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<blockquote data-quote="Sepulchrave II" data-source="post: 3078792" data-attributes="member: 4303"><p>More Random Thoughts</p><p></p><p>Something has been bugging me about Save DCs and other level-dependent aspects of spells, and I've had trouble putting my finger on it. </p><p></p><p>I'm thinking about further homogenizing the seed SPs - making them all 24, in fact. Seed parameters would be tweaked using factors (full values) to reflect this: with this much room to play with, I think almost every aspect of every seed could be brought into resonance, minimizing the multiple entries for range, duration etc.</p><p></p><p>Each subseed would essentially be a 10th-level spell. Base Save DCs (20+ relevant modifier) would be brought into line with level-dependent functions, all of which would be based on 20th caster level with no other limits in place - Cheiromancer's <em>stoneskin</em> application of the [fortify] seed is a good example: it is not limited to 15th level (as <em>stoneskin</em>, but to 20th: hence it absorbs 200 points rather than 150. </p><p></p><p>An SP 24 [energy] seed <em>should</em> do 20d6 points of damage (1d6 per caster level; 20th level): it should also include the equivalent of 7 levels of metamagic in its parameters: 14 factors separate it from <em>fireball</em>. This is borne out by the fireball/dbf example, <em>and feels right to me</em>. Seeds currently in excess of 24 can simply re-include a power component.</p><p></p><p>We can also simply drop the line which says 'Spellcraft Prerequisite,' which makes things tidier.</p><p></p><p><strong>[Afflict]</strong></p><p>Necromancy </p><p></p><p><strong>Root Spells:</strong> <em>Blindness/deafness, bestow curse</em> </p><p><strong>Components:</strong> V,S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> 75 ft. </p><p><strong>Target:</strong> One living creature </p><p><strong>Duration:</strong> Permanent </p><p><strong>Saving Throw:</strong> Will negates </p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>The [afflict] seed bestows some negative condition upon the target as determined by the caster. The caster can choose from one of four effects:</p><p></p><ul> <li data-xf-list-type="ul">Afflict the target's senses, rendering him blind and deaf, and incapable of smell, touch or taste. If the target fails its saving throw, these senses don't function for the spell's duration, with all attendant penalties that apply for losing the specified senses.<br /> <em>Factor:</em> To develop a spell which afflicts an additional sense (if the target possesses special senses such as blindsense or tremorsense), for each additional sense which is affected by this seed, increase the Spellcraft Prerequisite by +8.<br /> </li> <li data-xf-list-type="ul">Afflict one of the target's ability scores with a –10 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 –6 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 –10 penalty on caster level checks, a –10 penalty to spell resistance, or a –10 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></p><p><strong>Conditions</strong></p><p>If a spell is developed which targets an ability score, that ability may be chosen at the moment of casting.</p><p></p><p></p><p>The above assumes +/-4 exponential range increment factors (touch <-> ray at close <-> target at close <-> target at medium. Additional senses are rated at +8: I rolled taste into smell - denying someone the ability to appreciate cheese is a wicked thing, but not worth +8SP. <em>Blindness/deafness</em> gains a somatic component (-2), and loses its dismissibility(-2) and its medium range (-4). <em>Bestow curse</em> retains its flexibility, increases its range (+8), and its base effects increase by an equivalent of +4.</p><p></p><p>I'm tired, so I might have screwed up somewhere.</p><p></p><p></p><p>All of this also supports my agenda around descriptive seeds - I want their value to be consistent. I think it should be half of a base or secondary seed, i.e. +12.</p><p></p><p>/edit: or maybe secondary seeds should be at half value, and descriptive seeds at one third or one quarter. For a long time, I've mused about multiple applications of the same seed receiving a 50% SP discount for the second and subsequent uses. If they are defined as secondary seeds in compound spells - i.e. spells which include more than one seed - then this would work.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 3078792, member: 4303"] More Random Thoughts Something has been bugging me about Save DCs and other level-dependent aspects of spells, and I've had trouble putting my finger on it. I'm thinking about further homogenizing the seed SPs - making them all 24, in fact. Seed parameters would be tweaked using factors (full values) to reflect this: with this much room to play with, I think almost every aspect of every seed could be brought into resonance, minimizing the multiple entries for range, duration etc. Each subseed would essentially be a 10th-level spell. Base Save DCs (20+ relevant modifier) would be brought into line with level-dependent functions, all of which would be based on 20th caster level with no other limits in place - Cheiromancer's [I]stoneskin[/I] application of the [fortify] seed is a good example: it is not limited to 15th level (as [I]stoneskin[/I], but to 20th: hence it absorbs 200 points rather than 150. An SP 24 [energy] seed [I]should[/I] do 20d6 points of damage (1d6 per caster level; 20th level): it should also include the equivalent of 7 levels of metamagic in its parameters: 14 factors separate it from [I]fireball[/I]. This is borne out by the fireball/dbf example, [I]and feels right to me[/I]. Seeds currently in excess of 24 can simply re-include a power component. We can also simply drop the line which says 'Spellcraft Prerequisite,' which makes things tidier. [B][Afflict][/B] Necromancy [B]Root Spells:[/B] [I]Blindness/deafness, bestow curse[/I] [B]Components:[/B] V,S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] 75 ft. [B]Target:[/B] One living creature [B]Duration:[/B] Permanent [B]Saving Throw:[/B] Will negates [B]Spell Resistance:[/B] Yes The [afflict] seed bestows some negative condition upon the target as determined by the caster. The caster can choose from one of four effects: [list][*]Afflict the target's senses, rendering him blind and deaf, and incapable of smell, touch or taste. If the target fails its saving throw, these senses don't function for the spell's duration, with all attendant penalties that apply for losing the specified senses. [I]Factor:[/I] To develop a spell which afflicts an additional sense (if the target possesses special senses such as blindsense or tremorsense), for each additional sense which is affected by this seed, increase the Spellcraft Prerequisite by +8. [*]Afflict one of the target's ability scores with a –10 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 –6 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 –10 penalty on caster level checks, a –10 penalty to spell resistance, or a –10 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, that ability may be chosen at the moment of casting. The above assumes +/-4 exponential range increment factors (touch <-> ray at close <-> target at close <-> target at medium. Additional senses are rated at +8: I rolled taste into smell - denying someone the ability to appreciate cheese is a wicked thing, but not worth +8SP. [I]Blindness/deafness[/I] gains a somatic component (-2), and loses its dismissibility(-2) and its medium range (-4). [I]Bestow curse[/I] retains its flexibility, increases its range (+8), and its base effects increase by an equivalent of +4. I'm tired, so I might have screwed up somewhere. All of this also supports my agenda around descriptive seeds - I want their value to be consistent. I think it should be half of a base or secondary seed, i.e. +12. /edit: or maybe secondary seeds should be at half value, and descriptive seeds at one third or one quarter. For a long time, I've mused about multiple applications of the same seed receiving a 50% SP discount for the second and subsequent uses. If they are defined as secondary seeds in compound spells - i.e. spells which include more than one seed - then this would work. [/QUOTE]
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