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<blockquote data-quote="Sepulchrave II" data-source="post: 3069052" data-attributes="member: 4303"><p><strong>Aggregate: Magical Weather</strong></p><p>(School Determined by Base Seed) [Open]</p><p></p><p><strong>Subseeds:</strong> Weather (S, 18), fortify (D, 14), transform (D, 14)</p><p><strong>Spellcraft Prerequisite:</strong> 46 </p><p><strong>Components:</strong> V, S </p><p><strong>Casting Time:</strong> 1 minute </p><p><strong>Range:</strong> 2 miles</p><p><strong>Area:</strong> 2-mile radius circle, centered on you </p><p><strong>Duration:</strong> As base seed, but no longer than 48 hrs; see text</p><p><strong>Saving Throw:</strong> As base seed</p><p><strong>Spell Resistance:</strong> As base seed </p><p></p><p>The <em>weather</em> seed (18), <em>fortify</em> seed (14), and <em>transform</em> seed (14) may combine to allow the potential of a spell with a huge area of effect. Other seeds may be added to the pattern to achieve a specific result. </p><p></p><p>A Magical Weather effect demarcates the limit of Epic Spellcasting power – at least in terms of the area of an epic spell, and the grand scope of Magical Weather is most appropriate to games where the PCs are major political players. The seed which is introduced into the Magical Weather pattern becomes the base seed for all purposes except area and range, with a number of additional restrictions:</p><p></p><p>• A seed or effect with an instantaneous duration may not legally combine with the Magical Weather pattern.</p><p></p><p>• A seed which combines with the Magical Weather pattern must be congruent with it – i.e. it must be an area seed, or a seed which has been modified to permit combination in an area spell.</p><p></p><p>• Magical Weather does not normally last longer than 48 hours, regardless of the duration of the base seed, and the base seed determines the duration if it is shorter. The duration of Magical Weather may be extended by factors as normal, however, and Magical Weather can be made permanent by applying the relevant factor.</p><p></p><p>• Magical Weather, as a spell made with the weather seed, takes 10 minutes to manifest after it is invoked.</p><p></p><p>• Other factors, such as increasing the area of the Magical Weather or increasing the difficulty of the Save DC to resist its effects are figured as normal. The base area of a Magical Weather spell is a two-mile radius circle – the range need not be modified by factors separately if the area is increased, and automatically increases to correspond to the new radius. Magical Weather is considered to be an immobile emanation centered on the caster which affects all who enter its area of effect.</p><p></p><p>The actual type of weather (sleet, wind, fog etc.) which accompanies the magical power of the pattern is discretionary, although it should be appropriate to the effects of the spell. Specific combinations with the Magical Weather pattern might include:</p><p></p><p>• Nullify All Magic within a City. Add <em>ward</em> as the base seed (+16, for the antimagic effect, +22 for increasing the duration by 1100%). All magic items, spells, spell-like abilities and supernatural powers within 2 miles are suppressed for 40 hours. USP 86 before mitigating factors. <em>Weather type:</em> an eerie calm.</p><p></p><p>• Render an Enemy's Army Weak and Helpless. Add afflict as the base seed (+12, +15 for changing the afflict seed to an area centered on you, +4 for assessing an additional –4 penalty to an ability score, +16 for designating an unlimited number of targets within an area spell). Enemy creatures within 2 miles suffer a –10 penalty to Strength for 48 hours. USP 93. <em>Weather type:</em> a wind or fog which leeches the strength from the targets.</p><p></p><p>• Enslave a Barony to your Will. Add compel as the base seed (+22, +15 for changing the compel seed to an area centered on you, +10 for a stricter compulsion, +196 for increasing the radius by 98 miles). All creatures within one hundred miles are forever loyal to you. USP 289. 72,250 XP (permanency). <em>Weather type:</em> perpetual, brooding stormclouds.</p><p></p><p></p><p>Note that both this draft and the one above are prototypical, but should indicate the way that I'd like aggregates to work. Descriptive seeds (D) are tricky to gauge - i.e. "the spell involves some kind of fortification" or "the spell involves some kind of transformation" or "the spell involves some kind of vision," or whatever - I also think they can be judiciously included or removed in order to achieve a semblance of "balance" - but we are really defining what 'balance' is in the context of aggregates.</p><p></p><p>[Open] and [Closed] are (working titles for) the mechanism of whether the aggregate involves a base seed or not. I'd like to change the names, but that's not high on my list of priorities.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 3069052, member: 4303"] [B]Aggregate: Magical Weather[/B] (School Determined by Base Seed) [Open] [B]Subseeds:[/B] Weather (S, 18), fortify (D, 14), transform (D, 14) [B]Spellcraft Prerequisite:[/B] 46 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 minute [B]Range:[/B] 2 miles [B]Area:[/B] 2-mile radius circle, centered on you [B]Duration:[/B] As base seed, but no longer than 48 hrs; see text [B]Saving Throw:[/B] As base seed [B]Spell Resistance:[/B] As base seed The [I]weather[/I] seed (18), [I]fortify[/I] seed (14), and [I]transform[/I] seed (14) may combine to allow the potential of a spell with a huge area of effect. Other seeds may be added to the pattern to achieve a specific result. A Magical Weather effect demarcates the limit of Epic Spellcasting power – at least in terms of the area of an epic spell, and the grand scope of Magical Weather is most appropriate to games where the PCs are major political players. The seed which is introduced into the Magical Weather pattern becomes the base seed for all purposes except area and range, with a number of additional restrictions: • A seed or effect with an instantaneous duration may not legally combine with the Magical Weather pattern. • A seed which combines with the Magical Weather pattern must be congruent with it – i.e. it must be an area seed, or a seed which has been modified to permit combination in an area spell. • Magical Weather does not normally last longer than 48 hours, regardless of the duration of the base seed, and the base seed determines the duration if it is shorter. The duration of Magical Weather may be extended by factors as normal, however, and Magical Weather can be made permanent by applying the relevant factor. • Magical Weather, as a spell made with the weather seed, takes 10 minutes to manifest after it is invoked. • Other factors, such as increasing the area of the Magical Weather or increasing the difficulty of the Save DC to resist its effects are figured as normal. The base area of a Magical Weather spell is a two-mile radius circle – the range need not be modified by factors separately if the area is increased, and automatically increases to correspond to the new radius. Magical Weather is considered to be an immobile emanation centered on the caster which affects all who enter its area of effect. The actual type of weather (sleet, wind, fog etc.) which accompanies the magical power of the pattern is discretionary, although it should be appropriate to the effects of the spell. Specific combinations with the Magical Weather pattern might include: • Nullify All Magic within a City. Add [I]ward[/I] as the base seed (+16, for the antimagic effect, +22 for increasing the duration by 1100%). All magic items, spells, spell-like abilities and supernatural powers within 2 miles are suppressed for 40 hours. USP 86 before mitigating factors. [I]Weather type:[/I] an eerie calm. • Render an Enemy's Army Weak and Helpless. Add afflict as the base seed (+12, +15 for changing the afflict seed to an area centered on you, +4 for assessing an additional –4 penalty to an ability score, +16 for designating an unlimited number of targets within an area spell). Enemy creatures within 2 miles suffer a –10 penalty to Strength for 48 hours. USP 93. [I]Weather type:[/I] a wind or fog which leeches the strength from the targets. • Enslave a Barony to your Will. Add compel as the base seed (+22, +15 for changing the compel seed to an area centered on you, +10 for a stricter compulsion, +196 for increasing the radius by 98 miles). All creatures within one hundred miles are forever loyal to you. USP 289. 72,250 XP (permanency). [I]Weather type:[/I] perpetual, brooding stormclouds. Note that both this draft and the one above are prototypical, but should indicate the way that I'd like aggregates to work. Descriptive seeds (D) are tricky to gauge - i.e. "the spell involves some kind of fortification" or "the spell involves some kind of transformation" or "the spell involves some kind of vision," or whatever - I also think they can be judiciously included or removed in order to achieve a semblance of "balance" - but we are really defining what 'balance' is in the context of aggregates. [Open] and [Closed] are (working titles for) the mechanism of whether the aggregate involves a base seed or not. I'd like to change the names, but that's not high on my list of priorities. [/QUOTE]
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