I've made a thread asking for help with this in a few places, though none of them were too much help. So I googled "D&D forum" and clicked the first result other than Wizard's official forum, and here I am. Hopefully joining this forum proves useful to me~
Anyways, on to the point of the thread... One of my friends is running a 3.5 game where he's requiring everyone to make a custom class or race. I've already had one made for a long time now, but it was mostly made just as a joke (though it's actually balanced enough that he's already approved it). However, I decided that I might as well make a more serious class since everyone else is taking forever with theirs.
I've already got the basics for it. The new class is a chronomancer. All of its spells are going to be somehow time-related. The class uses a power point system like the psionic classes for casting spells; since all of its spells will somehow warp time, certain spells that have a major impact on the timeline will have a chance of generating points of paradox. Here's how paradox works:
After a chronomancer rests to restore spell points, any paradox that (s)he has accumulated is immediately subtracted from his or her spell point pool; if (s)he has an amount of paradox equal to or greater than his/her maximum spell points, (s)he is shunted into an alternate timeline where any of the severe changes (s)he made to his/her home timeline would have occurred naturally. In order to return, the chronomancer's party (on their home timeline) must reverse the changes made by the chronomancer to reduce his/her paradox below its maximum limit, then use a limited wish/miracle spell to pull the chronomancer back to their timeline.
So. With this paradox mechanic in mind, I need ideas for time-related spells for the class. Basically things I need to know are:
1. How powerful should aging/de-aging spells be? Most characters, besides spellcasters if someone really wants the mental stat bonuses, are likely to be created at a younger age; thus, I'm ~90% sure that I'll make de-aging spells a lot weaker than aging spells.
2. What level should the spells be? Sure, aging and de-aging are pretty basic ideas when you think of "time-manipulating spellcaster," but they kind of hit a secondary HP bar that can't be healed and which nothing else has access to.
Also, thinking that there should be lesser/normal/greater versions of the spells just to take up space. Maybe lesser aging would make the target grow 1d6/two spell point years older, normal aging 1d6/ spell point years, and greater aging 1d8/point years. I'd probably use d3s or d4s for lesser/normal de-aging and d6s for greater de-aging.
3. How much paradox should things generate? This really depends on the spell, so I don't supposed I'll get an answer until either someone posts a spell idea with paradox already tacked on or I post some spells of my own, which I may do later (depending on how popular this thread becomes).
Basically. I want to be careful not to have spells that are practically suicidal when the character first becomes able to cast them, but at the same time I don't want particularly powerful spells for their spell level to generate so little paradox that somebody, upon reaching the upper levels, could erase people from existence left and right by reaching back in time and preventing them from being born.
4. What kind of things could I use paradox for, besides being the chronomancer's drawback? It's the main unique mechanic that sets them apart from other spellcasters, besides using a spell point variant rather than the standard spells/day. I've considered something along the lines of a spell which creates a point in space where two timelines converge, giving all creatures within the area a chance to be pulled to the opposite timeline based on the caster's paradox.
5. Could I get away with giving the chronomancer access to spells like Time Stop and Temporal Stasis at a lower level than other casters, since they fit the theme that the class is based around?
Even with all of the spells I already have on the spell list it looks pretty bare. A few spell levels are still completely blank. That may or may not change based on adjustments I make after reading responses to this thread. Still, any suggestions for spells related to accelerating, slowing, or otherwise distorting time are welcome.
Anyways, on to the point of the thread... One of my friends is running a 3.5 game where he's requiring everyone to make a custom class or race. I've already had one made for a long time now, but it was mostly made just as a joke (though it's actually balanced enough that he's already approved it). However, I decided that I might as well make a more serious class since everyone else is taking forever with theirs.
I've already got the basics for it. The new class is a chronomancer. All of its spells are going to be somehow time-related. The class uses a power point system like the psionic classes for casting spells; since all of its spells will somehow warp time, certain spells that have a major impact on the timeline will have a chance of generating points of paradox. Here's how paradox works:
After a chronomancer rests to restore spell points, any paradox that (s)he has accumulated is immediately subtracted from his or her spell point pool; if (s)he has an amount of paradox equal to or greater than his/her maximum spell points, (s)he is shunted into an alternate timeline where any of the severe changes (s)he made to his/her home timeline would have occurred naturally. In order to return, the chronomancer's party (on their home timeline) must reverse the changes made by the chronomancer to reduce his/her paradox below its maximum limit, then use a limited wish/miracle spell to pull the chronomancer back to their timeline.
So. With this paradox mechanic in mind, I need ideas for time-related spells for the class. Basically things I need to know are:
1. How powerful should aging/de-aging spells be? Most characters, besides spellcasters if someone really wants the mental stat bonuses, are likely to be created at a younger age; thus, I'm ~90% sure that I'll make de-aging spells a lot weaker than aging spells.
2. What level should the spells be? Sure, aging and de-aging are pretty basic ideas when you think of "time-manipulating spellcaster," but they kind of hit a secondary HP bar that can't be healed and which nothing else has access to.
Also, thinking that there should be lesser/normal/greater versions of the spells just to take up space. Maybe lesser aging would make the target grow 1d6/two spell point years older, normal aging 1d6/ spell point years, and greater aging 1d8/point years. I'd probably use d3s or d4s for lesser/normal de-aging and d6s for greater de-aging.
3. How much paradox should things generate? This really depends on the spell, so I don't supposed I'll get an answer until either someone posts a spell idea with paradox already tacked on or I post some spells of my own, which I may do later (depending on how popular this thread becomes).
Basically. I want to be careful not to have spells that are practically suicidal when the character first becomes able to cast them, but at the same time I don't want particularly powerful spells for their spell level to generate so little paradox that somebody, upon reaching the upper levels, could erase people from existence left and right by reaching back in time and preventing them from being born.
4. What kind of things could I use paradox for, besides being the chronomancer's drawback? It's the main unique mechanic that sets them apart from other spellcasters, besides using a spell point variant rather than the standard spells/day. I've considered something along the lines of a spell which creates a point in space where two timelines converge, giving all creatures within the area a chance to be pulled to the opposite timeline based on the caster's paradox.
5. Could I get away with giving the chronomancer access to spells like Time Stop and Temporal Stasis at a lower level than other casters, since they fit the theme that the class is based around?
Even with all of the spells I already have on the spell list it looks pretty bare. A few spell levels are still completely blank. That may or may not change based on adjustments I make after reading responses to this thread. Still, any suggestions for spells related to accelerating, slowing, or otherwise distorting time are welcome.