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<blockquote data-quote="Sepulchrave II" data-source="post: 3042831" data-attributes="member: 4303"><p>I can see what you're thinking - the feat is badly worded.The normal number is 1 per 5 ranks, Ritual Adept allows 1 extra per 5 ranks (i.e. a total of 2 per 5 ranks).</p><p></p><p> </p><p></p><p>Yep. Good catch.</p><p></p><p> </p><p></p><p>The original system allows no arcane use of <em>heal</em> at all - I wanted to keep a relative divine monopoly without barring arcane casters altogether. I'd pegged <em>heal</em> (the spell, not the seed) at 6th: I didn't even consider adepts, though. The buggers already screw with my cabal rules based on Leadership. The 5000xp is based directly off of <em>wish</em>.</p><p></p><p>I'm inclined to keep it in place for the time being, even though adepts are core. They're anomalous anyway (they don't get 5th level spells until 16th level). And I'd be pretty leery of letting an arcane caster cast <em>heal</em> with a <em>limited wish</em>: it's already got pretty sweeping powers. It seems kind of backdoor-ish. You've got a point, though.</p><p></p><p></p><p></p><p>Yes. I opted for simplicity in the end, and decided on the 5K xp as suitably appropriate/symbolic. I'd have to increase the Spellcraft Prerequisite of a number of other seeds (<em>contact, summon</em> (usually 1 round)) etc. +2 for <em>summon</em> is piddling, and I felt that I'd have to draw a line somewhere - it was just a question of where. And would <em>summon</em> be a +2 (because it has 1 round casting time) or +1 (because you can use <em>limited wish</em> = 250xp) to emulate it? I'd also have to retrofit <em>polymorph</em> as the <em>dragonshape</em> spell has a casting time of 1 swift action - therefore <em>polymorph</em> would have a Spellcraft Prerequisite of 20 instead of 28: this is addressed partially by the fact that a mature adult has a CR of 18, and the seed allows CRs of up to 20. There again, dragons are notorious for having lower CRs than they actually deserve..</p><p></p><p>So no modifiers to Spellcraft Prerequisite based on the casting time of the root spell, cost of material components, or XP (except initially with <em>heal and <em>life</em>; <em>harrow</em> came later and <em>call</em> later still). I've been sceptical about the 1000 XP for <em>call</em>, but I like the idea of there <em>always</em> being an xp cost for this one, no matter how you mitigate.</em></p><p><em></em></p><p><em>Right now, though, I'm thinking of retooling <em>summon</em> off of <em>summon monster iX</em>: it might prove more pliable.</em></p><p><em></em></p><p> <em></em></p><p><em></em></p><p><em>Maybe I'm just paranoid about the <em>fortify</em> seed. It might scale better than I think. Ritual mitigation has been reduced as well (-1 per spell level), and that was my biggest concern. Frankly, I was at my wit's end with this seed for a whole variety of reasons. I tried splitting it (into <em>augment</em> and <em>fortify</em>) and heaven knows what else.</em></p><p><em></em></p><p><em>BTW, <em>fortify</em> should be a Transmutation effect, not an Abjuration. That's a copy/paste error.</em></p><p><em></em></p><p> <em></em></p><p><em></em></p><p><em>I don't know that I agree with this, and I think it's been used in the past to justify a vastly underpowered <em>energy</em> seed. It really needs to be competitive with metamagicked nonepic spells, especially if the epic caster is investing in feats designed to lower the Spellcraft Prerequisite for various things: this means he is <em>not</em> taking Intensify Spell, Multispell etc. And you're paying in time and resources to develop epic spells. As I say, I'd ideally like to split it into five seeds (I've been too lazy to think about it, though).</em></p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 3042831, member: 4303"] I can see what you're thinking - the feat is badly worded.The normal number is 1 per 5 ranks, Ritual Adept allows 1 extra per 5 ranks (i.e. a total of 2 per 5 ranks). Yep. Good catch. The original system allows no arcane use of [I]heal[/I] at all - I wanted to keep a relative divine monopoly without barring arcane casters altogether. I'd pegged [I]heal[/I] (the spell, not the seed) at 6th: I didn't even consider adepts, though. The buggers already screw with my cabal rules based on Leadership. The 5000xp is based directly off of [I]wish[/I]. I'm inclined to keep it in place for the time being, even though adepts are core. They're anomalous anyway (they don't get 5th level spells until 16th level). And I'd be pretty leery of letting an arcane caster cast [I]heal[/I] with a [I]limited wish[/I]: it's already got pretty sweeping powers. It seems kind of backdoor-ish. You've got a point, though. Yes. I opted for simplicity in the end, and decided on the 5K xp as suitably appropriate/symbolic. I'd have to increase the Spellcraft Prerequisite of a number of other seeds ([I]contact, summon[/I] (usually 1 round)) etc. +2 for [I]summon[/I] is piddling, and I felt that I'd have to draw a line somewhere - it was just a question of where. And would [I]summon[/I] be a +2 (because it has 1 round casting time) or +1 (because you can use [I]limited wish[/I] = 250xp) to emulate it? I'd also have to retrofit [I]polymorph[/I] as the [I]dragonshape[/I] spell has a casting time of 1 swift action - therefore [I]polymorph[/I] would have a Spellcraft Prerequisite of 20 instead of 28: this is addressed partially by the fact that a mature adult has a CR of 18, and the seed allows CRs of up to 20. There again, dragons are notorious for having lower CRs than they actually deserve.. So no modifiers to Spellcraft Prerequisite based on the casting time of the root spell, cost of material components, or XP (except initially with [I]heal and [I]life[/I]; [I]harrow[/I] came later and [I]call[/I] later still). I've been sceptical about the 1000 XP for [I]call[/I], but I like the idea of there [I]always[/I] being an xp cost for this one, no matter how you mitigate. Right now, though, I'm thinking of retooling [I]summon[/I] off of [I]summon monster iX[/I]: it might prove more pliable. Maybe I'm just paranoid about the [I]fortify[/I] seed. It might scale better than I think. Ritual mitigation has been reduced as well (-1 per spell level), and that was my biggest concern. Frankly, I was at my wit's end with this seed for a whole variety of reasons. I tried splitting it (into [I]augment[/I] and [I]fortify[/I]) and heaven knows what else. BTW, [I]fortify[/I] should be a Transmutation effect, not an Abjuration. That's a copy/paste error. I don't know that I agree with this, and I think it's been used in the past to justify a vastly underpowered [I]energy[/I] seed. It really needs to be competitive with metamagicked nonepic spells, especially if the epic caster is investing in feats designed to lower the Spellcraft Prerequisite for various things: this means he is [I]not[/I] taking Intensify Spell, Multispell etc. And you're paying in time and resources to develop epic spells. As I say, I'd ideally like to split it into five seeds (I've been too lazy to think about it, though).[/I] [/QUOTE]
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