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<blockquote data-quote="Sepulchrave II" data-source="post: 3043977" data-attributes="member: 4303"><p>That's actually a holdover. Originally, I was going to peg the "Overcome Specific Immunity" factor at +20, but decided on +10. Polymorphing an incorporeal is a corollary.</p><p></p><p></p><p></p><p>Another reason why <em>fortify</em> is unsatisfactory. Temporary hp are based off of <em>false life</em> assuming a maximum roll and without the level cap. Maybe if 2 spell levels can grant you 20 temporary hp, then 4 can grant you 40. +5hp/+1 SP is another way of rendering that. I'm slightly leery of this one escalating, though. Unfortunately, I can't find any other spells to use as a yardstick - temporary hp increases are usually bound up in buffs with a wide range of other bonuses. </p><p></p><p>[Edit]: Average false life (lvl 2) at 15.5hp; empowered false life (lvl 4) at 23.25hp. Change subseed to grant 15 temporary hp, +2 per 1 additional SP. [/Edit]</p><p></p><p></p><p></p><p>This is based off of the progression of <em>barkskin</em>, so I'm reluctant to change it. But <em>barkskin</em> (I just realized) has a base duration of 200 minutes, and this isn't included in the seed description. I think this problem just solved itself - I'll extend the duration on this subseed.</p><p></p><p></p><p></p><p>Ooh, not going there, right now. That's a barrel of worms. This provision is based off of <em>heroism</em> (which also should have a 200 minute duration; I guess I should pay more attention to spell durations). And why not have a subseed that just makes you more heroic?</p><p></p><p></p><p></p><p>I'm actually thinking +25. You're still paying through the nose for everything else, as well: effectively your +25 gets you a brand name (e.g. "Orcus"). You could call an elder titan with less hassle and have just as much fun.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 3043977, member: 4303"] That's actually a holdover. Originally, I was going to peg the "Overcome Specific Immunity" factor at +20, but decided on +10. Polymorphing an incorporeal is a corollary. Another reason why [I]fortify[/I] is unsatisfactory. Temporary hp are based off of [I]false life[/I] assuming a maximum roll and without the level cap. Maybe if 2 spell levels can grant you 20 temporary hp, then 4 can grant you 40. +5hp/+1 SP is another way of rendering that. I'm slightly leery of this one escalating, though. Unfortunately, I can't find any other spells to use as a yardstick - temporary hp increases are usually bound up in buffs with a wide range of other bonuses. [Edit]: Average false life (lvl 2) at 15.5hp; empowered false life (lvl 4) at 23.25hp. Change subseed to grant 15 temporary hp, +2 per 1 additional SP. [/Edit] This is based off of the progression of [I]barkskin[/I], so I'm reluctant to change it. But [I]barkskin[/I] (I just realized) has a base duration of 200 minutes, and this isn't included in the seed description. I think this problem just solved itself - I'll extend the duration on this subseed. Ooh, not going there, right now. That's a barrel of worms. This provision is based off of [I]heroism[/I] (which also should have a 200 minute duration; I guess I should pay more attention to spell durations). And why not have a subseed that just makes you more heroic? I'm actually thinking +25. You're still paying through the nose for everything else, as well: effectively your +25 gets you a brand name (e.g. "Orcus"). You could call an elder titan with less hassle and have just as much fun. [/QUOTE]
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