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Caster level in Grim Tales example
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<blockquote data-quote="Wulf Ratbane" data-source="post: 2273945" data-attributes="member: 94"><p>Actually, 5d6.</p><p></p><p></p><p></p><p>You could stay at 5d6 max (1/2 level), and move it to close (free). But if you make any changes at all, 1/2 always rounds up. (The only way to keep a 0 level spell as a 0 level spell is to use it unchanged.) So this would be a 1st level spell.</p><p></p><p>You could then add Area of Effect for +1 level, making a 2nd level spell that would do 5d6 area, as a burst, line, cydlinder, or 15 foot cone.</p><p></p><p>If you start out with a 2nd level base, your damage cap is 10d6, but this is a touch spell. Adding any kind of area of effect bumps it to 3rd.</p><p></p><p>0th: 5d6 Touch</p><p>1st: 5d6 Ranged Touch, Close Range.</p><p>2nd: 5d6 Area, Close Range</p><p>2nd: 5d6 Ranged Touch, Long Range</p><p>2nd: 10d6 Touch</p><p></p><p>I don't want to say much more than that since I'm already seeing (more) problems with Range. More comments are welcome but I might not answer questions till I've mulled it all over some more.</p><p></p><p>This is what I get for doing my design work on leg two of a 14-hour flight.</p><p></p><p></p><p></p><p>Two options in the skill based system. </p><p></p><p>• Fixed: In this variant, caster level is equal to ½ the caster’s skill ranks in the applicable skill. </p><p></p><p>• Variable: All spell effects based on caster level are determined by the result of the spell check, with caster level equal to the spell level, +1 for each point by which the check exceeds the DC.</p><p></p><p>EDIT: Brief revelation.</p><p></p><p>Some modifications are "soft" and some modifications are "hard." By this I mean, because of the way the damage caps work, going to area of effect ALWAYS adds a "hard" +1 level. There is no way that a base 0 level spell can be AoE. </p><p></p><p>I think the same could be done with the damage caps-- +5 to the damage cap would also be a "hard" modification. </p><p></p><p>I could force any given spell-- taking all other modifications off the table-- to stick within the damage cap maximums in the DMG for both single target and AoE spells.</p><p></p><p>I should be able to take a 0 level spell (5d6 single) and make it a 3rd level (10d6 AoE) by adding the same amount as it would take to change a 3rd level (10d6 single) to a 6th level (15d6 AoE).</p><p></p><p>I believe it should be +1 for AoE and +2 per +5dice increase, but my brain just ran out of gas.</p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 2273945, member: 94"] Actually, 5d6. You could stay at 5d6 max (1/2 level), and move it to close (free). But if you make any changes at all, 1/2 always rounds up. (The only way to keep a 0 level spell as a 0 level spell is to use it unchanged.) So this would be a 1st level spell. You could then add Area of Effect for +1 level, making a 2nd level spell that would do 5d6 area, as a burst, line, cydlinder, or 15 foot cone. If you start out with a 2nd level base, your damage cap is 10d6, but this is a touch spell. Adding any kind of area of effect bumps it to 3rd. 0th: 5d6 Touch 1st: 5d6 Ranged Touch, Close Range. 2nd: 5d6 Area, Close Range 2nd: 5d6 Ranged Touch, Long Range 2nd: 10d6 Touch I don't want to say much more than that since I'm already seeing (more) problems with Range. More comments are welcome but I might not answer questions till I've mulled it all over some more. This is what I get for doing my design work on leg two of a 14-hour flight. Two options in the skill based system. • Fixed: In this variant, caster level is equal to ½ the caster’s skill ranks in the applicable skill. • Variable: All spell effects based on caster level are determined by the result of the spell check, with caster level equal to the spell level, +1 for each point by which the check exceeds the DC. EDIT: Brief revelation. Some modifications are "soft" and some modifications are "hard." By this I mean, because of the way the damage caps work, going to area of effect ALWAYS adds a "hard" +1 level. There is no way that a base 0 level spell can be AoE. I think the same could be done with the damage caps-- +5 to the damage cap would also be a "hard" modification. I could force any given spell-- taking all other modifications off the table-- to stick within the damage cap maximums in the DMG for both single target and AoE spells. I should be able to take a 0 level spell (5d6 single) and make it a 3rd level (10d6 AoE) by adding the same amount as it would take to change a 3rd level (10d6 single) to a 6th level (15d6 AoE). I believe it should be +1 for AoE and +2 per +5dice increase, but my brain just ran out of gas. [/QUOTE]
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