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    Dwarf Edition: 10e Caster

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    cleric 10e caster mage dwarf edition character class
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    • 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

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        • 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).

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          • 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
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            • 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
              • daermadmD
                daermadm DM
                last edited by daermadm

                Now seeing that line up and looking at Cantrips. Because I know how much @halfgiant LOVES to play level 1.

                Let’s add another Energy Strength of Cantrip with a -1 level mod and a die of 1d3 (or 1d2).

                This would apply to all Energy types that have a Base (1d4) capable casting.
                So the level 1 types can be cast at level 0 effective mod. This gives you magic missile at first level for 1d3 for 1 spell point. Or you can have a 1d3 magic arrow that you have to roll to hit for free (at will).

                Edit: added to above table.

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                • daermadmD
                  daermadm DM @dwarf
                  last edited by daermadm

                  @dwarf said in Dwarf Edition: 10e Caster:

                  • 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)

                  I have no idea how to apply these new damages ideas to the 10 Fighter and Theif damage yet… still thinking…

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                  • dwarfD
                    dwarf PC @daermadm
                    last edited by

                    @daermadm said in Dwarf Edition: 10e Caster:

                    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 😛

                    'cuz a 2400d8 plasmic fireball isn’t hot enuff, you want Saz cranking off 3200d6 ones instead ??
                    (( oddly enuff, the max damage on both is identical ? ))

                    now we just have to wait for bob to shortcut around the level cap - because if your stacking logic holds for costs, a +15 CL plasmic 10e fireball is what - a 9th lvl spell equivalent ?

                    seriously tho - i’d considered throwing more dice upgrades in there… reason it didn’t work was there was so many metamagic fcheats that give you a +1 or +2 or +50% on your damage dice that shit started to get a little ridiculously large.

                    • cough cough Bob cough *

                    leaving it capped at d12’s kept the crazy to a minimum 🙂

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

                      @dwarf said in Dwarf Edition: 10e Caster:

                      @daermadm said in Dwarf Edition: 10e Caster:

                      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 😛

                      'cuz a 2400d8 plasmic fireball isn’t hot enuff, you want Saz cranking off 3200d6 ones instead ??
                      (( oddly enuff, the max damage on both is identical ? ))

                      now we just have to wait for bob to shortcut around the level cap - because if your stacking logic holds for costs, a +15 CL plasmic 10e fireball is what - a 9th lvl spell equivalent ?

                      seriously tho - i’d considered throwing more dice upgrades in there… reason it didn’t work was there was so many metamagic fcheats that give you a +1 or +2 or +50% on your damage dice that shit started to get a little ridiculously large.

                      • cough cough Bob cough *

                      leaving it capped at d12’s kept the crazy to a minimum 🙂

                      Plasmic Elemental Fire has a 200th level minimum requirement
                      https://obelisk.daerma.com/topic/174/energy-types-by-caster-level/4

                      but the spell level would be 9th, yes.

                      Elemental Fire +1
                      Blast 20’ radius +2
                      Plasmic +15

                      Total caster level +18
                      Divided by 2 = Spell level 9
                      Costing 9 spell points.
                      doing 200 x 12d8 = 2400d8 = 2400 - 19200 damage
                      Maximized is a +4 mod so ups the spell point cost to 13 spell points for 19200 damage.

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                      • dwarfD
                        dwarf PC
                        last edited by

                        yeah, i think i’ll keep mine locked at d12 😜 daren’s enough of a handful tossing around magnified and amped 54d12 balls of hatefucking as it is…

                        but by all means, jiggle your 10e however thou wishest ! i’ll just sit over here and watch for his Smirk of Doom…

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

                          @dwarf said in Dwarf Edition: 10e Caster:

                          yeah, i think i’ll keep mine locked at d12 😜 daren’s enough of a handful tossing around magnified and amped 54d12 balls of hatefucking as it is…

                          but by all means, jiggle your 10e however thou wishest ! i’ll just sit over here and watch for his Smirk of Doom…

                          Because Curious… Yup dead cat incoming…

                          54d12 means level 54?

                          That opens the Strobing Energy Strength, which would be 8d6 base (+6 caster level mod) so 54*8d6 = 432d6 = 432 - 2592…

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                          • daermadmD
                            daermadm DM
                            last edited by daermadm

                            So yeah, I’ll work on those dice more, but I do think there should be more. Otherwise, what is the point of the Energy Strength beyond “Average”?

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                            • dwarfD
                              dwarf PC
                              last edited by

                              yeah, he’s somewhere around there i think… then he spins UP and gets magnified or megafied or OMEGAfied and everything just dies for miles around… 😜

                              as far as they “why” - those were descriptors i was planning to use later, nothing more. kinda how a normal joe-blow mage would see an archmages fireball burn brighter and hotter, elminsters even more so and daren’s even more than that… 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…

                              never got past development (obviously) because the playtest petered out… i’ll try 'n see if i can locate dwarf’s original notes on 'em if you’d like 🙂

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

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

                                  @dwarf I would love to hear more about what you were thinking for effects. I want to cement this table before our next game.

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                                  • dwarfD
                                    dwarf PC
                                    last edited by

                                    you mean i gotta get Drunk Dwarf to cough up files for me again ? * sigh *
                                    wunner if they have any more of that strawberry beer in yet ?

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                                    • halfgiantH
                                      halfgiant PC
                                      last edited by

                                      So in the new 10E Caster system, how would this Druid spell translate to energy / effect type?

                                      Nature’s Avatar
                                      https://naggaroth.daerma.com/dndtools/spells/complete-divine--56/natures-avatar--706/index.html

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                                      • dwarfD
                                        dwarf PC
                                        last edited by

                                        Energy : Primal
                                        Manipulation : Imbue

                                        tho, like we played at CabinCon, if you’re trying to generate a specific spell effect there are several “paths” you can use… like admixing Blood and Kinetic with a sprinkle of temporal if you wanna break down the individual parts…

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                                        • daermadmD
                                          daermadm DM @dwarf
                                          last edited by

                                          @dwarf said in Dwarf Edition: 10e Caster:

                                          Energy : Primal
                                          Manipulation : Imbue

                                          tho, like we played at CabinCon, if you’re trying to generate a specific spell effect there are several “paths” you can use… like admixing Blood and Kinetic with a sprinkle of temporal if you wanna break down the individual parts…

                                          Also I like the idea of playing with the effect based on the damage die you crank in. Some spells will be easier to tweak than others.

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                                          • halfgiantH
                                            halfgiant PC
                                            last edited by

                                            Lets continue down this line of thinking.

                                            in 3.5 we have Nature’s Avatar:

                                            Evocation
                                            Level: Druid 9,
                                            Components: V, S, DF,
                                            Casting Time: 1 standard action
                                            Range: Touch
                                            Target: Animal touched
                                            Duration: 1 min./level
                                            Saving Throw: Will negates (harmless)
                                            Spell Resistance: Yes (harmless)

                                            You infuse the subject with the spirit of nature. The affected creature gains a +10 morale bonus on attack and damage rolls and 1d8 temporary hit points per caster level, plus the effects of haste.


                                            In the New 10E system if we wanted to replicate the above 3.5 spell

                                            Energy: Primal (+1) + Temporal (+9) for the haste effect, or is that all Primal?
                                            Manipulation: Imbue (+2)
                                            Strength: Would this be Minor (+3) for the +10? or would the effect remain variable 1d10. And would the affect translate to both the to hit, and damage? or just damage?

                                            Also how would durations translate?

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