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Elements of Magic - Spell Creation and Critique
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<blockquote data-quote="Verequus" data-source="post: 1882288" data-attributes="member: 9135"><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> </p><p></p><p>So many spells... I can't read them all today, so I tried to find some interesting bits. General comment: Please include detailed costs for every spell - deciphering spells with strange effects are much harder, if you don't know the ingredients of the spell. Some spells contain costs, which are the combination of different effects, like Infernal Wounds.</p><p></p><p></p><p></p><p>It isn't only illogical, that one can transform the monk's unarmed strike, but not a normal unarmed strike - I can't form a visual image, that explains this mystery, too. But actually you can this spell not only for the intended effect - a "Adamantine Body" comes into my mind. Without "De-animate" one would be living adamantine, wouldn't one?</p><p></p><p></p><p></p><p>First, averaging damage takes not only the rolling out, but the dividing goes a bit too far with the rules bending, I believe - at least for a general available spell, which should be usable without some houseruling involved. How many damage dice are created? 9d6? Average damage is 31.5, one minute is ten rounds - 2 hp less instead 3? Hold a minute - I just see, you are using <em>Create Death</em> instead <em>Evoke Death</em>. Why? Next to the horrible high MP spent on it, which mean, you could create anything within a 5 ft. cube, you don't describe the kind of weapon, which is created, because the damage depends from the weapon form. I repeat: You <em>create</em> the weapon out of nowhere, you don't need an existing weapon. You seem to have confused two spell lists to worst kind of interpretation possible... *sigh* Also the heal check idea is nowhere supported in the rules - it may have nice flavor, but it isn't core for EoMR and would weaken the spell further.</p><p></p><p></p><p></p><p>Those smoky claws should be only illusional - otherwise some munchkin tries to abuse this situation. Why Fortitude as save? Only Death and Life change the save type from Reflex. (BTW, I'm unsure, if I'd allow such a description like smokey claws in the victims lungs in my campaign, but I don't know, how to describe Air damage anyway - maybe strong, compact winds twisting your body? In any case, smoke isn't something what I consider to be creatable by [Air], but I leave this aside for the discussion).</p><p></p><p>Next, how to you get 6d4 for damage? It is Evoke 7, so the damage, which can you spread, is 8d6. Furthermore, you can discharge a spell only one time within the current rules - there are no double or triple charges possible.</p><p></p><p></p><p></p><p>The target doesn't have to see you and you can only attack one creature ever with this spell. You can't divide duration, only unconverted damage dice.</p><p></p><p></p><p></p><p>Effectively, does this mean, that you cast only Evoke Good spells? A feat would be wasted then. Or do you mean, that Evoke Fire 4 would do damage, which is counted both as [Fire] and [Good]? It would result in weaker spell than Evoke Fire 2/Evoke Good 2, because if someone is immune against either one element/alignment, he won't be damaged at all. In this case, I don't see a reason, why it would be unbalanced, but maybe someone else has another idea. Another effect would be, that you would count for the use of this feat as a [Good] creature regarding any effect possible effect - maybe you should extend this effect for gaining the [Good] subtype through taking the feat. Wouldn't be unreasonable.</p><p></p><p></p><p></p><p>This is broken. Every level a bonus feat? Even the fighter doesn't get this benefit. Furthermore, I believe, that the feat Extra Spell List could be underpowered - you give one of your precious general feats up for only one extra list? What more power does it give to you? Two seem more reasonable.</p><p></p><p></p><p></p><p>1. This is stepping on the feat Spell List Familiarity. 2. I don't know, if this feat is overpowered or underpowered - this requires a lot of number crunching and I don't have time for that now.</p></blockquote><p></p>
[QUOTE="Verequus, post: 1882288, member: 9135"] :confused: :confused: :confused: :confused: So many spells... I can't read them all today, so I tried to find some interesting bits. General comment: Please include detailed costs for every spell - deciphering spells with strange effects are much harder, if you don't know the ingredients of the spell. Some spells contain costs, which are the combination of different effects, like Infernal Wounds. It isn't only illogical, that one can transform the monk's unarmed strike, but not a normal unarmed strike - I can't form a visual image, that explains this mystery, too. But actually you can this spell not only for the intended effect - a "Adamantine Body" comes into my mind. Without "De-animate" one would be living adamantine, wouldn't one? First, averaging damage takes not only the rolling out, but the dividing goes a bit too far with the rules bending, I believe - at least for a general available spell, which should be usable without some houseruling involved. How many damage dice are created? 9d6? Average damage is 31.5, one minute is ten rounds - 2 hp less instead 3? Hold a minute - I just see, you are using [i]Create Death[/i] instead [i]Evoke Death[/i]. Why? Next to the horrible high MP spent on it, which mean, you could create anything within a 5 ft. cube, you don't describe the kind of weapon, which is created, because the damage depends from the weapon form. I repeat: You [i]create[/i] the weapon out of nowhere, you don't need an existing weapon. You seem to have confused two spell lists to worst kind of interpretation possible... *sigh* Also the heal check idea is nowhere supported in the rules - it may have nice flavor, but it isn't core for EoMR and would weaken the spell further. Those smoky claws should be only illusional - otherwise some munchkin tries to abuse this situation. Why Fortitude as save? Only Death and Life change the save type from Reflex. (BTW, I'm unsure, if I'd allow such a description like smokey claws in the victims lungs in my campaign, but I don't know, how to describe Air damage anyway - maybe strong, compact winds twisting your body? In any case, smoke isn't something what I consider to be creatable by [Air], but I leave this aside for the discussion). Next, how to you get 6d4 for damage? It is Evoke 7, so the damage, which can you spread, is 8d6. Furthermore, you can discharge a spell only one time within the current rules - there are no double or triple charges possible. The target doesn't have to see you and you can only attack one creature ever with this spell. You can't divide duration, only unconverted damage dice. Effectively, does this mean, that you cast only Evoke Good spells? A feat would be wasted then. Or do you mean, that Evoke Fire 4 would do damage, which is counted both as [Fire] and [Good]? It would result in weaker spell than Evoke Fire 2/Evoke Good 2, because if someone is immune against either one element/alignment, he won't be damaged at all. In this case, I don't see a reason, why it would be unbalanced, but maybe someone else has another idea. Another effect would be, that you would count for the use of this feat as a [Good] creature regarding any effect possible effect - maybe you should extend this effect for gaining the [Good] subtype through taking the feat. Wouldn't be unreasonable. This is broken. Every level a bonus feat? Even the fighter doesn't get this benefit. Furthermore, I believe, that the feat Extra Spell List could be underpowered - you give one of your precious general feats up for only one extra list? What more power does it give to you? Two seem more reasonable. 1. This is stepping on the feat Spell List Familiarity. 2. I don't know, if this feat is overpowered or underpowered - this requires a lot of number crunching and I don't have time for that now. [/QUOTE]
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