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<blockquote data-quote="Cheiromancer" data-source="post: 3096808" data-attributes="member: 141"><p>I had to go look up immediate action to make sure I got it right, so I thought I would include the reference. I still get confused about the distinction between <a href="http://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#castingTime" target="_blank">one round</a> and <a href="http://www.d20srd.org/srd/combat/actionsInCombat.htm#fullRoundActions" target="_blank">full-round action</a> casting times. It's the "wait until just before your next turn" that makes "one round" seem longer than a "full-round" and that seems counter-intuitive. Anyway...</p><p></p><p>My original seed was based on an extrapolation of the anibuffs (etc.) to 5th level and a +10 bonus, then I scaled it back to +8 in exchange for increasing the duration ten-fold:</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> 14+ </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> 200 minutes</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>At a base Spellcraft Prerequisite of 14, 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 +8 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 5 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 28.<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 200 points of damage in this fashion before it is discharged. <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. To increase the damage reduction value to adamantine and epic, increase the Spellcraft Prerequisite by +10.</li> <li data-xf-list-type="ul">Grant a +8 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 +2 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 +4 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>Based on this seed I increased the duration by one step (+2) and then spent another +8 in factors in the various categories. I'm rather surprised (but pleased) that the numbers came out as 8s, and 12s and 6s.</p><p></p><p>The temporary hit points was based on an improvement to constution; I swapped out the increase to Fortitude saves and Concentration checks for making them temporary hit points. But right now I can't remember why the original seed has +5 hp per die (corresponding to a +10 bonus) instead of +4; I think it must be a carry-over from the earlier version, and should be +4. The day-long version should thus be +6, not +7. The original seed includes adding "and epic" for +10 SP; I think I got that from your version. So the +8 in extra factors wasn't quite enough to pay for it. I reduced the sink to get the extra +2 I needed. Though if "and epic" were +8 instead of +10, then the numbers would be nicer. Anyway....</p><p></p><p>I gather that you think the x4/x10 numbers are too high? I have to admit I was reading Upper_Krust's <a href="http://shop.enworld.org/index.php?productsid=846" target="_blank">Immortal's Handbook: Ascension</a> last night, so I might have gotten carried away. x2/x5 would be possible, I suppose.</p><p></p><p>You are right in that the dismissing/spasming feature would be appropriate only for [fortify] and [ward]. You could fit them in a few other places; an <em>epic invisibility</em> (normally cloaking you to five senses) that makes you undetectable even to divine beings for a round; the x4 bonus would be to the opposed level check vs the divine <em>true seeing</em> or what-not. Maybe your army of zombies could become advanced wights for a round before crumbling into dust- that's stretching it a bit, since [animate dead] is instantaneous. Or a truly horrendous (but short-term) [afflict]; that might work, particularly if someone devoted a feat to the art.</p><p></p><p>Still, it would be nice if the "dismiss for a neat effect" could be included in more spells. It's kinda fun to make players give up their buffs voluntarily, and I'd like the option to be widely available. More available than if a feat were required.</p><p></p><p>I was also thinking that the x10 factor might be useful for unlocking secrets of things like <em>pharamne's urn</em>. It's hard to make a DC 300 wisdom check with just normal, linear factors. Speaking of exponential factors (and lore associated with Graz'zt), is it just a coincidence that the 55 years of Graz'zt's binding is almost exactly 20,000 days? I'm curious if instead of making it permanent, Fillein just added a few x10 factors to the standard 20 days of a call.</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 3096808, member: 141"] I had to go look up immediate action to make sure I got it right, so I thought I would include the reference. I still get confused about the distinction between [url=http://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#castingTime]one round[/url] and [url=http://www.d20srd.org/srd/combat/actionsInCombat.htm#fullRoundActions]full-round action[/url] casting times. It's the "wait until just before your next turn" that makes "one round" seem longer than a "full-round" and that seems counter-intuitive. Anyway... My original seed was based on an extrapolation of the anibuffs (etc.) to 5th level and a +10 bonus, then I scaled it back to +8 in exchange for increasing the duration ten-fold: [sblock=Seed: Fortify Creature] Transmutation [b]Root Spell: [/b] [i]Bull’s strength, barkskin, heroism, stoneskin, spell resistance, etc.[/i] [b]Spellcraft Prerequisite: [/b] 14+ [b]Components: [/b] V, S [b]Casting Time: [/b] 1 standard action [b]Range: [/b] Touch [b]Target: [/b] Creature touched [b]Duration: [/b] 200 minutes [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. At a base Spellcraft Prerequisite of 14, 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 +8 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 5 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 28. [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 200 points of damage in this fashion before it is discharged. [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. To increase the damage reduction value to adamantine and epic, increase the Spellcraft Prerequisite by +10. [*]Grant a +8 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 +2 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 +4 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] Based on this seed I increased the duration by one step (+2) and then spent another +8 in factors in the various categories. I'm rather surprised (but pleased) that the numbers came out as 8s, and 12s and 6s. The temporary hit points was based on an improvement to constution; I swapped out the increase to Fortitude saves and Concentration checks for making them temporary hit points. But right now I can't remember why the original seed has +5 hp per die (corresponding to a +10 bonus) instead of +4; I think it must be a carry-over from the earlier version, and should be +4. The day-long version should thus be +6, not +7. The original seed includes adding "and epic" for +10 SP; I think I got that from your version. So the +8 in extra factors wasn't quite enough to pay for it. I reduced the sink to get the extra +2 I needed. Though if "and epic" were +8 instead of +10, then the numbers would be nicer. Anyway.... I gather that you think the x4/x10 numbers are too high? I have to admit I was reading Upper_Krust's [url=http://shop.enworld.org/index.php?productsid=846]Immortal's Handbook: Ascension[/url] last night, so I might have gotten carried away. x2/x5 would be possible, I suppose. You are right in that the dismissing/spasming feature would be appropriate only for [fortify] and [ward]. You could fit them in a few other places; an [i]epic invisibility[/i] (normally cloaking you to five senses) that makes you undetectable even to divine beings for a round; the x4 bonus would be to the opposed level check vs the divine [i]true seeing[/i] or what-not. Maybe your army of zombies could become advanced wights for a round before crumbling into dust- that's stretching it a bit, since [animate dead] is instantaneous. Or a truly horrendous (but short-term) [afflict]; that might work, particularly if someone devoted a feat to the art. Still, it would be nice if the "dismiss for a neat effect" could be included in more spells. It's kinda fun to make players give up their buffs voluntarily, and I'd like the option to be widely available. More available than if a feat were required. I was also thinking that the x10 factor might be useful for unlocking secrets of things like [i]pharamne's urn[/i]. It's hard to make a DC 300 wisdom check with just normal, linear factors. Speaking of exponential factors (and lore associated with Graz'zt), is it just a coincidence that the 55 years of Graz'zt's binding is almost exactly 20,000 days? I'm curious if instead of making it permanent, Fillein just added a few x10 factors to the standard 20 days of a call. [/QUOTE]
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