lala_sara: (Default)
There are no big changes to non-magical classes but there are many for magical. Because magic is slightly different here on Artto. You can see how in articles about magic.

Source of magic: god

Clearic
Clearics (Clerics) are not only having all their magic from gods, they have their insurance pools right in the god's pools. So their magems (arcane focuses) - rosaries - are not actual magems but only the link to their god's pool (a small version of altars - links to god's pool that are built in temples). Gods have only one pool each but it is a massive pool from all those charas their followers give them because most people still give them one per day even if the insurance pool already full. Clearics have a deeper contract to their gods than non-magical people, they are literally on their god's mercy but then they have ability to heal others which is exclusive for clearics and avatars. Clearics expand the insurance. They are agents of their god's insurance company and can give insurance on the spot. Healing others is a god's monopoly. Even healing potions are sold only in temples. Of course all advances are for followers of that particular god - if clearic heals the follower of their god they have extra dice, if you buy a potion from your god's temple you have a discount. They can heal themselves without limit at all. Only instadeath can kill them. Most clearics already once dead and resurrected by a god to serve them.
Another name for clearic is priest. The highest rank of clearic is hierophant. Usually it's only one per god. If clearic loses their god by any reason they lose the whole class except proficiencies.

 

Avatar
Avatars are on Attto instead of paladins. Gods do not need paladins, they prefer do things either through clearics or themselves - as avatars. There are three types of avatars: temporal, permanent and makeshift. Permanent avatars are the same as paladins, they even have their own minds as they are born as mortals, imagine Jesus :) same relationship to god. They are not demigods, there is a big difference. A god can have several permanent avatars simultaneously but the number even for major gods are not high. Temporal avatars can be anything, usually it's a symbol of the god but it can be a creature. It is created on the spot and dissipates when the mission is complete. Temporal and permanent avatars have their god's pools, the same as clearics, but their link is their body (it's their arcane focus too).
Makeshift avatars are totally different creature. On most of Artto gods have monopoly on insurance but in the area around the Isthmus of intransigence this rule is bent. The anomaly that was left from the Atalantians' leave lets you to be a follower of any creature. Anyone can be prayed upon - be given charas from someone's life pool. Those creatures are called makeshift avatars and those charas go to their insurance pool. It is expanded to accommodate them but it will shrink when they are gone. All avatars are built by paladin rules. Temporal - as an NPC as they can't be PC. Permanent ones can try to break the bond with their god at the beginning of second and following levels, ad modum death saving throws - no modifiers, three by three. Makeshift avatars have to try even if they don't want to. After breaking the bond they lose the whole class except proficiencies.

Source of magic: static (rainbow) magic

Wizard
Wizards are mostly the same except they don't have schools (as there are no schools). Their arcane focus is a magem and they don't need material components (this have exceptions if the spells says component that costs money). Their expanded insurance, or as they call it - magic pool is in their magem. It is calculated like this: equal to the life pool, plus all spell slots of the level (calculated as 1 chara per one level of the spell), plus hit dice with intelligence modifier instead of constitution. Wizards still have to deal with gods as the part of the insurance pool that equals to their life pool goes from a god.

Technomancer
Technomancers (artificers) are proficient in using and creating magic items but they are not great at spellcasting.

Alchemists
Alchemists (artificers: alchemists) are the same with potions.

Source of magic: self

Sourcerer
Sourcerers (sorcerers) are not actually a class, that's the type of creatures. It could be very high rank creatures as archelves or low rank as flauna. All of them have magems in their bodies or be the magem as archelves. Well, that's where magems are coming from, too, and magic components. You can treat it as the class for PC for particular races but mostly it's a classification of NPC. If you chose it as a class there are no original origins (dragon bloodline and wild magic), they are just having the accumulator for magic in their body. It's their arcane focus too. Their insurance pool, or just their second pool, as they don't take insurance from gods, is calculated like this: equal to the life pool, plus all spell slots of the level (calculated as 1 chara per one level of the spell), plus all sourcery points of the level, plus hit dice with charisma modifier instead of constitution.

Source of magic: Memory Trees (white magic)

Memory Tree Wordlock
There is a type of wordlocks (warlocks) endemic to Artto - with Memory Tree patron. And they are probably the only ones on Artto? But anything possible so nothing is actually banned. The highest rank of MT wordlock is Oracle, usually one per tree. MT wordlocks can be called technomages of white magic - they are proficient in mnemewood. Their spellcasting is white as it goes through mnemewood. MT wordlock spells are:
1 lvl: Speak With Animals, Identify
2 lvl: Detect Thoughts, Zone of truth
3 lvl: Speak with Plants, Tongues
4 lvl: Divination, Confusion
5 lvl: Commune, Scrying
All three boons are slightly different than classical warlock boons. Pact of the Blade can be with any weapon or tool made of mnemewood (not only types with blades), Pact of the Tome is with the book which paper is made of mnemewood (or it can be a scroll), and Pact of the Chain is with flauna companion and the bond that resembles the bond between the Memory Tree and flauna. The boon is also their arcane focus (and the pool holder).
The magic pool is calculated like this: equal to the life pool, plus all spell slots of the level (calculated as 1 chara per one level of the spell), plus hit dice with charisma modifier instead of constitution. MT Wordlocks may not deal with gods as their insurance goes from a Memory Tree.


Druid
Druids are alchemists of white magic- they are proficient in Memory Tree fruits (scarabs, aywas and apples). There is a shift in some druid spells: no other planes, so no elementals, no summoning creatures from another planes. All summonings are summonings of flauna, all shapeshifting is in fact only possessing flauna. No other Druid Circles, it's Memory Tree Circle.

Source of magic: combination of rainbow and white magic

Wicca Wizard
Wiccans, or Witches, are both wizards and artificers with proficiencies with both rainbow and white magic. Their spell list contains only spells that both wizards and druids use, and their main proficiency is combining Memory Tree parts and rainbow magic. Instead of, like MT wordlocks and Druids, learning how to use Memory Trees as they are, however risky it is, they learn how to tame them using rainbow magic. They use magems and their spellcasting modifier is wisdom instead of intelligence. The pool is calculated like this: equal to the life pool, plus all spell slots of the level (calculated as 1 chara per one level of the spell), plus hit dice with wisdom modifier instead of constitution.

Source of magic: what?

Bard
If you wanna play a bard on Artto you should choose another class and pretend it's a bard. All non-magic abilities like Inspiration and Cutting Word can be 'cast' by anyone with Entertainer background.

D&D, Pools

Mar. 31st, 2019 05:31 am
lala_sara: (Default)
 So I'll be doing D&D module, or how it's called, based on Artto. It's 5e homebrew. It would be not detailed because I don't have means to test it, so just the outline. It's actually very helpful to make a D&D module on the world you write because then you have to think on mechanics that you probably missed in your worldbuilding.

So, first thing's first. The main difference would be the existence of divine insurance that gives everyone two pools of hit points (those are called charas on Artto). But well, D&D already have two pools - what do you think spell slots are? So my module explains the D&D mechanics more than it changes it. It still changes it though, especially healing process.
Next big change is the lack of other planes. There is a Reversed side that you can get onto. And there are other planets from where everyone except local flauna came but only archelves can go back and forth. Well, Atalanians also came back but that was permanent. So most of plane exchanges are not a thing for Artto.
Magic changes classifications. I don't like schools of magic, I don't like magic damage, nothing works right for Artto. Artto magic is like light - there is white one and there is a rainbow. Classification is about the process that the certain color does.
There would be changes in races but you still can take any race you like because Artto is convenient in the way that there can be anyone - there are firstcomers from all over the Galaxy, you can invent a race if you like.
Class differences are all over the place. There are some I don't change at all, some I change only in name, and some subclasses I would create just for Artto. Also most class names I twisted because why not.

So... measurements. Hit point is called chara. One spell slot for 1st level spell takes also one chara. 2nd level spell takes two charas and so on. Ki-point, sorcerer point and so on takes also one chara.

Everyone has two pools of charas: the main, life pool, and the second, insurance pool. They are different because life pool can only heal you, the second pool can be used for any other magic. First of all, of course, second pool was created to fill up your life pool if it gets empty, that's when insurance comes from. But then people started to realize that you can make magic from the second pool. But let's talk about first pool first.

There are no different rules for constructing a life pool. Most of classless people have 1-10 charas, classed people start to grow it according to rules. But it works differently. It's no longer an obscure thing. It's a pool of magic that your body can contain. When you are injured or tired or ill magic in it does the healing automatically. So the injury is healed but the pool missing charas now. For example - You have 21 hit points maximum, you've been damaged by 4 hit points - on Artto that means you were damaged on 4 charas to heal you. You have now 17 charas in your life pool but your injury is healed. So you can be at 1 hit point and still be totally fine because you are healed every time, automatically. So when someone heals you or you move charas from your insurance pool or take healing potion - you are filling your life pool for future healing, not to actually heal you right now. You already was healed, it's just if your life pool will be zero the next hit can kill you because you won't have charas to heal you. So you are going unconscious not on 0 but on minus equals the half of your maximum. For example if your max is 21 but you've been on 5, if you'll be hit by 5 you are still conscious and very much sound. If you've been hit 7 you are hurt but can roll constitution save to stay conscious. If you've been hit by 16 you're unconscious and start dying. 26 - you're instadead. Stabilizing rules are the same. Gods make resurrection possible so clearics (clerics) still can do all sort of things but remember that the body will dissipate if you're actually dead. So some spells for conservation of body are more helpful on Artto.
Life pool is filled during a rest by taking static magic from your surroundings. Rules are the same for short and long rest. It's a subconscious process and can't be done in places that have no static magic (magic-proofed chambers are the thing, used for all sort of things including preventing static magic gathering) but natural places like that are extremely rare. There are places that have magic tap with magic that you can take faster.
You can't heal or resurrect other people if you're not clearic or avatar (paladin). Gods have a monopoly on that. Medicine still works though! Body is still biological, you can try to stabilise and heal it with traditional care. But healing magic is either your automatic one from your life pool or it goes from gods. Healing potions are sold in temples. Self-healing as filling your life pool goes from the insurance pool. It will be done automatically when life pool on zero once per day, and every time you do healing, the only limit is the number of charas in your insurance pool.

Simple insurance pool is equal to your life pool. You are filling it by taking one chara every day from your life pool into it. You can't directly put static magic into it. Once the life pool goes to zero the insurance pool goes to life pool. Non-magic people also can do raw magic with insurance pool but it's risky. Only sourcerers (sorcerers) have their insurance pools as parts of their own bodies (and don't need gods to manage them) so you have to have some sort of an outside accumulator. It is called magem - magic gem. It is made from said parts of sourcerers. Non-magic people's magems are called prayers. They are small and usually uniform for certain gods. Magic people have their own unique magems that are bigger and better. They contain more than the life pool. And magic disciplines teach how to take more than one chara per day into it. Also wizards invented magic taps that you can put into that will get you more charas that you could gather from static on your own. Also there's batteries.

There is another way to count hitpoints and it doesn't need changes at all - see here

The magic user insurance pool is calculated like this: Number equal to the life pool + number equal to spell slots (1 chara for 1st level spell slot, 2 for 2nd and so on) of this class level and/or ki-, sourcery or other points + the same hit dice as with calculating life pool but plus your spellcasting modifier instead of constitution. First part is usual insurance that still will automatically go to life pool if it reaches zero, second is for spellcasting and the third part is additional. Additional part does not mean additional spell slots. Spell slots are from class' level which mean how many spells a magic user can do due to their training and skill, not the number of charas they have. Clearics and avatars have virtually unlimited insurance pools because they are linked to their god's pools but they still are limited in spells. But if your insurance pool have no charas spell slots won't help you - you still need charas to cast spells. So, for example, you still have 6th level slot but only 4 charas in the pool you cannot cast 6th level spell. Three parts are interchangeable, you can power spell slots with charas that would go to life pool and fill a life pool with your magic stock, it's just the maximum number of charas that your character can have. They rarely do though, because filling up both pools to maximum can be tricky.

Magic users have the ability to move any number of charas from life pool to insurance so filling up the insurance pool does not depend on this (there was a variant when you can move only number equal your level per day but that's unbelievably cruel I think. But as I can't test it...). Arcane recovery works differently than in original rules - with hit dice on short rest the same as with life pool but with spellcasting modifier and not constitution. So you have double of your hit dice - for life pool and for magic pool. The long rest will fill up your life pool but magic insurance pool you can fill up only with the tap (you can find it in wizard's houses or in places that host wizards often. The Kingdom have taps for free because they have wizard's union but it can cost money on other continents). The long rest for magic pool comes with the same set of hit dice. So you have one set of hit dice per day for short and long rest. The set returns after every long rest so if you need fast recovery you can use that day's set in the morning.

lala_sara: (Default)
There are two Magic Schools: Rainbow school and White school. Rainbow school teaches the use of rainbow magic. It has three fractions: alchemy school that teaches control over rainbow magic through potions; wizardry school that teaches control over rainbow magic through magems; technomancy school that teaches control over rainbow magic through magic items. White school has two fractions: Memory Tree wordlocks learn control over white magic through mnemewood and connection to Memory Trees; druids learn control over white magic through Memory Tree fruits.
Between these two schools are wiccan wizards that teach control over white magic through rainbow magic.

There is also sourcery that goes from within. Flauna and most T'Raxians (elves and semi-sentients from T'Rax) have their own magic focuses and don't have to learn control over it, it is innate. Moreover, all magems, potions and magic items are made of those focuses.

The main Wizard Academy "Green Acres" is placed in London (Kingdom), all other schools have more decentralized education.

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