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    Dwarf Edition: 10e Caster

    Rules Discussion
    cleric 10e caster mage dwarf edition character class
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    • daermadmD
      daermadm DM
      last edited by

      Taking the same logic to the Haste spell doens’t match as well.
      https://naggaroth.daerma.com/dndtools/spells/players-handbook-v35--6/haste--2823/index.html

      Energy Type: Temporal +9
      Energy Manipulation: Imbue +2
      Energy Strength: Base +1

      Total: Caster Level 12 = Spell Level 6

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      • halfgiantH
        halfgiant PC
        last edited by

        Types of Duration adders

        Instant
        1 round
        1 minute
        10 minutes
        1 hour
        1 day/24 hours
        Concentration-Based
        Permanent

        You could also drop a power adder for changing the duration from a fixed 1 round, to something that scales to level - i.e. 1 round/level or 1 min/level.

        You also have examples of Special or Varies durations, not sure those are applicable here.

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        • dwarfD
          dwarf PC
          last edited by

          i generally default the duration of non-instant blast spells in 10e to one round per caster level… tho if a caster wants to extend the duration of most any spell he can also “cook” the spell with extra spellpoints to refresh/prolong it… costs 50% of the original cast, so long as the spell is still active (the logic being that you’ve already DONE the work creating the effect, now you’re just adding fuel to the fire).

          of course, there’s metamagic Fcheats like Extend Spell and Repeat Spell, along with Spellbreakers and any number of OTHER ways to do it too 🙂

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          • halfgiantH
            halfgiant PC
            last edited by

            Defaults for Duration
            Blast Spells: Instantaneous
            Non-Blast Spells: 1 round/level


            Ok. Now lets think about the various Range Types

            Personal
            The spell affects only you.

            Touch
            You must touch a creature or object to affect it. A touch spell that deals damage can score a critical hit just as a weapon can. A touch spell threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. Some touch spells allow you to touch multiple targets. You can touch as many willing targets as you can reach as part of the casting, but all targets of the spell must be touched in the same round that you finish casting the spell.

            Close
            The spell reaches as far as 25 feet away from you. The maximum range increases by 5 feet for every two full caster levels.

            Medium
            The spell reaches as far as 100 feet + 10 feet per caster level.

            Long
            The spell reaches as far as 400 feet + 40 feet per caster level.

            Unlimited
            The spell reaches anywhere on the same plane of existence.

            Range Expressed in Feet
            Some spells have no standard range category, just a range expressed in feet.

            Fondle (Touch Variant - Explicitly Reserved for Alchemist Magic)

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            • daermadmD
              daermadm DM
              last edited by

              Range would be related to the manipulation.

              I guess we need to cook up an example.

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              • halfgiantH
                halfgiant PC
                last edited by

                As a 10E Caster levels, and gains additional energy types or manipulations, are there any pre-requisites that are required before selecting an energy type besides the level minimum? As soon as a 10E caster hits 9th level if they want the energy type Temporal/Chrono they just take it, since they meet the minimum level. Or is there something more to gaining access to the more higher level energy types besides level minimum.

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                • daermadmD
                  daermadm DM @halfgiant
                  last edited by

                  @halfgiant said in Dwarf Edition: 10e Caster:

                  As a 10E Caster levels, and gains additional energy types or manipulations, are there any pre-requisites that are required before selecting an energy type besides the level minimum? As soon as a 10E caster hits 9th level if they want the energy type Temporal/Chrono they just take it, since they meet the minimum level. Or is there something more to gaining access to the more higher level energy types besides level minimum.

                  There is nothing else in any notes @dwarf gave me.

                  I also see no reason for any other requirement.

                  These powers simply require a more flexible mental path be available than other, more basic, types of energy.

                  halfgiantH 1 Reply Last reply Reply Quote 0
                  • halfgiantH
                    halfgiant PC @daermadm
                    last edited by

                    @daermadm makes since to me, for some reason i thought it worked a little different for the 10E fighter, when they received a new energy spirit they couldn’t just pick a energy type that met the level requirement, they had to kill a creature with that energy type first, and meet the level requirement…or something like that.

                    This may be a garbaled memory from Show-Me’s but wanted to confirm regardless.

                    daermadmD 1 Reply Last reply Reply Quote 0
                    • daermadmD
                      daermadm DM @halfgiant
                      last edited by

                      @halfgiant said in Dwarf Edition: 10e Caster:

                      @daermadm makes since to me, for some reason i thought it worked a little different for the 10E fighter, when they received a new energy spirit they couldn’t just pick a energy type that met the level requirement, they had to kill a creature with that energy type first, and meet the level requirement…or something like that.

                      This may be a garbaled memory from Show-Me’s but wanted to confirm regardless.

                      No, for a fighter that is correct. In the original @dwarf notes, a fighter had to have encountered/killed a create of that enregy type before being able to select that as a spirit. To me because they are bonding the spirit of the thing they killed to them.

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                      • halfgiantH
                        halfgiant PC
                        last edited by

                        I thought it was in this thread, either i didn’t see it, or its not here. Either way i remember discussing it but don’t remember the answer.

                        For a 10e Caster what is the # of starting energy types, and efx (say for a level 1)?

                        And what do they get for every level gained after that?

                        I thought it was 2 per level flat, but i couldn’t swear to that.

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                        • dwarfD
                          dwarf PC
                          last edited by

                          a 10e caster starts with 1 energy type and 1 manipulation… (typically Mana or one of the base elemental types and a manipulation of Arrow, giving him a ranged attack - tho a multiclass monk, for example, might take Fire and Touch to give him a little extra oomph to start out 😉

                          every level thereafter gives him the option of taking 1 energy type OR manipulation. he can also exchange Fcheats for an additional energy type or manipulation…

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                          • daermadmD
                            daermadm DM @halfgiant
                            last edited by

                            @halfgiant said in Dwarf Edition: 10e Caster:

                            I thought it was in this thread, either i didn’t see it, or its not here. Either way i remember discussing it but don’t remember the answer.

                            For a 10e Caster what is the # of starting energy types, and efx (say for a level 1)?

                            And what do they get for every level gained after that?

                            I thought it was 2 per level flat, but i couldn’t swear to that.

                            For the record, it is the last line of the first post in the thread.
                            48b92212-8bec-496c-9947-f0a4f50d7f03-image.png

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                            • halfgiantH
                              halfgiant PC
                              last edited by

                              Are 10e Casters able to reconfigure their chosen energy types and manipulations from their original choices? Can this be done after a 8 hour rest, or does it require more significant downtime? Or not until a caster levels up?

                              Are there limits to the number of changes they can make limited in any way, or they can do a complete reconfiguration staying within the number of slots they have available, and any prereq’s they still need to fullfill?

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                              • daermadmD
                                daermadm DM @halfgiant
                                last edited by

                                @halfgiant said in Dwarf Edition: 10e Caster:

                                Are 10e Casters able to reconfigure their chosen energy types and manipulations from their original choices?

                                I would go with yes, but not easily. It would be something that the caster would need to do to erase and rewrite the mental circuit that ties to that path.

                                I’ll wait and see why @dwarf says.

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                                • dwarfD
                                  dwarf PC
                                  last edited by

                                  my first inclination is that they could reselect one previously chosen energy type and manipulation every level change, similar to how warlocks work. i’d also let fighters do likewise with their energy spirits - release a selected one and bind a different type on level change.

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                                  • daermadmD
                                    daermadm DM
                                    last edited by

                                    Yes, at level change is what I was thinking.

                                    Stuff happens outside of game play when you level up. It is story/meta/assumed. This type of change can easily be accounted for at that time also.

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                                    • halfgiantH
                                      halfgiant PC
                                      last edited by

                                      It seems consensus is 1 energy type or manipulation can be changed/altered upon leveling up.

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                                      • halfgiantH
                                        halfgiant PC
                                        last edited by

                                        10E Magic Notes -

                                        Flush out 10E turning and banishment mechanics. Early discussion was using Aura’s another option was adding a new manipulation called turning and/or banishment?

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                                        • daermadmD
                                          daermadm DM @daermadm
                                          last edited by

                                          @daermadm said in Dwarf Edition: 10e Caster:

                                          @dwarf said in Dwarf Edition: 10e Caster:

                                          was figuring on each strength introducing extra effects as my playtest moved along (so at one point a fireball would start combusting stone, melting metal, etc) and higher-power magic bolts and whatnot would just power on THRU barriers/armor/people…

                                          This is interesting. And would work in conjunction with spanning the dice out and up a bit…

                                          Level Adjustment Name Dwarf Damage Die Revised Damage Die
                                          -1 Cantrip 1d3
                                          0 Base 1d4 1d4
                                          1 Weak 1d6 1d6
                                          2 Light 1d8 1d8
                                          3 Minor 1d10 1d10
                                          4 Substnd Effect 2d6
                                          5 Average 1d12 2d8
                                          6 Overchrgd Effect 3d6
                                          7 Glowing 2d6 3d8
                                          8 Major Effect 4d6
                                          9 Strong 2d8 4d8
                                          10 Severe etc 6d6
                                          11 Radiant etc 6d8
                                          12 Strobing etc 8d6
                                          13 Blinding etc 8d8
                                          14 Molten etc 12d6
                                          15 Plasmic etc 12d8

                                          Going to be reworking this a bit.

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                                          • halfgiantH
                                            halfgiant PC @daermadm
                                            last edited by

                                            @daermadm ducks as the DM swings his Mighty Nerf Bat of Power!

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