• Categories
    • Recent
    • Tags
    • Popular
    • Login

    Dwarf Edition: 10e Caster

    Rules Discussion
    cleric 10e caster mage dwarf edition character class
    4
    75
    9.2k
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • halfgiantH
      halfgiant PC
      last edited by

      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?

      1 Reply Last reply Reply Quote 0
      • dwarfD
        dwarf PC
        last edited by dwarf

        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) ?

        1 Reply Last reply Reply Quote 0
        • dwarfD
          dwarf PC
          last edited by

          • 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)

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

            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?

            1 Reply Last reply Reply Quote 0
            • DarkWulfD
              DarkWulf PC
              last edited by

              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.

              1 Reply Last reply Reply Quote 0
              • dwarfD
                dwarf PC
                last edited by dwarf

                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 ))

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

                  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.

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

                    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.

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

                      Energy Types + Effects

                      The number of energy types + effects a caster gets equals - Caster Level + 1

                      1 Reply Last reply Reply Quote 0
                      • DarkWulfD
                        DarkWulf PC
                        last edited by

                        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.

                        daermadmD 2 Replies Last reply Reply Quote 0
                        • daermadmD
                          daermadm DM @DarkWulf
                          last edited by daermadm

                          @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.

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

                            @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.

                            1. 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)

                            2. 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)

                            3. 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.
                            1 Reply Last reply Reply Quote 0
                            • daermadmD
                              daermadm DM
                              last edited by

                              @dwarf Energy Strength level should adjust the caster level also.

                              This is not what we did this weekend, but as I looked at this more and thought about it, that is what I came up with.

                              1d4 is +0
                              if you want the d12 then you need to jack the caster level up by +5.

                              So the Acid Missile I just detailed for 4d4 at level 4 could be an Acid Missile at 9th level and would cost 5 spell points instead of 2. but it would then be 9d12 damage.

                              1 Reply Last reply Reply Quote 0
                              • dwarfD
                                dwarf PC
                                last edited by

                                you can’t take missile at 1st, b’cuz its a +1 mod… so you hafta take a +0 mod at 1st lvl - otherwise (as the basic energy types start as 1) you’d have an energy you couldn’t cast at 1st lvl.

                                so you’d have ta take missile at 2nd lvl (where the energy type 1 plus the missile mod 1 = 2nd lvl caster) or thereafter

                                as far as jacking the SP cost and caster lvl, i’m open to tryin it your way… 🙂 tis playtest material, after all !!

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

                                  @dwarf said in Dwarf Edition: 10e Caster:

                                  you can’t take missile at 1st, b’cuz its a +1 mod… so you hafta take a +0 mod at 1st lvl - otherwise (as the basic energy types start as 1) you’d have an energy you couldn’t cast at 1st lvl.

                                  so you’d have ta take missile at 2nd lvl (where the energy type 1 plus the missile mod 1 = 2nd lvl caster) or thereafter

                                  Point taken, but it is a +1 mod so it should be available at level 1.

                                  Granted most casters could not use it at level 1 as there is no level 0 energy type in the list.

                                  I was also thinking about adding force at level 0 on a 1d3 or 1d2+1.

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

                                    So with the introduction of the 10E spell system, comes the question of Creating Magic Items -

                                    For Wands, the formula is as follows:

                                    Base Price = 750 × level of spell × level of caster (or otherwise market price)
                                    Craft Cost = 375 x level of spells x level of caster
                                    XP Cost = 1/25 * Base Proce
                                    Time to Craft = 1 day/1000 gp

                                    Does this formula continue to hold up with 10e magic? Or are we changing the overall crafting system as well?

                                    In 3.5 the Wand limit was 4th level spells, I know we talked about this once, but i wasn’t sure if there was an official ruling? Does the wand limit continue to hold to 4th level or lower spells only?

                                    Lastly, has the game introduced wand/rod/staff metamagic lenses, and metamagic grips?

                                    daermadmD 2 Replies Last reply Reply Quote 0
                                    • daermadmD
                                      daermadm DM @halfgiant
                                      last edited by daermadm

                                      @halfgiant said in Dwarf Edition: 10e Caster:

                                      Lastly, has the game introduced wand/rod/staff metamagic lenses, and metamagic grips?

                                      Can I have a breather between introducing major changes?

                                      I’m already working on cubes and 10e casting.

                                      #breaksoutthechapstick

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

                                        @halfgiant said in Dwarf Edition: 10e Caster:

                                        Does this formula continue to hold up with 10e magic? Or are we changing the overall crafting system as well?

                                        Pretty close. It may not be a “fireball” wand since there is no fireball. But the similar spell has an effective spell level based on the energy type, manipulation and power (damage dice).

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

                                          So speaking of fireball and 10 casting and figuring this all out… my acid missile example was a poor choice.

                                          @dwarf and @halfgiant poke holes in this…

                                          So let’s do it with Fireball.

                                          3.5e fireball:

                                          • 3rd level spell (requires 5th level caster)
                                          • 1d6 fire damage per caster level (max 10d6)
                                          • 20’ radius
                                          • costs 3 spell points.
                                          • 5d6 damage at first castable level

                                          10e “fireball”:

                                          • Energy Type: Elemental Fire - +1 to caster level
                                          • Energy Manipulation: 20’ Blast - +2 to caster level
                                          • Energy Strength: Base 1d4 per caster level - +0 to caster level
                                          • 2nd level spell ( sum of mods divided by 2 rounded up)
                                            • Requires 3th level caster (due to mod minimum)
                                          • costs 2 spell points
                                          • 3d4 damage at first castable level

                                          But 10e offers variable Energy strengths.
                                          Beginning at 5th level you could match the damage dice to the 3.5e fireball.

                                          • Energy Strength: Weak 1d6 per caster level - +1 to caster level
                                          • 2nd level spell ( sum of mods divided by 2 rounded up)
                                            • Requires 5th level caster to get access to Energy Strength Weak
                                          • costs 2 spell points
                                          • 5d6 damage at first castable level

                                          Or you could continue to use the d4, but the spell point cost is the same, so why? Some spells this may not be the same depending on the Energy Type and Energy Manipulation in use.

                                          On to 7th level! The 10e caster gains access to the next Energy Strength for Elemental - Fire.

                                          • Energy Strength: Light 1d8 per caster level - +2 to caster level
                                          • 3rd level spell ( sum of mods divided by 2 rounded up)
                                            • Requires 7th level caster to get access to Energy Strength Light
                                          • costs 3 spell points
                                          • 7d8 damage at first castable level
                                            But the 3.5e caster is stuck with 7d6 for the same 3 spell points

                                          You can continue to use the d4 or the d6 for a 2 spell point cost if desired, or because spell point conservation is needed, or because you are stacking other mods (from feats) and need to keep the spell level to your current max caster level.

                                          At 10th level the 3.5e reaches the cap of 10d6 but the 10e caster is at 10.8 for the same 3 spell point cost.

                                          At 11th level the 10e caster gains the next Energy Type: Minor

                                          • Energy Strength: Minor 1d10 per caster level - +3 to caster level
                                          • 3rd level spell ( sum of mods divided by 2 rounded up)
                                            • Requires 11th level caster to get access to Energy Strength Minor
                                          • costs 3 spell points
                                          • 11d10 damage at first castable level
                                            But the 3.5e caster is stuck with 10d6 for the same 3 spell points

                                          At 18th level the 10e caster gains the Energy Type: Average

                                          • Energy Strength: Average 1d12 per caster level - +5 to caster level
                                          • 4th level spell ( sum of mods divided by 2 rounded up)
                                            • Requires 18th level caster to get access to Energy Strength Average
                                          • costs 4 spell points
                                          • 18d12 damage at first castable level
                                            But the 3.5e caster is stuck with 10d6 for the only 1 spell point less
                                          1 Reply Last reply Reply Quote 0
                                          • daermadmD
                                            daermadm DM
                                            last edited by daermadm

                                            @dwarf check out this damage dice progession chart from Pathfinder.

                                            Maybe a way to flush out the Energy Strength Level chart.

                                            Source: https://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9t3f

                                            When the damage dealt by a creature’s weapons or natural attacks changes due to a change in its size (or the size of its weapon), use the following rules to determine the new damage.

                                            • If the size increases by one step, look up the original damage on the chart and increase the damage by two steps. If the initial size is Small or lower (or is treated as Small or lower) or the initial damage is 1d6 or less, instead increase the damage by one step.
                                            • If the size decreases by one step, look up the original damage on the chart and decrease the damage by two steps. If the initial size is Medium or lower (or is treated as Medium or lower) or the initial damage is 1d8 or less, instead decrease the damage by one step.
                                            • If the exact number of original dice is not found on this chart, apply the following before adjusting the damage dice. If the damage is a number of d6, find the next lowest number of d6 on the chart and use that number of d8 as the original damage value (for example, 10d6 would instead be treated as 8d8). If the damage is a number of d8, find the next highest number of d8 on the chart and use that number of d6 as the original damage value (for example, 5d8 would instead be treated as 6d6). Once you have the new damage value, adjust by the number of steps noted above.
                                            • If the die type is not referenced on this chart, apply the following rules before adjusting the damage dice. 2d4 counts as 1d8 on the chart, 3d4 counts as 2d6 on the chart, and so on for higher numbers of d4. 1d12 counts as 2d6 on the chart, and so on for higher numbers of d12.
                                            • Finally, 2d10 increases to 4d8 and decreases to 2d8, regardless of the initial size, and so on for higher numbers of d10.
                                            Damage Dice Progression Chart
                                            1
                                            1d2
                                            1d3
                                            1d4
                                            1d6
                                            1d8
                                            1d10
                                            2d6
                                            2d8
                                            3d6
                                            3d8
                                            4d6
                                            4d8
                                            6d6
                                            6d8
                                            8d6
                                            8d8
                                            12d6
                                            12d8
                                            16d6

                                            I merged it into the 10e sheet data, simply starting at 1d4. Trimmed the 1, 1d2, and 1d3 from the top to make it line up. The 16d6 would be 16 if you come up with one 😛

                                            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 2d6
                                            5 Average 1d12 2d8
                                            6 Overchrgd 3d6
                                            7 Glowing 3d8
                                            8 Major 4d6
                                            9 Strong 4d8
                                            10 Severe 6d6
                                            11 Radiant 6d8
                                            12 Strobing 8d6
                                            13 Blinding 8d8
                                            14 Molten 12d6
                                            15 Plasmic 12d8
                                            dwarfD 1 Reply Last reply Reply Quote 0
                                            • First post
                                              Last post