Pyremius
2016-01-25, 12:37 AM
I'm not quite sure I'm understanding how Base Abilities and Talents interact with each other for spellcrafting. Is this correct? Specifically, is the Base Sphere ability Cure necessary, or would Revitalize modify the Aegis directly (I suspect not, since Reviatlize modifies healing, and the Aegis provides none). I know this isn't a particularly useful spell - Fast Healing 1 isn't going to keep a wizard alive in a fight and ~1/2 your spell points at level 4 is too high to be a good idea, but I've been trying to figure out where Spellcrafting would be beneficial (Tacking Dragon Transformation onto an Aegis sounded good, until I remembered that duration drops to 10 minutes per level, which is frequently no more useful then the native 1 minute per level I can get for 1 SP).
Base Sphere Ability: Aegis (1 hour / level, 1 SP, Standard Action)
Additional Base Talent: Armored Magic (+3 Armor AC)
Additional Sphere Ability: Cure (1 SP, +2 Complexity)
Additional Talent: Revitalize (1 minute / level, Fast Healing 1) (+1 Complexity)
Additional Talent: Greater Healing (+1 Complexity)
Total Complexity: 4 (+2 SP, 2 time increases)
Cost: 4 SP
Casting Time: 1 Round
Duration: 1 hour / level
Research:
3 days (3 talents)?
DC: 25 (5 x (2 Spheres + 3 Talents))
Spell effect:
The recipient of this spell gains a +3 Armor bonus to their AC (+1 per 5 levels of the caster), and Fast Healing 2 for one hour per level of the caster.
{Edit} re-counted the number of talents correctly.
This is something I stumbled up rather late at night, mostly because somewhere I realized I was looking at a spell that could (potentially) heal 4800 hit points at 4th level. The reality is, it doesn't seem all that practical right now - a Wizard probably won't get enough healing to be worthwhile, and nobody else wants an Armor bonus of 3 - I'd probably swap to the default Deflection Aegis to drop the cost to 3 SP, and wait until 5th level, to give a usable +2 bonus to the fighter (upping the Fast Healing to a maximum of 6000 hit points).
It actually looks like the healing is better done as a scroll: (Life Sphere (1) + Revitalize (1) + Greater Healing (1) + increase to 10 min/lvl (2) + increase to 1 hr/lvl (2)) * Caster 4 * 12.5gp = 350gp for Fast Healing 2 which lasts 4 hours. (75gp will get Fast Healing 1 for 1 hour - read before bed to gain 600HP while sleeping.)
Base Sphere Ability: Aegis (1 hour / level, 1 SP, Standard Action)
Additional Base Talent: Armored Magic (+3 Armor AC)
Additional Sphere Ability: Cure (1 SP, +2 Complexity)
Additional Talent: Revitalize (1 minute / level, Fast Healing 1) (+1 Complexity)
Additional Talent: Greater Healing (+1 Complexity)
Total Complexity: 4 (+2 SP, 2 time increases)
Cost: 4 SP
Casting Time: 1 Round
Duration: 1 hour / level
Research:
3 days (3 talents)?
DC: 25 (5 x (2 Spheres + 3 Talents))
Spell effect:
The recipient of this spell gains a +3 Armor bonus to their AC (+1 per 5 levels of the caster), and Fast Healing 2 for one hour per level of the caster.
{Edit} re-counted the number of talents correctly.
This is something I stumbled up rather late at night, mostly because somewhere I realized I was looking at a spell that could (potentially) heal 4800 hit points at 4th level. The reality is, it doesn't seem all that practical right now - a Wizard probably won't get enough healing to be worthwhile, and nobody else wants an Armor bonus of 3 - I'd probably swap to the default Deflection Aegis to drop the cost to 3 SP, and wait until 5th level, to give a usable +2 bonus to the fighter (upping the Fast Healing to a maximum of 6000 hit points).
It actually looks like the healing is better done as a scroll: (Life Sphere (1) + Revitalize (1) + Greater Healing (1) + increase to 10 min/lvl (2) + increase to 1 hr/lvl (2)) * Caster 4 * 12.5gp = 350gp for Fast Healing 2 which lasts 4 hours. (75gp will get Fast Healing 1 for 1 hour - read before bed to gain 600HP while sleeping.)