Talk:True Dweomers: Difference between revisions
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==System and Structure== | ==System and Structure== | ||
{| class="ep-default" | {| class="ep-default" |
Revision as of 18:24, 19 August 2020
System and Structure
Spell Strata | Burn Cost | Min Level | Base Dice | max dice | range | avg | perfected |
---|---|---|---|---|---|---|---|
1 | +3 | 19th | 1d6+6/CL | 35d6+210 | 245-420 | 332.5 | 840 |
2 | +3 | 21st | 1d6+8/CL | 35d6+280 | 315-490 | 402.5 | 940 |
3 | +3 | 23rd | 1d6+9/CL | 35d6+315 | 350-525 | 437.5 | 1050 |
4 | +3 | 25th | 1d6+10/CL | 35d6+350 | 385-560 | 472.5 | 1120 |
5 | +3 | 27th | 1d6+11/CL | 35d6+385 | 420-595 | 507.5 | 1190 |
6 | +3 | 29th | 1d6+13/CL | 35d6+455 | 490-665 | 577.5 | 1330 |
7 | +3 | 31st | 1d6+15/CL | 35d6+525 | 560-735 | 647.5 | 1470 |
8 | +3 | 33rd | 1d6+16/CL | 35d6+560 | 595-770 | 682.5 | 1540 |
9 | +3 | 35+ | 1d6+17/CL | 35d6+595 | 630-805 | 717.5 | 1610 |
True Dweomers are affected by metamagic feats, but note that many of the more potent feats have such a large level adjustment, they cannot be fit onto the higher level true dweomers without use of a magic wand or spell research.
- range
true Dweomers can use any range
- area of effect
true dweomers with AOE's tend to be LARGE, up to thousands of feet, miles, even leagues. note that metamagic can make even that larger.
- saves
true dweomers follow the basic rule 'no auto effects', but may impose severe save penalties in exchange for smaller range and/or area of effect, to the extreme of the example below "Corrupt Dweomers"
Current status
- True Dweomers - data compilation complete
- OGL info updated
- System scope and balance spreadsheet at about 70 percent complete (134 TD's placed so far)
- for balance pass, need to take into account the true-dweomer damage capacities of clerics, mages, druids, bard, paladins, rangers, etc. ergo, need to develop a bare-bones 'early implementation' of TD's
- have to take a feat to get a TD
- optionally, all TD's can be cast as rituals, requiring time as defined by the GM, but usually at LEAST a full minute, usually an hour or more. If cast this way, AOE's are multiplied by 10 in all dimensions, multi-target spells affect ten times as many, all ranges increase by 100 percent (double). saves and damage are the same.
- standard cast time is a full round action
- make skill roll below to cast as a standard, can be quickened if you want
- feats make skill roll easier/redundant
Example:
Bailiwick Skill Check:
- Roll is optional; if you succeed on an impossible check, you can cast the TD as a standard action, otherwise, always castable as a full round action. However, if you roll an Easy result or lower (or a 1), it counts as an auto-miss/auto-save. With 3rd and 5th feat, this risk mostly goes away, and it's just a question of whether you can get the impossible result or not.
- If you choose not to roll, or you get any result other than impossible or failure, TD takes a full-round action to cast.
Thus:
- Impossible DC (52) - standard action to cast
- Hard DC (47) - full round action to cast
- Challenging DC (43) - full round action to cast
- Average DC (38) - full round action to cast
- Easy DC or lower (33) - full round action, auto-miss/auto-save (half damage or whatever partial it does on a miss/save)