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Elements of Magic: Questions for the Designer
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<blockquote data-quote="Verequus" data-source="post: 1519768" data-attributes="member: 9135"><p>A nice group casting concept - even functional with one man! But I have to calculate, if you followed your 41+-rule all the way up (after a certain point).</p><p> </p><p>Is an improved natural caster level still a natural caster level? If yes, question solved. If no, then:</p><p> </p><p>a) Are all spells affected by the improved caster level? If yes, it would mean that the spells become "muddied" by the improvement, but have still their basic nature. The corresponding mechanic: Calculate the percentage of natural caster level/improved caster level. Roll with a d% and if the result is in the percentage, the Abjure spell protects the target. For easier handling, the smooth translation can be changed to: Divide the natural caster level through 4 and round up to gain the quarter. Then calculate the four limits - (natural caster level) + quarter * (number of limit). For every limit, the improved caster level is higher, the percentage, that an Abjure spell can affect this spell is reduced by 25%. Effectively, if you have an improved caster level, which is the twice of your natural caster level, you aren't considered having a natural caster level.</p><p> </p><p>b) Are all spells affected by the improved caster level? If no, then it could mean, that the caster can choose the source of his power. Having a 5/5, the caster could only use his class-improved caster level up to 5 MP, making low-level spells more invulnerable. If you say, that class-improved caster level are always on the top (the creature is simply more accustomed to use his own powers), then all upper-level spells are more invulnerable.</p><p> </p><p>I like the quarter solution from a) - it is the best from both worlds, while being easy to maintain through having only percentages of 100%, 75%, 50%, 25% and 0%, which means only a extra die roll for a certain time and not forever (or until the chance isn't measurable with d%).</p><p> </p><p>If I am right, then this 35/40-issue is the only difference between both tables. If it should be more difficult, then it isn't there.</p><p> </p><p>Look at the description - it says, you pay twice for the area of effect, but nothing for the ehancement Elemental Object, and that's wrong.</p><p> </p><p> </p><p>You overlooked that question.</p><p> </p><p>What happens to my own ex-, su- and sp-abilities? If I interpret your statement correctly, then class-based abilities stay, while racial-based abilities are gone. Is this then better than a permanent Transform Dragon spell (except the dispelling issue and you have to fight a dragon)?</p><p> </p><p>Snowstep wasn't so obvious - I would have thought, it would be like Trackless Step. But I haven't read the DMG regarding the balance check... </p><p> </p><p>Somewhere in the first two chapters there was an example, which mentioned that problem. But not everyone has the already the mindset, that every creature belongs to an element, too, so a more explicit remainder would be great.</p><p> </p><p>Edit: I found that explicit remainder - when I forget to look at the right place...<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> </p><p> </p><p> </p><p>If you pay enough XP, then you can give away feats and then you can create items which can use not only signature spells but even spell lists and metamagic feats. So theoretically, I could create an <em>Orb of Magic's Doom</em>, which casts two permanent spells, which give the use of Spellcraft and Dispel Magic to everyone, who touches the <em>Orb</em>, can't I? And you never mentioned intelligent items. Should we use the DMG's Guide for that?</p><p> </p><p>And to the undead - I asked myself: "Why can undead spawn undead without paying any XP, while the spawning is surely some kind of magic?" I figured, if the question in the paragraph above would be answered with "yes", then magic can be virulent like the GPL and it would explain my question in this paragraph. The question "Can be created creatures be resurrected?" and "There is no mentioning of the 'Pay 5000 XP and get a <em>Wish</em>-like effect.'." should be clear themselves.</p><p> </p><p>Its author Upper_Krust is right in the following point: There should be no difference between a monster's CR and a character's CR. The last one's CR is simply his (E)CL, but the monster have usually a CR and a LA. Your "Strong Defenses" enhancement mentions, that the CR should be more regarded as the ECL, and U_K's CR system does exactly this thing - making the CR to the ECL. This means, that the CRs are usually one-third higher than the ones from the SRD. So if the CRs, I'm using already, include the defenses like directly assigned for a character, I don't need this enhancement, do I?</p><p> </p><p>Actually, I don't understand the restriction either. If it would be because of the immunities, a plant monster loses, then undead wouldn't be transformable, too. And if I already toss the Unentchantable stuff already in the bins, then I can kill that, too. That reminds me... *looks into the SRD*</p><p> </p><p><strong>"Immunities (Ex):</strong> Abominations are immune to polymorphing, petrification, or any form-altering attack. They are not subject to energy drain, ability drain, or ability damage. They are immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and are immune to one of five energy types (specific to the abomination)."</p><p> </p><p>If the fairest solution is a new spell list, then welcome Transform Abomination!<img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> </p><p> </p><p>Then we have to use Infuse [Element] for that?</p><p> </p><p><span style="font-family: 'Minion-Regular'">"Animate: If this enhancement is chosen for a transformation of one creature into another, the transformed creature must make a Will save (same DC as the rest of the spell) or have its mind change so that it acts like the new creature."</span></p><p>A human turned into a celestial cat has then the instincts of a cat?</p><p> </p><p>But Monstrous Humanoids and Magical Beasts with breath weapons are allowed?<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> But aren't all hybrids or bear-clawed warriors per se Monstrous Humanoids?</p><p> </p><p>And can I decide while using a Transform spell the gender and racial features only in the normal range for the race like in the core rules?</p></blockquote><p></p>
[QUOTE="Verequus, post: 1519768, member: 9135"] A nice group casting concept - even functional with one man! But I have to calculate, if you followed your 41+-rule all the way up (after a certain point). Is an improved natural caster level still a natural caster level? If yes, question solved. If no, then: a) Are all spells affected by the improved caster level? If yes, it would mean that the spells become "muddied" by the improvement, but have still their basic nature. The corresponding mechanic: Calculate the percentage of natural caster level/improved caster level. Roll with a d% and if the result is in the percentage, the Abjure spell protects the target. For easier handling, the smooth translation can be changed to: Divide the natural caster level through 4 and round up to gain the quarter. Then calculate the four limits - (natural caster level) + quarter * (number of limit). For every limit, the improved caster level is higher, the percentage, that an Abjure spell can affect this spell is reduced by 25%. Effectively, if you have an improved caster level, which is the twice of your natural caster level, you aren't considered having a natural caster level. b) Are all spells affected by the improved caster level? If no, then it could mean, that the caster can choose the source of his power. Having a 5/5, the caster could only use his class-improved caster level up to 5 MP, making low-level spells more invulnerable. If you say, that class-improved caster level are always on the top (the creature is simply more accustomed to use his own powers), then all upper-level spells are more invulnerable. I like the quarter solution from a) - it is the best from both worlds, while being easy to maintain through having only percentages of 100%, 75%, 50%, 25% and 0%, which means only a extra die roll for a certain time and not forever (or until the chance isn't measurable with d%). If I am right, then this 35/40-issue is the only difference between both tables. If it should be more difficult, then it isn't there. Look at the description - it says, you pay twice for the area of effect, but nothing for the ehancement Elemental Object, and that's wrong. You overlooked that question. What happens to my own ex-, su- and sp-abilities? If I interpret your statement correctly, then class-based abilities stay, while racial-based abilities are gone. Is this then better than a permanent Transform Dragon spell (except the dispelling issue and you have to fight a dragon)? Snowstep wasn't so obvious - I would have thought, it would be like Trackless Step. But I haven't read the DMG regarding the balance check... Somewhere in the first two chapters there was an example, which mentioned that problem. But not everyone has the already the mindset, that every creature belongs to an element, too, so a more explicit remainder would be great. Edit: I found that explicit remainder - when I forget to look at the right place...:( If you pay enough XP, then you can give away feats and then you can create items which can use not only signature spells but even spell lists and metamagic feats. So theoretically, I could create an [i]Orb of Magic's Doom[/i], which casts two permanent spells, which give the use of Spellcraft and Dispel Magic to everyone, who touches the [i]Orb[/i], can't I? And you never mentioned intelligent items. Should we use the DMG's Guide for that? And to the undead - I asked myself: "Why can undead spawn undead without paying any XP, while the spawning is surely some kind of magic?" I figured, if the question in the paragraph above would be answered with "yes", then magic can be virulent like the GPL and it would explain my question in this paragraph. The question "Can be created creatures be resurrected?" and "There is no mentioning of the 'Pay 5000 XP and get a [i]Wish[/i]-like effect.'." should be clear themselves. Its author Upper_Krust is right in the following point: There should be no difference between a monster's CR and a character's CR. The last one's CR is simply his (E)CL, but the monster have usually a CR and a LA. Your "Strong Defenses" enhancement mentions, that the CR should be more regarded as the ECL, and U_K's CR system does exactly this thing - making the CR to the ECL. This means, that the CRs are usually one-third higher than the ones from the SRD. So if the CRs, I'm using already, include the defenses like directly assigned for a character, I don't need this enhancement, do I? Actually, I don't understand the restriction either. If it would be because of the immunities, a plant monster loses, then undead wouldn't be transformable, too. And if I already toss the Unentchantable stuff already in the bins, then I can kill that, too. That reminds me... *looks into the SRD* [b]"Immunities (Ex):[/b] Abominations are immune to polymorphing, petrification, or any form-altering attack. They are not subject to energy drain, ability drain, or ability damage. They are immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and are immune to one of five energy types (specific to the abomination)." If the fairest solution is a new spell list, then welcome Transform Abomination!:lol: Then we have to use Infuse [Element] for that? [font=Minion-Regular]"Animate: If this enhancement is chosen for a transformation of one creature into another, the transformed creature must make a Will save (same DC as the rest of the spell) or have its mind change so that it acts like the new creature."[/font] A human turned into a celestial cat has then the instincts of a cat? But Monstrous Humanoids and Magical Beasts with breath weapons are allowed?;) But aren't all hybrids or bear-clawed warriors per se Monstrous Humanoids? And can I decide while using a Transform spell the gender and racial features only in the normal range for the race like in the core rules? [/QUOTE]
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