Dwarf Edition: 10e Caster
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yah… that markdown thingie didn’t work for me - huh, worked for the manipulations tho… might be some number of columns limitation here on the board ???
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Additionally, you can apply one or more manipulations to an energy type, creating different effects on each casting - whether you want to master Elemental Fire in all its forms or roll out every flavor of Wall a mind can come up with :
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add name add lvl add efx Armor 0 an effect which covers or plates the body Arrow 0 ranged attack (must make to hit roll) Fist 0 a touch spell used to enhance a barehanded strike Orb 0 a small baseball of energy Shield 0 a concave barrier which protects a quarter (side) of the caster – 90 deg Touch 0 a spell effect that requires the caster to touch his target / victim. Arc 1 A 15’ wide swath in front of caster, or a 15’ long arc from caster Ball 1 rolling sphere which damages targets in its path Blast – 10’r 1 explosion of energy which travels outward from center Burst 1 explosion of energy which ignores center square Missile 1 Self-guided ranged attack (auto-hit) Ray 1 energy which erupts straight outward from caster affecting FIRST target in its path Weapon 1 lets you imbue a weapon with energy Aura 2 sustained effect which affects surrounding friends/foes differently Blast – 20’r 2 Bolt 2 a short beam which starts some distance from the caster Breath 2 a short, narrow cone which expands outward one square to either side from a straight line Column – 5’r 2 a burst or blast which erupts down from the heavens engulfing all targets above area of effect Cone / Spray 2 a short beam which grows ever wider as it gets further from the caster Gaze 2 – 6 fires twinned parallel rays (2), bolts (4) or beams (6) from the eyes of the caster Imbue 2 lets you imbue a creature with energy Resist 2 grants basic DR vs an energy type Runes / Symbol 2 allows caster to suspend original spell in glyph form… indefinitely Barrier 3 denser, more compact version of wall – 120 deg Beam / Lash 3 energy which travels straight outward from caster affecting all in its path Blast – 30’r 3 Protection from 3 grants better DR vs an energy type Skin 3 similar to armor, but internally reinforces targets skin with efx Tendrils 3 creates tendrils of energy which enwrap and damage targets each round Transmute 3 changes one energy type to another Trap / Delayed / Suspend 3 as runes, but set with predetermined trigger Wall / Field / Screen 3 a flat plane of energy – 180 deg Bomb 4 explosive mixture of 2 or more energy types Cage 4 a targeted, ranged barrier Cloud / Fog / Mist – 10’r 4 a sustained, ongoing burst or blast which can be steered about by caster or winds Dome / Shell 4 half of a sphere which encloses or protects caster from all aboveground threats Rain 4 adds bludgeoning damage to spell Spikes 4 adds piercing damage to spell Swarm 4 ea creates multiple effects from single spell Swords 4 adds slashing damage to spell Vampiric 4 adds vampiric effect to spell (½ dam comes back to caster as healing) Cloud – 20’r 5 a sustained, ongoing burst or blast which can be steered about by caster or winds Blast – 40’r 5 Chain 5 spell effect arcs to nearby targets Sphere / Globe 5 a completely encapsulating wall of energy, both above and below Cloud – 30’r 6 a sustained, ongoing burst or blast which can be steered about by caster or winds Immunity to 6 grants basic immunity to an energy type Blast – 50’r 7 Ward 7 blankets an area with a single type of energy suppression Cloud – 40’r 8 a sustained, ongoing burst or blast which can be steered about by caster or winds Geyser – 10’r 8 a sustained, ongoing burst or blast which erupts skyward engulfing all targets above area of effect Cloud – 50’r 10 a sustained, ongoing burst or blast which can be steered about by caster or winds Quake 13 awesome eruption of power creates damaging shockwave, blasting all targets away from spell center Storm 14 affects all targets in 100’ radius Tornado 23 affects all targets in 100’ radius with multiple overlapping effects Tsunami 1000 affects all targets in half-mile radius. Base damage is 1d10 per spell point used in casting -
@dwarf said in Dwarf Edition: 10e Caster:
yah… that markdown thingie didn’t work for me - huh, worked for the manipulations tho… might be some number of columns limitation here on the board ???
I fixed it…
I did not like the blank columns for some reason.
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@daermadm said in Dwarf Edition: 10e Caster:
@dwarf said in Dwarf Edition: 10e Caster:
yah… that markdown thingie didn’t work for me - huh, worked for the manipulations tho… might be some number of columns limitation here on the board ???
I fixed it…
I did not like the blank columns for some reason.
Also looks like no side scroll… BUt yeah if this is the same table as the one I posted before, I recall having issues likes this.
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@daermadm mmmkay… guess we can’t complain about free board software huh ?
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@dwarf said in Dwarf Edition: 10e Caster:
@daermadm mmmkay… guess we can’t complain about free board software huh ?
And if I had the time, it is open source. I could submit a patch to fix it.
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@halfgiant said in Dwarf Edition: 10e Caster:
@dwarf https://obelisk.daerma.com/topic/174/energy-types-by-caster-level/4
Is this the table?
Yes.
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Few questions about the mechanic, for example say a 12th level wizard cast a solar/sun ball (11th level can do a minor 1d10) and ball effect is +1 level which is 12th level (the caster lever of this character).
Is the damage 12d10 or 11d10? For the ball affect?
And would that be 12 spell points cost to cast?
Calculating spell DC is 10 + Spell Level + Relavent Ability Modifier, in this case what would be the spell level?
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the minimum caster level to take the Solar energy type is 5, so generating a ball (+1) of solar energy you can roll around over targets is a effect generated by a minimum 6th lvl caster (which, in clouds system costs 3 spell points). damage dice intensifies as caster level goes up (kinda like how damage dice increases for a fighter’s energy spirits), so your BASE damage at minimum lvl would be 6d4 and last for 1 round per level of the caster, typically. so for 6 rounds you could roll that over people and burn them with solar radiation/radience for 6d4.
as a 12th lvl caster, your dice got bumped to d10’s, so for the same 3 spell points you’d generate a 12d10 ball of solar carnage to roll over people with, for 12 rounds. big mean glowy pool ball “Vampire in the corner pocket !!”
as far as the DC goes, its probably considered a 3rd lvl spell (what 6th lvl casters can cast) ?
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- peers over at the cloud’s modified 10e fighter *
yeah, he left 12th lvl at d10’s… so the fighter is whacking people for 4d10 energy spirit damage, which should wind up to an extra 8d10 - 16d10 depending on how many swings he’s gettin at that point… the balancing mechanic was that the fighter energy spirit damage per hit roughly equated to half a rogues backstab (who typically only gets ONE backstab in a round) and his total energy spirit damage was about the same a caster could generate, tho across a larger swath of opponents (as it was limited by the power pool)
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Experience Points advancement any different are follows the same feat, ability score, and exp progression for everything else in 3.5/d20?
Bonus Feats same as a 3.5 wizard?
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So um, I am looking at both lists and I am wondering, do I select my energy type (ex, Negetive energy at lvl 3) then look at the second list and decide how I want to channel that energy as an attack (ex, Blast 20r at +2). Then as long as I meet the total lvl requirement and the spell/power point cost, poof, I have a new spell/energy attack?
Please dont think I am being sarcastic or anything, trying to figure these charts out.
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correct, half-g…
onaga, in my design of the 10e caster, i envisioned the caster gaining one new ability for each level of caster - whether it be access to a new energy type or taking a different manipulation instead. so a 5th lvl 10e caster would have access to 5 energy types or 5 manipulations or any combination thereof equalling 5. at 1st level, they got a single ‘bonus’ one merely so they got one energy type and a way to use it as a new caster. most take Magic/mana as the initial energy type and Arrow so they have something to attack with from a distance
and yeah, you have to be a minimum of 3rd level to get access to negative energy… so you can take that at any level past 2, then apply a manipulation to generate whatever effect it creates. so if you take Blast 20’r as a manipulation - then creating a 20’ radius Negative Energy Blast is a 5th lvl caster effect (which would cost you 3 spell points in clouds system to generate what is basically a negative energy explosion similar to a fireball)
technically, the 10e wizard has to wait until 2nd level before being able to select Magic (power) and Missile (ranged autohit) to generate a standard magic missile effect, but that also went hand in hand with my older-than-dirt splitting of spell levels into low/high efx which made more sense in the 2e game system…
(( ive been bending D&D pretty much since day 1 - even if only by misinterpretation. remember getting like 20+ webs for each casting of the spell, halfg ? (10 year old us didn’t know what the word duration meant, so we guessed it meant quantity) or getting one spell per copy you had scribed in your spellbook ?? lol - and the auto-refresh of all spells at midnight on the dot ahh, youth and ignorance ))
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And this class has not been reworked for my campaign like the fighter and rogue have. But it will likely be close to what is here.
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Haha, yeah we would wait until about 11-11:30pm at night holding back on our spells before a big battle, and then go in guns blazing because at the stroke of midnight (real-time) everything reset. Good times.
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Energy Types + Effects
The number of energy types + effects a caster gets equals - Caster Level + 1
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So how would I go about setting up some 10e spells for Onaga to use? Like I said, Acid and Negitive energy are my preferences.
Askin for assistance on this one cause I am still figuring out the 10e thing.
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@DarkWulf said in Dwarf Edition: 10e Caster:
Askin for assistance on this one cause I am still figuring out the 10e thing.
Showing up at CabinCon would have learned you…
But you sounded like death was knocking… So happy you stayed away.
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@DarkWulf said in Dwarf Edition: 10e Caster:
So how would I go about setting up some 10e spells for Onaga to use? Like I said, Acid and Negitive energy are my preferences.
Askin for assistance on this one cause I am still figuring out the 10e thing.
Now to answer your quesiton, we really worked on abusing this system over the weekend trying to work kinks out of it.
First, you have to stop thinking of “spells” like you are used to. It is simpler than that.
There are three parts to casting.
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Energy Types
a. These are the types of energy you will have access to.
b. Examples are Magic (1st), Elemental - Acid (3rd) , Negative (3rd), and Dark/Shadow (3rd) -
Manipulations
a. Manipulations are what you are doing with an energy type.
b. Examples are Missile (1st), Weapon (1st), Breath (2nd), and Blast - 30’ (3rd) -
Strength Level
a. Strength level is the damage die used.
b. Examples are 1d4 (0th), 1d6(1st), etc.
You create effects with a combination of the three.
Let’s say you want to toss Acid on the enemy fighter.
- Well first you need to have taken the Energy Type Elemental - Acid sometime after getting to 3rd level.
- Second you have to then choose how to use the Energy. Let’s look at Missile. You can gain Missile at 1st level.
- Put them together and you have an acid (3) missile (1) 1d4 base (0), that requires you to be level 4 (3+1+0) in order to cast it. It will cost 2 spell points to cast (you divide caster level by 2 (round up) for the spell point cost).
- Missiles hit with no attack roll but provide a save for half.
- Acid does 1d4 base (0th) damage per level. Since you have to be level 4 to even cast this, it is 4d4 damage for your acid missile.
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