A draft for SP 24 [afflict], [dispel], and [energy], incorporating my thoughts above.
I am presuming universal mitigating factors for range: long => medium => close are -2 each, and close => touch are -4. (These are the relevant half-factors.) At the very least these numbers will be preferred for these 3 seeds.
This doesn't replicate
blindness/deafness very well, but I was worried about the cost of the seed being mitigated to zero and still doing something. I've changed the wording of some factors to allow mitigation as well as enhancement.
[sblock=Seed: Afflict]Necromancy
Root Spell: Blindness/deafness, bestow curse
Spellcraft Prerequisite: 24
Components: V,S; see text
Casting Time: 1 standard action
Range: 1200 ft.
Target: One creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
The [afflict] seed bestows some negative condition upon the target as determined by the caster at the time of casting. The caster can choose from one of five effects:
- Afflict two of the target's senses: sight and/or hearing and/or smell (includes taste) and/or touch and/or special senses that the target possesses. If the target fails its saving throw, the senses selected don't function for the spell's duration, with all attendant penalties that apply for losing the specified senses.
Factor: Each sense affected changes the Spellcraft Prerequisite by +4.
- Afflict one of the target's ability scores with a –6 penalty.
Factor: Each –1 penalty assessed to the ability score changes the Spellcraft Prerequisite by +1. This seed cannot afflict a character’s ability scores to the point where they reach less than 1.
Factor: Each ability score affected changes the Spellcraft Prerequisite by +8.
- Afflict the target with a –4 morale penalty on attack rolls, ability checks, skill checks and saving throws.
Factor: Each –1 penalty assessed to all four of these categories changes the Spellcraft Prerequisite by +2.
- Afflict the target with either a –4 penalty on caster level checks, a –4 penalty to spell resistance, or a –4 penalty to some other aspect of the target which is specified in the development process.
Factor: Each –1 penalty assessed to these categories changes the Spellcraft Prerequisite by +2.
- Afflict the target's capacity to act. Each turn, the subject has a 50% chance to act normally; otherwise, it takes no action.
Factor: To reduce the chance of action to 25%, increase the Spellcraft Prerequisite by +8.
You may also invent your own curse using these options as guidelines. The effect of a specialized curse must be specified during spell development.
Special: Only a
wish, miracle or epic spell which uses the [dispel] seed can remove the effects of an [afflict] seed from the target.
Mitigating factor: Remove this special feature to decrease the Spellcraft Prerequisite by -4.
Mitigating factor: If you restrict the target to living creatures, reduce the Spellcraft Prerequisite by -4; if you do this you may change the saving throw to Fortitude: negates.[/sblock]
I increased the range of [dispel] just by fiat, to make it congruent with other seeds.
[sblock=Seed: Dispel]Abjuration
Root Spell: Dispel magic (special; see text)
Spellcraft Prerequisite: 24
Components: V, S
Casting Time: 1 standard action
Range: 1200 ft.
Target: One creature, object, or spell
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This seed can end ongoing spells that have been cast on a creature or object, temporarily suppress the magical abilities of a magic item, or end ongoing spells (or at least their effects) within an Area. A dispelled spell ends as if its duration had expired.
The [dispel] seed can dispel (but not counter) the ongoing effects of supernatural abilities as well as spells, and it affects spell-like effects just as it affects spells. One creature, object, or spell is the target of the [dispel] seed. The caster makes a dispel check against the spell or against each ongoing spell currently in effect on the object or creature. A dispel check is 1d20 + 20 against a DC of 11 + the target spell’s caster level. If targeting an object or creature that is the effect of an ongoing spell, make a dispel check to end the spell that affects the object or creature. If the object targeted is a magic item, make a dispel check against the item’s caster level. If successful, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface is temporarily closed. A magic item’s physical properties are unchanged. A character automatically chooses the result of the dispel check against any spell that he or she cast him or her self.
Factor: Each +1 on the dispel check changes the Spellcraft Prerequisite by +1.
Special: The [dispel] seed can defeat all spells, even those not normally subject to
dispel magic; furthermore, any creature, object, or spell is potentially subject to the [dispel] seed, even the spells of gods and the abilities of artifacts.
Mitigating factor: Remove this special feature to decrease the Spellcraft Prerequisite by -4.[/sblock]
I'm not satisfied with the wall provisions of the energy seed; I also want to add a
chain lightning kind of effect. But here's a start:
[sblock=Seed: Energy]Evocation [Acid, Cold, Electricity, Fire or Sonic]
Root Spell: Delayed blast fireball,
lightning bolt
Spellcraft Prerequisite: 24
Components: V, S
Casting Time: 1 standard action
Range: 1200 ft.
Area or Effect: A 120 ft. line, or a 20-ft. radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This seed uses whichever one of four energy types the caster chooses: acid, cold, electricity, or fire. The caster can cast the energy forth as a line or a spread.
Factor: The caster may choose sonic energy by increasing the Spellcraft Prerequisite by +4.
• A spell developed using the [energy] seed releases a bolt or spread which deals 40d6 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 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.
Factor: Each 2d6 points of damage dealt changes the Spellcraft Prerequisite by +1.
Factor: To delay the effect of the spell by up to 5 rounds, increase the Spellcraft Prerequisite by +3. See
delayed blast fireball for details.[/sblock]
For purposes of congruence (and enhancing the base spells) I'm thinking that the [creature <==> 20-ft.-radius spread] factor should be +12/-6. That's based on
invisibility ==>
invisibility sphere for 1 spell level (6 SP), and widened (6 SP). It's in the ballpark of the ELH +10 DC (target to area) and your +15 SP.
Some seeds (e.g. the f-word) would have to incorporate a 1 creature/level factor at +6 SP in order to benefit from target => area enhancement. Either that or the effect will be confined to the emanation; like how creatures become visible when they leave an
invisibility sphere. Making a
fireball selective would probably have a similar cost. Note that some 1 creature/level effects aren't selective; they affect the nearest creatures to the centre of the spread (cf.
wail of the banshee). The default seems to be that you can choose; if you can't, perhaps that's a mitigating factor.
The +6 SP is based on CLW ==> mass CLW (and the mass anibuff spells). Damaging spells reduced to affect an individual through the +12/-6 factor would probably lose the [reflex half] and gain [fortitude negates], though. [edit] Or maybe [fortitude half][/edit] Dunno if
horrid wilting should be the paradigm, or
wail of the banshee. And I still dunno what to do with rays.
[edit]
************
I was trying to balance this [energy] seed against [destroy], and found that the following assumptions worked well;
• That reducing [energy] to affect an individual is a -6 SP mitigating factor;
• That [energy] is balanced on the assumption of energy resistance 20;
• That everyone has a 50% chance of saving.
Using these assumptions allows you to assign a damage rating to each seed, and so compare seeds. Thus a SP 18 [energy] seed does 40d6, which is 140/70 depending on whether the save is made, or an average damage of 105 if you assume a 50% chance. Which is 85 after energy resistance is taken care of. An SP 18 [destroy] seed does 44d6, which is 154/17.5 depending on whether the save is made, or an average damage of 85.75 on a 50% chance. Which is awfully close to the [energy] seed.
I also think that you can model
finger of death as a [destroy] seed limited to living targets (-4) and medium range (-2); use the -6 mitigation factor to Maximize the spell (this is a specialized ad hoc factor- see below) This simplification works alright for equal (or lower) KR monsters that a 15th to 20th level sorcerer might attempt either to
disintegrate or
finger of death. Most monsters seem to run about 12 hp or so per KR up to KR 20, so if
finger of death is essentially a maximized
disintegrate it will do 240 hp on a failed save at level 20, 12 hp/KR. And of course the save damage on
finger of death, 30.5 hp, is almost the same as the maximized save damage of
disintegrate (5d6). Or empower 1.5 times; the averages are very similar.
At higher levels, when hp/KR starts to get higher, is when feats like Metannihilator should come into play; then [slay] will still function like a maximized [destroy].
It's interesting that someone who is slain by death magic can't be
raised; they need a
resurrection. Which is the same as someone who is slain by a
disintegrate, too. I think we could include a death magic factor in the [destroy] seed. It would normally be offset by the living targets only restriction, but wouldn't have to be. Something like this might work:
• To do maximum damage against creatures vulnerable to death magic, increase the spellcraft prerequisite by +6. Any effects that enhance death magic or necromancy are effective against targets affected by this enhancement of [destroy].
The second half refers to things like Spell Focus: Necromancy; a creature vulnerable to death magic would have to save vs a higher DC. The wording could be clearer. I'm thinking that a
death ward would prevent against the maximization of the damage, but not against the standard 40d6 (or whatever it is). If you added the restriction of living creatures only, then it would be appropriate to change the school to necromancy and add a [death] tag. But a conditional maximization like this- I don't know best to implement it.
[another edit]
My version of the [energy] seed does 40d6; 140/70. It is pretty close to an enhanced, maximized
fireball, which is level 10 and does 120/60. So I'm happy with it.
The 50/50 rule depends partly on my enthusiasm for the split DCs optional rule, but is grounded on the notion that saves should be neither an auto-fail or an auto-succeed. I don't know what save percentages are assumed in the design process, but 50% seems an obvious choice.
The energy resistance 20 I got from the +4 factor to make something sonic instead of acid, cold, electricity or fire. If +4 represents 8d6 (according to my revision of the seed), then that's 28/14 damage, or 21 if you assume a 50% of saving. So call it 20. If doing 20 points less damage is balanced, then the design assumption must be that after resistance/immunity/vulnerability is all averaged out, your targets will have an average energy resistance of 20 against acid, cold, electricity and fire.
The fact that these assumptions seem to support each other is encouraging to me. I hope they are helpful.
[yet another edit]
If sonic is +4, what would force, divine damage etc., be? +6? +8? Force damage can affect incorporeal or ethereal creatures; less than the benefit of Complete Arcane's Transdimensional Spell (+1 level or +2 SP; TS can also affect creatures in extradimensional spaces). And so force should be at least +1 SP higher than sonic. I don't know if it is truly typeless;
magic missiles don't work against inanimate objects; is this a common weakness of force damage?
spiritual weapon and
mage's sword both specify opponents, but don't rule out inanimate targets.
Blade barrier says that it affects creatures- can we infer it doesn't affect objects?
Explosive runes affects the object it is written on; no mention is made of nearby objects. Dunno. "Creature only" wouldn't be a very big mitigating factor for an energy spell; in an area effect it might actually be an enhancement.
Horrid wilting is an interesting benchmark. Basically it is an enhanced (+4), heightened (+5) typeless(+X), widened(+3),
fireball that affects only living targets (-2). 10+X levels of metamagic, +20 + 2X SP, which should come out to +30 for the 5 levels of difference (6 SP per spell level for non-epic spells). Suggesting that "typeless damage" is a +5 metamagic enhancement, or +10 SP full-factor.