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<blockquote data-quote="Cheiromancer" data-source="post: 3039509" data-attributes="member: 141"><p>A few points:</p><p></p><ul> <li data-xf-list-type="ul">Cabal Leader and Ritual Adept are inconsistent as to how many particpants there may be in a ritual spell. Ritual Adept implies the normal number is 1 per 10 ranks of spellcraft, and Cabal Leader says the normal number 1 per 5 ranks.<br /> </li> <li data-xf-list-type="ul">The mitigating factor for increased casting time says the base casting time is 1 minute. That should be 1 standard action, right?<br /> </li> <li data-xf-list-type="ul">I'm wondering if the 5000 xp cost for non-divine use of the Heal seed is too high. <em>Heal</em> is 5th level on the adept spell list, and so <em>limited wish</em> can access it. The 5000 xp seems an allusion to the use of <em>wish</em>, but that amount of experience corresponds to a -20 mitigating factor. That seems too high. Ditto for the <em>harm</em> based application of the Harrow seed.<br /> </li> <li data-xf-list-type="ul">A few of the base spells used in seeds have long casting times and/or expensive material components. Have you thought about modifying the spellcraft prerequisite in compensation?<br /> <br /> For example, <em>true resurrection</em> takes 10 minutes and costs 25,000 gp. Those correspond to 15 points of mitigating factors. So instead of a Spellcraft Prerequisite of 28, they might be 43 instead. <em>Resurrection</em> has the same casting time, costs only 10,000 gp, and is two levels lower. So it would make the Life seed have a Spellcraft Prerequisite of 36. These considerations would also affect <em>greater restoration</em> aspect of the Heal seed, raising its Spellcraft Prerequisite to 36. There are probably other examples.</li> <li data-xf-list-type="ul">Since <em>wish</em> doesn't have the long casting time and expensive material components, it might be that arcane access to these seeds is worth a difference of about 5 points of Spellcraft. Just a thought.</li> <li data-xf-list-type="ul">Oh, and could you give an example where the +2/+1 rate for an intelligence buff would be broken? How about if boosts over +10 are at +4/+1? My thought is that it might break the saving throw mechanic by increasing spell save DCs too much- but I'm not sure if that's what you were thinking of.</li> </ul><p></p><p>Regarding the "blaster" type spells- I think that this could represent another route for epic spellcasters. One involving taking lots of Improved Metamagic feats and then throwing around Maximized Empowered Quickened <em>meteor swarms</em> and such. Having a somewhat underpowered Energy seed might not be such a bad idea. It would indicate that the seed system is a more flexible system, but not always the best tool for a situation.</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 3039509, member: 141"] A few points: [list][*]Cabal Leader and Ritual Adept are inconsistent as to how many particpants there may be in a ritual spell. Ritual Adept implies the normal number is 1 per 10 ranks of spellcraft, and Cabal Leader says the normal number 1 per 5 ranks. [*]The mitigating factor for increased casting time says the base casting time is 1 minute. That should be 1 standard action, right? [*]I'm wondering if the 5000 xp cost for non-divine use of the Heal seed is too high. [i]Heal[/i] is 5th level on the adept spell list, and so [i]limited wish[/i] can access it. The 5000 xp seems an allusion to the use of [i]wish[/i], but that amount of experience corresponds to a -20 mitigating factor. That seems too high. Ditto for the [i]harm[/i] based application of the Harrow seed. [*]A few of the base spells used in seeds have long casting times and/or expensive material components. Have you thought about modifying the spellcraft prerequisite in compensation? For example, [i]true resurrection[/i] takes 10 minutes and costs 25,000 gp. Those correspond to 15 points of mitigating factors. So instead of a Spellcraft Prerequisite of 28, they might be 43 instead. [i]Resurrection[/i] has the same casting time, costs only 10,000 gp, and is two levels lower. So it would make the Life seed have a Spellcraft Prerequisite of 36. These considerations would also affect [i]greater restoration[/i] aspect of the Heal seed, raising its Spellcraft Prerequisite to 36. There are probably other examples. [*]Since [i]wish[/i] doesn't have the long casting time and expensive material components, it might be that arcane access to these seeds is worth a difference of about 5 points of Spellcraft. Just a thought. [*]Oh, and could you give an example where the +2/+1 rate for an intelligence buff would be broken? How about if boosts over +10 are at +4/+1? My thought is that it might break the saving throw mechanic by increasing spell save DCs too much- but I'm not sure if that's what you were thinking of.[/list] Regarding the "blaster" type spells- I think that this could represent another route for epic spellcasters. One involving taking lots of Improved Metamagic feats and then throwing around Maximized Empowered Quickened [i]meteor swarms[/i] and such. Having a somewhat underpowered Energy seed might not be such a bad idea. It would indicate that the seed system is a more flexible system, but not always the best tool for a situation. [/QUOTE]
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