Epic Magic Big Thread

Cheiromancer said:
I'm kinda wondering about what kind of mischief a wizard could accomplish by gaining all the SLAs of a beholder for 600 minutes. 6000 uses of disintegrate - you could carve a mile long 10 X 10 tunnel through solid stone.

Or he could [call] or [summon] one to do the same, and be free to act as well. And I don't think that [polymorph] offers much in the way of utility above these seeds in combat.

Agree on CRs/KRs whatever, though. They're a mess.
 

log in or register to remove this ad

I wonder if we could start thinking about compound spells a little bit - at least in terms of the general principles which form them. I think a synthetic approach at this point might help iron out some seed inconsistencies, and if I've learned anything, it's that this whole process is organic.

We could start simple, say [blast] and [destroy]. See what comes up. Whaddya think?
 

Good point about the [call] and [summon]. These are the working versions of those seeds, right?

[sblock=Current Call][Call]
Conjuration (Calling) [see text]

Root Spell: Greater planar ally
Preferred Mitigation: Extended Casting Time, Ritual, Power Components
Components: V,S
Casting Time: 1 standard action
Range: 1200ft.
Effect: Called elementals or outsiders of CR 6 or less
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

A spell incorporating this seed calls extraplanar creatures to serve you. If you know an individual creature’s name, you may request that individual by speaking the name during the spell. Otherwise, you call an average specimen of the extraplanar creature.

Creatures called by use of the [call] seed serve you initially for up to 20 minutes, and will perform tasks which you assign to them. Few, if any, creatures will accept a task that seems suicidal (remember, a called creature actually dies when it is killed, unlike a summoned creature). If you wish to extend the creature's service beyond this time, you must negotiate an additional payment with it (see below).

At the end of its task, or when a duration bargained for expires, the creature returns to you. At this time, you may renegotiate its service with you, or dismiss it back to its home plane at your option.

Note: When you use a calling spell that calls an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Factors: For each additional +1CR of the called creature, increase the Spellcraft Prerequisite by +2.

Special: If you wish to extend the period of the creatures' service beyond 20 minutes, you must must negotiate with it to ensure its subsequent loyalty to you. For each additional 20 days of service rendered, a creature requires 1000gp in goods and magic items for each hit die which it possesses. Such a contract is renewable; when you choose to finally end the contract, the creature returns to its home plane. If you require the creature to undertake especially hazardous tasks, the payment doubles. If you require it to undertake mundane tasks, or tasks to which it is philosophically sympathetic, the payment is halved. Called creatures will act at their own discretion within the limits of the instructions which you give them: evil creatures will seek to interpret the letter of any contract literally, twisting it for their own ends.



Relevant half-factors: reduce casting time 3 steps (+6), reduce target CR by 10 (-20), extend range by 2 increments (+4), almost-sweeping flexibility from planar ally (+8), incorporate native XP cost (+2), predicted 10th-level benefit (open-ended [call]) (+4).[/sblock]

[sblock=Current Summon][Summon]
Conjuration (Summoning)

Root Spell: Summon monster suite, elemental swarm
Preferred Mitigation: Backlash, XP Burn
Components: V, S
Casting Time: 1 standard action
Range: 1200 ft.
Effect: Summoned creature or creatures no two of which can be more than 30 ft. apart, whose combined CR does not exceed 15
Duration: 200 minutes (D)
Saving Throw: None
Spell Resistance: No

This seed can summon one or more outsiders or elementals whose combined CR is 15 or less: it is recommended that the challenge method is used when determining the combined CR of a group creatures. They appear where the caster designates and act immediately, on his or her turn. They attack the caster’s opponents to the best of their ability. If the caster can communicate with the creatures, he or she can direct them not to attack, to attack particular enemies, or to perform other actions. The exact type of creatures are determined in the spell development process, or the appropriate flexibility factor included (see below).

When the spell that summoned a creature ends, and the creature disappears, all the spells it has cast which remain in effect expire. A summoned creature may not use any innate summoning abilities it may have or otherwise conjure another creature, nor can it use any innate planar travel or teleportation abilities that it might possess. It cannot cast any spells that would cost it XP, or use any spell-like abilites which would cost it XP if they were spells. When a caster develops a spell with the [summon] seed that summons an air, chaotic, earth, evil, fire, good, lawful, or water creature, the completed spell is also of that type.

Factor: For each +1 CR of the summoned outsiders or elementals, increase the Spellcraft Prerequisite by +2. To summon a creature from another monster type (such as dragons or aberrations) increase the Spellcraft Prerequisite by +4.
Major Flexibility: To create a spell which allows the caster to choose from a pool of up to any 12 predetermined individual creatures who otherwise fit the spell's criteria; or alternatively to choose from any number of closely-related creatures (such as demons or angels) within the CR limit, increase the Spellcraft Prerequisite by +6.
Sweeping Flexibility: To create a spell which allows the caster to summon any creature of up to CR 15 at the moment the spell is cast, increase the Spellcraft Prerequisite by +10.
Special: A character with any summon nature's ally spell on his or her class spell list may summon animals, plant creatures, feys and magical beasts without incurring the normal surcharge for summoning a monster from a type other than outsider or elemental.[/sblock]

A fiendish beholder (CR 15) would be a perfect example of what you could summon; reduce the range by two steps (-4) and extend it twice (+4) for a total of 600 minutes; there's your mile long tunnel.

Do you think the flexibility provisions might be overpriced? It is very difficult to reconcile the pretentiously named form spells with shapechange if sweeping flexibility is priced so high (assuming the ability to take any initial form and to change it each round is close to two sweeping flexibility factors). Perhaps flexibility can be cheaper for [polymorph], but I'm wondering if for [summon] it should be +2 for major flexibility, and +4 for sweeping flexibility. Do you have any spell families in mind when you set up those factors?

Maybe flexibility is just cheaper for [polymorph], kinda like quicken is cheaper: I would suggest the following version for [polymorph], even if you don't change the flexibility factors for [summon].

[sblock= Suggestion for Polymorph]
[Polymorph]
Transmutation (Polymorph)

Root Spell: Dragonshape
Preferred Mitigation: Power Components, XP Burn
Components: V, S
Casting Time: 1 standard action
Range: 1200 ft.
Target: One corporeal creature; see text
Duration: 200 minutes
Saving Throw: Fortitude negates (harmless) or Fortitude negates; see text
Spell Resistance: Yes (harmless) or yes; see text

Spells which use this seed can effect the transformation of one creature into some other creature - by including the relevant factors, incoporeal forms and creatures of the plant type are subject to this seed.

The caster can transform the subject into a specific corporeal creature of up to CR 14, the nature of which is determined during the spell development process. If the form is to be determined when the spell is cast, the appropriate flexibility factor must be included. The target of a spell developed with this seed takes on all the statistics and special abilities of an average member of the new form in place of its own except as follows:

• The target retains its own alignment (and personality, within the limits of the new form's ability scores).

• The target retains its own hit points, but gains a number of temporary hit points equal to the bonus hit points that the new form would normally have by virtue of its Constitution. These temporary hit points disappear at the end of the spell's duration.
• The target is treated has having its normal Hit Dice for purpose of adjudicating effects based on HD, such as the sleep spell, though it uses the new form's base attack bonus, base save bonuses, and all other statistics derived from Hit Dice.

• The target retains the ability to understand the languages it understands in its normal form. If the new form is normally capable of speech, the target retains the ability to speak these languages as well. It can write in the languages it understands, but only if the new form is capable of writing in some manner (even a primitive manner, such as drawing in the dirt with a paw).

• The target does not gain any spellcasting ability of its new form, although it can use at will spell-like abilities if the new form possesses them. Spell-like abilities that have a restricted number of uses per day cannot be used.

In all other ways, the target's normal game statistics are effectively replaced by those of the new form. The target loses all of the special abilities it has in its normal form, including its class features (even if the new form would normally be able to use these class features).

If the new form's size is different from the target's normal size, its new space must share as much of the original form's space as possible, squeezing into the available space (see PH 148) if necessary. If insufficient space exists for the new form, the spell fails.

Any gear worn or carried by the target melds into the new form and becomes nonfunctional. When the target reverts to its true form, any objects previously melded into the new form reappear in the same location on its body they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the target's feet.

The spellcaster can freely designate the new form's minor physical qualities (such as hair color and skin color) within the normal ranges for a creature of that kind. The new form's significant physical qualities (such as height, weight, and gender) are also under the spellcaster's control, but they must fall within the norms for the new form's kind. The target of a polymorph spell is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.

If the target of a polymorph spell is slain or rendered unconscious, the spell ends. Any part of the body that is separated from the whole remains polymorphed until the effect ends.

Incorporeal or gaseous creatures and creatures of the plant type are normally immune to polymorph spells. A creature with the shapechanger subtype (such as a lycanthrope or doppelganger) can revert to its natural form as a standard action.

Factors: For each additional +1 CR beyond CR 14 of the assumed form, increase the Spellcraft Prerequisite by +2.

Factor: To restrict the use of at will spell-like abilities to only one use each, reduce the Spellcraft Prerequisite by 4. To eliminate the use of spell-like abilities entirely, reduce the Spellcraft Prerequiste by 8.

Flexibility: To develop a spell which allows the caster to assume the form of a creature with the incorporeal subtype, and to extend the [polymorph] seed to affect incorporeal creatures, increase the Spellcraft Prerequisite by +2. To similarly extend the seed to plant creatures, increase the Spellcraft Prerequisite by +2. To develop a spell which allows the caster to assume any form, or which can effect the change of any object or creature into any other object or creature from size fine to colossal, increase the Spellcraft Prerequisite by +4: the asumed form is still limited by a creature's CR, where appropriate.

Factor: To decrease the casting time from a standard action to a swift action, increase the Spellcraft Prerequisite by +4.

Flexibility: To develop a spell which allows the target or caster to choose a form at the moment it is cast, increase the Spellcraft Prerequisite by +4; to develop a spell which also allows the target to change its form once every round as a free action, increase the Spellcraft Prerequisite by a further +4: these factors are cumulative.

Special: If a spell is developed which affects unwilling targets, they are entitled to a Fortitude saving throw to negate the effect.[/sblock]

I'm pricing the kernel at CR*2 + 18.

So the kernel analysis for a CR 14 pretentiously named form spell would be 46 (kernel) +4 quicken +2 dismissible -4 limited SLAs = 48 = 8th level spell. (Note that the eye-beams of a beholder are being treated as SLAs. They are certainly spell-like, but are technically supernatural.) If you pretend that beholders and maruts are both CR 14 (which doesn't seem too much of a stretch) then each would have a PNF that's 8th level.

If the target form has no SLAs, you could have a CR 3 PNF spell (e.g. hell hound) with 24 (kernel) +4 quicken +2 dismissible -8 no SLAs = 22 = 3rd level spell (just barely). CR 5 (winter wolf) would be 26 (4th level spell) and CR 7 (chimera) would be 30 (5th level spell).

Dragonshape is almost OK; you get the SLAs (7 uses of locate object :\) and it is both quickened (+4) and dismissible (+2). If the dragon is CR 18 the total would be 60 - but probably it deserves a discount for the SLAs being so sucky. So it fits too.

Polymorph has touch (+2), a longer duration (+2), dismissable (+2), major flexibility (+2) no SLAs (-8) and no supernatural abilities either. Maybe another -8? That's 2*CR + 10 = 24, or CR of 7. Maybe CR 6 if you consider it sweeping flexibility. A 12 headed hydra is CR 11, which should make polymorph a 5th level spell. Pretty close; in this case the lack of spellcasting would still hurt, and spellcasting forms like an annis or troll would be within the CR limit. Hmmm. Do you lose your ability to cast spells when you use polymorph? The spell description doesn't say one way or other, but if the special rules for the polymorph subschool apply, then a human wizard can't polymorph into an elf without losing his class abilities. That seems wrong- I'll have to think about that some more.

If shapechange is restricted to CR 17 forms, then the kernel analysis would be 52 (kernel) +4 extra duration +2 dismissible -8 no SLAs +4 free choice of initial form +4 change form each round = 58 = 9th level spell. Just barely. But without SLAs and with a hit dice limit, it isn't too bad. Still, shapechange might be broken (big surprise!).

The kernel analysis for the [polymorph] seed comes to be 60, of course; a 10th level spell. (2*14 + 18) is 46 (kernel) +10 range +4 extra duration = 60.

The base formula for seeds is 36 less than the kernel formula; 2*CR - 18. With a base CR of 14 and +10 in range and duration factors, you get 24 SP; the base value of a seed.

So anyway, this version of [polymorph] encompasses the pretentiously named form suite of spells, pretty much, polymorph and shapechange. I suspect baleful polymorph is a curse with [polymorph] as a secondary seed.
 
Last edited:

Sepulchrave II said:
I wonder if we could start thinking about compound spells a little bit - at least in terms of the general principles which form them. I think a synthetic approach at this point might help iron out some seed inconsistencies, and if I've learned anything, it's that this whole process is organic.

We could start simple, say [blast] and [destroy]. See what comes up. Whaddya think?

You are right about the process being organic. If by that you mean that every time we accomplish something we have to change about three other things that were thought to be finished. :) But I think we are making progress, so I'm not unhappy. BTW, a small publisher friend of mine is trying to contact you - I don't know if the board's email is working, or if the email address the boards has is valid (the one I had didn't work when I tried it last), but I wanted to let you know. When we are done it would be nice to have this all nicely laid out, bound and illustrated, and it would be nice if neither of us had to do the work.

Your choice of initial compounding seeds made me laugh; as you know, I regard [destroy], [blast] and [slay] as belonging to the same meta-seed; compounding these seeds is just a matter of adding the appropriate factors; skew (+2), cannot be raised (+1), maximize (+9) and/or death magic (+6). And perhaps an epic benefit regarding the ability to destroy [force] and [ward] effects.

I don't quite grasp the process of compounding seeds. My impulse is to involve factors and kernels instead. But I'd like to see how it works; if I don't understand compounds, I won't have a hope of understanding aggregates.
 
Last edited:

[Blast]
Evocation [Acid, Cold, Electricity or Fire]

Root Spell: Delayed blast fireball, lightning bolt
Spellcraft Prerequisite: 24
Preferred Mitigation: Backlash
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 basic energy types the caster chooses: acid, cold, electricity, or fire. The caster can cast the energy forth as a line or a spread. The default values for energy type and area may be set during spell development, but can be changed at the moment of spellcasting any of the four basic energy types.
Factor: If you have eliminated this element of flexibility, reduce the Spellcraft Prerequisite by 4. This is a mitigating factor.
Factors: The caster may choose to develop a spell which defaults to another type of damaging energy. The options and the associated costs are as follows:
• Sonic energy (+4 SP). The spell receives the [sonic] descriptor.
• Slashing, piercing or bludgeoning (+6 SP). This damage bypasses Damage Reduction. To have the spell damage interact with Damage Reduction as a magical weapon of the appropriate type, reduce the SP modifier to +4. If the damage will be treated as a non-magical weapon of the appropriate type, reduce the SP modifier to +2.
• Force damage (+6 SP). The spell receives the [force] descriptor. Force damage affects incorporeal and ethereal creatures, but not objects; to include objects, increase the Spellcraft Prerequisite by an additonal +1.
• Aligned damage (+8 SP). The spell gains an alignment descriptor that matches one component of the caster's alignment (good, evil, chaotic, lawful). If two descriptors are possible, the caster may choose; true neutral casters may not choose this option. Creatures of an opposed alignment have a -2 penalty to their saving throws. The damage is retains its energy type but is considered divine and is thus not subject to energy resistance or immunity; vulnerable creatures will still get extra damage, however.
• Typeless (+8). The spell loses the energy descriptor. The damage is of no particular type, and is not subject to resistance or energy immunity.

A spell developed using the [energy] seed releases a bolt or spread which deals 25d6 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: Delay (special). To delay the effect of the spell, increase the Spellcraft Prerequisite by +1 for every 2 rounds (or fraction thereof) that the spell can be delayed. See delayed blast fireball for details.
Factor: To increase the base damage by +1d6, add +1 to the Spellcraft Prerequisite. This factor stacks.


[Destroy]
Transmutation

Root Spell: Disintegrate
Spellcraft Prerequisite: 24
Preferred Mitigation: Backlash
Components: V, S
Casting Time: 1 standard action
Range: 1200 ft.
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

A spell develped with this seed deals 40d6 points of damage to the target. The damage is of no particular type or energy. The caster must make a successful ranged touch attack to hit, and the target is entitled to a saving throw: if the save is successful, it instead takes 5d6 points of damage. If the target is reduced to –10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated, leaving behind only a trace of fine dust. Up to a 10-foot cube of nonliving matter is affected, so a spell using the destroy seed destroys only part of any very large object or structure targeted. The destroy seed affects magical matter, energy fields, and force effects that are normally only affected by the disintegrate spell: such effects are automatically destroyed. Unattended magic items are entitled to a saving throw to negate the effect.
Factor: For each additional 2d6 points of damage dealt on a failed save, increase the Spellcraft Prerequisite by +1.
Special: A prismatic wall, prismatic sphere, an antimagic shell, or epic spells incorporating the [ward] seed may also be destroyed if the caster succeeds at an opposed caster level check. A spell which excludes these effects as possible targets gains a -4 mitigating factor to the Spellcraft Prerequisite.


*


So these are the two versions of the seeds I thought it might be good to fiddle with. A very marginally modified Cheiromancer [blast] (wording only tweaked), excluding the death magic/skew and exponential provisions; and a fairly basic iteration of [destroy].

I'm going to posit two spells: fiery destruction and destroying fire. The first spell, fiery destruction uses [destroy] as the base seed and [blast] (the [fire] effect) as a secondary seed. Destroying fire reverses the seeds' roles. I'm not suggesting that this is in any way an exercise in efficiency, btw. I can't think of any particular reason why it would be desirable to develop either of these spells. I'm more interested in looking at how the various parameters within the seeds' descriptions interact, and how best to develop rules to deal with inconsistent parameters within the seeds. I'm also interested in notation: what is the best way to lay out the relevant information?


***


FIERY DESTRUCTION
Transmutation [Fire][Epic][1]

Spellcraft Prerequisite: 36 (USP 48) [2]
Components: V, S
Casting Time: 1 standard action
Range: 1200 ft.
Area: 20-ft. radius burst [3]
Duration: Instantaneous
Saving Throw: Fortitude partial [4]
Spell Resistance: Yes

A black nova engulfs your enemies. The fire writhes up your arms as you unleash the spell, leaving you shaking.

Fiery destruction erupts in a 20-ft radius burst which you designate within range. Creatures caught within the blast suffer 40d6 of pure destructive damage and 25d6 of fire damage; a successful Fortitude saving throw reduces the typeless damage to 5d6 and negates the fire damage [5]. A creature reduced to –10 or fewer hit points (or an object, construct or undead reduced to 0 hit points) is utterly destroyed, as if disintegrated. You suffer 8 points of backlash when you cast this spell.

Development
48 days; 48,000gp; 1920xp

Seeds: [Destroy] (B) (+24SP), [blast] (S) (+12SP).
Factors: Change spell to an area effect (+12 SP).
Mitigating Factors: Set [blast] to [fire] effect (-4 SP), 8 points backlash (-8SP).


***


DESTROYING FIRE
Evocation [Fire][Epic]

Spellcraft Prerequisite: 36 (USP 48)
Components: V, S, Backlash
Casting Time: 1 standard action
Range: 1200 ft.
Area: 20-ft. radius spread [6]
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A black nova engulfs your enemies. The fire writhes up your arms as you unleash the spell, leaving you shaking.

Destroying fire erupts in a 20-ft radius spread which you designate within range. Creatures caught within the blast suffer 25d6 of fire damage and 40d6 of pure destructive damage; a successful Reflex saving throw reduces fire damage by half and negates the destructive damage. A creature which fails its Saving Throw and is reduced to –10 or fewer hit points (or an object, construct or undead reduced to 0 hit points) is utterly destroyed, as if disintegrated [7]. You suffer 8 points of backlash when you cast this spell.

Development
48 days; 48,000gp; 1920xp

Seeds: [Blast] (B)(+24SP), [destroy] (S)(+12 SP).
Factors: Change spell to an area effect (+12 SP).
Mitigating Factors: Set [blast] to [fire] effect (-4 SP), 8 points backlash (-8SP).


***


Notes for semi-arbitrary rules (in italic), and questions:

[1] The base seed always determines the school. If another seed has a descriptor, it lends it to the spell. Should we include the tag [Epic], or is this superfluous?
[2] Notation? Should USP be on a separate line?
[3] The seed with the lowest parameter in the hierarchy (area -> target/ray -> personal) determines the parameter of the spell. There has to be a better way of phrasing that. I've assumed that to change a ray to an area is a +12 adjustment.
[4] In cases where the seeds both require saving throws but have different requirements, the saving throw of the base seed prevails.
[5] If [blast] combines with a base seed which has a Saving Throw entry of [partial] or [negates], damage from [blast] is negated on a successful save. If this is accepted, it should be included in the notes on [blast] under "Conditions"
[6] A spell with [blast] as its base seed may designate a spread as its area in addition to other types of area. This should also be added to [blast], if acceptable.
[7] If [destroy] combines with a base seed which has a Saving Throw entry of [half] or [negates], damage from [destroy] is negated on a successful save. Creatures who take no damage from the [destroy] seed are not subject to disintegration. Should be added to [destroy], barring objections.


Of which, I suspect, there will be many.
 
Last edited:

Another compound: this time using [blast] alone.

HELLBALL
Evocation [Acid, Electricity, Fire, Sonic]

Spellcraft Prerequisite: 42 (USP 64)
Components: V, S
Casting Time: 1 standard action
Range: 1200 ft.
Area: 40-ft. radius spread
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes


A hellball deals 25d6 points of fire damage, 25d6 points of acid damage, 25d6 points of electricity damage and 25d6 points of sonic damage to all creatures within its area. You point your finger and determine the range (distance and height) at which the hellball is to detonate. A sun-bright, fist-sized globe of energy streaks forth and, unless it impacts a material body or solid barrier prior to attaining the indicated range, expands into its full area. You suffer 10 points of backlash when you cast this spell.

Development
64 days; 64,000gp; 2560xp
Seeds: [Blast] (B)(+24SP), [blast] (S)(+12SP), [blast] (S)(+12 SP), [blast] (S)(+12 SP).
Factors: Increase area by 100% (+4 SP).
Mitigating Factors: Set [blast] to [fire] effect (-4 SP), set [blast] to acid effect (-4 SP), set [blast] to electricity effect [-4 SP], set [blast] to sonic effect [+0 SP]. 10 points backlash (-10SP).


Note: apparently exponential factors are attainable though multiple admixtures. Maybe that's why hellball is such a popular spell :uhoh:
 
Last edited:

I had envisaged the flexibility of [blast] as including whether the effect was a line or a spherical spread, not just what element was involved.

I am also wondering why I priced aligned damage as the same as typeless damage. It is better against certain kinds of opponents (those of the opposed alignment and those vulnerable to that type of energy) but is never worse. It should probably have a +10 cost.

Re: [destroy]. If you follow the precedent of disintegrate, any creature or object reduced to 0 hit points should be entirely disintegrated. Not -10 hp. You also give unattended magical items a save to negate the effect, which I don't see in disintegrate. I would move the sentence noting the effect of [destroy] on force fields to the Special area. Just so that people will hesitate a little whether to weaken the spell to just a damaging spell instead of a magical-obstacle-removing spell.

Regarding USP - in some seeds I think we inflated some parameters knowing that in most cases the spellcaster would use mitigating factors to buy them back at no net cost. These kind of "break even" transactions shouldn't be penalized by an unusually high USP. For example, if we were unsure whether [polymorph] should have a swift action casting time (+4) that lasts 20 rounds, or a standard action casting timel that lasts 200 minutes (+4), we would probably choose the latter, knowing that the factors could be exchanged at no net cost. Which implies that the USP shouldn't change either, which means the reducing factor has to affect the USP as well.

I like the idea that the base seed determines the school, but that descriptors are inherited from other seeds. The [Epic] tag is redundant. I think, for issues of space, that USP should be on the same line as the Spellcraft Prerequisite.

When range and area factors differ, the cheapest factor of the two seeds should be inherited. I wonder if it would be worth mitigating the other seed down to match area, range and duration before halving the seed? If these values are different because of no cost buyback considerations, they shouldn't result in a penalty.

I price creature => area as +6. (for a 120-ft. line or a 20-ft. spread) Personal => area requires purchasing range in addition to this factor, and if you want to make it selective add +6 (for beneficial spells this will also allow creatures to leave the area without losing the benefit). So your spells should be 6 SP cheaper.

My intuition tells me that the effect of destroying fire should be approximately as follows:

Destroying fire erupts in a 20-ft radius burst which you designate within range. Creatures caught within the blast suffer 65d6 of fire damage. A successful Reflex saving throw reduces the damage to one quarter. A creature or object which is reduced to 0 or fewer hit points is utterly destroyed, as if disintegrated.​
Whereas fiery destruction might read

Fiery destruction erupts in a 20-ft radius spread which you designate within range. Creatures caught within the blast suffer 65d6 of fiery destructive damage; fire resistance or immunity does not apply, but creatures vulnerable to fire take half again as much damage. Unattended objects also take this damage. A successful Reflex saving throw reduces the damage to one eighth. A creature or object which is reduced to 0 or fewer hit points is utterly destroyed, as if disintegrated. Fiery destruction affects magical matter, energy fields, and force effects that are normally only affected by the disintegrate spell: such effects are automatically destroyed. A prismatic wall, prismatic sphere, an antimagic shell, or epic spells incorporating the [ward] seed may also be destroyed if the caster succeeds at an opposed caster level check. This check is made with a -4 penalty.​
Non-selective area effects should have reflex saves. Special effects (like disintegrating things, and being effectively typeless) should be based on the base spell. A little bit of flavor from the other seed should still be present (getting disintegrated, doing more damage against fire vulnerable creatures). It's hard to explain the saves, except to say that destroying fire is nearer to half, and fiery destruction is closer to 5d6. If a save negates spell is combined with a save half spell, the result should be a save partial, I think. Or you could add or subtract a bit elsewhere to make it fit better.

How does that sound?


*****

Sepulchrave II said:
Note: apparently exponential factors are attainable though multiple admixtures. Maybe that's why hellball is such a popular spell. :uhoh:

If you can compound different flavors of [blast], (acid + electricity + fire + sonic) why not fire + fire + fire +fire? Do you allow multiples of the same energy enhancement on a weapon? I.e. a quadruply flaming longsword +1 that does +4d6 fire damage?

And shouldn't you halve the "set to X" factors- each of those +25d6s is essentially costing only +8 SP. Even at +10 SP that's like having an Empower for +5 SP. Even at my most permissive I wasn't advocating that. But your smiley indicates you aren't too happy with it either.
 
Last edited:

I have some results on the [harrow] seed, particularly the poison (ability damage), disease and energy drain aspects.

First I have to warn you that I am using "reserved factors": Empower (valued at +8 SP) and Repeat Spell (valued at +10SP). Repeat Spell is weaker than double empowering the spell because saves and energy resistance get to apply twice, and there is also the element of delay which makes it awkward (enemies can leave the area in that round, friends can't enter it, etc.) The most important reason is that I want instantaneous => 1 full round to be a difference of 6 SP so that it parallels the difference between a swift action and 1 full round casting time. (I don't know about pricing immediate actions yet.)

Anyway, if +16 is double damage at the same time (double empowered), +10 is double damage with half immediately and half a round later (Repeat Spell), then, following the progression for casting time, +8 would be for an interval of one minute, +6 for an interval of 10 minutes, +4 for an interval of 1 hour, and +2 for an interval of 1 day. Or you could think of it as +16, with a -6 mitigation for a 1 round delay, -8 for a 1 minute delay, -10 for a 10 minute delay, -12 for a 1 hour delay, or -14 for a 1 day delay.

I think a point of ability damage is worth about +3 SP. Maybe a trifle less. +2 SP is probably too little, unless you discount non-Con damage somewhat.

So poison, which does 5.5 Con damage, is worth 17.5 SP. +2 for touch range, +8 for repeated damage in one minute, or 27.5 SP. A solid 4th level spell, halfway to 5th. A non-lethal poison might be a bit cheaper. Maybe not.

I'm going to price contagion on the basis of slimy doom, whose 1d4 Con damage is worth 7.5 points off the bat, +4 for flexibility in the number of diseases possible (7), +2 for touch range, +2 for the one day delay between damage, +8 for it repeating indefinitely, -4 for the subsequent saves being a different (and lower) DC than the original save. I used a +8 indefinite repetition factor in holy aura, and it seemed to work all right. -4 seems appropriate for this downside to the spell. This comes out to 7.5 +4 +2 +2 +8 -4 = 19.5, a 3rd level spell. There's room for a small factor to specify how many saves are required to be cured, and other variations between disease.

Giving a disease the healing resistant effects of mummy rot should be +12 SP (an [afflict] secondary seed). In case of mummy rot the caster level check is fixed at a rather low value of DC 20; count that as a -4 mitigating factor. Maybe -6. Range touch +2, 1d6 Con would be 10.5 SP, 1d6 Cha is +7 SP, damage is repeated after one day +2, damage can be indefinitely repeated +8, uses a flat DC for subsequent saves, -4, curse effect +8 net, for a total of 33.5. A 5th level spell.

After studying enervation I decided to make 1 negative level also be worth 3 SP; 7.5 SP for the 1d4 levels involved. The range factor is +6 (close). There is no save against these negative levels, and I thought that a constant "no save" factor could be abused. So I decided to double the base cost (USP). The result is (7.5 + 6) * 2 = 27, a 4th level spell. I think the 1 hour/level duration is inherent in these spells, though maybe you could shorten them with exponential mitigating factors after doubling. Though maybe not at non-epic levels; a spell that gave 1d4 negative levels for 1 round per level is potentially a death spell, and so should be at least 4th level.

Energy drain is similar, but 2d4 negative levels are imposed instead (15 SP). The range is still close (+6 SP) but instead of lasting 1 hour/level they last at least a day; I decided to extend them with a regular +2 factor. So the base value is 15 +6 +2 = 23. To represent that the negative levels convert into energy drain (upon a failed save), I thought that doubling this base value would be appropriate. Two doublings is a tripling, so the value is 23 * 3 = 69. Since the conversion of negative levels to energy drain occurs a day later, there is a -14 mitigation factor. So the final SP is 55, a 9th level spell.

As a reminder to readers: if factors put the SP over 60 we subtract 36 to represent the SP prerequisite of seed based magic. Under 60 we just divide by 6 and drop the remainder to find the spell level.

If the save 24 hours later didn't allow a save, that should be worth another doubling. I don't think the conversion into energy drain can be moved up, so you will always have the -14 delay factor. And you can't get a bigger delay than the duration of the negative levels (a day or a little more), so unless you extend it an awful lot, there's no way of getting more than -14. So a close range spell that caused 2d4 levels to be lost automatically (no save) after 24 hours would have a kernel SP of (23*4 - 14) = 78 or a seed SP of 42. Probably not worth casting; at these levels folks should have access to a cleric.

A 10th level spell should be possible that allows the caster's touch to inflict 12 negative levels (no save) that will last for 20 rounds. The kernel formula would be (3 * 10 +6) * 2 - 12 (duration) - 36 (kernels to seeds) = 36 * 2 - 12 -36 = 24 SP. I wonder if the loss of 60 hit points in this way would trigger a save vs massive damage? With a -12 to the save, that could be very dangerous.
 

Cheiromancer said:
I had envisaged the flexibility of [blast] as including whether the effect was a line or a spherical spread, not just what element was involved.

Absolutely.

Cheiromancer said:
I am also wondering why I priced aligned damage as the same as typeless damage. It is better against certain kinds of opponents (those of the opposed alignment and those vulnerable to that type of energy) but is never worse. It should probably have a +10 cost.

It's also kind of convoluted for a seed provision. Simple [divine] is, well, simpler.

Cheiromancer said:
Re: [destroy]. If you follow the precedent of disintegrate, any creature or object reduced to 0 hit points should be entirely disintegrated. Not -10 hp. You also give unattended magical items a save to negate the effect, which I don't see in disintegrate.

That's what you get for cut & pasting from old drafts. :heh:

Cheiromancer said:
I would move the sentence noting the effect of [destroy] on force fields to the Special area. Just so that people will hesitate a little whether to weaken the spell to just a damaging spell instead of a magical-obstacle-removing spell.

Knocking out [force] effects is a nonepic benefit.

Cheiromancer said:
I wonder if it would be worth mitigating the other seed down to match area, range and duration before halving the seed?

My procrustean approach is designed to avoid as many of these issues as possible. But I think an order of operations in seed combination is necessary, and I think that mitigation should always come last.

Cheiromancer said:
I price creature => area as +6.

This seems too cheap. I wonder what the value of an equivalent metamagic feat would be?

Cheiromancer said:
My intuition tells me that the effect of destroying fire should be approximately as follows:

Destroying fire erupts in a 20-ft radius burst which you designate within range. Creatures caught within the blast suffer 65d6 of fire damage. A successful Reflex saving throw reduces the damage to one quarter. A creature or object which is reduced to 0 or fewer hit points is utterly destroyed, as if disintegrated.​
Whereas fiery destruction might read

Fiery destruction erupts in a 20-ft radius spread which you designate within range. Creatures caught within the blast suffer 65d6 of fiery destructive damage; fire resistance or immunity does not apply, but creatures vulnerable to fire take half again as much damage. Unattended objects also take this damage. A successful Reflex saving throw reduces the damage to one eighth. A creature or object which is reduced to 0 or fewer hit points is utterly destroyed, as if disintegrated. Fiery destruction affects magical matter, energy fields, and force effects that are normally only affected by the disintegrate spell: such effects are automatically destroyed. A prismatic wall, prismatic sphere, an antimagic shell, or epic spells incorporating the [ward] seed may also be destroyed if the caster succeeds at an opposed caster level check. This check is made with a -4 penalty.​
Non-selective area effects should have reflex saves. Special effects (like disintegrating things, and being effectively typeless) should be based on the base spell. A little bit of flavor from the other seed should still be present (getting disintegrated, doing more damage against fire vulnerable creatures). It's hard to explain the saves, except to say that destroying fire is nearer to half, and fiery destruction is closer to 5d6. If a save negates spell is combined with a save half spell, the result should be a save partial, I think. Or you could add or subtract a bit elsewhere to make it fit better.

How does that sound?

Overly complex :D . Replicability is important, here. We need to get utilitarian. I'm looking for a set of guidelines which governs the way seeds interact, so the same rules can be brought to bear upon any combinations of seeds. The reason that I chose [destroy] and [blast] is because they're relatively simple, share lots of common parameters, and are in a state of development where we can begin to explore with them.

65d6 of fiery destructive damage is nice, but what if had been [afflict] and [blast], or [harrow] and [blast] - would they suffer fiery ability damage or fiery energy drain? I think that keeping the effects discrete is vital here - whilst it's tempting to grant logical synergies to certain seed combinations, they can't be measured in any replicable way. And I have no intention of writing 400+ descriptions for the way that specific pairs of seeds interact, not to mention 3-seed spells.

I'm wary of drowning in the details; I think we need to start making some bold, wide, brushstrokes. Sometimes the results will be ugly - fiery destruction and destroying fire are examples. But they're not designed to be attractive to players: we can design those spells to our heart's content after we've hammered out some basic rules of combination. They are designed to illustrate the rules of combination, nothing more.

Cheiromancer said:
If you can compound different flavors of [blast], (acid + electricity + fire + sonic) why not fire + fire + fire +fire?

Because you can't. We write a rule. (Edit: see below)

Cheiromancer said:
And shouldn't you halve the "set to X" factors- each of those +25d6s is essentially costing only +8 SP. Even at +10 SP that's like having an Empower for +5 SP. Even at my most permissive I wasn't advocating that. But your smiley indicates you aren't too happy with it either.

Indeed. Halving the mitigating factor value to a secondary seed is an answer. Changing [blast] so that the choice of energy type is not available at the moment of casting, and the seed only does 20d6 is another: I have to say I'd prefer this. +12SP to add 20d6 of energy damage (of a specific type) when you use [blast] as a secondary seed seems far more reasonable.

(Edit: actually, I would accept double damage for +12 SP as reasonable as a factor on a base 20d6 seed. Better still, it would eliminate the need to make a rule regarding [fire][fire] combinations - this is the best kind of rule.)

I guess I haven't been explicit in my reasoning in many of my prior posts; much of my argument has been designed to facillitate the combinations of seeds. "How will that look as a secondary seed? etc."

What appeals to me most of all is the *simplicity* of a secondary-seed approach. Players need to be able to put epic spells together in minutes, not hours. All kinds of internal, invisible complexity can be present in seeds in an attenpt to ensure their balance: this cannot be exposed in the way epic spells are constructed, however, as the players must accomplish this. It cannot be too onerous.

Starships of the Galaxy rather than Fire, Fusion and Steel, IYKWIM.
 
Last edited:

Sepulchrave II said:
Cheiromancer said:
I price creature => area as +6.
This seems too cheap. I wonder what the value of an equivalent metamagic feat would be?
It has worked for me for everything from fireball to horrid wilting to mass cure light wounds. Check out post 304 for various examples. Among other things, that's where I decide that fireball has a base kernel cost of 20, not the 18 that a usual 3rd level spell would have.

Sepulchrave II said:
I guess I haven't been explicit in my reasoning in many of my prior posts; much of my argument has been designed to facillitate the combinations of seeds. "How will that look as a secondary seed? etc."

What appeals to me most of all is the *simplicity* of a secondary-seed approach. Players need to be able to put epic spells together in minutes, not hours. All kinds of internal, invisible complexity can be present in seeds in an attenpt to ensure their balance: this cannot be exposed in the way epic spells are constructed, however, as the players must accomplish this. It cannot be too onerous.
It is true I don't understand how secondary seeds are supposed to work. I've been taking it as a "+12 factor to incorporate elements of seed2 into seed1".

Adding a seed *should be* +24 SP, but by taking the lowest common denominator in redundant factors you gain savings; in fact, when two factors are the same you only need to pay for one of them. Typically this will involve at least 12 points of SP, and so your resulting spell won't be broken (we hope).

Using this method both your spells would become ray spells that do [blast] damage to a target that they also [destroy]. Saving throws are done separately. I think that Reflex is inappropriate for a ray spell that hits; Fortitude half would be OK.

Changing [blast] so that the choice of energy type is not available at the moment of casting, and the seed only does 20d6 is another: I have to say I'd prefer this.
The kernel analysis is 20 fireball + 8 enhanced + 14 heightened = 42. You need 18 more factors to make it a proper 10th level spell. Even the base spell for the current [blast] falls short. Its kernel value is 20 fireball + 12 one and a half enhanced + 14 heightened +4 flexible = 50, which is 10 points low.

Sepulchrave II said:
Edit: actually, I would accept double damage for +12 SP as reasonable as a factor on a base 20d6 seed. Better still, it would eliminate the need to make a rule regarding [fire][fire] combinations - this is the best kind of rule.)
So your skepticism has waned since post 319. I'm now thinking that I'd use +16 to double a spell, myself, but YMMV. It doesn't really matter as long as AMC's effects on seeds is strictly controlled. Here are some equations for the damage that a [blast] will do for a seed specialist and for a metamagic specialist. I've smoothed out the factors, so this will only be approximately correct. I'm assuming no feats (AMC or otherwise) for the seed specialist, and all feats are AMC for the metamagic specialist. (number of AMC = 2/3 N)

N = level above 21 (as a measure of available SP for the seed specialist, and to compute the number of AMC for a metamagic specialist)
B = base value of the seed. 25d6, 20d6, whatever.
D = size of the factor to double empower the seed. Maybe 12, maybe 16, whatever.​
If you want to increase the available SP for the seed specialist, just boost N by the appropriate amount in their formula.

Seed damage = ((N + D + B)^2) / 4D

Metamagic damage = 5/18 * (5N + 3B +30/10)^2​
So if N = 18 and D = 12 and B = 20, the seed damage would be about 52d6 for the seed specialist, and 90d6 for the metamagic specialist. (The seed specialist has 18 SP available; he spends 6 SP to increase the base damage to 26d6 and 12 SP to double the result. The metamagic specialist has 12 AMC; he'll enhance the base spell to 30d6 (+4) and quadruple empower the result. This triples the damage.)

For the seed specialist
x = points spent on +1d6 = (N + D - B)/2
y = points spent on empowers = (N - D + B)/2
(x + y = N)​
For the metamagic specialist
p = levels whose AMC feats are spend on enhances = (5N - 3B + 30)/10
q = levels whose AMC feats are spent on empowers = (5N + 3B - 30)/10
(p + q = N)​
Without feats, the seed specialist falls far behind. If he uses lots of AMC, however, then N is replaced by 7/3 of its previous value (2 x AMC over 3 levels with 2 SP worth of mitigation for feat means that where those levels once provided 3 SP, they now provide 7 SP), and examination of the coefficients in these equations shows that no matter what value you set for D, the seed specialist will pull ahead.
 
Last edited:

Remove ads

Top