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<blockquote data-quote="Sepulchrave II" data-source="post: 3115766" data-attributes="member: 4303"><p>Yep. And Chaotic clerics w/ <em>cloak of chaos</em>; and lawful clerics w/ <em>shield of law</em>. Poor relations that they always seem to be.</p><p></p><p></p><p></p><p>Nor I fully your approach. Still, we seem to end up at the same destination.</p><p></p><p></p><p></p><p>I think this is an excellent idea. Because there are spells which just beg for esoteric seeds...</p><p></p><p><em>Prismatic sphere/wall/spray</em></p><p><em>Holy Word /Blasphemy / Dictum / Word of Chaos</em></p><p><em>Storm of Vengeance</em></p><p><em>Symbols</em></p><p><em>Power Words</em></p><p></p><p>To name a few of the biggest ones. I've taken a pretty feat-intensive approach so far, but PrCs might be the way to go with some of these.</p><p></p><p>I was considering two other sets: Weather/Destruction domains ([Weather] seed + <em>storm of vengeance</em>) and Sun/Fire/Glory domains ([Energy][Fire] + <em>sunburst</em>) as suitable 'unlocking' combinations in the same vein as <em>holy aura</em> in the Soul Armorer feat. </p><p></p><p>I don't want to overdo the 'add this spell to the [X] seed' feat mechanic - there are plenty of other ways to make otherwise nonassociated seeds available to clerics - and I'm sceptical about opening the [Weather] seed up to anything other than an aggregate (which demands high SPs).</p><p></p><p>I figured that a modified [Weather] seed is in order, though.</p><p></p><p>(Retrieves hammer):</p><p></p><p><strong>[Weather]</strong></p><p>Transmutation </p><p></p><p><strong>Root Spell:</strong> Control weather</p><p><strong>Preferred Mitigation:</strong> Power Components </p><p><strong>Components:</strong> V, S </p><p><strong>Casting Time:</strong> 1 standard action </p><p><strong>Range:</strong> 1200 ft.</p><p><strong>Area:</strong> 1200 ft. radius circle, centered on you </p><p><strong>Duration:</strong> 200 minutes</p><p><strong>Saving Throw:</strong> None </p><p><strong>Spell Resistance:</strong> No </p><p></p><p>This seed allows the caster to change the weather in the local area. The Area extends to a 1200-ft. radius centered on the caster. Once the spell is cast, the weather manifests immediately. Once cast, the emanation is immobile and the caster may leave the spell's area while the conditions persist. Further changing the weather is a standard action, and subsequent changes also manifest immediately: the caster must be within the spell's area in order to effect this.</p><p></p><p>Ordinarily, a caster can’t directly target a creature or object, though indirect effects are possible. This seed determines the prevailing weather conditions within the range of seasonal extremes of the given climate: it can create cold snaps, heat waves, thunderstorms, fogs, blizzards—even a tornado that moves randomly in the affected Area. Creating targeted damaging effects requires the use of the [energy] seed.</p><p></p><p><strong>Factor:</strong> Increasing the area to a 2-mile radius circle incurs a +4 SP modifier; subsequent increases in range may be figured normally from a base 2-mile range. Increasing the duration of the seed to 20 hours incurs a +2 modifier; subsequent increases in duration are figured normally from a base 20 hour duration.</p><p></p><p><strong>Limitation:</strong> If a spell is developed in which there is a 10-minute lag before any change occurs in the prevailing weather conditions, apply a -6 mitigating factor.</p><p></p><p><strong>Special:</strong> If a factor is applied to increase the area of the spell, the range automatically expands to meet the new area. </p><p></p><p></p><p></p><p>Base SP 18. Offset 10-minute lag in manifestation time (+6); reduce casting time to 1 action (+6); reduce duration by 1 category 4d12 hrs -> 200 mins (-2), reduce area by 1 increment (-4).</p><p></p><p>Edit: tweaked factors. Removed hokey area/range factors. Reduced value of 10-minute lag to -6. I figure the reduction in lag isn't worth as much as in when we costed <em>elemental swarm</em> for [call] - the utility is lower, but its still worthy of a major factor. </p><p></p><p>Edit2: Homogenized parameters.</p><p></p><p></p><p>Observations: </p><p></p><p>1) We need to decide on an exponential factor for area increases. </p><p></p><p>2 miles corresponds to <em>control weather</em>; 20 miles corresponds to the limit of <em>commune with nature</em>. Although <em>commune with nature</em> is not explicitly even an area spell, its description speaks in terms of radius. <em>Apocalypse from the sky</em> (BoVD) is a 200-mile radius spell, so I guess it's kind of legit. Nonepic spells can get this big using exponential factors.</p><p></p><p>In any event, I'd rate them at +4 for a 10-fold increase.</p><p></p><p>2) <em>Control weather</em> is weird. I don't know if any other spell has an area/range entry like it. Has it been errated?</p><p></p><p>3) [Weather] is now combat-effective. I'm not sure whether that's good or not.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 3115766, member: 4303"] Yep. And Chaotic clerics w/ [I]cloak of chaos[/I]; and lawful clerics w/ [I]shield of law[/I]. Poor relations that they always seem to be. Nor I fully your approach. Still, we seem to end up at the same destination. I think this is an excellent idea. Because there are spells which just beg for esoteric seeds... [I]Prismatic sphere/wall/spray Holy Word /Blasphemy / Dictum / Word of Chaos Storm of Vengeance Symbols Power Words[/I] To name a few of the biggest ones. I've taken a pretty feat-intensive approach so far, but PrCs might be the way to go with some of these. I was considering two other sets: Weather/Destruction domains ([Weather] seed + [I]storm of vengeance[/I]) and Sun/Fire/Glory domains ([Energy][Fire] + [I]sunburst[/I]) as suitable 'unlocking' combinations in the same vein as [I]holy aura[/I] in the Soul Armorer feat. I don't want to overdo the 'add this spell to the [X] seed' feat mechanic - there are plenty of other ways to make otherwise nonassociated seeds available to clerics - and I'm sceptical about opening the [Weather] seed up to anything other than an aggregate (which demands high SPs). I figured that a modified [Weather] seed is in order, though. (Retrieves hammer): [B][Weather][/B] Transmutation [B]Root Spell:[/B] Control weather [B]Preferred Mitigation:[/B] Power Components [B]Components:[/B] V, S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] 1200 ft. [B]Area:[/B] 1200 ft. radius circle, centered on you [B]Duration:[/B] 200 minutes [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] No This seed allows the caster to change the weather in the local area. The Area extends to a 1200-ft. radius centered on the caster. Once the spell is cast, the weather manifests immediately. Once cast, the emanation is immobile and the caster may leave the spell's area while the conditions persist. Further changing the weather is a standard action, and subsequent changes also manifest immediately: the caster must be within the spell's area in order to effect this. Ordinarily, a caster can’t directly target a creature or object, though indirect effects are possible. This seed determines the prevailing weather conditions within the range of seasonal extremes of the given climate: it can create cold snaps, heat waves, thunderstorms, fogs, blizzards—even a tornado that moves randomly in the affected Area. Creating targeted damaging effects requires the use of the [energy] seed. [B]Factor:[/B] Increasing the area to a 2-mile radius circle incurs a +4 SP modifier; subsequent increases in range may be figured normally from a base 2-mile range. Increasing the duration of the seed to 20 hours incurs a +2 modifier; subsequent increases in duration are figured normally from a base 20 hour duration. [B]Limitation:[/B] If a spell is developed in which there is a 10-minute lag before any change occurs in the prevailing weather conditions, apply a -6 mitigating factor. [B]Special:[/B] If a factor is applied to increase the area of the spell, the range automatically expands to meet the new area. Base SP 18. Offset 10-minute lag in manifestation time (+6); reduce casting time to 1 action (+6); reduce duration by 1 category 4d12 hrs -> 200 mins (-2), reduce area by 1 increment (-4). Edit: tweaked factors. Removed hokey area/range factors. Reduced value of 10-minute lag to -6. I figure the reduction in lag isn't worth as much as in when we costed [I]elemental swarm[/I] for [call] - the utility is lower, but its still worthy of a major factor. Edit2: Homogenized parameters. Observations: 1) We need to decide on an exponential factor for area increases. 2 miles corresponds to [I]control weather[/I]; 20 miles corresponds to the limit of [I]commune with nature[/I]. Although [I]commune with nature[/I] is not explicitly even an area spell, its description speaks in terms of radius. [I]Apocalypse from the sky[/I] (BoVD) is a 200-mile radius spell, so I guess it's kind of legit. Nonepic spells can get this big using exponential factors. In any event, I'd rate them at +4 for a 10-fold increase. 2) [I]Control weather[/I] is weird. I don't know if any other spell has an area/range entry like it. Has it been errated? 3) [Weather] is now combat-effective. I'm not sure whether that's good or not. [/QUOTE]
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