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<blockquote data-quote="Sepulchrave II" data-source="post: 3095290" data-attributes="member: 4303"><p>Assuming:</p><p></p><p>1) Duration increment is a +/-2 half-factor;</p><p>2) A choice of 12 targets is a +6 half-factor, and we have a spell which is specific;</p><p>3) 'Concentration' merits a +2 half-factor;</p><p></p><p>4) We have a 1 action/20-round duration 75-ft. spell;</p><p></p><p>The various <em>summon</em> spells as potential roots would yield the following CR results:</p><p></p><p><em>summon monster IX</em>: CR16; top end (see below).</p><p><em>elemental swarm</em>: CR19</p><p><em>summon elemental monolith</em>: CR17</p><p><em>hellish horde</em>: CR17</p><p></p><p>I've just thought of a problem - the utility of <em>summon monster IX</em> is even greater than I've been figuring. Not only can you summon one of twelve creatures on the IX list, but you have all of those options from I-VIII as well! If we give it almost-sweeping flexibility (+8), then a 1-action epic spell which summons a specific creature should net a CR 16 - no more.:</p><p></p><p>I'm thinking the <em>elemental swarm</em> is aberrant - yet another example of a 'weird druid thing' (<em>shambler, bombardment</em>). </p><p></p><p>In brief, I concur with your assertion that [summon] should be lower; although my reasoning is different.</p><p></p><p>Whilst it might seem trivial to be haggling over a difference of +1CR, I would actually advocate a CR 14 for the seed at this point - not 13 or 15. Strictly speaking, 13 might be more representative but I would appeal on these points:</p><p></p><p>1) A specialist can <em>oh-so-very almost</em> summon a balor or pit fiend without mitigation at lvl 21. I like the carrot which dangles temptingly close - it stretches the caster to push the boundaries. Who wouldn't want to taste those 2 points of backlash? This is more of a gamer's psychology argument than anything else.</p><p></p><p>2) <em>Elemental swarm</em> exists, even if it's an epic spell in nonepic guise.</p><p></p><p>3) A little extra something-something for the incremental jump of nonepic-->epic isn't necessarily a bad thing.</p><p></p><p>4) Pure aesthetics. 14 is nicer than 13.</p><p></p><p></p><p></p><p></p><p>My original idea was to to simply price (in time, cash and XP) the difference in the spell SP - this was to include all modifications.</p><p></p><p>For example, say a caster develops his <em>hellish servitor</em> epic spell at an USP 26 / SP 24 (including 2 points of backlash). Later, when he's 25th level, he modifies it by upping the HD of the outsider to 30 (+6 CR for an outsider at +1CR/+2HD), which is a deviation of 12 factors. He brings it down to an SP 28 spell by including another 8 points of backlash (a deviation of another 8 factors) - the total is a 20-factor deviation from the original spell. Let's say he calls it <em>Nessian Enforcer</em>.</p><p></p><p>These 20 factors would be priced as if for an independently researched spell i.e. 20,000gp/20 days/800 xp - still much less than if he had developed an original USP 38 spell. The caster would now have both spells (original and modified) within his repertoire.</p><p></p><p><em>Magnum Opus</em> was to address this directly:</p><p></p><p>1) The caster only pays half the associated costs for modifying a spell which he designates as his <em>magnum opus</em>;</p><p>2) The caster simply prepares his <em>magnum opus</em> in an open epic slot; when he comes to cast the spell, he can choose any variation of the spell from his <em>magnum opus</em> suite.</p><p></p><p>I'm sure additional controls need to be put in place, but that's the bones of it. As all spells in the suite count as the <em>magnum opus</em>, then the caster could subsequently modify his <em>Nessian Enforcer</em> and it would still remain within the suite - maybe when he's 30th-level he wants to Quicken it.</p><p></p><p>Edit: Suggested Control: Maybe the <em>magnum opus</em> should only contain 5 variants of a spell at any one time; as the suite evolves, so the older ideas fall by the wayside.</p><p></p><p>Edit: Maybe we should double development costs.</p><p></p><p>Spell modifications should include only 3 degrees of freedom - i.e. only 3 components (CR, duration, backlash etc.) can be modified; any more would require the development of a new spell.</p><p></p><p></p><p></p><p>NO, no, no, no.</p><p></p><p></p><p></p><p>Will check it out.</p><p></p><p></p><p></p><p>Quicken would only be +4 as a half-factor; you're conflating it with it's full-factor value. I do this all the time too. I'm also working on the assumption that PCs won't be using exponential factors (except mitigating factors) - they're just tools that we're using to balance seeds,</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 3095290, member: 4303"] Assuming: 1) Duration increment is a +/-2 half-factor; 2) A choice of 12 targets is a +6 half-factor, and we have a spell which is specific; 3) 'Concentration' merits a +2 half-factor; 4) We have a 1 action/20-round duration 75-ft. spell; The various [I]summon[/I] spells as potential roots would yield the following CR results: [I]summon monster IX[/I]: CR16; top end (see below). [I]elemental swarm[/I]: CR19 [I]summon elemental monolith[/I]: CR17 [I]hellish horde[/I]: CR17 I've just thought of a problem - the utility of [I]summon monster IX[/I] is even greater than I've been figuring. Not only can you summon one of twelve creatures on the IX list, but you have all of those options from I-VIII as well! If we give it almost-sweeping flexibility (+8), then a 1-action epic spell which summons a specific creature should net a CR 16 - no more.: I'm thinking the [I]elemental swarm[/I] is aberrant - yet another example of a 'weird druid thing' ([I]shambler, bombardment[/I]). In brief, I concur with your assertion that [summon] should be lower; although my reasoning is different. Whilst it might seem trivial to be haggling over a difference of +1CR, I would actually advocate a CR 14 for the seed at this point - not 13 or 15. Strictly speaking, 13 might be more representative but I would appeal on these points: 1) A specialist can [I]oh-so-very almost[/I] summon a balor or pit fiend without mitigation at lvl 21. I like the carrot which dangles temptingly close - it stretches the caster to push the boundaries. Who wouldn't want to taste those 2 points of backlash? This is more of a gamer's psychology argument than anything else. 2) [I]Elemental swarm[/I] exists, even if it's an epic spell in nonepic guise. 3) A little extra something-something for the incremental jump of nonepic-->epic isn't necessarily a bad thing. 4) Pure aesthetics. 14 is nicer than 13. My original idea was to to simply price (in time, cash and XP) the difference in the spell SP - this was to include all modifications. For example, say a caster develops his [I]hellish servitor[/I] epic spell at an USP 26 / SP 24 (including 2 points of backlash). Later, when he's 25th level, he modifies it by upping the HD of the outsider to 30 (+6 CR for an outsider at +1CR/+2HD), which is a deviation of 12 factors. He brings it down to an SP 28 spell by including another 8 points of backlash (a deviation of another 8 factors) - the total is a 20-factor deviation from the original spell. Let's say he calls it [I]Nessian Enforcer[/I]. These 20 factors would be priced as if for an independently researched spell i.e. 20,000gp/20 days/800 xp - still much less than if he had developed an original USP 38 spell. The caster would now have both spells (original and modified) within his repertoire. [I]Magnum Opus[/I] was to address this directly: 1) The caster only pays half the associated costs for modifying a spell which he designates as his [I]magnum opus[/I]; 2) The caster simply prepares his [I]magnum opus[/I] in an open epic slot; when he comes to cast the spell, he can choose any variation of the spell from his [I]magnum opus[/I] suite. I'm sure additional controls need to be put in place, but that's the bones of it. As all spells in the suite count as the [I]magnum opus[/I], then the caster could subsequently modify his [I]Nessian Enforcer[/I] and it would still remain within the suite - maybe when he's 30th-level he wants to Quicken it. Edit: Suggested Control: Maybe the [I]magnum opus[/I] should only contain 5 variants of a spell at any one time; as the suite evolves, so the older ideas fall by the wayside. Edit: Maybe we should double development costs. Spell modifications should include only 3 degrees of freedom - i.e. only 3 components (CR, duration, backlash etc.) can be modified; any more would require the development of a new spell. NO, no, no, no. Will check it out. Quicken would only be +4 as a half-factor; you're conflating it with it's full-factor value. I do this all the time too. I'm also working on the assumption that PCs won't be using exponential factors (except mitigating factors) - they're just tools that we're using to balance seeds, [/QUOTE]
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