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[Polymorph], [Word] and [Aura]
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<blockquote data-quote="Sepulchrave II" data-source="post: 3182421" data-attributes="member: 4303"><p>Re: Polymorph</p><p></p><p>The original text of the polymorph subschool description (found <a href="http://www.wizards.com/default.asp?x=dnd/ex/20060501a&page=5" target="_blank">here</a>) marks plants and incorporeal creatures for special consideration.</p><p></p><p>I think it's just a case of me mindlessly cut & pasting. The original (ELH) <em>transform</em> 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.</p><p></p><p></p><p></p><p>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 <em>shapechange</em> extended to CR 25 creatures (at present it extends to 25HD creatures). This would place <em>shapechange</em> 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.</p><p></p><p>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.</p><p></p><p>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 <em>transmute rock to mud</em> and <em>flesh to stone</em> need some kind of vehicle, though: a <em>mass petrification</em> epic spell would be nice. Do you have any suggestions about what to do with these spells?</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 3182421, member: 4303"] Re: Polymorph The original text of the polymorph subschool description (found [URL=http://www.wizards.com/default.asp?x=dnd/ex/20060501a&page=5]here[/URL]) marks plants and incorporeal creatures for special consideration. I think it's just a case of me mindlessly cut & pasting. The original (ELH) [I]transform[/I] 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. 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 [I]shapechange[/I] extended to CR 25 creatures (at present it extends to 25HD creatures). This would place [I]shapechange[/I] 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 [I]transmute rock to mud[/I] and [I]flesh to stone[/I] need some kind of vehicle, though: a [I]mass petrification[/I] epic spell would be nice. Do you have any suggestions about what to do with these spells? [/QUOTE]
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