Sepulchrave II
Legend
Re: Blast
Good points. I know that it makes for a weak [blast] seed, and 18 points of factors is a lot to make up. Maybe we should rack it back up to 40d6 (+16, double-enhanced) and include a condition:
Conditions
When [blast] combines as a secondary seed in a spell, it does half of its normal base damage - i.e. 20d6. Factors may be applied to modify this damage as normal.
Gods, you could even triple the seed's base area as well, and still be within the 54-60 zone.
Retrofitting empower into [blast] as a factor would then equate to a +12 SP increase; assuming that the internal +1SP per d6 factor is also retained. If it seems that I'm swinging wildly on this issue, I apologize - I'm trying to find the best average fit which can solve a number of simultaneous problems.
It would look like this:
[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 360 ft. line, or a 60-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 energy type and area are set during spell development.
Factor: To develop a spell which allows the energy type and blast shape to be selected at the moment of casting, increase the Spellcraft Prerequisite by +4.
Factors: The caster may choose to develop a spell which discharges 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.
• 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 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: 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:
Conditions
Note: omitted [divine] damage pending further inquiry.
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.
Good points. I know that it makes for a weak [blast] seed, and 18 points of factors is a lot to make up. Maybe we should rack it back up to 40d6 (+16, double-enhanced) and include a condition:
Conditions
When [blast] combines as a secondary seed in a spell, it does half of its normal base damage - i.e. 20d6. Factors may be applied to modify this damage as normal.
Gods, you could even triple the seed's base area as well, and still be within the 54-60 zone.
Retrofitting empower into [blast] as a factor would then equate to a +12 SP increase; assuming that the internal +1SP per d6 factor is also retained. If it seems that I'm swinging wildly on this issue, I apologize - I'm trying to find the best average fit which can solve a number of simultaneous problems.
It would look like this:
[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 360 ft. line, or a 60-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 energy type and area are set during spell development.
Factor: To develop a spell which allows the energy type and blast shape to be selected at the moment of casting, increase the Spellcraft Prerequisite by +4.
Factors: The caster may choose to develop a spell which discharges 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.
• 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 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: 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.
- To increase the base damage by 50%, increase the Spellcraft Prerequisite by +12. This factor stacks.
Conditions
- A ray which includes [blast] as its base seed changes its Saving Throw entry to Fortitude: Half.
- When [blast] combines as a secondary seed in a spell, it does half of its normal base damage - i.e. 20d6. Factors may be applied to modify this damage as normal.
Note: omitted [divine] damage pending further inquiry.
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