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<blockquote data-quote="Cheiromancer" data-source="post: 3067887" data-attributes="member: 141"><p>A couple of random observations:</p><p></p><p>Your <em>polymorph</em> seed is based on <em>dragonshape</em>, which is a swift action to cast. This would be a perfect instance where you could increase the duration two steps to compensate for the -8 for quickening. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>Your <em>reveal</em> seed is ambiguous about whether you can both see and hear your target- first it says you can, then it says you can see but not hear. But as you say, that seed needs some work.</p><p></p><p>I was looking in the ELH for spells- man, are they poorly designed! <em>Verdigris</em> for instance- the most important part of the spell (typeless damage that also affects buildings) is assigned an ad hoc value the same as the energy seed. The conjure seed is totally irrelevant- it is just there for flavor. And the designers are pretending that "effect: 20 cubic feet" is an area- at least that's the only way I can see how they turned the conjure seed into a 20-ft. hemisphere at the cost of only +2 DC. It's a complete mess, yet apparently the designers were proud enough of it that they scaled it up to make <em>verdigris tsunami</em>, whose cost vastly outweighs any possible benefit of casting it.</p><p></p><p>That conjure seed also gets used a lot in the ELH. From <em>create living vault</em> to <em>eclipse</em>, <em>origin of species</em> and <em>raise island</em>, to those <em>verdigris</em> spells. I'm going to have to look at it more carefully, given all the things that might be expected of it. </p><p></p><p>I think <em>wall of stone</em> is a more sensible base spell for things like <em>eclipse</em> and <em>raise island</em>. For one thing, it has a volume of 208 cubic feet at 20th level; 10 times that of <em>conjured</em> material. Much easier to justify treating as an area effect. Though this would still not fill up even two 5-ft. cubes. There's no problem with <em>wall of thorns</em>, though- 20 10-ft. cubes is a lot of area. More than a 20-ft. hemisphere, in fact.</p><p></p><p>So maybe base <em>verdigris</em> off of <em>wall of thorns</em>. That still leaves the damage unexplained. If <em>verdigris</em> is typeless damage that can affect buildings, maybe it can be made as a variation of <em>destroy</em>; one that does less damage (10d6 vs 40d6) but affects an area? The target to area is worth +12, but I don't know how to handle the damage being quartered. Of course, <em>wall of thorns</em> does damage to creatures... but not to buildings. Hmmm.</p><p></p><p>But anyway, we might want to add a <em>matter</em> seed to go along with <em>energy</em>. <em>Conjure</em> can be primarily for shaped or valuable material. Or just expand the <em>conjure</em> seed to include <em>wall of stone</em> and <em>wall of thorns</em> type applications.</p><p></p><p>The <em>origin of species</em> spells in ELH I would think best based on a variant of <em>call</em>. The notion being that somewhere in the multiverse is anything you can think of- all you need to do is bring it here, and make this its new home. This would involve changing something's home plane, and probably changing some its traits. I wonder if a variation on <em>summon</em> would be better- I've always thought of <em>summoning</em> as involving the imposition of a form of a creature onto reality, not really the transportation of a creature. You would just need a substrate that would retain the impression of a form indefinitely.</p><p></p><p>Probably should be an epic spell just to create a simple CR 1 creature. Maybe SP = 20 + (4 x CR) would work? And an xp cost too. Maybe 250 xp per CR? Such a creature would be a native of the plane it was made on, and its statistics would have to be worked out with the DM. That SP might be too low, though a low SP would help explain the great variety of monsters in a D&D world. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 3067887, member: 141"] A couple of random observations: Your [i]polymorph[/i] seed is based on [i]dragonshape[/i], which is a swift action to cast. This would be a perfect instance where you could increase the duration two steps to compensate for the -8 for quickening. :D ;) Your [i]reveal[/i] seed is ambiguous about whether you can both see and hear your target- first it says you can, then it says you can see but not hear. But as you say, that seed needs some work. I was looking in the ELH for spells- man, are they poorly designed! [i]Verdigris[/i] for instance- the most important part of the spell (typeless damage that also affects buildings) is assigned an ad hoc value the same as the energy seed. The conjure seed is totally irrelevant- it is just there for flavor. And the designers are pretending that "effect: 20 cubic feet" is an area- at least that's the only way I can see how they turned the conjure seed into a 20-ft. hemisphere at the cost of only +2 DC. It's a complete mess, yet apparently the designers were proud enough of it that they scaled it up to make [i]verdigris tsunami[/i], whose cost vastly outweighs any possible benefit of casting it. That conjure seed also gets used a lot in the ELH. From [i]create living vault[/i] to [i]eclipse[/i], [i]origin of species[/i] and [i]raise island[/i], to those [i]verdigris[/i] spells. I'm going to have to look at it more carefully, given all the things that might be expected of it. I think [i]wall of stone[/i] is a more sensible base spell for things like [i]eclipse[/i] and [i]raise island[/i]. For one thing, it has a volume of 208 cubic feet at 20th level; 10 times that of [i]conjured[/i] material. Much easier to justify treating as an area effect. Though this would still not fill up even two 5-ft. cubes. There's no problem with [i]wall of thorns[/i], though- 20 10-ft. cubes is a lot of area. More than a 20-ft. hemisphere, in fact. So maybe base [i]verdigris[/i] off of [i]wall of thorns[/i]. That still leaves the damage unexplained. If [i]verdigris[/i] is typeless damage that can affect buildings, maybe it can be made as a variation of [i]destroy[/i]; one that does less damage (10d6 vs 40d6) but affects an area? The target to area is worth +12, but I don't know how to handle the damage being quartered. Of course, [i]wall of thorns[/i] does damage to creatures... but not to buildings. Hmmm. But anyway, we might want to add a [i]matter[/i] seed to go along with [i]energy[/i]. [i]Conjure[/i] can be primarily for shaped or valuable material. Or just expand the [i]conjure[/i] seed to include [i]wall of stone[/i] and [i]wall of thorns[/i] type applications. The [i]origin of species[/i] spells in ELH I would think best based on a variant of [i]call[/i]. The notion being that somewhere in the multiverse is anything you can think of- all you need to do is bring it here, and make this its new home. This would involve changing something's home plane, and probably changing some its traits. I wonder if a variation on [i]summon[/i] would be better- I've always thought of [i]summoning[/i] as involving the imposition of a form of a creature onto reality, not really the transportation of a creature. You would just need a substrate that would retain the impression of a form indefinitely. Probably should be an epic spell just to create a simple CR 1 creature. Maybe SP = 20 + (4 x CR) would work? And an xp cost too. Maybe 250 xp per CR? Such a creature would be a native of the plane it was made on, and its statistics would have to be worked out with the DM. That SP might be too low, though a low SP would help explain the great variety of monsters in a D&D world. :) [/QUOTE]
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