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<blockquote data-quote="Cheiromancer" data-source="post: 3137970" data-attributes="member: 141"><p>It looks like the kernel of <em>hold monster</em> is 6SP effect that paralyzes a creature for one round (will save negates). That's assuming that <em>mass hold monster</em> is really a 9th level spell (54SP). If it's not, then lower the kernel a bit. The kernel analysis would be</p><p></p><p style="margin-left: 20px">Hold monster: 6 +10 repeated next round +8 repeated indefinitely + 8 medium range + 2 dispellable = 34. A strong 5th level spell. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Mass hold monster: Hold monster +8 heighten +6 burst +6 selective = 34 + 20 = 54</p><p>Incidentally, a close range spell that holds a monster for a single round should be 1st level (counting "reverse heighten" as -2). It would have an SP of exactly 6.</p><p></p><p>Two issues are raised: The first is how do we extend the base duration of the kernel to something longer than one round? There didn't use to be a save every round; that's something that was changed from 3.0 to 3.5. The kernel analysis for the 3.0 spell would be that the kernel was 24SP, but that it had a base duration of 1 round/level. In 3.5 the kernel used is much cheaper, but very much weaker. In seed design you could extend the base effect by +2/round to get a longer duration without allowing saves. The +18 spent on the "repeated indefinitely" factors could be converted, via multiple Extends, to a neat 1 minute duration. Or you could use an exponential factor; deciding whether to do so is a tricky one.</p><p></p><p>The second issue is regarding narrowly focussed spells. <em>Hold monster</em> is 5th, but <em>hold person</em> is only 3rd. Counting -4 for "reverse heighten" that means the focus is worth a 8SP mitigation. <em>Hold animal</em> is probably a 3rd level spell as well, but is further reduced due to special expertise. Or it could be that the utility of an animal affecting spell is less than for a broad group like humanoids or undead, and so the mitigation is correspondingly greater. The level difference due to focus occurs elsewhere, too: e.g. the difference between the 4th level <em>charm monster</em> spell and the 2nd level <em>command undead</em>. Can this mitigation factor be generalized? Can you research a spell that compels only outsiders and include a -8 mitigation factor?</p><p></p><p><em>Sleep</em> is an interesting spell. With medium range (+8), a 10-ft. radius burst (+5) and a 1 min/level duration (+2) it has +15 in factors without counting the sleep kernel. I don't like negative kernels, but they turn up all the time in low level spells. <em>Deep slumber</em> is, I find, a weak 3rd level spell (at most 18SP). Implicit heightening is worth +4SP over <em>sleep</em>, and maybe +6SP for the 6 additional HD. (+2HD = +1CR and +1CR = +2SP would yield this result).</p><p></p><p>So the sleep kernel is negative; -12SP + 2SP/CR would mean that <em>sleep</em> is really SP 7 and <em>deep slumber</em> is SP 17. Maybe a little higher; if <em>deep slumber</em> actually is a worthwhile 3rd level spell, then there should be a -11 or -10 rather than a -12. If I understood the workings of the <em>symbol</em> spells I could probably get a better answer.</p><p></p><p>My suspicion is not that the sleep kernel is actually negative, but that the HD limitation provides a strong mitigation. This kind of HD limitation reminds me of the <em>blasphemy</em> suite which, unfortunately, I don't understand either. Probably <em>sleep</em> is a removable paralysis condition (by shaking, etc.), not that this helps much. </p><p></p><p>Clearly it should be difficult to impose the helpless condition on an opponent. <em>Hold monster</em> does this by using a very abbreviated seed; <em>sleep</em> does it with a very strict HD limit. I don't at this point know how to price a loosening of these restrictions.</p><p></p><p>I wish I knew how to translate the poison table into SP terms. I.e. how to have a spell that sprays nitharit poison over a group of creatures. A direction for further research, perhaps. Does the gp value assigned to poisons accurately reflect the utility of the poisons?</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 3137970, member: 141"] It looks like the kernel of [i]hold monster[/i] is 6SP effect that paralyzes a creature for one round (will save negates). That's assuming that [i]mass hold monster[/i] is really a 9th level spell (54SP). If it's not, then lower the kernel a bit. The kernel analysis would be [INDENT]Hold monster: 6 +10 repeated next round +8 repeated indefinitely + 8 medium range + 2 dispellable = 34. A strong 5th level spell. Mass hold monster: Hold monster +8 heighten +6 burst +6 selective = 34 + 20 = 54[/INDENT] Incidentally, a close range spell that holds a monster for a single round should be 1st level (counting "reverse heighten" as -2). It would have an SP of exactly 6. Two issues are raised: The first is how do we extend the base duration of the kernel to something longer than one round? There didn't use to be a save every round; that's something that was changed from 3.0 to 3.5. The kernel analysis for the 3.0 spell would be that the kernel was 24SP, but that it had a base duration of 1 round/level. In 3.5 the kernel used is much cheaper, but very much weaker. In seed design you could extend the base effect by +2/round to get a longer duration without allowing saves. The +18 spent on the "repeated indefinitely" factors could be converted, via multiple Extends, to a neat 1 minute duration. Or you could use an exponential factor; deciding whether to do so is a tricky one. The second issue is regarding narrowly focussed spells. [I]Hold monster[/I] is 5th, but [i]hold person[/i] is only 3rd. Counting -4 for "reverse heighten" that means the focus is worth a 8SP mitigation. [i]Hold animal[/i] is probably a 3rd level spell as well, but is further reduced due to special expertise. Or it could be that the utility of an animal affecting spell is less than for a broad group like humanoids or undead, and so the mitigation is correspondingly greater. The level difference due to focus occurs elsewhere, too: e.g. the difference between the 4th level [i]charm monster[/i] spell and the 2nd level [i]command undead[/i]. Can this mitigation factor be generalized? Can you research a spell that compels only outsiders and include a -8 mitigation factor? [i]Sleep[/i] is an interesting spell. With medium range (+8), a 10-ft. radius burst (+5) and a 1 min/level duration (+2) it has +15 in factors without counting the sleep kernel. I don't like negative kernels, but they turn up all the time in low level spells. [i]Deep slumber[/i] is, I find, a weak 3rd level spell (at most 18SP). Implicit heightening is worth +4SP over [i]sleep[/i], and maybe +6SP for the 6 additional HD. (+2HD = +1CR and +1CR = +2SP would yield this result). So the sleep kernel is negative; -12SP + 2SP/CR would mean that [i]sleep[/i] is really SP 7 and [i]deep slumber[/i] is SP 17. Maybe a little higher; if [i]deep slumber[/i] actually is a worthwhile 3rd level spell, then there should be a -11 or -10 rather than a -12. If I understood the workings of the [i]symbol[/i] spells I could probably get a better answer. My suspicion is not that the sleep kernel is actually negative, but that the HD limitation provides a strong mitigation. This kind of HD limitation reminds me of the [i]blasphemy[/i] suite which, unfortunately, I don't understand either. Probably [i]sleep[/i] is a removable paralysis condition (by shaking, etc.), not that this helps much. Clearly it should be difficult to impose the helpless condition on an opponent. [i]Hold monster[/i] does this by using a very abbreviated seed; [i]sleep[/i] does it with a very strict HD limit. I don't at this point know how to price a loosening of these restrictions. I wish I knew how to translate the poison table into SP terms. I.e. how to have a spell that sprays nitharit poison over a group of creatures. A direction for further research, perhaps. Does the gp value assigned to poisons accurately reflect the utility of the poisons? [/QUOTE]
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