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<blockquote data-quote="Sepulchrave II" data-source="post: 3181732" data-attributes="member: 4303"><p>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.</p><p></p><p>I think [Dictum] is the most morally neutral name.</p><p></p><p><strong>[Dictum]</strong> (Esoteric)</p><p>Evocation [Chaotic, Evil, Good or Lawful][Sonic]</p><p></p><p><strong>Root Spell:</strong> <em>Dictum</em> etc.</p><p><strong>Preferred Mitigation:</strong> None</p><p><strong>Components:</strong> V</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> 40 ft.</p><p><strong>Area:</strong> Creatures in a 40-ft.-radius spread centered on you; see text</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> None or Will negates; see text</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>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.</p><p></p><p><strong>Factor:</strong> 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.</p><p></p><p>Any creature whose alignment is the subject of a spell developed with [dictum] and is within its area suffers the following ill effects.</p><p></p><ul> <li data-xf-list-type="ul">A creature with 20 or fewer HD suffers an ill effect based upon the alignment descriptor of the spell: an [evil] spell renders opponents <em>dazed</em>, a spell with any other alignment descriptor leaves them <em>deafened</em>.</li> <li data-xf-list-type="ul">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 <em>weakened</em>; a [good] spell leaves them <em>blinded</em>; a [chaotic] spell makes them <em>stunned</em> and a [lawful] spell renders them <em>slowed</em>.</li> <li data-xf-list-type="ul">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 <em>confused</em>; a spell with any other alignment descriptor renders the target <em>paralyzed</em>.</li> <li data-xf-list-type="ul">A creature with 10 or fewer HD is <em>killed</em>.</li> </ul><p></p><p>All applicable conditions are cumulative with regard to a particular target:</p><p></p><p><em><strong>Dazed</strong></em> </p><p>The creature can take no actions for 1 round, though it defends itself normally.</p><p></p><p><em><strong>Stunned</strong></em></p><p>The creature is stunned for 1 round.</p><p></p><p><strong><em>Deafened</em></strong></p><p>The creature is deafened for 1d4 rounds.</p><p></p><p><strong><em>Blinded</em></strong></p><p>The creature is blinded for 2d4 rounds.</p><p></p><p><em><strong>Slowed</strong></em></p><p>The creature is slowed, as by the <em>slow</em> spell, for 2d4 rounds.</p><p></p><p><strong><em>Weakened</em></strong></p><p>The creature’s Strength score decreases by 2d6 points for 2d4 rounds.</p><p></p><p><em><strong>Confused</strong></em></p><p>The creature is confused, as by the confusion spell, for 1d10 minutes. This is a mind-affecting enchantment effect.</p><p></p><p><em><strong>Paralyzed</strong></em></p><p>The creature is paralyzed and helpless for 1d10 minutes.</p><p></p><p><strong><em>Killed</em></strong></p><p>Living creatures die. Undead creatures are destroyed.</p><p></p><p>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].</p><p></p><p><strong>Factor:</strong> 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.</p><p></p><p>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.</p><p></p><p>**</p><p></p><p>Some massively nerfed version of <em>blasphemy</em> etc. is probably in order. But do we really need to worry about it?</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 3181732, member: 4303"] 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. [B][Dictum][/B] (Esoteric) Evocation [Chaotic, Evil, Good or Lawful][Sonic] [B]Root Spell:[/B] [I]Dictum[/I] etc. [B]Preferred Mitigation:[/B] None [B]Components:[/B] V [B]Casting Time:[/B] 1 standard action [B]Range:[/B] 40 ft. [B]Area:[/B] Creatures in a 40-ft.-radius spread centered on you; see text [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] None or Will negates; see text [B]Spell Resistance:[/B] 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. [B]Factor:[/B] 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. [list][*]A creature with 20 or fewer HD suffers an ill effect based upon the alignment descriptor of the spell: an [evil] spell renders opponents [I]dazed[/I], a spell with any other alignment descriptor leaves them [I]deafened[/I]. [*]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 [I]weakened[/I]; a [good] spell leaves them [I]blinded[/I]; a [chaotic] spell makes them [I]stunned[/I] and a [lawful] spell renders them [I]slowed[/I]. [*]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 [I]confused[/I]; a spell with any other alignment descriptor renders the target [I]paralyzed[/I]. [*]A creature with 10 or fewer HD is [I]killed[/I].[/list] All applicable conditions are cumulative with regard to a particular target: [I][B]Dazed[/B][/I] The creature can take no actions for 1 round, though it defends itself normally. [I][B]Stunned[/B][/I] The creature is stunned for 1 round. [B][I]Deafened[/I][/B] The creature is deafened for 1d4 rounds. [B][I]Blinded[/I][/B] The creature is blinded for 2d4 rounds. [I][B]Slowed[/B][/I] The creature is slowed, as by the [I]slow[/I] spell, for 2d4 rounds. [B][I]Weakened[/I][/B] The creature’s Strength score decreases by 2d6 points for 2d4 rounds. [I][B]Confused[/B][/I] The creature is confused, as by the confusion spell, for 1d10 minutes. This is a mind-affecting enchantment effect. [I][B]Paralyzed[/B][/I] The creature is paralyzed and helpless for 1d10 minutes. [B][I]Killed[/I][/B] 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]. [B]Factor:[/B] 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 [I]blasphemy[/I] etc. is probably in order. But do we really need to worry about it? [/QUOTE]
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