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<blockquote data-quote="Cheiromancer" data-source="post: 3188813" data-attributes="member: 141"><p>Following up on the above, I would like to add the following.</p><p></p><p><em><strong>Non-epic Bonuses</strong></em></p><ul> <li data-xf-list-type="ul">...</li> <li data-xf-list-type="ul">Enlarge person (as the spell) costs 1 SP.</li> <li data-xf-list-type="ul">Reduce person (as the spell) costs 1 SP.</li> <li data-xf-list-type="ul">Each +10-ft. enhancement bonus to a creature's base movement rate costs 1 SP. The bonus is doubled for flying speeds, and halved for other movement rates. No more than 3 SP can be spent in this way.</li> <li data-xf-list-type="ul">Darkvision (as the spell) costs 2 SP.</li> <li data-xf-list-type="ul">Spider climb (as the spell) costs 2 SP.</li> <li data-xf-list-type="ul">Water breathing (as the spell) costs 3 SP.</li> <li data-xf-list-type="ul">Each +10 temporary hit points costs 1 SP. No more than 3 SP can be spent in this way.</li> </ul><p></p><p><em><strong>Epic Bonuses</strong></em></p><ul> <li data-xf-list-type="ul">...</li> <li data-xf-list-type="ul">Each +10-ft. enhancement bonus to a creature's base movement rate costs 1 SP. The bonus is doubled for flying speeds, and halved for other movement rates. Any number of SP can be spent in this way.</li> <li data-xf-list-type="ul">Each +10 temporary hit points costs 1 SP. Any number of SP can be spent in this way.</li> <li data-xf-list-type="ul">Overland flight (as the spell) costs 4 SP</li> <li data-xf-list-type="ul">Freedom of movement (as the spell) costs 6 SP</li> <li data-xf-list-type="ul">Death ward (as the spell) costs 6 SP</li> <li data-xf-list-type="ul">Mind blank (as the spell) costs 10 SP</li> </ul><p></p><p>The last three really belong to [ward]; one of these days we'll have to split this seed in two. I included them because they are so valuable I didn't want to forget them; I bumped their price a bit (from 1 SP/level) because I thought they were quite valuable. </p><p></p><p>The temporary hit points are really borrowed from <em>aid</em> and <em>mass aid</em>, and so are technically enchantments. Temporary hit points are kinda homeless, though. Having them in the same seed as provides <em>bear's endurance</em> seems to make sense.</p><p></p><p>I'm thinking of providing a feat that benefits those who use lesser augmentations on large numbers of creatures; an army buffing spell. That's why the movement rate bonuses and the temporary hit point bonuses are split in such an arbitrary way.</p><p></p><p>I'll have to give some thought about how to organize these functions. Maybe the spell-emulators can be together, alphabetically, and the numeric bonuses also can be together? Or should they be grouped according to cost?</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 3188813, member: 141"] Following up on the above, I would like to add the following. [i][b]Non-epic Bonuses[/b][/i] [list][*]... [*]Enlarge person (as the spell) costs 1 SP. [*]Reduce person (as the spell) costs 1 SP. [*]Each +10-ft. enhancement bonus to a creature's base movement rate costs 1 SP. The bonus is doubled for flying speeds, and halved for other movement rates. No more than 3 SP can be spent in this way. [*]Darkvision (as the spell) costs 2 SP. [*]Spider climb (as the spell) costs 2 SP. [*]Water breathing (as the spell) costs 3 SP. [*]Each +10 temporary hit points costs 1 SP. No more than 3 SP can be spent in this way.[/list] [i][b]Epic Bonuses[/b][/i] [list][*]... [*]Each +10-ft. enhancement bonus to a creature's base movement rate costs 1 SP. The bonus is doubled for flying speeds, and halved for other movement rates. Any number of SP can be spent in this way. [*]Each +10 temporary hit points costs 1 SP. Any number of SP can be spent in this way. [*]Overland flight (as the spell) costs 4 SP [*]Freedom of movement (as the spell) costs 6 SP [*]Death ward (as the spell) costs 6 SP [*]Mind blank (as the spell) costs 10 SP[/list] The last three really belong to [ward]; one of these days we'll have to split this seed in two. I included them because they are so valuable I didn't want to forget them; I bumped their price a bit (from 1 SP/level) because I thought they were quite valuable. The temporary hit points are really borrowed from [i]aid[/i] and [i]mass aid[/i], and so are technically enchantments. Temporary hit points are kinda homeless, though. Having them in the same seed as provides [i]bear's endurance[/i] seems to make sense. I'm thinking of providing a feat that benefits those who use lesser augmentations on large numbers of creatures; an army buffing spell. That's why the movement rate bonuses and the temporary hit point bonuses are split in such an arbitrary way. I'll have to give some thought about how to organize these functions. Maybe the spell-emulators can be together, alphabetically, and the numeric bonuses also can be together? Or should they be grouped according to cost? [/QUOTE]
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