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<blockquote data-quote="Primitive Screwhead" data-source="post: 4026232" data-attributes="member: 20805"><p>I handle the Knock spell in one of two ways.. </p><p>> infuse a skill booster</p><p>> Summon a 'helper'</p><p></p><p>THe first is pretty straightforward, the second took me some time to figure out <a href="http://www.enworld.org/showthread.php?t=166471" target="_blank">Justin Coopers Shadow Constructs</a> was the result. Basically I costed out adding NPC levels to the constructs <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>This would allow my character to summon a 'rogue' construct with a decent skill list, and even Infuse him for better capability if needed.</p><p></p><p> Unfortunately the game this was made for kinda splintered shortly after I developed this, so it hasn't seen real playtesting.</p><p></p><p>That being said, my campaign has EoM and core spells side by side. I don't see why a pure port of a core spell could be done as a EoM signature spell with a cost of level+1*2 MPs...</p><p>I would require them to be signature spells simply to make it easier to track.</p><p></p><p>My preference would be to challenge the player to come up with an EoM variant. Some of the most entertaining threads here consisted of 4 to 5 ideas of how to make a given effect <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 4026232, member: 20805"] I handle the Knock spell in one of two ways.. > infuse a skill booster > Summon a 'helper' THe first is pretty straightforward, the second took me some time to figure out [url=http://www.enworld.org/showthread.php?t=166471]Justin Coopers Shadow Constructs[/url] was the result. Basically I costed out adding NPC levels to the constructs :) This would allow my character to summon a 'rogue' construct with a decent skill list, and even Infuse him for better capability if needed. Unfortunately the game this was made for kinda splintered shortly after I developed this, so it hasn't seen real playtesting. That being said, my campaign has EoM and core spells side by side. I don't see why a pure port of a core spell could be done as a EoM signature spell with a cost of level+1*2 MPs... I would require them to be signature spells simply to make it easier to track. My preference would be to challenge the player to come up with an EoM variant. Some of the most entertaining threads here consisted of 4 to 5 ideas of how to make a given effect :) [/QUOTE]
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