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[Epic D&D] Peace No More (Full-Again)
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<blockquote data-quote="Guilt Puppy" data-source="post: 792462" data-attributes="member: 6521"><p>Yeah, I figured it might just be two wards, but wasn't sure.</p><p></p><p>Another question: Normally the ward seed allows you to select creature type at time of casting (as Epic Repulsion)... Any mitigation for limiting it to a specific type? (Otherwise, I'm better off just having a spell that wards against two creature types, but that's just so flavorless...)</p><p></p><p>Also, I'm thinking I should just make it two separate spells, as it's really hard to get the effects to make sense together (seeing as there's an instantaneous effect, <em>and</em> a long duration effect)...</p><p></p><p>As for the Heal, I'm thinking of making it a wide bolt effect, sort of a "cut a swath" style spell... I'll have to see how much it'll hurt to get that cast-able. Destroying lesser undead is more to keep it from becoming less useful against weaker undead than a turning attempt (as the idea is more to deal with hordes of weaker undead than a couple of appropriate-CR ones)... Destroy might be more versatile as a base seed in any case, but the idea of channeling positive energy just seems a better fit (not to mention I get to line up a congregation to relieve them of their afflictions, in case of plague <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> )</p><p></p><p>How would you price "undead who would be destroyed by a turning attempt would be destroyed by this spell"? That takes into account turn resistance and anything similar... +5 DC? (In that it emulates some abilities of a turning attempt, but not all of them... so I could burn off one turning attempt to get its effects along with it, essentially.)</p><p></p><p>Oh, also: </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."</p><p></p><p>Actually, it would restore full hit points to evil outsiders, remove all diseases, et cetera <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I think you can see the can of worms that opens up...</p></blockquote><p></p>
[QUOTE="Guilt Puppy, post: 792462, member: 6521"] Yeah, I figured it might just be two wards, but wasn't sure. Another question: Normally the ward seed allows you to select creature type at time of casting (as Epic Repulsion)... Any mitigation for limiting it to a specific type? (Otherwise, I'm better off just having a spell that wards against two creature types, but that's just so flavorless...) Also, I'm thinking I should just make it two separate spells, as it's really hard to get the effects to make sense together (seeing as there's an instantaneous effect, [i]and[/i] a long duration effect)... As for the Heal, I'm thinking of making it a wide bolt effect, sort of a "cut a swath" style spell... I'll have to see how much it'll hurt to get that cast-able. Destroying lesser undead is more to keep it from becoming less useful against weaker undead than a turning attempt (as the idea is more to deal with hordes of weaker undead than a couple of appropriate-CR ones)... Destroy might be more versatile as a base seed in any case, but the idea of channeling positive energy just seems a better fit (not to mention I get to line up a congregation to relieve them of their afflictions, in case of plague :) ) How would you price "undead who would be destroyed by a turning attempt would be destroyed by this spell"? That takes into account turn resistance and anything similar... +5 DC? (In that it emulates some abilities of a turning attempt, but not all of them... so I could burn off one turning attempt to get its effects along with it, essentially.) Oh, also: "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." Actually, it would restore full hit points to evil outsiders, remove all diseases, et cetera :) I think you can see the can of worms that opens up... [/QUOTE]
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