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<blockquote data-quote="Sepulchrave II" data-source="post: 3037311" data-attributes="member: 4303"><p>Re: Animate Dead</p><p></p><p>I've tried to avoid complex math (I know this isn't 4-D calculus, but you know what I mean) and I've purposely excluded any caster-level dependent restrictions within the seed descriptions - I think the latter breaks the spirit of epic spells, because they scale by factors not the <em>actual</em> caster level of the caster: Incidentally, I almost gave in with the <em>fortify</em> seed (making the anibuff derived application limited by caster level), but eventually decided to drop the ability to buff Int/Wis/Cha altogether: whatever you do with this one, it's breakable.</p><p></p><p>If we look at the spells <em>create undead</em> and <em>create greater undead</em> to see what they're capable of:</p><p></p><p><em>Create Undead</em> (Hypothetical Spellcraft Prerequisite 22)</p><p></p><p>Ghoul (CR 1; 2HD)</p><p>Ghast (CR 3; 4HD)</p><p>Mummy (CR 5; 8HD)</p><p>Mohrg (CR 8; 14HD)</p><p></p><p><em>Create Greater Undead</em> (Hypothetical Spellcraft Prerequisite 26)</p><p></p><p>Shadow (CR 3; 3HD) [Incorporeal]</p><p>Wraith (CR 5; 5HD) [Incorporeal]</p><p>Spectre (CR 7; 7HD) [Incorporeal]</p><p>Devourer (CR11; 12 HD) [Extraplanar]</p><p></p><p>At this stage, I'm actually inclined to drop any references to HD and drop the extraplanar & incorporeal references, and go solely with CR - although I'd up it to CR 12 (12 is a nicer number than 11, somehow), basing it off of <em>create greater undead</em> alone. Although it's unsatisfactory, reigning it in to one target might be the only way to go.</p><p></p><p>i.e.</p><p></p><ul> <li data-xf-list-type="ul">At a base Spellcraft Prerequisite of 26, the caster may create any single intelligent undead of up to CR 12. The undead to be created need not be specified in the development process. For each additional +1 CR of a created intelligent undead, increase the Spellcraft Prerequisite by +2. A spell developed using this application of the <em>animate dead</em> seed can create templated undead (such as vampires or ghosts), provided that the CR of the templated undead falls within the spell's CR limit.</li> </ul><p></p><p>The alternative would be "For each additional +1 CR of a created undead, <strong>or for each additional +1 CR of additional created undead</strong>, increase the Spellcraft Prerequisite by +2." This brings the seed into resonance with <em>summon</em> (which may not be a good thing) in terms of its mechanics. It's kind of screwy, because it would cost as much to create 2 devourers (Spellcraft +22) as it would to create a lava wight (also Spellcraft +22).</p><p></p><p>Then again, it's a lot more <em>dangerous to the caster</em> to create a lava wight. I dunno. I'm stumped.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 3037311, member: 4303"] Re: Animate Dead I've tried to avoid complex math (I know this isn't 4-D calculus, but you know what I mean) and I've purposely excluded any caster-level dependent restrictions within the seed descriptions - I think the latter breaks the spirit of epic spells, because they scale by factors not the [I]actual[/I] caster level of the caster: Incidentally, I almost gave in with the [I]fortify[/I] seed (making the anibuff derived application limited by caster level), but eventually decided to drop the ability to buff Int/Wis/Cha altogether: whatever you do with this one, it's breakable. If we look at the spells [I]create undead[/I] and [I]create greater undead[/I] to see what they're capable of: [I]Create Undead[/I] (Hypothetical Spellcraft Prerequisite 22) Ghoul (CR 1; 2HD) Ghast (CR 3; 4HD) Mummy (CR 5; 8HD) Mohrg (CR 8; 14HD) [I]Create Greater Undead[/I] (Hypothetical Spellcraft Prerequisite 26) Shadow (CR 3; 3HD) [Incorporeal] Wraith (CR 5; 5HD) [Incorporeal] Spectre (CR 7; 7HD) [Incorporeal] Devourer (CR11; 12 HD) [Extraplanar] At this stage, I'm actually inclined to drop any references to HD and drop the extraplanar & incorporeal references, and go solely with CR - although I'd up it to CR 12 (12 is a nicer number than 11, somehow), basing it off of [I]create greater undead[/I] alone. Although it's unsatisfactory, reigning it in to one target might be the only way to go. i.e. [list]At a base Spellcraft Prerequisite of 26, the caster may create any single intelligent undead of up to CR 12. The undead to be created need not be specified in the development process. For each additional +1 CR of a created intelligent undead, increase the Spellcraft Prerequisite by +2. A spell developed using this application of the [I]animate dead[/I] seed can create templated undead (such as vampires or ghosts), provided that the CR of the templated undead falls within the spell's CR limit. [/list] The alternative would be "For each additional +1 CR of a created undead, [B]or for each additional +1 CR of additional created undead[/B], increase the Spellcraft Prerequisite by +2." This brings the seed into resonance with [I]summon[/I] (which may not be a good thing) in terms of its mechanics. It's kind of screwy, because it would cost as much to create 2 devourers (Spellcraft +22) as it would to create a lava wight (also Spellcraft +22). Then again, it's a lot more [I]dangerous to the caster[/I] to create a lava wight. I dunno. I'm stumped. [/QUOTE]
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