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Anyone picked up True Sorcery?
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<blockquote data-quote="JohnSnow" data-source="post: 2880995" data-attributes="member: 32164"><p>Well, I have both, and it's not a lot different. As of the non-errata pdf, they've made three (IMO) weird changes from the BCCS system. One is that an extra die of damage now adds +5 to the DC. Secondly, the cost to increase burst radius is +5 per 5 ft. rather than +5 per 10 ft. Finally, the time to cast table is slightly altered. From the emails I traded with Rob, I got the impression some of those might be errors.</p><p></p><p>Using the Force spell in <em>True Sorcery</em> to reproduce the same spell, I get DC 62.</p><p></p><p>Math: DC 10 (base), +30 ft. (+3), +5d4 nonlethal (+25), area to ranged (+5), burst (+4), +15 ft. (+15).</p><p></p><p>The difference is in the higher cost for the burst radius (15 vs. 5) and the MUCH higher cost for the extra dice of damage (+25 vs. +10). But there's no saving throw.</p><p></p><p>Take off those differences, and the <em>True Sorcery</em> version would be DC 27 and drain 1d8 + 5.</p><p></p><p>Student of Magic class feature grants Spell Energy = Con modifier +1 (Min 1). Dabbler grants Con bonus (min 1).</p><p></p><p>For the record, the Iron Heroes Arcanist is a little different.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 2880995, member: 32164"] Well, I have both, and it's not a lot different. As of the non-errata pdf, they've made three (IMO) weird changes from the BCCS system. One is that an extra die of damage now adds +5 to the DC. Secondly, the cost to increase burst radius is +5 per 5 ft. rather than +5 per 10 ft. Finally, the time to cast table is slightly altered. From the emails I traded with Rob, I got the impression some of those might be errors. Using the Force spell in [i]True Sorcery[/i] to reproduce the same spell, I get DC 62. Math: DC 10 (base), +30 ft. (+3), +5d4 nonlethal (+25), area to ranged (+5), burst (+4), +15 ft. (+15). The difference is in the higher cost for the burst radius (15 vs. 5) and the MUCH higher cost for the extra dice of damage (+25 vs. +10). But there's no saving throw. Take off those differences, and the [i]True Sorcery[/i] version would be DC 27 and drain 1d8 + 5. Student of Magic class feature grants Spell Energy = Con modifier +1 (Min 1). Dabbler grants Con bonus (min 1). For the record, the Iron Heroes Arcanist is a little different. [/QUOTE]
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