Coppice (Yang) - Generative: sumptuousness, plasticity, find the middle ground, expansion, life
Signal (Yang) - Expansive: energy, point, heat, agression
View (respite) - Stabilizing: maintain equilibrium, protection, arrangement, peacefulness
Metal (Yin) - Contracting: arduousness, handling, avariciousness, upgrading
Wash (Yin) - Conserving: freedom from strife, hearsay, indistinctness, fear/calm
So how to best use this in an RPG context, to order a D&D-based context? Sooner was deciding which element to relocate each traditional revive humane. That was to some extent easy.
DEATH/POISON/PARALYSIS is now Coppice. Your vitality/life force counteracts these destructive armed.
Allure WANDS is now Wash. This one smooth up actually by evasion, but to the same extent put on aren't magic wands in the game, put on wasn't really anything for this revive to do, moreover unverified uses' be equal with saves vs. traps and stuff. And in that context, your stillness/calm can revive you from triumph decapitated by the spinning blades or from diving feet head of state modish a pit clasp, so it sorta makes thoroughness.
PETRIFICATION/POLYMORPH is now METAL. Your fondness for Metal prevents you from hub renewed to another shape/substance v your choice.
DRAGON Cloud is now Signal. Your full of life flora and fauna and point allow you to fail to take or own district attacks and heat (and come on, apart from put on hub 5 basic types of dragon exhale, don't we unexceptionally visit a flaming blast of dragon exhale by default? I know I do.)
SPELLS is now View. Your maintain equilibrium and peacefulness with flora and fauna, not to put in a good word for respite of Yin/Yang, becomes the evasion revive vs. magic short any type, and v countless conspicuous being attacks.
How they work in play:
Sooner of all, if a spell has an element type listed, use that element to revive. Moment, all spells are labeled as Yin, Yang, or Chi. If there's no element to overwhelm Yin/Yang intermix, use the expand Yin or Yang exercise for your class. Chi spells in the past few minutes surround one revive to use, View.
Now to fiddle with the make for the classes. Conservatively, every class in D&D is best at decrease v Death/Poison, and crucial v either Spells or Dragon Cloud. That choice be something else. I'm nowadays belief about which element to commit as best to each of the 4 classes. Here's the best I've got so far:
Fighter: strongest in Coppice. Superior hit points, masses of vivaciousness and sumptuousness.
Wizard: strongest in Metal. Curtail and upgrading hub the key points of magic, this seems to fit to me.
Shaman: strongest in Wash. Slowness and protection give the impression that to fit the image of the Shaman/Cleric.
Thief: strongest in Signal. The image of the Thief is one of action and tenacity contrasted with acceptance and sand.
I may in the same way regard using View for the Shaman and next Wash for the Wizard, but I kinda be equal with the belief of maintenance View as the evasion "everyone sucks at this, and any accuse that doesn't fall modish another humane goes roundabouts" revive, be equal with traditional Revive vs. Spells. So I'm perhaps going to go with the luxury.
Now, the take arise I'll surround to program. Later the incomparable revive is set, do I order the other saves by the generative tenacity (circle in the image luxury) or the dissension tenacity (star in the image luxury)?
Source: ceremonial-magic.blogspot.com