Talk:True Dweomers

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Revision as of 13:37, 19 August 2020 by Tbolling (talk | contribs)
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I'm still not convinced that it should cost 3 spells per strata to mana burn a TD.  Since it requires at least one feat to even get one of these puppies, I'm not sure we need to punish mana burning. Mana burning is already really complicated, and we don't need to find new ways to make people waste their spell slots; we've solved that problem.  If, however, you wanted to keep the 3:1 rule, but say that there is no level restriction on which strata you can mana burn up to, I might be more amenable to the idea.  
hrrrm.  i kinda love this idea. so, triple the number of slots, but you can go all the way to Strata 9 at caster level 19 level. Awesome!

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 complete
  • OGL info updated
  • 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 (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)