of.

Critical Thinking (Ex): Starting at level 3, the Gambler's ideas that require attack rolls, including those affected by her Targeted Idea class feature, have their threat range doubled (generally to 19-20 x2).

Double or Nothing (Ex): Whenever a Gambler of level 4 or higher succeeds on a saving throw against an effect that is partially negated by a successful save (i.e. Reflex half, Will partial), she may declare a "double or nothing". This costs no action. She makes another save against the same effect. If she fails, it is treated as though she failed the save (this overwrites the success she experienced before she declared "double or nothing"). If she succeeds again, however, she is completely unaffected by the effect. She takes 0 damage, has no minor secondary effect, and so on.

Easy Luck (Ex): Luck comes to the Gambler naturally. Starting at level 5, the swift or immediate action to use a luck feat does not count against her limit of one swift action per turn. However, she still can’t expend a luck reroll more than once per turn to influence the same result. Similarly, her Gambler's Luck abilities now require a free to use instead of a swift action, though she cannot use them more than once each per round.

Lucky Seven (Ex): From level 7 onward, whenever the Gambler rolls a 7 on a roll in which a natural 20 is an automatic success, the 7 is also treated as an automatic success. On rolls where there are no automatic successes, such as skill checks, a roll of 7 has no effect other than its value.

Winning Streak (Ex): The 8th-level Gambler can quickly find herself on a roll, racking up critical hit after critical hit. Whenever she confirms a critical hit with an idea, her threat range doubles for 1 round. This does not stack with itself, nor does it stack with other effects that increase threat range, such as the feat Improved Critical. It does, however, stack with the doubled threat range from her Critical Thinking ability (generally increasing the threat range from 19-20 x2 to 17-20 x2).

All In (Ex): When the 10th-level Gambler is out of options, there is one last trick to try. As a swift action usable during a period of fluid thought, she may discard her hand and deck. Then she expends up to 4 luck rerolls (minimum 1), and chooses that many ideas from her discard pile to add to her hand. She may express those ideas as normal for the remainder of the current turn. When the turn is over, her period of fluid thought ends. As usual, once a period of fluid thought ends, a thinker must wait 1 full round before beginning another. Effectively, she gets a perfect turn with exactly the cards she needs at that moment, but it comes at the cost of luck rerolls, and if this perfect turn does not end the encounter, she will be caught utterly defenseless the following round.

16
Chapter 4 - Thought Magic / The Far Mind [prestige]
« on: September 01, 2021, 12:26:35 PM »
THE FAR MIND


"Can you believe this guy? When I brought him his food, he was on the goddamn ceiling. Like, he was standing upside down on his cell's ceiling. No idea how. Said he was up there hiding from 'those things.'"
-An unnamed jailor to her fellow guard about one of their prisoners, a Far Mind.

Some thinkers contemplate things that they were better off not knowing. These are the Far Minds, who cast their thoughts outward to the boundary of reality. It isn't a physical boundary, but rather one that exists in minds and dreams, a vast chasm they call the Void. And on the other side are frightful, incomprehensible creatures and concepts that don't fit easily into a natural brain. Some go insane attempting to make sense of it, others stagger back from the experience and resume their mundane lives. But a special few learn to harness it and enhance their thought magic.

BECOMING A FAR MIND
Very few minds can even begin to understand the Void, let alone what lies beyond. Some people require only a small amount of experience in thought magic to take this leap, however. There are two main ways to fulfill the prerequisites below: either a character can take 5 levels of a thought magic class and proceed naturally with very few restrictions, or a character can enter with a mere 2 levels, each in a different thought magic class. This entirely different play style unlocks the Far Mind's abilities much earlier, at the cost of an initial deck composition that's hopelessly full of near-useless low-level ideas. Fortunately, this class's abilities provide several ways for the Far Mind to retire these ideas.

ENTRY REQUIREMENTS
Skills: Spellcraft 4 ranks
Thought Magic: Hand size 4 or higher

Class Skills
The Far Mind's class skills are Concentration, Craft, Knowledge (all skills, taken individually), Profession, and Spellcraft.
Skill Points at Each Level: 2 + int

Table: The Far Mind                HD: d4


Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special                                           


Thought Magic               
1+0+0+0+2Far Knowledge, Glimpse of the Void+1 level of existing thinker class
2+1+0+0+3Summon from Beyond+1 level of existing thinker class
3+1+1+1+3Alien Mind+1 level of existing thinker class
4+2+1+1+4Aura of Madness+1 level of existing thinker class
5+2+1+1+4It Doesn't Have to Make Sense+1 level of existing thinker class
6+3+2+2+5The Void Stares Back+1 level of existing thinker class
7+3+2+2+5Mad Laughter+1 level of existing thinker class
8+4+2+2+6Greater Summons+1 level of existing thinker class
9+4+3+3+6Improved Alien Mind+1 level of existing thinker class
10+5+3+3+7Void Blast+1 level of existing thinker class


Weapon and Armor Proficiency: The Far Mind gains no new proficiency with any weapons or armor.

Thought Magic: At each level, the Far Mind progresses her ideas known, hand size, thinker level, and deck composition, as if she had gained a level in a thinker class that she belonged to prior to gaining the prestige class level. She does not, however, gain any other benefit a character of that class would have gained.

Far Knowledge (Ex): The Far Mind's first contact with the Void opens her minds to new possibilities. She may take the feats Augment Summoning, Grell Alchemy (LoM p. 114), or Lunatic Insight (HoH p. 123) without meeting the prerequisites. The effects of Augment Summoning and Grell Alchemy on spells also apply to her ideas, psionic powers (if applicable), and this class's spell-like abilities.

Glimpse of the Void (Ex): At level 1, the Far Mind looks out across the Void, temporarily losing a fragment of her mind in the process. As a free action usable up to once per round before any other actions (including free actions), the Far Mind may retire a random card from her hand (she shuffles her hand and retires a card without looking). If she does so, she then draws a card.

Summon from Beyond (Sp): The 2nd-level Far Mind can bring creatures into our world from beyond the Void. As a standard action, she may discard a card from her hand in order to summon a creature from the Summon Monster list of that level with the pseudonatural creature template. The effective spell level of this effect is the same as that of the card discarded.

At level 8, the Far Mind can reach further by submitting more of her mind to the Void. When using this ability, she may retire the card instead of discarding it. If she does so, she may summon the monster from the list of the Summon Monster spell one level higher than the level of the retired card. This counts as a spell-like ability of one level higher than that of the card discarded.

Alien Mind (Ex): Starting at level 3, the Far Mind's exposure to the Void has warped her brain in ways that defy physical explanation. She gains a +4 bonus to saving throws against mind-affecting effects.

By level 9, the structure of her mind has been fully transformed, granting her immunity to all mind-affecting effects.

Aura of Madness (Su): At level 4, the Far Mind begins radiating the madness of the Void to all creatures nearby. Each round at the end of her turn, all creatures within 10 feet of her must make a Will save or become confused for 1 round. This is a supernatural ability. The DC is 10 + 1/2 character level (rounded down) + her primary expressing modifier. If her class level is lower than 1/2 her character level, the DC uses this number instead.

It Doesn't Have to Make Sense (Su): The 5th-level Far Mind's otherworldly ability to change reality with a thought allows her to alter her personal direction of gravity on a whim. This acts as the spell False Gravity (SpC p. 87), active continuously.

The Void Stares Back (Ex): Starting at level 6, the Far Mind can, as a free action usable once per period of fluid thought, retire her entire hand, then draw into her hand all other cards that were previously retired. Effectively, her hand and her retired pile are swapped. At the end of the turn, she discards them normally (her previous hand remains retired).

Mad Laughter (Sp): By level 7, the Far Mind has seen so much that reality is hilariously boring to them, and she can break into a mad cackle that infects the minds of others. As a standard action usable once per 1d4 rounds, she can use Hideous Laughter, except that it affects up to 1 creature per class level within Medium range, no two of which can be more than 30 feet apart. The save DC is 10 + 1/2 character level (rounded down) + her primary expressing modifier. If her class level is lower than 1/2 her character level, the DC uses this number instead.

Void Blast (Su): At level 10, the Far Mind can unleash a blast of otherworldly energy drawn from the Void. All creatures in a 120-foot line take 1d6 damage per card in the Far Mind's retired pile (Reflex half). The save DC is 10 + 1/2 character level (rounded down) + her primary expressing modifier. If her class level is lower than 1/2 her character level, the DC uses this number instead.

PLAYING A FAR MIND
Different people react differently to what they see when they extend their thoughts beyond the natural world. A Far Mind might be a quaking, anxious mess, fearful of what lies beyond, or perhaps just slightly unhinged: a bit of that world's logic seeping into her mind. Regardless of the direction you choose to take your Far Mind character, remember that, as always, a character that acts too irrationally, to the point of becoming a nuisance to her allies, is not welcome in any campaign.

ADAPTATION
Mind-bending cosmic horror is also associated with psionics, so this class can be adapted as a thinker-psionic hybrid prestige class. In this case, use the prerequisites, class skills, and progression table below. With the perspective of psionics to aid her, this type of Far Mind does not succumb to the madness of the The Void. She does not gain the class features Aura of Madness or Mad Laughter.

ENTRY REQUIREMENTS
Skills: Spellcraft 6 ranks, Psicraft 6 ranks
Thought Magic: Able to express 2nd-level ideas
Psionics: Able to manifest 2nd-level powers

Class Skills
The Far Mind's class skills are Autohypnosis, Concentration, Craft, Knowledge (all skills, taken individually), Profession, Psicraft, and Spellcraft.
Skill Points at Each Level: 2 + int

Table: The Far Mind (variant)                HD: d4


Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special                                           


Psionics/Thought Magic               
1+0+0+0+2Far Knowledge, Glimpse of the Void+1 level of existing manifesting class
+1 level of existing thinker class
2+1+0+0+3Summon from Beyond+1 level of existing thinker class
3+1+1+1+3Alien Mind+1 level of existing manifesting class
4+2+1+1+4+1 level of existing manifesting class
+1 level of existing thinker class
5+2+1+1+4It Doesn't Have to Make Sense+1 level of existing thinker class
6+3+2+2+5The Void Stares Back+1 level of existing manifesting class
7+3+2+2+5+1 level of existing manifesting class
+1 level of existing thinker class
8+4+2+2+6Greater Summons+1 level of existing thinker class
9+4+3+3+6Improved Alien Mind+1 level of existing manifesting class
10+5+3+3+7Void Blast+1 level of existing manifesting class
+1 level of existing thinker class

Thought Magic: At every level except 3rd, 6th, and 9th, the variant Far Mind progresses her ideas known, hand size, thinker level, and deck composition, as if she had gained a level in a thinker class that she belonged to prior to gaining the prestige class level. She does not, however, gain any other benefit a character of that class would have gained.

Psionics: At every level except 2nd, 5th, and 8th, the variant Far Mind progresses her power points per day, powers known, and manifester level as if she had gained a level in a manifesting class that she belonged to prior to gaining the prestige class level. She does not, however, gain any other benefit a character of that class would have gained.

17
Chapter 4 - Thought Magic / The Theologian [prestige]
« on: August 30, 2021, 04:30:57 PM »
THE THEOLOGIAN


"The ability to merely think, and in doing, shape the world... I like to believe that this art helps me understand the minds of the gods."
-Rorik the Sage, a Theologian.

Theologians are scholars of the divine, blending a divine caster's devotion with a thinker's inquisitive mind. They view thought magic as an intrinsically divine act, and build on that belief to improve their spells. In turn, they can learn a unique spell that grants insight to fuel their ideas. The synergy between these two seemingly unrelated types of magic is enhanced by the fact that spells are often standard-action abilities, while ideas can be expressed with their remaining move actions. For this reason, the most powerful Theologians rapidly alternate between the two, to the bafflement of every opponent who doesn't share the Theologian's range of magical knowledge.

BECOMING A THEOLOGIAN
In cities where academies have amicable relations with the church, it's not uncommon for the Philosophers of thought magic and scholarly Clerics to share conversations, leading some to become Theologians. Other types of thinkers and other types of divine casters occasionally end up on this path; in almost all such cases, they study under the tutelage of a more senior Theologian. Established academics scoff at the rare traveling Divine Bard/Creative/Theologian who came upon the same divine connections independently in the course of their artistic pursuits. Though self-taught Theologians are no less powerful, those in a more traditional track are reluctant to admit it.

ENTRY REQUIREMENTS
Skills: Spellcraft 6 ranks, Knowledge (religion) 6 ranks
Thought Magic: Able to express 2nd-level ideas
Spells: Able to cast 2nd-level divine spells

Class Skills
The Theologian's class skills are Concentration, Craft, Decipher Script, Diplomacy, Knowledge (all skills, taken individually), Listen, Perform (Oratory), Profession, Sense Motive, Spellcraft, and Spot.
Skill Points at Each Level: 2 + int

Table: The Theologian             HD: d6


Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special                                     


Divine Casting/Thought Magic               
1+0+0+0+2+1 level of existing divine casting class
+1 level of existing thinker class
2+1+0+0+3Divine Idea+1 level of existing thinker class
3+1+1+1+3Insightful Magic+1 level of existing divine casting class
4+2+1+1+4+1 level of existing divine casting class
+1 level of existing thinker class
5+2+1+1+4Bonus Feat+1 level of existing thinker class
6+3+2+2+5Revelation+1 level of existing divine casting class
7+3+2+2+5+1 level of existing divine casting class
+1 level of existing thinker class
8+4+2+2+6Improved Divine Idea+1 level of existing thinker class
9+4+3+3+6Improved Insightful Magic+1 level of existing divine casting class
10+5+3+3+7+1 level of existing divine casting class
+1 level of existing thinker class


Weapon and Armor Proficiency: The Theologian gains no new proficiency with any weapons or armor.

Thought Magic: At every level except 3rd, 6th, and 9th, the Theologian progresses her ideas known, hand size, thinker level, and deck composition, as if she had gained a level in a thinker class that she belonged to prior to gaining the prestige class level. She does not, however, gain any other benefit a character of that class would have gained.

Spellcasting: At every level except 2nd, 5th, and 8th, the Theologian progresses her spells per day, spells known, and caster level as if she had gained a level in a divine spellcasting class that she belonged to prior to gaining the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. Unlike other prestige classes that progress spellcasting, this class may not progress a thinker class in place of the spellcasting progression; it can only progress a thinker class and a spellcasting class, not two thinker classes.

Divine Idea: Starting at 2nd level, the Theologian's different types of magic begin to complement each other. She adds the following to her list of ideas known as a 0th-level idea:

Quote
Divine Idea [Meta][Unique]
  • Expressing Time: 1 free action
  • IP Cost: 0
  • Duration: Instantaneous

This idea can only be expressed at the same time as a divine spell, which you cast. The spell gains +2 to its caster level and save DC.

At level 8, the Theologian expands her ability to express this idea. She no longer treats it as [unique]. This allows her to place it in her deck composition twice instead of only once.

Insightful Magic: The 3rd-level Theologian begins to use her divine magic to enhance her thought magic as well. She adds the following spell to her class list and, if applicable, to her list of spells known, as a 2nd-level spell:

Quote
Insightful Magic
  • Components: V
  • Casting Time: 1 free action
  • Range: Personal
  • Target: You
  • Duration: Instantaneous

You gain +1 IP, which you can use this turn to express ideas. Casting this spell never provokes attacks of opportunity.

Starting at level 9, the Theologian can use this spell to greater effect. If she uses a higher-level slot than 2nd to prepare or cast this spell, it grants additional IP equal to the number of levels above 2. For instance, if she prepares Insightful Magic in a 4th-level slot, it grants +3 IP.

Bonus Feat: At level 5, the Theologian gains a bonus feat, which can either be a thought feat, a metamagic feat, or a divine feat.

Revelation: By level 6, the Theologian's experience with both types of magic has helped her reach a new understanding of her mind and her connection to the gods. She treats her primary casting modifier (and primary expressing modifier, if different) as 4 higher for the purpose of determining her bonus spells per day and daily periods of thought.

ADAPTATION
The Theologian can be easily converted into an arcane-thinker dual-progression class called the Arcanologist. Simply change all mentions of divine casting to arcane: the class progresses arcane casting and requires 2nd-level arcane spells as a prerequisite, Insightful Magic becomes an arcane spell, and the idea Divine Insight becomes Arcane Insight and enhances arcane spells. Additionally, the prerequisite 6 ranks in Knowledge (religion) become ranks in Knowledge (arcana), and the bonus feat at level 5 may be an item creation feat but not a divine feat.

18
Chapter 4 - Thought Magic / The Visionary [prestige]
« on: August 30, 2021, 06:43:28 AM »
THE VISIONARY


"I can't imagine it? Oh, you have no idea what I can imagine."
-Iris Draemora, a Visionary, interrupting a lich's description of the devastation his army of the dead will wreak.

The Visionary is a master of illusion, able to bring into existence any image her mind dreams up. As she becomes increasingly adept at visualizing what she wants to create, it also helps her keep track of her thoughts, practically seeing them as objects laid out in her mind end to end. At the apex of her mental growth, she knows the exact order of every idea in her deck, and can use this information to bombard her enemies with powerful patterns, figments and phantasms.


BECOMING A VISIONARY
Unsurprisingly, most Visionaries start out as Creatives, since it's a straightforward path for those already gifted with vivid imaginations. However, it's not unheard of for Philosophers to enter the class after choosing Mental Image for their Personal Philosophy class feature. These Philosophers devote themselves to expanding their powers of visualization, adding their experiences to their theories of illusion and reality.

ENTRY REQUIREMENTS
Skills: Concentration 8 ranks
Thought Magic: Able to express 2nd-level ideas and the 1st-level idea Mental Image
Feats: Visual Thinker

Class Skills
The Visionary’s class skills are Appraise, Bluff, Concentration, Craft, Disguise, Diplomacy, Hide, Knowledge (all skills, taken individually), Listen, Move Silently, Profession, Sense Motive, Spellcraft, Search, Spot, and Use Magic Device.
Skill Points at Each Level: 4 + int

Table: The Visionary               HD: d6


Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special                                                                 


Thought Magic                         
1+0+0+0+2Powerful Imagination, Visual Thinker
2+1+0+0+3Mirror Image, Double Capacity+1 level of existing thinker class
3+1+1+1+3Inescapable Swarm, Visual Thinker+1 level of existing thinker class
4+2+1+1+4Illusory Feast, Chains of Disbelief+1 level of existing thinker class
5+2+1+1+4Improved Phantasmal Killer, Envision Everything+1 level of existing thinker class

Weapon and Armor Proficiency: The Visionary gains no new proficiency with any weapons or armor.

Thought Magic: At every level except 1st, the Visionary progresses her ideas known, hand size, thinker level, and deck composition, as if she had gained a level in a thinker class that she belonged to prior to gaining the prestige class level. She does not, however, gain any other benefit a character of that class would have gained.

Powerful Imagination: Whenever the Visionary expresses the idea Mental Image, she adds her class level to the DC. This class allows her to use Mental Image to produce a variety of effects; regardless of the effect, the idea's DC is 11 + her primary expressing modifier + her Visionary level + 1 per additional IP spent to augment it. This bonus to DC does not stack with that of the feat Heighten Idea.

Visual Thinker: At 1st and 3rd level, the Visionary gains Visual Thinker as a bonus feat. She chooses another known idea and always places copies of that idea face-up while they are in her deck.

Mirror Image: Starting at 2nd level, whenever the Visionary expresses Mental Image augmented by at least 1 additional IP, she can choose for it to instead have the effect of the spell Mirror Image.

Double Capacity: The 2nd-level Visionary is able to devote more of her thoughts to illusions than other thinkers. She can have up to 4 copies of Mental Image in her deck composition (typically represented by the 4 suits of a card number), instead of up to 2. She still cannot have more than 26 different ideas in her deck composition; treat the 3rd and 4th copies of Mental Image, if any, as copies of a separate idea for the purpose of this limit.

Inescapable Swarm: Starting at 3rd level, whenever the Visionary expresses Mental Image augmented by at least 2 additional IP, she can choose for it to instead have the following effect. Up to 1 creature/level in Medium range, no two of which may be more than 30 feet apart, become convinced that insects are swarming around them (Will negates). Those that fail are sickened, and must make a Fortitude save each round at the start of their turn or be nauseated for that round. This is a mind-affecting figment which can be blocked by spell resistance.

Illusory Feast: Starting at 4th level, whenever the Visionary expresses Mental Image augmented by at least 3 additional IP, she can choose for it to instead have the effect of the spell Illusory Feast (Spell Compendium p. 120).

Chains of Disbelief: The 4th-level Visionary's illusions are so convincing that even if a creature disbelieves one of her illusions and communicates its nature to an ally, that ally does not receive the usual +4 bonus to disbelieve the illusion themselves. Furthermore, even when presented with incontrovertible proof that the illusion isn't real, creatures must still succeed on a Will saving throw to see objects or creatures that the illusion obscures, although they get a +10 bonus on the saving throw.

Improved Phantasmal Killer: Whenever a 5th-level Visionary expresses Mental Image augmented by 4 additional IP, she can choose for it to instead have the effect of the spell Phantasmal Killer, except that the target does not get a Fortitude save - if they fail the initial Will save, they die automatically.

Envision Everything: At 5th level, the Visionary's intricate visual model of her thoughts allows her to perfectly keep track of everything in her mind. She turns every card in her deck face up, and she can fan out her deck at any time to see which cards are in it and what order they are in. Instead of its normal effect, the feat Visual Thinker now increases the thinker level of the selected idea by 1 for her.

19
Chapter 4 - Thought Magic / Re: Discussion
« on: August 29, 2021, 06:34:18 AM »
No, I don't know of any infinites. Since cards you play get put in front of you rather than immediately discarded, it's difficult to use any one card more than once a round. The only idea that can affect cards in front of you is the 2nd-level Philosopher idea Self-Consistency, but I made sure to have that only take effect at the end of your turn. It's really just out of an abundance of caution. I don't want to put any cap on the number of ideas you can play a turn (because convoluted turns are the most fun imo) and I don't want to have a clause of the number of times you can play something, because that might mess with specific cases like Twin Idea or Earworm that let you play the same thing lots of times. Since there isn't any infinite, I'm fine with it the way it is.

20
Chapter 4 - Thought Magic / Re: Discussion
« on: August 28, 2021, 06:31:38 PM »
As a possible alternative wording, perhaps the following instead? "You may not express Minddagger ideas more than three times per round."

Good catch. Yes, that's what I meant. Fixed now. It's a basic anti-infinite. If you don't explicitly put a cap on these sorts of zero-cost things, someone's going to figure out a deck that abuses it for literally infinite damage.

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