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<blockquote data-quote="Sepulchrave II" data-source="post: 3084521" data-attributes="member: 4303"><p>But we're talking one aspect of one seed here, not the entirety of the system, and it's the [energy] seed - not the [fire] seed or the [sound] seed: it's already been abstracted to a higher level than regular elementally rigid magic. I wouldn't necessarily endorse this level of flexibility for other seeds. </p><p></p><p>It does raise an interesting question, though - how does metamagic which does not incur a level increase in a spell interact with AMC? Can a caster with the Energy Substitution feat simply swap out the energy type spontaneously without dipping into his umpteen free levels of metamagic?</p><p></p><p></p><p></p><p>Precisely why we need some kick-ass feats to beef up the [energy] seed.</p><p></p><p></p><p></p><p>It could be framed that way - at least in terms of the 'blast' component of the [energy] seed. It's useful for determining other factors (e.g. the <em>resurrection</em> caveat). I think it's possible to over-abstract, though. Whilst it might be possible to devise a much smaller set of uber-seeds, I don't know that it would necessarily offer any greater utility.</p><p></p><p>Here's another [destroy]. This one's pretty streamlined.</p><p></p><p><strong>[Destroy]</strong> </p><p>Transmutation </p><p></p><p><strong>Root Spell:</strong> <em>Disintegrate</em></p><p><strong>Preferred Mitigation:</strong> Backlash </p><p><strong>Components:</strong> V, S </p><p><strong>Casting Time:</strong> 1 standard action </p><p><strong>Range:</strong> 1200 ft. </p><p><strong>Effect:</strong> Ray </p><p><strong>Duration:</strong> Instantaneous </p><p><strong>Saving Throw:</strong> Fortitude partial </p><p><strong>Spell Resistance:</strong> Yes </p><p></p><p>A spell develped with this seed deals 40d6 points of damage to the target. The damage is of no particular type or energy. The caster must make a successful ranged touch attack to hit, and the target is entitled to a saving throw: if the save is successful, it instead takes 5d6 points of damage. If the target is reduced to –10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated, leaving behind only a trace of fine dust. Up to a 10-foot cube of nonliving matter is affected, so a spell using the destroy seed destroys only part of any very large object or structure targeted. The destroy seed affects magical matter, energy fields, and force effects that are normally only affected by the <em>disintegrate</em> spell: such effects are automatically destroyed. Unattended magic items are entitled to a saving throw to negate the effect.</p><p><em>Factor:</em> For each additional 2d6 points of damage dealt on a failed save, increase the Spellcraft Prerequisite by +1. </p><p><em>Special:</em> A <em>prismatic wall, prismatic sphere</em>, an <em>antimagic shell</em>, or epic spells incorporating the [ward] seed may also be destroyed if the caster succeeds at an opposed caster level check. A spell which excludes these effects as possible targets gains a -4 reduction in the Spellcraft Prerequisite.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 3084521, member: 4303"] But we're talking one aspect of one seed here, not the entirety of the system, and it's the [energy] seed - not the [fire] seed or the [sound] seed: it's already been abstracted to a higher level than regular elementally rigid magic. I wouldn't necessarily endorse this level of flexibility for other seeds. It does raise an interesting question, though - how does metamagic which does not incur a level increase in a spell interact with AMC? Can a caster with the Energy Substitution feat simply swap out the energy type spontaneously without dipping into his umpteen free levels of metamagic? Precisely why we need some kick-ass feats to beef up the [energy] seed. It could be framed that way - at least in terms of the 'blast' component of the [energy] seed. It's useful for determining other factors (e.g. the [I]resurrection[/I] caveat). I think it's possible to over-abstract, though. Whilst it might be possible to devise a much smaller set of uber-seeds, I don't know that it would necessarily offer any greater utility. Here's another [destroy]. This one's pretty streamlined. [B][Destroy][/B] Transmutation [B]Root Spell:[/B] [I]Disintegrate[/I] [B]Preferred Mitigation:[/B] Backlash [B]Components:[/B] V, S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] 1200 ft. [B]Effect:[/B] Ray [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] Fortitude partial [B]Spell Resistance:[/B] Yes A spell develped with this seed deals 40d6 points of damage to the target. The damage is of no particular type or energy. The caster must make a successful ranged touch attack to hit, and the target is entitled to a saving throw: if the save is successful, it instead takes 5d6 points of damage. If the target is reduced to –10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated, leaving behind only a trace of fine dust. Up to a 10-foot cube of nonliving matter is affected, so a spell using the destroy seed destroys only part of any very large object or structure targeted. The destroy seed affects magical matter, energy fields, and force effects that are normally only affected by the [I]disintegrate[/I] spell: such effects are automatically destroyed. Unattended magic items are entitled to a saving throw to negate the effect. [I]Factor:[/I] For each additional 2d6 points of damage dealt on a failed save, increase the Spellcraft Prerequisite by +1. [I]Special:[/I] A [I]prismatic wall, prismatic sphere[/I], an [I]antimagic shell[/I], or epic spells incorporating the [ward] seed may also be destroyed if the caster succeeds at an opposed caster level check. A spell which excludes these effects as possible targets gains a -4 reduction in the Spellcraft Prerequisite. [/QUOTE]
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