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<blockquote data-quote="Sepulchrave II" data-source="post: 3134062" data-attributes="member: 4303"><p>Re: Blast</p><p></p><p></p><p></p><p>Good points. I know that it makes for a weak [blast] seed, and 18 points of factors is a lot to make up. Maybe we should rack it back up to 40d6 (+16, double-enhanced) and include a condition:</p><p></p><p><strong>Conditions</strong></p><p>When [blast] combines as a secondary seed in a spell, it does half of its normal base damage - i.e. 20d6. Factors may be applied to modify this damage as normal.</p><p></p><p>Gods, you could even triple the seed's base area as well, and still be within the 54-60 zone.</p><p></p><p>Retrofitting empower into [blast] as a factor would then equate to a +12 SP increase; assuming that the internal +1SP per d6 factor is also retained. If it seems that I'm swinging wildly on this issue, I apologize - I'm trying to find the best average fit which can solve a number of simultaneous problems.</p><p></p><p>It would look like this:</p><p></p><p><strong>[Blast] </strong></p><p>Evocation [Acid, Cold, Electricity or Fire]</p><p></p><p><strong>Root Spell:</strong> <em>Delayed blast fireball, lightning bolt</em></p><p><strong>Spellcraft Prerequisite:</strong> 24</p><p><strong>Preferred Mitigation:</strong> Backlash </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 or Effect:</strong> A 360 ft. line, or a 60-ft. radius spread</p><p><strong>Duration:</strong> Instantaneous </p><p><strong>Saving Throw:</strong> Reflex half</p><p><strong>Spell Resistance:</strong> Yes </p><p></p><p>This seed uses whichever one of four basic energy types the caster chooses: acid, cold, electricity, or fire. The caster can cast the energy forth as a line or a spread. The energy type and area are set during spell development.</p><p></p><p><em>Factor:</em> To develop a spell which allows the energy type and blast shape to be selected at the moment of casting, increase the Spellcraft Prerequisite by +4. </p><p></p><p><em>Factors: </em>The caster may choose to develop a spell which discharges another type of damaging energy. The options and the associated costs are as follows:</p><p>• Sonic energy (+4 SP). The spell receives the [sonic] descriptor.</p><p>• Slashing, piercing or bludgeoning (+6 SP). This damage bypasses Damage Reduction. To have the spell damage interact with Damage Reduction as a magical weapon of the appropriate type, reduce the SP modifier to +4. If the damage will be treated as a non-magical weapon of the appropriate type, reduce the SP modifier to +2.</p><p>• Force damage (+6 SP). The spell receives the [force] descriptor. Force damage affects incorporeal and ethereal creatures, but not objects; to include objects, increase the Spellcraft Prerequisite by an additonal +1.</p><p>• Typeless (+8). The spell loses the energy descriptor. The damage is of no particular type, and is not subject to resistance or energy immunity.</p><p></p><p>A spell developed using the [energy] seed releases a bolt or spread which deals 40d6 points of damage of the appropriate energy type, and all in the spell’s Area must make a Reflex save for half damage. If a line is chosen, it begins at the caster’s fingertips; a spread begins as a pellet of energy which detonates at a distance determined by the caster, unless it strikes some intervening body or barrier, in the same manner as a <em>fireball</em>. </p><p></p><p><em>Factor:</em> Delay (special). To delay the effect of the spell, increase the Spellcraft Prerequisite by +1 for every 2 rounds (or fraction thereof) that the spell can be delayed. See delayed blast fireball for details.</p><p><em>Factor:</em> <ul> <li data-xf-list-type="ul"> To increase the base damage by +1d6, add +1 to the Spellcraft Prerequisite. This factor stacks.</li> <li data-xf-list-type="ul">To increase the base damage by 50%, increase the Spellcraft Prerequisite by +12. This factor stacks.</li> </ul><p></p><p><strong>Conditions</strong></p><p></p><ul> <li data-xf-list-type="ul">A ray which includes [blast] as its base seed changes its Saving Throw entry to Fortitude: Half.</li> <li data-xf-list-type="ul">When [blast] combines as a secondary seed in a spell, it does half of its normal base damage - i.e. 20d6. Factors may be applied to modify this damage as normal.</li> </ul><p></p><p></p><p>Note: omitted [divine] damage pending further inquiry.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 3134062, member: 4303"] Re: Blast Good points. I know that it makes for a weak [blast] seed, and 18 points of factors is a lot to make up. Maybe we should rack it back up to 40d6 (+16, double-enhanced) and include a condition: [B]Conditions[/B] When [blast] combines as a secondary seed in a spell, it does half of its normal base damage - i.e. 20d6. Factors may be applied to modify this damage as normal. Gods, you could even triple the seed's base area as well, and still be within the 54-60 zone. Retrofitting empower into [blast] as a factor would then equate to a +12 SP increase; assuming that the internal +1SP per d6 factor is also retained. If it seems that I'm swinging wildly on this issue, I apologize - I'm trying to find the best average fit which can solve a number of simultaneous problems. It would look like this: [B][Blast] [/B] Evocation [Acid, Cold, Electricity or Fire] [B]Root Spell:[/B] [I]Delayed blast fireball, lightning bolt[/I] [B]Spellcraft Prerequisite:[/B] 24 [B]Preferred Mitigation:[/B] Backlash [B]Components:[/B] V, S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] 1200 ft. [B]Area or Effect:[/B] A 360 ft. line, or a 60-ft. radius spread [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] Reflex half [B]Spell Resistance:[/B] Yes This seed uses whichever one of four basic energy types the caster chooses: acid, cold, electricity, or fire. The caster can cast the energy forth as a line or a spread. The energy type and area are set during spell development. [I]Factor:[/I] To develop a spell which allows the energy type and blast shape to be selected at the moment of casting, increase the Spellcraft Prerequisite by +4. [I]Factors: [/I]The caster may choose to develop a spell which discharges another type of damaging energy. The options and the associated costs are as follows: • Sonic energy (+4 SP). The spell receives the [sonic] descriptor. • Slashing, piercing or bludgeoning (+6 SP). This damage bypasses Damage Reduction. To have the spell damage interact with Damage Reduction as a magical weapon of the appropriate type, reduce the SP modifier to +4. If the damage will be treated as a non-magical weapon of the appropriate type, reduce the SP modifier to +2. • Force damage (+6 SP). The spell receives the [force] descriptor. Force damage affects incorporeal and ethereal creatures, but not objects; to include objects, increase the Spellcraft Prerequisite by an additonal +1. • Typeless (+8). The spell loses the energy descriptor. The damage is of no particular type, and is not subject to resistance or energy immunity. A spell developed using the [energy] seed releases a bolt or spread which deals 40d6 points of damage of the appropriate energy type, and all in the spell’s Area must make a Reflex save for half damage. If a line is chosen, it begins at the caster’s fingertips; a spread begins as a pellet of energy which detonates at a distance determined by the caster, unless it strikes some intervening body or barrier, in the same manner as a [I]fireball[/I]. [I]Factor:[/I] Delay (special). To delay the effect of the spell, increase the Spellcraft Prerequisite by +1 for every 2 rounds (or fraction thereof) that the spell can be delayed. See delayed blast fireball for details. [I]Factor:[/I][list][*] To increase the base damage by +1d6, add +1 to the Spellcraft Prerequisite. This factor stacks. [*]To increase the base damage by 50%, increase the Spellcraft Prerequisite by +12. This factor stacks.[/list] [B]Conditions[/B] [list][*]A ray which includes [blast] as its base seed changes its Saving Throw entry to Fortitude: Half. [*]When [blast] combines as a secondary seed in a spell, it does half of its normal base damage - i.e. 20d6. Factors may be applied to modify this damage as normal.[/list] Note: omitted [divine] damage pending further inquiry. [/QUOTE]
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