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<blockquote data-quote="Cheiromancer" data-source="post: 3114177" data-attributes="member: 141"><p>Re: Soul Armorer</p><p></p><p>Evil clerics with the strength or protection domains should be able to do the same thing, only with <em>unholy aura</em>, shouldn't they?</p><p></p><p>My little method of counting (derived from the <em>holy aura</em> analysis) is curiously parallel to your method of counting secondary seeds. I say that two seventh level spell effects (2 x SP 18) should be a 10th level spell; that's very much like 7 + 7/2. Or four fourth level spells (4 x SP 12) is a 10th level spell; that's like 4 + 3 * (4/2). My analysis is based on 6 SP = 1 non-epic spell level, and so doesn't extend to epic levels. But there is an interesting resonance between our two approaches in their respective domains. I still don't fully understand secondary seeds, although I admire the way you can use them to effortlessly estimate various SPs that require laborious calculation on my part to duplicate. I am refining this technique; it's why I've been quiet for a few days. The method is much improved, but I need to analyze more spells with it.</p><p></p><p>Speaking of laborious calculations, since I've already done most of the work I figured I would write up the [protective aura] seed. It's mostly some of the [fortify] features combined with a splash of [afflict] and [ward]. Recall that my [fortify] lasts for 20 hours. However, I'm worried about stepping on fortify's toes - or <em>mind blank's</em> - so I think I'll cap the duration of this seed somewhat lower. People could still pay +18 to extend it ten-fold, if they wanted to.</p><p></p><p>I figure that making the target the same as <em>holy aura's</em> (20 creatures in a 20-ft.-radius burst centered on the caster) would cost +10. I wonder if I should include it, or can folks figure it out on their own? </p><p></p><p>[sblock=Seed: Protective Aura]</p><p>Abjuration</p><p></p><p><strong>Root Spell: </strong> <em>Cloak of chaos, holy aura, shield of law, unholy aura</em></p><p><strong>Spellcraft Prerequisite: </strong> 24 </p><p><strong>Components: </strong> V, S </p><p><strong>Casting Time: </strong> 1 standard action </p><p><strong>Range: </strong> 75 ft.</p><p><strong>Target: </strong> Target creature</p><p><strong>Duration: </strong> 200 minutes</p><p><strong>Saving Throw: </strong> See text</p><p><strong>Spell Resistance: </strong> Yes (harmless) </p><p></p><p>A faintly glowing radiance momentarily surrounds the subject; as the glow fades to invisibility it grants protection from attacks, resistance to spells, and an active defense against attackers who successfully strike the subject. This abjuration has the following effects.</p><p></p><ul> <li data-xf-list-type="ul">The warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. <br /> <em>Factor:</em> Each additional +1 bonus to AC and saves increases the Spellcraft Prerequisite by +4.</li> <li data-xf-list-type="ul">The warded creature gains spell resistance 28 against all spells.<br /> <em>Factor:</em> Each additional point of spell resistance increases the Spellcraft Prerequisite by +1.</li> <li data-xf-list-type="ul">The abjuration blocks possession and mental influence, just as <em>protection from evil</em> does.<br /> <em>Factor:</em> To protect against mind-affecting effects as the <em>mind blank</em> spell, increase the Spellcraft Prerequiste by +8. To protect against divination effects as a <em>mind blank</em> spell, increase the Spellcraft Prerequisite by +8. These increases are cumulative.</li> <li data-xf-list-type="ul">If a creature succeeds on a melee attack against a warded creature, the offending attacker is afflicted with an effect determined when the spell is developed; the attacker either becomes permanently blind, receives 1d6 points of Strength damage (Fort negates), is slowed, or is confused. Spell resistance and saying throws apply; the effects duplicate those of the <em>blindness/deafness, slow</em> and <em>confusion spells</em> except that the save DC is the same as that of [protective aura].<br /> <em>Factor:</em> For each additional sense afflicted, dice of strength damage done, or adverse status conferred, increase the Spellcraft Prerequisite by +6.</li> </ul><p><em>General factors</em> <ul> <li data-xf-list-type="ul">To restrict the effect of the seed to afflict only attackers of a specific alignment, and provide spell resistance only against spells of that alignment or spells cast by creatures of that alignment, reduce the Spellcraft Prerequisite by 4.</li> </ul><p><strong>Conditions</strong></p><p>A factor which makes a spell permanent may not combine with this seed.[/sblock]</p><p>I'm thinking that this seed would be an esoteric one, discovered only through feats and prestige classes and such. The Soul Armorer feat would grant access to it and the [fortify] seed. I'm assuming that access to a seed allows one to use it as a secondary seed.</p><p></p><p>So a character with the Soul Armorer feat wouldn't get a<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f44e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt="(n)" title="Thumbs down (n)" data-smilie="23"data-shortname="(n)" /> <em>un/holy aura</em> with each fortify spell he cast (unless he used it as an secondary seed), but he would be able to develop epic <em>un/holy auras</em> if he felt like it. In addition to this access you could give a bonus to characters who use [protective aura] as a secondary seed; if you make the bonus +12 it would in fact allow a <em>holy aura</em> to be included with every fortify spell.</p><p></p><p>I should really take a look at the <em>blasphemy</em> suite of spells. The exercise should provide insights into costing no save offensive effects. I'm going to treat the caster level of the 7th level spell as capped at 20th level, though; otherwise the spell is very broken. Perhaps I'll be able to make an esoteric seed based on these as well.</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 3114177, member: 141"] Re: Soul Armorer Evil clerics with the strength or protection domains should be able to do the same thing, only with [i]unholy aura[/i], shouldn't they? My little method of counting (derived from the [i]holy aura[/i] analysis) is curiously parallel to your method of counting secondary seeds. I say that two seventh level spell effects (2 x SP 18) should be a 10th level spell; that's very much like 7 + 7/2. Or four fourth level spells (4 x SP 12) is a 10th level spell; that's like 4 + 3 * (4/2). My analysis is based on 6 SP = 1 non-epic spell level, and so doesn't extend to epic levels. But there is an interesting resonance between our two approaches in their respective domains. I still don't fully understand secondary seeds, although I admire the way you can use them to effortlessly estimate various SPs that require laborious calculation on my part to duplicate. I am refining this technique; it's why I've been quiet for a few days. The method is much improved, but I need to analyze more spells with it. Speaking of laborious calculations, since I've already done most of the work I figured I would write up the [protective aura] seed. It's mostly some of the [fortify] features combined with a splash of [afflict] and [ward]. Recall that my [fortify] lasts for 20 hours. However, I'm worried about stepping on fortify's toes - or [i]mind blank's[/i] - so I think I'll cap the duration of this seed somewhat lower. People could still pay +18 to extend it ten-fold, if they wanted to. I figure that making the target the same as [i]holy aura's[/i] (20 creatures in a 20-ft.-radius burst centered on the caster) would cost +10. I wonder if I should include it, or can folks figure it out on their own? [sblock=Seed: Protective Aura] Abjuration [b]Root Spell: [/b] [i]Cloak of chaos, holy aura, shield of law, unholy aura[/i] [b]Spellcraft Prerequisite: [/b] 24 [b]Components: [/b] V, S [b]Casting Time: [/b] 1 standard action [b]Range: [/b] 75 ft. [b]Target: [/b] Target creature [b]Duration: [/b] 200 minutes [b]Saving Throw: [/b] See text [b]Spell Resistance: [/b] Yes (harmless) A faintly glowing radiance momentarily surrounds the subject; as the glow fades to invisibility it grants protection from attacks, resistance to spells, and an active defense against attackers who successfully strike the subject. This abjuration has the following effects. [list][*]The warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. [i]Factor:[/i] Each additional +1 bonus to AC and saves increases the Spellcraft Prerequisite by +4. [*]The warded creature gains spell resistance 28 against all spells. [i]Factor:[/i] Each additional point of spell resistance increases the Spellcraft Prerequisite by +1. [*]The abjuration blocks possession and mental influence, just as [i]protection from evil[/i] does. [i]Factor:[/i] To protect against mind-affecting effects as the [i]mind blank[/i] spell, increase the Spellcraft Prerequiste by +8. To protect against divination effects as a [i]mind blank[/i] spell, increase the Spellcraft Prerequisite by +8. These increases are cumulative. [*]If a creature succeeds on a melee attack against a warded creature, the offending attacker is afflicted with an effect determined when the spell is developed; the attacker either becomes permanently blind, receives 1d6 points of Strength damage (Fort negates), is slowed, or is confused. Spell resistance and saying throws apply; the effects duplicate those of the [i]blindness/deafness, slow[/i] and [i]confusion spells[/i] except that the save DC is the same as that of [protective aura]. [i]Factor:[/i] For each additional sense afflicted, dice of strength damage done, or adverse status conferred, increase the Spellcraft Prerequisite by +6. [/list] [i]General factors[/i][list] [*]To restrict the effect of the seed to afflict only attackers of a specific alignment, and provide spell resistance only against spells of that alignment or spells cast by creatures of that alignment, reduce the Spellcraft Prerequisite by 4.[/list] [B]Conditions[/B] A factor which makes a spell permanent may not combine with this seed.[/sblock] I'm thinking that this seed would be an esoteric one, discovered only through feats and prestige classes and such. The Soul Armorer feat would grant access to it and the [fortify] seed. I'm assuming that access to a seed allows one to use it as a secondary seed. So a character with the Soul Armorer feat wouldn't get a(n) [i]un/holy aura[/i] with each fortify spell he cast (unless he used it as an secondary seed), but he would be able to develop epic [i]un/holy auras[/i] if he felt like it. In addition to this access you could give a bonus to characters who use [protective aura] as a secondary seed; if you make the bonus +12 it would in fact allow a [i]holy aura[/i] to be included with every fortify spell. I should really take a look at the [i]blasphemy[/i] suite of spells. The exercise should provide insights into costing no save offensive effects. I'm going to treat the caster level of the 7th level spell as capped at 20th level, though; otherwise the spell is very broken. Perhaps I'll be able to make an esoteric seed based on these as well. [/QUOTE]
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