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kismet_s_casting_101 [2021/11/17 16:57] kismet [New Player Hack] |
kismet_s_casting_101 [2023/11/19 23:14] kismet [Druid] |
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* //**The Egoist**// focuses on changing the physical properties of a creature, thing, or condition. | * //**The Egoist**// focuses on changing the physical properties of a creature, thing, or condition. | ||
- | * //**The Kineticist**// | + | * //**The Kineticist**// |
* //**The Nomad**// is a wanderer who can open portals to transport people and creatures. | * //**The Nomad**// is a wanderer who can open portals to transport people and creatures. | ||
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* //**The Telepath**// | * //**The Telepath**// | ||
- | ==== 5 Warlock Heritages ==== | + | ==== Warlock Heritages ==== |
- | There are five (5) Warlock | + | There are five (5) Warlock |
- | Warlocks gain their powers from a mystic connection or pact with an extraplanar being. Read more about the warlock heritages in //<help warlock | + | Warlocks gain their powers from a mystic connection or pact with an extraplanar being. Read more about the warlock heritages in //<help warlock |
- | | + | * //**Fey warlocks**// |
- | + | ||
- | | + | |
- | * //**Abyssal warlocks**// | + | * //**Abyssal warlocks**// |
- | * //**Gloom warlocks**// | + | * //**Gloom warlocks**// |
- | * // | + | * // |
+ | |||
+ | * //**Astral warlocks**// | ||
==== Deities and Domains ==== | ==== Deities and Domains ==== | ||
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There are [[pantheon|Deities]] that provide access to divine [[pantheon|Domains]]. | There are [[pantheon|Deities]] that provide access to divine [[pantheon|Domains]]. | ||
- | To dedicate yourself to a deity as a cleric or paladin, you must be of an alignment | + | To dedicate yourself to a deity as a cleric or paladin, you must be of a resonance |
- | A **cleric** may choose a total of **two (2)** domains, one at level 1 and another at level 11. Each domain gives access to three additional spells | + | A **cleric** may choose a total of **two (2)** domains, one at level 1 and another at level 11. Each domain gives access to additional spells |
The feat **" | The feat **" | ||
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See //<help domains>// | See //<help domains>// | ||
- | |||
- | **Druids** gain access to one domain, chosen at level 1. See <help druid> for a list of available domains. | ||
- | |||
- | ==== Mysteries and Bloodlines ==== | + | Note that the spell domains and their respective powers are considered OOC information. |
+ | ==== Circles, | ||
- | Oracles and sorcerers gain additional spells and abilities based on their mystery or bloodline respectively. The spells | + | Oracles, druids |
==== 5 Useful Categories ==== | ==== 5 Useful Categories ==== | ||
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==== Multi-Class Casters ==== | ==== Multi-Class Casters ==== | ||
- | A multi-class character is defined as a character who has taken more than one class. A 50-level mage is a single-class character, while a character with 25 levels of thief and 25 levels of mage is called a multi-class character. This is often abbreviated to SC (single-class) and MC (multi-class). | + | A multi-class character is defined as a character who has taken more than one class. A 50-level mage is a single-class character, while a character with 20 levels of thief and 30 levels of mage is called a multi-class character. This is often abbreviated to SC (single-class) and MC (multi-class). |
Taking multiple classes decreases your caster level, which again affects the potency of your spells (damage output, bonuses, duration, DC, and how easy they are for others to dispel) and how many you can prepare/ | Taking multiple classes decreases your caster level, which again affects the potency of your spells (damage output, bonuses, duration, DC, and how easy they are for others to dispel) and how many you can prepare/ | ||
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>> Caster Class + half your non-caster class rounded down = Caster Level | >> Caster Class + half your non-caster class rounded down = Caster Level | ||
- | >> Example: A 25 mage/25 thief would have a caster level of 25 + 12 = 37 | + | >> Example: A 30 mage/20 thief would have a caster level of 30 + 10 = 40 |
Feats, spells, and equipment can increase your caster level. | Feats, spells, and equipment can increase your caster level. | ||
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|Learn more: |[[cleric|Cleric]]| | |Learn more: |[[cleric|Cleric]]| | ||
- | Clerics are priests and divine champions of their chosen deity and must dedicate themselves to a god. To do so, your alignment | + | Clerics are priests and divine champions of their chosen deity and must dedicate themselves to a god. To do so, your resonance |
Clerics can hold their own in combat and could benefit from combat-oriented feats and a high strength score. | Clerics can hold their own in combat and could benefit from combat-oriented feats and a high strength score. | ||
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|Learn more: | |Learn more: | ||
- | Druids are champions of nature and gain access to magic either through a deity or through a mystical bond to nature itself. Though they vary greatly | + | Druids are champions of nature and gain access to magic either through a deity or through a mystical bond to nature itself. Though they vary in motives and resonances, they all work to uphold the natural balance of nature and abhor undead creatures. |
They can function as Pure Divine Casters if they choose to focus on feats that empower their magic. They have access to animal forms that grow in power and would benefit from a good combat stat (strength or dex) and feats that do not deactivate in shapeshifted form (as noted in the individual feat help file). | They can function as Pure Divine Casters if they choose to focus on feats that empower their magic. They have access to animal forms that grow in power and would benefit from a good combat stat (strength or dex) and feats that do not deactivate in shapeshifted form (as noted in the individual feat help file). | ||
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== Learning spells: == | == Learning spells: == | ||
- | Druids gain access to spells through their connection with nature. They have access to every spell listed in //< | + | Druids gain access to spells through their connection with nature. They have access to every spell listed in //< |
== Preparing spells: == | == Preparing spells: == | ||
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**Note:** When you prepare a list, the game will overwrite any existing spells you may have have already prepared. | **Note:** When you prepare a list, the game will overwrite any existing spells you may have have already prepared. | ||
+ | |||
+ | **//Useful tip://** When preparing your list, the game will skip any spells in your list that you have already memorized, but overwrite anything not in the list. This cuts down on prepare time a lot. Therefore, if you make a //buff list// and a //combat list//, you would do well to fill up any empty slots on your //buff list// with those you would otherwise have prepared with your //combat list//. | ||
+ | |||
=== Maintain Lists: === | === Maintain Lists: === | ||
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Finally, sometimes spells are changed, disabled or removed. To check if this is the case, you can use //< | Finally, sometimes spells are changed, disabled or removed. To check if this is the case, you can use //< | ||
+ | |||
==== Multiclass Casters: ==== | ==== Multiclass Casters: ==== |