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Hustlin' Wizards: A homebrew ACF
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<blockquote data-quote="Dozen" data-source="post: 6085821" data-attributes="member: 6698275"><p>Yes, that's it. </p><p></p><p></p><p>We'll need to go into the basic principles a slot-based wizardry first. The basic idea is that in the D&D world, magic users don't need to store arcana within (unlike in a lot of tabletop and video games with mana meters) unless the kind of magic requires it(as incarnum needs essentia from the soul) because there is enough of it in their general vicnity at any time to cast the strongest of spells. On planes such as this, spells are categorized by their complexity, not the amount energy they require. Wizards, who by nature have no special abilities to their name, need a rudamentary understanding of magic and draconic text to be able to merely memorize spells(the basic memorization process can be improved by various spells, however, like Mnemonic Enhancer or Mage's Lucubration), which burn out of their minds the moment they finish casting. </p><p>Spelltricks avoid this limitation of the system by being specialized for sufficiency. Individually, they are incredibly simple. The transmutations are tiny force effects that can only comprehend direction in three dimensions, and do not know what to do by themselves - they just follow the wizard around and wait for orders. The divinations are each specialized to find a single, <em>very </em>specific bit of information about the wizard's surroundings, and if any is found, they inform the wizard and/or issue orders to the transmutations. In all aspects, they are simpler and weaker than anything Prestidigitation does. And that, my friend, is what makes them perfect.</p><p>Remember what I said about spells being based on complexity? One spelltrick each is simple enough that <em>hundreds </em>of them can fit into a single 0th level spellslot, and so effortless to memorize that a wizard can prepare a portion of them in a moment of peace. Wizards with this class feature are trained so spelltrick prep and command come as naturally as walking. Not that she needs to order them around all that much; the divinations make sure the forces work together efficiently most of the time. All is needed to rework the structure of the slot into smaller storages fit for each kind of trick(this is described in the wizard's book), and she gains a communal hivemind of magic effects she can maintain and enjoy the benefits of indefinitely. </p><p>Now, onto how they operate. I'll go with the Climb skill. As the wizard starts, the Divinations leap into action and scan the surface, and will keep doing so as long as she's climbing. One, as an example, finds a small loose rock the wizard is about to hold onto. It commands a few of the little forces to hold the rock in place as she climbs. Maybe the wizard misjugdes a distance. No problem, a divination warns her and orders a few transmutations to push her legs in the right direction. Lost balance? the forces hold her up. Pebbles? With the forces, they might as well be a brick. And so on and so forth. The higher level the spellslot, the more of them are active.</p><p></p><p>I included rules in the first post for Dispelling Spelltricks - the more I think of it, the more I realize it was anything but obvious^^' Sorry about that. I will expand upon what spelltricks can be used for, of course. Not long ago I thought of some for moving through specific kinds of terrain.</p></blockquote><p></p>
[QUOTE="Dozen, post: 6085821, member: 6698275"] Yes, that's it. We'll need to go into the basic principles a slot-based wizardry first. The basic idea is that in the D&D world, magic users don't need to store arcana within (unlike in a lot of tabletop and video games with mana meters) unless the kind of magic requires it(as incarnum needs essentia from the soul) because there is enough of it in their general vicnity at any time to cast the strongest of spells. On planes such as this, spells are categorized by their complexity, not the amount energy they require. Wizards, who by nature have no special abilities to their name, need a rudamentary understanding of magic and draconic text to be able to merely memorize spells(the basic memorization process can be improved by various spells, however, like Mnemonic Enhancer or Mage's Lucubration), which burn out of their minds the moment they finish casting. Spelltricks avoid this limitation of the system by being specialized for sufficiency. Individually, they are incredibly simple. The transmutations are tiny force effects that can only comprehend direction in three dimensions, and do not know what to do by themselves - they just follow the wizard around and wait for orders. The divinations are each specialized to find a single, [I]very [/I]specific bit of information about the wizard's surroundings, and if any is found, they inform the wizard and/or issue orders to the transmutations. In all aspects, they are simpler and weaker than anything Prestidigitation does. And that, my friend, is what makes them perfect. Remember what I said about spells being based on complexity? One spelltrick each is simple enough that [I]hundreds [/I]of them can fit into a single 0th level spellslot, and so effortless to memorize that a wizard can prepare a portion of them in a moment of peace. Wizards with this class feature are trained so spelltrick prep and command come as naturally as walking. Not that she needs to order them around all that much; the divinations make sure the forces work together efficiently most of the time. All is needed to rework the structure of the slot into smaller storages fit for each kind of trick(this is described in the wizard's book), and she gains a communal hivemind of magic effects she can maintain and enjoy the benefits of indefinitely. Now, onto how they operate. I'll go with the Climb skill. As the wizard starts, the Divinations leap into action and scan the surface, and will keep doing so as long as she's climbing. One, as an example, finds a small loose rock the wizard is about to hold onto. It commands a few of the little forces to hold the rock in place as she climbs. Maybe the wizard misjugdes a distance. No problem, a divination warns her and orders a few transmutations to push her legs in the right direction. Lost balance? the forces hold her up. Pebbles? With the forces, they might as well be a brick. And so on and so forth. The higher level the spellslot, the more of them are active. I included rules in the first post for Dispelling Spelltricks - the more I think of it, the more I realize it was anything but obvious^^' Sorry about that. I will expand upon what spelltricks can be used for, of course. Not long ago I thought of some for moving through specific kinds of terrain. [/QUOTE]
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