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Eadric et. al. (The Paladin and his Friends).
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<blockquote data-quote="Sepulchrave II" data-source="post: 308961" data-attributes="member: 4303"><p>Good point, and, actually the kind of "whoomph" I was expecting from a DC69 spell.</p><p></p><p>So much of the epic spell system is intuitive - not a bad thing, necessarily, and it kind of encourages the DM to be conscious of possible abuses and/or failures to exploit the system to <em>a reasonable degree</em>. But I feel that it might put <em>too much</em> responsibility on the DM - and its not often that I say that. The possibilities for game-breaking spells are actually just as staggering as poorly developed ones.</p><p></p><p>E.g., another one, proposed by Dan.</p><p></p><p><strong>Aeon of Dolor</strong></p><p></p><p>Conjuration (Summoning) [Chaotic, Evil]</p><p>Spellcraft DC: 70</p><p>Components: V, S</p><p>Casting Time: 1 day 11 minutes</p><p>Range: 75 ft.</p><p>Effect: One summoned Balor</p><p>Duration: Permanent (D)</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>To Develop: 630,000 gp; 13 days; 25,200 XP. Seed: summon (DC14). Factors: summon CR18 creature (+32 DC), permanent duration (x5). Mitigating factors: increase casting time by 10 minutes (-20 DC), increase casting time by 1 day (-2 DC), Burn 1000 XP (-10 DC).</p><p></p><p></p><p>I'm generally OK with this: it feels about right for a DC 70 spell. But what kind of criterion is that?</p><p></p><p>If he'd milked the system: say, extended the casting time to 10 days instead of burning 1000XP, the adjusted Spellcraft DC of the spell would be 20. Of course, it would be just as easy to reduce it to 0.</p><p></p><p>By the rules, DC 0 = no cost, no time, no XP to develop.</p><p></p><p></p><p>But at what point is this unreasonable? DC 20? 30? 50? Is a DC of 70 too high or too low? Who knows?</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 308961, member: 4303"] Good point, and, actually the kind of "whoomph" I was expecting from a DC69 spell. So much of the epic spell system is intuitive - not a bad thing, necessarily, and it kind of encourages the DM to be conscious of possible abuses and/or failures to exploit the system to [I]a reasonable degree[/I]. But I feel that it might put [I]too much[/I] responsibility on the DM - and its not often that I say that. The possibilities for game-breaking spells are actually just as staggering as poorly developed ones. E.g., another one, proposed by Dan. [B]Aeon of Dolor[/B] Conjuration (Summoning) [Chaotic, Evil] Spellcraft DC: 70 Components: V, S Casting Time: 1 day 11 minutes Range: 75 ft. Effect: One summoned Balor Duration: Permanent (D) Saving Throw: None Spell Resistance: No To Develop: 630,000 gp; 13 days; 25,200 XP. Seed: summon (DC14). Factors: summon CR18 creature (+32 DC), permanent duration (x5). Mitigating factors: increase casting time by 10 minutes (-20 DC), increase casting time by 1 day (-2 DC), Burn 1000 XP (-10 DC). I'm generally OK with this: it feels about right for a DC 70 spell. But what kind of criterion is that? If he'd milked the system: say, extended the casting time to 10 days instead of burning 1000XP, the adjusted Spellcraft DC of the spell would be 20. Of course, it would be just as easy to reduce it to 0. By the rules, DC 0 = no cost, no time, no XP to develop. But at what point is this unreasonable? DC 20? 30? 50? Is a DC of 70 too high or too low? Who knows? [/QUOTE]
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