Emotionalist
Emotionalist is a wizard who takes power to his spells from his own emotions. Every time the emotionalist casts a spell, he have a little risk to exceed his emotion and lose it. Emotionalist must have strong emotions and they must also be easily concealed and exposed. Self-command and strong will power are also very essential. Emotionalists often are very impulsive and more or less quick-tempered. There is also other way to cast spells: use of other people feelings.
Every time wizard casts a spell, he must throw intuition check, which describes the success of channeling his feelings. If the check fails, emotion level rises one point. Natural roll 1 is always success and means successful emotion discharge and it drops emotion level by one point. Natural roll 20 is always failure and it frustrates wizard and raises his emotion level by two points. Relaxing and recovering needs successful concentration check and it lasts about one minute per one level.
This way of spellcasting affects also wizards everyday life. Most common effects are: oversight, over eagerness, varying, etc. In special conditions also lycantrophy might be the side effect. Moons, sea or thunder might have strange effects to emotionalists love-life. Usually emotionalists are quite liberal about sex. They love once with great passion and the forget, so that they won't feel sadness and pain. It is possible to them to love many different people. They might also suddenly get enough of love and live in celibacy and loneliness many years. Powerful emotional charges are dangerous, if they leave without counter emotions or are paralyzed with indifference (They might leave traumas).
Emotion goblet

Emotionalists have a special emotion goblet, which have three or more levels, which are called as an emotion zones. Last one is the edge. If emotion pours over the edge, spellcaster over charges with emotions and he/she transforms to a furious soul monster.
Emotion points describe how much one can manipulate his/her own emotions before they pour over the edge. Each time wizard fails his channeling check, the emotion level raises one point. If the roll is natural 20, the emotion level raises two points.
Levels of the emotion goblet = 1+1+(1 per 5 levels)+1 = 3 or more. Adjacent image describes the emotion goblet of fifth level spellcaster.
Emotion goblet can be divided in three different parts: peaceful, lively, excited and furious.
Peaceful: This is the first level of emotion goblet. Emotional life is completely stable. This is the average of all emotions. (Green)
Lively: This the second level of the emotion goblet. Wizard in this condition suffers -1 penalty to channeling check. If spellcaster tries to "overcharge" his spell, he could get +1 bonus to his effect level and -3 penalty to his channeling roll. (Yellow)
Excited: This is the third level of the emotion goblet. All points coming from casters level belong to this level. It is much harder for excited wizard to cast spells. He gets -2 penalty to his channeling roll (or -5 penalty and +2 bonus to spell's effect level). In this condition wizards judgement starts to fail, so he gets -2 penalty to all skills that require planning, cunning or concentration, such as tactics of magic, concentration, etc. (Orange)
Furious: This is the last level of the emotion goblet. Again spellcasting is harder. Emotionalist gets -3 penalty to his channeling roll (or -7 penalty and +3 bonus to spell's effect level). In this condition wizards judgement is poor, so all skills requiring planning, cunning or concentration, get -5 penalty. In addition wizards loses all AC bonuses due to high dexterity and he gets also -2 penalty to all attack rolls, but he gets +2 bonus to all damage rolls. There is no need to check morale, since wizards acts like berserk. Next level is over pouring and that is devastating. Over pouring can be prevented by a successful savingthrow against polymorphing. (Red)
High level spells larger amount emotions and higher level spells are naturally harder to cast. For this reason spell levels are divided in three different classes:
1 - 3. Level spells = 1. Class
4. - 6. Level spells = 2. Class
7. - 9. Level spells = 3. Class
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1. Class spells can be cast without penalty.
2. Class spells inflict -1 penalty to channeling roll.
3. Class spells inflict -2 penalty to channeling roll.
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Emotion levels

Every level has 1 point, except excited level, which have points coming from level of caster +1 point. Every level has 4 spell burden points. It means that one first level spell burdens by one point. When all four points are full, caster steps to the next level during next burden.
First class spells burden emotions by one point.
Second class spells burden emotions by two points.
Third class spells burden emotions by three points.
Benefits and restrictions
-Emotionalist casts spells little like channeler. Where channeler burdens his body, emotionalist endangers his mental (and friends) health.
-Emotionalist must memorize his fixed spells every morning. Memorizing takes about 1-2 hours.
-Once per week emotionalist must memorize all spells, he is going to use in the future.
-Emotionalist can cast free magic spells but those cost double spellpoints just like in channelers spells.
-In free magic spells the initiative is one phase higher. But emotionalist doesn't need to "leave space" for free magics when fixing other spells.
-Emotionalist can try to boost his spells effect level +1 but then he gets -3 penalty to his channeling roll.
-Emotionalist can exceed normal spell level limit, but it fills his emotion goblet completely. And then even a little mockery can cause over pouring. "Concentration" roll might save from this situation.
-If emotionalist casts spell that exceed his normal limit level by one level, his emotion level raises to a second highest level.
-If emotionalist casts spell that exceeds his normal level limit by two levels, his emotion goblet overpours and he must save versus polymorph or became a soul monster.
-At 5th level gets an ability use emotion-spell like power once per day.
-At 7th level emotionalist get immunity to emotion spell and for other spells affecting emotions, which are lesser level than his own level limit.
-9th level emotionalist can raise or lower emotions of individual or unit with speaking. He ca for example courage own forces and depress enemies. Skill is known as a sentimentality (see below). Emotionalist gets always +2 bonus to his sentimentality check.
-At 11th level gets an ability to use emotion skill without concentration. Duration is one turn per level.
-At 13th level emotionalist can use emotion skill like at 11th level, except caster can cast also some other spell at the same round with delayed initiative phase.
-At 15th level can use his emotion skill to several targets. Those in area of effect must save versus spells or be affected by emotion. Area of effect is 10 cubic meters per level of caster. Concentration is needed. Emotion skill is not cumulative, so 15th level caster can use emotion only one way. Emotion skill doesn't need channeling roll.
-At least on 10th level emotionalist gets the emotion skill free.
-Spell points are calculated normally (See Players Option: Spells and Magic).
Soul monster
Soul monster is a beast, born in mind human/creature. It waits and grows and feeds from insults and provocation of others. Normally it is enchained inside mind and doesn't get physical form (except some possessions and obsessions), but soul monster of a wizard gets power to its metamorphosis from magical surplus energy, that remains from failed spells.
Soul monster can be also useful. It can deliver beyond unknown and odd borders some spell, wizard has seen casted sometimes. But it also has a risk that monster is freed. So wizard has to save versus polymorphing to succeed in keeping the creature inside.
It depends on wizards might and accumulated emotions how powerful the beast is. But one thing is sure, the beast is much more powerful than spellcaster. Soul monster of 10th level wizard quite surely dangerous to adult dragon. Soul monster can not be described beforehand. Everyone have its own soul monster. Soul monsters are neither evil nor good, but as neutral as is possible, so they act completely accidentally but destructively. Illogicality is their best weapon. Even hurricane's course can be predicted but not the soul monsters. They have no mind but they can still be very clever. DM decides their numeral statistics. Soul monsters can said to be demons of neutrality and destruction.
Soul monster (DM controls) rages and exterminates world until wizard gets it under control or monster has discharged all inhibitions and calms down. Soul monster is complete opposite of the wizard and its only way to act is violence. Those who spellcaster loves, it hates and those spellcaster hates, it hates too. When the emotion is close to pour over the edge, wizard get one possibility to keep it calm with concentration (savingthow against polymorphing) . If savingthrow is successful, wizard calms down at peaceful level. But if the save fails, the beast is freed and wizard is knocked unconscious. Right after that wizard starts a violent metamorphosis with himself. Metamorphosis lasts 1d3 rounds and after it is completed, the destruction have two options:
A) Wizard recognizes himself, so he will hate others more than self, so the fury and rage is focused against other creatures.
B) The wizards hates self more than world around. This way the soul monster attacks against as many as possible creatures. After attacking it waits and weakens. It doesn't bleed blood, but ruby drops. At some time it starts to concentrate at d8+2 rounds and after that unleashes so-called "nova-feelings", and name tells a lot.
| Nova-Dmg | Range | Savingtrow |
| 1000 | 2m | No |
| 500 | 4m | Save vs. spells for half damage. |
| 250 | 8m | Save vs. spells for half damage. |
| 125 | 16m | Save vs. spells for half damage. |
| 60 | 32m | Save vs. spells for half damage. |
| 30 | 64m | Save vs. spells for half damage. |
| 30-1 | 65+1 | Save vs. spells for half damage. |
Damage is inflicted even creatures of negative energy plane. Damages described above are inflicted for those who are in straight contact with nova explosion without any coverage. Wizard is completely destroyed by this explosion.
Skills
| Skill | Cost | Base score | Ability |
| Sentimentality | 5 | 7 | Rea /Ldr/Int (Average) |
| Emotion control | 3 | 5 | Will/Int |
Sentimentality
This skill belongs to a general section and is like keeping a speech. It is also possible to affect only a single creature. With this skill it is possible to pull the hermit out of its shell or hit straight to sensitive spot of individual. This is also an ability to listen "between the lines" when people are speaking and find out dark and personal secrets. With this skill it is possible to innocently direct conversations to desired matters. This is difficult but wide skill.
Emotion control
This skill belongs to general section too. This is essential skill when trying self control or excitation. Calming down rage or regimenting some passion needs self control and this skill covers that sector.
Special spells
Release little monster
4. level (Summon/Alteration)
RANGE: 5m/level
COMPONENTS: V, S, M
DURATION: 1 round/level
CASTING TIME: 4
AREA OF EFFECT: 1 Person
SAVINGTHROW: Negates
This spell transforms target to a little version of the soul monster. It acts just like the soul monster, except it can't commit a suicide. The creature is about as powerful as its host. This spell is especially good against spellcasters.
The material component for this spell is some personal item or matter belonging to the victim (bit of cloth, hair, weapon, footprint, etc.).
Emotion burst
4. Level (Charm/Invocation)
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RANGE: 0
COMPONENTS: S
DURATION: Instantaneous
CASTING TIME: 3
AREA OF EFFECT: 1m/level in 90º-180º sector
SAVINGTHROW: None
This spell gathers the personal emotions and send them towards target area. This emotion is pure emotion and all who have even a little of emotions, can be affected by this spell. Metal helmet and lead band protect against this spell.
This spell doesn't inflict damage, but the knockdown score is same for everyone. The knockdown number is targets magical defensive adjustment score. The emotionalist throws 2d4 for knockdown. Victims are not allowed for savingthrow, but are stunned two rounds and can't attack. They can however defend normally.
This spell penetrates all psionic defenses. Those having psionic defenses are however allowed to a savingthrow. This spell is designed against group minds. When one stops, all others stop too. Knockdown is checked for individuals in area of effect.
This spell uncharges the emotional burdens almost too well, since after this spell the emotion goblet of the spellcaster goes as much to a negative value as it was positive when casting this spell. So spellcasters emotional-life is in level of stonegolem. Recovering to a normal state takes as long as normal recovery.