Alpha To Do List

Walkmesh issues?

Mordekainen's Mansion does not count as Safe Resting Area

* Animate dead doesn't have any preparations left? Ever?
* Shadow spells remove memorizations instead of mana?
* Body of True Flame does not provide Damage shield (fire damage to attacker)

###### **Caiden System:**

**Mana Pool:** (1/2 Intelligence Ability Score x Spellcaster Class Levels) **+** Item Bonus

**Mana Regeneration:** 1/2 Charisma Ability Score **+** Area Bonus **+** Item Bonus *(per round)*

**Mana Cost Reduction:** Wisdom Modifier **+** Item Bonus**(**Spell Level **x** Caster Levels**)** **/** 10 **+** Spell Level

**Spell Cost:** **(**Spell Level **x** Caster Levels**)** **/** 10 **+** Spell Level

* Too much regen (too much free infinite casting)
* Cheap low level spells for dippers (infinite true strike, endure elements, et cetra)
* Linear Discount (subtraction) = free infinite casting

###### **Raeburn Mark Suggestion:**

**CURRENTLY IMPLEMENTED as of 03/13/15**

**Mana Pool:** Total of each class's (Intelligence x Mana Coefficient x Caster Class levels)

**Mana coefficient** = 3 2 or 1 (Wizard/Sorcerer, Bard/Cleric/Druid, Ranger/Paladin)

**Mana Regeneration** = Charisma ability score (not modifier) (per round)

**Mana Cost Reduction:** Wisdom/10 = discount divisor, Soul Vitality = discount divisor.

**Spell Cost**: ( ( (5x(Spell Level) + 10)2 + (10x(Caster levels + Class Levels) ) ) x100 ) / (Wisdom x Soul Vitality);

Additional Cost of 1, 2, or 3 Soul Vitality per cast of levels 7, 8, and 9 spells.

* High cost for high level spells (exponential)
* Easy regen formula
* Diminishing returns for higher levels
* All stats = eachother (more wisdom less charisma = less wisdom more charisma)
* Higher numbers (pool size, costs, regen) = more variety, better resolution
* Cost offset (always + caster/character levels) = minimum costs (no "free" spells)
* Cost offset discourages "dips" for free infinites (true strike, endure elements, cure light wounds) (adds character level to costs)
* Factors in soul vitality (More relevance for vitality besides some or none(permadeath fear))
* Mana coefficient rewards "casty" casters with **much** larger pools

Cons:

* Based on pure ability scores (not modifiers) means only positive values (mostly) (less than 10 wisdom still = penalty)
* Higher numbers (pool size, costs, regen) = confusing, hard to math in head
* Somewhat expensive spells at lower (starting) character levels

###### **sngl\_8 Suggestion:**

**Mana pool:** (8 + Intelligence mod) x Total Caster Levels

**Mana Regeneration:** (Charisma mod) +3 (per round)

**Mana Cost Reduction:** subtract3%x(Wisdom mod) of spell cost

**Spell Cost:** (Spell Level +1)2

Examples:

* L*evel 20 Wizard with 36 total Intelligence, 20 Wisdom and 20 Charisma (with items and buffs) will have a mana pool of 420, good for (almost) 5 level 9 spells. They will regenerate 8 mana per round, meaning it will take about 11 rounds to regenerate enough for a level 9.*
* L*evel 20 Sorcerer with 36 Charisma and 20 Intelligence and 20 Wisdom will have a mana pool of 260, good for 3 level 9 spells. They regenerate 16 mana per round, about 5 rounds for a level 9 spell.*

- a level 20 Cleric with 36 Wisdom and 20 Intelligence and 20 Charisma will have a mana pool of 260, good for 4 spells. They regenerate 8 mana per round, about 8 rounds for a level 9 spell.
(These are all epic characters, both build and gear optimized for spellcasting.)

* L*evel 15 Wizard with 26 Int, 16 Wis and Cha will have: mana pool 240, discount 9% and regeneration 6. They can cast 3 level 8 spells, 12 rounds to regenerate.*
* L*evel 15 Sorcerer with 26 Cha, 16 Int and Wis will have: mana pool 165, discount 9% and regeneration 11. They can cast 2 level 8 spells (in theory, since they only get them on 16), 7 rounds to regenerate.*
* L*evel 15 Cleric with 26 Wis, 16 Int and Cha will have: mana pool 165, discount 24% and regeneration 6. They can cast 2 level 8 spells, 10 rounds to regenerate.*

(Still mostly optimized and high level characters.)

* L*evel 8 Wizard with 22 Int, 12 Wis and 12 Cha will have: mana pool 112, discount 3% and regeneration 4. They can cast 7 level 4 spells, taking 4 rounds to regenerate.*
* L*evel 8 Sorcerer with 22 Cha, 12 Wis and 12 Int will have: mana pool 72, discount 3% and regeneration 9. They can cast 4 level 4 spells, taking 2 rounds to regenerate.*
* L*evel 8 Cleric with 22 Wis, 12 Cha and Int will have: mana pool 72, discount 18% and regeneration 4. They can cast 5 level 4 spells, taking 3 rounds to regenerate.*

Pros:

* High Cost for High Spells (exponential)
* Easy Regen formula
* Pure Casters rewarded with large pools
* All (mental) ability scores matter (will want to raise all)

Cons:

* "Free" Low level spells
* "Endless" Paladin/Ranger/Bard Casting
* Very Dramatic increase in spell cost with metamagic and higher level versions of lower level spells (Isaac's, Cure wounds, Mass Buffs/debuffs)

### Feats/skills

Parry Problems?

AC bug? (Mysterious source of +3 AC)

## Lore

### General

Add {{spoiler}} tags to all pages with spoilers.

### Realms

Non-Wildebourne lore is lacking

Wildebourne Vale now has this Sweet Map that we can fill in. Any Takers?

### History

First Turning needs to be cleaned up.

More "Turnings" needed

Wars pages needed

"Times" Pages needed

### Characters

#### PCs

Template needed for Player pages like Raeburn Mark

#### NPCs

Biographies, Screenshots, possible mechanical information, like classes/ability

* Lord Regent
* Grand Matriarch of the Dragon
* High Peacekeeper Militant
* Kael Sunrift
* Danikan Trivos
* Kessel the Black
* Captain Whittaker of the Western Watch
* Kain Lightsworn
* The Mandrake
* Loraiss Tel'Avon
* Artu
* Xing Qua
* Thule
* Gideon
* Ravon

## Web Pages

### Wiki

Organize Home page

Finish importing Setting Lore from Forums

Needs More pictures than the (lovely) Wildebourne Map.

##### Build Staff Page

Make pages for each staff member

Credits page for any contributions