Re: Spell thematics and prayer bead: karma stack?
Pielorinho said:
While that use would have a lot of flavor to it, I think it'd be pretty suboptimal: the only tangible benefit you'd get from it would be making the critters slightly harder to dispel, since by the time you qualify for alienist levels, your summoned critters will usually last until the battle ends or until they're killed, whichever occurs first.
I never meant to imply it was the most powergamey-useful application, just that it would be a NEAT application, and for alienists, probably quite popular (sicne the other effect of spell thematics, to make the spells seem cast in an
alien way, figuratively at least, is thematic to the character itself.
Good candidates for spells thematics, IMO, have one of the following characteristics:
-Damage determined by caster level (flame strike, fireball, etc.)
-Healing determined by caster level (cure moderate wounds, etc.)
-Buffing benefit determined by caster level (barkskin, greater magic weapon, etc.)
-Cool extra benefits determined by caster level (giant vermin, phantom steed, etc.)
Duration is also significant. Improved Invisibility lasts that tiny bit longer.
So is range in some cases. Cone of Cold, before it hits it's damage cap, will (att odd-numbered caster levels) gain an extra 5' of range.
You get the idea. Ideally, the spell thematic spell should be slightly better in all cases that it's cast; if not, at least make it significantly better in a significant number of cases that it's cast.
Ideally for pure powergaming, yes. For purposes of STYLE, otoh, perhaps not. Here's an example of a perhaps-suboptimal, but still effective, spell thematics layout for a character I'm using n an arena right now (Sorceror(10)/Alienist(10)):
Code:
[color=green][b]SPELL THEMATICS[/b]
[i]Common thematic element:[/i] Lovecraftian and similar
visial/aural motifs, including and especially, where possible,
visual manifestations of the "Elder Sign". Tentacles are also a
common feature.
[i]Spells in Main Theme, by spell level:[/i]
0 Arcane Mark ; no benefit
1 Arcane Bolt ; no benefit
2 Melf's Acid Arrow ; with tattoo, +1 round of duration
3 Flame Arrow ; +10' range (currently)
4 Evard's Black Tentacles ; +1 tentacle, +1 hour duration
5 Bigby's Interposing Hand ; +1 round duration, +10' range
6 Fire Spiders ; +1 round duration; with tattoo, +5' range
7 Power Word: Stun ; with tattoo, +5' range
8 Symbol ; +10 minutes duration
9 Summon Monster IX ; +1 round duration[/color]
As you can see, not every spell gains a benefit, beyond SR penetration and dispel resistance. This character, daily, casts the Create Magic Tattoo spell three times -- one of them for +1 caster level. As a result, he gets caster level 22 for the ten spells above; Melf's Acid arrow lasts an extra round (doing +2d4[acid] in the process); several other spells gain small, minor benefits.
But I like that outlay. Evard's Black Tentacles for the spell theme of a to-the-hilt "Cultist of Cthulhu" alienist just makes perfect SENSE to me.
That aside, is there anyone who would care to argue the opposite point -- that increases to caster level should overlap and not stack?
Why should they, when they'd be wrong? The spell Create Magic Tattoo, the feat Spell Thematics, and the effect of the wondrous item Karma Bead are all unnamed bonusses; unnamed bonusses from different sources, unless explicitly stated for one or more of them,
always stack.
It's just that simple.