Cheiromancer
Adventurer
Sepulchrave II said:Mostin's rite was designed as a means to interpret the web of motes - not to exercise huge magical power. It simply happened that, mechanically, it also makes his spells almost irresistible.
If its purpose were simply to aid interpretation of the web of motes, then it is poorly designed. There is ample precedent that enhancement, luck, insight and circumstance bonuses can be added to skill checks. Crunching the numbers, why would you choose to add +61 to your checks when you could add +123?
But if part of the intent is to introduce the principle that luck, insight and circumstance bonuses can be applied to ability scores... well, obviously that was a success. If part of the intent was to ensure that there was a back-up means to make the wizards nigh irresistable- well that was a success too.
In short, I don't think those spells were poorly designed. But perhaps I am overly cynical and suspicious this morning!
[edit]I've been re-reading this part of the thread- after devising a similar set of spells for Graz'zt- and I realize I was being unfair in my comments. The fortify seed does not allow bonuses to skills. So boosting intelligence is really the only way Mostin could come to interpret the web of motes, and he really can do that only by allowing different types of bonus. Sepulchrave's comments on game balance and player trust have sunk in a little more deeply since I wrote the text above. I still want to re-write the fortify seed, but I am a little humbler about knowing what the best form of it would be.[/edit]
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