Sepulchrave II
Legend
'Touch' may be the way to go with a base range. Or 'Touch or Personal' - if there was no differentiation in terms of the DC between them.
I like the idea of using benchmark spells, because these are also, in many cases, the 'iconic' spells of D&D as well - I think that maintaining flavour would be very easy. A quick look in the ELH at seeds, and some suggested spells as the original root spell:
Afflict - bane (1)
Animate - animate objects (6)
Animate Dead - animate dead (4)
Armor - mage armor (1)
Banish - dismissal (5)
Compel - lesser geas or charm monster (4)
Conceal - invisibility (2)
Conjure - minor creation (4)
Contact - telepathic bond (5)
Delude - silent image (1)
Destroy - disintegrate (6)
Dispel - dispel magic (3)
Energy - fireball or lightning bolt (3)
Foresee - augury (1, but the root spell has a 1 minute casting time)
Fortify - bull's strength (2)
Heal - heal (6)
Life - resurrection (7)
Reflect - spell turning (7)
Reveal - clairvoyance (3)
Slay - finger of death (7)
Summon - summon monster I (1)
Transform - polymorph (4)
Transport - greater teleport (7)
Ward - endure elements (1)
I think a lot can be done with these seeds - in terms of expanding their versatility and application: this job was really half-finished by the development team at WotC. And some were stretched too far (time stop from transport), anyone?
But new seeds are definitely in order as well - for flavour as much as for completeness. Distinction between charm and compel would be nice; between call and summon; a weather seed; a stupefy seed (sleep, symbol of sleep); a wrack seed (symbol of pain); a repel seed (repel metal or stone, antipathy); a genesis seed; a specific enervate seed; a specific time seed (time stop, temporal stasis). In fact, nearly every spell in the PHB should be capable of being replicated through a combination of seeds and factors. And it should be both logical and intuitive.
I think we need to look at each spell and ask 'can I create that, combining x, y, z etc.)
If the answer is 'no,' then we need to find out what the missing component is, and see if any other spells share that missing component. In many cases, I think that existing seeds can assume this burden - it does mean rewriting most (probably all) of them. In others, new seeds will need to be contrived.
E.g. fortify (as written) has no provision for increasing a skill score. This is easily remediable, and in fact if the scope of existing seeds was expanded, the number of ad hoc adjudications on DC would decrease accordingly.
I like the idea of using benchmark spells, because these are also, in many cases, the 'iconic' spells of D&D as well - I think that maintaining flavour would be very easy. A quick look in the ELH at seeds, and some suggested spells as the original root spell:
Afflict - bane (1)
Animate - animate objects (6)
Animate Dead - animate dead (4)
Armor - mage armor (1)
Banish - dismissal (5)
Compel - lesser geas or charm monster (4)
Conceal - invisibility (2)
Conjure - minor creation (4)
Contact - telepathic bond (5)
Delude - silent image (1)
Destroy - disintegrate (6)
Dispel - dispel magic (3)
Energy - fireball or lightning bolt (3)
Foresee - augury (1, but the root spell has a 1 minute casting time)
Fortify - bull's strength (2)
Heal - heal (6)
Life - resurrection (7)
Reflect - spell turning (7)
Reveal - clairvoyance (3)
Slay - finger of death (7)
Summon - summon monster I (1)
Transform - polymorph (4)
Transport - greater teleport (7)
Ward - endure elements (1)
I think a lot can be done with these seeds - in terms of expanding their versatility and application: this job was really half-finished by the development team at WotC. And some were stretched too far (time stop from transport), anyone?
But new seeds are definitely in order as well - for flavour as much as for completeness. Distinction between charm and compel would be nice; between call and summon; a weather seed; a stupefy seed (sleep, symbol of sleep); a wrack seed (symbol of pain); a repel seed (repel metal or stone, antipathy); a genesis seed; a specific enervate seed; a specific time seed (time stop, temporal stasis). In fact, nearly every spell in the PHB should be capable of being replicated through a combination of seeds and factors. And it should be both logical and intuitive.
I think we need to look at each spell and ask 'can I create that, combining x, y, z etc.)
If the answer is 'no,' then we need to find out what the missing component is, and see if any other spells share that missing component. In many cases, I think that existing seeds can assume this burden - it does mean rewriting most (probably all) of them. In others, new seeds will need to be contrived.
E.g. fortify (as written) has no provision for increasing a skill score. This is easily remediable, and in fact if the scope of existing seeds was expanded, the number of ad hoc adjudications on DC would decrease accordingly.