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<blockquote data-quote="Cheiromancer" data-source="post: 3191059" data-attributes="member: 141"><p><strong>[PLAIN][Blast], [?] and [Destroy][/PLAIN]</strong></p><p></p><p>Back to [blast].</p><p></p><p>I was thinking about the no-save rays (like <em>polar ray</em> or <em>scorching ray</em>) and how they are related to this seed. I think that changing the base damage to 20d6 will work well enough to handle the "no save factor". It's really an exponential factor, so I think it should change the base damage rather than be a straight plus of some sort. "No save" would be cost effective if the opposition is saving more than 2/3 of the time.</p><p></p><p>So a no-save area effect (rather like a high level <em>ice storm</em>) would do 20d6 at SP 24. If made into a ray (at -6, as per my suggestion in the <a href="https://www.enworld.org/index.php?threads/181022/" target="_blank">Mass Effect Factors</a> thread) then you could pay for an Empower factor and do 30d6 as an elemental ray. This compares nicely, in both range and damage, to a <em>polar ray</em> (which does 21d6 at 21st level).</p><p></p><p>I would also suggest a base damage reduction to make a spell into a no SR conjuration. This changes the school, so probably should be a different seed. I don't know what it would be called. But a 20d6 no SR area effect seems reasonable. There should be a way to get clouds in there too. </p><p></p><p>Clouds are funny, though; they typically do less damage but for a longer time. <em>Incendiary cloud</em> does 4d6 for 1 round/level, reflex half, and can be moved by concentration. Make it 5d6 and a free action to move and it could plausibly be called an epic spell. Not exactly a heavy hitter, but [blast] is itself a bit of a light-weight. Clouds can be combined with other seeds to apply poison (<em>cloud kill</em>) and probably stuff like disease and negative levels too. </p><p></p><p>I don't know - no SR says "conjuration" to me, but aside from the change in base damage (and the possible addition of clouds as an effect) it seems kind of a modest basis for a seed. Which reminds me...</p><p></p><p>Re: Disintegrate</p><p></p><p>If you don't expect the opposition to make their saves very often, I'd suggest a skew factor at +4 SP. A skew spell does double the base damage on a failed save, but only 5d6 on a successful save. This factor can only be used on an effect that allows a saving throw. </p><p></p><p>Skew is based on <em>disintegrate</em>, of course, and adding it to [blast] would be tantamount to subsuming [destroy] entirely. I think it would be nice to preserve [destroy] as a separate seed, but it seems to be only about two factors different from [blast]; skew, for the odd damage profile, and another factor (+4?) that allows it to take down force fields and anti-magic shells and epic wards and such. (If this factor is more expensive, then the skew factor might have to be correspondingly cheaper; my calculations supposed that they summed to +8. And I assumed that the spread to ray toggle was valued at 6.)</p><p></p><p>Two factors seems to be a slim basis on which to build a seed. What do you think?</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 3191059, member: 141"] [b][PLAIN][Blast], [?] and [Destroy][/PLAIN][/b] Back to [blast]. I was thinking about the no-save rays (like [i]polar ray[/i] or [i]scorching ray[/i]) and how they are related to this seed. I think that changing the base damage to 20d6 will work well enough to handle the "no save factor". It's really an exponential factor, so I think it should change the base damage rather than be a straight plus of some sort. "No save" would be cost effective if the opposition is saving more than 2/3 of the time. So a no-save area effect (rather like a high level [i]ice storm[/i]) would do 20d6 at SP 24. If made into a ray (at -6, as per my suggestion in the [URL="https://www.enworld.org/index.php?threads/181022/"]Mass Effect Factors[/URL] thread) then you could pay for an Empower factor and do 30d6 as an elemental ray. This compares nicely, in both range and damage, to a [i]polar ray[/i] (which does 21d6 at 21st level). I would also suggest a base damage reduction to make a spell into a no SR conjuration. This changes the school, so probably should be a different seed. I don't know what it would be called. But a 20d6 no SR area effect seems reasonable. There should be a way to get clouds in there too. Clouds are funny, though; they typically do less damage but for a longer time. [i]Incendiary cloud[/i] does 4d6 for 1 round/level, reflex half, and can be moved by concentration. Make it 5d6 and a free action to move and it could plausibly be called an epic spell. Not exactly a heavy hitter, but [blast] is itself a bit of a light-weight. Clouds can be combined with other seeds to apply poison ([i]cloud kill[/i]) and probably stuff like disease and negative levels too. I don't know - no SR says "conjuration" to me, but aside from the change in base damage (and the possible addition of clouds as an effect) it seems kind of a modest basis for a seed. Which reminds me... Re: Disintegrate If you don't expect the opposition to make their saves very often, I'd suggest a skew factor at +4 SP. A skew spell does double the base damage on a failed save, but only 5d6 on a successful save. This factor can only be used on an effect that allows a saving throw. Skew is based on [i]disintegrate[/i], of course, and adding it to [blast] would be tantamount to subsuming [destroy] entirely. I think it would be nice to preserve [destroy] as a separate seed, but it seems to be only about two factors different from [blast]; skew, for the odd damage profile, and another factor (+4?) that allows it to take down force fields and anti-magic shells and epic wards and such. (If this factor is more expensive, then the skew factor might have to be correspondingly cheaper; my calculations supposed that they summed to +8. And I assumed that the spread to ray toggle was valued at 6.) Two factors seems to be a slim basis on which to build a seed. What do you think? [/QUOTE]
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