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<blockquote data-quote="Cheiromancer" data-source="post: 3080245" data-attributes="member: 141"><p>@Greybar: You need to reduce the SP to 24 for the character to be able to cast it at level 21. It isn't a spellcraft DC he needs to make; he needs that number of skill ranks.</p><p></p><p>The interesting bit about that spell is the way that it apparently enables a character to increase his CR. That's an awfully dangerous precedent (why merely a lich- why not a vampire? Or even a winterwight?), but like you say, it is possible for spellcasters to become liches, and that means they've increased their CR. I'll have to think about that some more.</p><p></p><p>@Sepulchrave: I think you have to use half-factors when fiddling with the base spell. And anything you add has to be removable at the same cost. Otherwise you are just making the seeds bloated and inefficient.</p><p></p><p>For instance, you took the old blindness function of [afflict], with a cost of 8 SP, took away -8 SP in full-factors, and added +24 SP in full-factors (3 other senses, with taste/smell counting as one). If someone wanted to include a blindness effect in a spell, they would remove those extras. But not at -8 each; otherwise the blindness is free. They would get -4 for each sense, so the final effect would cost 12 SP. Compared to the original blindness, they have 8 SP less in effect, at a cost of 4 SP more. That's not a good deal.</p><p></p><p>What you should have done is just added 16 points in half-factors (3 additional senses at +4 each, long range for +2, +2 something else), and included notes about mitigation (-4 for afflicting one fewer sense). I assume there will be standard (global) mitigation rules for reducing range and similar parameters.</p><p></p><p>I suspect rays and targets should be weighted equally. Like you say, rays always hit at these levels. In fact, <em>spell turning</em> protects against targetted effects, but not rays; and rays can be critted, can't they? Maybe rays should be more expensive than targets. On the other hand, there is a chance that a ray could miss, with the right kind of deflection bonus or what not. I'd say value them equally.</p><p></p><p>You should also decide what you want the common parameters to be. I notice that for [afflict] the range is 75 ft., while for [destroy] it is 1200 ft.; that doesn't seem very homogenous to me.</p><p></p><p>Obviously you will not be able to homogenize some seeds; what would the common parameters of [weather] and [fortify]? But that itself could encode information about what seeds can be combined, and what could be combined only with special rules (like Magical Weather).</p><p></p><p>But it makes sense that you might have a spell which both damages and blinds a target, so [afflict] and [destroy] should have the same range.</p><p></p><p>BTW, I added a mitigating factor (restriction to living targets) to my version of [afflict].</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 3080245, member: 141"] @Greybar: You need to reduce the SP to 24 for the character to be able to cast it at level 21. It isn't a spellcraft DC he needs to make; he needs that number of skill ranks. The interesting bit about that spell is the way that it apparently enables a character to increase his CR. That's an awfully dangerous precedent (why merely a lich- why not a vampire? Or even a winterwight?), but like you say, it is possible for spellcasters to become liches, and that means they've increased their CR. I'll have to think about that some more. @Sepulchrave: I think you have to use half-factors when fiddling with the base spell. And anything you add has to be removable at the same cost. Otherwise you are just making the seeds bloated and inefficient. For instance, you took the old blindness function of [afflict], with a cost of 8 SP, took away -8 SP in full-factors, and added +24 SP in full-factors (3 other senses, with taste/smell counting as one). If someone wanted to include a blindness effect in a spell, they would remove those extras. But not at -8 each; otherwise the blindness is free. They would get -4 for each sense, so the final effect would cost 12 SP. Compared to the original blindness, they have 8 SP less in effect, at a cost of 4 SP more. That's not a good deal. What you should have done is just added 16 points in half-factors (3 additional senses at +4 each, long range for +2, +2 something else), and included notes about mitigation (-4 for afflicting one fewer sense). I assume there will be standard (global) mitigation rules for reducing range and similar parameters. I suspect rays and targets should be weighted equally. Like you say, rays always hit at these levels. In fact, [i]spell turning[/i] protects against targetted effects, but not rays; and rays can be critted, can't they? Maybe rays should be more expensive than targets. On the other hand, there is a chance that a ray could miss, with the right kind of deflection bonus or what not. I'd say value them equally. You should also decide what you want the common parameters to be. I notice that for [afflict] the range is 75 ft., while for [destroy] it is 1200 ft.; that doesn't seem very homogenous to me. Obviously you will not be able to homogenize some seeds; what would the common parameters of [weather] and [fortify]? But that itself could encode information about what seeds can be combined, and what could be combined only with special rules (like Magical Weather). But it makes sense that you might have a spell which both damages and blinds a target, so [afflict] and [destroy] should have the same range. BTW, I added a mitigating factor (restriction to living targets) to my version of [afflict]. [/QUOTE]
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