Cheiromancer
Adventurer
Lest it get lost in the big thread, here is that delightful feat you composed:
Check the Feats thread for King Solomon's Seal.
[sblock]King Solomon's Seal [Epic]
You can coerce fiendish nobility into service.
Prerequisites: Epic Spellcasting, Epic Spell Focus (Conjuration), Knowledge (arcana) 33 ranks, Knowledge (the planes) 33 ranks, Spellcraft 33 ranks, able to cast greater planar binding as an arcane spell.
Benefits: When you develop a spell incorporating the [call] and [compel] seeds which is aimed specifically at calling and exacting service from fiendish nobility (such as demon princes or dukes of hell), you do not have to pay the usual cost associated with calling unique entities. Furthermore, the target creature makes any saving throw or spell resistance check against a spell developed this way with a -10 penalty.
[edit] We don't seem to be using a factor for unique entities anymore. But we are giving a bonus to spells that call a specific individual; perhaps this feat could reduce the USP of such a spell by 10. And [call] includes an element of service (for 200 minutes, at least), so the spell probably doesn't need to include the [compel] seed.[/sblock]
And speaking of cool feats, let's not forget this one (which can apply to various seeds, but especially to these ones):
Seed Spasm [Epic]
You specialize in the rapid deployment of powerful, short-lived epic magic effects.
Prerequisites: Epic Spellcasting, Quicken Spell
Benefits: Any spell which you develop as a swift-action 1-round spell from a seed with a base duration of 200 minutes or more gains +30 additional special free factors. These free factors do not count against the development costs of the spell, but their function must be allocated during spell development: only factors specific to the seed (such as an increase to an ability score from the [fortify] seed, or an increase in the CR of a creature subject to the [summon] seed), not generic factors (such as increasing range or a spell's Save DC) can benefit from these free factors.
[edit] I know we said 1 round, but I think it'd be good if the spell could be extended a few times (at +2SP per extension). Some battles might only take a round to fight, but most will take at least 2 or 3. So the base duration would be reduced (via mitigation) down to 1 round, but could be extended thereafter.
Check the Feats thread for King Solomon's Seal.
[sblock]King Solomon's Seal [Epic]
You can coerce fiendish nobility into service.
Prerequisites: Epic Spellcasting, Epic Spell Focus (Conjuration), Knowledge (arcana) 33 ranks, Knowledge (the planes) 33 ranks, Spellcraft 33 ranks, able to cast greater planar binding as an arcane spell.
Benefits: When you develop a spell incorporating the [call] and [compel] seeds which is aimed specifically at calling and exacting service from fiendish nobility (such as demon princes or dukes of hell), you do not have to pay the usual cost associated with calling unique entities. Furthermore, the target creature makes any saving throw or spell resistance check against a spell developed this way with a -10 penalty.
[edit] We don't seem to be using a factor for unique entities anymore. But we are giving a bonus to spells that call a specific individual; perhaps this feat could reduce the USP of such a spell by 10. And [call] includes an element of service (for 200 minutes, at least), so the spell probably doesn't need to include the [compel] seed.[/sblock]
And speaking of cool feats, let's not forget this one (which can apply to various seeds, but especially to these ones):
Seed Spasm [Epic]
You specialize in the rapid deployment of powerful, short-lived epic magic effects.
Prerequisites: Epic Spellcasting, Quicken Spell
Benefits: Any spell which you develop as a swift-action 1-round spell from a seed with a base duration of 200 minutes or more gains +30 additional special free factors. These free factors do not count against the development costs of the spell, but their function must be allocated during spell development: only factors specific to the seed (such as an increase to an ability score from the [fortify] seed, or an increase in the CR of a creature subject to the [summon] seed), not generic factors (such as increasing range or a spell's Save DC) can benefit from these free factors.
[edit] I know we said 1 round, but I think it'd be good if the spell could be extended a few times (at +2SP per extension). Some battles might only take a round to fight, but most will take at least 2 or 3. So the base duration would be reduced (via mitigation) down to 1 round, but could be extended thereafter.
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