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<blockquote data-quote="Cheiromancer" data-source="post: 3096899" data-attributes="member: 141"><p>Let's put the spasm issue on the back-burner for a moment. I want to return to talk about the [life] seed again;</p><p></p><p>Suppose <em>Raise dead</em> is a USP 19 effect (19 -4 casting time, -1 power component = 14 = 5th level). Let's also suppose that you want to increase the temporal range from days to decades; x 3650 duration is about 3.5 ten-fold increases (3.56, actually) at +2/step = +7. Let's also assume that you wish to add almost-sweeping flexibility to your targets; dead outsiders, destroyed undead, those slain by death magic, those for whom only a fragment of their body is present; another +8. +15 total.</p><p></p><p>Let's also assume that since we are dealing with factors applied to non-epic spells, that the rule 6 SP = 1 spell level applies. Then <em>resurrection's</em> +2 levels provides +12 SP, the increased casting time (10 minutes vs 1 minute) provides another +2, and the more expensive component provides +1 SP. Exactly the +15 required.</p><p></p><p>Both <em>raise dead</em> and <em>resurrection</em> cause the being raised to lose a level of experience; by dropping to the mid-point of the previous level, which is about 500 xp per level. This corresponds to a cost (at 250 xp = 1 SP and level = CR) of 2 SP per CR. </p><p></p><p>Which is very interesting; this ratio shows up in [summon], [call] and [animate dead] as well.</p><p></p><p><em>True resurrection</em> is two levels higher than <em>resurrection</em>, and costs 15 000 gp more. At 6 SP/spell level and 5000 gp = 1 SP this is another +15 SP, for a total of 50 SP. You get the <em>raise dead</em> effect, but with the broad temporal range and sweeping flexibility (you only need an unambiguous description of the entity raised). But where did the +2 SP/CR go? It's not being absorbed by the target any more.</p><p></p><p>I submit that <em>true resurrection</em> employs a different paradigm; it is purely on the 2 SP per +1 CR model, and should only work on targets whose level/CR is 25 or less. Note that 25 is where 9th level spells typically cap their effects. But it is basically the same spell as [animate dead], which creates an undead monster at an SP = 20, or twice the monster's CR, whichever is greater. At least my seed did; I don't recall if yours did.</p><p></p><p><em>Awakening</em> a plant or animal works on much the same principle; a colossal awakened tree uses the stats of a colossal animated object, which has a CR of 10. SP 20 would be in the realm of the [life] seed, (and explains the 24 hour casting time for <em>awaken</em> spell; the designers want to make sure that a 4th level (SP 12) spell can hit an SP target in the 20s; a -15 casting time duration factor and an xp cost is a way of doing this).</p><p></p><p>Anyway, this would sweep [life], [awaken] and [animate dead] into a very simple seed that employs 2 SP = 1 CR as its basic mechanic. You could even <em>raise</em>, <em>awaken</em> or <em>animate</em> multiple low CR characters in this way.</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 3096899, member: 141"] Let's put the spasm issue on the back-burner for a moment. I want to return to talk about the [life] seed again; Suppose [i]Raise dead[/i] is a USP 19 effect (19 -4 casting time, -1 power component = 14 = 5th level). Let's also suppose that you want to increase the temporal range from days to decades; x 3650 duration is about 3.5 ten-fold increases (3.56, actually) at +2/step = +7. Let's also assume that you wish to add almost-sweeping flexibility to your targets; dead outsiders, destroyed undead, those slain by death magic, those for whom only a fragment of their body is present; another +8. +15 total. Let's also assume that since we are dealing with factors applied to non-epic spells, that the rule 6 SP = 1 spell level applies. Then [i]resurrection's[/i] +2 levels provides +12 SP, the increased casting time (10 minutes vs 1 minute) provides another +2, and the more expensive component provides +1 SP. Exactly the +15 required. Both [i]raise dead[/i] and [i]resurrection[/i] cause the being raised to lose a level of experience; by dropping to the mid-point of the previous level, which is about 500 xp per level. This corresponds to a cost (at 250 xp = 1 SP and level = CR) of 2 SP per CR. Which is very interesting; this ratio shows up in [summon], [call] and [animate dead] as well. [i]True resurrection[/i] is two levels higher than [i]resurrection[/i], and costs 15 000 gp more. At 6 SP/spell level and 5000 gp = 1 SP this is another +15 SP, for a total of 50 SP. You get the [i]raise dead[/i] effect, but with the broad temporal range and sweeping flexibility (you only need an unambiguous description of the entity raised). But where did the +2 SP/CR go? It's not being absorbed by the target any more. I submit that [i]true resurrection[/i] employs a different paradigm; it is purely on the 2 SP per +1 CR model, and should only work on targets whose level/CR is 25 or less. Note that 25 is where 9th level spells typically cap their effects. But it is basically the same spell as [animate dead], which creates an undead monster at an SP = 20, or twice the monster's CR, whichever is greater. At least my seed did; I don't recall if yours did. [i]Awakening[/i] a plant or animal works on much the same principle; a colossal awakened tree uses the stats of a colossal animated object, which has a CR of 10. SP 20 would be in the realm of the [life] seed, (and explains the 24 hour casting time for [i]awaken[/i] spell; the designers want to make sure that a 4th level (SP 12) spell can hit an SP target in the 20s; a -15 casting time duration factor and an xp cost is a way of doing this). Anyway, this would sweep [life], [awaken] and [animate dead] into a very simple seed that employs 2 SP = 1 CR as its basic mechanic. You could even [i]raise[/i], [i]awaken[/i] or [i]animate[/i] multiple low CR characters in this way. [/QUOTE]
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