Dwarf Edition: 10e Caster
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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
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@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 -
@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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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 ? -
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 -
Energy : Primal
Manipulation : Imbuetho, 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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@dwarf said in Dwarf Edition: 10e Caster:
Energy : Primal
Manipulation : Imbuetho, 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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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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@halfgiant said in Dwarf Edition: 10e Caster:
Strength: Would this be Minor (+3) for the +10? or would the effect remain variable 1d10.
This would be something that varies based on the desire of the caster.
Not sure on +10 being minor or higher, but the choice to use a variable or fixed bonus would be up tot he caster. A variable bonus would be slightly less power cost than a fixed bonus equal to the max of the variable one.
So if a variable morale bonus of 1d10 would be a +3 Minor, then fixed +10 morale bonus would be a +4 Substandard.
Duration should also cost something if it is beyond a round or two IMO, but that is a harder judgement call.
Based on the above assumptions, let’s look at the calculation we have so far for comparison.
The original spell is level 9. So that means a minimum caster level of 17.
Energy Type 1: Primal +1 (Type of fixed bonus)
Energy Type 2: Temporal +9 (Haste)
Energy Type 3: Blood +1 (Temporary HP)
Energy Manipulation: Imbue +2 (Imbue)
Energy Strength: Substandard +4 (+10 fixed bonus)Total: 1+9+1+2+4=17 = Spell Level 9
Possibly add a +1 due to longer duration? But that would just rise it to caster level 18 which is still level 9.
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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.htmlEnergy Type: Temporal +9
Energy Manipulation: Imbue +2
Energy Strength: Base +1Total: Caster Level 12 = Spell Level 6
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Types of Duration adders
Instant
1 round
1 minute
10 minutes
1 hour
1 day/24 hours
Concentration-Based
PermanentYou 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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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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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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Range would be related to the manipulation.
I guess we need to cook up an example.
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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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@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.
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@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.
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@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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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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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…