PC Class (RPG):The AnimistWith massive debt owed to
http://goblinpunch.blogspot.ca/2015/05/ ... ector.html. It's basically their idea, just reskinned.
Every night as they sleep, the animist communes with the spirits of the world around them, cajoling or coercing them to lend the animist their power. Thus, the animist wakes anew every morning with a fresh set of powers.
The powers available depend on the animist's location. Determine these powers by rolling dice at the outset of each day.
An animist has access to a wide variety of spells (though the term "spells" might not apply to the spirits summoned) though randomization robs them of that utility. The animist's real advantage is in the sheer number of spells they get each day. Just be sure to use them creatively, because they might not all be what you want.
To keep things really diverse add tables for terrain modifiers. Yeah, it's a city now, but what was it before? What season is it? Holy/unholy? Lots of places to go with this.
As the animist levels up, roll higher and higher dice to determine what spirits they have access to. The power level is fairly flat, but the highest number of every die in the progression is above par, ensuring spells get more powerful on average.
At certain levels, the animist should learn to preserve spells through their next period of rest, reroll a limited number of spells and roll a limited number of spirits off of their chosen biome, regardless of where in the world they are.
I like the idea of some spirits just being stat increases and passive abilities, not like spells at all.
Here are some example spirit lists for different environments (pretend they have names that sound like whatever you would call the spirits in your game world. I haven't found a naming scheme I like):
Cave- Inky blackness - suck it darkvision!
- Spiderclimb - Because everythign in caves climb.
- Open fissure/ earthquake
- Summon earth elemental
- Some kind of a spell that boxes things up or puts them in a pocket dimension- like a cave inside the cave.
- Stone skin
- Does a Force blast make sense? I had it in my notes so I'd think it must
Urban
I felt that enough goes on in the city setting that I could safely divide it into commercial, residential and industrial subsections, though there would be some overlap.
- Create Tool - Limited to a certain monetary value and size, scaling with level. Vanishes in 24 hrs. (sell it anyways)
- Pave - A patch of terrain paves itself, covering rough terrain, bridging pits or pools. Follows the curve of the terrain or goes perfectly perpendicular to gravity. No ramps suspended over nothing.
- Summon Vermin
- Grease surface/object
- Eyes everywhere - Place eyes on surfaces within your line of sight. You can see out of these eyes.
- Commotion - Make a distraction.
- Charm
- Babblespeak - Target talks in nothing but meaningless babble for 1d4 * 15 min.
- Floating disc - It can carry stuff. Or smash into stuff. Or whatever. It floats.
For the desert, tundra and ocean depths biomes I'm toying with the idea of having fewer, more powerful spells that take up extra slots. These are largely empty, monotonous biomes with singular defining features. I've long thought that if such places had nature spirits they should be larger than average.
Tundra- Cone of cold analogue
- Gigantify
- Slicken
- Harden
- Obscuring blizzard
Desert- Some sort of fast travelling spell. Become wind? I dunno.
- Locate object
- Whirlwind
- Wish