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[Polymorph], [Word] and [Aura]

Cheiromancer

Adventurer
This seed is pretty much the same as what I posted in post 353 of the big thread, but with the base CR increased so that dragonshape comes out as 9th level spells. Shapechange is still pretty powerful; if some of the factors are weakened it can come out as a 9th level spell, but it is probably 10th.

[Polymorph]
Transmutation (Polymorph)

Root Spell: Dragonshape
Preferred Mitigation: Power Components, XP Burn
Components: V, S
Casting Time: 1 standard action
Range: 1200 ft.
Target: One willing, corporeal creature; see text
Duration: 200 minutes
Saving Throw: None
Spell Resistance: None

Spells which use this seed can effect the transformation of one willing creature into some other creature - by including the relevant factors, incorporeal forms and creatures of the construct, plant and undead type are within the remit of this seed.

The caster can transform the subject into a specific corporeal creature of up to CR 20, the nature of which is determined during the spell development process. If the form is to be determined when the spell is cast, the appropriate flexibility factor must be included. The target of a spell developed with this seed takes on all the statistics and special abilities of an average member of the new form in place of its own except as follows:

• The target retains its own alignment (and personality, within the limits of the new form's ability scores).

• The target retains its own hit points, but gains a number of temporary hit points equal to the bonus hit points that the new form would normally have by virtue of its Constitution. These temporary hit points disappear at the end of the spell's duration.

• The target is treated has having its normal Hit Dice for purpose of adjudicating effects based on HD, such as the sleep spell, though it uses the new form's base attack bonus, base save bonuses, and all other statistics derived from Hit Dice.

• The target retains the ability to understand the languages it understands in its normal form. If the new form is normally capable of speech, the target retains the ability to speak these languages as well. It can write in the languages it understands, but only if the new form is capable of writing in some manner (even a primitive manner, such as drawing in the dirt with a paw).

• The target does not gain any spellcasting ability of its new form, although it can use at will spell-like abilities if the new form possesses them. Spell-like abilities that have a restricted number of uses per day cannot be used.​

In all other ways, the target's normal game statistics are effectively replaced by those of the new form. The target loses all of the special abilities it has in its normal form, including its class features (even if the new form would normally be able to use these class features).

If the new form's size is different from the target's normal size, its new space must share as much of the original form's space as possible, squeezing into the available space if necessary. If insufficient space exists for the new form, the spell fails.

Any gear worn or carried by the target melds into the new form and becomes nonfunctional. This eliminates continuous effects due to items. Other effects, such as from previously cast spells, continue to affect the new form. When the target reverts to its true form, any objects previously melded into the new form reappear in the same location on its body they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the target's feet.

The spellcaster can freely designate the new form's minor physical qualities (such as hair color and skin color) within the normal ranges for a creature of that kind. The new form's significant physical qualities (such as height, weight, and gender) are also under the spellcaster's control, but they must fall within the norms for the new form's kind. The target of a polymorph spell is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.

If the target of a polymorph spell is slain or rendered unconscious, the spell ends. Any part of the body that is separated from the whole remains polymorphed until the effect ends.

Incorporeal or gaseous creatures, constructs, undead and creatures of the plant type cannot normally be affected by polymorph spells. A creature with the shapechanger subtype (such as a lycanthrope or doppelganger) can revert to its natural form as a standard action.

Factors: For each additional +1 CR beyond CR 20 of the assumed form, increase the Spellcraft Prerequisite by +2. If the assumed form has a CR below 20, reduce the Spellcraft Prerequisite by the same amount.

Mitigating Factor: To restrict the use of at will spell-like abilities to only one use each, reduce the Spellcraft Prerequisite by -4. To eliminate the use of spell-like abilities entirely, reduce the Spellcraft Prerequisite by -8.

Mitigating Factor: If the spell does not grant temporary hit points, reduce the Spellcraft Prerequisite by -8.

Flexibility: To develop a spell which allows the caster to assume the form of a creature with the incorporeal subtype, and to extend the [polymorph] seed to affect incorporeal creatures, increase the Spellcraft Prerequisite by +2. To develop a spell which allows the caster to assume any form (including an incorporeal form), or which can effect the change of any object or creature into any other object or creature from size fine to colossal, increase the Spellcraft Prerequisite by +6: the assumed form is still limited by a creature's CR, where appropriate.

Factor: To decrease the casting time from a standard action to a swift action, increase the Spellcraft Prerequisite by +4.

Flexibility: To develop a spell which allows the target or caster to choose a form at the moment it is cast, increase the Spellcraft Prerequisite by +4; to develop a spell which also allows the target to change its form once every round as a free action, increase the Spellcraft Prerequisite by a further +6: these factors are cumulative.

***

[edit] I made it affect willing targets only; otherwise CR buyback could boost the save DCs significantly.

I'm pricing the kernel at 6 + (2 x CR)

Dragonshape is almost OK; you get the SLAs (7 uses of locate object :\) and it is both quickened (+4) and dismissible (+2). If the dragon is CR 24 the total would be 60 - but probably it deserves a discount for the SLAs being so sucky. If the SLAs are given a -6 discount, then it is a SP 54. Exactly 9th level.

Polymorph has touch (+2), a longer duration (+2), dismissible (+2), flexible choice of form (+4) no SLAs (-8) = +2 over all. And no supernatural abilities either, which might be worth something. A CR of 8 would be SP 24; you could have CR 10 without quite hitting SP 30 and becoming a 5th level spell. A 12 headed hydra is CR 11, which is pretty close; you aren't really enjoying the flexibility of choice if all you can choose is a hydra.

If shapechange is restricted to CR 25 forms, then the kernel analysis would be 56 (kernel) +4 extra duration +2 dismissible -8 no SLAs -8 no hit point bonus +6 wide flexibility in forms +4 free choice of initial form +6 change form each round = 62. 10th level.

The kernel analysis for the [polymorph] seed comes to be 60, of course; a 10th level spell. (2*20 + 6) is 46 (kernel) +10 range +4 extra duration = 60.

The base formula for seeds is 36 less than the kernel formula; (CR x 2) - 30. With a base CR of 20 and +14 in range and duration factors, you get 24 SP; the base value of a seed.
 
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Cheiromancer

Adventurer
In this seed you can see the description of a (pretty nerfed) blasphemy variant; essentially this seed, without any factors, and with a maximum HD of 20.

A character who burns xp and/or takes backlash has a good chance of paralyzing an equal level party. Well, anyone who is not immune to sonics, or under the effect of a freedom of movement, or immune to paralysis (as plants, dragons and elementals are). Still not as dangerous as the current version of blasphemy, though.

The "everybody but you" factor is intended as an allusion to Jadis the White Witch. I'm thinking that a highly specialized feat would allow one to abuse the heck out of range factors and allow a [blasphemy] that would scour a small world of animate life. It would probably only work on one's home world, and maybe only work on certain planes. I also get the feeling that such a spell (a deplorable word) could only be used once. Probably better to hint at than to actually write up- who needs a destroy campaign setting spell?

[Blasphemy](Esoteric)
Evocation [Evil, Sonic] (see text)

Root Spell: Blasphemy
Preferred Mitigation: Backlash, xp
Casting Time: 1 standard action
Range: 40 ft.
Area: Non-evil creatures in a 40-ft.-radius spread centered on you
Duration: Instantaneous
Saving Throw: None or Will partial; see text
Spell Resistance: Yes

[Blasphemy] affects non-evil creatures up to a maximum Hit Dice of 36. Creatures with more Hit Dice than the maximum are unaffected by [blasphemy]. Non-evil creatures with less 1/4 the maximum Hit Dice are not allowed a save. They and any non-evil creature within the area of a blasphemy spell who fail their saving throw suffer a number of ill effects determined by the ratio between their Hit Dice and the maximum Hit Dice affected:
  • Creatures whose Hit Dice exceed (3/4 the maximum Hit Dice) suffer two ill effects; one on a successful save.
  • Creatures whose Hit Dice exceed (1/2 the maximum Hit Dice) suffer three ill effects; two on a successful save.
  • Creatures whose Hit Dice do not exceed (1/2 the maximum Hit Dice) suffer four ill effects, three on a successful save.
The ill effects are, in order: dazed, weakened, paralyzed and killed.

Dazed
The creature can take no actions for 1 round, though it defends itself normally.

Weakened
The creature’s Strength score decreases by 2d6 points for 2d4 rounds.

Paralyzed
The creature is paralyzed and helpless for 1d10 minutes.

Killed
Living creatures die. Undead creatures are destroyed.

The effects are cumulative and concurrent.

Furthermore, if you are on your home plane when you cast this spell, non-evil extraplanar creatures within the area whose Hit Dice do not exceed the maximum are instantly banished back to their home planes if they fail their saves. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the [blasphemy].

Factor: To increase the maximum Hit Dice affected, increase the Spellcraft Prerequisite by +2 for each additional Hit Die.

Factor: To increase the Range to 75 ft. and the Area to “Non-evil creatures in a 75-ft.-radius spread centered on you,” increase the Spellcraft Prerequisite by +2.

Factors: You may develop a spell that affects different combinations of alignments. Your options are: all creatures besides yourself, all good creatures, all non-evil and non-lawful creatures, all non-evil and non-chaotic creatures, all non-evil and lawful creatures, or all non-evil and chaotic creatures. You cannot a develop a spell that would affect yourself. To adopt one of these options, increase the Spellcraft Prerequisite by +2. A spell which spares chaotic creatures gains the chaotic type; a spell which spares lawful creatures gains the lawful type.

Special: You may develop a spell which uses a blasphemy for the verbal component; this replaces the somatic component, and allows you to increase your caster level by 7.
 

Strangely, as an esoteric seed with a CL20, I'm inclined to give [blasphemy] its oomph back. It seems far less abuseable as an epic spell, than as a 7th-level one. I'd tighten up the mitigation {none preferred} to rein it in. Otherwise, I'd let it stand: in many ways, I think it sits quite naturally as an esoteric 10th-level spell.

I think [Dictum] is the most morally neutral name.

[Dictum] (Esoteric)
Evocation [Chaotic, Evil, Good or Lawful][Sonic]

Root Spell: Dictum etc.
Preferred Mitigation: None
Components: V
Casting Time: 1 standard action
Range: 40 ft.
Area: Creatures in a 40-ft.-radius spread centered on you; see text
Duration: Instantaneous
Saving Throw: None or Will negates; see text
Spell Resistance: Yes

When you develop a spell with the [dictum] seed, you specify a group of alignments to be affected: nonevil, nonchaotic, nongood or nonlawful. You cannot develop a spell which specifies a group of alignments which include your alignment.

Factor: To develop a spell which specifies both a moral and an ethos to be affected (e.g. nongood and nonlawful creatures), increase the Spellcraft Prerequisite by +4. In such a case, the final spell will receive more than one alignment descriptor.

Any creature whose alignment is the subject of a spell developed with [dictum] and is within its area suffers the following ill effects.

  • A creature with 20 or fewer HD suffers an ill effect based upon the alignment descriptor of the spell: an [evil] spell renders opponents dazed, a spell with any other alignment descriptor leaves them deafened.
  • A creature with 16 to 19 HD suffers an additional ill effect based upon the alignment descriptor of the spell: an [evil] spell renders targets weakened; a [good] spell leaves them blinded; a [chaotic] spell makes them stunned and a [lawful] spell renders them slowed.
  • A creature with 11 to 15 HD suffers a further ill effect, based upon the alignment descriptor of the spell: a [chaotic] spell leaves a target confused; a spell with any other alignment descriptor renders the target paralyzed.
  • A creature with 10 or fewer HD is killed.

All applicable conditions are cumulative with regard to a particular target:

Dazed
The creature can take no actions for 1 round, though it defends itself normally.

Stunned
The creature is stunned for 1 round.

Deafened
The creature is deafened for 1d4 rounds.

Blinded
The creature is blinded for 2d4 rounds.

Slowed
The creature is slowed, as by the slow spell, for 2d4 rounds.

Weakened
The creature’s Strength score decreases by 2d6 points for 2d4 rounds.

Confused
The creature is confused, as by the confusion spell, for 1d10 minutes. This is a mind-affecting enchantment effect.

Paralyzed
The creature is paralyzed and helpless for 1d10 minutes.

Killed
Living creatures die. Undead creatures are destroyed.

Creatures with 20 or fewer HD are not allowed a Saving Throw to resist these effects; creatures of 21 or more HD are unaffected by this application of [dictum].

Factor: To increase the maximum number of HD of any target affected by [dictum], and to raise the HD theshold for each category of effects, increase the Spellcraft Prerequisite by +4 for each additional Hit Die.

If you are on your home plane when you cast a spell developed with this seed, nonevil extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the [dictum]. The banishment effect allows a Will save (at a -4 penalty) to negate.

**

Some massively nerfed version of blasphemy etc. is probably in order. But do we really need to worry about it?
 
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Cheiromancer

Adventurer
I think we should simplify the area and just say "40-ft.-radius spread centered on you". To tell you the truth, I don't know why "nonevil creatures" is mentioned in the Area line of blasphemy; I was just mindlessly copying it, not endorsing it.

If you are going to describe all such spells in one seed, you need a more generic name. [Word] maybe? [Logos]? [Maxim]?

The +4 SP/HD, coupled with no easy way to mitigate the spell, makes it much less problematic than the 7th level version. To get the full broken glory of the blasphemy suite, you'd have to make it +1SP/HD. :]

Maybe a cleric with an alignment domain could spend a feat to get access to the relevant version of this seed, and also [aura]. I've drafted it as being kinda a clerical [augment] (which, BTW, is also a pain in the arse.) Anyway, here's my latest version:

[Aura](Esoteric)
Abjuration [Chaotic, Evil, Good or Lawful]

Root Spell: Cloak of Chaos, holy aura, shield of law, unholy aura
Spellcraft Prerequisite: 24
Components: V, S
Casting Time: 1 standard action
Range: 75 ft.
Target: Target creature
Duration: 20 hours
Saving Throw: See text
Spell Resistance: Yes (harmless)

When you develop a spell with the [Aura] seed you specify an alignment: chaotic, evil, good or lawful. A faintly glowing radiance momentarily surrounds the subject; as the glow fades to invisibility it grants protection from attacks, resistance to spells, and an active defense against attackers of the opposed alignment who successfully strike the subject.

Factor: To develop a spell which specifies both a moral and an ethical component (e.g. good and lawful creatures), increase the Spellcraft Prerequisite by +4. In such a case, the final spell will receive more than one alignment descriptor. You may not specify an aura which is opposed to your own.

Factor: To affect 20 creatures in a 20-ft. radius burst centered on you, increase the Spellcraft Prerequisite by +8.

This abjuration has the following effects:

  • A warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves.
    Factor: Each additional +1 bonus to AC and saves increases the Spellcraft Prerequisite by +4.
  • A warded creature gains spell resistance 32 against all spells of the opposed alignment, or spells cast by creatures of that alignment.
    Factor: Each additional point of spell resistance increases the Spellcraft Prerequisite by +1.
  • The abjuration blocks possession and mental influence, just as protection from evil does.
    Factor: To protect against mind-affecting effects as the mind blank spell, increase the Spellcraft Prerequisite by +8. To protect against divination effects as a mind blank spell, increase the Spellcraft Prerequisite by +8. These increases are cumulative.
  • If a creature of an opposed alignment succeeds on a melee attack against a warded creature, the offending attacker is afflicted with an effect determined by the alignment of the [aura]; a [good] spell renders the attacker permanently blind, an [evil] spell deals 1d6 points of Strength damage (Fort negates), a [lawful] spell renders them slowed and a [chaotic] spell renders them confused. Spell resistance and saying throws apply; the effects duplicate those of the blindness/deafness, slow and confusion spells although all save DCs are the same as that of [aura].
Conditions
A factor which makes a spell permanent may not combine with this seed.
 

Cheiromancer

Adventurer
I was looking over this thread, and there is a question still open with [polymorph]:

A question: the original version of the seed calls out plant and incorporeal creatures, but not constructs or undead. Why is that?
With regard to *your* question,
Sepulchrave II said:
Some massively nerfed version of blasphemy etc. is probably in order. But do we really need to worry about it?
I'd say no we don't, but we could suggest capping the caster level for this spell at 20. That eliminates the bulk of the cheese. If we say an outsider with at-will blasphemies can only blaspheme 1/minute, that eliminates a nasty exploit; the balor or pit fiend who keeps a non-epic party dazed while minions beat the tar out of them.
 

Nice [aura]; I think the idea of an epic feat granting access to both would be just spiffy. It could include the ability to use blasphemy et al. as a verbal component in a spell, as well.

I thought about [Word] and [Logos], btw. Logos is too...laden, semiotically speaking; its kind of like calling a seed Om or Nam - it's too *big.* Dictum is also Latin for 'word,' of course.

[Word] is cool, though.

Word.

I'll look at [polymorph]; I've been trying not to spread my thoughts too thin. There is too much in my brain!

Seriously, though - I think we've done some good work today.
 
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Re: Polymorph

The original text of the polymorph subschool description (found here) marks plants and incorporeal creatures for special consideration.

I think it's just a case of me mindlessly cut & pasting. The original (ELH) transform seed also contained a provision regarding incorporeal creatures: as the original ELH seed extended to objects, it would make sense that it didn't exclude undead or constructs.

If shapechange is restricted to CR 24 forms, then the kernel analysis would be 54 (kernel) +4 extra duration +2 dismissible -8 no SLAs -8 no hit point bonus +4 wide flexibility in forms +4 free choice of initial form +4 change form each round = 56. 9th level.

I'm still inclined to price the 'wide flexibility/change into object' and 'change form each round' factors a tad higher - at +6 each, maybe; I'd also assume that shapechange extended to CR 25 creatures (at present it extends to 25HD creatures). This would place shapechange as a solid 10th-level spell (62, in Kernelese), but I don't think that's entirely surprising, having seen this spell in action one time too many.

Other than that, I really like the breakdown of factors. Maybe we should exclude undead and constructs unless the 'wide flexibility' option is employed - as soon as objects are potential targets, then so are these monster types.

Maybe we should change the name back to [transform] again, as well. I'd originally thought that it needed a separate seed, but now I'm wondering. Spells like transmute rock to mud and flesh to stone need some kind of vehicle, though: a mass petrification epic spell would be nice. Do you have any suggestions about what to do with these spells?
 

Cheiromancer

Adventurer
I incorporated your changes. The wide flexibility (incorporeal forms, any form from size fine to colossal) is worth +8. If the version in the PHB is worth 62, then removing this flexibility will nerf it in exactly the right way to bring it down to 9th level again.

The incident you are thinking of didn't involve changing into a very heavy object and falling on something, did it? The standard rules don't handle falling or thrown objects very well; it's the root problem of the Hulking Hurler fiasco. I think UK discusses the issue somewhere. I'll have to look it up.

I changed the spell a bit for readability (indenting a section) and style (calling Mitigating Factors out explicitly). I doubt if we are entirely consistent in this. As we notice issues we should probably bring them up, or there will be a lot of tedious editing later on.

I also made the CR factor a buyback factor; people can get a lower CR than 20 if they wish. I thought it might be cool to make a mass polymorph kind of spell.

Between this and [transmute] we should have our bases covered.
 

Cheiromancer

Adventurer
Re: Baleful Polymorph

If permanent is +20, close is +6, and the kernel value of this spell is 6 + (2 x CR), then the kernel analysis of baleful polymorph is 20 + 6 + 6 = 32 = a 5th level spell. Just as it should be. :D

It could also be made pernicious (which I am pricing at about +30); if you add (D) to it it should be a USP 28.

However this is a very different application of the seed. It depends on access to the pernicious factor (+30) and the permanent factor (+20), neither of which can be assumed. It also assumes that the CR can be scaled back to 0 in order to provide 40SP with which to pay for the factors. Which I don't think is a good idea; it translates to +20 DC when polymorphing your enemies into toads. Sure it's dispellable and sure it's only for 200 minutes, but that's way too hard to save against.

Now that I think of it, this version allows a +10 DC when used offensively, if the target CR is lowered all the way. That's still too much. Maybe the CR shouldn't be lowerable. Or maybe this should be a spell for willing subjects only.

Actually, I think that should be the case; [polymorph] is for willing subjects only. At least without a feat like the following:
[sblock=Old version and discussion]

Lore of Circe [Epic]
Prerequisites: Brew Potion, Spellcraft 24 ranks, Knowledge Nature 13 ranks, access to [polymorph]
Benefit: You may pay +20 SP to affect unwilling creatures with spells based on the [polymorph] seed. These spells are permanent and dismissible. You may also apply the pernicious factor at a reduced cost of only +10 SP. Finally, your [polymorph] spells gain a +5 bonus to the Save DC and caster level when cast against someone who, in the hour prior to casting, ate food you helped prepare. Targets are allowed a Fortitude save to negate the effect of a [polymorph] spell.​

Should this have more difficult prerequisites? Circe was an extremely capable sorceress, but I could see her doing this kind of thing since she could first cast baleful polymorph; I'd like it to be available as soon as she can cast epic spells.

Should there be a different seed for offensive polymorphs, or would Lore of Circe be sufficient?

[edit] Fixed Lore of Circe so the buyback of CR factors can't be used to Heighten it; +20 SP of permanency has to be purchased instead. I'm effectively giving the caster full-back (instead of only half the normal rate) if they spend it on pernicious and permanent. I think this will be OK. [/edit]

An offensive polymorph seed [cacomorph?] could also have to do with transforming people into CR 0 objects (including stone- a possible overlap with [transmute]). It could include the permanent and pernicious factor by default, but have room for factors to be spent on things like area effects and increased CR. Up to a maximum of the target's original CR, or 2/3 of their original CR, or something like that. It is not really a buff spell, but perhaps you could turn soldiers into animals so they could slip undetected across a border. Or into rocks, to better survive a cloud of poisonous gas. Maybe permanent and pernicious could be factors that the pool draws from. All kinds of things could be there, but not Heighten factors.

I'm thinking that the Permanent factor (+20) shouldn't be a standard factor. It could be incorporated into various seeds (especially esoteric ones), and be made available by specialist feats for use in other seeds. I think the same should hold true for pernicious (except for [afflict]).[/sblock]

Curses, geasa, and being turned into animals are a staple of folklore and mythology. I'd really like it if the seeds and feats that unlocked these capacities were attractive and accessible. This might be one of those sidebars for a particular style of play.

[edit]

Version 1.1 of Lore of Circe


Lore of Circe [Epic]
Prerequisites: Brew Potion, Spellcraft 24 ranks, Knowledge Nature 13 ranks, access to [polymorph]
Benefit: Pay 20 SP to enhance a [polymorph] spell with Lore of Circe. A spell enhanced in this way has a permanent duration and can affect unwilling targets (Fortitude negates). You may dismiss the effect from any number of targets within range as a standard action. The spell gains a +5 bonus to its Save DC and caster level when cast against someone who, in the hour prior to casting, ate food you helped prepare. You may pay an additional 20 SP to make the spell pernicious.​

Access to the permanency factor is worth something, even if you have to pay for it. So is making the spell affect unwilling targets. Adding dismissibility is a small perq. The save DC increase is worth +10; caster level is worth +5 vs dispels and spell resistance, too. There is a 10 SP savings on the pernicious factor. And access to it is worth something too. And the feat is fairly easy to get into, though the Brew Potion feat might be begrudged by some.
 
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However this is a very different application of the seed. It depends on access to the pernicious factor (+30) and the permanent factor (+20), neither of which can be assumed. It also assumes that the CR can be scaled back to 0 in order to provide 40SP with which to pay for the factors. Which I don't think is a good idea; it translates to +20 DC when polymorphing your enemies into toads. Sure it's dispellable and sure it's only for 200 minutes, but that's way too hard to save against.

I think this is ok if you assume both pernicious *and* permanent factors are applied; maybe a pernicious spell has to be a permanent spell. This is still a net +10 SP increase above the base cost of [polymorph]; as you point out, this is a staple of folklore.

Lore of Circe [Epic]

I like this, it's evocative. I think the prereqs are fine. I think that it's nice to give a nod to less popular feats like Brew Potion, as well. Suddenly, they become desirable.

Should there be a different seed for offensive polymorphs, or would Lore of Circe be sufficient?

I think the feat alone is enough. Baleful polymorph doesn't really need its own seed, as long as we can find another way to accommodate it.
 

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