Alright, for those of you keeping score at home, here's the full list of what we've done to magic through the spellhooking system in its entirety:
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CoPaP Spell Check: The basic spellcheck system, allows worlds and builders to specifiy deity checks, mark checks, scribing checks and putting people out of favor to be unable to cast at all.
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Core Spellhooking: Hooking all spells into the core spellhooking system to allow new features to work. This in it of itself isn't really a "system" per se, but it's such a huge part of the system it's hard to deny its worth. All told this includes 510 spells, spell-like abilities, racial abilities, holy warrior abilities and epic spells.
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Avlis Artificing System (AAS): Artificing system based on spell scribing, allows the use of variable caster levels, spell DCs, etc on to scrolls along with its own level progression.
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Avlis Spell Enhancements (ASE): Includes miscellanious upgrades to various spell functions such as: Palemaster/Holy Warrior caster level calculation, touch attack sneak attack damage, environmental AOE spell triggers, metamagic rods, pseudo-heartbeat replacements for AOE spells, militant levels, things of that nature.
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Advanced Mage Specializations(AMS): Avlis specific mage "prestige" classes, allowing alternative uses of certain types of magic, or specializing in elemental magic etc. List of available types below.
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Avlis Holy Symbol System (AHS): Clerical holy symbol system based on holdable symbols. Allows clerics an extra layer of blessings from their god, by sacrificing both a turn undead use and a spell. They get two types of these abilities, the first being an offensive spell tailored for use against creatures of the opposite alignment and the other being a defensive spell intended for allies of the same faith.
Wild Mage
The Wild Mage taps into the inherent instability of magic, standing on the knife's edge between the greatest possible power and an uncontrollable surge of magic. As such they trade the stability of their spells in exchange for the ability to boost their spells significantly above normal in effectiveness.
White Necromancer
Though most necromancers are focused upon the use of negative energy and its connection to death itself, White Necromancers instead view necromancy as a possible conduit for positive energy and a force connected with the essential energy of life itself. Their necromancy spells are therefore tailored to heal, or destroy undead.
Elementalist(Pyromancer/Aeromancer/Cryomancer)
Elementalists rely upon mastery of a single element, eschewing the use of other elements in favor of a closer understanding to one. The most common are pyromancers who venerate fire, but there are also known to be aeromancers, who study lightning and cryomancers who focus upon the cold.
Psi-Mage of Angadar
Psi-Mages are capable arcanists who have found the secret to using their psionic powers to augment their spellcasting capabilities. Creating an object known as a "psi-Vortex" they then use its powers to apply additional effects to their spells.
Shadow Matter Illusionist
Shadow Matter Illusionists take the art of shadow-conjuration and shadow-evocation to their natural extremes, converting their entire range of evocation and conjuration spells to serve as shadow variants. This means that none of their evocation spells are actually real, but they are able to use the fell extent of their spell-casting expertise to their fullest.
Transmutant
Much like how Shifters are druids who take their shape-shifting to their logical extremes, Transmutants are transmuters who focus on the ability for magic to change their very essence. This allows them a wider variety of shifting abilities using their magic and self-transmutation spells, but typically means their spell selection becomes more easily jumbled.
Fatespinner
Arbiters of their own luck, Fatespinners are capable of manipulating the "spin" of objects to change the outcome of random events in their favor.
Upcoming Changes!
Obviously the changelist is impressive, but there's also a fair number of improvements still in the pipeline. Yes folks, that means there's more stuff upcoming.
For SHS 1.8.0.3:
- Test version of scaling summons for epic dragon knight. Yes, dragons will now scale in level based on your caster level.
- Avlis Book System. A spellbook system, intended to work as a teaching aid to AMS.
- Plenty of fixes and tweaks to existing spells.
Hopefully in the long term:
- 2 new AMS classes - Plane-Binder and Arcane Tranquilizer
- Ranger/Druidic Herbal "Witchdoctor" system.
- A new additional spell list, focusing more on druid/bard/paladin/ranger lists. (But yes, it will include mage spells, sorry can't help it.)
- More militant bonuses.
- Barbarian Totem System. (Still under design so no details.)