Sepulchrave II
Legend
I'm kind of iffy about pushing the [energy] seed up to 40d6 and 2d6/+1SP; a 10th-level area spell would probably have a cap of 30d6 (at 30th level), and would still be advanced at the rate of 1d6/+1SP (full factor): I'm wondering if we should shoot for a 20d6 damage (reflecting 20th caster level), and include other perks to bring it in line with a 10th-level spell. 40d6 seems to step on the toes of [destroy] as well.
You'd have fireball (10SP) enhanced (+4 half-factors); leaving 10SP in half-factors to find. It's tempting to simply add massive flexibility (+10): the caster could choose which kind of energy to deploy at the moment of casting, which kind of shape to use, and probably include sonic effects as well (I'd waive the additional +2). This iteration of [Energy] (walls, chains and rays omitted for the present) would look like this:
[Energy]
Evocation [Acid, Cold, Electricity, Fire or Sonic]
Root Spell: Fireball or lightning bolt
Preferred Mitigation: Backlash
Components: V, S
Casting Time: 1 standard action
Range: 120 ft. (line), 60-ft. (cone) or 1200 ft. (spread); see text
Area or Effect: A 120 ft. line, a 60-ft. cone or a 20-ft. radius spread; see text
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This seed uses whichever one of five energy types the caster chooses: acid, cold, electricity, fire or sonic. The type of energy which the caster deploys and the shape of the spell are chosen at the moment of casting.
• A spell developed using the [energy] seed releases a bolt or spread which deals 20d6 points of damage of the appropriate energy type, and all in the spell’s Area must make a Reflex save for half damage. If a line or cone is chosen, it begins at the caster’s fingertips; a spread begins as a pellet of energy which detonates at a distance determined by the caster, unless it strikes some intervening body or barrier, in the same manner as a fireball.
Factors: For each additional 1d6 points of damage dealt, increase the Spellcraft Prerequisite by +1. To extend the spell to include sonic effects, increase the Spellcraft Prerequisite by +4.
Limitation: If the caster chooses a specific type of energy during spell development, reduce the Spellcraft Prerequisite by -4. To further constrain a spell by specifying an acid, cold, electricity or fire effect with a specific area, reduce the Spellcraft Prerequisite by an additional -6.
Special: To develop a spell which uses a force effect instead of an energy effect, reduce the Spellcraft Prerequisite by -2: the spell must specify one of the area types listed above. Such a spell gains the [Force] descriptor and can affect incorporeal creatures.
(I think that to allow a [force] effect is sufficiently divergent from the [energy] seed to insist on prior development).
You'd have fireball (10SP) enhanced (+4 half-factors); leaving 10SP in half-factors to find. It's tempting to simply add massive flexibility (+10): the caster could choose which kind of energy to deploy at the moment of casting, which kind of shape to use, and probably include sonic effects as well (I'd waive the additional +2). This iteration of [Energy] (walls, chains and rays omitted for the present) would look like this:
[Energy]
Evocation [Acid, Cold, Electricity, Fire or Sonic]
Root Spell: Fireball or lightning bolt
Preferred Mitigation: Backlash
Components: V, S
Casting Time: 1 standard action
Range: 120 ft. (line), 60-ft. (cone) or 1200 ft. (spread); see text
Area or Effect: A 120 ft. line, a 60-ft. cone or a 20-ft. radius spread; see text
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This seed uses whichever one of five energy types the caster chooses: acid, cold, electricity, fire or sonic. The type of energy which the caster deploys and the shape of the spell are chosen at the moment of casting.
• A spell developed using the [energy] seed releases a bolt or spread which deals 20d6 points of damage of the appropriate energy type, and all in the spell’s Area must make a Reflex save for half damage. If a line or cone is chosen, it begins at the caster’s fingertips; a spread begins as a pellet of energy which detonates at a distance determined by the caster, unless it strikes some intervening body or barrier, in the same manner as a fireball.
Factors: For each additional 1d6 points of damage dealt, increase the Spellcraft Prerequisite by +1. To extend the spell to include sonic effects, increase the Spellcraft Prerequisite by +4.
Limitation: If the caster chooses a specific type of energy during spell development, reduce the Spellcraft Prerequisite by -4. To further constrain a spell by specifying an acid, cold, electricity or fire effect with a specific area, reduce the Spellcraft Prerequisite by an additional -6.
Special: To develop a spell which uses a force effect instead of an energy effect, reduce the Spellcraft Prerequisite by -2: the spell must specify one of the area types listed above. Such a spell gains the [Force] descriptor and can affect incorporeal creatures.
(I think that to allow a [force] effect is sufficiently divergent from the [energy] seed to insist on prior development).
Last edited: