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qgotpckkvp3q · 1 year
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soylent-crocodile · 4 months
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Felidar (Monster)
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(Felidar Sovereign by Zoltan Boros)
(I'm posting for the time being! Expect two posts a week right now.
Magic the Gathering has a habit of creating types of beast to make their settings more fleshed out and fill out the mechanical slot of "generic large beast" in different places- felidar, krushok, cerodon, thoctar... all are creatures with a defined look and name. They're fun targets for monster creating, and I'm generally looking to make these Magical Beasts to keep it interesting. I started with Felidar because, well, I love big cats. As with all my creatures, I tried to give them a fun plot hook.)
CR6 NG Large Magical Beast
Felidar are large catlike predators typically found in mountainous regions, where they use their powerful roars and expert climbing skills to hunt down and kill prey. Felidar are more intelligent than an animal, though not by much- they have no true language, and prefer to live in simple family units or just hunt alone. Perhaps their most intelligent aspect is their knowledge of magic and magical places, as well as a capability for empathy- a felidar who sees an injured humanoid is willing to provide healing, and one whose trust has been gained will often lead humanoids to places of great magic potential- or to the location of a dangerous interloper or creature that needs to be dealt with for the good of the mountain.
Felidar are beings connected to the Plane of Positive Energy, and a vivacious life flows through them. One pint of felidar blood can be used as 100gp of materials to craft any potion of the Healing subschool. Felidar never give this blood freely, instead using their roar or Cure Moderate Wounds spell-like ability- some unscrupulous mages take this blood by force, typically injuring or killing these majestic animals.
This large cat has a splendid rack of antlers upon its head, its horns and insides glowing with a vivacious life.
The first roar startles; each enemy within the area of effect must make a Will save or trigger an attack of opportunity.
Misc- CR6 NG Large Magical Beast HD7 Init:+3 Senses: Perception:+13, Low-Light Vision
Stats- Str:21(+5) Dex:17(+3) Con:17(+3) Int:5(-3) Wis:18(+4) Cha:16(+3) BAB:+7 Space:10ft Reach:5ft
Defense- HP:60(7d10+21) AC:19(+3 Dex, -1 Size, +7 Natural) Fort:+8 Ref:+8 Will:+6 CMD:28 Immunity: Energy Drain, Curse, Death Effects
Offense- Bite +9(1d8+5), 2 Claw+10(1d6+5), Gore +4(1d8+3) CMB:+13 Speed:40ft Special Attacks: Pounce
Feats- Skill Focus (Intimidate), Weapon Focus (Claw), Power Attack (-2/+4), Dazzling Display (Claw)
Skills- Climb +17, Intimidate +9, Perception +10 (+8 Racial bonus to Climb)
Spell-like Abilities- (Caster Level 5, Concentration +8)
Light (Self only) /at-will
Clairvoyance/Clairaudience, Cure Moderate Wounds 3/day
Divination 1/week
Special Qualities- Roar, Vigilant
Ecology- Environment- Mountains (Any) Languages- None Organization- Solitary Treasure- None
Special Abilities- Roar (Su)- A felidar’s roar is imbued with supernatural power. It can make one of these special roars three times a day as a standard action; each successive roar has a different effect depending on if it’s the first, second, or third roar of the day. Each roar is a 60ft cone with a save DC of 16. The DC is constitution-based.
The second roar harms, dealing 7d6 sonic damage to all creatures- ally or enemy- within the area of effect, Reflex save for half.
The third roar restores, healing all allies within the area of effect 7d8 damage and removing the shaken, frightened, or panicked condition.
Vigilant (Ex)- A felidar is never considered to be flat-footed.
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douglysium · 2 months
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Some Rough Concepts for Force Users that aren't purely Jedi or Sith
Cosmos Speakers
The Cosmos Speakers are an order of  wielders that consider themselves separate from both the Jedi and the Sith. While the Jedi and Sith speak of tapping into the light side or dark sides of the  the Cosmos Speakers merely tap into the nature of the  in the surrounding environment, and whether said  is from something aligned with the light side or dark side tends to be of little concern to them. Some of the abilities they have may remind others of both light side and dark side abilities.
The philosophy of the Cosmos Speakers emphasizes becoming one with the environment and understanding the physical universe. Where Jedi seek to become one with the , and Sith seek to dominate it, the Cosmos Speakers seek to become one with the more physical aspects of the universe (such as planets, stars, etc.). Due to this approach the abilities of the Speakers tends to be heavily reliant on either their nearby environment (like the ground), or celestial objects (such as stars) with a strong connection to the . They often use aspects of the environment as conduits for their abilities which means their  powers manifest with the use or creation of physical objects or substances. However, how the Speakers utilize the  means that their abilities tend to be heavily reliant on how strongly attuned to the  the place, planet, or moon, as well as nearby celestial objects. The farther away a Speaker is from a locus of the  the weaker their abilities and connection to the  tend to be. While true masters and prodigies can tap into the  present in any area, the average Speaker may straight up be incapable of connecting to the  in certain areas. Those who can use their  powers with few restrictions often describe doing so as having “internalized” an environment within them. It’s like having an inner world. The way Speakers often use the force often also relies on movement that resembles martial arts, but this is not true for everyone.
Due to the nature of how they work with the , they often make homes or temples on planets or places with a strong connection to the  (think places like Dagobah). Whether the environment in question is connected to the Dark or Light sides matters not to them as they have a holistic view of the  and view it more like an ecosystem that balances each other out. The Dark Side isn’t any more evil than a predator like a lion is. The Cosmos Speakers also generally believe that everyone can become a  sensitive or wield  abilities if they can find the right environment.
The Cosmos Speakers have different branches, some live a sedentary lifestyle while others are nomads. They are also famous for having map makers and a good sense of direction via the . They get their name from the idea that they are “speaking with” or communicating with the environment.
The  abilities of the Speakers tends to be broken up into 3 main schools based on what they are connecting to. The major schools are Solar, Lunar and Terrestrial. While their abilities may seem mystical, from the perspective of the Speakers they are merely coaxing the  to enhance existing aspects of the environment. For example, they can create gusts of wind but they only do so by using the  to boost existing currents.
The Solar school involves connecting from nearby suns / stars. Typically, the  abilities of this school focus on enhancing aspects of the sun, such as light, heat and even it’s gravity or ability to give live. This means the school can involve anything from producing devastating blasts of fire by channeling the heat of a sun, to producing dazzling arrays of light by enhancing the light the sun provides the planet, to even healing others with the life giving properties of the sun.
The Terrestial school involves drawing power from the planet, or moon, that the Speaker is on. This category is further broken down into notable subschools based on parts of a planet, and what schools are stronger or weaker depends on the make up of the planet.
Hydros- This school focuses on connecting to a planet’s / moon’s hydrosphere (the parts made of water). Abilities in this category include being able to summon ferocious water currents in even the smallest pools of water to splash or blast a target, spreading ice by increasing the rate at which it freezes things around it, collecting water from the air, forming mist or steam, etc.
Lithos- This school focuses on connection to a planet’s / moon’s lithosphere (the earthen parts of it). One can tap into seismic activity to creat earthquakes, lava, or reshape the earth, etc.. Some often use this school to forge weapons connected to the force and it can be used to increase the toughness of various materials. They can also enhance the magnetism of magnetic substances.
Bios- This school focus on connecting the biosphere (living parts) of a planet / moon. One can increase the rate at which plants and animals alike in order to heal or even empower them. One can shape plants by guiding the way in which they grow, and if one combines this with the ability to accelerate growth they can use plants as an extension of their own body. Being able to commune with animals or plants is also often a common ability. It is also possible to make organic matter quickly rot and decay by coaxing the various bacteria that creates connected to such processes.
Atmos- This school focuses on connecting to the atmosphere (gaseous parts) of a planet / moon. Some abilities remain consistent, such as the ability to ambify the strength of wind or breath, while other abilities need certain weather conditions. For example, during a thunderstorm one might be able to fire blasts of lightning by taking advantage of the increased charge in the environment and when it rains someone might be able to gather water from the air or raindrops. Snow or hail may allow someone to freeze things in place with wind or breath and some can slow their descent by increasing how air pushes against their body in a certain way.
The Terrestrial schools aren’t completely independent from each other and coan overlap a lot. Where one school begins and another ends can become vague and some abilities are present in all schools.
The Lunar school is probably the one that has the most debate around it, with some arguing that it should be combined with the Terrestrial school. It involves drawing power from nearby orbiting bodies, which are most often moons but can include planets. Typically, this means speaking to the gravitational pull of said body on the planet, the light reflected off of it, or the shadow cast on it. This allows a practitioner to do things like influence the pull of gravity on things like the tide, influence light, or cloak areas in shadow. This schools abilities are often tied to the state of the orbiting body. For example, during a fill moon one might not be able to use abilities revolving around shadow or darkness but during any other phase they can. A common ability in this school is the ability to seemingly lower gravity’s on a given target or area. In actuality, what is happening is that the Speaker is enhancing the pull of an orbiting body’s gravity in contrast to the pull of whatever the ground is.
Kyber crystals are very important to the Speakers for while they don’t all tend to use lightsabers they are known to increase their connection to the force. Likewise, they can use their abilities to increase a kyber crystal’s force related traits. Since kybers are living crystals many also often speak to them and seek guidance from them. Some Speakers bury their dead near kyder crystals so that they can join the gemstones. Piercings or jewelry containing kyber crystals are very common.
Speakers sometimes use weapons, but rarely use lightsabers.
 Force Forgers
The Force Forgers are an order that prefers to channel and connect to the force via objects. They often use the force when creating objects in order to create force sensitive, be it blessed or cursed, items. These can range from weapons with abilities that can decimate foes, to incredible pieces of defense, to objects to help with navigation, and even simple games. Most people know them for their ability to make powerful weapons connected to the force, be it blasters or lightsabers. They often incorporate kyber crystals into the buildings and objects they make to increase their connection to the force.
When a Force Forger dies they usually have their soul bound to an object so they can persist as a ghost. This strengthens the objects force abilities and also allows the person in question to guide with and communicate with other people. Sometimes they can even impart long lost or rare techniques. The Forgers see their way as an art form and their constructs are often beautiful and ornate.
While factions like the Jedi see binding one’s soul as a Dark Side ability that doesn’t stop some Jedi from using top of the line lightsabers made by the Forgers.
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high-dragon-bait · 2 years
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When you grow up with a special interest in childbirth, genetics, and the social beliefs around both, you’re going to wind up with a lot of weirdly specific headcanons around childbirth, genetics, and the social beliefs around both that you don’t share cause where are you supposed to do that?
…anyway here’s where I do that
- It’s actually very uncommon in the south for births to be assisted with magic. This is due not only for lack of access to a skilled mage but fear that if the infant is exposed to magic during the birth, it is more likely to become a mage. Magic is only used as an absolute last resort if things begin to go very wrong, and even then some parents will refuse
- On the flip side, Tevinter births are incredibly magically assisted. In fact there is a specific subschool of healing magic taught in Tevinter for childbirth as assisting in birth and healing a wound may share some needs but are wholly very different. The scholars of this school are mostly women, but no one is barred from learning. Unfortunately, there are few mages who are truly skilled in it. It isn’t considered a worthy calling for altus and other upper class mages, so most of them consist of laetans or even outsiders who fled to Tevinter for safety. Which is ironic as most of those who will use their services are the Magister families
- Rates of twins are different between the races. Humans and Qunari have roughly the same chance of having twins, while as many as 1/4 of all elven births are twins. Dwarves have the lowest rate of multiple births, with them being so rare just being a twin would automatically give a dwarf some level of notoriety among other dwarves, especially in Orzammar
That’s really all there is but now you know it. There you go. It’s been swimming around in my head like a fish in a bowl :)
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trans-mouse · 9 months
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the retraining rules in pathfinder are really interesting to me. mostly in that they're exceptionally bad.
if a player fucks up, regrets their decision, and wants to change it, you should just let them. it's not worth getting bent out of shape about, nobody at the table is going to be upset about it, it's better to have a character they like, and not punish them for making a chargen mistake. so overall, the retraining rules are silly. don't charge them money, just say "yeah my character spent some time practicing in downtime, swapped out a feat."
but if they were JUST a system that didn't need to exist, that wouldn't be anything special. RPGs are FULL of things that don't need to exist. the retraining rules aren't just mildly pointless, they're also RIPE for abuse. the most obvious problem is that you only have to qualify for what you're retraining into NOW. so, for example, a wizard can pick up power attack at 2nd level by retraining their first level feat. weird, right? well, arguably, this incentivizes REALLY weird buildcrafting in games with large amounts of downtime. for example, you can play a build that excels early game but falls off later, then retrain a large portion of your feats later on. it lets you completely rebuild from a feat-light build like reach fighter into a feat-heavy one like archery.
hell, it's one of the only good ways to make a dimensional dervish build! play a standard fighter/VMC wizard build up through 7th level, when you get access to the pseudo-dimension door from teleport subschool, then respec into all the dimensional savant feats at once!
but I think possibly my favorite abuse case is retroactive early prestige class entry. see, historically a lot of prestige classes in pathfinder have been... bad. in particular, theurge classes are shit, because they require too greatly weakening an aspect of your build. in order to bypass this, people use early entry tricks. the classic was aasimar counting as casting a second level spell via their SLA, allowing them to enter mystic theurge with 3 levels of a divine caster and only one of an arcane caster, thus only dropping a SINGLE divine level. but that loophole got closed, and we have to rely on the much worse sunrod trick nowadays, which feels pretty bad. but what if i told you that you could go wizard 3/cleric 3/mystic theurge 1, then RETRAIN TWO LEVELS EACH OF WIZARD AND CLERIC. bam. retroactive early entry. you can also retrain out of sunrod trick after your 2nd level of mystic theurge, if you still prefer true early entry. you can also do this with arcane trickster, meeting the sneak attack requirements initially with 3 levels of rogue (or 2 of strangler, or 1 of rogue+accomplished sneak attacker) and then once you hit AT4, retrain all your sneak attack granters into more levels, thus netting yourself full casting progression alongside your sneak attack.
absolutely cracked system, don't bring it to your table, but it's really funny.
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dartagnantt · 5 months
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Illusory Shinanigans
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PDFs of this and more can be found over on at my Patreon here! You should also follow my new Kickstarter so you can be alerted when it goes live next year!
The last of my potential. How tragic! … err… I mean, the last of my "potential" theme. (saved it)
This week, I delve into my favourite school of magic, the one with the vaguest rules and is either awesome or lame depending on your game master. I've fortunately had some pretty rad GMs who run with my nonsense. So I get a lot of mileage out of illusions. I mostly play with phantasms this week AKA hallucinations but I also throw in some shadow magic for fun. The fleece is getting stretched very thin today.
Daydream
This one seemed like a lot of fun after all of the hallucinating I was doing. Literally trap someone in their thoughts. It's a bit of an advanced single target colour spray.
Mass Phantasmal Force
I couldn't figure out how to scale the power of phantasmal force, as a result it kind of became four spells. This was a version of of the original scaled for additional targets.
Phantasmal Force: Revised
This is the one closest to the original, however, this one is specifically attack focused, hence why it scales the damage. I did do an overall change where instead of just believing everything but still being able to use an action to escape, I make failing a check force the belief instead. As much as I call this revised phantasmal force, I kind of rewrote the entire spell so I could use it for other projects because for some reason, they left my favourite spell out of the SRD >:(
Phantasmal Image
This one is my primary use case of the spell, you'll note that you can be more vague with this. This is borrowed from audiovisual hallucination, a spell from pathfinder and my actual favourite spell. This is also how I both use and run the spell. Because the phantasm subschool is locked inside someone's mind, its weaker in that only a designated creature can see it, but because it taps into their mind you can force belief and use their own knowledge against them. But yeah, as much fun as harming creatures with illusions is fun, the diverse fuckery in funner.
This one scales in size, because I've had to abuse the notion of perspective more than I'd like in a hallucination to get around the size limitation. Tempted to make a 'phantasmal diarama' spell at some point, but that's kind of what the next one is for.
Programmed Hallucination
This I made mostly as a retroactive excuse for what I did to my players in my game (I do this quite often, feel free to judge me) I wanted a hallucination trap, because they needed to enter a crowded room, and needless to say, if they didn't feel the people, then this would fail immediately. But I wanted a more general use case, because fuck yes!
Shared Hallucination
And this is the last variation, scaling the non damaging version for more people. Because you really need to distract multiple people with one concentration spell.
Shadow Duplicate
Kage Bunshin no Jutsu! Not called shadow clone, because that would imply its related to the clone spell. But really this is effectively a lesser simulacrum. I was always disappointed that mirror image doesn't give you illusory doubles that can move indepenat from you, kind of like the trickery domain power, and I didn't really want to make a specific spell for it, because silent image and major image can kind of do that already. So instead, a spell that makes a copy, that you can cast from or attack, or whatever. This should probably be a higher level, but I REALLY wanted this is be available for bonus spell lists.
And now to plug my stuff. I release homebrews weekly over on my Patreon. Anyone who pledges $1 or more per post don't have to wait a month to see them, and also help fund my being alive habit.
At the moment, they have exclusive access to the following:
Concubus Patron
The Siren's Call
Satyr Ancestry
Sanguine Seeker Ranger Archetype
I also have three classes, and a splatbook over on DriveThrueRPG to check out:
The Rift Binder. A class specialising in summoning monsters and controlling the battlefield.
The Witch Knight. A class that combines swords and sorcery in the most literal way.
The Werebeast. A class that turns you into a half beast to destroy your foes.
d'Artagnan's Adventurer Almanac. A compendium of races, subclasses, feats, spells, monsters and more!
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Class Feature Friday: Divination School (Pathfinder Second Edition Wizard School)
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(art by Alifka Hammam Nugroho on Artstation)
 We’re back with another Second Edition wizard school, this time focusing on diviners!
Like their First Edition counterparts, diviners in 2E don’t command the flashiest spells, but they do boast some of the most useful and utilitarian forms of magic. After all, when is the magic of gathering information, be it by contacting otherworldly planes, gaining new senses, being blessed by foresight, or plucking information from the ether ever NOT useful?
Of course, like all schools of magic, divination has changed a bit between editions. For example, misfortune spells have been partially moved to enchantment, which I suppose makes sense as those spells are just as much about the dread of your foes believing in the incoming failure as it is about you seeing it and sharing it with them.
Additionally, certain powerful divination spells, particularly those that let you view things remotely such as with scrying or mobile magical sensors, have been made higher level in this edition, locking out those powers till later.
That being said, divination, while not a visually impressive school most of the time, remains highly useful and highly sought after, even in a setting like the core Lost Omens setting, where prophecy is shrouded in uncertainty.
 So what does this version of the school do for wizards? While obviously it has the basic things like an extra spell slot for your divination spells, and it gives you a divination spell for free, all things you’ve come to expect from wizard schools so far.
From there, it changes a bit. The early focus spell diverges heavily from the 1E version, rather than granting passive buffs, it instead lets you roll a d20 and place that result off to the side, which is almost the same as the first-level ability of the Foresight focused school from First Edition, except you can also use it to reveal the result of a secret roll as well.
Meanwhile, the advanced power of this school also draws upon the subschools of the past edition, namely the Scryer focused school to grant the user the ability to create a magical sensor at range similar to clairvoyance, but limited to a direct line of sight with you when first created.
 There are no wizard feats directly tied to the divination school, but the following prove useful to diviners nevertheless: Counterspell, Spellbook Prodigy, Linked Focus, Scroll Savant, Diviner Sense, Magic Sense, Archwizard’s Might, Reclaim Spell, or Spell Mastery. Obviously, other feats will also be useful depending on what other spells you learn as well.
Divination is one of those schools that is useful for any build, and so focusing on it can be a fun way to always have a good idea of what is coming, which may frustrate the GM if they don’t plan around you knowing at least something about what is coming. With that in mind, I recommend a build with a lot of versatile options so that your diviner always has some kind of option once they’ve learned what is coming, and especially when they don’t.
 The way this version of the diviner has a little bit of everything from different variations of the idea as it appeared in the previous edition is fun, dipping a little bit into every aspect of the school in a way that the original didn’t really. If we want to pretend there is some consistent development of magical knowledge or perhaps fashion between the two editions, we can argue that these powers may have been adopted as the others fell out of favor or usefulness, which I suppose makes sense in a setting where prophecy, something deeply rooted in the divination school, is not reliable anymore.
  In her visions, the half-orc diviner Kazanda keeps seeing the same landmark, a ruined statue of two swordsmen. Though she does not understand why, she knows she must go there, and she is willing to pay for an escort to take her there. Once there, the heroes will find a fateful encounter.
 Deep below the sands of Unirak, a secret order of diviners watch over the source of their prognostication: the writhing, half-living body of an augnagar qlippoth that was impaled on a stalagmite of Borderstone, an extradimensional mineral that prevents planar travel. Unable to free itself, the so-called Writhing Writer squirms and thrashes, attacking those that get too close. The diviners believe they can discern secrets of the multiverse from it’s convolutions, but all of their prognostication points towards nihilism and malignant animosity.
 Discovering a strange new ruin, the party is shocked to discover that the ruins are filled with images that are unmistakably them, detailing the visions that the previous occupants had of them. Exactly what this culture of prophets hoped to tell the party, whether it was a warning or a promise, is yet to be seen, but it seems they are fated to face the thing that brought low their civilization.
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iviarellereads · 1 year
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Gideon the Ninth, Bonus Content, Glossary
(Curious what I'm doing here? Read this post! For detail on The Locked Tomb coverage and the index, read this one! Like what you see? Send me a Ko-Fi.)
The paperback edition of Gideon included some extras, the first of which is a glossary of some (though by no means all) of the useful terms in the book.
Necromancer - a member of the Nine Houses with the ability to channel both thanergy (death energy) and thalergy (life energy), and convert the latter to the former.(1) There is no specific gene or set thereof associated with necromancy, nor biological indicators other than some otherwise-vestigial organs with heightened activity, and a tendency toward physical weakness and inability to retain muscle mass, though there are exceptions. Necromancers can't cast in space, as it diffuses the thanergy with no thalergenic anchor to bind it, but theorems(2) they have previously cast can sustain themselves across distances.
Cavalier - a sword fighter of the Nine Houses, sworn to a specific necromancer's service. The lead cavalier of each House is known as the cavalier primary, the second the cavalier secondary, and otherwise they are not ranked. Cavalier status is granted by the House, and may be kept during service in the Cohort. Each House has slightly different criteria on when to bestow the title, but in all cases, it cannot be given without a necromancer to swear the oath with.
Thanergy - death energy. Planets and stars typically produce thalergenic (life) radiation. After the Resurrection, the sun and planets of the Nine Houses are thanergetic (death) in nature instead. Thalergenic planets can be killed to render them thanergetic. Thanergy comes specifically from cellular death.
Thalergy - life energy. Most of the objects in the universe are thalergenic by default, unless altered. Thalergy is produced by cellular growth and reproduction, but even planets without biological life are thalergenic in nature,(3) and all living creatures produce it.
Nine Houses - the name of the empire and the star system comprising the Necrolord Prime's original home. Ten thousand years ago, the "Resurrection" took place in response to the mass death of the system's planets and sun, destroying all life. The Emperor, as the first necromancer, ascended and resurrected the planets and people to become the Nine Houses. Necromancers do not reproduce successfully outside the system,(4) so captured territories are not considered extensions of home.
Dominicus - "the central, thanergenic star of the Nine Houses system."
Bone magic - a school of magic primarily concerned with the manipulation of bone matter. Bones are the only way to store thanergy long-term.
Flesh magic - a school of magic focusing on manipulating thanergy in flesh. Flesh is an acceptable short-term thanergy storage solution, and can provide a boost to thanergy and thalergy for the magician under the right circumstances.(5) Blood and lymph magics are sub-schools of flesh magic, though blood is considered the more useful specialization.
Spirit magic - as you may have guessed, magic focused on the soul, though it extends to "the River", ghosts, and revenants, as well as "liminal magic spaces and nexuses." Spirit magic ranges from creation of anti-thanergy or anti-thalergy spaces, to manipulation of the soul, making a conduit to the River,(6) and converting thalergy to thanergy. "It is also the school of magic that lets the living access the River, the afterlife space to which the dead are drawn. The subschool of River magic is practised only by the Emperor and his Lyctors."
The Locked Tomb - An area within the Ninth House, but also a common name for the House itself. It is the resting place of an unfathomable enemy of the Emperor, locked away to show it respect.(7) There is a school of thought among the outer houses that the Ninth was not meant to form a proper House(8) and that they worship the Locked Tomb alongside the Emperor(9) rather than existing as the other Houses do, as a sign of the Emperor's power. "What it contains has never been made explicit."
Lyctor - The Emperor's servants, disciples, and guards. Undying necromantic saints who can use their powers even in space.(10) Their presence on thalergy planets early in the history of the Empire allowed necromancers to use their power fully. They also set steles(11) throughout the galaxy, necromantic waypoint beacons that facilitate travel without needing faster-than-light speed. "Though there were originally seven full Lyctors, they have died over the years, none being as powerful or eternal as their Necrolord Prime."
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(1) Thus, why Camilla wasn't surprised at what Cytherea was doing to heal herself. Interesting that death can't be converted to life though, only the other way. (2) If you don't have it by now, this is more or less equivalent to "spells". (3) So you can think of a star or a planet as being one giant cell. (4) Despite turning outside planets to thanergy, something about the Dominicus system is just different. Something the Emperor did to them, or something implied by the lack of changing stars to thanergenic? (5) Recall Ianthe biting chunks off Babs trying to raise Abigail and Magnus's spirits, and chewing her hair in the fight against Cytherea. (6) This paperback came out less than a month before Harrow's release, so if the River seems a little mysterious right now… hold fast and keep reading. We'll get there, and know that this is a devilish but intentional tease. Also, I can't help but wonder if this is a reference to Babylon 5, since there was a made-for-tv movie between the two final seasons called River of Souls, which wasn't nearly as interesting as it should have been. (7) That's a funny way to show respect, imo. (8) Funny, but you could really start to think of the Ninth as Pluto at this rate, not a proper planet indeed. (There are compelling arguments on many sides of the Pluto discussion, imo. I grew up with it as a planet, but I am Pluto-planet-agnostic.) (9) This would go a long way to explaining the "respect" earlier in the definition, no? We have seen, in the epilogue, a glimpse of the man who is God. What sort of enemy would he worship? (10) What did Cytherea say? Even an incomplete Lyctor is a battery. (11) Stele - a stone or wood slab, usually ornamented with text or decorative carvings. Hilariously, "stele" was another term used in the Shadowhunters series as a name for the magic pens that let them do their sometimes-temporary power-granting tattoos, probably a misunderstanding by Cassandra Clare of the carvings vs the object bearing them.
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temaylibrary · 10 months
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Hi Thelen! I'm having a group study session with Professor Bergamot's students, and we would like more notes on those records of an entity who called itself "Empty" who was defeated some years ago. We were also curious that magician who specialized in manipulating gravity whose research notes mentioned voids. If you can only cover one topic at a time, that's fine, I can send another inquiry. Thank you!
Miss Aster! Excellent to see you again. I see that your colleague miss Bellamira has asked about the entity "Empty," so I will give you the other part of that information for which you have asked. Give me just a moment...
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Here we are, the research magician Dimes. Records indicate that some sixty-five years ago, give or take, during the first time the Academy tried to explore officiating Chronomancy and Gravomancy as official schools (both failed to gain the necessary status to be deemed their own schools of magic and were relegated to subschools, of course-- this has happened once more since that time with Chronomancy), one of the researchers was a Transmuter called Dimes.
Dimes specialised in the localised manipulation of gravity and directionality, and based their entire dissertation on variations of the Reverse Gravity spell. Their dissertation mentioned a class-2 Gravity Wave spell, a class-2 Centrifugal Rupture spell, and a theoretical class-3 Black Void spell. I'd wager that's the one you're most interested in, so I'll dive a bit deeper there.
Black Void is a purely theoretical class-3 level 8 Conjuration spell that was supposed to create some sort of incredible vacuum that pulled everything in a 500-mile radius into its center, compressing the mass that it pulled into itself into what Dimes termed a "gravitational singularity." This single point would have so much mass that it would continue to generate that same amount of vacuum-like pull even after the spell ended, effectively slowly destroying the entire world around it.
Fortunately for the world, not even the greatest archmages of all time have figured out how to make class-3 spells work at all. The goddess of Magic seems to have been irritated that we've even worked out class-2 spells in the first place.
Dimes passed away 49 years ago. Unfortunately their lifespan as a Catfolk was not the longest one, despite the legends about nine lives. Their research has been cited several times by others researching in the field of Gravomancy, though!
Does this help?
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i am now thinking of ava the cringefail but also inherently powerful witch. & like, she skimmed two books about witchcraft & then sat listening to librarian bea infodump about the distinction between wizardry, sorcery, witchcraft, and the subschool of neceomancy for three hours.
mostly learned that girls are h o t
bea: right… is that all, um, making sense to you now?
ava like: read you loud and clear bea
& then goes and gets like the most witchy clothes she can meaning A Lot of feathers and random animal bones and a staff with antlers on. for no reason girl cannot do magic on purpose yet.
then going and getting in a fight with the wolf in the woods & after they are having a stand-off in a clearing & it’s like
ava: what the fuck did you just attack me for??
lilith (lying): oh, my bad.
lilith: thought you were a bird.
- 🛸
it's so funny because Bea is actually a-[I am yanked off stage by a comically long cane] but she CANNOT pass up the opportunity to infodump on someone and Ava is HERE and SITTING STILL-ish for once so she might as well try to impress upon her what magic she can 😭😭
but also you're so right like ava dresses like a walmart brand d&d druid and lilith always gives her shit for it I'm obsessed 😭 the first time ava actually casts a spell on purpose is to turn lilith's fur pink and she's INCREDIBLY amused by the fact that it actually WORKED
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jiskblr · 1 year
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Conjurer’s Donning
Through exacting practice, you’ve learned to exercise fine-grained control over where you teleport over short distances, and can enter or leave armor and other worn items in the process.
Prerequisites: Arcane Armor Training, Dimensional Agility
Benefit: When casting a teleportation spell or using a spell-like or supernatural ability to create a teleport effect, as long as your destination is within long range or less (400 ft. + 40 ft./caster level), you may leave worn items behind. If your destination is a location you are very familiar with and armor or items are kept in the proper shape, you may teleport into them as well.
Note: I would recommend that the Shift power of the Teleportation subschool specialty for Conjuration can substitute for abundant step or being able to cast dimension door for the purposes of qualifying for Dimensional Agility.
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wearesorcerer · 1 year
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Top 5 spells
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The app didn't show me that I'd gotten any mail. At all. I don't know why: I've been checking it constantly. This took longer than expected to answer: I had to make most of the gifs myself.
#5: Dancing Lights
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People like to talk about how crown of stars is the prettiest spell, but that honor should (also) go to dancing lights, since it's the same visual effect (crown of stars just weaponizes it -- at an egregiously high level).
#4: ZA WARUDO! Time Stop
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Anyone who did not foresee this making an appearance on this list doesn't know me.
I don't think I need to justify stopping time on a list of great spells. It's as low as it is because D&D's version doesn't let you do much: you can pull an Ainz Ooal Gown --
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-- but you can't punch through Kakyoin's stomach (turning him into a doughnut), throw a bajillion knives at Jotaro, or finish a ROADA ROLLA DA! And really, at the end of the day, isn't that what it's all about?
#3: Greater Teleport
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Really, any teleportation spell could go here, but greater teleport is here because it fulfills almost everything you want out of teleportation: it 1.) lets you go anywhere you want (on the same plane) and 2.) doesn't give you any trouble by doing so. The only downsides to greater teleport are not being able to go to other planes (that's plane shift) and being as high of level as it is.
#2: Otiluke's Telekinetic Sphere
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Syndrome's Zero-Point Energy Fields are lovely offensive illustrations of the concept (if merged slightly with variations on the standard telekinesis). The main difference is that he's casting it twice.
5e only has Otiluke's resilient sphere, which is a delightful spell, but is shamefully inferior to this eighth-level upgrade. It's the same thing, but you can move the sphere. In other words, you have an impenetrable force field and the ability to move whatever you have in the sphere. The wording's odd: whatever's inside the sphere weighs 1/16 of its normal weight except when calculating how much you can move telekinetically (anything that weighs 5000 lbs. or less). The only other downside is that the movement is 30 ft./round. The great thing about it is you can move it while inside it, meaning that if you don't care about sticking to the standard movement rate, you can go in any direction invincibly for a good long while (1 minute/caster level, so minimum 15 minutes for a Wizard/16 for a Sorcerer).
#1: True Seeing
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Because of how Vancian casting works, this 6th-level spell (5th-7th in 3.x, depending on spell list) is quite possibly the most powerful Divination spell of all, since it completely negates an entire school of magic (Illusion) save for the Shadow subschool, which it reduces to minimal effect. Like, there's almost no point to have Illusions above 6th level because this spell exists.
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soylent-crocodile · 10 months
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Polymorph Spells
I love the polymorph subclass of spells! Shapeshifting is just fun, whether you like it for gender reasons, sexy reasons, or both. Or for normal reasons ig. I love shapeshifting, and I love gishing, so the first homebrew spells I made were additions to the polymorph subschool. This is them!
You may notice the Tenjamin name! This is my first eldritch knight transmutationist, Tenjamin Velekopre. Feel free to remove the name if you really want, but it's here.
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(art by Lily Abdullina on artstation)
Tenjamin’s Binary Aspect
School: Transmutation (Polymorph) Level: Alchemist 3, Bloodrager 3, Cleric /Oracle 3, Sorcerer/Wizard 3, Magus 3 Casting Time: 1 Standard Action Components: V, S, M (A strip of cured muscle or tendon) Range: Personal Target: Self Duration: 1 min/level When you cast this spell, your body warps and twists to an idealized and heavily gendered version of yourself, fitted to one of two aspects- power or finesse. At the time of casting you choose either Powerful or Nimble. Powerful- If your size is not medium, you and your equipment become medium. You gain a +2 size bonus to strength, a +2 natural armor bonus, a +4 competence bonus to intimidate checks, and a +10 bonus to your movement speed.  Nimble- If your size is not small, you and your equipment become small. You gain a +2 size bonus to Dexterity, a +2 natural armor bonus, a +4 size bonus to stealth, and a +10 bonus to your movement speed.
Form of the Scalelord
School: Transmutation (Polymorph) Level: Alchemist 4, Animist/Druid 4, Bloodrager 4, Magus 4, Sorcerer/Wizard 4, Shaman 4 Casting Time: 1 Standard Action Components: V, S, M (A reptilian scale) Range: Personal Target: Self Duration: 1 min/level This ancient spell was used by softskin humanoids to hide among the reptilian rulers of the world, but in the absence of such rulers has been adopted for use in combat. Scales encase your body, your legs and face warp to a reptilian shape, and you grow a powerful set of claws, teeth, and a tail. You become a reptilian version of yourself, of the appropriate type for your race and personality. Your size becomes medium if it wasn’t already, and you gain a bite attack and two claw attacks that are all primary attacks and deal 1d6 damage plus your strength modifier and 1d4 damage plus your strength modifier, respectively. You gain a +4 enhancement bonus to strength and a +2 enhancement bonus to dexterity, a +2 natural armor bonus, a 40ft climb speed, a 40ft swim speed, a +10 bonus to your land speed, and pounce.
Tenjamin’s Implacable Form
School: Transmutation (Polymorph) Level: Alchemist 5, Bloodrager 4, Cleric /Oracle 5, Magus 5, Sorcerer/Wizard 5, Casting Time: 1 Standard Action Components: V, S, M (A small piece of iron) Range: Personal Target: Self Duration: 1 min/level Your body hardens and restructures itself, and you become an aspect of unstoppable, implacable power.  You gain DR 5/adamantine or epic, a -2 penalty to dexterity, a +4 enhancement bonus to constitution, a +4 bonus to natural armor, and a +4 enhancement bonus to your CMD. Additionally, you gain an immunity to fear effects, confusion, and stun and can ignore difficult terrain. 
Echo the Hag
School: Transmutation (Polymorph) Level: Shaman 3, Witch 3 Casting Time: 1 Standard Action Requirements: V, S, M (A lock of hag hair) Range: Personal Target: Self Duration: 1 min/level You warp yourself into a form reminiscent of hags, the monstrous spellcasters of the wild. Your features deform and exaggerate until you are grotesque.  Your size becomes medium if you are not already medium, and you gain a +2 size bonus to strength and constitution, a -4 penalty to diplomacy, and a +4 racial bonus to intimidate. You gain two claw natural attacks that are primary attacks so long as you aren’t wielding a weapon and deal 1d6 plus your strength modifier damage, and you gain a +2 enhancement bonus to the save DCs of your hexes.
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Yeah so for reasons completely unrelated to anything that happened to me recently I would like to propose a ban on the Recursive Magic subschool. Summons text describing the spell, then recasts Recursive Text. Summons text describing the spell, then recasts Recursive Text. Summons text describing the spell, then recasts Recursive Text. Summons text describing the spell, then oh for fu Summons text describing the spell, then recasts Recursive Text. Summons text describing the spell, then recasts Recursive Text. Summons text describing the spell, then recasts Recursive Text. Summons text describing the spell, then recasts Recursive Text. Summons text describing the spell, then recasts Recursive Text. Summons text describing the spell, then recasts Recursive Text. Summons text describing the spell, then recasts Recursive Text. Summons text describing the spell, then recasts Recursive Text. Summons text describing the spell, then recasts Recursive Text. Summons text describing the spell, then reca
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aloyssobek · 2 years
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Nah but the way that they told us at a staff meeting yesterday that we can ask our subschool assistants (the student receptionist in each building) to help us out with admin made me mad like !!! 1) 9 times out of 10 the admin that i have to do as a classroom teacher is directly tied to my work in the classroom and ergo no one else can do it for me and 2) that's almost ALMOST implying that those assistants have the time to do that for the what?? 50 teachers whose offices are in each of those buildings? Are you fucking insane?
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miyanagateru · 1 year
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the problem with being on one piece world with this character is she cannot be healed by spells of the healing subschool so killing herself and getting revived to switch to a different deviled fruit is not really an option. we have to get it right the first time
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