Talk:True Dweomers

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Strata versus Circles

Circle vs Strata Comparison
Spell Strata Min Level Strata Dice Equivalent Circle Circle Dice Min. Burn, Strata* Min. Burn, Circle** Max. Burn, Strata^ Max. Burn, Circle^^
1 19th 1d6+6/CL Circle 10 1d6+4/CL 0 1 slots 0 9 slots
2 21st 1d6+8/CL Circle 11 1d6+5/CL 0 2 slots 3 10 slots
3 23rd 1d6+9/CL Circle 12 1d6+6/CL 0 3 slots 6 11 slots
4 25th 1d6+10/CL Circle 13 1d6+7/CL 0 4 slots 9 12 slots
5 27th 1d6+11/CL Circle 14 1d6+8/CL 0 5 slots 12 13 slots
6 29th 1d6+13/CL Circle 15 1d6+9/CL 3 6 slots 15 14 slots
7 31st 1d6+15/CL Circle 16 1d6+10/CL 6 7 slots 18 15 slots
8 33rd 1d6+16/CL Circle 17 1d6+11/CL 9 8 slots 21 16 slots
9 35+ 1d6+17/CL Circle 18 1d6+12/CL 12 9 slots 24 17 slots
  • This column is the absolute minimum number of spell slots that must be burned to get this Strata. Assumes the base True Dweomer is of the highest level possible, and chosen for the highest Strata available. At this time, no TD is expected to ever give higher than a Strata 5 damage, typically for a 13th or 14th level TD.
    • This column is the absolute minimum number of spell slots that must be burned to get this Circle (leaves aside the very few Spells that have a native Circle 10 (Power Word Kill)). Assumes the base Spell is of the ninth level, and has a high Circle (9).

^ This column is the absolute maximum number of spell slots that must be burned to get this Strata. Assumes the base True Dweomer only grants Strata 1. At this time, no TD is expected to grant less than Strata 1, although I guess it's possible to use Circles with a TD with extremely strong non-damage effects. Note that all TD's can accept any level of Burn at any level, so Strata 9 is always accessible, no matter the base TD used.

^^ This column is the absolute maximum number of spell slots that can be burned to get this Circle. Assumes the base Spell only grants Circle 1. This is the case for the person who only casts Magic Missile for their entire career...which is crazy, but possible.


  • damage seems fine, especially if the design goal is "just spells but better" (and I agree with your comments, that should be the goal).
  • we could maybe talk about changing up the casting times (making it a standard by default, and a caster check to cast it slower, but with larger AOE, more targets, better save, whatever, and a third option with similar 'better' results for casting it as a ritual).


System and Structure

True Dweomer Damage Model
Spell Strata Burn Cost Min Level Base Dice max dice range avg
1 +3 19th 1d6+6/CL 35d6+210 245-420 332.5
2 +3 21st 1d6+8/CL 35d6+280 315-490 402.5
3 +3 23rd 1d6+9/CL 35d6+315 350-525 437.5
4 +3 25th 1d6+10/CL 35d6+350 385-560 472.5
5 +3 27th 1d6+11/CL 35d6+385 420-595 507.5
6 +3 29th 1d6+13/CL 35d6+455 490-665 577.5
7 +3 31st 1d6+15/CL 35d6+525 560-735 647.5
8 +3 33rd 1d6+16/CL 35d6+560 595-770 682.5
9 +3 35+ 1d6+17/CL 35d6+595 630-805 717.5

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, but tend to mainly be medium range with some exceptions. ritual makes much larger

  • area of effect

true dweomers with AOE's tend to be LARGE. note that metamagic can make even that larger. ritual also makes larger

  • saves

true dweomers follow the basic rule 'no auto effects', but may impose no-save or save penalties as 'special gimmicks'. hellball, for example, is a no-save AOE with a long range, but is otherwise lackluster.

Current status

  • True Dweomers - data compilation complete
  • OGL info updated
  • System scope and balance spreadsheet at about 80 percent complete, on-hold for now
  • Placeholder pages for all current TD's under development
  • Populating live TD's to fill out system begun


TD Template

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