Talk:True Dweomers

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Revision as of 16:33, 6 August 2020 by Tbolling (talk | contribs)
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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.
SOLD! :)


System and Structure

  • damage scaling

True Dweomers do MUCH more damage than levl 9 spells, unless extensive manaburning happens.


New True Dweomer Damage Model
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