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<blockquote data-quote="Cheiromancer" data-source="post: 3096026" data-attributes="member: 141"><p>Hurrah!</p><p></p><p></p><p></p><p>Hmmm. Well, while sorcerers have to take feats to learn more spells, they also can cast them more often. Maybe they get to use the ISC slots and so get the advantage of bonus spells for high charisma?</p><p></p><p></p><p>Equally predictably, I want to treat the problem abstractly, and cover as many seeds as possible.</p><p></p><p>My memory for specifics is vague, but in that thread I seem to recall the notion of an all-day Strength buff giving a +2 enhancement bonus, dismissable for a 1 round bonus of +8. Or a 1-round "boost" of +20. So how about making the [fortify creature] seed last 20 hours (fudgeable to 24 hours), at a particular bonus, but allow it to be dismissed as an <a href="http://www.d20srd.org/srd/combat/actionsInCombat.htm#immediateActions" target="_blank">immediate action</a> for quadruple the bonus?</p><p></p><p>Alternatively, a spell researched at a base duration of 1 day (20 hours) can be modified to form a spell that gives 10 times the bonus for a single round.</p><p></p><p>Actually, this scares me just writing it. But let's see my version of the [fortify] seed, boosted to USP 24</p><p></p><p>[sblock=Seed: Fortify Creature]</p><p>Transmutation</p><p></p><p><strong>Root Spell: </strong> <em>Bull’s strength, barkskin, heroism, stoneskin, spell resistance, etc.</em></p><p><strong>Spellcraft Prerequisite: </strong> 24 </p><p><strong>Components: </strong> V, S </p><p><strong>Casting Time: </strong> 1 standard action </p><p><strong>Range: </strong> Touch </p><p><strong>Target: </strong> Creature touched</p><p><strong>Duration: </strong> 20 hours</p><p><strong>Saving Throw: </strong> Will negates (harmless) </p><p><strong>Spell Resistance: </strong> Yes (harmless) </p><p></p><p>Spells using the <em>fortify creature</em>seed augment one or more of the target's faculties, either to enable it to withstand a particular kind of threat, or to lend it additional power or effectiveness in a certain area. <em>Fortify creature</em> is a versatile seed with many possible applications.</p><p></p><p>The caster can choose to develop a spell which can do one of the following:</p><p></p><ul> <li data-xf-list-type="ul">The caster can choose to develop a spell which grants a +12 enhancement bonus to any ability score. The ability score to be enhanced must either be chosen during spell development, or the spell flexibility factor included in development to allow such an enhancement to be determined when the spell is cast.<br /> <em>Factor:</em> For each additional +1 bonus, increase the Spellcraft Prerequisite by +2. <br /> <em>factor:</em>To enhance either all physical ability scores or all mental ability scores increase the Spellcraft Prerequisite by +8. To enhance all six ability scores increase the Spellcraft Prerequisite by +12.</li> <li data-xf-list-type="ul">The <em>fortify creature</em> seed can also be used to grant 7 temporary hit points per hit dice of the target.<br /> <em>Factor:</em> For each additional temporary hit point bestowed per target’s hit dice, increase the Spellcraft Prerequisite by +4.</li> <li data-xf-list-type="ul">The <em>fortify ability</em> seed can grant spell resistance 36.<br /> <em>Factor:</em> Each additional point of spell resistance increases the Spellcraft Prerequisite by +1.</li> <li data-xf-list-type="ul">The <em>fortify ability</em> seed can grant damage reduction 10/adamantine, preventing a total of 400 points of damage in this fashion before it is discharged; alternatively it can provide damage reduction 10/adamantine and epic and prevent 150 points of damage. <br /> <em>Factors:</em> For each additional point of damage reduction, increase the Spellcraft Prerequisite by +1; for each additional 50 points which can be absorbed before the spell is discharged, increase the Spellcraft Prerequisite by +2. </li> <li data-xf-list-type="ul">Grant a +12 enhancement bonus to natural armor which stacks with existing natural armor, but not with other enhancement bonuses to natural armor.<br /> <em>Factor:</em> For each additional +1 bonus, increase the Spellcraft Prerequisite by +2.</li> <li data-xf-list-type="ul">Grant a +6 morale bonus to attack rolls, saving throws and skill checks. <br /> <em>Factor:</em> For each additional +1 bonus assessed to all three of these categories, increase the Spellcraft Prerequisite by +2.</li> <li data-xf-list-type="ul">Grant a +8 morale bonus to either attack rolls, saving throws or skill checks. <br /> <em>Factor:</em> For each additional +1 bonus assessed to one of these categories, increase the Spellcraft Prerequisite by +2.</li> </ul><p><strong>Conditions</strong></p><p>A factor which makes a spell permanent may not combine with the <em>fortify creature</em> seed.[/sblock]</p><p></p><p>So; the fighter can go along all day with a +12 bonus, or he can dismiss it for a +48 bonus when he really needs it. That would be +24 to attack *and* damage for 1 round; kind of a <em>true strike</em> on steroids. I would think he'd be making at least 5 attacks during this round, and doing at least another 120 hp of damage; more if he's powerattacking. Or maybe he's making a totally awesome strength check to rip open an adamantine portal or something. Still, compared to what a [destroy] spell can do, it's in the right ball park.</p><p></p><p>A wizard with a USP 28 spell can cast a quickened <em>monumental intellect</em> and virtually guarantee that the +40 boost to the save DC will overwhelm his opponent- unless he realizes at that moment that he should be doing something else entirely. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> This a tough one- but if the spells are balanced on the presupposition that the chance of saving should be about 50%, then spending two spells to guarantee that one goes through isn't so bad. And there might be some reason why the spell wouldn't work anyway; maybe it's being cast at a <em>solid projected image</em>; or maybe his opponent is going to respond by dismissing his <em>epic spell resistance</em> and enjoy SR 360 for a round. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>Let's see. A character could get 70 hp per hit die, but only for one round. I could see having a couple of thousand extra hit points being useful.</p><p></p><p>Yeah, I think that this x4/x10 principle is pretty cool. What do you think?</p><p></p><p>Am I still the sober voice of reason, reining in your excess?</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 3096026, member: 141"] Hurrah! Hmmm. Well, while sorcerers have to take feats to learn more spells, they also can cast them more often. Maybe they get to use the ISC slots and so get the advantage of bonus spells for high charisma? Equally predictably, I want to treat the problem abstractly, and cover as many seeds as possible. My memory for specifics is vague, but in that thread I seem to recall the notion of an all-day Strength buff giving a +2 enhancement bonus, dismissable for a 1 round bonus of +8. Or a 1-round "boost" of +20. So how about making the [fortify creature] seed last 20 hours (fudgeable to 24 hours), at a particular bonus, but allow it to be dismissed as an [url=http://www.d20srd.org/srd/combat/actionsInCombat.htm#immediateActions]immediate action[/url] for quadruple the bonus? Alternatively, a spell researched at a base duration of 1 day (20 hours) can be modified to form a spell that gives 10 times the bonus for a single round. Actually, this scares me just writing it. But let's see my version of the [fortify] seed, boosted to USP 24 [sblock=Seed: Fortify Creature] Transmutation [b]Root Spell: [/b] [i]Bull’s strength, barkskin, heroism, stoneskin, spell resistance, etc.[/i] [b]Spellcraft Prerequisite: [/b] 24 [b]Components: [/b] V, S [b]Casting Time: [/b] 1 standard action [b]Range: [/b] Touch [b]Target: [/b] Creature touched [b]Duration: [/b] 20 hours [b]Saving Throw: [/b] Will negates (harmless) [b]Spell Resistance: [/b] Yes (harmless) Spells using the [i]fortify creature[/i]seed augment one or more of the target's faculties, either to enable it to withstand a particular kind of threat, or to lend it additional power or effectiveness in a certain area. [i]Fortify creature[/i] is a versatile seed with many possible applications. The caster can choose to develop a spell which can do one of the following: [list][*]The caster can choose to develop a spell which grants a +12 enhancement bonus to any ability score. The ability score to be enhanced must either be chosen during spell development, or the spell flexibility factor included in development to allow such an enhancement to be determined when the spell is cast. [i]Factor:[/i] For each additional +1 bonus, increase the Spellcraft Prerequisite by +2. [i]factor:[/i]To enhance either all physical ability scores or all mental ability scores increase the Spellcraft Prerequisite by +8. To enhance all six ability scores increase the Spellcraft Prerequisite by +12. [*]The [i]fortify creature[/i] seed can also be used to grant 7 temporary hit points per hit dice of the target. [i]Factor:[/i] For each additional temporary hit point bestowed per target’s hit dice, increase the Spellcraft Prerequisite by +4. [*]The [i]fortify ability[/i] seed can grant spell resistance 36. [i]Factor:[/i] Each additional point of spell resistance increases the Spellcraft Prerequisite by +1. [*]The [i]fortify ability[/i] seed can grant damage reduction 10/adamantine, preventing a total of 400 points of damage in this fashion before it is discharged; alternatively it can provide damage reduction 10/adamantine and epic and prevent 150 points of damage. [i]Factors:[/i] For each additional point of damage reduction, increase the Spellcraft Prerequisite by +1; for each additional 50 points which can be absorbed before the spell is discharged, increase the Spellcraft Prerequisite by +2. [*]Grant a +12 enhancement bonus to natural armor which stacks with existing natural armor, but not with other enhancement bonuses to natural armor. [i]Factor:[/i] For each additional +1 bonus, increase the Spellcraft Prerequisite by +2. [*]Grant a +6 morale bonus to attack rolls, saving throws and skill checks. [i]Factor:[/i] For each additional +1 bonus assessed to all three of these categories, increase the Spellcraft Prerequisite by +2. [*]Grant a +8 morale bonus to either attack rolls, saving throws or skill checks. [i]Factor:[/i] For each additional +1 bonus assessed to one of these categories, increase the Spellcraft Prerequisite by +2. [/list] [B]Conditions[/B] A factor which makes a spell permanent may not combine with the [i]fortify creature[/i] seed.[/sblock] So; the fighter can go along all day with a +12 bonus, or he can dismiss it for a +48 bonus when he really needs it. That would be +24 to attack *and* damage for 1 round; kind of a [i]true strike[/i] on steroids. I would think he'd be making at least 5 attacks during this round, and doing at least another 120 hp of damage; more if he's powerattacking. Or maybe he's making a totally awesome strength check to rip open an adamantine portal or something. Still, compared to what a [destroy] spell can do, it's in the right ball park. A wizard with a USP 28 spell can cast a quickened [i]monumental intellect[/i] and virtually guarantee that the +40 boost to the save DC will overwhelm his opponent- unless he realizes at that moment that he should be doing something else entirely. ;) This a tough one- but if the spells are balanced on the presupposition that the chance of saving should be about 50%, then spending two spells to guarantee that one goes through isn't so bad. And there might be some reason why the spell wouldn't work anyway; maybe it's being cast at a [i]solid projected image[/i]; or maybe his opponent is going to respond by dismissing his [i]epic spell resistance[/i] and enjoy SR 360 for a round. :D Let's see. A character could get 70 hp per hit die, but only for one round. I could see having a couple of thousand extra hit points being useful. Yeah, I think that this x4/x10 principle is pretty cool. What do you think? Am I still the sober voice of reason, reining in your excess? [/QUOTE]
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