Slime keeper. Someone who maintains an extradimensional ranch of elemental slimes and summons them for all kinds of magical effects, both in and out of combat.
Not Op but here's a non-summoner variety >They keep the slimes under their hats, they can grow new slimes by using a living slime like making yeast or holy water, the slimes feed on the slime keeper's magic
>Slime keepers learn recipies to make new slimes, which requires a bleached/purified slime to become enchanted, some spells and a couple of common ingredients
Any profession that casts spells in the context of their own setting. Given that magic can be and can not be whatever supernatural or unnatural power the author wants it to be, this varies from setting to setting.
Pic in OP is an example of the author being a lazy moron and just calling everything magic, which is the worst (or one of, anyway) form of a magic system's execution. Just throw a bunch of names down and call it all magic, because frick it.
For most people entropy is a term assosiated with uncertainty and calamity.
Which is understandable considering the nature of this practise.
Entropy is a magic school which allows its user to see other realities,
and pull its content into our reality.
This can result in many effects from fireballs, to lighting strikes, to waves of necromantic death.
But the practise should not be shunned, since being blind to it invites desaster.
The practise
While entropy seems daunting, and unpredictable, it can be made predictable.
For every biome the practitioner is in, there is a
"Table of Spells" which can cast.
Said tables are devided by "Levels of potency" which determine the impact the spells can achive.
In most locations an entropist can always access the lowest level of the local "Table of Spells".
But the strenght of "The universal Membrane" can complicate things.
At the beginning of each round of combat the "player" throws a d6 to determine the strenght
of the shifting membrane.
If the dice spells 1 then the "Level of Potency" will fall by said amount.
Roll a 2 and it will fall by 2 and with a 3 by three levels.
The "Level of Potency" can not reach 0 under normal conditions.
The Level rises with a 4, 5, or a 6 on the dice.
6 raises the level by 1, 5 makes it rise by 2, and
a lucky 6 will raise it by 3.
I recall there was a CYOA post about the periodic table with some really creative powers. I'm not a CYOAfriend so I wouldn't know where to find it, but if you ask the thread I'm sure someone will come to aid.
I'd argue that some of the ones right outside of the edge of the triangle in OP (Dark Knight, Blade Singer, Inquisitor, Templar, Diplomat, Dancer, Bard, Loremaster, Strider, Mentalist, Gambler, Magician, Trickster) are also spellcasters, at least as much so as a Paladin or Tinker or Death Knight or whatever.
Wormomancer. Worships Jormungandr. Brings forth worms and serpents. Other magic includes abyssal spells and they spend lots of time studying the outer planes of chaos. A cabal of wormomancers is currently working on summoning a great worm to consume the Earth, the voud left behind to flooded with the primordial waters of chaos, paving the way for a new world to be made in their god's image.
Magic should always be background minutia with no solid explanations for how it works. So, I'd make a "Wizard," a man that can through abstract methods create strange and terrible spells. He's bound by the abstract limits which are often fleeting and frustrating. The spell caster can attempt to cast a spell and should it fail that magic cannot be used again.
Aquashifter. It can shapeshift into various forms of water bodies at will or through a trigger.
Levelling only gives you a larger range of water temperature and amount. A high level aquashifter can basically turn into a boiling hot tsunami.
Also, I find it funny how absurdly broken this gets at higher levels. You can just drown an entire dungeon, and whatever can breathe under water just gets boiled alive or frozen.
And good luck trying to even tickle what is basically a lake-sized water elemental.
I'm assuming we're talking about D&D here, because lets face the people who ask these sorts of questions are always talking about D&D
The Dervish yeah, the name isn't accurate but neither is monk or druid is a constitution based spellcaster that casts spells through the medium of dance. Instead of relying on foci or material components, the dervish can spend their action to begin dancing, while dancing they are able to cast their spells for free, but must make increasingly difficult saves against exhaustion for each turn they continue to dance. Unlike other casters they would rely primarily on physical stats like dexterity and constitution and as they level they could get monk like physical feats and increasing evasion bonuses while they dance, maybe even throw in a gish subclass that has weapon and armour proficiencies and lets them attack as a bonus action for each spell cast.
I think relying on the exhaustion system is good as a hard cap, but dancing should also deal damage as more of a progressive restriction. If CON is their main stat anyway they've got meat points to burn.
The mechanics I mentioned are more of a vague idea of what I what I want to portray, nothing solid. Also they aren't really based on Dervishes, I just couldn't think of another name that denoted a spiritual dancer.
Some kind of vodoun-warrior. When you attack a monster you get a piece of it based on how much damage you did, and can use the piece to curse it. For example you might expend a 10 damage token from a red dragon to inflict a -2 pain penalty to it's rolls for a few turns, and a huge 50 damage token from an assassination attempt on a general could be used for a save-vs-death effect.
magician but like an actual performer magician from real life that uses real magic to do that stuff, turns balloon animals into aggressive but fragile summons, swings excessively long bladed scarves which they seem to pull from out of nowhere at people.
works out to be somewhere between an illusionist and a bard, nobody is better at smuggling small objects into places.
easily distinguished from other mages by their badge of office - the top hat rather than the pointy hat most wizards wear.
>Capitalist
The class has every magical affect in the game available, but uses money to cast. The amount you spend determines how good any given spell is.
Astral Realm Channeler. >Prerequisite: Campaign setting has multiple noted and storied celestial objects, phenomena, or transitional phases. >Moons, Constellations, or seasonal variants might also work. >DM & Player must keep careful track of what phase the celestial patterns are in, as it will change which spells are available to them. >Each phase grants access to one domain's worth of spells; that being one of each tier of power to which the player has access. >The Astral Realm Channeler can make full use of the spells of whichever domain/realm is at its Zenith in the sky, as well as diminished availability to the spells of the adjacent domains. >Each domain has a specific ritual, implement, or feature to which they're tied which must be adhered to during that phase. >Advancing, an Astral Realm Channeler's specialization will either mean selecting One feature which they Always have access to, one they will Never Again have access to (opposed features, or relationships of their respective stories), or a generalist variant that widens the range to 5 domains rather than 3, but at a further diminished quality, eschewing the boons of dedicating to one.
Slime keeper. Someone who maintains an extradimensional ranch of elemental slimes and summons them for all kinds of magical effects, both in and out of combat.
Not OP, but I will play this as my next character in an upcoming Savage Worlds sci-fantasy game. Thank you, anon.
how is that any different than a summoner?
Because they don't summon the slimes. They already wrangled them and you just take which one you need.
Not Op but here's a non-summoner variety
>They keep the slimes under their hats, they can grow new slimes by using a living slime like making yeast or holy water, the slimes feed on the slime keeper's magic
>Slime keepers learn recipies to make new slimes, which requires a bleached/purified slime to become enchanted, some spells and a couple of common ingredients
Any profession that casts spells in the context of their own setting. Given that magic can be and can not be whatever supernatural or unnatural power the author wants it to be, this varies from setting to setting.
Pic in OP is an example of the author being a lazy moron and just calling everything magic, which is the worst (or one of, anyway) form of a magic system's execution. Just throw a bunch of names down and call it all magic, because frick it.
>2022
>System still has classes
What next? Maybe levels?
>2022
>Music still has genres
What next? Actually playing games?
>2022
>people still gaypost on websites
whats next? maybe sucking wiener irl for you?
what are the scales on the sides supposed to represent?
About the Entropists
For most people entropy is a term assosiated with uncertainty and calamity.
Which is understandable considering the nature of this practise.
Entropy is a magic school which allows its user to see other realities,
and pull its content into our reality.
This can result in many effects from fireballs, to lighting strikes, to waves of necromantic death.
But the practise should not be shunned, since being blind to it invites desaster.
The practise
While entropy seems daunting, and unpredictable, it can be made predictable.
For every biome the practitioner is in, there is a
"Table of Spells" which can cast.
Said tables are devided by "Levels of potency" which determine the impact the spells can achive.
In most locations an entropist can always access the lowest level of the local "Table of Spells".
But the strenght of "The universal Membrane" can complicate things.
At the beginning of each round of combat the "player" throws a d6 to determine the strenght
of the shifting membrane.
If the dice spells 1 then the "Level of Potency" will fall by said amount.
Roll a 2 and it will fall by 2 and with a 3 by three levels.
The "Level of Potency" can not reach 0 under normal conditions.
The Level rises with a 4, 5, or a 6 on the dice.
6 raises the level by 1, 5 makes it rise by 2, and
a lucky 6 will raise it by 3.
Get this: elementalist, but not the four elements; the periodic table
So each elementalist has one of the elements?
Caesium Evocationists united
Alright pal I'm picking oxygen
Carbon clerics represent. We about to be rich as frick with our diamond trade.
Hydrogen wizard time.
That's one of those ideas that sounds great at first glance but gets more and more shit the more you think about it
Came up with it on the toilet, so yeah.
>mfw I learn the sodium elementalist’s true power
dibs on lithiummancer
i cast anti-psychosis
I will master the secret element moronium.
The densest of them all
Could someone actually come up with a powerset for every element? Some of them would require a ton of stretching.
I recall there was a CYOA post about the periodic table with some really creative powers. I'm not a CYOAfriend so I wouldn't know where to find it, but if you ask the thread I'm sure someone will come to aid.
Pactmancer. The only thing they can do is enforce someone to fulfill their end of the signed document or given promise by any means necessary.
If the contracted individual is incapable of following through on the contract, does the Pactmancer grant them the means?
No. They will either complete it or die trying.
The better version of this image.
Rolled 88 (1d100)
I think he chose it just to emphasize the spellcaster bits. Also rolling.
OP just choose the lower right part because the other areas aren't about spellcasters
I'd argue that some of the ones right outside of the edge of the triangle in OP (Dark Knight, Blade Singer, Inquisitor, Templar, Diplomat, Dancer, Bard, Loremaster, Strider, Mentalist, Gambler, Magician, Trickster) are also spellcasters, at least as much so as a Paladin or Tinker or Death Knight or whatever.
>philanderer
Wormomancer. Worships Jormungandr. Brings forth worms and serpents. Other magic includes abyssal spells and they spend lots of time studying the outer planes of chaos. A cabal of wormomancers is currently working on summoning a great worm to consume the Earth, the voud left behind to flooded with the primordial waters of chaos, paving the way for a new world to be made in their god's image.
Magic should always be background minutia with no solid explanations for how it works. So, I'd make a "Wizard," a man that can through abstract methods create strange and terrible spells. He's bound by the abstract limits which are often fleeting and frustrating. The spell caster can attempt to cast a spell and should it fail that magic cannot be used again.
Butcher
Aquashifter. It can shapeshift into various forms of water bodies at will or through a trigger.
Levelling only gives you a larger range of water temperature and amount. A high level aquashifter can basically turn into a boiling hot tsunami.
Also, I find it funny how absurdly broken this gets at higher levels. You can just drown an entire dungeon, and whatever can breathe under water just gets boiled alive or frozen.
And good luck trying to even tickle what is basically a lake-sized water elemental.
e-girlmancer
Raises up little girls.
that's a father you idiot
Think about it logically
I'm assuming we're talking about D&D here, because lets face the people who ask these sorts of questions are always talking about D&D
The Dervish yeah, the name isn't accurate but neither is monk or druid is a constitution based spellcaster that casts spells through the medium of dance. Instead of relying on foci or material components, the dervish can spend their action to begin dancing, while dancing they are able to cast their spells for free, but must make increasingly difficult saves against exhaustion for each turn they continue to dance. Unlike other casters they would rely primarily on physical stats like dexterity and constitution and as they level they could get monk like physical feats and increasing evasion bonuses while they dance, maybe even throw in a gish subclass that has weapon and armour proficiencies and lets them attack as a bonus action for each spell cast.
I think relying on the exhaustion system is good as a hard cap, but dancing should also deal damage as more of a progressive restriction. If CON is their main stat anyway they've got meat points to burn.
The mechanics I mentioned are more of a vague idea of what I what I want to portray, nothing solid. Also they aren't really based on Dervishes, I just couldn't think of another name that denoted a spiritual dancer.
Some kind of vodoun-warrior. When you attack a monster you get a piece of it based on how much damage you did, and can use the piece to curse it. For example you might expend a 10 damage token from a red dragon to inflict a -2 pain penalty to it's rolls for a few turns, and a huge 50 damage token from an assassination attempt on a general could be used for a save-vs-death effect.
magician but like an actual performer magician from real life that uses real magic to do that stuff, turns balloon animals into aggressive but fragile summons, swings excessively long bladed scarves which they seem to pull from out of nowhere at people.
works out to be somewhere between an illusionist and a bard, nobody is better at smuggling small objects into places.
easily distinguished from other mages by their badge of office - the top hat rather than the pointy hat most wizards wear.
>Capitalist
The class has every magical affect in the game available, but uses money to cast. The amount you spend determines how good any given spell is.
I often curate and include idea from these /tg/ threads into my games including both the Traumaturge and Athletigican.
Astral Realm Channeler.
>Prerequisite: Campaign setting has multiple noted and storied celestial objects, phenomena, or transitional phases.
>Moons, Constellations, or seasonal variants might also work.
>DM & Player must keep careful track of what phase the celestial patterns are in, as it will change which spells are available to them.
>Each phase grants access to one domain's worth of spells; that being one of each tier of power to which the player has access.
>The Astral Realm Channeler can make full use of the spells of whichever domain/realm is at its Zenith in the sky, as well as diminished availability to the spells of the adjacent domains.
>Each domain has a specific ritual, implement, or feature to which they're tied which must be adhered to during that phase.
>Advancing, an Astral Realm Channeler's specialization will either mean selecting One feature which they Always have access to, one they will Never Again have access to (opposed features, or relationships of their respective stories), or a generalist variant that widens the range to 5 domains rather than 3, but at a further diminished quality, eschewing the boons of dedicating to one.
Scatomancer