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EoM: Rev and EoM: ME revisited
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<blockquote data-quote="Gunpowder_Treasoner" data-source="post: 3132525" data-attributes="member: 46489"><p>I have only the ME version of Elements of Magic, but I think I can help ya out. There's no way to acuratly "price" how much it would cost to create a storm, so the surest thing you could do is convert the Control Weather spell from 3E to ME following the spell conversion guidelines given in the book. As far as creating hedges go, such an enhancement is naturally a falls under the Defend skill. Here's what I canme up with (though I remain uncertain of just how good it really is):</p><p></p><p><em><strong><strong>• Circle of Protection (+5): </strong> </strong> Choose one type of supernatural entity (outsider, elemental, fey, undead, etc.). For the spell’s duration, creatures of the selected type whose challenge rating does not exceed your caster level may not make any kind of physical contact with the warded creature or object, nor can they cross areas warded by this spell.</em></p><p></p><p>Weakening a creature's abilities, DR, energy resistance, and all that jazz would fall under the Affliction section of the Attack skill. Here's the enhancement I'm using for hexes:</p><p></p><p><em><strong>• Hex (+5): </strong> You place a minor curse on the affected creature, imposing a -2 penalty to one ability score and a -1 penalty on attack rolls, saving throws, ability checks, and skill checks. For each 3 additional spell levels, you may double the penalties imposed by the hex.</em></p><p></p><p>You could add in the DR/Energy Resistance/whatever in with Hex or make another hex like enhancement along those same lines. Moving on, you could easily write unholy damage off as death damage in ME (as they are fundamentally the same thing: negative energy). I honestly don't know how to deal with holy damage; how's this set up sound:</p><p></p><p><em>• Celestial </em> damage affects only unnatural beings such as Evil Outsiders and the Undead, dealing normal damage to such beings while leaving natural creatures unharmed.</p><p></p><p>Binding is hard to classify; becasue it's intended to hold a creature against it's will it could fall under Attack, though given it's nature, it could jsut as easily fall under Summon. In the end, it depends on which skill you believe is the most approprate.</p><p></p><p>Hope this helps out and dreadfully sorry you haven't gotten more responses. Honestly, it would seem that any thread that doesn't have "True20" in the title goes completly ignored around here.</p></blockquote><p></p>
[QUOTE="Gunpowder_Treasoner, post: 3132525, member: 46489"] I have only the ME version of Elements of Magic, but I think I can help ya out. There's no way to acuratly "price" how much it would cost to create a storm, so the surest thing you could do is convert the Control Weather spell from 3E to ME following the spell conversion guidelines given in the book. As far as creating hedges go, such an enhancement is naturally a falls under the Defend skill. Here's what I canme up with (though I remain uncertain of just how good it really is): [I][B][B]• Circle of Protection (+5): [/B] [/B] Choose one type of supernatural entity (outsider, elemental, fey, undead, etc.). For the spell’s duration, creatures of the selected type whose challenge rating does not exceed your caster level may not make any kind of physical contact with the warded creature or object, nor can they cross areas warded by this spell.[/I] Weakening a creature's abilities, DR, energy resistance, and all that jazz would fall under the Affliction section of the Attack skill. Here's the enhancement I'm using for hexes: [I][B]• Hex (+5): [/B] You place a minor curse on the affected creature, imposing a -2 penalty to one ability score and a -1 penalty on attack rolls, saving throws, ability checks, and skill checks. For each 3 additional spell levels, you may double the penalties imposed by the hex.[/I] You could add in the DR/Energy Resistance/whatever in with Hex or make another hex like enhancement along those same lines. Moving on, you could easily write unholy damage off as death damage in ME (as they are fundamentally the same thing: negative energy). I honestly don't know how to deal with holy damage; how's this set up sound: [I]• Celestial [/I] damage affects only unnatural beings such as Evil Outsiders and the Undead, dealing normal damage to such beings while leaving natural creatures unharmed. Binding is hard to classify; becasue it's intended to hold a creature against it's will it could fall under Attack, though given it's nature, it could jsut as easily fall under Summon. In the end, it depends on which skill you believe is the most approprate. Hope this helps out and dreadfully sorry you haven't gotten more responses. Honestly, it would seem that any thread that doesn't have "True20" in the title goes completly ignored around here. [/QUOTE]
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