XeviatTranion
First Post
Sadrik said:Read this stuff on your chakras- very adaptable to an rpg concept.
http://www.sacredcenters.com/chakras.html
googled it![]()
I've read that before: aside from the three "head" chakras, it is almost impossible to link those to the ability scores in a way I would prefer. Here's what mine mean:
Air: One's air chakra governs their physical and mental quickness, as well as their senses. Magically, air is tied to the air and its movements, electricity, effects affecting speed, agility and perception, and divination. Air's opposing chakra is Earth.
Earth: One's earth chakra governs their physical and mental resiliance, as well as their deep instincts. Magically, earth is tied to plants, soil, stone, and minerals (gems and metals), acid, effects affecting vitality, endurance, durability, constitution, and wisdom, and abjurations. Earth's opposing chakra is Air.
Fire: One's fire chakra governs their physical and mental power, as well as their ability to influene others. Magically, fire is tied to heat, light, and flames, effects affecting emotion, strength, and charisma, and evocations using non-elemental energy (such as force and alignment based energies).
Water: One's water chakra governs their physical and mental flexability (mental flexability being one's ability to adapt), as well as their capacity to learn and create. Magically, water is tied to mositure and water, cold, the movement of energy (through teleportation or redirection), and illusions. (I'm having trouble placing healing: tradition states that healing is water, but logic is saying that it might be best represented as earth)
Void: Void is little understood, because it is everything and nothing at the same time. Those with an active Void chakra, possessing the ability to excersize it, are able to extend the abilities of their other chakras beyond their normal capacity. These effects resemble magic, but they are not spells. For instance, a void active character with a high air chakra could forsee attacks before they came, granting them their Perception modifier as a bonus to AC. (Void is going to be tied to "psionic" feats, though I am still unsure if I want to retain the new psionic focus mechanic, or revert to the older power point mechanic that may fit my setting more; the more I think about it, the more I consider if my Mana Die system is the best, even though it is working nicely right now).