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<blockquote data-quote="Sepulchrave II" data-source="post: 3098481" data-attributes="member: 4303"><p>We might need to contrive some factors for [life] and [time]</p><p></p><p><strong>[Life]</strong></p><p>If [life] is turned into a 1200-ft. targeted spell, its SP becomes 34 (18 +4 touch -> 75 ft.; +4 to 1200 ft.; +6 reduce casting time; +2 absorb material component cost).</p><p></p><p>If the temporal range increment for a potential target is worth +/-2SP, then 20 decades -> 20 years -> 20 months -> 20 days -> 20 hours -> 200 minutes would yield a -10 SP.</p><p></p><p>Such a [life] seed could <em>resurrect</em> someone who died within the past 200 minutes as a 1-action spell with a range of 1200 ft. It would be pretty simple to add a factor back in which increased the temporal range and allowed the duplication of <em>resurrection</em> proper; this kind of battlefield utility would be nice, and <em>resurrection</em> has some nice perks (a <em>disintegrated</em> target, for one) which <em>raise dead</em> can't address.</p><p></p><p>It would also be cool if the temporal range could be extended even further: 20 centuries (+12), 20 millennia (+14): maybe at +16, the temporal range could be 'any.' Or maybe at +12 it should be 'any,' and scratch the centuries and milennia. Actually. I favour the second.</p><p></p><p>As you've pointed out before, <em>true resurrection</em> is a different kettle of fish. At 1200 ft. targeted / 1-action it is an SP 41 spell: +7 SP from <em>resurrection</em> will revive any creature without level loss.</p><p></p><p>Normally I don't like 7s as factors, but in this case it seems appropriate.</p><p></p><p></p><p><strong>[Time]</strong></p><p></p><p>Assuming a total range modifier of +10 (personal -> 1200 ft.), this seed has an SP of 32 in its <em>time stop</em> application. If one round of 'virtual time' is worth +2 SP, an SP 24 seed could offer 1 round of virtual time; subsequent virtual rounds could be bought at the cost of +2SP for each round. Just how unbalanced this would be really depends on the GM's interpretation of <em>time stop</em> - I don't know if its necessarily inherently bad. We're in the land of the whacky with <em>time stop</em> anyhow.</p><p></p><p>The <em>temporal stasis</em> application of [time] at 1200 ft. would be SP 32 - including the absorbed cost of a power component. If we bestow a 10th-level perk upon it - that only <em>wish, miracle</em> or an epic spell incorporating the [heal] seed is effective against it, the SP rises to 36.</p><p></p><p>I'm tempted to contrive a relationship for duration here: permanent -> 20 decades -> 20 years -> 20 months -> 20 days -> 20 hours -> 200 mins.</p><p></p><p>An SP24 seed with a 200 minute 'freeze' effect would be kind of cool; you could include factors in the spell's duration to allow the duration to be brought all the way back up to 'permanent.' This 'permanent' wouldn't require the usual XP investment, as it's a function of the seed. It also seems suitable that <em>temporal stasis</em> has its own rules for duration increases.</p><p></p><p>Just some thoughts.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 3098481, member: 4303"] We might need to contrive some factors for [life] and [time] [B][Life][/B] If [life] is turned into a 1200-ft. targeted spell, its SP becomes 34 (18 +4 touch -> 75 ft.; +4 to 1200 ft.; +6 reduce casting time; +2 absorb material component cost). If the temporal range increment for a potential target is worth +/-2SP, then 20 decades -> 20 years -> 20 months -> 20 days -> 20 hours -> 200 minutes would yield a -10 SP. Such a [life] seed could [I]resurrect[/I] someone who died within the past 200 minutes as a 1-action spell with a range of 1200 ft. It would be pretty simple to add a factor back in which increased the temporal range and allowed the duplication of [I]resurrection[/I] proper; this kind of battlefield utility would be nice, and [I]resurrection[/I] has some nice perks (a [I]disintegrated[/I] target, for one) which [I]raise dead[/I] can't address. It would also be cool if the temporal range could be extended even further: 20 centuries (+12), 20 millennia (+14): maybe at +16, the temporal range could be 'any.' Or maybe at +12 it should be 'any,' and scratch the centuries and milennia. Actually. I favour the second. As you've pointed out before, [I]true resurrection[/I] is a different kettle of fish. At 1200 ft. targeted / 1-action it is an SP 41 spell: +7 SP from [I]resurrection[/I] will revive any creature without level loss. Normally I don't like 7s as factors, but in this case it seems appropriate. [B][Time][/B] Assuming a total range modifier of +10 (personal -> 1200 ft.), this seed has an SP of 32 in its [I]time stop[/I] application. If one round of 'virtual time' is worth +2 SP, an SP 24 seed could offer 1 round of virtual time; subsequent virtual rounds could be bought at the cost of +2SP for each round. Just how unbalanced this would be really depends on the GM's interpretation of [I]time stop[/I] - I don't know if its necessarily inherently bad. We're in the land of the whacky with [I]time stop[/I] anyhow. The [I]temporal stasis[/I] application of [time] at 1200 ft. would be SP 32 - including the absorbed cost of a power component. If we bestow a 10th-level perk upon it - that only [I]wish, miracle[/I] or an epic spell incorporating the [heal] seed is effective against it, the SP rises to 36. I'm tempted to contrive a relationship for duration here: permanent -> 20 decades -> 20 years -> 20 months -> 20 days -> 20 hours -> 200 mins. An SP24 seed with a 200 minute 'freeze' effect would be kind of cool; you could include factors in the spell's duration to allow the duration to be brought all the way back up to 'permanent.' This 'permanent' wouldn't require the usual XP investment, as it's a function of the seed. It also seems suitable that [I]temporal stasis[/I] has its own rules for duration increases. Just some thoughts. [/QUOTE]
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