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<blockquote data-quote="Cheiromancer" data-source="post: 3069609" data-attributes="member: 141"><p>Depends on the artifact, I suppose. You wouldn't use the <em>left eye of palambaron</em> to animate the dead.</p><p></p><p></p><p></p><p>It's a great little debuffer. Although awfully similar, thematically, with <em>harrow</em>. You could add <em>greater bestow curse</em> effects at a higher level, but the basic seed is fine. I do notice, however, that <em>blindness</em> has a medium range while <em>bestow curse</em> has a range of touch. In my parallel version to your system I gave an increased flexibility in the minor effects which could be traded in for increased range:</p><p></p><p>[sblock=variant Seed: Afflict] </p><p>Necromancy </p><p></p><p><strong>Root Spell:</strong> <em>Blindness/deafness, bestow curse</em> </p><p><strong>Spellcraft Prerequisite:</strong> 8</p><p><strong>Components:</strong> V,S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Touch </p><p><strong>Target:</strong> Creature touched </p><p><strong>Duration:</strong> Permanent (D)</p><p><strong>Saving Throw:</strong> Will negates </p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>The <em>afflict</em> seed bestows some negative condition upon the target as determined by the caster. At a Spellcraft Prerequisite of 8, the caster can choose from one of four effects:</p><ul> <li data-xf-list-type="ul">Afflict one of the target's senses: sight, hearing, taste, touch or a special sense that the target possesses. If the target fails its saving throw, the sense selected doesn't function for the spell's duration, with all attendant penalties that apply for losing the specified sense.<br /> <em>Factor:</em> For each additional sense beyond the first which is affected by this seed, increase the Spellcraft Prerequisite by +4.<br /> </li> <li data-xf-list-type="ul">Afflict one of the target's ability scores with a –2 penalty. <br /> <em>Factor:</em> For each additional –1 penalty assessed to the ability score, increase the Spellcraft Prerequisite by +1. This seed cannot afflict a character’s ability scores to the point where they reach less than 1.<br /> </li> <li data-xf-list-type="ul">Afflict the target with a –2 morale penalty on attack rolls, ability checks, skill checks and saving throws. <br /> <em>Factor:</em> For each additional –1 penalty assessed to all four of these categories, increase the Spellcraft Prerequisite by +2. <br /> </li> <li data-xf-list-type="ul">Afflict the target with a –2 penalty on caster level checks, a –2 penalty to spell resistance, or a –2 penalty to some other aspect of the target which is specified in the development process. <br /> <em>Factor:</em> For each additional –1 penalty assessed to any of these categories, increase the Spellcraft Prerequisite by +1</li> </ul><p></p><p><strong>Conditions</strong></p><p>If a spell is developed which targets an ability score or a sense, the specific ability or sense to be targeted may be chosen at the moment of casting, without including the spell flexibility factor. If instead the specific ability score or sense is determined during spell development the base range changes from touch to 75 ft. [/sblock]</p><p></p><p>[edit] latest version of afflict in post 204</p><p></p><p>I can't quite get my mind around your aggregate system. I don't know why the [weather] seed gives range and area but not duration, or what the [fortify] and [transform] seeds are doing there. </p><p></p><p>I don't know why you have to research a new <em>reified vision</em> spell everytime you want to cast it a slightly different way. I don't know how you decided [conjure] was <em>reified vision's</em> base seed instead of [delude], or why the statistics are from <em>hallucinatory terrain</em> instead of <em>mirage arcana</em>.</p><p></p><p>It all seems too expensive. It seems like you can do anything as soon as you are 80th level, but not so much before it. </p><p></p><p>Maybe with more examples and the text of chapter 5 it will all become clear, but right now I don't understand what you are doing. </p><p></p><p>Re: Mitigating factors</p><p></p><p>Cabals are just too powerful; nowhere else can you get -70 in mitigation factors, not without ruinous cost. But with cabals it is routine; you could <em>conjure a fortress</em> every day. Maybe if it had to be combined with duration factors; for periods longer than a month, it is 1 day per point. So to get a 70 point mitigation you'd have to have a ritual 70 days long, and could get a total mitigation of 140. But then you'd kinda have to enable individuals to go for 70 days too. Maybe bring back the hundred days of the ELH? Then it's like devoting the time and effort to make a magic item. Only instead of a magic item, you get an epic effect.</p><p></p><p>Idea: Suppose you have to spend a feat to learn a particular epic spell. Would that make it easier to cast?</p><p></p><p>Idea: Or suppose you have to wait a year (or month, or week, or day) between castings of a spell. What would that be worth as a mitigating factor? And if it were a particular day of the year/month/week that it had to be cast, or a particular hour of the day?</p><p></p><p>Would these two work together?</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 3069609, member: 141"] Depends on the artifact, I suppose. You wouldn't use the [i]left eye of palambaron[/i] to animate the dead. It's a great little debuffer. Although awfully similar, thematically, with [i]harrow[/i]. You could add [i]greater bestow curse[/i] effects at a higher level, but the basic seed is fine. I do notice, however, that [i]blindness[/i] has a medium range while [i]bestow curse[/i] has a range of touch. In my parallel version to your system I gave an increased flexibility in the minor effects which could be traded in for increased range: [sblock=variant Seed: Afflict] Necromancy [B]Root Spell:[/B] [I]Blindness/deafness, bestow curse[/I] [B]Spellcraft Prerequisite:[/B] 8 [B]Components:[/B] V,S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Touch [B]Target:[/B] Creature touched [B]Duration:[/B] Permanent (D) [B]Saving Throw:[/B] Will negates [B]Spell Resistance:[/B] Yes The [I]afflict[/I] seed bestows some negative condition upon the target as determined by the caster. At a Spellcraft Prerequisite of 8, the caster can choose from one of four effects: [list][*]Afflict one of the target's senses: sight, hearing, taste, touch or a special sense that the target possesses. If the target fails its saving throw, the sense selected doesn't function for the spell's duration, with all attendant penalties that apply for losing the specified sense. [I]Factor:[/I] For each additional sense beyond the first which is affected by this seed, increase the Spellcraft Prerequisite by +4. [*]Afflict one of the target's ability scores with a –2 penalty. [I]Factor:[/I] For each additional –1 penalty assessed to the ability score, increase the Spellcraft Prerequisite by +1. This seed cannot afflict a character’s ability scores to the point where they reach less than 1. [*]Afflict the target with a –2 morale penalty on attack rolls, ability checks, skill checks and saving throws. [I]Factor:[/I] For each additional –1 penalty assessed to all four of these categories, increase the Spellcraft Prerequisite by +2. [*]Afflict the target with a –2 penalty on caster level checks, a –2 penalty to spell resistance, or a –2 penalty to some other aspect of the target which is specified in the development process. [I]Factor:[/I] For each additional –1 penalty assessed to any of these categories, increase the Spellcraft Prerequisite by +1[/list] [B]Conditions[/B] If a spell is developed which targets an ability score or a sense, the specific ability or sense to be targeted may be chosen at the moment of casting, without including the spell flexibility factor. If instead the specific ability score or sense is determined during spell development the base range changes from touch to 75 ft. [/sblock] [edit] latest version of afflict in post 204 I can't quite get my mind around your aggregate system. I don't know why the [weather] seed gives range and area but not duration, or what the [fortify] and [transform] seeds are doing there. I don't know why you have to research a new [i]reified vision[/i] spell everytime you want to cast it a slightly different way. I don't know how you decided [conjure] was [i]reified vision's[/i] base seed instead of [delude], or why the statistics are from [i]hallucinatory terrain[/i] instead of [i]mirage arcana[/i]. It all seems too expensive. It seems like you can do anything as soon as you are 80th level, but not so much before it. Maybe with more examples and the text of chapter 5 it will all become clear, but right now I don't understand what you are doing. Re: Mitigating factors Cabals are just too powerful; nowhere else can you get -70 in mitigation factors, not without ruinous cost. But with cabals it is routine; you could [i]conjure a fortress[/i] every day. Maybe if it had to be combined with duration factors; for periods longer than a month, it is 1 day per point. So to get a 70 point mitigation you'd have to have a ritual 70 days long, and could get a total mitigation of 140. But then you'd kinda have to enable individuals to go for 70 days too. Maybe bring back the hundred days of the ELH? Then it's like devoting the time and effort to make a magic item. Only instead of a magic item, you get an epic effect. Idea: Suppose you have to spend a feat to learn a particular epic spell. Would that make it easier to cast? Idea: Or suppose you have to wait a year (or month, or week, or day) between castings of a spell. What would that be worth as a mitigating factor? And if it were a particular day of the year/month/week that it had to be cast, or a particular hour of the day? Would these two work together? [/QUOTE]
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