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<blockquote data-quote="Sepulchrave II" data-source="post: 3069891" data-attributes="member: 4303"><p>I like your <em>afflict</em> - it's tidy; although the clause in 'Conditions' re. the range and limitation seems a bit contrived. But I like the idea of rendering all aspects of a seed into a single SP where practical.</p><p></p><p></p><p></p><p>Like I say, <em>it's a draft</em>. I haven't even glanced at these for months (until this morning) so there will be holes. It's very mixed up - the duration is from a prior set where <em>hallucinatory terrain</em> was the root of the <em>delude</em> seed - note that I changed the SP to that of <em>screen</em> quickly as I cut & pasted it: in fact, if <em>screen</em> is the root of the delude seed, then the vision should take 24 hrs to reify. Which is nicer, anyway. Arguably, <em>mirage arcana</em> would make a better candidate - that was also a root in <em>delude</em> until I decided that <em>screen</em> should supersede it because it's all-encompassing. </p><p></p><p><em>Fortify</em> is a descriptive seed - it has no mechanical impact on the spell. It describes the necessity of fortifying, of making something stonger, more stable, more real. Likewise <em>transform</em> is descriptive - although it should probably be omitted: it was included primarily to <em>increase</em> the SP; although if pressed, I'm sure that I could make a case as to why it should be there. Both aggregates also assume a far greater degree of mitigation than I am currently comfortable with, for reasons which we have discussed at length: there is therefore a certain degree of redundancy in insisting on the high SPs.</p><p></p><p><em>Conjure</em> is the base seed of the <em>reified vision</em> because ultimately you're making something out of nothing.</p><p></p><p>Aggregates should act as a means of bypassing very high SPs which would otherwise be unattainable. In the original ELH system, there were a few very sketchy spells. The original intention was to create a 'superset' of epic seeds which could handle them:</p><p></p><p>Raise island - <em>reified vision</em>.</p><p>Rain of fire - <em>magical weather</em>.</p><p>Soul scry/dominion - <em>remote manifestation</em></p><p>Origin of species - its own aggregate</p><p></p><p>Some kind of mechanic for:</p><p></p><p>Longevity Spells</p><p>Spells which curse families through generations</p><p>Transmogrifications which irrevocably (i.e. instantaneously) change the form of a subject</p><p>Spells which manipulate the passage of time in an area</p><p>Infusions of shadowstuff into epic conjurations and evocations</p><p>Spells which create eidolons or scions - free willed <em>simulacra</em></p><p>Spells which reincarnate the deceased in any form with equal ECL</p><p></p><p>Some kind of channeling mechanic (summon + transform); some kind of planar substitution mechanic (summon + transport). Etc.</p><p></p><p>All of these need some kind of guiding mechanics - many are archetypical; many, players IME, simply want to do. In most cases, seeds alone are completely incapable of handling them.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 3069891, member: 4303"] I like your [I]afflict[/I] - it's tidy; although the clause in 'Conditions' re. the range and limitation seems a bit contrived. But I like the idea of rendering all aspects of a seed into a single SP where practical. Like I say, [I]it's a draft[/I]. I haven't even glanced at these for months (until this morning) so there will be holes. It's very mixed up - the duration is from a prior set where [I]hallucinatory terrain[/I] was the root of the [I]delude[/I] seed - note that I changed the SP to that of [I]screen[/I] quickly as I cut & pasted it: in fact, if [I]screen[/I] is the root of the delude seed, then the vision should take 24 hrs to reify. Which is nicer, anyway. Arguably, [I]mirage arcana[/I] would make a better candidate - that was also a root in [I]delude[/I] until I decided that [I]screen[/I] should supersede it because it's all-encompassing. [I]Fortify[/I] is a descriptive seed - it has no mechanical impact on the spell. It describes the necessity of fortifying, of making something stonger, more stable, more real. Likewise [I]transform[/I] is descriptive - although it should probably be omitted: it was included primarily to [I]increase[/I] the SP; although if pressed, I'm sure that I could make a case as to why it should be there. Both aggregates also assume a far greater degree of mitigation than I am currently comfortable with, for reasons which we have discussed at length: there is therefore a certain degree of redundancy in insisting on the high SPs. [I]Conjure[/I] is the base seed of the [I]reified vision[/I] because ultimately you're making something out of nothing. Aggregates should act as a means of bypassing very high SPs which would otherwise be unattainable. In the original ELH system, there were a few very sketchy spells. The original intention was to create a 'superset' of epic seeds which could handle them: Raise island - [I]reified vision[/I]. Rain of fire - [I]magical weather[/I]. Soul scry/dominion - [I]remote manifestation[/I] Origin of species - its own aggregate Some kind of mechanic for: Longevity Spells Spells which curse families through generations Transmogrifications which irrevocably (i.e. instantaneously) change the form of a subject Spells which manipulate the passage of time in an area Infusions of shadowstuff into epic conjurations and evocations Spells which create eidolons or scions - free willed [I]simulacra[/I] Spells which reincarnate the deceased in any form with equal ECL Some kind of channeling mechanic (summon + transform); some kind of planar substitution mechanic (summon + transport). Etc. All of these need some kind of guiding mechanics - many are archetypical; many, players IME, simply want to do. In most cases, seeds alone are completely incapable of handling them. [/QUOTE]
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