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[Epic D&D] Peace No More (Full-Again)
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<blockquote data-quote="Jemal" data-source="post: 792272" data-attributes="member: 9026"><p>Arknath - i don't recall Tome & Blood being a Core book. I'm reffering to going by the DMG, page 246</p><p></p><p>Adding New Abilities</p><p></p><p>A creator can add new magical abilities to a magic item with no restrictions... </p><p>If the item is one that takes up a specific space on a character, any additional power added to that item dobules the cost. For example, if a character adds the power to confer invisibility to her +2 ring of protection, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 2.</p><p></p><p>Everybody seems to overlook this section, but it clearly says that items with multiple abilities cost the original ability + twice that of each additional ability.</p><p></p><p>ie.. The total cost of the item in the above example would be that of a +2 Ring of Protection plus twice the cost of a Ring of Invisibility.</p><p></p><p>Perivas - Didn't even look at age. My bad.</p><p></p><p>GPuppy - </p><p>Using ward against 2 different types means using the seed twice, thus the DC for Warding vs both Undead and Evil Outsiders would be 28 for the Ward seed. </p><p></p><p>I'm extrapolating this from the HELLBALL, which does 4 different energy types of damage, and the Energy seed in it has a DC of 76, which is 4 X 19 (The Energy seed DC=19). Therefore using a Seed to do it's thing multiple times has the DC of using the Seed multiple times.</p><p></p><p>As for Sacrificing Turning attempts.. I'll give it an ad-hoc -5 DC mod for each Turning attempt you use up to cast it.</p><p></p><p>Also, the HEAL seed cannot destroy undead, it reduces them to 1d4 HP (Just like a HEal spell). and it doesn't affect outsiders (Evil or not) at all. To actually destroy them you'ld have to use A Slay seed (Which wouldn't work on the Undead), or a Destroy seed.</p><p></p><p>Also to get it to affect an area you'ld have to Change Target to Area(+10), and then pick an area (I'ld suggest 20' Radius around you for DC+2). THEN go with some Incrase Areas to get it fairly good (I'ld go for +400% to make it a 100' radius at another + 16 DC.</p><p></p><p>I don't see how you're going to get this spell working without either taking mondo Backlash (Which would be deadly if it has a duration), Burning XP (unadvisable if you don't have a Rod), and/or finding some way to up your Spellcraft check by 20 to 30 more points.</p></blockquote><p></p>
[QUOTE="Jemal, post: 792272, member: 9026"] Arknath - i don't recall Tome & Blood being a Core book. I'm reffering to going by the DMG, page 246 Adding New Abilities A creator can add new magical abilities to a magic item with no restrictions... If the item is one that takes up a specific space on a character, any additional power added to that item dobules the cost. For example, if a character adds the power to confer invisibility to her +2 ring of protection, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 2. Everybody seems to overlook this section, but it clearly says that items with multiple abilities cost the original ability + twice that of each additional ability. ie.. The total cost of the item in the above example would be that of a +2 Ring of Protection plus twice the cost of a Ring of Invisibility. Perivas - Didn't even look at age. My bad. GPuppy - Using ward against 2 different types means using the seed twice, thus the DC for Warding vs both Undead and Evil Outsiders would be 28 for the Ward seed. I'm extrapolating this from the HELLBALL, which does 4 different energy types of damage, and the Energy seed in it has a DC of 76, which is 4 X 19 (The Energy seed DC=19). Therefore using a Seed to do it's thing multiple times has the DC of using the Seed multiple times. As for Sacrificing Turning attempts.. I'll give it an ad-hoc -5 DC mod for each Turning attempt you use up to cast it. Also, the HEAL seed cannot destroy undead, it reduces them to 1d4 HP (Just like a HEal spell). and it doesn't affect outsiders (Evil or not) at all. To actually destroy them you'ld have to use A Slay seed (Which wouldn't work on the Undead), or a Destroy seed. Also to get it to affect an area you'ld have to Change Target to Area(+10), and then pick an area (I'ld suggest 20' Radius around you for DC+2). THEN go with some Incrase Areas to get it fairly good (I'ld go for +400% to make it a 100' radius at another + 16 DC. I don't see how you're going to get this spell working without either taking mondo Backlash (Which would be deadly if it has a duration), Burning XP (unadvisable if you don't have a Rod), and/or finding some way to up your Spellcraft check by 20 to 30 more points. [/QUOTE]
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