Linking

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Links are a form of magic; a way to 'link', or control, strands of magic into allies, enemies, or objects. Any class that gains the special ability to use basic links is a linker class, and every class level they obtain from that point of that class is considered a level of a linker class. Levels before that point do not contribute to their linker level.


Links work in tiers. All linker classes begin at some point with the basic tier of linking, as indicated by their class features, and a number of known links. A linker can set, an action equivalent of spellcasting, a link that they know, and use any tier of that link which they have been granted access to by their class features.


In most cases, treat a link as a spell with a permanent duration (other than it's actual duration, described below). For effects that require the caster level of a link, such as dispel magic, instead use the linker level. The linker level is equivalent to each level of a linker class plus any levels of a class that provides a caster level or invocations. In addition, links get a +4 bonus to their linker level for the purpose of resisting a dispel effect once they are set (see below). Magic items or effects that normally increase your caster level do not increase your linker level, however, other effects or items may specifically increase it. The equivalent spell level of a tier of linking to a spell is given in the table below.


Link Tier Spell Level Equivalent
Basic 1st
Minor 2nd
Moderate 4th
Major 6th
Greater 7th
Superior 9th



Setting a Link

The process of setting a link is much like that of casting different types of spells in that it requires a somatic component, can be counterspelled, and may be interupted by taking damage or other form of distraction that would normally distract a spellcaster while setting the link, with a difficulty class equivalent to that of a spellcaster's. Unless otherwise noted, a link's setting time is 1 standard action. Unsetting a link is a free action that can be performed only on the linker's turn. The difficulty class to resist a link being set on a creature or object is equal to 10 + half of the linker level, rounded down. Individual classes may increase this.


Upon finishing setting the link, a linker may either choose a number of targets if the link is targetted, or a number of times to produce the effect of the link if its an effect, equal to half of their linker level, rounded up. All targets or produced effects must be within 30 feet of the linker and the linker can not target or produce more effects of each unique link greater than their wisdom modifier + their charisma modifier. If the linker, the target of the link, or the product of the effect of a link moves further than 30 feet per linker level away from the other, that set of the link immediately ends. If all sets of a link ends, the link is unset automatically.


A linker can unset specific sets of a single unique link and later may set that link again to specify new targets or locations of the effects by setting the link again. They can never exceed the limits imposed at the time of setting for a single unique link however.


Links can not be set in creatures without an intelligence score or swarms.


Link Time

The final restriction to linking, is the link time, which only by taking a level in a linking class can you get. All linker's link time begins at 600 (1 hour). At the beginning of each round, if they have any number of links set, their link time reduces by 1. If their link time becomes 0 or less, all their current set links unset, and they can no longer set any more links until they replenish their link time. Eight hours of rest replenishes a linker's link time back to 600.


Certain abilities may allow a linker to 'spend' link time to produce an effect. In order to use these abilities the linker must have enough link time left to pay for the ability without reducing their link time below 0.

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