(Sorry, this is a long post because the system I created requires a bit of explanation)
Hey there, I've been working on a custom 'Aether' magic system for the Campaign that I'm running. It has been working out so far, but I was thinking that it might be a good idea for me to see if anyone can find any hideous flaws in it or had suggestions that might improve it.
Some of my ideas might be usable in any campaign, but in mine there is no arcane, divine, or psychic power. Yes, this means I've basically ripped apart the entire d&d spellcasting system, but only because that fit with the 'feel' I wanted to try in this campain. In its place, I've created a 'mantle' based system based on the ardent class in the complete psionic. For those of you who don't know, the ardents are psion like characters, except they can only choose their powers from different 'mantles' such as life, elements, death and so on. They get new mantles every few levels to increase their power selection.
So yea, the basic idea was to create a system where every 'magic' user had a theme to him and would have a limited selection of powers he could learn. If there are multiple spellcasters in the party, they have to try and select different mantles so they could cover eachother's weaknesses. This also means that a party won't have a 'jack of all trades' wizard or psion anymore, they can't do everything. Also, the cleric and wizard class roles have essentially been merged. I also doubled the number of powers in each mantle so that characters would still have a large number of powers to choose from
Just so you know, in this campaign the source of this power is called 'aether' and the mantles are called 'realms'.
From the ardent class(which I thought was a little too limited for what I wanted) I've created two different variations which would take the 'pure spellcaster wizard/cleric' and a 'spellcasting warrior' roles. These classes might not be balanced with standard D&D wizards and clerics (which I'm not worried about, since they don't exist in my campain), but I'm hoping to keep them balanced with all the non-casters (fighters, rogues and so on). There's still some typos in there, but you'll get the idea.
Since there is only one power source, and all powers work the same way, the manifester class is the base spellcasting class. Every prestege class which gives +1 to a spellcasting class gives a character new powers and power points as if he gained a level in manifester. This prevents the headaches that normal psionic classes have right now, namely:why the heck is this prestege class weaker when I'm a wilder!? (because they learn fewer powers than a psion, while having fewer power choices, yet gain new manifester levels at the same rate as a psion in any prestege class).
MANIFESTER
Hit Die: d4.
Class Skills
The Manifester’s class skills (and the key ability for each skill) are Aethercraft (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis) and Use Aetheric Device (Cha).
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.
(power points and powers known are gained at the same rate as a psion)
Class Features
All of the following are class features of the Manifester.
Weapon and Armor Proficiency: Manifesters are proficient Basic weapons, plus any other one weapon type and with light armor.
Powers Known: A Manifester uses Aether powers which are drawn from his domains. At every level, he can choose a number of new powers from any of his domains until he reaches the limit listed under “Powers Known”.
Key Ability: Manifesters may choose their key ability for their powers, which may be either Int or Cha.
Bonus Feats: A manifester gains a bonus feat at 3rd level and every 5th level afterwards. This feat must be an aetheric feat, a meta-aetheric feat, or an aetheric item creation feat.
These bonus feats are in addition to the feats that a character of any class gains every three levels. A manifester is not limited to aetheric feats when choosing these other feats.
Realm: At 1st level, the Manifester chooses two aether Realms. All of his powers are chosen from these realms, and he also gains a special ability from each one. (realms generally have a selection of 20 powers at various levels)
At 2nd, 5th, 10th, 15th, and 20th levels the Manifester gains additional realms from which they may choose powers from.
AETHERIC WARRIOR
(Aetheric warrior, this is the class I'm worried might be unbalanced. He gains caster levels, powers, and power points a 2/3rds the rate of a manifester, but tries to make up for it on occasion with wild surges. He has to use wild surges unless he only wants to be able to use powers at caster level 12th by level 20, but there are feats which can make the surges less painful when they backfire. His max caster level is 6th unless he uses prestege classes)
Alignment: Any.
Hit Die: d8.
Class Skills
The aetheric warrior’s class skills (and the key ability for each skill) are Climb (Str), Concentration* (Con), Craft (Int), Jump (Str), Knowledge (aetherics)* (Int), Profession (Wis), Ride (Dex), Search (Int), and Swim (Str).
*New skill or expanded use of existing skill.
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.
Class Features
All the following are class features of the aetheric warrior.
Weapon and Armor Proficiency: Aetheric warriors are proficient with all simple and martial weapons, with light and medium armor and with shields (except tower shields).
Manifester Levels Gained: On 1st level, and every level that the Aetheric Warrior doesn’t gain a bonus feat, he new powers, power points, and an increase in manifester level as if he had taken a level as a Manifester.
Bonus Feats: At 1st level, an aetheric warrior gets a bonus combat-oriented feat in addition to the feat that any 1st level character gets and the bonus feat granted to a human character. The aetheric warrior gains an additional bonus feat at 2nd level and every three levels thereafter (5th, 8th, 11th, 14th, 17th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats or psionic feats. The aetheric warrior must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements. An aetheric warrior cannot choose feats that specifically require levels in the fighter class unless he is a multiclass character with the requisite levels in the fighter class.
These bonus feats are in addition to the feats that a character of any class gains every three levels. An aetheric warrior is not limited to fighter bonus feats and psionic feats when choosing these other feats.
Realm: At 1st level, the Aetheric Warrior chooses one aether Realm. All of his powers are chosen from these realms, and he also gains a special ability from each one.
At 3rd, 9th and 15th levels the Manifester gains additional realms from which they may choose powers from.
Wild Surge (Su): An aetheric warrior can let his passion and emotion rise to the surface in a wild surge when he manifests a power. During a wild surge, an aetheric warrior gains phenomenal aetheric strength, but may harm himself by the reckless use of his power (see Aetheric Enervation, below).
An aetheric warrior can choose to invoke a wild surge whenever he manifests a power. When he does so, he gains +1 to his manifester level with that manifestation of the power. The manifester level boost gives his the ability to augment his powers to a higher degree than he otherwise could; however, he pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge.
Level-dependent power effects are also improved, depending on the power an aetheric warrior manifests with his wild surge.
This improvement in manifester level does not grant his any other benefits (psicrystal abilities do not advance; he does not gain higher-level class abilities, and so on).
He cannot use the Overchannel feat and invoke his wild surge at the same time.
At 3rd level, an aetheric warrior can choose to boost his manifester level by two instead of one. At 7th level, he can boost his manifester level by up to three; at 11th level, by up to four; at 15th level, by up to five; and at 19th level, by up to six.
In all cases, the wild surge effectively pays the extra power point cost that is normally required to augment the power; only the unaugmented power point cost is subtracted from the aetheric warrior’s power point reserve.
Aetheric Enervation (Ex): Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, an aetheric warrior may be overcome by the strain of his effort. The chance of suffering aetheric enervation is equal to 5% per manifester level added with the wild surge.
An aetheric warrior who is overcome by aetheric enervation is dazed until the end of her next turn and loses a number of power points equal to his manifester level.
Surging Power (Ex): Starting at 9th level, when an aetheric warrior uses his wild surge ability, he gains a +1 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the intensity of his wild surge.
If an aetheric warrior is overcome by aetheric enervation following his wild surge, he does not gain the morale bonus for this use of his wild surge ability.
At 15th level, the morale bonus on an aetheric warrior’s attack rolls, damage rolls, and saving throws increases to +2. At 20th level, the bonus increases to +3.
---------------
So yea, you guys get the general idea. The main thing I'm worried about is that there are probably going to be 'must have spells' that might be in a single realm, and everyone would pick that realm. Also, my attempt at the 'aetheric warrior' might be kinda messed up I think...it was supposed to be a combination of wilder and psychic warrior, but I tried a different method of leveling his powers which is simmilar to a presege class. That means his caster level is very low at level 20. The thing is, I don't like the different rates of power point and powers learned accumulations that various psionic classes use, so I'm trying to make this system have specific power levels like a wizard or sorceror.
If anyone's interested, I can post some of the realms/mantles that I have available since I have been customizing those as well. I've doubled the number of powers in each one from the original 10 limit to 20, since manifesters gain double the spells per level that the ardent class does (the class that mantles were designed for).
The funny thing is, I had started designing this system even before I knew the ardent class existed XD
Hey there, I've been working on a custom 'Aether' magic system for the Campaign that I'm running. It has been working out so far, but I was thinking that it might be a good idea for me to see if anyone can find any hideous flaws in it or had suggestions that might improve it.
Some of my ideas might be usable in any campaign, but in mine there is no arcane, divine, or psychic power. Yes, this means I've basically ripped apart the entire d&d spellcasting system, but only because that fit with the 'feel' I wanted to try in this campain. In its place, I've created a 'mantle' based system based on the ardent class in the complete psionic. For those of you who don't know, the ardents are psion like characters, except they can only choose their powers from different 'mantles' such as life, elements, death and so on. They get new mantles every few levels to increase their power selection.
So yea, the basic idea was to create a system where every 'magic' user had a theme to him and would have a limited selection of powers he could learn. If there are multiple spellcasters in the party, they have to try and select different mantles so they could cover eachother's weaknesses. This also means that a party won't have a 'jack of all trades' wizard or psion anymore, they can't do everything. Also, the cleric and wizard class roles have essentially been merged. I also doubled the number of powers in each mantle so that characters would still have a large number of powers to choose from
Just so you know, in this campaign the source of this power is called 'aether' and the mantles are called 'realms'.
From the ardent class(which I thought was a little too limited for what I wanted) I've created two different variations which would take the 'pure spellcaster wizard/cleric' and a 'spellcasting warrior' roles. These classes might not be balanced with standard D&D wizards and clerics (which I'm not worried about, since they don't exist in my campain), but I'm hoping to keep them balanced with all the non-casters (fighters, rogues and so on). There's still some typos in there, but you'll get the idea.
Since there is only one power source, and all powers work the same way, the manifester class is the base spellcasting class. Every prestege class which gives +1 to a spellcasting class gives a character new powers and power points as if he gained a level in manifester. This prevents the headaches that normal psionic classes have right now, namely:why the heck is this prestege class weaker when I'm a wilder!? (because they learn fewer powers than a psion, while having fewer power choices, yet gain new manifester levels at the same rate as a psion in any prestege class).
MANIFESTER
Hit Die: d4.
Class Skills
The Manifester’s class skills (and the key ability for each skill) are Aethercraft (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis) and Use Aetheric Device (Cha).
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.
Code:
Level Base Attack Fort Ref Will Class Abilities
1. +0 +0 +0 +2 Realm(1st, 2nd), Key Ability
2. +1 +0 +0 +3 Realm (3rd)
3. +1 +1 +1 +3 Bonus Feat
4. +2 +1 +1 +4
5. +2 +1 +1 +4 Realm (4th)
6. +3 +2 +2 +5
7. +3 +2 +2 +5
8. +4 +2 +2 +6 Bonus Feat
9. +4 +3 +3 +6
10. +5 +3 +3 +7 Realm (5th)
11. +5 +3 +3 +7
12. +6/+1 +4 +4 +8
13. +6/+1 +4 +4 +8 Bonus Feat
14. +7/+2 +4 +4 +9
15. +7/+2 +5 +5 +9 Realm (6th)
16. +8/+3 +5 +5 +10
17. +8/+3 +5 +5 +10
18. +9/+4 +6 +6 +11 Bonus Feat
19. +9/+4 +6 +6 +11
20. +10/+5 +6 +6 +12 Realm (7th)
Class Features
All of the following are class features of the Manifester.
Weapon and Armor Proficiency: Manifesters are proficient Basic weapons, plus any other one weapon type and with light armor.
Powers Known: A Manifester uses Aether powers which are drawn from his domains. At every level, he can choose a number of new powers from any of his domains until he reaches the limit listed under “Powers Known”.
Key Ability: Manifesters may choose their key ability for their powers, which may be either Int or Cha.
Bonus Feats: A manifester gains a bonus feat at 3rd level and every 5th level afterwards. This feat must be an aetheric feat, a meta-aetheric feat, or an aetheric item creation feat.
These bonus feats are in addition to the feats that a character of any class gains every three levels. A manifester is not limited to aetheric feats when choosing these other feats.
Realm: At 1st level, the Manifester chooses two aether Realms. All of his powers are chosen from these realms, and he also gains a special ability from each one. (realms generally have a selection of 20 powers at various levels)
At 2nd, 5th, 10th, 15th, and 20th levels the Manifester gains additional realms from which they may choose powers from.
AETHERIC WARRIOR
(Aetheric warrior, this is the class I'm worried might be unbalanced. He gains caster levels, powers, and power points a 2/3rds the rate of a manifester, but tries to make up for it on occasion with wild surges. He has to use wild surges unless he only wants to be able to use powers at caster level 12th by level 20, but there are feats which can make the surges less painful when they backfire. His max caster level is 6th unless he uses prestege classes)
Alignment: Any.
Hit Die: d8.
Class Skills
The aetheric warrior’s class skills (and the key ability for each skill) are Climb (Str), Concentration* (Con), Craft (Int), Jump (Str), Knowledge (aetherics)* (Int), Profession (Wis), Ride (Dex), Search (Int), and Swim (Str).
*New skill or expanded use of existing skill.
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.
Code:
Level Base Attack Fort Ref Will Class Abilities Manifester Levels Gained
1. +0 +2 +0 +0 Realm(1st) +1
2. +1 +3 +0 +0 Bonus Feat 0
3. +2 +3 +1 +1 Realm(2nd) +1
4. +3 +4 +1 +1 Wild Surge +1 +1
5. +3 +4 +1 +1 Bonus Feat 0
6. +4 +5 +2 +2 Realm (3rd) +1
7. +5 +5 +2 +2 Wild Surge +2 +1
8. +6/+1 +6 +2 +2 Bonus Feat 0
9. +6/+1 +6 +3 +3 Surging Power +1 +1
10. +7/+2 +7 +3 +3 Wild Surge +3 +1
11. +8/+3 +7 +3 +3 Bonus Feat 0
12. +9/+4 +8 +4 +4 Realm(4th) +1
13. +9/+4 +8 +4 +4 Wild Surge +4 +1
14. +10/+5 +9 +4 +4 Bonus Feat 0
15. +11/+6/+1 +9 +5 +5 Surging Power +2 +1
16. +12/+7/+2 +10 +5 +5 Wild Surge +5 +1
17. +12/+7/+2 +10 +5 +5 Bonus Feat 0
18. +13/+8/+3 +11 +6 +6 Realm (5th) +1
19. +14/+9/+4 +11 +6 +6 Wild Surge +6 +1
20. +15/+10/+5 +12 +6 +6 Bonus Feat, 0 (total, 12)
Surging Power +3
All the following are class features of the aetheric warrior.
Weapon and Armor Proficiency: Aetheric warriors are proficient with all simple and martial weapons, with light and medium armor and with shields (except tower shields).
Manifester Levels Gained: On 1st level, and every level that the Aetheric Warrior doesn’t gain a bonus feat, he new powers, power points, and an increase in manifester level as if he had taken a level as a Manifester.
Bonus Feats: At 1st level, an aetheric warrior gets a bonus combat-oriented feat in addition to the feat that any 1st level character gets and the bonus feat granted to a human character. The aetheric warrior gains an additional bonus feat at 2nd level and every three levels thereafter (5th, 8th, 11th, 14th, 17th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats or psionic feats. The aetheric warrior must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements. An aetheric warrior cannot choose feats that specifically require levels in the fighter class unless he is a multiclass character with the requisite levels in the fighter class.
These bonus feats are in addition to the feats that a character of any class gains every three levels. An aetheric warrior is not limited to fighter bonus feats and psionic feats when choosing these other feats.
Realm: At 1st level, the Aetheric Warrior chooses one aether Realm. All of his powers are chosen from these realms, and he also gains a special ability from each one.
At 3rd, 9th and 15th levels the Manifester gains additional realms from which they may choose powers from.
Wild Surge (Su): An aetheric warrior can let his passion and emotion rise to the surface in a wild surge when he manifests a power. During a wild surge, an aetheric warrior gains phenomenal aetheric strength, but may harm himself by the reckless use of his power (see Aetheric Enervation, below).
An aetheric warrior can choose to invoke a wild surge whenever he manifests a power. When he does so, he gains +1 to his manifester level with that manifestation of the power. The manifester level boost gives his the ability to augment his powers to a higher degree than he otherwise could; however, he pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge.
Level-dependent power effects are also improved, depending on the power an aetheric warrior manifests with his wild surge.
This improvement in manifester level does not grant his any other benefits (psicrystal abilities do not advance; he does not gain higher-level class abilities, and so on).
He cannot use the Overchannel feat and invoke his wild surge at the same time.
At 3rd level, an aetheric warrior can choose to boost his manifester level by two instead of one. At 7th level, he can boost his manifester level by up to three; at 11th level, by up to four; at 15th level, by up to five; and at 19th level, by up to six.
In all cases, the wild surge effectively pays the extra power point cost that is normally required to augment the power; only the unaugmented power point cost is subtracted from the aetheric warrior’s power point reserve.
Aetheric Enervation (Ex): Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, an aetheric warrior may be overcome by the strain of his effort. The chance of suffering aetheric enervation is equal to 5% per manifester level added with the wild surge.
An aetheric warrior who is overcome by aetheric enervation is dazed until the end of her next turn and loses a number of power points equal to his manifester level.
Surging Power (Ex): Starting at 9th level, when an aetheric warrior uses his wild surge ability, he gains a +1 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the intensity of his wild surge.
If an aetheric warrior is overcome by aetheric enervation following his wild surge, he does not gain the morale bonus for this use of his wild surge ability.
At 15th level, the morale bonus on an aetheric warrior’s attack rolls, damage rolls, and saving throws increases to +2. At 20th level, the bonus increases to +3.
---------------
So yea, you guys get the general idea. The main thing I'm worried about is that there are probably going to be 'must have spells' that might be in a single realm, and everyone would pick that realm. Also, my attempt at the 'aetheric warrior' might be kinda messed up I think...it was supposed to be a combination of wilder and psychic warrior, but I tried a different method of leveling his powers which is simmilar to a presege class. That means his caster level is very low at level 20. The thing is, I don't like the different rates of power point and powers learned accumulations that various psionic classes use, so I'm trying to make this system have specific power levels like a wizard or sorceror.
If anyone's interested, I can post some of the realms/mantles that I have available since I have been customizing those as well. I've doubled the number of powers in each one from the original 10 limit to 20, since manifesters gain double the spells per level that the ardent class does (the class that mantles were designed for).
The funny thing is, I had started designing this system even before I knew the ardent class existed XD
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