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<blockquote data-quote="Cheiromancer" data-source="post: 3068782" data-attributes="member: 141"><p>It would be nice to find a way of discouraging infinite specialization on the part of spellcasters. If someone has spent 35 feats honing their mastery of the <em>disintegrate</em> seed they can probably destroy the game world. And then where would folks adventure? As much as possible I would prefer not to write those 35 feats. The system might still fall apart, but not as quickly as if I were actively cooperating with those trying to break it.</p><p></p><p></p><p></p><p>That does sound like a lot of work! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":eek:" title="Eek! :eek:" data-smilie="9"data-shortname=":eek:" /> There are lots of seeds- we have about 30 right now, and more will come. We'll probably need a table of what works with what. I think an awful lot could work with ritual spells if you allow them to transmit effects via <em>weather</em>, or via the special sensor that the <em>reveal</em> seed can create. You may also want to compel/destroy/banish creatures that are bound in a summoning circle, though it should be easier to bind them than destroy them forever. (I have a thought: we might need a <em>constrain</em> seed, - perhaps it is a sub-seed of <em>compel</em> - specifically for binding, geasing and forbidding type effects. It could be worded to bypass some of those pesky <em>mind blank</em> type immunities.)</p><p></p><p>Anyway, back to detail work.</p><p></p><p>I've taken a stab at drafting a third bullet-point for the <em>conjure</em> seed. I was thinking of spells like <em>verdigris</em>, <em>raise island</em> and <em>eclipse</em> when I wrote it. Exponential factors play a role- it isn't practical to make islands without them. <em>Wall of stone</em> and <em>wall of thorns</em> will be added to the list of base spells. I took the liberty of widening them to make them match the level of <em>true creation</em>:</p><p></p><ul> <li data-xf-list-type="ul">Large quantities of crude, unformed matter may be conjured; earth, stone, snow, water, vegetable matter, etc.. The material is never of particularly high quality; brambles, bushes and small trees, but not valuable lumber; assorted stones that can be shaped into a crude fence, but not marble suitable for carving, etc. A 10-ft block of solid stone can be made (12-ft, actually), or a 20-ft radius hemisphere of earthen material (loose stones, dirt or clay, in whatever proportions the caster desires), or enough shrubs, trees and brambles to densely cover a 400-ft square (or 225-ft radius circle) to a depth of 10 ft. (The volumes of material made are more or less according to the proportions of 1:10:1000). The material forms quickly, but not so quickly as to do damage to creatures caught in the area.<br /> <em>Factors:</em> Increasing the amount of crude material requires the addition of special volume factors. To create an additional quantity of material equal to the base volume, increase the Spellcraft Prerequisite by +2. To increase the base volume of material 100-fold, increase the Spellcraft Prerequisite by +20. To increase the base volume of material 10,000-fold, increase the Spellcraft Prerequisite by +40. To increase the base volume of material 1,000,000-fold, increase the Spellcraft Prerequisite by +60, and so on. Only half the cost of the volume factors may be mitigated. <br /> <em>Factor:</em> Solid material may be conjured quickly enough to cause damage to those in the area of effect. Double the volume factor and add a base energy seed corresponding to the desired damage. The damage will be bludgeoning unless another type seems more appropriate (brambles might do slashing damage, say).</li> </ul><p></p><p>[edit] I messed this up a little: I forgot that <em>wall of thorns</em> wasn't instantaneous. I'll think about this later.</p><p></p><p>Sorry for introducing exponential factors again- but if they are included in a specific seed's factors, along with limits to mitigation, they might be safe enough to use. One could do the same thing with a suite of "Voluminous Conjuration" feats, I suppose, but I'd prefer not to rely on them. Let the spellcasters use their feats for something else than enhancing epic spellcasting; or if they are truly monomaniacal, let them stock up on nice, boring, linear improvements like more Epic Spellcasting Slots. <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: 3068782, member: 141"] It would be nice to find a way of discouraging infinite specialization on the part of spellcasters. If someone has spent 35 feats honing their mastery of the [i]disintegrate[/i] seed they can probably destroy the game world. And then where would folks adventure? As much as possible I would prefer not to write those 35 feats. The system might still fall apart, but not as quickly as if I were actively cooperating with those trying to break it. That does sound like a lot of work! :eek: There are lots of seeds- we have about 30 right now, and more will come. We'll probably need a table of what works with what. I think an awful lot could work with ritual spells if you allow them to transmit effects via [i]weather[/i], or via the special sensor that the [i]reveal[/i] seed can create. You may also want to compel/destroy/banish creatures that are bound in a summoning circle, though it should be easier to bind them than destroy them forever. (I have a thought: we might need a [i]constrain[/i] seed, - perhaps it is a sub-seed of [i]compel[/i] - specifically for binding, geasing and forbidding type effects. It could be worded to bypass some of those pesky [i]mind blank[/i] type immunities.) Anyway, back to detail work. I've taken a stab at drafting a third bullet-point for the [i]conjure[/i] seed. I was thinking of spells like [i]verdigris[/i], [i]raise island[/i] and [i]eclipse[/i] when I wrote it. Exponential factors play a role- it isn't practical to make islands without them. [i]Wall of stone[/i] and [i]wall of thorns[/i] will be added to the list of base spells. I took the liberty of widening them to make them match the level of [i]true creation[/i]: [list][*]Large quantities of crude, unformed matter may be conjured; earth, stone, snow, water, vegetable matter, etc.. The material is never of particularly high quality; brambles, bushes and small trees, but not valuable lumber; assorted stones that can be shaped into a crude fence, but not marble suitable for carving, etc. A 10-ft block of solid stone can be made (12-ft, actually), or a 20-ft radius hemisphere of earthen material (loose stones, dirt or clay, in whatever proportions the caster desires), or enough shrubs, trees and brambles to densely cover a 400-ft square (or 225-ft radius circle) to a depth of 10 ft. (The volumes of material made are more or less according to the proportions of 1:10:1000). The material forms quickly, but not so quickly as to do damage to creatures caught in the area. [i]Factors:[/i] Increasing the amount of crude material requires the addition of special volume factors. To create an additional quantity of material equal to the base volume, increase the Spellcraft Prerequisite by +2. To increase the base volume of material 100-fold, increase the Spellcraft Prerequisite by +20. To increase the base volume of material 10,000-fold, increase the Spellcraft Prerequisite by +40. To increase the base volume of material 1,000,000-fold, increase the Spellcraft Prerequisite by +60, and so on. Only half the cost of the volume factors may be mitigated. [i]Factor:[/i] Solid material may be conjured quickly enough to cause damage to those in the area of effect. Double the volume factor and add a base energy seed corresponding to the desired damage. The damage will be bludgeoning unless another type seems more appropriate (brambles might do slashing damage, say).[/list] [edit] I messed this up a little: I forgot that [i]wall of thorns[/i] wasn't instantaneous. I'll think about this later. Sorry for introducing exponential factors again- but if they are included in a specific seed's factors, along with limits to mitigation, they might be safe enough to use. One could do the same thing with a suite of "Voluminous Conjuration" feats, I suppose, but I'd prefer not to rely on them. Let the spellcasters use their feats for something else than enhancing epic spellcasting; or if they are truly monomaniacal, let them stock up on nice, boring, linear improvements like more Epic Spellcasting Slots. :) [/QUOTE]
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