Thread Magic


 


        Thread magic is a technique for directly manipulating the natural ebb and flow of energy in nature.  Spell magic is a brute method, with comparitively little understanding or finess required to create effects.  Thread magic allows careful control over every stage of the process and more stable effects.
        Few understand the intricacies of Thread Magic, most taking the fast route.  Only the Grey Robes, a reclusive order of wizards and a few rogue free thinkers have skill in this area.
        Thread magic breaks down the local magical field of the area into pure, manipulatable threads of various energies.  It then combines them to various effects.
        "There are two ways to do anything.  When confronted with a locked door, one can knock it off its hinges or one can pick the lock.  We choose to pick the lock."  -  Grey Robe indoctrination speech

        In game terms, Thread Magic is represented as a group of proficencies.  Only Thread Mages (new wizardly class) or those with deep metaphysical understanding have access to these proficencies.
        Thread Magic proficencies have one real difference from normal proficencies.  Many of them have prerequisites.  These must be purchased before the proficency in question.
        In the actual War of Shadows campaign, these proficencies were treated much differently, more as a set of gut reactions and concepts.  I feel some obligation to codify them if someone wants to use them straight out.  However, they have not been playtested in their current form.  Fair warning.

        Thread Sight
        2 Slots, Wisdom - 2
        Thread Sight allows the proficent to physically see the ebb and flow of nature in terms of distinct threads.  It has two purposes.  The first is enabling thread magic, all thread magic without thread sight is at -6.  The second is in the identification of magical items.  The proficent may make a proficency check to determine one school in the item.  They get one chance per school.  A success by five or more gives them some idea of intesity (Slight, Minor, Moderate, High, Powerful, Mindboggling, Head for the Hills).
        Any item permanently enchanted through normal means will display at least slight enchantment magics.  A "trinket" one shot item would also fall into this category (one use magic missle or invisibility).  Minor would be a more powerful one use like a +1 arrow or a potion of hill giant strength.  A trinket charged item would also fall into minor.  Moderate is the weakest permanent items; a +1 dagger or a ring of sheilding +1.  It also covers charged items on the calibre of a wand of fireballs.  High is a more potent permanent item; +2 or a ring of invisibilty.  Potent charged items or mad core one use would fall into this category; a wamd of conjuration or a one use prismatic sphere.  Powerful items would extend to +3 or a ring of shooting stars.  A truly powerful charged item, like the staff of the magi, would also fall in Powerful.  Mindboggling are basically lesser artifacts. Head for the Hills are world-defining or destroying artifacts.

        Basic Weaving
       1 Slot, Wisdom -3
        Basic Weaving is a broad category of utility effects.  Some thread mages treat it as a stepping stone to more direct means, but it has its uses on its own.
        Basic Weaving functions as a shoddy version of the more potent proficencies.  It can make an attack (1d2+1 on a successful check), create a hard or soft shield (must concentrate to maintain, absorbs 2d6 for hard, blocks 1/attack for soft), or create the most minor of matrices (roughly equal to a mousetrap, for example).
        It also allows the caster to create cantrip-like effects of all sorts.  After another slot, Unseen servent is in the range of possibility.  Another slot and Levitate.

        Unweaving
        1 Slot, Special, Requires Basic Weaving
        Unweaving is the process of tearing down what others have constructed.  An opposed check allows the unweaver to tear down a Basic Weaving construct.  A permanent effect from spell magic also requires an opposed check (1d20 + four times unweaving slots vs. Caster's level + 10).  Unweaving a more powerful construct, like a matrix or magical item, requires multiple checks.  If the effects store large quantities of energy and the unweaver fails, he can expect backlash (ranging from a few hit points to many, many dice of damage and attribute loss).
        As an example of more potent unweaving, we'll look at Xyphael trying to crack open a heavily warded box.  There are 8 wards, cast by a 16th level caster.  So, Xyphael (with three slots unweaving) would make eight checks (1d20 + 12 vs. 26).  Every one that fails triggers the ward, doing full damage.  Xyphael may be in for a long day.
         Trying to unweave a truly potent magical item (Powerful by the reckoning of thread sight) or an artifact is asking to get zotted.  I personally allow characters to attempt such suicidal acts, but offering cautionary advice is usually considered sportsmanlike.
 
        Elemental Attack (Force)
        1 Slot, Wisdom, Requires Basic Weaving
        The technique of elemental attack is a specialization in a certain elemental (or a few non-elemental) forces.  It greatly increases the Thread Mages attack power, and is taken by most for self defense if nothing else.
        Every round, the user may attempt a skill check (Wisdom + number of slots over 1) to make an attack.  The range of this attack is usually sixty feet, that range can be increased by 60 more feet by taking a -2 to the skill check (can extend to the horizon at a truly massive penalty).
        One slot in elemental attack results in a 1d4+1 damage attack, two results in a 2d4+1, three in a 2d6+3, four in a 3d6+3, five in a 4d6+2, six in a 4d8, and after that, add +2 per slot.
        Choices for forces, include all the elements, paraelements, and quasielements (as per those planes).  Also notable are Kinetic Force and Blood (warps flesh).
        Proficency in one force does not transfer to another, unless the DM thinks it makes too much sense not to.

        Hard Shields
        1 Slot, Wisdom, Requires Basic Weaving
        A Hard sheild is basically a hit point buffer.  It soaks up damage, but shatters when struck with a sufficently powerful blow.  It begins with a total amount and this amount does not regenerate.  Hard shields require minimal concetration to maintain (must be concious).
        With one slot a hard shield will be 2d4+4, two slots a 3d4+6, three slots a 3d6+6, four a 4d6+6, five a 4d6+10, plus four per slot after that.
        Hard shields can be spread over multiple targets.  It requires a check at -2 per additional target.  Any attack against any target subtracts from the total, and area of effect attacks subtract from the shield for each target they affect.
        A subject can not be effected by more than one hard shield.  Building up a hard shield adds one effective slot, up to double the original.

        Shared Weaving
        1 Slot, Special, Requires Basic Weaving
        This specialty allows the user to pool their talents with other thread mages (which also must have this skill).
        In game terms, all thread magic skills these characters have are pooled.  However, each slot can only be used once in a round.  In other words, if the pooled magi have a total of five slots of Elemental Attack (Fire), two of the magi can not make five slot attacks.  One can make a 2 and the other a three.
        An example of how this is usually used...
        Four Grey Robes have linked together.  Their total skills are Basic Weaving 5, Unweaving 6, Elemental Attack (Kinetic) 4, Elemental Attack (Fire) 3, Hard Shields 5, and Soft Shields 3.  One Grey Robe would use a Kinetic attack (for 3d6+3), another do a Fire attack (for 2d6+3), the third conjure a soft shield (absorbing 1d6+1 per blow), and the fourth create a hard shield (that will absorb 4d6+10).  And these are relatively low level Grey Robes.

        Soft Shields
        1 Slot, Wisdom - 3, Requires Basic Weaving (2 Slots)
        Soft shields are the other half of hard shields.  Soft shields take the edge off every attack coming in and are almost impossible to shatter (although they can be unweaved).  They still require minimal concentration.  Soft shields absorb double from area of effect attacks.
        A one slot soft shield will absorb 1d3 per blow, two slot absorbs 1d4+1, three absorbs 1d6+1, four absorbs 1d8+1, five absorbs 1d8+2, +1 per slot after that.  All damage after goes directly on to their hit points (or hard shield).
        A soft shield can be spread over many people, but the user must allocate a number of slots to each person.  It also requires a check at -2 per additional target.  A user with 4 soft shield targeting two other people would have to make a wisdom - 3 (all modifiers included) and would probably create a 1d3 shield around the other two and a 1d4+1 around himself.  Solely targeting another person is possible, but still requires a check at -2.
        Another application of a soft shield adds one effective slot, up to double the highest application.

        Matrices
        2 Slots, Wisdom - 5, Requires Basic Weaving (2 Slots), Elemental Attack, and Unweaving
        Matricies are a method of permanently storing energy within gems or similar structures.  To create one, the thread mage makes an Elemental Attack check to call the energy.  Then a Matricies check to store it inside the gem. It can later be unleashed as an attack of the original efficency.
        The user can only store an attack of up to their slots in Matricies.  The gem must be worth 100 GP per slot of the attack.
        To release the energy, the user needs only make a basic weaving check.  If the caster fails this check, half the attack effects them and half effects the target.  Anytime the attack backlashes, the gem is destroyed.  Otherwise, the gem looses 100 GP value when discharged.
        The energy can also be used for other purposes.  It can add +1 per slot stored to any thread magic check except Thread Sight, Soft Shields, Matrices, or Mantles.  This is counted as discharging normally, but a check is still required.  If there is backlash, the bonus is lost and the user takes damage.

        Mantles
        2 Slots, Wisdom - 5, Requres Matrices and Soft Shields or Hard Shields
        Mantles are a highly specialized type of art, the most complex of thread magic.
        Mantles are created in layers.  Each layer is a check against the creators Soft Shields or Hard Shields proficency.  The layers combine as usual.  Every check that fails is obviously not counted.  This is recorded when the mantle is made.
        Activating a mantle takes one round, but requires no check.  Anyone but the creator requires a Basic Weaving check at an additional -4.
        A mantle can have as many layers as the creator has slots in Mantles.  The gem must be 200 GP per layer.
        The mantle (and gem) may be destroyed through brute force on the gem or by overloading it (this does not happen in Soft Shield only matricies, but doing enough damage to totally shatter the Hard Shields in one round will always do it).
 
 

        Thread Mages
        Thread mages are a highly specialized type of magi, using thread magic to accomplish their ends.  Almost all belong to the Grey Robes or are traitors to that orginization (hunted down and killed when possible).  Thread mages are often dual or multi class.
 
        Requirements: Int 12, Wis 15 (Willpower if you use it)
        Combat: Wizard ThacO and proficency advancement (can also learn short sword)
        Experience: Standard Wizard XP
        HP: As Wizard
        NWP: As standard wizard (can get thread magic proficecies obviously)

        Class Powers:   +2 to all thread magic checks
                                Two free thread magic slots at first level
                                Every level after that, gain one proficency slot that can only be spent in Thread Magic proficencies

        Standard Grey Robe beginning Proficencies: Thread Sight, Basic Weaving, Elemental Attack (?), Shared Weaving

        Thread Magic Items
        Crystal Knives
        Only a few of these weapons exist.  They appear as a foot long knife/dagger chipped out of faceted crystal.  They radiate no magic.
        When being used against a thread magic construct, they act as an Unweaving with 4 slots.  Even if this fails, they penetrate Soft Shields without difficulty and do triple damage to hard shields.
        The Grey Robe masters hold possession of these knives, using them to hold on to power and hunt down rebels.  Nine of these items exist.  One was stolen from the Grey Robes in the recent past (10 years ago) and is held by Lupus, one of the minions of T'Lann.  The other eight remain in original hands.

        Moon Stones
        Stores of magical energy, the moon stones serve as natural matrices.  Treat each moonstone as a one use item with a matrix of its element of a given level.
        Spell magi and artificers often use Moon Stones as magical energy sources in their magical items.
        A moonstone's power is easily judgeable by its size.  They are usually about half an inch per "slot" of attack it immitates.
        Certain moonstones have strange properties, such as being reusable or being capable of being used as multiple types.

        1d20 table (because I feel like it):
        1-8:  Strength 1d3 Earth MoonStone (by far the most common)
        9-10: Strength 1d4 Water Moonstone
        11-12: Strength 1d3 Air Moonstone
        13: Strength 2d4 Earth Moonstone
        14: Strength 1d8 Fire Moonstone
        15: Strength 1d10 Lightning Moonstone
        16: Strength 1d8 Mineral Moonstone
        17: Roll again, but double power
        18: Reusable, recharge rate of 1 per (roll 1d6)
                1: Year
                2: 6 Months
                3: 3 Months
                4: 1 Month
                5: 2 Weeks
                6: 1 Week
        19: Strange Type, 1d12
        20: Truly strange or exeptional

        Grey Robes:
        No one is very familiar with the history of the Grey Robes outside those inside the orginization, but certain things are known.
        Their uniform is, of course, Grey Robes.  The exact shade of the robe and color of the trimming indicate the status of a particular member (the easy rule is, the darker grey, the more powerful the member).
        Their Leadership consists of Nine Heirarchs.  Within the top levels of the orginization, there is still a strict chain of command.  "The Master" has complete control over the order.  This individual has never been seen by the public.
        The Grey Robes actively recruit new members.  It is known that their indoctrination ceremony involves a powerful Geas-like effect (involving blood magic, anyone breaking the tenants of the order begins hemmoraging violently and will die in 24 hours unless pardoned by the Master).  Beginning members are kept in seclusion for about a year, and exit totally changed individuals, possessing a powerful grasp on thread magic.  How this is accomplished is not known, but certainly involves brainwashing.
        Grey Robes appeared quite recently (6 years before the War of Shadows), and are beleived to have come from another reality or plane.  Their Heirarchs are human to cursory inspection, but devoid of emotion.
         Although weak individually, a group of Grey Robes can give fits to the most powerful adventurers (if they don't, increase the power of thread magic).
         Grey Robes usually specialize in Blood, Fire, or Kinetic attacks.  Very few go so far to learn Mantles, as mantles are not effective with their usual group tactics.
        Many Grey Robes are multi or dual classed.  Other types of mages are most common, although fighters are also represented.
        The orginization allows significant freedom within their dictates (whatever it takes to get the job done) and choice of assignments.  However, any member dissobeying orders will be hunted down and killed as soon as possible.  Only Lupus has evaded destruction, by allying himself with the godling T'Lann.
 

        In History

        During the War of Shadows, the Grey Robes sold themselves out to the highest bidder.  It turned out this bidder was Oroth.
        Individual Grey Robes are never seen in dangerous areas.  They always travel in groups of three or more in dangerous areas, linking at the first sign of trouble and using their combined power.  This tactic was used to great efficency at the Battle for the Platinum Key.

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