Talk:True Dweomers: Difference between revisions

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* OGL info updated
* OGL info updated
* System scope and balance spreadsheet at about 70 percent complete (134 TD's placed so far)
* 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 ({{Skill-DC|Impossible|19}}) - standard action to cast
:* Hard DC ({{Skill-DC|Hard|19}}) - full round action to cast
:* Challenging DC ({{Skill-DC|Challenging|19}}) - full round action to cast
:* Average DC ({{Skill-DC|Average|19}}) - full round action to cast
:* Easy DC or lower ({{Skill-DC|Easy|19}})  - full round action, auto-miss/auto-save (half damage or whatever partial it does on a miss/save)

Revision as of 18:25, 19 August 2020

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

  • 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)