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<blockquote data-quote="Cheiromancer" data-source="post: 3201577" data-attributes="member: 141"><p><em>Globe of Invulnerability</em> is a weird one. My formula for mass effects would price a 10-ft. radius emanation as a +6. But I am not accounting for the fact that it doesn't affect spells that predate the creation of the <em>globe</em>. This is probably a +0 toggle; it allows previously cast buffs to be preserved, which benefits the caster as much as it hurts him. If the toggle were set to affect all lower level spells then it should probably affect continuous magic items and supernatural abilities too.</p><p></p><p>The lack of mobility seems to be a serious disadvantage. Most "mobile" spells have a mechanism to keep them in one spot; you can cast a <em>silence</em> on an object or creature if you want it to be mobile, or you can cast it on a point of space if you don't. I don't know if mobility should be the default, in which case a <em>globe</em> includes a hefty penalty, or if mobility is a bonus factor. </p><p></p><p>One thing I had considered was a linear scaling of spell levels:</p><p></p><p>Cantrip: 2</p><p>1st: 4</p><p>2nd: 6</p><p>3rd: 8</p><p>4th: 10</p><p>5th: 12 </p><p></p><p>etc. It would mean that a <em>lesser globe of invulnerability</em> would block cantrips to 3rd level spells at a cost of 20 SP; incorporate 6 SP as an area factor and you'd have a 4th level spell. Add 4th level spells for 10 SP and you have 36 SP; exactly a 6th level spell. Unfortunately this makes blocking everything up to 9th level spells a very expensive proposition: 116 SP in kernelese, or 80 SP in seed form. Which seems ridiculously expensive.</p><p></p><p>But if the difference between blocking 3rd and 4th level spells is the difference between a 4th level spell and a 6th level spell, then it is hard to arrange it so that a high powered globe *isn't* unreasonably expensive. </p><p></p><p>8 SP per spell level might work (cantrips require 4 SP); count the lack of mobility as a -6 mitigation and the kernelese value for the lesser globe comes out as 28; a strong 4th. The greater globe would be 36; exactly a 6th level spell. 9th level spells would be 76 in kernelese, or 40 SP. Still expensive, but you'd be shutting down 20th level spellcasters, so maybe it shouldn't be much cheaper. And if there's a feat that helps out such things you could protect your castle against non-epic magic. Or a high level Matt with lots of Heightening.</p><p></p><p>Ironically, an <em>antimagic shell</em> seems to be like an improved globe; it blocks all levels of spells, shuts down magic items and supernatural abilities, blocks line of effect, and is mobile. But unlike the <em>globe</em> there are no gaps in its coverage that a spellcaster can take advantage of. Maybe it is the gaps that make a globe effect so expensive.</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 3201577, member: 141"] [i]Globe of Invulnerability[/i] is a weird one. My formula for mass effects would price a 10-ft. radius emanation as a +6. But I am not accounting for the fact that it doesn't affect spells that predate the creation of the [i]globe[/i]. This is probably a +0 toggle; it allows previously cast buffs to be preserved, which benefits the caster as much as it hurts him. If the toggle were set to affect all lower level spells then it should probably affect continuous magic items and supernatural abilities too. The lack of mobility seems to be a serious disadvantage. Most "mobile" spells have a mechanism to keep them in one spot; you can cast a [i]silence[/i] on an object or creature if you want it to be mobile, or you can cast it on a point of space if you don't. I don't know if mobility should be the default, in which case a [i]globe[/i] includes a hefty penalty, or if mobility is a bonus factor. One thing I had considered was a linear scaling of spell levels: Cantrip: 2 1st: 4 2nd: 6 3rd: 8 4th: 10 5th: 12 etc. It would mean that a [i]lesser globe of invulnerability[/i] would block cantrips to 3rd level spells at a cost of 20 SP; incorporate 6 SP as an area factor and you'd have a 4th level spell. Add 4th level spells for 10 SP and you have 36 SP; exactly a 6th level spell. Unfortunately this makes blocking everything up to 9th level spells a very expensive proposition: 116 SP in kernelese, or 80 SP in seed form. Which seems ridiculously expensive. But if the difference between blocking 3rd and 4th level spells is the difference between a 4th level spell and a 6th level spell, then it is hard to arrange it so that a high powered globe *isn't* unreasonably expensive. 8 SP per spell level might work (cantrips require 4 SP); count the lack of mobility as a -6 mitigation and the kernelese value for the lesser globe comes out as 28; a strong 4th. The greater globe would be 36; exactly a 6th level spell. 9th level spells would be 76 in kernelese, or 40 SP. Still expensive, but you'd be shutting down 20th level spellcasters, so maybe it shouldn't be much cheaper. And if there's a feat that helps out such things you could protect your castle against non-epic magic. Or a high level Matt with lots of Heightening. Ironically, an [i]antimagic shell[/i] seems to be like an improved globe; it blocks all levels of spells, shuts down magic items and supernatural abilities, blocks line of effect, and is mobile. But unlike the [i]globe[/i] there are no gaps in its coverage that a spellcaster can take advantage of. Maybe it is the gaps that make a globe effect so expensive. [/QUOTE]
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