Talents:(many of these will change with balancing, adding specific numbers and checks, and primarily where we go with certain mechanics. Would also like to try to get about 8 for each category, for a total of 40... that seems like a lot though)
Untyped:Champion: (
requires level 5) you are a champion of your element acting as a soldier in its name.
Basic: +2 to attack rolls when using weapons associated with your element.
Adept: BaB improved to ¾.
Master: any weapons associated with your element are considered blessed while you hold them and gain an enhancement bonus of ¼ your level.
Runic insight: You excel in learning new runes. (
will need level requirements)
Basic: add one lesser rune to your runes known list.
Adept: add one greater rune to your runes known list.
Master: add one master rune to your runes known list.
Runic affinity: drawing runes comes more naturally to you than to most.
Basic: +2 to runecraft checks.
Adept: make runecraft checks in half the time.
Master: you can choose to take 10 on runecraft checks at any time
Intuitive blessing: you can bless weapons much faster and for longer.
Basic: When you bless weapons it takes half the time.
Adept: Time required to bless weapons is halved again, those weapons gain a (+?) enhancement bonus.
Master: you can cause your blessings to last indefinitely (
if that isn't already a thing, otherwise change this), doing so requires 4 hours of work and a DC 20 runecraft check. Weapons blessed this way bear runes which must be visible for the effect to function (
this part will probably already be in the rules but maybe not for blessed weapons).
Artificer: you have discovered or learned the secrets of creating element endowed artifacts.
Basic: you can make artifacts of light power, doing so requires 8 hours of concentrated work. You can bestow the effect of any rune you know upon the artifact. You must set a single condition for activation (unstopping a bottle, contact with fire etc), and a physical description of how the rune’s effect translates to physical effect (
if this makes sense in the final version of the rules). This requires a runecraft check of the appropriate rune with the dc increased by 10 (?). Basic artifacts are single use.
Adept: you can apply an additional trigger, and additional effect (requiring a second rune, the higher dc is used) or an additional use of the item. You can "recharge" items which have not consumed all of their uses by (
specific rulesMaster: You can create up to (?) trigger conditions (at will?), (?) different effects, or (?, unlimited?) uses.
Element based talents [Earth]:Earth sight: you can peer into the souls of others and see them for who they are.
Basic: detect alignment, +10 sense motive, name/who they are, learn what they care about and who they are loyal to.
Adept: See some of their past, particularly their interaction with nature, see what really drives them and basically what is there when you strip every defense or personal wall away.
Master: You know everything about their past and can guess at what lies in store for them (doesn’t account for factors you are unaware of, ie you can tell what someone will do if you give him a few coins, but you couldn’t know if he would have them stolen from him before he gets a chance to do it)
Herbalist: you excel in the growing and application of herbs of all kinds. (
needs work)
Basic: you can determine the effects if any of any herb you come across, doing so requires 1 minute and consumes a sample of the plant, you gain improved effectiveness from herbs of all kinds and can use 1 level of earth power to empower the effect further.
Adept: you can grow all but there rarest and most challenging herbs anywhere with fresh soil and water. Doing so requires fresh seeds of the plant and time for them to grow, you can accelerate the rate at which your herbs grow by tending to them regularly. You can expend up to two levels of earth power to empower the effects of herbs.
Master: you can grow any kind of herb even in unfavorable conditions, however doing so requires a dedicated garden that you actively tend over a period of at least a month. You can identify any herb, even ones you’ve never seen, by sight and can empower herbs with up to 3 levels of earth power.
Summoning: By visualising an animal you can summon it to you. You choose a type but not the specific one that comes, the animal chooses to come to you, the type of animal you want to summon must be nearby.
Basic: summon only common animals, takes a minute of concentration. You gain no extra bonuses to handle animal checks and have no special influence over the animal.
Adept: you can summon more exotic animals if they live naturally in the area. You gain a +5 circumstance bonus on handle animal checks. You have a greater degree of influence over the specific one that comes but cannot summon animals that don’t want to be summoned.
Master: +10 circum stance on handle animal checks and can summon any kind of animal you have seen. If you know the details of a particular one you want to summon you can convince almost any animal to come to you, but doing so may take time.
Stone shaping: you excel in shaping stone and earth around your will.
Basic: you can shape twice as much stone when you use a stone shape ability, when you harden or soften stone the effect is increased 50%.
Adept: you can shape 4x the normal amount of stone, hardening and softening effects are doubled, and can do any of these if half the time.
Master: you can mold 8x the normal amount of stone, and cause it to move under you’re continuous influence as long as you concentrate, stone you harden becomes as hard as reaver bone, and stone you soften becomes as soft as mud, the effects last indefinitely and take ¼ the time to cast.
Warder: You excel in holding you’re own, protecting, and hiding.
Basic: +3 on rune craft checks for protection spells.
Adept: protection spells you cast are either 50% more effective, 50% faster to cast or last 50% longer. those who would seek to harm a subject protected by your runes must make a will save or be unable to proceed, but the subject must be/carry/contain some sort of source of life. Only works on friendly territory, the effect is broken by aggressive actions.
Master: double effectiveness or duration, or cast as move action. Alternatively gain 50% improvement on any 2 factors described under adept. Those who would seek to harm a subject protected by your runes may not approach the subject as long as that subject is/carries/contains a source of life, barring any magical effects. Works on foreign ground but not if any aggression is intended or made by you.
Druid (shaman?): You have a keep understanding of natural areas, and they understand you, accommodating your needs and desires.
Basic: You and your party leave no trail (up to (4?) other non-animal) in forests and primarily natural environments. You can forgo this benefit to add your wizard level to the DC (max 10) of all survival checks made by those following you to avoid getting lost until they reach a familiar landmark, this doesn’t prevent them from following you but they will have no idea where they are going.
Adept: Basic benefits work for a party of twice as many. Call upon the land to slow another’s progress, bushes will tangle on their clothes and limbs, trees will find their way into their paths and landmarks will send them in circles. In the end their speed is reduced by half, and survival check dcs are increased by 5.
Master: You commune with the land to determine the position direction, speed and number of those you are following. Each hour you can make an opposed survival check to completely halt their progress or send them in a direction of your choice. The party will experience walking in circles or similar problems when halted and not realize any changes in direction they make.
Seer: you can peer into certain stones, listen to the earth moving and the trees shaking, and read the movements of wildlife to gain insight into current and future events. (
needs better rules )
Basic: The trees' and animals' movements and behavior alert you to immediate or oncoming danger. The specific event is not revealed and could be anything from a forest fire to a windstorm, or an ambush to an upcoming reaver invasion. Maximum foresight of 24 hours for major events. Maximum 2 hours for minor events.
Adept: You gain some control of the insights you can acquire, by spending 10 minutes meditating in natural surroundings you can hear whispers of future events depending on the significance. Major events will be prioritized and the larger the event the stronger the image. A reaver invasion may give the warden a glimpse of a reaver’s face or a sudden brief smell of sulfur, where an ambush may be warned of by unsettling motions in the trees. The warden can usually intuit the rough meaning of the messages, but the more specific the event the warden wants information for, the less precise the information given.
Master: The earth speaks to you and stones can show distant images and things to come. If you or someone you know is in serious danger the earth will often alert you in some way. It may draw your eye to an incoming ambush or send whispers through the trees warning of a far off invasion. Additionally you can spend several hours to perform a ritual to search for specific insight. It requires 30 minutes finding the correct stones then 1 hour per “question” to concentrate and manipulate the stones moving them in patterns that seem random to onlookers. The stones allow you and anyone around to see images of current or near future events. (
add specific rules but largely up to DM judgement?)
Element specific [Fire]:Illumination: You can cast your gaze beyond the outer flesh and peer inward to the subjects body and mind.
Basic: see through basic disguises, reveal physical disease/deformity. Chance to dispel magic disguises (dc?).
adept: see through lies and deception, reveal non physical disease and poison. See all magic auras. Chance to detect magical mental influences.
Master: see all magical mental influences, temporarily disable magic auras, reveal and chance to banish possession/domination/compulsion.
Divination: Peering into flames can grant you cryptic glimpses of things to come.
Basic: you can peer into level 1 or higher sources and detect events just outside the radius of its illumination, and look into its past. Roll ? against hide or move silently with a +5 bonus against anyone hiding within or nearby the area the light touches. Look back up to your hit dice hours to see what has happened around the flame (requires concentration, review in real time?, too similar to or should be part of scrying below?)
adept: can use 2nd level sources to peer into the future and reveal secrets. Spend 1 hour concentrating to look into the future, the revealed event is shown only in glimpses and symbolism up to interpretation and must concern you or other servants of fire. Look forward to events that occur in the near future around the level 2 source.
Master: peer into up to 3rd level sources and gain images of the future that the spirit of fire wants you to see. (
).
Scrying: Peer into flames like windows allowing you to spy or communicate of long distances.
Basic: Peer into a level 1 or higher source to hear whispers of those around nearby flames. You can concentrate for 10 minutes to identify individual voices, once you do you can send whispers and messages to them.
Adept: peer into level 1 or higher sources into see and hear through flames for miles around. 1 hour of concentration required to find a specific target, during that time the target fire must be consistently active. Once you have a fire specified you can manifest your image within the fire and speak through it.
Master: peer into a 2rd level flame to see and hear through flames from any location you are aware of and hear and listen to conversation from around them. 10 minutes of concentration allows you to specify a specific fire. Once you have once specified you can manifest your physical form, by concentrating and standing within the fire you are peering through. By doing so you bring the fire to life as a vague representation of a human. You can then control it’s movement, and speak through it while hearing and seeing what it does. It can go up to 10x your level meters from it’s origin before falling apart.
Purifier: you can mend grievous wounds and burn diseases from the body.
Basic: +2 per draw level on heal checks, +3 on runes with the purification/healing type.
Adept: heals are 50% more effective and you can use heal checks (dc 20+) to burn poison and disease from the body.
Master: doubles the effect of you purification/healing runes, these runes also remove a disease or poison each. You can make a heal check dc 30 to return life to a recently dead body. The body must still be warm (?hours) and must have died by non-natural causes.
Siphoner: you can draw heat from the most unlikely of sources.
Basic: draw from the sun as a level 1 source with a move action. This can only be done once per round (between multiple flame weavers) and does not extinguish the source (but does cause darkening in the sky)
adept: you can draw heat from a room as a 1st level source with a move action, making the room uncomfortably cold, the room takes 1 hour to regain it’s heat. If you are outside it takes 1 minute.
Master: you can draw heat from living flesh as a 1st level source with a move action, deal 1d6 con damage which cannot be healed until the body is warmed.
Conflagrationist: You burn things. Well.
Basic: You can cast lesser fire runes as if you had time to cast the rune, but you take a -5 penalty to the check.
Adept: your fire spells are 50% more effective and heat from holding draw power increases 50%. you can cast greater fire runes as if you had time to cast the rune at a -5 penalty.
Master: fire spells are 100% more effective and heat cause by drawing power is increased 100% as well. Your fire spells are while hot instead of red. When you cast a rune anyone looking at you must make a dc10+half wizard level or be blinded for 1d4 rounds. (
probably too strong…depends. intentionally left out fast casting master)
Element specific [Water]:Healer: You are more effective at healing the wounds of yourself and others. (
is missing something )
Basic: for every draw level above the required level for a healing rune you use, the effectiveness increases 50%, +3 to heal checks when you have a source of water.
Adept: Water you touch naturally heals wounds. When you pour water over wounds they wash away, removing every limb penalty short of broken bones, and preventing sickness or infection, and preventing scarring. This only removes the negative effects not the damage. Water consumed will prevent and remove disease within an hour.
Master: you can pour water over broken bones to instantly repair them. Doing this requires a dc 15 heal check to properly set the bones before healing, though this can be done by someone else. You can also submerge the recently dead (10 minutes?) into a level 3 source of water and call upon the spirit of water to save them. Once this has been done, the subject MAY be offered a chance to serve water in return for life, if they accept they must either take their next 5 levels in wizard or complete a quest (usually quite challenging). Failure to do either of the two will result in slow dehydration and fatigue over a few weeks, while being drawn to large bodies of water. Then the subject will either die of dehydration or be taken by the spirit. (either way character over).
Disenchanter: Water excels in finding cracks and breaking through defenses, primarily the magical effects of other elements, and you rise above the rest is in skill.
Basic: You gain a +4 bonus (to whichever check) when shattering magical effects, you can sense the presence of magical effects and intuit their type and weaknesses.
Adept: when you successfully break an effect you can immediately roll to break a second random effect on the same target. The first effect shattered causes (some amount) of damage to the target.
Master: when you would successfully shatter an effect you can instead disable all effects on the target for (?) rounds. [
revise around draw levels?]
Caller: you can call upon the power of an ocean of river, and the animals who live there. (
probably needs to be better )
Basic: increase the strength of a river or ocean storm/wave by 1 category (
if rules exist for this ) with (time) concentration. you are unaffected by the increase, and does not increase draw.
Adept: increase category of previous by up to two, call a marine animal to your aid with up to half your hit dice. you are unaffected by the increase and this doesn't increase draw level
Master: increase the category by up to 3, and summon a marine animal with up to your hit dice to aid you.
Guardian: you use the power of water to more effectively protect yourself and others.
Basic: protection based spells cast near water have their dc reduced by 5, and last as long as the water remains present and relatively pure.
Adept: increases the effect of protection based spells active around water by 50%, those who seek to bypass or subvert your runes must make a will save to cross/enter any area or body of water effected by your protection runes.
Master: increases the effectiveness of your protection based spells active near water by 100% and prevents those who would cause harm to those protected by the rune or bypass those runes for malicious purposes from penetrating their defenses without fail, barring specific magical effects.
Element specific [air]: (
this whole section needs improving and adding to)
Flier: You can more effectively move through your surroundings.
Basic: while you have at least 1 level drawn you may hover above the ground. Ignore difficult terrain when moving no more than your speed in a round. When you are flying your speed is increased by 50% and your maneuverability is increased a step.
Adept: you can fly with only 1 level of air drawn, and whenever you would be able to draw from a nearby source you can hover above the ground gaining the same benefits as above.
Master: any time you could draw from a first level source you can fly at twice your normal move speed, with maneuverability increased 2 steps.
Windcaller: the winds move at your whim interfering with all around you.
Basic: You are more effective at controlling surrounding winds, you can change the direction of wind or wind phenomena as a move action.
Adept: you can cause surrounding winds to increase in effective category by one step, increasing still air to strong winds, and strong winds to wind storms. This does not increase the maximum you can draw, but allows you to draw at normal strength, reducing the effective storm level by 1.
Master: you can gain near complete control of surrounding winds, taking a full round of concentration to start, and a standard action afterwards, this effect can be consuming though and takes a will save dc 10+ the number of rounds maintained to break out and regain your standard action, 1 attempt as a swift action per turn.
Kineticist: objects bend and move to your will as if guided by selective winds.
Basic: you can target an object as a standard action with weight up to you class level and move it 60 ft per round, lasts until dismissed.
Adept: you can manipulate a number of objects equal to half your class level and do so as a move action, and may make attacks with 1 of them per turn, with your BaB + dex, you can use an immediate action to deflect projectiles.
Master: double the speed of controlled objects, and may make attacks with up to what your BaB allows. As an immediate action you may redirect a projectile, hit of class level + dex.