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Elements of Magic: Questions for the Designer
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<blockquote data-quote="RangerWickett" data-source="post: 1832139" data-attributes="member: 63"><p>I'll have to fix this officially, but here's my initial thought: If the creature has spell-like abilities, use its caster level for all effects, or use its challenge rating, whichever is higher. I personally hate using Challenge Rating as an in-game modifier, but it's a more appropriate number than hit dice. Or maybe 1/2 its hit dice. Hmm. </p><p></p><p></p><p></p><p>If you mean a sword created with Create Life, then it won't go through someone, but it won't deal damage. It could damage objects like clothes, though you'd actually have to use a Sunder. Of course, the flavor of a sword (or arrow) of life energy just passing harmlessly through living creatures is pretty cool, so if the player wanted it, I'd allow it, though you'd want to be consistent.</p><p></p><p></p><p></p><p>Not sure exactly what you mean here.</p><p></p><p></p><p></p><p>I suppose you could use the Half-Giant in the Expanded Psionics Handbook, which would require Transform Humanoid 0. Or you could say that a large human is a CR 1 creature (+4 Strength, -2 Dex, reach, size penalties to attacks and AC), in which can it'd require Transform Humanoid 2. As it is in the core rules, Enlarge Person violates the normal guidelines of changing sizes, because there's no balanced way to make a fighter large at 1st level.</p><p></p><p></p><p></p><p></p><p></p><p></p><p>Affirmative.</p><p></p><p></p><p></p><p>Nope. I don't like the feat. If you want to use it, I can't stop you, but I won't endorse it. 9d6 maximized is 54, 15d6 average is 52.5. 14d6 max is 84, 20d6 average is 70. Though the spell is useless except for Heal and Evoke, it just doesn't seem right to me. I mean, there's already a way to do more damage: spend more MP. You don't need two different ways.</p><p></p><p></p><p></p><p></p><p>In general, I think it's agreed that teleportation is smart, and it breaks the laws of physics. Teleporting creatures and objects retain their same position and velocity relative to their frame of reference. If you're running 10 miles per hour on a track, and then you were teleported into an airplane flying 300 miles an hour, you'd be traveling 10 miles per hour relative to the floor of the planes. You would not slam into the back of the plane a speed of 290 miles per hour.</p><p></p><p>Move Death does let you make flying creatures just float in mid-air with anchor. Still would cause a creature to fall.</p><p></p><p></p><p></p><p>Sorry. Should be a move action. That way you can cast and teleport in the same round.</p><p></p><p></p><p></p><p>No, it's 10gp per XP. It's explained near the beginning of the Permanent Spells section in Chapter Four, under Permanent Spell Basics.</p><p></p><p></p><p></p><p>Basically, for creatures, you can grant spell-like abilities, which are used as a standard action (if a signature spell) or which take two rounds otherwise. </p><p></p><p>For objects, a spell can only trigger once per round, but it triggers instantly. Now, for something like a bow that produces arrows, I think it would be fair to say that the bow could create more than one arrow per round, because any given casting of Create Nature 0 could give you a lot of arrows. So yeah, for 1000 XP you could make a bow that never needs arrows.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 1832139, member: 63"] I'll have to fix this officially, but here's my initial thought: If the creature has spell-like abilities, use its caster level for all effects, or use its challenge rating, whichever is higher. I personally hate using Challenge Rating as an in-game modifier, but it's a more appropriate number than hit dice. Or maybe 1/2 its hit dice. Hmm. If you mean a sword created with Create Life, then it won't go through someone, but it won't deal damage. It could damage objects like clothes, though you'd actually have to use a Sunder. Of course, the flavor of a sword (or arrow) of life energy just passing harmlessly through living creatures is pretty cool, so if the player wanted it, I'd allow it, though you'd want to be consistent. Not sure exactly what you mean here. I suppose you could use the Half-Giant in the Expanded Psionics Handbook, which would require Transform Humanoid 0. Or you could say that a large human is a CR 1 creature (+4 Strength, -2 Dex, reach, size penalties to attacks and AC), in which can it'd require Transform Humanoid 2. As it is in the core rules, Enlarge Person violates the normal guidelines of changing sizes, because there's no balanced way to make a fighter large at 1st level. Affirmative. Nope. I don't like the feat. If you want to use it, I can't stop you, but I won't endorse it. 9d6 maximized is 54, 15d6 average is 52.5. 14d6 max is 84, 20d6 average is 70. Though the spell is useless except for Heal and Evoke, it just doesn't seem right to me. I mean, there's already a way to do more damage: spend more MP. You don't need two different ways. In general, I think it's agreed that teleportation is smart, and it breaks the laws of physics. Teleporting creatures and objects retain their same position and velocity relative to their frame of reference. If you're running 10 miles per hour on a track, and then you were teleported into an airplane flying 300 miles an hour, you'd be traveling 10 miles per hour relative to the floor of the planes. You would not slam into the back of the plane a speed of 290 miles per hour. Move Death does let you make flying creatures just float in mid-air with anchor. Still would cause a creature to fall. Sorry. Should be a move action. That way you can cast and teleport in the same round. No, it's 10gp per XP. It's explained near the beginning of the Permanent Spells section in Chapter Four, under Permanent Spell Basics. Basically, for creatures, you can grant spell-like abilities, which are used as a standard action (if a signature spell) or which take two rounds otherwise. For objects, a spell can only trigger once per round, but it triggers instantly. Now, for something like a bow that produces arrows, I think it would be fair to say that the bow could create more than one arrow per round, because any given casting of Create Nature 0 could give you a lot of arrows. So yeah, for 1000 XP you could make a bow that never needs arrows. [/QUOTE]
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