Dwarf Edition: 10e Caster
-
@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.
-
@daermadm mmmkay… guess we can’t complain about free board software huh ?
-
@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.
-
@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.
-
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?
-
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) ?
-
- 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)
-
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?
-
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.
-
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 ))
-
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.
-
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.
-
Energy Types + Effects
The number of energy types + effects a caster gets equals - Caster Level + 1
-
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.
-
@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.
-
@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.
-
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.
-
-
@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.
-
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 !!
-
@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.
-
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 gpDoes 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?