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Spellcraft: 28 ranks Components: V,S,P Casting Time: 1 hour Range: 75ft. Effect: Twenty called babau demons; see text Duration: Instantaneous; see text Saving Throw: Will negates Spell Resistance: No
Development
52 Days; 52,000 gp; 2080 XP. Seeds: [Call] Factors: Increase CR cap by +14 (+28) Mitigating Factors: Increased casting time (-8), restricted species (-8), reduced range (-4), power components (-4)
Description
In an hour-long rite, you conjure a group of twenty babau demons. The fiends are led by a particularly large, vicious specimen (21 HD, CR 13). The babau are loyal to you for an initial period of 200 minutes; ensuring their loyalty for a further 20 days requires payment of 135,000 gp in appropriate goods and items.
You may deploy the demons in whichever manner you see fit, assigning them roles as guards, soldiers, spies or assassins, or in some other capacity. If you require them to undertake particularly hazardous tasks during this time, they will refuse until an additional payment equal to their initial fee has been agreed. Called creatures act at their own discretion within the limits of the instructions which you give them: as evil creatures, babau will seek to interpret the letter of any contract literally, twisting it for their own ends.
Power Component: Abyssal jacinths worth at least 16,000gp.
Last edited by Sepulchrave II; 25th November 2006 at 07:24 PM..
Spellcraft: 24 ranks Components: V,S Casting Time: 1 standard action Range: 75 ft. Target: One living creature Duration: Permanent (D) Saving Throw: Will negates Spell Resistance: Yes
Development
36 Days; 36,000 gp; 1440 XP Seeds: [Afflict] Factors: Increase ability penalty by 12 (+12) Mitigating Factors: Reduced range (-4), restricted to living creatures (-4), specific curse (-4)
Description
You strike the target with a terrible curse, marring both its visage and its psyche, and turning it into an ugly parody of its former self. A victim of a hideous affliction suffers a -20 penalty to its Charisma. The curse cannot reduce the target's Charisma to less than 1. You (and only you) may lift the curse as a standard action by speaking the proper words of dismissal.
Spells developed using the [afflict] seed are pernicious: If a spell so developed is successfully dispelled or dismissed, it is instead only suppressed for 1d4 rounds. Even suppressing a pernicious spell is difficult, and requires a miracle, wish or an epic spell developed using the [dispel] seed. A dead magic zone will also suppress it, but not an antimagic field.
Last edited by Sepulchrave II; 25th November 2006 at 07:25 PM..
Beautiful stuff, Sep. The abyssal jacinths are a lovely touch. Is there a list of fiendish names somewhere? Your fiends are always evocatively named, and it would be wonderful to have a stock to draw on.
I wish I had a time machine so I could go and see how all this turns out. And then post it all here; never mind the paradox. I love reading this material, but it takes so much time and energy to write.
Quote:
Seems like a lot of difficulty (35th level to cast, non-preferred backlash); I guess an insight bonus must be valuable.
Either that or *someone* was paranoid about spellcasters buffing their casting stats.
Last edited by Cheiromancer; 25th November 2006 at 06:37 PM..
Seems like a lot of difficulty (35th level to cast, non-preferred backlash); I guess an insight bonus must be valuable.
Gnostic Surge
Transmutation
Spellcraft: 38 ranks Components: None Casting Time: 1 swift action Target: You Duration: 20 rounds
Development
52 Days; 52,000 gp; 2080 XP Seeds: [Augment] Factors: Swift action (+8), no components (+4), insight bonus (+8), increased ability bonus (+8) Mitigating Factors: Personal range (-4), reduced duration (-6), 8 points backlash (-4)
As a swift action, you untap your higher gnostic functions, gaining a +10 insight bonus to your Charisma score for 20 rounds. The sudden expansion of your consciousness is physically traumatic, and you suffer 8 points of backlash damage.
Last edited by Sepulchrave II; 25th November 2006 at 07:25 PM..
Much more streamlined. And the only place USB is used is in the development line, anyway.
BTW, did we ever determine what the mechanical effect of backlash *is*? I seem to recall that straight Con damage seemed unsatisfactory for some reason. Maybe we were wondering what undead sorcerers would use in its place.
Anyway, if we haven't really decided yet, maybe a thread should be started. I'll throw a suggestion into the ring: every two points of backlash reduces the maximum hit points of the spellcaster by 1 hp per hit die. Recoverable by rest. Characters could thus use backlash spells in emergencies, since if they are in the single digits they don't have a lot to lose.
And rather than heal spells neutralizing the cost of backlash, backlash would neutralize the effects of heal.
A little free interpretation. Descriptive [slay] seed adds the [Death] descriptor. Changed Save to Fort. negates.
Wither
Necromancy [Death]
Spellcraft: 30 ranks Components: V,S Casting Time: 1 standard action Range: Touch Target: One living creature Duration: Permanent (D) Saving Throw: Fortitude negates Spell Resistance: Yes
Development
46 Days; 46,000 gp; 1840 XP Seeds: [Afflict]; [Time](D) (+6), [Slay](D) (+6) Factors: Increase penalty by 10 (+10) Mitigating Factors: Touch range (-8), restricted to living creatures (-4), specific curse (-4)
Description
You touch the target. If the wither succeeds, the target is advanced to the beginning of the Venerable age category, suffering the appropriate penalties (a -6 to Str, Dex and Con scores), without gaining the attendant benefits to mental abilities.
A target who is subject to the wither spell will die when his or her maximum age is reached; such a character is treated as having died of old age and cannot be restored to life until the conditions of the wither are somehow removed.
Spells developed using the [afflict] seed are pernicious: If a spell so developed is successfully dispelled or dismissed, it is instead only suppressed for 1d4 rounds. Even suppressing a pernicious spell is difficult, and requires a miracle, wish or an epic spell developed using the [dispel] seed. A dead magic zone will also suppress it, but not an antimagic field.
Last edited by Sepulchrave II; 25th November 2006 at 09:20 PM..
It doesn't make a whole lot of difference, but I think the no-cost buyback factors shouldn't count towards the USP. A lot of the spells were given unrealistically long ranges and durations with the intent of using them as a reserve for factors. And also to delineate the extremes of range and duration.
E.g. if a spell would be quite useful at 20 rounds but would still be balanced at 200 minutes, but maybe a little problematic at 20 hours, it is given a duration of 200 minutes. People get back the 4 SP of factors to spend on other things. But the spell should be developed at a cost that supposes that it was originally at 20 rounds.
Power components, backlash, ritual, extended casting time etc. would count towards USP. But not range and duration.
Hellball, Jacob-style. This assumes no springboard feat - Jake needs to be 46th-level to access it. I've tried to retain the parameters of the original ELH spell, where possible.
Spellcraft: 49 ranks Components: V, S Casting Time: 1 standard action Range: 300 ft. Area: 40-ft. radius spread Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes
Development
67 days; 67,000 gp; 2680 XP Seeds: [Blast] Factors: Increased area (+3), admixed x3 (+36), [sonic] effect (+4) Mitigating Factors: 10 points backlash (-10), reduced range (-2), burn 500 XP (-2), restricted shape (-4)
A hellball deals 30d6 points of acid damage, 30d6 points of fire damage, 30d6 points of electricity damage, and 30d6 points of sonic damage to all creatures within the area. Unattended objects also take this damage. The character suffers 10 points of backlash upon casting, in addition to burning 500 XP.
The character points his or her finger and determines the range (distance and height) at which the hellball is to detonate. A sun-bright, fist-sized globe of energy streaks forth and, unless it impacts a material body or solid barrier prior to attaining the indicated range, expands into its full area.
*
I don't know how hellball could effectively have its SP reduced through a feat - a dedicated 'admixture' feat (maybe with Archmage's Mastery of Elements ability as a prereq) is possible, I guess, but it seems rather contrived.
Given that the original hellball only does 40d6 damage, has a Spellcraft DC of 90 and costs 12 times as much, I think we're doing OK.
Last edited by Sepulchrave II; 26th November 2006 at 03:04 AM..
BTW, did we ever determine what the mechanical effect of backlash *is*? I seem to recall that straight Con damage seemed unsatisfactory for some reason. Maybe we were wondering what undead sorcerers would use in its place.
I'm more-or-less happy with straight Con damage - it's simple, and it directly reflects a hit to vitality. It impacts Fortitude saves and Concentration checks, as well. Truth be told, I think I'd like it even more if backlash extended to Strength and Dexterity as well - all 3 physical stats to be debilitated. But I suspect this might be a little too much. I don't like the idea of the caster 'apportioning' the backlash to a specific score, though. It's too convenient, and backlash should be anything but.
I hadn't really considered undead casters. Maybe they (and other creatures with no Con score) should treat Backlash as a positive energy effect which does 1d6 damage per point: undead have lousy hit points, anyway. Maybe they can choose a mental stat to apply it to. Maybe they can't use it at all; they don't have a 'lifeforce' to draw upon.
Or maybe they can apply it freely (to the limit of their caster level) - it would make epic vampire-sorcerers, liches and demiliches very interesting. They'd effectively have up to 30 points of free factors to add to every spell at 30th level - specifically to things that [blast] and [destroy], where backlash is preferred. Very destructive, in combination with certain feats. I can't say that I'm entirely averse to this idea.
Last edited by Sepulchrave II; 26th November 2006 at 02:57 AM..
Baseline spell without Arcane Accoutrements feat. A little weak, I feel.
Call to Arms
Transmutation
Spellcraft: 38 ranks Components: V, S, P Casting Time: 10 minutes Range: 75 ft. Targets: Allies within 75 ft. Duration: 20 hours Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)
Development
50 days; 50,000 gp; 2000 XP Seeds: [Augment] Factors: Mass effect at close range (+20), 6 extra free factors (+6) Mitigating Factors: Increased casting time (-6), power components (-6)
You words lend great strength and focus to those nearby. All friendly creatures within 75 ft. of you when you cast call to arms enjoy the following benefits while it is in effect:
A +6 enhancement bonus to Strength, Dexterity and Constitution
A +4 morale bonus to attack rolls
A +5 resistance bonus to Saving Throws
A +5 enhancement bonus to natural armor
Spell Resistance 24
Power Component: A clarion of exquisitely wrought gold. It sounds once, and vanishes as you complete the spell. Value 36,000 gp.
And it is hard to use routinely while on campaign; that's its main weakness, I think. It would be nice to cast it as a standard action and without an expensive material component.
It could be that there is simply too much in there. If you want to harden your troops against low-level enemy wizards (5d6 fireballs and such) then SR 24 is good. If you want to use your own low level wizards, then fire resistance 30 is a steal; combine them both and you have an army that ignores low level spellcasters and is an indiscriminate user of fireballs when attacking tougher forces. That's USP 36, which is much more reasonable.
But if the schtick of your army is that they can easily assault fortresses and walled cities, even under cover of darkness, give everyone spider climbing and darkvision. That's available at USP 24.
If you want to face conventional troops then natural armor and enhanced strength, together with temporary hit points would be the way to go. Depending on how the armor they are wearing you wouldn't want to give them too much Dexterity. And if they are 1st or 2nd level warriors, a boost in Con won't help their hit points much. A few points of cheap DR would be a better investment; if successful attacks do 1d6 or 1d8 damage, then DR 5 will make the temporary hit points go a long way.
You'd have to make a decision about whether you want your troops to efficiently slaughter other forces (in which case you boost the attack bonuses and strength and such) or withstand slaughter (in which case you boost natural armor and DR and hit points).
But designing a single spell that augments a force so they are capable of all these things - well, that's going to be darn expensive. And I think it should be. Each battle wizard should have a unique approach to battle; or perhaps a handful of approaches to meet different situations.
More experimentation. The synergy of Arcane Accoutrement and Seed Spasm.
Let me know if I've screwed up the range/area increases - I've priced each individually (7 x extended = +14; 7 x widened = +21). Each magnification represents a x2 multiplier in range and area - if I've read Magnipotent and Arcane Accoutement right. Development costs don't include the free factors from Seed Spasm, but they do from Arcane Accoutrement. It's getting complicated.
Maybe this spell could turn the tide of a battle; I dunno. I rate the chances of a Magnipotent sonic [blast] higher. The scale of this one is impressive, though. I've rounded 9600 feet up to 2 miles.
Slay Them All
Transmutation
Spellcraft: 29 ranks Components: V Casting Time: 1 swift action Range: 2 miles Targets: Allies within 2 miles Duration: 1 round Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)
Development
67 days; 67,000 gp; 2680 XP Seeds: [Augment] Factors: Mass effect at close range (+20), 7 x magnified (+35), swift action (+8), no somatic component (+2), extra factors (+8) Mitigating Factors: Reduced duration (-8), free factors (-60) Feats: Arcane Accoutrement, Seed Spasm
Description
You scream, inciting your troops to a momentary invulnerable frenzy. Allies within two miles gain a +6 enhancement bonus to their Strength, a +4 morale bonus to attack, and DR 15/- for one round.
You evoke a massive detonation of primordial fire with a radius of 360 ft. Creatures and unattended objects caught within the blast take 60d6 points of fire damage: primordial fire ignores all natural or magical resistances and immunities to fire; creatures normally vulnerable to fire effects remain so.
Development:
79 Days; 79,000 gp; 3160 XP Seeds: [Blast] Factors: Increased range (+6), increased area (+27), Primordial (+10), Empowered (+12) Mitigating Factors: Restricted shape (-4), free factors (-30) Feats: Mangipotent.
Last edited by Sepulchrave II; 26th November 2006 at 10:49 PM..
And when I designed Magnipotent and Arcane Accoutrement, I thought that the change of base parameters happened just before and just after the feat worked. While you are applying the feat you still follow the DDT (double double is a triple) rule. Not the DDQ rule (double double is a quadruple).
For example, suppose you apply those factors first when casting a magnipotent fireball. You might widen it nine times (+27 SP) and enlarge the range three times (+6 SP) to get a 200-ft. radius fireball at extreme (4800 ft.) range. That radius and range would be the new basis for further factors. If you added another widen to it (+3 SP) you'd get a 400-ft. radius fireball. Another widen would make it 600-ft. radius, and so on. DDT, not DDQ.
Or suppose you add two widens to the original fireball to make it 60-ft. radius. Then apply 9 widenings to it using magnipotent; the final radius would still be 600-ft.
Which is pretty big, but if magnipotent worked by changing the base parameter each time widen was added, you could octuple the range with 3 enlargements (to 9600 ft) and then increase the radius 512-fold with the other 27 SP in free factors (9 doublings) That would be a 10,000 ft. spread. I suppose you'd make yourself ground zero and blast everything within a two mile radius of yourself.
That is considerably more than I was thinking it would do. Do you think it should do this? If so, then you've certainly gotten over your fear of exponential factors!
With this spell you'd want to make it an emanation; people won't benefit from the stickiness if it only lasts 1 round. You don't want to affect enemies, so you need to include a +10 multiplicity factor. Otherwise you make secondary range and primary range the same (+10 long would do).
So 30 SP to affect all allies within long range (1200 ft.) Arcane Accoutrement could pay for that. 7 magnifies (+35) would make it 9600 ft.. That's all your Seed Spasm and then some; 5 SP have to be paid for out of regular factors. DR would make a spell ineligible for Arcane Accoutrement (AA only gives non-epic benefits, and DR isn't on the list), so you couldn't provide that. Strength (+3) and bonus to attacks (+4) is OK. You could give 30 HP (+3) and +5 natural armor (+5) each in lieu of DR. And +30 speed (+3) to enable them to charge farther than could be expected (and maybe draw AoOs- but that is what the hp would be for!). +30 to tumble checks (+3). Reduced duration cancels swift action, and no somatic is +2. That's 28 SP (counting the bit of magnification that Seed Spasm didn't pay for). But only within 1/4 of a mile, not a whole mile.
[edit] You posted Primordial Firestorm when I was composing this post- I think Magnipotent has to obey DDT when its factors are being spent. That would make it a 180-ft radius fireball. Not insignificant, but nothing like 1 mile. And the range is "only" 6000-ft.
Last edited by Cheiromancer; 26th November 2006 at 10:31 PM..
You evoke a massive detonation of primordial fire with a radius of 360 ft. Creatures and unattended objects caught within the blast take 60d6 points of fire damage: primordial fire ignores all natural or magical immunities to fire; creatures normally vulnerable to fire effects retain their vulnerabilities.
Development:
79 Days; 79,000 gp; 3160 XP Seeds: [Blast] Factors: Increased range (+6), increased area (+27), Primordial (+10), Empowered (+12) Mitigating Factors: Restricted shape (-4), free factors (-30) Feats: Mangipotent.
How are you pricing the 360 ft. radius?
Oh, I think I see. +6 for increased range, +24 for increased area (8 widens to make it x9, or 180 ft) then another widen for +3 (and 360 ft.). I see now.
Last edited by Cheiromancer; 26th November 2006 at 10:56 PM..
Cheiro, can you write a couple of emanation or mass-effect type spells; I'm not really getting how your factors work. I think seeing them in context might help.
A spell using [polymorph] which imbued your troops with the pseudonatural template would be cool. UK places the template on a sliding scale which starts at CR +12 or so.
Last edited by Sepulchrave II; 26th November 2006 at 11:23 PM..
I really have two sets of factors; one that I'm dubious about, within the spoiler block of post 1 of this thread, and the other being the ones given within the main body of the post:
Factor: Mass Effect: The spell affects up to 20 targets, none of which can be more than 30-ft. apart. Effects with durations persist on leaving the area. Minimum range is close. Cost: 14 SP
Factor: Personal Emanation: Affects all targets as long as they remain within 20-ft. of the origin of the emanation. A creature loses the effect if it leaves the area, and can't regain it by coming back. The cost depends on the range of the base spell:
personal: 8 SP
touch: 6 SP
close+: 4 SP
Factor: Area Effect: A ray or targeted spell with an instantaneous duration affects all creatures in a 20-ft. radius burst. Minimum range is close. Cost: 6 SP
Factor: Unlimited Targets: An effect which allows up to 20 targets now allows an unlimited number of targets. Cost: 4 SP
A typical 1 person buff might be as follows:
Yivgeny’s Rebirth
Transmutation (Polymorph)
Spellcraft: 24 Components: V, S Casting Time: 1 standard action Range: 75 ft. Target: One willing, corporeal creature Duration: 600 minutes Saving Throw: None Spell Resistance: None
One of Vorisa’s greatest triumphs was also her greatest tragedy; the pseudonatural apotheosis of a soldier named Yivgeny. Yivgeny’s death shortly thereafter led, by the inevitable logic of Vorisa’s madness, to the development of this peculiar spell. The target is transformed into a duplicate of a particular 4th level fighter (Yivgeny) in his post apotheosis state.
(Stats of a pseudonatural 4th level fighter follow. Pds 20)
Development
32 days, 32,000 gp, 1280 xp Seeds: [Polymorph] Factors: 2 x extended (+4) Mitigating Factors: Reduced range (-4)
****
That's the single target version. Supposing that I amend Arcane Accoutrement to allow a CR 20 form to be assumed via [polymorph], then the following would be possible:
****
Yivgeny’s Cohort Spellcraft: 27 Components: V, S Casting Time: 10 minutes Range: 75 ft. Target: Any number of willing, corporeal creatures within 75 ft. Duration: 3 days Saving Throw: None Spell Resistance: None
Vorisa’s grief never abated. She did, however, find some comfort in being surrounded by identical duplicates of Yivgeny. Her daily orations on Yivgeny’s merits have been known to last for hours; strictly speaking, however, only 10 minutes is required to maintain his memory, and that only once every three days.
(All targets assume the stats of the 4th level fighter mentioned in Yivgeny’s rebirth)
Development
64 days, 64,000 gp, 2560 xp Seeds: [Polymorph] Feat: Arcane Accoutrement (1 x widen (+3), 6 x extend (+12), mass effect (+14)) Factors: Unlimited targets (+4), 1 x widen (+3), 2 x extend (+4) Mitigating factors: Reduced range (-4), Increased casting time (-3)*
*Not preferred
***
I'm not sure this is balanced; I think this might be too much of a boost to an army, and that CR 10 forms would be more than sufficient. Perhaps Vorisa took another feat in addition to Arcane Accoutrement, that waives the CR 10 limit.
I think the CR 10 cap should stand; I was curious to see this, though - it seems a logical method to get a lot of bang for your factor. Adding the paragon template would be another.
But a spell which transformed your troops into half-celestials, or eninyes devils, or fire giants - that would still be viable. OMG - fire giants. That's too cool.
Another feat - maybe available in the 40s - could relax the cap.
The CR 10 cap still yields some pretty scary results. Especially if you add Lore of Circe to the mix. Check this out:
edit: no longer relevant, except for historical interest.
Spoiler:
Abyssal Army Spellcraft: 31 Components: V, S Casting Time: 10 minutes Range: 300 ft. Target: Any number of creatures within range Duration: Permanent (D) Saving Throw: None Spell Resistance: None
Rarely used except in horrific retribution upon a superior force, this spell grants each member of your army the form and power of a babau demon. The spell is permanent until you, and only you, dismiss it; typically the words are your announcement of the fulfillment of a particular objective. 20,000 medium-sized troops can squeeze into the area of effect.
Development
75 days, 75,000 gp, 3000 xp Seeds: [Polymorph] Feats: Arcane Accoutrement (4 x widen (+12), mass effect (+14), unlimited targets (+4)), Lore of Circe Factors: 3 x widen (+9), dismissible (+2), pernicious (+10) Mitigating factors: Reduced CR (-5), reduced range (-2), reduced duration (-4), increased casting time (-3)*
*not preferred
edit: babau demons have a Pd of 10. Fire giants are 11, unfortunately, unless we amend the formula (4 + 0.6 x KR).
edit2: I forgot that Lore of Circe requires a 20 SP payment to get its effects! Maybe I should spell it out more clearly in the feat- it sounds like you get permanency for free, and that isn't right. The above spell is 20 SP more expensive than listed.
edit3: Arcane Accoutrement no longer applies to this spell, I should rework the spell entirely. Also the Reduced CR factor is wrong on a number of accounts: if the WotC CR of a Babau is 6, then the reduced CR factor is -14. I don't know where -5 came from; I suppose that I thought a babau was CR 10 (worth a -10 reduction) and then thought I had to halve it. But that's wrong- +1 CR = 2 SP, so it was already halved when it was at -10.
I think the idea of the spell can be salvaged- I'll work on it later today.
Last edited by Cheiromancer; 27th November 2006 at 04:49 PM..