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kismet_s_casting_101 [2022/01/20 14:25]
omni [5 Warlock Heritages] into 6 (Astral is a thing now.)
kismet_s_casting_101 [2023/11/19 23:14] (current)
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**//deals in raw power, producing awe-inspiring effects and is also known as a "blaster psion".+  * //**The Kineticist**// deals in raw power, producing awe-inspiring effects and is also known as a "blaster psion".
    
   * //**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**// can enter the minds of others, either to talk to them, spy on them, or alter their memories.   * //**The Telepath**// can enter the minds of others, either to talk to them, spy on them, or alter their memories.
  
-==== Warlock Heritages ====+==== Warlock Heritages ====
  
  
-There are five (5) Warlock Heritages.+There are five (5) Warlock Pacts.
  
-Warlocks gain their powers from a mystic connection or pact with an extraplanar being. Read more about the warlock heritages in //<help warlock heritages>//. To choose a pact, a warlock must be of an alignment that corresponds with the entity's home plane.+Warlocks gain their powers from a mystic connection or pact with an extraplanar being. Read more about the warlock heritages in //<help warlock pacts>//. To choose a pact, a warlock must be of a resonance that aligns with the entity's home plane.
  
-  * //**Celestial warlocks**// have a connection with a celestial entity and are usually chaotic good. +  * //**Fey warlocks**// have a connection with an entity from The Feywild and can be of the dark or the twilight.
- +
-  * //**Fey warlocks**// have a connection with an entity from The Feywild and are usually chaotic neutral.+
    
-  * //**Abyssal warlocks**// have a connection with an entity from the abyss (demons) and are usually chaotic evil.+  * //**Abyssal warlocks**// have a connection with an entity from the abyss (demons) and are always of the dark.
    
-  * //**Gloom warlocks**// have a connection with an entity from the Plane of Shadow and are usually neutral evil.+  * //**Gloom warlocks**// have a connection with an entity from the Plane of Shadow and are always of the dark.
    
-  * //**Infernal warlocks**// have a connection with an entity from hell (devils) and are usually lawful evil.+  * //**Infernal warlocks**// have a connection with an entity from hell (devils) and are always of the dark
  
-  * //**Astral warlocks**// have a connection with an entity outside the planes and are usually true neutral.+  * //**Astral warlocks**// have a connection with an entity outside the planes and can be of the dark or the twilight.
  
 ==== 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 accepted by the deity in question. See the individual help files on each deity for a list of allowed alignments.+To dedicate yourself to a deity as a cleric or paladin, you must be of a resonance accepted by the deity in question.
  
-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 that are added to the cleric's spell list.+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 and powers.
    
 The feat **"Third Divine Domain"** can be taken after level 21 and grants access to a third domain. The feat **"Third Divine Domain"** can be taken after level 21 and grants access to a third domain.
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 See //<help domains>// for a list of domains and their respective spells. See //<help domains>// for a list of domains and their respective spells.
-  
-**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, Mysteries and Bloodlines ====
  
-Oracles and sorcerers gain additional spells and abilities based on their mystery or bloodline respectively. The spells granted by a bloodline or mystery are added to the list of spells known for the caster. Please see //<help mysteries>// and //<help bloodlines>// in-game for more information.+Oracles, druids and sorcerers gain additional spells and abilities based on their mystery, circle or bloodline respectively. The granted spells are added to the list of spells known for the caster. Please see //<help mysteries>//, //<help circles>// and //<help bloodlines>// in-game for more information.
  
 ==== 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/master. 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/master.
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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 must match the god's requirement. You are expected to uphold the dogma of your chosen god, which can be found in their temple.+Clerics are priests and divine champions of their chosen deity and must dedicate themselves to a god. To do so, your resonance must match the god's requirement. You are expected to uphold the dogma of your chosen god, which can be found in their temple.
  
 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:|[[druid|Druid]]| |Learn more:|[[druid|Druid]]|
  
-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 in motives and alignment, they are expected to uphold the natural balance of nature and generally abhor undead creatures.+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 //<spells druid>//, provided they are powerful enough to cast it.+Druids gain access to spells through their connection with nature. They have access to every spell listed in //<spells druid>//, provided they are powerful enough to cast it. Druid circles give additional spells and powers.
  
 == 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 //<prepare check LISTNAME CLASS>.// If a spell has been changed, disabled or removed, this command will remove it from that particular list. Finally, sometimes spells are changed, disabled or removed. To check if this is the case, you can use //<prepare check LISTNAME CLASS>.// If a spell has been changed, disabled or removed, this command will remove it from that particular list.
 +
  
 ==== Multiclass Casters: ==== ==== Multiclass Casters: ====
kismet_s_casting_101.1642688723.txt.gz · Last modified: 2022/01/20 14:25 by omni