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<blockquote data-quote="Sepulchrave II" data-source="post: 3097325" data-attributes="member: 4303"><p>Good analysis. Although the [call] seed is instantaneous: I hadn't figured on the duration being modified. I left the 'additional payment after 20 days' suitably vague. And 20 days was merely a convenient choice in order for it to resonate with the cost of the power component.</p><p></p><p>That said, I think that not having to negotiate with the creature (a process that usually takes 'at least one round') also merits consideration; this is a side-benefit of paying the mitigation up-front. I'm wondering whether to call a specific creature with no requirement of ethical sympathy, threat of divine interference or period of negotiation prior to sevice constitutes 'sweeping flexiblity' from the <em>planar ally</em> suite (+10): I've retained +8 below, because it fits better.</p><p></p><p>It's sad how 'sweeping flexibility' can hand-wave role-playing away.</p><p></p><p>I'm also wondering if a 10th-level call should have any 'special benefit' that distinguishes it from it's nonepic counterparts: I'm thinking that this might be the opportunity for 'renewed negotiation' after an initial (20 minute) period of service has been fulfilled; with the nonepic spells you don't get this kind of discretion. This means that the additional (clunky) factor required by translating material components can be omitted - they don't really show on the scale at 100gp/HD (20 min service). It also means that the +1CR/+2SP factor can be retained and emphasizes a role-playing component (the renewed negotiation) - one of the defining features of the nonepic suite - without embedding the material components problem in the spell's mechanic.</p><p></p><p>This [Call] might be better:</p><p></p><p><strong>[Call]</strong></p><p>Conjuration (Calling) [see text]</p><p></p><p><strong>Root Spell:</strong> Greater planar ally</p><p><strong>Preferred Mitigation:</strong> Extended Casting Time, Ritual, Power Components</p><p><strong>Components:</strong> V,S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> 1200ft.</p><p><strong>Effect:</strong> Called elementals or outsiders of CR 6 or less</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p></p><p>A spell incorporating this seed calls extraplanar creatures to serve you. If you know an individual creature’s name, you may request that individual by speaking the name during the spell. Otherwise, you call an average specimen of the extraplanar creature.</p><p></p><p>Creatures called by use of the [call] seed serve you initially for up to 20 minutes, and will perform tasks which you assign to them. Few, if any, creatures will accept a task that seems suicidal (remember, a called creature actually dies when it is killed, unlike a summoned creature). If you wish to extend the creature's service beyond this time, you must negotiate an additional payment with it (see below).</p><p></p><p>At the end of its task, or when a duration bargained for expires, the creature returns to you. At this time, you may renegotiate its service with you, or dismiss it back to its home plane at your option.</p><p></p><p>Note: When you use a calling spell that calls an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.</p><p></p><p><strong>Factors:</strong> For each additional +1CR of the called creature, increase the Spellcraft Prerequisite by +2.</p><p></p><p><strong>Special:</strong> If you wish to extend the period of the creatures' service beyond 20 minutes, you must must negotiate with it to ensure its subsequent loyalty to you. For each additional 20 days of service rendered, a creature requires 1000gp in goods and magic items for each hit die which it possesses. Such a contract is renewable; when you choose to finally end the contract, the creature returns to its home plane. If you require the creature to undertake especially hazardous tasks, the payment doubles. If you require it to undertake mundane tasks, or tasks to which it is philosophically sympathetic, the payment is halved. Called creatures will act at their own discretion within the limits of the instructions which you give them: evil creatures will seek to interpret the letter of any contract literally, twisting it for their own ends.</p><p></p><p></p><p></p><p>Relevant half-factors: reduce casting time 3 steps (+6), reduce target CR by 10 (-20), extend range by 2 increments (+4), almost-sweeping flexibility from <em>planar ally</em> (+8), incorporate native XP cost (+2), predicted 10th-level benefit (open-ended [call]) (+4).</p><p></p><p>/Edit: reduced target CR to 6 (assumes a CR 16 base creature).</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 3097325, member: 4303"] Good analysis. Although the [call] seed is instantaneous: I hadn't figured on the duration being modified. I left the 'additional payment after 20 days' suitably vague. And 20 days was merely a convenient choice in order for it to resonate with the cost of the power component. That said, I think that not having to negotiate with the creature (a process that usually takes 'at least one round') also merits consideration; this is a side-benefit of paying the mitigation up-front. I'm wondering whether to call a specific creature with no requirement of ethical sympathy, threat of divine interference or period of negotiation prior to sevice constitutes 'sweeping flexiblity' from the [I]planar ally[/I] suite (+10): I've retained +8 below, because it fits better. It's sad how 'sweeping flexibility' can hand-wave role-playing away. I'm also wondering if a 10th-level call should have any 'special benefit' that distinguishes it from it's nonepic counterparts: I'm thinking that this might be the opportunity for 'renewed negotiation' after an initial (20 minute) period of service has been fulfilled; with the nonepic spells you don't get this kind of discretion. This means that the additional (clunky) factor required by translating material components can be omitted - they don't really show on the scale at 100gp/HD (20 min service). It also means that the +1CR/+2SP factor can be retained and emphasizes a role-playing component (the renewed negotiation) - one of the defining features of the nonepic suite - without embedding the material components problem in the spell's mechanic. This [Call] might be better: [B][Call][/B] Conjuration (Calling) [see text] [B]Root Spell:[/B] Greater planar ally [B]Preferred Mitigation:[/B] Extended Casting Time, Ritual, Power Components [B]Components:[/B] V,S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] 1200ft. [B]Effect:[/B] Called elementals or outsiders of CR 6 or less [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] No A spell incorporating this seed calls extraplanar creatures to serve you. If you know an individual creature’s name, you may request that individual by speaking the name during the spell. Otherwise, you call an average specimen of the extraplanar creature. Creatures called by use of the [call] seed serve you initially for up to 20 minutes, and will perform tasks which you assign to them. Few, if any, creatures will accept a task that seems suicidal (remember, a called creature actually dies when it is killed, unlike a summoned creature). If you wish to extend the creature's service beyond this time, you must negotiate an additional payment with it (see below). At the end of its task, or when a duration bargained for expires, the creature returns to you. At this time, you may renegotiate its service with you, or dismiss it back to its home plane at your option. Note: When you use a calling spell that calls an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type. [B]Factors:[/B] For each additional +1CR of the called creature, increase the Spellcraft Prerequisite by +2. [B]Special:[/B] If you wish to extend the period of the creatures' service beyond 20 minutes, you must must negotiate with it to ensure its subsequent loyalty to you. For each additional 20 days of service rendered, a creature requires 1000gp in goods and magic items for each hit die which it possesses. Such a contract is renewable; when you choose to finally end the contract, the creature returns to its home plane. If you require the creature to undertake especially hazardous tasks, the payment doubles. If you require it to undertake mundane tasks, or tasks to which it is philosophically sympathetic, the payment is halved. Called creatures will act at their own discretion within the limits of the instructions which you give them: evil creatures will seek to interpret the letter of any contract literally, twisting it for their own ends. Relevant half-factors: reduce casting time 3 steps (+6), reduce target CR by 10 (-20), extend range by 2 increments (+4), almost-sweeping flexibility from [I]planar ally[/I] (+8), incorporate native XP cost (+2), predicted 10th-level benefit (open-ended [call]) (+4). /Edit: reduced target CR to 6 (assumes a CR 16 base creature). [/QUOTE]
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