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Anyone picked up True Sorcery?
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<blockquote data-quote="JohnSnow" data-source="post: 2974056" data-attributes="member: 32164"><p>Yup. Tons. It's not that you're wrong, exactly, but you're missing a lot of things. First off, there's spell energy.</p><p></p><p>If you go for uber-kill spells, you need to spend spell energy to make them happen (+10 per point spent). You can blow spell energy to pull off powerful spells, but the bigger discrepancy between spell DC and Spellcraft Modifier, the longer the spell takes to cast. Bad idea. Stick to lower level spells that you can get off more easily. Or prep your killer spell in advance. You can do this multiple times a day, but you can only store a number of spells up to your INT bonus at one time. Think of it as storing your highest level spells ONLY.</p><p></p><p>So let's revisist, shall we?</p><p></p><p>Fireball</p><p>Create Energy (Fire): DC 65 </p><p>Damage: 6d6</p><p>Area of effect: 20ft. radius burst</p><p>Range: 60 ft.</p><p>Math: DC 15 (base) + 50 ft (+5) + 15 ft. burst (+15) + d4 to d6 (+5) + 5d6 (+25)</p><p></p><p>Make the caster 11th level - Second Magnitude. We'll assume you want a blaster character. He probably focuses on Create Energy (Fire), and most likely takes talent focus. He also probably whips up a focus component for it.</p><p></p><p>Spellcraft ranks (+14)</p><p>Magnitude Bonus (+8)</p><p>Knowledge(Arcana) 5+ ranks (+2)</p><p>CHA 20 (+5)</p><p>Skill Focus (+3)</p><p>Add expendable material component (+3)</p><p>Add focus component (+10)</p><p>Talent Focus: Create Energy (+5)</p><p></p><p>Seems bad, right? DC 65 vs. +50 Spellcraft? Well sorta...</p><p></p><p>Casting Time: 3 standard actions </p><p>Spell Energy expenditure: 1 (+10)</p><p>Drain: 2d8 + 13 </p><p></p><p>Now, you need a 5. Not real tough.</p><p></p><p>And, with a decent CON score (15 say?), said caster has 6 spell energy. And so can throw this spell regularly. If you're willing to suck up more drain, you could add 2 dice of damage.</p><p></p><p>If you're using this to replace the Sorcerer in a standard game, GR recommends the casting buffer rules (p.19), wherein our 11th level caster here would have a casting buffer of 11d8 + 2 (CON bonus).</p><p></p><p>As long as you don't try to throw your highest level spells without using spell energy, you're fine.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 2974056, member: 32164"] Yup. Tons. It's not that you're wrong, exactly, but you're missing a lot of things. First off, there's spell energy. If you go for uber-kill spells, you need to spend spell energy to make them happen (+10 per point spent). You can blow spell energy to pull off powerful spells, but the bigger discrepancy between spell DC and Spellcraft Modifier, the longer the spell takes to cast. Bad idea. Stick to lower level spells that you can get off more easily. Or prep your killer spell in advance. You can do this multiple times a day, but you can only store a number of spells up to your INT bonus at one time. Think of it as storing your highest level spells ONLY. So let's revisist, shall we? Fireball Create Energy (Fire): DC 65 Damage: 6d6 Area of effect: 20ft. radius burst Range: 60 ft. Math: DC 15 (base) + 50 ft (+5) + 15 ft. burst (+15) + d4 to d6 (+5) + 5d6 (+25) Make the caster 11th level - Second Magnitude. We'll assume you want a blaster character. He probably focuses on Create Energy (Fire), and most likely takes talent focus. He also probably whips up a focus component for it. Spellcraft ranks (+14) Magnitude Bonus (+8) Knowledge(Arcana) 5+ ranks (+2) CHA 20 (+5) Skill Focus (+3) Add expendable material component (+3) Add focus component (+10) Talent Focus: Create Energy (+5) Seems bad, right? DC 65 vs. +50 Spellcraft? Well sorta... Casting Time: 3 standard actions Spell Energy expenditure: 1 (+10) Drain: 2d8 + 13 Now, you need a 5. Not real tough. And, with a decent CON score (15 say?), said caster has 6 spell energy. And so can throw this spell regularly. If you're willing to suck up more drain, you could add 2 dice of damage. If you're using this to replace the Sorcerer in a standard game, GR recommends the casting buffer rules (p.19), wherein our 11th level caster here would have a casting buffer of 11d8 + 2 (CON bonus). As long as you don't try to throw your highest level spells without using spell energy, you're fine. [/QUOTE]
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Anyone picked up True Sorcery?
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