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<blockquote data-quote="Sepulchrave II" data-source="post: 1278499" data-attributes="member: 4303"><p>'Touch' may be the way to go with a base range. Or 'Touch or Personal' - if there was no differentiation in terms of the DC between them.</p><p></p><p>I like the idea of using benchmark spells, because these are also, in many cases, the 'iconic' spells of D&D as well - I think that maintaining flavour would be very easy. A quick look in the ELH at seeds, and some suggested spells as the original root spell:</p><p></p><p>Afflict - <em>bane</em> (1) </p><p>Animate - <em>animate objects</em> (6)</p><p>Animate Dead - <em>animate dead</em> (4)</p><p>Armor - <em>mage armor</em> (1)</p><p>Banish - <em>dismissal</em> (5)</p><p>Compel - <em>lesser geas</em> or <em>charm monster</em> (4) </p><p>Conceal - <em>invisibility</em> (2)</p><p>Conjure - <em>minor creation</em> (4)</p><p>Contact - <em>telepathic bond</em> (5)</p><p>Delude - <em>silent image</em> (1)</p><p>Destroy - <em>disintegrate</em> (6)</p><p>Dispel - <em>dispel magic</em> (3)</p><p>Energy - <em>fireball</em> or <em>lightning bolt</em> (3)</p><p>Foresee - <em>augury</em> (1, but the root spell has a 1 minute casting time)</p><p>Fortify - <em>bull's strength</em> (2)</p><p>Heal - <em>heal</em> (6) </p><p>Life - <em>resurrection</em> (7) </p><p>Reflect - <em>spell turning</em> (7)</p><p>Reveal - <em>clairvoyance</em> (3)</p><p>Slay - <em>finger of death</em> (7)</p><p>Summon - <em>summon monster I</em> (1)</p><p>Transform - <em>polymorph</em> (4)</p><p>Transport - <em>greater teleport</em> (7)</p><p>Ward - <em>endure elements</em> (1)</p><p></p><p></p><p>I think a lot can be done with these seeds - in terms of expanding their versatility and application: this job was really half-finished by the development team at WotC. And some were stretched too far (<em>time stop</em> from <em>transport</em>), anyone?</p><p></p><p>But new seeds are definitely in order as well - for flavour as much as for completeness. Distinction between <em>charm</em> and <em>compel</em> would be nice; between <em>call</em> and <em>summon</em>; a <em>weather</em> seed; a <em>stupefy</em> seed (<em>sleep, symbol of sleep</em>); a <em>wrack</em> seed (<em>symbol of pain</em>); a <em>repel</em> seed (<em>repel metal or stone</em>, <em>antipathy</em>); a <em>genesis</em> seed; a specific <em>enervate</em> seed; a specific <em>time</em> seed (time stop, temporal stasis). In fact, nearly <em>every</em> spell in the PHB should be capable of being replicated through a combination of seeds and factors. And it should be both logical and intuitive.</p><p></p><p>I think we need to look at each spell and ask 'can I create that, combining x, y, z etc.)</p><p>If the answer is 'no,' then we need to find out what the missing component is, and see if any other spells share that missing component. In many cases, I think that existing seeds can assume this burden - it does mean rewriting most (probably all) of them. In others, new seeds will need to be contrived.</p><p></p><p>E.g. <em>fortify</em> (as written) has no provision for increasing a skill score. This is easily remediable, and in fact if the scope of existing seeds was expanded, the number of ad hoc adjudications on DC would decrease accordingly.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 1278499, member: 4303"] 'Touch' may be the way to go with a base range. Or 'Touch or Personal' - if there was no differentiation in terms of the DC between them. I like the idea of using benchmark spells, because these are also, in many cases, the 'iconic' spells of D&D as well - I think that maintaining flavour would be very easy. A quick look in the ELH at seeds, and some suggested spells as the original root spell: Afflict - [I]bane[/I] (1) Animate - [I]animate objects[/I] (6) Animate Dead - [I]animate dead[/I] (4) Armor - [I]mage armor[/I] (1) Banish - [I]dismissal[/I] (5) Compel - [I]lesser geas[/I] or [I]charm monster[/I] (4) Conceal - [I]invisibility[/I] (2) Conjure - [I]minor creation[/I] (4) Contact - [I]telepathic bond[/I] (5) Delude - [I]silent image[/I] (1) Destroy - [I]disintegrate[/I] (6) Dispel - [I]dispel magic[/I] (3) Energy - [I]fireball[/I] or [I]lightning bolt[/I] (3) Foresee - [I]augury[/I] (1, but the root spell has a 1 minute casting time) Fortify - [I]bull's strength[/I] (2) Heal - [I]heal[/I] (6) Life - [I]resurrection[/I] (7) Reflect - [I]spell turning[/I] (7) Reveal - [I]clairvoyance[/I] (3) Slay - [I]finger of death[/I] (7) Summon - [I]summon monster I[/I] (1) Transform - [I]polymorph[/I] (4) Transport - [I]greater teleport[/I] (7) Ward - [I]endure elements[/I] (1) I think a lot can be done with these seeds - in terms of expanding their versatility and application: this job was really half-finished by the development team at WotC. And some were stretched too far ([I]time stop[/I] from [I]transport[/I]), anyone? But new seeds are definitely in order as well - for flavour as much as for completeness. Distinction between [I]charm[/I] and [I]compel[/I] would be nice; between [I]call[/I] and [I]summon[/I]; a [I]weather[/I] seed; a [I]stupefy[/I] seed ([I]sleep, symbol of sleep[/I]); a [I]wrack[/I] seed ([I]symbol of pain[/I]); a [I]repel[/I] seed ([I]repel metal or stone[/I], [I]antipathy[/I]); a [I]genesis[/I] seed; a specific [I]enervate[/I] seed; a specific [I]time[/I] seed (time stop, temporal stasis). In fact, nearly [I]every[/I] spell in the PHB should be capable of being replicated through a combination of seeds and factors. And it should be both logical and intuitive. I think we need to look at each spell and ask 'can I create that, combining x, y, z etc.) If the answer is 'no,' then we need to find out what the missing component is, and see if any other spells share that missing component. In many cases, I think that existing seeds can assume this burden - it does mean rewriting most (probably all) of them. In others, new seeds will need to be contrived. E.g. [I]fortify[/I] (as written) has no provision for increasing a skill score. This is easily remediable, and in fact if the scope of existing seeds was expanded, the number of ad hoc adjudications on DC would decrease accordingly. [/QUOTE]
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