Animum

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Animum Threads

Animum threads are a form of magic, a link shared between every creature and object. By tapping in to this power, an animist can control these threads of magic, at times even forming new temporary versions. Any class that gains the special ability to control 1st tier animum threads is an animist class.

Animum threads work in tiers. All animist classes begin at some point with the 1st tier of control over threads, as indicated by their class features, as well as a number of known threads. An animist can bind, an action equivalent to spellcasting, a thread that they know and use any tier of that thread which they have been granted access to by their class features. However, in order to bind a thread, an animist must have an active animum channel (see below).

In most cases, treat a thread as a spell with a duration of 1 minute. For effects that require the caster level of a thread, such as dispel magic, instead use the animist level, which is equal to the total hit die of the animist that bound the thread. In addition, once a thread is bound, it gains a +4 to its animist level to resist being dispelled. Magic items or effects that normally increase your caster level do not increase your animist level. For spells or effects that require a spell level, use the spell level equivalence table below.

Thread Tier Spell Level Equivalent
1st 1st
2nd 2nd
3rd 4th
4th 6th
5th 7th
6th 9th


Binding a Thread

The process of binding a thread is much like that of casting different types of spells in that it requires a somatic component, can be counterspelled, and may be interrupted by taking damage or other form of distraction that would normally distract a spellcaster, with a difficulty class equivalent to that of a spellcaster's. In the case of interruption, however, use the animum tier rather than spell level equivalent to determine concentration difficulty class. Unless otherwise noted, a thread's binding time is 1 standard action. A thread can not be bound at all unless the animist has an active animum channel, however (see below). Unbinding a thread is a free action that can be performed only on the animist's turn. A creature or object bound by a thread, or an effect produced by a thread, are all called the bound.


Upon finishing binding the thread, an animist may either choose a number of targets if the thread is targetted, or a number of times to produce the effect of the thread if its an effect, equal to half of their animist level, rounded up. All targets or produced effects must be within 30 feet of the animist and the animist can not target or produce more effects of each unique thread greater than their wisdom modifier + their charisma modifier to a minimum of 1. If the thread allows a saving throw, the difficulty class to resist the thread being bound onto a creature or object is equal to 10 + half of the animist level, rounded down. Individual classes may increase this. If the animist or the bound moves further than 30 feet per animist level away from the other, that bind of the thread immediately ends. If all binds of a thread ends, the thread is unbound automatically.


An animist can unbind specific binds of a single unique thread and later may bind that thread again to specify new targets or locations of the effects. They can never exceed the limits imposed at the time of binding for a single unique thread however.


Threads can not be bound on swarms.


Animum Channels

The final restriction to the animist is the animum channels, which only by taking a level in an animist class can you get. Each animist has a pool of 10 available animum channels. Taking multiple animist classes does not increase this. The animum channels sit dormant until activated, as a swift action. After which, they stay active for 1 minute (10 rounds) and are then expended unless the animist decides to extend it by activating another animum channel as a free action. Threads can not be bound without an active animum channel, and if at any time an animist no longer has an active animum channel all threads they currently have bound are immediately unbound. At each hour, an animist's number of available animum channels replenishes by 1, to a maximum of 10, unless the animist is currently exhausted.


Certain abilities may allow an animist to expend their pool of animum channels to produce other effects. In order to use these abilities, the animist must have enough available animum channels left to pay for the ability without reducing their total below 0.

Animum Vestige

The act of controlling animum vestige is of a deeper, more permanent nature than that of animum threads. Animum vestiges represent taking a portion of yourself in some form and wrapping it around the animum of another creature or object and permanently binding it to it. The most common use of an animum vestige is for creating magic items, however, a vestige may be as powerful as making a city float.

Each animum vestige requires a permanent piece of an animist's personal animum, labeled simply as their vestige pool. While an animum vestige is active, after the ritual to put it in place has been finished successfully, the vestige does not tax the animist any further than simply having that much less available vestige to use. Further, an animist may decide to break their vestiges and replenish their vestige pools again, though this in itself requires a separate ritual. The size of an animist's vestige pool is based on their animist level,...(cut)...

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