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<blockquote data-quote="Cheiromancer" data-source="post: 3134205" data-attributes="member: 141"><p>It was a crazy week for me (giving and marking midterms and other assignments, calculating freshmen mid-term grades), but my week-end is free. I'm happy as a clam combining two of my favorite activities; math and D&D. I'm such a nerd. <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>Good point, and I just realized that I forgot to account for the inherent Heighten of non-epic spells. I'm going to arbitrarily make a 2nd level spell the base, and change the analysis of <em>poison</em> to </p><p style="margin-left: 20px">1d10 Con damage 11 +2 for touch range, +8 for repeated damage in one minute, +4 for heightened save (2nd to 4th) = 25 SP. </p><p>Still doesn't explain the druidic expertise in the area- actually it does. 2 points lower and one less heighten would be 21, a nice 3rd level spell.</p><p></p><p>I knew that this repeated save business reminded me of something! <em>Hold monster</em> should be able to be reverse engineered to a poison model. Switching a spell between being a poison effect and being a [mind affecting] compulsion doesn't change its overall utility much; they are both broadly resisted effects. In fact, the same sorts of creatures resist both types; constructs, undead, etc.. I'll do some work on it and tell you what I find.</p><p></p><p>I think the two should be priced the same. Using the totally arbitrary base of 2nd level as the standard for the save DCs, the analysis for slimy doom becomes</p><p style="margin-left: 20px">1d4 Con damage 5 +4 flexibility +2 touch +8 repeated damage +2 day delay -4 subsequent save DCs are easier +2 heighten = 19.</p><p>Still 3rd level. Kernel analysis is an art, not a science; I find wishful thinking still plays too great a role.</p><p></p><p></p><p>So +4 instead of +8? That would make sense; mummy rot prevents natural healing; an epic version should prevent non-epic magic from working. Tying some other 14 SP effect could be a way to model an epic curse or disease. Including the effect of Heighten (which I totally forgot yesterday) we get</p><p style="margin-left: 20px"> 2d6 ability damage 14, damage is repeated after one day +2, damage can be indefinitely repeated +8, heighten +6, uses a flat DC for subsequent saves, -4, Range touch +2, curse effect +4, for a total of 32. </p><p>A 5th level spell, just like it should be. I'm amazed at the accuracy of your intuition, Jim. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> </p><p></p><p>The problem with a flat factor is that it becomes trivial when you have very powerful effects and lots of mitigation. Doubling and tripling will be significant for a long time. I thought of restricting this modifier to damage and flat penalties. Maybe I'm just too paranoid about no-save dominations and such. The power word mechanic is another way of getting no-save effects. I don't understand the <em>blasphemy</em> suite well enough to generalize it in any useful way.</p><p></p><p>I looked up the rules and I don't think that a massive damage save is triggered:</p><p></p><p>So a negative level is not an attack that deals damage; rather the creature takes a hit point penalty. The massive damage rule doesn't trigger. We could run the question by Hypersmurf if there is any doubt; I don't recall him ever being wrong.</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 3134205, member: 141"] It was a crazy week for me (giving and marking midterms and other assignments, calculating freshmen mid-term grades), but my week-end is free. I'm happy as a clam combining two of my favorite activities; math and D&D. I'm such a nerd. :D Good point, and I just realized that I forgot to account for the inherent Heighten of non-epic spells. I'm going to arbitrarily make a 2nd level spell the base, and change the analysis of [i]poison[/i] to [indent]1d10 Con damage 11 +2 for touch range, +8 for repeated damage in one minute, +4 for heightened save (2nd to 4th) = 25 SP. [/indent]Still doesn't explain the druidic expertise in the area- actually it does. 2 points lower and one less heighten would be 21, a nice 3rd level spell. I knew that this repeated save business reminded me of something! [i]Hold monster[/i] should be able to be reverse engineered to a poison model. Switching a spell between being a poison effect and being a [mind affecting] compulsion doesn't change its overall utility much; they are both broadly resisted effects. In fact, the same sorts of creatures resist both types; constructs, undead, etc.. I'll do some work on it and tell you what I find. I think the two should be priced the same. Using the totally arbitrary base of 2nd level as the standard for the save DCs, the analysis for slimy doom becomes [indent]1d4 Con damage 5 +4 flexibility +2 touch +8 repeated damage +2 day delay -4 subsequent save DCs are easier +2 heighten = 19.[/indent]Still 3rd level. Kernel analysis is an art, not a science; I find wishful thinking still plays too great a role. So +4 instead of +8? That would make sense; mummy rot prevents natural healing; an epic version should prevent non-epic magic from working. Tying some other 14 SP effect could be a way to model an epic curse or disease. Including the effect of Heighten (which I totally forgot yesterday) we get [indent] 2d6 ability damage 14, damage is repeated after one day +2, damage can be indefinitely repeated +8, heighten +6, uses a flat DC for subsequent saves, -4, Range touch +2, curse effect +4, for a total of 32. [/indent] A 5th level spell, just like it should be. I'm amazed at the accuracy of your intuition, Jim. :cool: The problem with a flat factor is that it becomes trivial when you have very powerful effects and lots of mitigation. Doubling and tripling will be significant for a long time. I thought of restricting this modifier to damage and flat penalties. Maybe I'm just too paranoid about no-save dominations and such. The power word mechanic is another way of getting no-save effects. I don't understand the [i]blasphemy[/i] suite well enough to generalize it in any useful way. I looked up the rules and I don't think that a massive damage save is triggered: So a negative level is not an attack that deals damage; rather the creature takes a hit point penalty. The massive damage rule doesn't trigger. We could run the question by Hypersmurf if there is any doubt; I don't recall him ever being wrong. [/QUOTE]
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