khuxan wrote: Does Shapeshift stop you from using arcana because you're in animal form? Also, although it's pretty obvious you might want to write "Though you adopt the physical abilities (Strength, Dexterity, Constitution)" as you have for mental abilities. I like the Shapeshifting Mishaps - if you had these you wouldn't need fatigue so much would you (since there's an even bigger risk if you overuse this arcana)?
Good points, thanks khuxan! Do you think the mishaps, fatigue, and maintenance are too restricting for shapeshifting?
khuxan wrote:Finally, I'm a little concerned about how low Teleport's starting DCs are. Isn't the ability to jump around anywhere in sight a little potent for 1st level characters?
Hmm. Right now a 1st level adept (Assuming a +3 in main ability score, so that's a net power rank of +7) who tries to teleport anywhere within their line of sight (DC 10) only needs to roll a 3 or better; thus, a mishap is impossible. Though they might be fatigued.
I'll make some changes to the modifiers:
You aren't able to see the location but you have seen it before +5
Totally new/unknown location +10
Now, the same 1st level adept who tries to teleport up to 1 mile away to a place they've seen but can't see right now (15+5=20 DC), must roll a 13 or better; a mishap is possible.
Are the DCs really too low? Why? Should I increase the base DCs and/or change the modifiers?
Khuxan wrote:EDIT: Just learnt that what I wrote is wrong:
"Things might have changed for True20, but in BR don't you need a feat to grant access to arcana (in which case, which is it for these)?"
These are True20 powers; no feat required.
langeweile wrote: (About shapeshift) if you don't go completly nuts, a point of conviction can safe the worst. ....you could then even allow some extraordanry or supernatural stuff for a good +dc and also spending a point of conviction.
Really good idea! This could be an optional way to allow shapechanging into fire-breathing dragons, though it'll take careful crafting to not be abuseable.
langeweile wrote:you shift for fighting, flying, ... i ecspecially wouldn't allow arcana to be cast shifted, or maybe only if you took a +10 on the check.
I see what you're saying. Since shapeshifting has the potential to steal other people's thunder, you should be penalized using it to rapidly change forms. If you read the section on "Powers" it says you get a +1 DC for each fatiguing arcana you use within an hour. Thus if I tried to shapeshift 5 times in a combat, I would get a +5 DC. That seems fair. Are you saying a greater DC increase is necessary? Also, the
Arabian Nights genre I'm going for allows for rapid shifting through various forms, and actually is part of a sorcerer's duel.
langeweile wrote:pesonally, i would setup the dc other ways, like 10 + 2*level-of-animal. +5 for each size larger, +10 for each size smaller (small animals have low lvls, large have already higher levels)
+2 or +5 for some special feature like flying, burrowing, swimming, ...
+2 or +5 for each special sense of the animal
+5 for speaking
+10 for animal's speak
+10 for casting arcana (could include speaking)
+5 for casting it on someone else
Langeweile, I like how you've done this. Thanks!

I'll definitely incorporate your ideas into the modifiers. BUt one question; what is an animal's "level"? I found no reference to this in True20, so I'm confused what you mean.
langeweile wrote:astrology: cool one.
though "affect personality" and "find new path" seem a bit too strong to me, don't try to mix skills with magic - skills, without very special reasons, should stay totally mundane - magic we have powers for.
This is why astrology is a power, not a skill. Divination about the weather, human nature, favorable circumstances, and how to reach a location are all possible in the real world, though we might call them "psychology",
"forecasting", or "navigation" in the modern world. There is precedent for powers which mimic real life capabilities, such as Body Control, so I feel comfortable that Astrology is fine as a power.
langeweile wrote:also, be careful not to take too much away from all the scrying/vision powers
Good point. Hmm. Scrying allows you to view distant events as if you were present; nothing about Astrology comes close to this, except maybe "find the way" which doesn't allow you to see the location, only to find a route to get there. (Though this does impinge upon the Survival skill I suppose)
Visions allows you to see the future. The important differences between Visions and Astrology are:
1) With Astrology you cannot learn how long before a particular event occurs, you cannot determine the people involved in a particular future event, you cannot learn of the time/location of the future event, nor is there any way for you to gain near-complete knowledge of the future event.
2) The overlap has to do with "questions about human nature or natural phenomenon" which can be answered with Astrology. And I am also
really concerned there is some overlap, I just don't know how to address it yet.

Any ideas?
langeweile wrote:btw: astrology - what ability ? wis => divination, affect others => cha, deduct things => int, so i would not really know which to take...
Like all powers, what ability you use is up to the adept.