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View Full Version : Dweomercrafter [base] (PEACH), need help reigning in



sirpercival
2012-05-31, 09:03 AM
I originally posted this over on minmaxboards (http://www.minmaxboards.com/index.php?topic=5148.0), where it went through several revamps. Now I'm posting it over here to get some more feedback. I know the Dweomercraft ability in its current incarnation is pretty insane... any suggestions on bringing it back down a little? Or if we leave it as-is, what do I have to do with the class to make it not OP?

My original idea for the class was someone who understands magic in its most pure form, granting them access to both arcane and divine spells; in the process of learning this, they gain such skill with magic that they can twist and bend and change and fuse together the spells they cast.

I intentionally made it extremely MAD to help compensate for the power and versatility of the class features. I can reign that in somewhat (probably by removing the Wis dependence) if we think that's necessary.


DWEOMERCRAFTER

http://i47.tinypic.com/5l2q0p.jpg

"At the most basic level, all magic is the same."

-Miles Lufft, Dweomercrafter and Adjunct Professor of Spellcraft

A dweomercrafter generates magic.

MAKING A DWEOMERCRAFTER
A dweomercrafter can cast arcane and divine spells, because it is pretty darn cool.
Abilities: Wisdom, Intelligence, and Charisma are all important for a dweomercrafter; in addition, a high Constitution grants more hit points, and a high Dexterity improves initiative, reflex saves, armor class, and ranged attack rolls.
Races: Any, particularly humans, elves, and drow.
Alignment: Any.
Starting Gold: As wizard.
Starting Age: As wizard.

HD: d6

Class Skills
The Dweomercrafter's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal (Wis), Knowledge (all, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int) x4
Skill Points at Each Additional Level: 2 + Int




Table: The Dweomercrafter

{table=head]Level | BAB | Fort | Ref | Will | Special | 0th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th
1 | +0 | +0 | +0 | +2 | Scribe Scroll | 3 | 1 | — | — | — | — | — | — | — | —
2 | +1 | +0 | +0 | +3 | Mystic versatility | 4 | 2 | — | — | — | — | — | — | — | —
3 | +1 | +1 | +1 | +3 | Dweomercraft (components) | 4 | 2 | — | — | — | — | — | — | — | —
4 | +2 | +1 | +1 | +4 | Spellblend | 4 | 2 | 1 | — | — | — | — | — | — | —
5 | +2 | +1 | +1 | +4 | Dweomercraft (shape) | 4 | 2 | 2 | — | — | — | — | — | — | —
6 | +3 | +2 | +2 | +5 | Diverse studies | 4 | 2 | 2 | 1 | — | — | — | — | — | —
7 | +3 | +2 | +2 | +5 | Dweomercraft (duration) | 4 | 3 | 2 | 2 | — | — | — | — | — | —
8 | +4 | +2 | +2 | +6 | Improved mystic versatility | 4 | 3 | 2 | 2 | 1 | — | — | — | — | —
9 | +4 | +3 | +3 | +6 | Dweomercraft (range) | 4 | 3 | 2 | 2 | 2 | — | — | — | — | —
10 | +5 | +3 | +3 | +7 | Improved spellblend | 4 | 3 | 3 | 2 | 2 | 1 | — | — | — | —
11 | +5 | +3 | +3 | +7 | Dweomercraft (school) | 4 | 3 | 3 | 2 | 2 | 2 | — | — | — | —
12 | +6/+1 | +4 | +4 | +8 | Diverse studies | 4 | 3 | 3 | 3 | 2 | 2 | 1 | — | — | —
13 | +6/+1 | +4 | +4 | +8 | Dweomercraft (target) | 4 | 3 | 3 | 3 | 2 | 2 | 2 | — | — | —
14 | +7/+2 | +4 | +4 | +9 | Greater mystic versatility | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | — | —
15 | +7/+2 | +5 | +5 | +9 | Dweomercraft (casting time) | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 2 | — | —
16 | +8/+3 | +5 | +5 | +10 | Greater spellblend | 4 | 3 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | —
17 | +8/+3 | +5 | +5 | +10 | Dweomercraft (enhance) | 4 | 3 | 3 | 3 | 3 | 3 | 2 | 2 | 2 | —
18 | +9/+4 | +6 | +6 | +11 | Diverse studies | 4 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 2 | 1
19 | +9/+4 | +6 | +6 | +11 | Advanced dweomercraft | 4 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 2
20 | +10/+5 | +6 | +6 | +12 | Dweomersource | 4 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2
[/table]

Weapon and Armor Proficiencies: A dweomercrafter is proficient with simple weapons, but no armor or shields. Armor of any type can interfere with a dweomercrafter's gestures, which can cause his arcane spells with somatic components to fail (but see Mystic Versatility, below).

Spellcasting: A dweomercrafter casts arcane and divine spells which are drawn primarily from the sorcerer/wizard and cleric spell lists, respectively. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).

To learn or cast an arcane spell, a dweomercrafter must have an Intelligence score equal to at least 10 + the spell level, while to learn or cast a divine spell, he must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a dweomercrafter's arcane or divine spell is 10 + the spell level + the dweomercrafter's Charisma modifier. Like other spellcasters, a dweomercrafter can cast only a certain number of spells of each type and spell level per day. His base daily spell allotment is given in the table above; he gains one set of the indicated spell slots for each of arcane and divine spells that he can cast (i.e., he has two pools of spell slots, each with the indicated spells/day at the given levels). In addition, he receives bonus spells per day if he has a high Charisma score, which he may use to cast either arcane or divine spells, but not both (i.e., he gains only one pool of bonus spell slots, which he may use to cast either arcane or divine spells). For example, a 1st-level dweomercrafter with a 14 Charisma could cast 2 0th-level arcane spells and 2 0th-level divine spells, one 1st-level arcane spell and one 1st-level divine spell, and one additional 1st-level spell (either arcane or divine) as a bonus spell.

A dweomercrafter's selection of spells is extremely limited, though remedied somewhat by his ability to cast both arcane and divine spells. A dweomercrafter begins play knowing two arcane 0th-level spells and one arcane 1st-level spell chosen from the sorcerer/wizard list, as well as two divine 0th-level spells and one divine 1st-level spell chosen from the cleric spell list. At each new dweomercrafter level, he learns additional arcane and divine spells as per the table below (the same table applies to each). Unlike spells per day, the number of spells a dweomercrafter knows is not affected by his Charisma score.

Spells Known (each):
{table=head] Level | 0th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th
1 | 2 | 1 | — | — | — | — | — | — | — | —
2 | 3 | 2 | — | — | — | — | — | — | — | —
3 | 4 | 3 | — | — | — | — | — | — | — | —
4 | 4 | 3 | 1 | — | — | — | — | — | — | —
5 | 4 | 3 | 2 | — | — | — | — | — | — | —
6 | 4 | 3 | 2 | 1 | — | — | — | — | — | —
7 | 4 | 3 | 2 | 2 | — | — | — | — | — | —
8 | 4 | 3 | 2 | 2 | 1 | — | — | — | — | —
9 | 4 | 3 | 2 | 2 | 2 | — | — | — | — | —
10 | 4 | 4 | 2 | 2 | 2 | 1 | — | — | — | —
11 | 4 | 4 | 2 | 2 | 2 | 2 | — | — | — | —
12 | 4 | 4 | 3 | 2 | 2 | 2 | 1 | — | — | —
13 | 4 | 4 | 3 | 2 | 2 | 2 | 2 | — | — | —
14 | 4 | 4 | 3 | 3 | 2 | 2 | 2 | 1 | — | —
15 | 4 | 4 | 3 | 3 | 2 | 2 | 2 | 2 | — | —
16 | 4 | 4 | 3 | 3 | 3 | 2 | 2 | 2 | 1 | —
17 | 4 | 4 | 3 | 3 | 3 | 2 | 2 | 2 | 2 | —
18 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 2 | 1
19 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 2 | 2
20 | 4 | 4 | 3 | 3 | 3 | 3 | 3 | 2 | 2 | 2
[/table]

Upon reaching 4th level, and at every even-numbered dweomercrafter level after that (6th, 8th, and so on), a dweomercrafter can choose to learn a new arcane or divine spell in place of one he already knows. In effect, the dweomercrafter "loses" the old spell in exchange for the new one. The new spell’s type and level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level spell the dweomercrafter can cast. A dweomercrafter may swap up to one arcane spell and one divine spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Unlike a wizard or a cleric, a dweomercrafter need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level and of that type. He does not have to decide ahead of time which spells he’ll cast.

Scribe Scroll: A dweomercrafter gains Scribe Scroll as a bonus feat.

Mystic versatility (Su): Beginning at 2nd level, a dweomercrafter learns to blend the arcane and divine magic he wields, adjusting the parameters of the spells he casts on the fly. Once per day per class level, the dweomercrafter can cast an arcane or divine dweomercrafter spell as a spell of the other type (for example, casting magic missile as a divine spell, or divine favor as an arcane spell), though the spell requires a spell slot of the original type. A spell altered this way has a caster level 1 less than the dweomercrafter's normal caster level for spells of that type; the dweomercrafter cannot use this ability on a spell if doing so would reduce the caster level of the spell below the minimum caster level required to cast that spell. This allows (for example) a dweomercrafter to cast an arcane spell as a divine spell to avoid arcane spell failure chance from wearing armor, though the spell would still require spending one of the dweomercrafter's arcane spell slots. The dweomercrafter cannot craft magic items with spells that have been altered this way (but see Improved Mystic Versatility, below).

Dweomercraft (Su): At 3rd level, a dweomercrafter learns to apply the art of dweomercraft to the spells he casts. This allows him to alter the parameters of a spell as he casts it, changing the spelltags to produce a slightly (or in some cases, very) different effect than the original spell. Many other spellcasters learn to alter spelltags in limited and well-defined ways by using metamagic feats, but a dweomercrafter is the undisputed master of these abilities.

A dweomercrafter can modify both his arcane and divine spells, as he chooses. Applying a particular dweomercraft to a spell alters the effective level of the spell either up or down, depending on which dweomercrafts he uses; the spell must be cast out of a spell slot of level equal to the effective spell level after all adjustments are made, which means that a dweomercrafter cannot alter a spell in such a way that the effective spell level is higher than the maximum level he can cast. The effective level of a dweomercrafted spell cannot be less than level 0. Any number of dweomercrafts that a dweomercrafter knows can be applied to any given spell, and the same dweomercraft can be applied more than once if applicable (for example, changing more than one component, or increasing area by more than one step). A spell which has been altered by dweomercraft cannot be further altered by metamagic feats, or by the Eschew Materials feat.

Dweomercrafts:
Components: The most basic dweomercraft, learned at level 3, is the ability to alter component spelltags, either changing them or removing them. A component spelltag can only be changed to a component that the spell did not already have; for example, a dweomercrafter could change the verbal or somatic component of a magic missile to a material component, but could not change the verbal component to a somatic component since magic missile already has a somatic component.

{table=head] Original Component | Final Component | Level Adj.
Somatic, verbal, or inexpensive material | Somatic, verbal, or inexpensive material | +0
Somatic, verbal, or inexpensive material | Focus (arcane or divine) | +0
Focus (arcane or divine) | Somatic, verbal, or inexpensive material | +0
Somatic, verbal, or inexpensive material | Expensive material (100 gp) | –1
Expensive material (100 gp) | Expensive material (1000 gp) | –1
Expensive material (1000 gp) | XP (200) | –1
XP | Expensive material (25 gp per XP) | +1
Expensive material | Expensive material (gp / 10) | +1
Expensive material (100 gp or less) | Somatic, verbal or inexpensive material | +1
Somatic, verbal, or inexpensive material | No component (single) | +1
[/table]

Shape: A dweomercrafter learns the next set of dweomercrafts, the ability to alter shape spelltags, at level 5. The different shapes have related areas, in units of X times 5 feet: Cone 3X Cylinder 2X radius (40 feet high) Line 6X Sphere 2X radiusFor example, a 15–foot cone (X = 1) could be changed to a 10–foot–radius cylinder or sphere, or a 30–foot line.

{table=head]Original Shape | Final Shape | Level Adj.
Cone, cylinder, line, sphere | Cone, cylinder, line, sphere | +0
Cone, cylinder, line, sphere | Discrete 5–foot cubes (4X) | +1
Original area | Double area | +1
Original area | Half area | –1
Continuous area | Include 5–foot–square spaces (up to 1/CL) | +1
[/table]

Duration: At 7th level, a dweomercrafter learns to alter duration spelltags. Note that the only difference between a duration of "instantaneous" and a duration of "permanent" is that the instantaneous spell cannot be dispelled. A dweomercrafter cannot alter the duration of a spell which originally has an instantaneous duration.

{table=head]Original Duration | Final Duration | Level Adj.
1 round | 1 round/level | +1
1 round/level | 1 minute/level | +1
1 minute/level | 10 minutes/level | +1
10 minutes/level | 1 hour/level | +1
1 hour/level | 24 hours | +1
24 hours | 1 day/level | +1
1 day/level | Permanent | +1
Permanent | Instantaneous | +1
Permanent | 24 hours | –1
1 day/level | 1 hour/level | –1
24 hours | 10 minutes/level | –1
1 hour/level | 1 minute/level | –1
10 minutes /level | 1 round/level | –1
1 minute/level | 1 round | –1
[/table]

Range: Beginning at 9th level, a dweomercrafter learns the ability to alter range spelltags with his dweomercrafts. A Personal spell which becomes Touch requires a touch attack; a Touch spell which becomes Close requires a ranged touch attack. A Close range spell which becomes Touch requires a melee touch attack, even if it didn't require one before. Close, Medium, and Long range are as defined in the SRD (http://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#range).

{table=head]Original Range | Final Range | Level Adj.
Personal | Touch | +1
Touch | Close | +1
Close | Medium | +1
Medium | Long | +1
Long | Unlimited | +2
Long | Medium | –1
Medium | Close | –1
Close | Touch | –1
Touch | Personal | –1
[/table]

School: At 11th level, a dweomercrafter learns the next tier of dweomercrafts: the ability to alter school, subschool, and descriptor spelltags. Exchanging one energy descriptor for another also changes the type of damage an energy spell deals, while removing an energy descriptor does not. A dweomercrafter can only change a school, subschool, or descriptors to another school, subschool, or descriptor the spell does not already have.

{table=head]Original | Final | Level Adj.
Any school except Universal | Any school except Universal | +1
Any school except Universal | Universal | +2
Universal | Any school except Universal | –1
Any school | Add an additional school | +0
Any subschool | Any subschool | +0
Any energy descriptor | Any energy descriptor | +0
Any energy descriptor | Force | +1
Force | Any energy descriptor | –1
Any alignment descriptor | Any alignment descriptor | +0
Any alignment descriptor | Remove descriptor | +1
Any energy descriptor | Remove descriptor | +1
Any elemental descriptor | Any elemental descriptor | +0
Any elemental descriptor | Remove descriptor | +0
Light or Darkness descriptor | Light or Darkness descriptor | +0
Light or Darkness descriptor | Remove descriptor | +1
Death, Fear, Language–dependent, or Mind–affecting descriptor | Remove descriptor | +2
[/table]

Target: A dweomercrafter learns the ability to alter target spelltags at level 13. A "no target" spell is a spell that has a singular effect but no Target line, such as a ray spell; a "single target" spell has a Target line and affects only one creature. Changing a spell from "no target" to "single target" removes the required attack roll. An "area" spell has an area of effect, and affects all creatures in the area; changing a spell from a targeted spell to an area spell results in a 20-foot-radius burst.

{table=head]Original Target | Final Target | Level Adj.
No target | Single target | +1
Single target | 1 target/level, 30 feet apart | +1
1 target/level, 30 feet apart | 1 target/level, any distance | +1
1 target/level | Area | +2
Area | 1 target/level, 30 feet apart | –1
1 target/level | No target | –1
[/table]

Casting Time: A dweomercrafter of 15th level or higher learns the next tier of dweomercrafts: the ability to alter casting time spelltags.

{table=head]Original Casting Time | Final Casting Time | Level Adj.
1 immediate action | 1 move action | –1
1 swift action | 1 standard action | –1
1 move action | 1 full-round action | –1
1 standard action | 1 round | –1
1 full-round action | 1 minute | –1
1 round | 10 minutes | –1
1 minute | 1 hour | –1
10 minutes | 24 hours | –1
24 hours | 1 hour | +1
1 hour | 10 minutes | +1
10 minutes | 1 minute | +1
1 minute | 1 round | +1
1 round | 1 full-round action | +1
1 full-round action | 1 standard action | +1
1 standard action | 1 move action | +1
1 move action | 1 swift action | +1
1 swift action | 1 immediate action | +1
1 swift action | 1 free action (your turn only) | +2
1 immediate action | 1 free action (at any time) | +2
[/table]

Enhance: At 17th level, a dweomercrafter learns the final dweomercraft: the ability to alter effect spelltags. A "caster level cap" is a maximum effect which is based on caster level, such as the number of missiles from a magic missile spell.

{table=head]Modification | Level Adj.
Increase caster level cap by 5 | +1
Ignore Spell Resistance | +4
Ignore Fort, Ref, or Will save | +6
Increase damage die size by 1 step | +1
[/table]


Spellblend (Ex): A dweomercrafter blends arcane and divine magic together in such a way as to reinforce the spells he casts against disruption. Any caster attempting to dispel (or counterspell using dispel magic and the like) a spell cast by a dweomercrafter of 4th level or higher increases the DC to do so by an amount equal to the dweomercrafter's class level divided by four (rounded down).

Diverse studies (Ex): At 6th level, and again at 12th and 18th level, a dweomercrafter chooses one of the following spell lists: assassin, bard, druid, ranger, paladin, shujenga, wu jen. The dweomercrafter can learn spells from the chosen spell list whenever he learns new spells as normal. Assassin, bard, and wu jen spells count as arcane, while druid, ranger, paladin, and shujenga spells count as divine. Spells learned this way count as dweomercrafter spells and not as spells of their original class (for example, a dweomercrafter who used this ability to learn paladin spells would gain no benefit from the Battle Blessing feat unless he could also cast spells as a paladin).

Improved mystic versatility (Su): Upon reaching 8th level, a dweomercrafter can craft items using spells which have been altered by his Mystic Versatility ability. Doing so costs two daily uses of Mystic Versatility on the day that he casts the spell.

Improved spellblend (Ex): At 10th level, the blending of arcane and divine magic allows the dweomercrafter to produce magical effects even in areas where no magic exists. The dweomercrafter can make a caster level check to cast a spell normally in an antimagic field (DC 10 + the field's caster level) or Null Magic Zone (DC 35). He can use this ability to cast a total number of arcane spells per day equal to his Intelligence modifier, and a total number of divine spells per day equal to his Wisdom modifier.

Greater mystic versatility (Su): Beginning at 14th level, when in need a dweomercrafter can cast arcane spells using his divine spell slots and vice versa. By spending a use of his Mystic Versatility ability, a dweomercrafter can cast an arcane spell using a divine spell slot of at least 1 level higher than the level of the arcane spell, or a divine spell using an arcane spell slot of at least 1 level higher than the level of the divine spell. For example, a 14th-level dweomercrafter who had used up all his arcane spell slots for the day could spend a use of Mystic Versatility to cast magic missile out of a divine spell slot of 2nd level or higher. The spell counts as its original type (arcane or divine) unless he spends an additional use of Mystic Versatility as normal to alter the type of the spell.

Greater spellblend (Su): A dweomercrafter of 16th level or higher has learned to infuse his spells of one type with power from the other type. When casting a spell, he may expend an additional spell slot of the other type to increase the effective level of the spell (as per the Heighten Spell feat, but without being limited to 9th-level spells) by an amount equal to half the level of the additional slot (rounded down). For example, a dweomercrafter casting finger of death as a 7th-level arcane spell could expend a 4th-level divine spell slot to treat the finger of death as a 9th-level arcane spell. The modified spell's save DC changes accordingly.

Advanced dweomercraft (Su): At 19th level, a dweomercrafter has become incredibly skilled at applying dweomercrafts to his spells. Whenever he casts a dweomercrafted spell which has a modified spell level higher than the original spell, he reduces the spell level by 1 (to a minimum of the spell's original level).

Dweomersource (Su): Upon reaching 20th level, a dweomercrafter is so steeped in magical energies that he can infuse allies' spells with power. The dweomercrafter may expend an arcane or divine spell slot to allow an ally to cast a spell modified by a metamagic feat without increasing the spell level or casting time. The dweomercrafter must sacrifice a spell slot of the same type as the spell to be modified, and the slot must be of a level equal to 2 + the level adjustment of the metamagic feat to be applied. The metamagic feat must be one that the ally whose spell is to be modified knows, though the dweomercrafter need not know it himself.