Sledge said:long duration epic spells should never have backlash: " For spells with durations longer than instantaneous, the backlash damage is per round."
Now that's a very good thing to keep in mind. Need to go back and check a few spells.
AD
Sledge said:long duration epic spells should never have backlash: " For spells with durations longer than instantaneous, the backlash damage is per round."
Y'know, I'd completely forgotten about that one. This is what happens when I try to come up with an abusive epic spell in 10 seconds. Oh well; remove the backlash damage and lower the Int boost to +46 (casting DC 89). That seems balanced to me.Sledge said:long duration epic spells should never have backlash: " For spells with durations longer than instantaneous, the backlash damage is per round."
pogre said:You know I really liked the idea of spell seeds, but I see some of the problems you folks are pointing out. I'll have to check out Everquest, like Psion I avoided it. I hear a few folks speak of homebrewing, but has anybody found another system they are satisfied with?
The first edition. I haven't looked at IIs spell system as of yet, but seeing how the classes are set up very different than in D&D I would have to say there might be a problem with conversion on II.Psion said:I or II? Or does it matter?
I sort of avoided Everquest like the plague...
See, I find this hard to believe with respect to buff spells when epic buffs (to AC, stats, etc.) so far outclass conventional buffs. I haven't yet seen a character built for a PBMB epic game that doesn't use a +30 or greater epic stat buff.kigmatzomat said:Y'know, I don't find that it's a problem. Spell seeds are for freaky, special spells that are usually the kinds of things that would end up with the character's name (e.g. Mord's Disjunction). I simply don't expect characters to even consider them until they reach 30th level and even then it will likely be a supercharged variant of a normal spell that doesn't respond to metamagic.
The main spellcastings come from improved spell capacity and the metamagics. Increase die caps, maximized, increase number of spells cast with extra quicken & chaining handle the primary offensive spells. Buff spells tend to be extended or persistent and other utility spells rarely need much augmentation at high caster levels.