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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.

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