rounser said:
Perhaps they should have known better than to try an open-ended design model for powerful magic in the first place.
It doesn't take a game design theory guru to realise that any such system which has pretensions exceeding a minimal level of open-ended complexity and power leaves the barn door wide open to abuse. But hey, hindsight's 20:20...
There's bad...and then there's bad. The Sovereign Stone magic system has something roughly similar for creating spells, for example. However, it uses a formula of (target * duration) + (area * range). This formula is much more robust due to the relationship that multiplication adds. Sure, it can be abused, but nowhere near the Epic Level spell seed stuff. When I saw the Epic Level spell seed guidelines I was, frankly, shocked that they would print such crap. You'd get much better results just winging the DC and costs entirely.