Talk:True Dweomers

From Epic Path
Jump to navigation Jump to search

I'll get you a template today. For the monk colors, that's easy enough to do, but I'm guessing you mean on the spell list tables, not inside each spell page, right?

er...yes?  make it look the same as spells...only COOLER
now that i think about it....would it be possible to put the colors into the TD pages?  if it's a PITA, don't worry about it

it is possible, but I'd need you to tell me where you want the color to show up.

i'm thinking a bar of color at the top of the description.  it might be useful to have the name show up in gold letters in that bar, or something, and maybe a second bar lower down that displays the DC's to cast the spell? just thinking....

System and Structure

True Dweomer Damage Model
Spell Strata Burn Cost Min Level Base Dice max dice range avg perfected
1 +3 21st 1d6+6/CL 31d6+186 217-372 294.5 744
2 +3 23rd 1d6+8/CL 31d6+248 279-434 356.5 868
3 +3 25th 1d6+9/CL 32d6+288 320-480 400 960
4 +3 27th 1d6+10/CL 32d6+320 392-512 452 1024
5 +3 29th 1d6+11/CL 33d6+363 399-561 480 1122
6 +3 31st 1d6+13/CL 33d6+429 462-627 544.5 1254
7 +3 33rd 1d6+15/CL 34d6+510 544-714 629 1428
8 +3 35th 1d6+16/CL 34d6+544 588-748 668 1496
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 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.

For what it's worth, I'm actually fine with nobody getting a TD unless they spend a feat on it.  While I don't mind the 'first one's free' approach, it isn't necessary, IMO.
  • 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 Challenging DC for the Caster's current level. Casting as a standard action or swift action requires a Hard 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.
Rituals is where the super-large aoe's should occur.  When cast during combat, the aoe's should be relatively 'normal-sized' (though they could still be better than spells, obviously).
  • can a 'DC to cast' field be added to the spell template?
We need to talk about having a bailiwick skill check to cast TD's.  I assume this would be in addition to any to-hit rolls or saving throws the spell causes? So there would be two chances to fail to cast any TD?  Is this good game design?  
maybe?  i almost ditched this mechanic, but, the skill roll to cast it has been part of the TD's since the very early days, and I want to keep the 'flavor' of it. they're also scaled to be REALLY good, so I'm cool with making them feel special.  your various ideas about DC's and effects below are excellent, and we should do some or most of that.

Just because it's always been done that way, doesn't mean it's good.

I understand the desire to make them feel different (above and beyond the 'need a feat to even get one' part), but I think adding a second chance to fail is not great. Can we discuss this tonight?

sure! ...maybe.  might be a tomorrow thing.
My initial thought is this: keep the bailiwick skill check, but make it so it doesn't affect success or failure of the spell, but rather casting time and efficacy of the spell (a bad roll could make it do half damage before to-hits or saves, for example, while a good roll might allow it to be cast as a standard or even move action with normal damage).  We may also want to revisit the secondary (to-hit/save) roll mechanics... I'm thinking TDs should ALWAYS do something, even on a miss or a successful save.  
If we do keep the skill check, I'll need more info... is the CR of the check fixed based on the spell level of the TD? Or does it fluctuate based on the caster level casting it? (If the latter, why would it be harder for a high level caster to cast the same spell as a lower-level caster?)  I would recommend that the DC be fixed by spell level (this is also much easier to program into a template).
i was going to make it fluctuate by the CL of the caster, and the justification is that as you get higher level, the true dweomer gets harder to use because its more advanced. if yu hate that notion, we can discuss.

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 (52) - standard action to cast
  • Hard DC (47) - full round action to cast
  • Challenging DC (43) - full round action to cast
  • Average DC (38) - full round action to cast
  • Easy DC or lower (33) - full round action, auto-miss/auto-save (half damage or whatever partial it does on a miss/save)

Examples of new True Dweomers

  • 10th Corrupt Dweomers:
  • 11th
  • 12th
  • 13th Accursed Dweomers:
  • 14th

Examples of new Feats

Truemagic Feats
  • Truemagic Scribe - learn 3 new true dweomers of 10th level, level 16 to take
  • Truemagic Supplicant - learn 3 new true dweomers of 10th thru 11th levels, level 21 to take
  • Truemagic Ordinate - learn 6 new true dweomers of 10th thru 12th levels, bailiwick skill check 1's are counted as 2's, level 21 to take
  • Truemagic Nominate - learn 6 new true dweomers of 10th thru 14th levels, level 26
  • Truemagic Heirophant - learn 9 new true dweomers of 10th thru 14th levels, level 31, all td's are castable as standard actions 'for free'
this model has 5 TD levels, and gives 27 TD spells for 5 feats