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<blockquote data-quote="Sepulchrave II" data-source="post: 3043196" data-attributes="member: 4303"><p>Do you think this might work?</p><p></p><p><strong>Seed: Summon</strong> </p><p>Conjuration (Summoning) </p><p></p><p><strong>Root Spell:</strong> Summon monster IX</p><p><strong>Spellcraft Prerequisite:</strong> 28 </p><p><strong>Components:</strong> V, S </p><p><strong>Casting Time:</strong> 1 standard action </p><p><strong>Range:</strong> 75 ft. </p><p><strong>Effect:</strong> One summoned creature </p><p><strong>Duration:</strong> 20 rounds (D) </p><p><strong>Saving Throw:</strong> None </p><p><strong>Spell Resistance:</strong> No </p><p></p><p>This seed can summon a single outsider of CR 12 or less. It appears where the caster designates and acts immediately, on his or her turn. It attacks the caster’s opponents to the best of its ability. If the caster can communicate with the outsider, he or she can direct it not to attack, to attack particular enemies, or to perform other actions. The type of creature is determined in the spell development process, or the appropriate flexibility factor included.</p><p></p><p>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 refuses to cast any spells that would cost it XP, or to 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.</p><p></p><p><em>Factors:</em> For each additional +1 CR of the summoned outsider, increase the Spellcraft Prerequisite by +2. <strong>To summon more than one outsider, increase the Spellcraft Prerequisite by +8 for each additional summoned outsider of the same type.</strong> If the caster increases the Spellcraft Prerequisite by +10, he or she can summon a creature of CR 12 or less from another monster type or subtype. The summoned creature is assumed to have been plucked from some other plane (or somewhere on the same plane). The summoned creature attacks the caster’s opponents to the best of its ability; or, if the caster can communicate with it, it will perform other actions. However, the summoning ends if the creature is asked to perform a task inimical to its nature.</p><p></p><p></p><p>***</p><p></p><p>[Trying to avoid Chi/Rho here]</p><p></p><p>This powers up the <em>summon</em> seed a little with regard to the CRs of single creatures it is capable of bringing in - a CR 12 creature is now SP 28 instead of SP 32.</p><p></p><p>Is a flat +8 per additional summoned outsider viable: technically it should only be +4 (if CR (x+2) = CR (2x) - if the CR system worked, of course.) +8 seems safer. Two balors would be USP 52</p><p></p><p>29th level character w/ Epic Thaumaturgy feat can hit this with no additional mitigating factors.</p><p></p><p>Even epic monsters might not be a problem: 3 glooms would be USP 80 (and no Epic Thaumaturgy here, so high burn).</p><p></p><p>A single primal elemental would be USP 74. </p><p></p><p>A phaethon would be USP 72 - although I'd argue that the Phaethon is closer to CR 40 than CR 34. </p><p></p><p>Two Phaethons (Phaetha?) (absurd, I know) would be USP 80. A cleric 20/thaumaturge 5 with the Epic Thaumaturgy feat (total -25 SP) taking 25 points of Backlash (-25 SP) can pull this off if he extends the casting time to 1 round.</p><p></p><p>Oops. Need to rethink that.</p><p></p><p>Maybe I should include something in the seed which renders creatures with DvR exempt, or there should be a +10 increase for DvR0. Should abominations be beyond the <em>summon</em> seed's remit? Has UK reconfigured equivalent CRs for creatures (not his own system, but a reapproximation of WotC's CRs?)</p><p></p><p></p><p>I feel kind of bad about druids getting stung on the +10 surcharge for summoning non-outsiders when animals, fey and magical beasts, but I'm not quite sure what to do about it. I didn't want to include a specific get-out clause in the seed, but I'd argue that this counts as an 'area of special expertise' so they'd benefit from a -5 mitigating factor.</p><p></p><p>A [wild] feat which works the same as the epic [divine] feats might be nice: it would cover summoned creatures of appropriate type, using <em>polymorph</em> seed to assume appropriate types etc. I've thought about this before, but haven't quite found the right combinations.</p><p></p><p>Edit: a series of epic [wild] feats are definitely in order. <em>Weather</em> seed also plus electricity application of <em>energy</em>. </p><p></p><p> </p><p></p><p>Ta. I'm doing pretty well. Outside of gaming, I have acquired the dubious title of <em>chef de cuisine</em> which means that I get to sit on my ass at work more. I'm remodelling my house (slowly) with my meagre finances.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 3043196, member: 4303"] Do you think this might work? [B]Seed: Summon[/B] Conjuration (Summoning) [B]Root Spell:[/B] Summon monster IX [B]Spellcraft Prerequisite:[/B] 28 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] 75 ft. [B]Effect:[/B] One summoned creature [B]Duration:[/B] 20 rounds (D) [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] No This seed can summon a single outsider of CR 12 or less. It appears where the caster designates and acts immediately, on his or her turn. It attacks the caster’s opponents to the best of its ability. If the caster can communicate with the outsider, he or she can direct it not to attack, to attack particular enemies, or to perform other actions. The type of creature is determined in the spell development process, or the appropriate flexibility factor included. 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 refuses to cast any spells that would cost it XP, or to 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. [I]Factors:[/I] For each additional +1 CR of the summoned outsider, increase the Spellcraft Prerequisite by +2. [B]To summon more than one outsider, increase the Spellcraft Prerequisite by +8 for each additional summoned outsider of the same type.[/B] If the caster increases the Spellcraft Prerequisite by +10, he or she can summon a creature of CR 12 or less from another monster type or subtype. The summoned creature is assumed to have been plucked from some other plane (or somewhere on the same plane). The summoned creature attacks the caster’s opponents to the best of its ability; or, if the caster can communicate with it, it will perform other actions. However, the summoning ends if the creature is asked to perform a task inimical to its nature. *** [Trying to avoid Chi/Rho here] This powers up the [I]summon[/I] seed a little with regard to the CRs of single creatures it is capable of bringing in - a CR 12 creature is now SP 28 instead of SP 32. Is a flat +8 per additional summoned outsider viable: technically it should only be +4 (if CR (x+2) = CR (2x) - if the CR system worked, of course.) +8 seems safer. Two balors would be USP 52 29th level character w/ Epic Thaumaturgy feat can hit this with no additional mitigating factors. Even epic monsters might not be a problem: 3 glooms would be USP 80 (and no Epic Thaumaturgy here, so high burn). A single primal elemental would be USP 74. A phaethon would be USP 72 - although I'd argue that the Phaethon is closer to CR 40 than CR 34. Two Phaethons (Phaetha?) (absurd, I know) would be USP 80. A cleric 20/thaumaturge 5 with the Epic Thaumaturgy feat (total -25 SP) taking 25 points of Backlash (-25 SP) can pull this off if he extends the casting time to 1 round. Oops. Need to rethink that. Maybe I should include something in the seed which renders creatures with DvR exempt, or there should be a +10 increase for DvR0. Should abominations be beyond the [I]summon[/I] seed's remit? Has UK reconfigured equivalent CRs for creatures (not his own system, but a reapproximation of WotC's CRs?) I feel kind of bad about druids getting stung on the +10 surcharge for summoning non-outsiders when animals, fey and magical beasts, but I'm not quite sure what to do about it. I didn't want to include a specific get-out clause in the seed, but I'd argue that this counts as an 'area of special expertise' so they'd benefit from a -5 mitigating factor. A [wild] feat which works the same as the epic [divine] feats might be nice: it would cover summoned creatures of appropriate type, using [I]polymorph[/I] seed to assume appropriate types etc. I've thought about this before, but haven't quite found the right combinations. Edit: a series of epic [wild] feats are definitely in order. [I]Weather[/I] seed also plus electricity application of [I]energy[/I]. Ta. I'm doing pretty well. Outside of gaming, I have acquired the dubious title of [I]chef de cuisine[/I] which means that I get to sit on my ass at work more. I'm remodelling my house (slowly) with my meagre finances. [/QUOTE]
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