Talk:True Dweomers

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System and Structure

True Dweomer Damage Model
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, but tend to mainly be medium range with some exceptions. ritual makes much larger

  • area of effect

true dweomers with AOE's tend to be LARGE. note that metamagic can make even that larger. ritual also makes larger

  • saves

true dweomers follow the basic rule 'no auto effects', but may impose no-save or save penalties as 'special gimmicks'. hellball, for example, is a no-save AOE with a long range, but is otherwise lackluster.

Current status

  • True Dweomers - data compilation complete
  • OGL info updated
  • System scope and balance spreadsheet at about 80 percent complete, on-hold for now
  • Placeholder pages for all current TD's under development
  • Populating live TD's to fill out system begun


TD Template

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}}