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.