Difference between revisions of "Talk:Spells"

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(Notes on Spell Pass)
 
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{| class="ep-default"
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<br>
|+ '''New True Dweomer Damage Model'''
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! Spell Circle || Burn Cost || Min Level || Base Dice|| max dice || range || avg || perfected
+
{| class="ep-default" style="text-align:center; font-size:85%;"
 +
|+ '''True Dweomer Circle Damage'''
 +
! Spell Circle || Burn Cost || Min Character Level (CL) || Base Dice || Max Dice
 
|-
 
|-
| TD1  || +1 || 21st || 1d6+6/CL || 31d6+186 || 217-372 || 294.5 || 744
+
| TD1  || +1 || 21st || 1d6+6/CL || 31d6+186  
 
|-
 
|-
| TD2  || +1 || 23rd || 1d6+8/CL || 31d6+248 || 279-434 || 356.5 || 868
+
| TD2  || +1 || 23rd || 1d6+8/CL || 31d6+248
 
|-
 
|-
| TD3  || +1 || 25th || 1d6+9/CL ||      32d6+288 || 320-480 || 400 || 960
+
| TD3  || +1 || 25th || 1d6+9/CL ||      32d6+288  
 
|-
 
|-
| TD4  || +1 || 27th || 1d6+10/CL ||      32d6+320   || 392-512 || 452 || 1024
+
| TD4  || +1 || 27th || 1d6+10/CL ||      32d6+320  
 
|-
 
|-
| TD5  || +1 || 29th || 1d6+11/CL ||      33d6+363 || 399-561 || 480 || 1122
+
| TD5  || +1 || 29th || 1d6+11/CL ||      33d6+363
 
|-
 
|-
| TD6  || +1 || 31st || 1d6+13/CL ||      33d6+429 || 462-627 || 544.5 || 1254
+
| TD6  || +1 || 31st || 1d6+13/CL ||      33d6+429
 
|-
 
|-
| TD7  || +1 || 33rd || 1d6+15/CL ||      34d6+510 || 544-714 || 629 || 1428
+
| TD7  || +1 || 33rd || 1d6+15/CL ||      34d6+510
 
|-
 
|-
| TD8  ||  +1 || 35th || 1d6+16/CL ||      34d6+544 || 588-748 || 668 || 1496
+
| TD8  ||  +1 || 35th || 1d6+16/CL ||      34d6+544
 
|-
 
|-
| TD9  ||  +1 || 37th || 1d6+17/CL ||      35d6+595 || 630-805 || 717.5 || 1610
+
| TD9  ||  +1 || 37th || 1d6+17/CL ||      35d6+595
 
|}
 
|}
 
  
 
==spell charges==
 
==spell charges==

Latest revision as of 13:05, 8 November 2019

Spell Categories

Every spell level should contain one or more of each category (some casters, such as bards, may get far fewer offense spells, for example, but should generally have the option available, even if it is inferior to a same-level sorc/wiz).

  • offense
  • ray
  • buff
  • debuff
  • movement
  • travel
  • senses
  • utility (improves other — skills, carrying capacity, shelters, food, chores, etc. All the weird stuff)


Synergies

some spells may have a 'synergy' that can be optionally triggered by removing an existing condition on the target enemy creature.

  • a comparable version of a synergy might be to overwrite an existing 'charge' on an allied character.
  • synergy may require a specific strength of condition to be present (weak/moderate/strong) to trigger
  • a triggered synergy will improve the potency of the spell to some degree significant enough to be worth trading away the condition on the monster.

Notes on Spell Pass

Spell Damage Model
Spell Circle Burn Cost Min Level Base Dice max dice range avg perfected
0 N/A N/A 1d4/2CL 3d4 3-12 7.5 24
1 N/A 3rd 1d4/CL 5d4 5-20 12.5 40
2 +1 3rd 1d6/CL 6d6 6-36 21 72
3 +1 5th 1d6/CL 10d6 10-60 35 120
4 +1 7th 1d6+1/CL 12d6+12 24-84 54 168
5 +1 9th 1d6+1/CL 15d6+15 30-105 67.5 210
6 +1 11th 1d6+2/CL 16d6+32 48-128 88 256
7 +1 13th 1d6+2/CL 20d6+40 60-160 110 320
8 +1 15th 1d6+3/CL 21d6+63 84-189 136.5 378
9 +1 17th 1d6+3/CL 25d6+75 100-225 162.5 450
10 +1 19th 1d6+4/CL 25d6+100 125-250 187.5 500
11 +1 21st 1d6+5/CL 25d6+125 150-275 212.5 550
12 +1 23rd 1d6+6/CL 27d6+162 189-324 256.5 648
13 +1 25th 1d6+7/CL 27d6+189 216-351 283.5 702
14 +1 27th 1d6+8/CL 29d6+232 261-363 312 726
15 +1 29th 1d6+9/CL 29d6+261 290-435 362.5 870
16 +1 31st 1d6+10/CL 30d6+300 330-480 405 960
17 +1 33rd 1d6+11/CL 30d6+330 360-510 435 1020
18 +1 35th 1d6+12/CL 30d6+360 390-540 465 1080



True Dweomer Circle Damage
Spell Circle Burn Cost Min Character Level (CL) Base Dice Max Dice
TD1 +1 21st 1d6+6/CL 31d6+186
TD2 +1 23rd 1d6+8/CL 31d6+248
TD3 +1 25th 1d6+9/CL 32d6+288
TD4 +1 27th 1d6+10/CL 32d6+320
TD5 +1 29th 1d6+11/CL 33d6+363
TD6 +1 31st 1d6+13/CL 33d6+429
TD7 +1 33rd 1d6+15/CL 34d6+510
TD8 +1 35th 1d6+16/CL 34d6+544
TD9 +1 37th 1d6+17/CL 35d6+595

spell charges

  • all buffs have a "charge", and characters can only have a single "arcane charge" and a single "divine charge" attached to their auras at a time.
  • buff plane is generally +1 to +3, but any buff which grants a +3 buff lays a "dual charge" on the target, locking out both arcane and divine buffs. Thus, a pair of Arcane and Divine +2 buffs are better than a single +3 dual-charge buff (therefore rewarding a diverse party composition).
  • if a second buff is cast on someone who already has a "charge" effect in their aura, they can either dismiss the first one to accept the second one, or keep the first one. They cannot hold both unless they are of a different type (i.e. divine, over an existing arcane, or vice versa).
  • casters get class features which open up the ability to hold self-buff spells without using their charge.
  • these class features still require that the buff spell be cast, using up a spell of the appropriate level for the day. This would be cast as a supernatural ability which does not provoke. Prepared casters (wizards) don't have to prepare these spells -- they simply sacrifice one or more spells equaling the appropriate spell level.
  • this change eliminates the need to keep track of bonus types and stacking.
  • all AOE buff/debuff effects (spell and otherwise) capped at a fixed number of targets (range of 2-4 as gain levels?) -- see Target Scaling Model below.
  • all AOE damage spells based on damage metrics above, possible variants: single target +1 per die, target-capped as buff gains selective for free, 'worse' AOE's (short line) gain +1 per die, damage plus effect -1 per die, etc., and blends.


  • need to update the Sorcerer "Eschew Materials" power, and feat (remove feat?)
  • monster debuffs are also laying charges -- arcane or divine spells can't stack debuffs, but caster gets to choose whether to replace existing debuff or not.
  • do we need to have a hard rule in place that says something like "Thall shalt not ever get a +5 to anything from spell-based buffs"?

Things that can be spell buffed

  • initiative = enchant
  • death checks (minor) = necro
  • Maneuver Offense = trans
  • Maneuver Defense = abj
  • Maneuver Damage adders (scale this HEAVY) = abj
  • Maneuver Damage bonus Dice (scale this HEAVY) = evoc
  • +to-hit (major) = ill
  • Melee to-hit = trans
  • ranged to-hit = trans
  • spell(ray) to-hit = necro


Adders to

  • All damage (major!!) = evoc
  • melee dam = trans
  • ranged dam = ench
  • ray dam = ill
  • spell dam (major!) = ill


Damage dice added to

  • All damage (major!!) = abj
  • melee dam = trans
  • ranged dam = conj
  • ray dam = ill
  • spell dam (major!) = ench


bonuses to

  • weapon Crit range = trans
  • weapon crit severity = necr
  • weapon Crit bonus dice = ench
  • weapon crit numeric adders = ill
  • skill crit range = ench
  • skill crit severity = ill
  • skill rolls (+1 to +2)

Move

  • All Move (Major!) = tran
  • Walk: walk, run, double move 5-ft steps, brachiate = minor = trans, conj
  • Swim: lesser, greater, jet = ench, trans
  • Fly: lesser, greater = necro, conj
  • Hover, Vault = ench, conj
  • Teleport: lesser, greater (major) = evoc, abj
  • Burrow, earth glide? nobuffs!