Talk:True Dweomers: Difference between revisions
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Take a look at the top two [[Auric Enhancer]] items. If we only build TDs up to spell level 13, the last item in this clade is useless... just FYI --- IMO, this is why we should go with the '5 feats & 14th spell level' approach. | Take a look at the top two [[Auric Enhancer]] items. If we only build TDs up to spell level 13, the last item in this clade is useless... just FYI --- IMO, this is why we should go with the '5 feats & 14th spell level' approach. | ||
SOLD! :) | |||
==System and Structure== | ==System and Structure== | ||
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==Current status== | ==Current status== | ||
* True Dweomers - data compilation begun | * True Dweomers - data compilation begun | ||
* | * 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 | ||
* Require skill rolls vs DC's to cast | Proposed mechanics: exactly like spells, except you only learn one true dweomer of level 10 'spontaneously'. you can take Truemagic feats to learn more, and git gud with them. | ||
* Casting a True Dweomer as a ritual takes much longer and more 'stuff' (magic circle, altar, implements and unguents, horrifying sacrifices, etc) but does not require a bailiwick skill roll. | * Require skill rolls vs DC's to cast. To cast a True Dweomer as a Full Round action requires a Bailiwick Skill Roll vs a Hard DC for the Caster's current level. Casting as a standard action or swift action requires a Challenging DC roll. Truemagic Feats give bonuses to these rolls. (see below) | ||
* Casting a True Dweomer as a ritual takes much longer and more 'stuff' (magic circle, altar, implements and unguents, horrifying sacrifices, etc) but does not require a bailiwick skill roll. Such Rituals typically require a day or longer. | |||
* can a 'DC to cast' field be added to the spell template? do we have defined templates for the TD1 circles? | |||
==Examples of new True Dweomers== | ==Examples of new True Dweomers== | ||
* '''10th''' Corrupt Dweomers: | * '''10th''' Corrupt Dweomers: | ||
* '''11th''' | * '''11th''' | ||
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* '''12th''' | * '''12th''' | ||
* '''13th''' Accursed Dweomers: | * '''13th''' Accursed Dweomers: | ||
* '''14th''' | * '''14th''' | ||
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==Examples of new Feats== | ==Examples of new Feats== | ||
: Truemagic Feats | : Truemagic Feats | ||
:* Truemagic Scribe - learn | :* Truemagic Scribe - learn three new true dweomers of 10th or 11th level, +1 untyped (circumstance?) to skill rolls to fast cast level, 21 to take | ||
:* Truemagic Supplicant - learn three new true dweomers of 10th | :* Truemagic Supplicant - learn three new true dweomers of 10th thru 13th levels, +1 untyped to skill rolls to fast cast, level 26 to take | ||
:* Truemagic | :* Truemagic Ordinate - learn five new true dweomers of 10th thru 14th levels, +1 untyped to skill rolls to fast cast, ignore 1's, level 26 to take | ||
:* Truemagic Nominate - learn | :* Truemagic Nominate - learn six new true dweomers of 10th thru 14th levels, +1 untyped to skill rolls to fast cast, level 31 | ||
:* Truemagic Heirophant - learn seven new true dweomers of 10th thru 14th levels, +1 untyped to skill rolls to fast cast, level 31 | |||
:* Truemagic | |||
this model has 5 TD levels, and gives 25 TD spells and +5 to fast-cast them (rolling vs Impossible) for 5 feats |
Revision as of 16:33, 6 August 2020
Take a look at the top two Auric Enhancer items. If we only build TDs up to spell level 13, the last item in this clade is useless... just FYI --- IMO, this is why we should go with the '5 feats & 14th spell level' approach.
SOLD! :)
System and Structure
- damage scaling
True Dweomers do MUCH more damage than levl 9 spells, unless extensive manaburning happens.
Spell Circle | Burn Cost | Min Level | Base Dice | max dice | range | avg | perfected |
---|---|---|---|---|---|---|---|
TD1 | +1 | 21st | 1d6+6/CL | 31d6+186 | 217-372 | 294.5 | 744 |
TD2 | +1 | 23rd | 1d6+8/CL | 31d6+248 | 279-434 | 356.5 | 868 |
TD3 | +1 | 25th | 1d6+9/CL | 32d6+288 | 320-480 | 400 | 960 |
TD4 | +1 | 27th | 1d6+10/CL | 32d6+320 | 392-512 | 452 | 1024 |
TD5 | +1 | 29th | 1d6+11/CL | 33d6+363 | 399-561 | 480 | 1122 |
TD6 | +1 | 31st | 1d6+13/CL | 33d6+429 | 462-627 | 544.5 | 1254 |
TD7 | +1 | 33rd | 1d6+15/CL | 34d6+510 | 544-714 | 629 | 1428 |
TD8 | +1 | 35th | 1d6+16/CL | 34d6+544 | 588-748 | 668 | 1496 |
TD9 | +1 | 37th | 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 begun
- 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
Proposed mechanics: exactly like spells, except you only learn one true dweomer of level 10 'spontaneously'. you can take Truemagic feats to learn more, and git gud with them.
- Require skill rolls vs DC's to cast. To cast a True Dweomer as a Full Round action requires a Bailiwick Skill Roll vs a Hard DC for the Caster's current level. Casting as a standard action or swift action requires a Challenging DC roll. Truemagic Feats give bonuses to these rolls. (see below)
- Casting a True Dweomer as a ritual takes much longer and more 'stuff' (magic circle, altar, implements and unguents, horrifying sacrifices, etc) but does not require a bailiwick skill roll. Such Rituals typically require a day or longer.
- can a 'DC to cast' field be added to the spell template? do we have defined templates for the TD1 circles?
Examples of new True Dweomers
- 10th Corrupt Dweomers:
- 11th
- 12th
- 13th Accursed Dweomers:
- 14th
Examples of new Feats
- Truemagic Feats
- Truemagic Scribe - learn three new true dweomers of 10th or 11th level, +1 untyped (circumstance?) to skill rolls to fast cast level, 21 to take
- Truemagic Supplicant - learn three new true dweomers of 10th thru 13th levels, +1 untyped to skill rolls to fast cast, level 26 to take
- Truemagic Ordinate - learn five new true dweomers of 10th thru 14th levels, +1 untyped to skill rolls to fast cast, ignore 1's, level 26 to take
- Truemagic Nominate - learn six new true dweomers of 10th thru 14th levels, +1 untyped to skill rolls to fast cast, level 31
- Truemagic Heirophant - learn seven new true dweomers of 10th thru 14th levels, +1 untyped to skill rolls to fast cast, level 31
this model has 5 TD levels, and gives 25 TD spells and +5 to fast-cast them (rolling vs Impossible) for 5 feats