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<blockquote data-quote="Sepulchrave II" data-source="post: 3108956" data-attributes="member: 4303"><p>Re: [Life] again.</p><p></p><p>Cheiro, I've read your arguments again regarding this seed and I still find myself unconvinced. I don't deny that it's possible to construct the relationship between <em>raise dead</em>, <em>resurrection</em> and <em>true resurrection</em> which you describe, but I'm not satisfied that it's entirely unforced. </p><p></p><p>Further, I don't know that it's *desirable* to limit the remit of <em>true resurrection</em> in this manner; the only real benefit that it would seem to offer is to tie <em>awaken, animate dead</em> and <em>true resurrection</em> into a meta-seed which employs the same +2SP/+1CR mechanic; the necromantic/healing/creation interface, so to speak.</p><p></p><p>I'm uncertain about x10 increments in the temporal range modifier, as I don't see any precedent for it in the way that duration units are arranged in the core rules beyond the first two increments: 1 round/level -> 1 minute level (x10) -> 10 mins/level (x10) -> 1hr/level (x6) -> 1 day/level (x24). The fact is, spell durations merely use convenient units of time, hence days -> months -> years -> decades would seem a more natural progression. I must confess that I'm also biased by the daily cycle -> lunar cyle -> solar cycle thing as well, which seems more, er, magical. Or something.</p><p></p><p>If, as you submit, <em>true resurrection</em> employs a different paradigm, then its SP should not be calculated with regard to <em>resurrection</em> at all; I think that invoking a nonepic 6SP/spell level factor might be construed as too much effort in making the numbers fit. Also, how are we going to work the cost of power components? We're both guilty of switching our preferences (sq. root and linear factors) to make seeds more responsive.</p><p></p><p>I don't mean to sound entirely negative; the coffee hasn't kicked in yet <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></p><p>*</p><p></p><p>Re: Spell-like Abilities and ISC</p><p></p><p>Greybar, I'm all about reducing bookkeeping. My feeling at the moment is that sorcerers may need an entirely different track than wizards and other casters who prepare spells, and these ideas may help illuminate exactly how this should be accomplished. </p><p></p><p>The status of ISC is dubious at the moment, due to a semi-acceptance of U_K's feats - Automatic Metamagic Capacity and Metamagic Freedom. It's difficult not to be persuaded by their elegance. ISC would be applicable to a level-based epic spellcasting system - which may turn out to be the best way of handling sorcerers regardless of how the other classes are tooled.</p><p></p><p>I think that if a specific feat offered the sorcerer the ability to use his lower-level slots at will as SLAs - tied to Improved Spell Capacity - it would work pretty well: Innate Spell (CA) still requires that the caster provide relevant XP costs, and if this were extended to such a feat, I think balance issues regarding <em>wish</em> might be less of a problem. I'm not sure it should be implicit in ISC, though - especially if the ISC slots are used to fuel a sorcerer's epic spells.</p><p></p><p>I wonder if something like this might work:</p><p></p><p></p><p><strong>ARCANE SLUICE [EPIC]</strong></p><p>As your knowledge of epic magic develops, so your command of lesser magic becomes complete.</p><p><strong>Prerequisite:</strong> Spellcraft 24 ranks, ability to spontaneously cast 10th-level arcane spells.</p><p><strong>Benefit:</strong> You may use any spell that you know which is 10 or more levels lower than your highest-level spell slot at will as a spell-like ability once per round. For example, a sorcerer with this feat who can cast 16th-level spells could use any spell he knows of 6th-level or less as a spell-like ability. If the spell would normally require an XP component, you must still meet that component's cost each time you use the spell-like ability. If the spell would normally require a costly material component, the spell-like ability requires that you spend 1XP for each 5gp in value of that component unless you also possess the Ignore Material Components epic feat.</p><p></p><p></p><p>Initially, such a feat wouldn't be desirable, but by the time the caster has access to 14th or 15th level slots, it might start to look tempting.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 3108956, member: 4303"] Re: [Life] again. Cheiro, I've read your arguments again regarding this seed and I still find myself unconvinced. I don't deny that it's possible to construct the relationship between [I]raise dead[/I], [I]resurrection[/I] and [I]true resurrection[/I] which you describe, but I'm not satisfied that it's entirely unforced. Further, I don't know that it's *desirable* to limit the remit of [I]true resurrection[/I] in this manner; the only real benefit that it would seem to offer is to tie [I]awaken, animate dead[/I] and [I]true resurrection[/I] into a meta-seed which employs the same +2SP/+1CR mechanic; the necromantic/healing/creation interface, so to speak. I'm uncertain about x10 increments in the temporal range modifier, as I don't see any precedent for it in the way that duration units are arranged in the core rules beyond the first two increments: 1 round/level -> 1 minute level (x10) -> 10 mins/level (x10) -> 1hr/level (x6) -> 1 day/level (x24). The fact is, spell durations merely use convenient units of time, hence days -> months -> years -> decades would seem a more natural progression. I must confess that I'm also biased by the daily cycle -> lunar cyle -> solar cycle thing as well, which seems more, er, magical. Or something. If, as you submit, [I]true resurrection[/I] employs a different paradigm, then its SP should not be calculated with regard to [I]resurrection[/I] at all; I think that invoking a nonepic 6SP/spell level factor might be construed as too much effort in making the numbers fit. Also, how are we going to work the cost of power components? We're both guilty of switching our preferences (sq. root and linear factors) to make seeds more responsive. I don't mean to sound entirely negative; the coffee hasn't kicked in yet :D * Re: Spell-like Abilities and ISC Greybar, I'm all about reducing bookkeeping. My feeling at the moment is that sorcerers may need an entirely different track than wizards and other casters who prepare spells, and these ideas may help illuminate exactly how this should be accomplished. The status of ISC is dubious at the moment, due to a semi-acceptance of U_K's feats - Automatic Metamagic Capacity and Metamagic Freedom. It's difficult not to be persuaded by their elegance. ISC would be applicable to a level-based epic spellcasting system - which may turn out to be the best way of handling sorcerers regardless of how the other classes are tooled. I think that if a specific feat offered the sorcerer the ability to use his lower-level slots at will as SLAs - tied to Improved Spell Capacity - it would work pretty well: Innate Spell (CA) still requires that the caster provide relevant XP costs, and if this were extended to such a feat, I think balance issues regarding [I]wish[/I] might be less of a problem. I'm not sure it should be implicit in ISC, though - especially if the ISC slots are used to fuel a sorcerer's epic spells. I wonder if something like this might work: [B]ARCANE SLUICE [EPIC][/B] As your knowledge of epic magic develops, so your command of lesser magic becomes complete. [B]Prerequisite:[/B] Spellcraft 24 ranks, ability to spontaneously cast 10th-level arcane spells. [B]Benefit:[/B] You may use any spell that you know which is 10 or more levels lower than your highest-level spell slot at will as a spell-like ability once per round. For example, a sorcerer with this feat who can cast 16th-level spells could use any spell he knows of 6th-level or less as a spell-like ability. If the spell would normally require an XP component, you must still meet that component's cost each time you use the spell-like ability. If the spell would normally require a costly material component, the spell-like ability requires that you spend 1XP for each 5gp in value of that component unless you also possess the Ignore Material Components epic feat. Initially, such a feat wouldn't be desirable, but by the time the caster has access to 14th or 15th level slots, it might start to look tempting. [/QUOTE]
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