Introduction of Essence into Third Edition
From as far back as first edition spells and effects such as chill touch and energy drain were said to be attacks that affected the spirit of a being, but ended up simply doing hit point damage just like any other form of attack. As these forms of attack are by their description different from say, a fireball, it would follow that their effects would differ in nature as well. Thus I present this method for dealing with attacks to the spirit by life force attacks as an alternative to simple hit points damage.
First thing needed is a measure of spirit so that harm and healing to it can be followed. The use of an aura to denote a life force and its type and strength is an old idea that will be employed, using both size and colouration to show the condition of a spirit as shown on the chart below. Essence is determined by taking the base taking half of a creatures natural Constitution score, adding its constitution modifier and an additional two per level. Damage to Constitution does not affect essence, as it is stated the base Constitution is used not the current. Although with a Constitution score of four or less can lead to zero essence or less due to the modifier penalty, a creature is still entitled to one essence minimum.
Attacks that do damage to spirit simply do that damage to essence instead of to hit points, with the following effects shown on the table below. Those that deal damage via level drain will be calculated by draining experience points instead, allowing a greater range of drain strength for both low and high level play.
The column Essence Enhancement denotes the number by which the individuals base essence is multiplied by. As the characters gain essence the thickness of the aura increases in relation. These colours can be attained by taking the Feat Breath of Spirit Deepen, although some creatures may naturally have superior spirits. An important example of beings with above average spiritual vigour are females or other beings who's spirit must be able to divide in order to provide their offspring with spirits of their own. This is reflected by a one colour step bonus (from blue to violet for example, acting much like an innate Breath of Spirit Deepen feat) for females. The spirits of males are typically incapable of this division and so are not gifted.
The Drain Reduction Column denotes how much of an essence damage attack can be resisted. This acts much like damage reduction but only against such attacks as chill touch and essence theft by certain forms of zelengorsk. The amount of loss taken can be reduced to zero should the reduction match or exceed the severity of the attack.
The Buffer column states the level of protection against the drain of experiences. The buffer acts as a separate pool of experience that is attacked first, before any is applied to the characters actual personal total. Once the buffer is exhausted all subsequent loss is applied as normal. The buffer will slowly replenish at a rate of equal to the character's Charisma Modifier per day, while the essence pool recovers at one point per level or hit die per day.
Basic Formula
½ Base Constitution + Con Bonus + 2 per Level = Essence Pool
|
Colour |
Essence Enhancement |
Drain Reduction |
Buffer |
Description |
|
White |
5.0 |
15 |
Charisma bonus X 20 |
Truly fantastic spiritual strength, so radiant as to be felt by others easily, bonus of 10 to Constitution, 8 to Strength and 6 to Charisma. |
|
Yellow |
4.0 |
15 |
Charisma bonus X 15 |
Very rare and very strong, may be felt by those who are near, bonus of 8 to Constitution, 6 to Strength and 4 to Charisma. |
|
Pink |
3.0 |
10 |
Charisma bonus X 10 |
Exceptional spiritual strength, very resilient, bonus of 6 to Constitution, 4 to Strength and 2 to Charisma. |
|
Red |
2.0 |
5 |
Charisma bonus X 6 |
Superior in strength, shows vibrant heath, bonus of 4 to Constitution and 2 to Strength. |
|
Violet |
1.5 |
2 |
Charisma bonus X 3 |
Above average spirit, shows good health, bonus of 2 to Constitution |
|
Blue |
1 |
0 |
Charisma bonus X 1 |
The normal default spirit of most creatures, very average |
|
Purple |
0.9 |
-1 |
Loss increased by 10% |
Possessed by weak or sickly individuals, denotes less than average health of spirit. Temporary loss of 2 to Constitution |
|
Green |
0.7 |
-2 |
Loss increased by 25% |
Significantly weak spirit, terminally ill or showing weakness of age. Frail spirit, temporary loss of 4 Constitution and 2 Strength/Dexterity |
|
Brown |
0.5 |
-3 |
Loss increased by 50% |
Severely damaged, often the result of a life-threatening injury and blood loss. Temporary loss of 6 Constitution and 4 Strength/Dexterity |
|
Grey |
0.3 |
-4 |
Loss increased by 100% |
Near dead or dying, shows the fading of the essence, very fragile state. Temporary loss of 8 constitution and 6 Strength/Dexterity |
|
Black |
0.1 |
-5 |
No protection, all lost by any attack. |
A dead spirit, possessing no vibrant strength. Shows individual to be lifeless. Hard to gage loss of Constitution but most likely all of it. |