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<blockquote data-quote="Sepulchrave II" data-source="post: 3181567" data-attributes="member: 4303"><p>I agree. I also like its official informality.</p><p></p><p></p><p> <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /> </p><p></p><p></p><p></p><p>I'm not keen on this buyback mechanism, it's kind of clunky: essentially, all you're doing is providing a reservoir of factors that can be freed up to do something else - you may as well just come straight out and say [Blast] has <em>X</em> free factors, which you can assign during spell development. Which I don't want to do either, BTW. [Blast] is such a damn pain in the arse. </p><p></p><p></p><p><strong>Yet Another Blast</strong></p><p>30d6, and make empower cheaper (+6 SP): it means that it will increase its base damage by 15d6 every 6 levels; Matt can garner 4 x AMCs (= 2 x empowers for his <em>dbf</em>) over the same range: Matt gains more flexibility, and creeps ahead of the game. A x2 feat is still viable - at 50th level Matt can 10 x empower his <em>dbf</em> for 120d6; if Jake has a x2 feat, his [blast] will do 180d6. If +12SP = double empower, then the secondary seed / admixture conundrum is also solved. <em>I'd drop the +1d6/SP factor altogether</em>.</p><p></p><p>My Kernelese is different to yours (see post 392 in the big thread), but this [blast] is still a medium weight: 20 (kernel) + 24 (4 x empower) +7 (heighten) +4 (flexible area). I've also included more area options.</p><p></p><p>I've called out admixtures specifically, and included a primordial option - kind of a corollary of the missing aligned option. See what you think :\ .</p><p></p><p></p><p><strong>[Blast] </strong></p><p>Evocation [Acid, Cold, Electricity or Fire]</p><p></p><p><strong>Root Spell:</strong> <em>Delayed blast fireball, lightning bolt</em></p><p><strong>Preferred Mitigation:</strong> Backlash </p><p><strong>Components:</strong> V, S </p><p><strong>Casting Time:</strong> 1 standard action </p><p><strong>Range:</strong> 1200 ft. </p><p><strong>Area or Effect:</strong> See text</p><p><strong>Duration:</strong> Instantaneous </p><p><strong>Saving Throw:</strong> Reflex half</p><p><strong>Spell Resistance:</strong> Yes </p><p></p><p>This seed uses whichever one of four basic energy types you choose: acid, cold, electricity, or fire. You may cast the energy forth as a 120-ft. line, a 60-ft. cone, a cylinder 10-ft. wide and 40-ft. high, an area of four 20-ft. cubes, or as a spread with a radius of 20-ft. The energy type is set during spell development; you may choose the blast shape at the moment of casting.</p><p></p><p><strong>Mitigating Factor:</strong> If you choose to set the area shape during spell development, reduce the Spellcraft Prerequisite by -4.</p><p></p><p>A spell developed using the [blast] seed releases energy which deals 30d6 points of damage of the appropriate type, and all in the spell’s Area must make a Reflex save for half damage. If a line or cone is chosen, it begins at your fingertips; a spread begins as a pellet of energy which detonates at a distance you determine, unless it strikes some intervening body or barrier, in the same manner as a <em>fireball</em>. </p><p></p><p><strong>Factors:</strong> You may choose to develop a spell which discharges another type of damaging energy. The options and the associated costs are as follows:</p><p></p><p>• <em>Sonic energy</em> (+4 SP). The spell receives the [sonic] descriptor. Sonic damage ignores an object's hardness.</p><p>• <em>Slashing, piercing or bludgeoning</em> (+6 SP). This damage bypasses Damage Reduction. To have the spell damage interact with Damage Reduction as a magical weapon of the appropriate type, reduce the SP modifier to +4. If the damage will be treated as a non-magical weapon of the appropriate type, reduce the SP modifier to +2.</p><p>• <em>Force damage</em> (+6 SP). The spell receives the [force] descriptor. Force damage affects incorporeal and ethereal creatures, but not objects; to include objects, increase the Spellcraft Prerequisite by an additional +1.</p><p>• <em>Typeless</em> (+8). The spell loses the energy descriptor. The damage is of no particular type, and is not subject to resistance or energy immunity.</p><p>• <em>Primordial</em> (+10). The spell retains its energy descriptor, but ignores all resistances and immunities to that energy, even those possessed by a creature with an elemental subtype. Creatures who normally possess special vulnerability to the energy type remain vulnerable.</p><p>• <em>Admixed</em> (+12). The spell deals an additional amount of damage of a different energy type equal to the base damage of the seed (30d6). The spell gains an additional energy descriptor. This factor stacks: each time you apply it, the spell does an additional 30d6 points of damage of another energy type, and gains an additional energy descriptor.</p><p></p><p><strong>Factor:</strong> Delay (special). To delay the effect of the spell, increase the Spellcraft Prerequisite by +1 for every 2 rounds (or fraction thereof) that the spell can be delayed. See <em>delayed blast fireball</em> for details.</p><p></p><p><strong>Factor:</strong> To empower the base damage by 50%, increase the Spellcraft Prerequisite by +6. This factor stacks. If the spell is an admixtured spell, each energy type must be empowered separately.</p><p></p><p><strong>Conditions</strong></p><p>A ray which includes [blast] as its base seed changes its Saving Throw entry to Fortitude: Half.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 3181567, member: 4303"] I agree. I also like its official informality. :uhoh: I'm not keen on this buyback mechanism, it's kind of clunky: essentially, all you're doing is providing a reservoir of factors that can be freed up to do something else - you may as well just come straight out and say [Blast] has [I]X[/I] free factors, which you can assign during spell development. Which I don't want to do either, BTW. [Blast] is such a damn pain in the arse. [B]Yet Another Blast[/B] 30d6, and make empower cheaper (+6 SP): it means that it will increase its base damage by 15d6 every 6 levels; Matt can garner 4 x AMCs (= 2 x empowers for his [I]dbf[/I]) over the same range: Matt gains more flexibility, and creeps ahead of the game. A x2 feat is still viable - at 50th level Matt can 10 x empower his [I]dbf[/I] for 120d6; if Jake has a x2 feat, his [blast] will do 180d6. If +12SP = double empower, then the secondary seed / admixture conundrum is also solved. [I]I'd drop the +1d6/SP factor altogether[/I]. My Kernelese is different to yours (see post 392 in the big thread), but this [blast] is still a medium weight: 20 (kernel) + 24 (4 x empower) +7 (heighten) +4 (flexible area). I've also included more area options. I've called out admixtures specifically, and included a primordial option - kind of a corollary of the missing aligned option. See what you think :\ . [B][Blast] [/B] Evocation [Acid, Cold, Electricity or Fire] [B]Root Spell:[/B] [I]Delayed blast fireball, lightning bolt[/I] [B]Preferred Mitigation:[/B] Backlash [B]Components:[/B] V, S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] 1200 ft. [B]Area or Effect:[/B] See text [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] Reflex half [B]Spell Resistance:[/B] Yes This seed uses whichever one of four basic energy types you choose: acid, cold, electricity, or fire. You may cast the energy forth as a 120-ft. line, a 60-ft. cone, a cylinder 10-ft. wide and 40-ft. high, an area of four 20-ft. cubes, or as a spread with a radius of 20-ft. The energy type is set during spell development; you may choose the blast shape at the moment of casting. [B]Mitigating Factor:[/B] If you choose to set the area shape during spell development, reduce the Spellcraft Prerequisite by -4. A spell developed using the [blast] seed releases energy which deals 30d6 points of damage of the appropriate type, and all in the spell’s Area must make a Reflex save for half damage. If a line or cone is chosen, it begins at your fingertips; a spread begins as a pellet of energy which detonates at a distance you determine, unless it strikes some intervening body or barrier, in the same manner as a [I]fireball[/I]. [B]Factors:[/B] You may choose to develop a spell which discharges another type of damaging energy. The options and the associated costs are as follows: • [I]Sonic energy[/I] (+4 SP). The spell receives the [sonic] descriptor. Sonic damage ignores an object's hardness. • [I]Slashing, piercing or bludgeoning[/I] (+6 SP). This damage bypasses Damage Reduction. To have the spell damage interact with Damage Reduction as a magical weapon of the appropriate type, reduce the SP modifier to +4. If the damage will be treated as a non-magical weapon of the appropriate type, reduce the SP modifier to +2. • [I]Force damage[/I] (+6 SP). The spell receives the [force] descriptor. Force damage affects incorporeal and ethereal creatures, but not objects; to include objects, increase the Spellcraft Prerequisite by an additional +1. • [I]Typeless[/I] (+8). The spell loses the energy descriptor. The damage is of no particular type, and is not subject to resistance or energy immunity. • [I]Primordial[/I] (+10). The spell retains its energy descriptor, but ignores all resistances and immunities to that energy, even those possessed by a creature with an elemental subtype. Creatures who normally possess special vulnerability to the energy type remain vulnerable. • [I]Admixed[/I] (+12). The spell deals an additional amount of damage of a different energy type equal to the base damage of the seed (30d6). The spell gains an additional energy descriptor. This factor stacks: each time you apply it, the spell does an additional 30d6 points of damage of another energy type, and gains an additional energy descriptor. [B]Factor:[/B] Delay (special). To delay the effect of the spell, increase the Spellcraft Prerequisite by +1 for every 2 rounds (or fraction thereof) that the spell can be delayed. See [I]delayed blast fireball[/I] for details. [B]Factor:[/B] To empower the base damage by 50%, increase the Spellcraft Prerequisite by +6. This factor stacks. If the spell is an admixtured spell, each energy type must be empowered separately. [B]Conditions[/B] A ray which includes [blast] as its base seed changes its Saving Throw entry to Fortitude: Half. [/QUOTE]
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