Shadow Archon - Advanced Being Metamorphosis (2/2)

Post/Author/DateTimePost
#1

dirk00001

May 24, 2006 17:43:46
Here's the Epic Metamorphosis chain to go along with the Shadow Archon Epic PrC. As you'll see it's based heavily on the dragon progression (...for obvious reasons), and I did my best to "reverse engineer" the Metamorphosis seed to figure out other values. Seker gave me some basic info on the seed, so I'd like to thank him (as well as the 2 or 3 other people whom I bounced PM's between... ;) ) for helping get me started on this.

Whereas the PrC was relatively easy to make, working out these spells proved...well..."trying" is the best word for it. Especially since I didn't have access to the current write-up for the Metamorphosis seed. So, I'd really, really appreciate everyone's feedback on my DC modifers for these - if you've ever worked with Epic spells and think you've got a pretty good grasp on the system, I'd definitely appreciate the help in fine-tuning these 10 spells.

I've gone ahead and put notes after each of the "To Develop" sections (in italics) - these give my justifications for choosing the DCs that I did. In several cases I used an existing seed but started with a brand-new DC using the "How did we get those DCs?" design-notes box found in the Epic Level Handbook, while in other cases I made generalizations that hopefully the rest of you agree with.
As a side-note, Seker did tell me that with the Metamorphosis seed, a x5 multiplier is used to give something an instantaneous duration (and thus prevent it from being dispelled) - you'll see reference to this on many occasions.

Finally, as I described over in the Shadow Archon PrC thread, this class/progression is extremely plot-driven: a Shadow Archon is, when it really boils down to it, a 3rd-Generation Champion of Rajaat, created by Rajaat in order to destroy his former Champions. As such, there's normally no development time or cost - Rajaat teaches each spell to the archon, imposing a x2 multiplier to the final DC, same as if you learned an Epic spell from a stone tablet; this multiplier is figured into the listed Spellcraft DCs. Since this could easily make the progression unbalanced, high levels of XP expendature are required as mitigating factors for each level - it only ends up being about 1/2 the regular development cost, but still...it's better than nothing. The rest of the balancing factors come from the somewhat unusual mitigating factors I've included - again, plot-driven things that will either fit in nicely with a DM's campaign, or else will cause untold problems.
...and yes, this transformation does bare a striking resemblance to Sadira's Sun Wizard template. Go figure. :P

To all of you who post feedback over the next couple days (during which time I'll be in Vegas...toss me a blackjack, dealer!), thanks in advance.

-Dirk

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This thread only covers the Metamorphosis aspect of the Shadow Archon Advanced Being; the PrC thread can be found at: http://boards1.wizards.com/showthread.php?t=642910
#2

dirk00001

May 24, 2006 17:44:26
Shadow Metamorphosis Spells

Shadow Metamorphosis I

Transmutation
Spellcraft DC: 44
Components: V, S, F
Casting Time: 1 day
Target: Personal
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
To Develop: Not Applicable* (441,000 cp; 9 days; 17,640 XP at DC 49*). Seed: metamorphosis (DC 28), summon (DC 14), transport (DC 33), ward (*). Factors: Change type to native outsider (+50 DC), ageless (+10 DC), immune to sleep/charm/hold (+140 DC), spell taught to caster by Rajaat* (x2 DC). Mitigating Factors: personal target (-2 DC), increase casting time to 1 day (-22 DC), must be cast within the Steeple of Crystals at the Pristine Tower (Ad Hoc; -100 DC), 1d6 backlash (-1 DC), burn 10,000 XP during casting (-100 DC), ritual involving 2 shadow giants and 1 greater shadow giant provided with 44,000 cp worth of obsidian orbs (Ad Hoc; -27 DC).
( Design Notes: Basic summon and transport seeds cover the creation of a conduit between the magical potential of the sun, the archon, and the Black, allowing the imbuement of extra-planar energies within the archon’s physical form and further tying them to the Black. -100 DC for being in the Steeple of Crystals, given the role-playing, plot twists, and adventuring one needs in order to get access that location. Immunity DC is based on ward seed for Charm Monster and Hold Monster with x5 for instantaneous w/ metamorphosis seed. Shadow giant DC is based on the ritual mitigating factor, using their HD as a basis for determining what level spell they “count” as. The obsidian orb value is based on the old Pact of Darkness spell, modified to 1000 cp per point of the final Spellcraft DC)

This spell transforms an arcane caster into the first stage of the Shadow Archon species. The caster’s type becomes outsider (native); he loses all previous types and gains all advantages of the new type, although a creature that was formerly of the humanoid type retains any racial subtype(s) and associated racial traits. The caster no longer can die of old age, and no longer suffers penalties to attributes for aging. Additionally, the caster gains supernatural immunity to sleep, charm and hold spells, powers and effects.

Casting this spell requires the caster to expend his psionic focus and lose 100 power points. If the caster is unable to lose the 88 power points, the spell immediately fails. The spell must be cast within the Steeple of Crystals at the Pristine Tower, with the willing assistance of at least 2 shadow giants and 1 greater shadow giant; under normal circumstances, the shadow giants will demand perfectly smooth obsidian orbs with a total value of 44,000 cp for their services. The ritual begins as the first rays of the sun hit the Crystal Steeple, and ends just before the last light of the evening sunset disappears over the horizon.

Physically, the newly formed shadow archon’s overall shape changes little, its body becoming slightly leaner and losing some weight, but otherwise retaining its former shape. The color of the shadow archon’s skin, however, turns black as obsidian, and its eyes become blue embers that glow in the presence of sunlight. The interior of the archon’s mouth glows with the same blue light of its eyes and wisps of black mist rise from his mouth whenever it speaks.
Example: A 6-foot tall human’s weight may decrease to 150 pounds.

*Spell Development Note: The development time, resource and experience cost are normally irrelevant, as the spell has already been developed by Rajaat, who is assumed to have taught the spell to the caster via a “face to face” meeting at the “edge” of the Hollow. Should an arcane caster decide to develop this spell themselves, use the listed development time and costs and change the Spellcraft DC to 49, removing the x2 multiplier for being taught by Rajaat as well as the -27 DC mitigation factor for the shadow giants, as they will only willingly assist a caster with the shadow metamorphosis spell with the “blessing” of Rajaat himself; at best, an independent caster can hope that he can convince and/or coerce the shadow giants to carry him in to (and out of) the Steeple of Crystals.

Shadow Metamorphosis II
Transmutation
Spellcraft DC: 48
Components: V, S, F
Casting Time: 1 day
Target: Personal
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
To Develop: Not Applicable* (449,000 cp; 9 days; 17,960 XP at DC 51*). Seed: metamorphosis (DC 28), summon (DC 14), transport (DC 33). Factors: +2 Dex (+90 DC), +2 Int (+90 DC), spell taught to caster by Rajaat* (x2 DC). Mitigating Factors: personal target (-2 DC), increase casting time to 1 day (-22 DC), must be cast within the Steeple of Crystals at the Pristine Tower (Ad Hoc; -100 DC), burn 8,000 XP during casting (-80 DC), ritual involving 2 shadow giants and 1 greater shadow giant provided with 48,000 cp worth of obsidian orbs (Ad Hoc; -27 DC).
(Design Notes: Attribute increases the same +DC as that for the dragon metamorphosis)

This spell transforms an arcane caster into the second stage of the Shadow Archon species. At this stage the rudimentary nature of the metamorphosis starts taking root, increasing the archon’s litheness and mental aptitude, granting a +2 enhancement bonus to Dex and Int. This spell may only be cast after the shadow metamorphosis I spell has been cast, the caster must be of the outsider (native) type, and the spell may only be cast using the shadow magic class ability.

Casting this spell requires the caster to expend his psionic focus and lose 106 power points. If the caster is unable to lose the 96 power points, the spell immediately fails. The spell must be cast within the Steeple of Crystals at the Pristine Tower, with the willing assistance of at least 2 shadow giants and 1 greater shadow giant; under normal circumstances, the shadow giants will demand perfectly smooth obsidian orbs with a total value of 48,000 cp for their services. The ritual begins as the first rays of the sun hit the Crystal Steeple, and ends just before the last light of the evening sunset disappears over the horizon.

At this point the archon’s body increases in height but with little change in weight, and its arms and fingers also lengthen, becoming slightly unproportional to the rest of their body. The archon’s neck also thickens and shrinks, bringing its head closer to its shoulders, and its head elongates from the bridge of its nose to the back of its head.
Example: A human’s weight increases to 200 pounds, and their height approaches 7 feet.

*Spell Development Note: The development time, resource and experience cost are normally irrelevant, as the spell has already been developed by Rajaat, who is assumed to have taught the spell to the caster via a “face to face” meeting at the “edge” of the Hollow. Should an arcane caster decide to develop this spell themselves, use the listed development time and costs and change the Spellcraft DC to 51, removing the x2 multiplier for being taught by Rajaat as well as the -27 DC mitigation factor for the shadow giants, as they will only willingly assist a caster with the shadow metamorphosis spell with the “blessing” of Rajaat himself; at best, an independent caster can hope that he can convince and/or coerce the shadow giants to carry him in to (and out of) the Steeple of Crystals.

Shadow Metamorphosis III
Transmutation
Spellcraft DC: 54
Components: V, S, F
Casting Time: 1 day
Target: Personal
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
To Develop: Not Applicable* (486,000 cp; 10 days; 19,440 XP at DC 54*). Seed: metamorphosis (DC 28), summon (DC 14), transport (DC 33). Factors: +2 Wis (+90 DC), +2 Cha (+90 DC), spell taught to caster by Rajaat* (x2 DC). Mitigating Factors: personal target (-2 DC), increase casting time to 1 day (-22 DC), must be cast within the Steeple of Crystals at the Pristine Tower (Ad Hoc; -100 DC), 2d6 Backlash (-2 DC), burn 7,500 XP during casting (-75 DC), ritual involving 2 shadow giants and 1 greater shadow giant provided with 54,000 cp worth of obsidian orbs (Ad Hoc; -27 DC).

This spell transforms an arcane caster into the third stage of the Shadow Archon species. The archon mental capabilities once again increase, giving it a +2 enhancement bonus to Wis and Cha. This spell may only be cast after the shadow metamorphosis II spell has been cast, the caster must be of the outsider (native) type, and the spell may only be cast using the shadow magic class ability.

Casting this spell requires the caster to expend his psionic focus and lose 112 power points. If the caster is unable to lose the 108 power points, the spell immediately fails. The spell must be cast within the Steeple of Crystals at the Pristine Tower, with the willing assistance of at least 2 shadow giants and 1 greater shadow giants; under normal circumstances, the shadow giants will demand perfectly smooth obsidian orbs with a total value of 54,000 cp for their services. The ritual begins as the first rays of the sun hit the Crystal Steeple, and ends just before the last light of the evening sunset disappears over the horizon.

The archon continues to increase in height with little increase in weight. Its neck almost completely disappears, giving the archon the appearance of having a head connected directly to its shoulders. Its arms and fingers also continue to lengthen, and its legs lengthen by half a foot while simultaneously developing a second joint. The back of the archons head also elongates further and its facial features soften, while all but a topknot of hair disappears.
Example: A human’s weight increases to 250 pounds, and its height reaches 7 and a half feet when its double-jointed legs are fully extended; under normal circumstances, however, the archon continues to stand about 7 feet tall.

*Spell Development Note: The development time, resource and experience cost are normally irrelevant, as the spell has already been developed by Rajaat, who is assumed to have taught the spell to the caster via a “face to face” meeting at the “edge” of the Hollow. Should an arcane caster decide to develop this spell themselves, use the listed development time and leave the Spellcraft DC at 54, removing the x2 multiplier for being taught by Rajaat as well as the -27 DC mitigation factor for the shadow giants, as they will only willingly assist a caster with the shadow metamorphosis spell with the “blessing” of Rajaat himself; at best, an independent caster can hope that he can convince and/or coerce the shadow giants to carry him in to (and out of) the Steeple of Crystals.

Shadow Metamorphosis IV
Transmutation
Spellcraft DC: 60
Components: V, S, F
Casting Time: 2 days
Target: Personal
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
To Develop: Not Applicable* (513,000 cp; 11 days; 20,520 XP at DC 57*). Seed: metamorphosis (DC 28), summon (DC 14), transport (DC 33), transport (*). Factors: +2 Int (+90 DC), +2 Dex (+90 DC), 2 slam attacks (+30 DC), lucent healing (+115 DC), Enter the Black (+155 DC), spell taught to caster by Rajaat* (x2 DC). Mitigating Factors: personal target (-2 DC), increase casting time to 2 days (-24 DC), artifact used as a spell focus (Ad hoc; -250 DC), must be cast within the Steeple of Crystals at the Pristine Tower (Ad Hoc; -100 DC), 22d6 backlash (-22 DC), burn 10,000 XP during casting (-100 DC), ritual involving 2 shadow giants and 1 greater shadow giant provided with 60,000 cp worth of obsidian orbs (Ad Hoc; -27 DC).
(Design Notes: lucent healing is based on the Greater Vigor spell from CompDiv, giving it a base +23 DC, x5 for the metamorphosis instantaneous duration. Enter the Black uses the Transport seed w/ x5 multiplier for instantaneous duration (i.e. useable at will). Artifact mitigation DC is based on both the financial value of even a minor artifact as well as the chance of it being destroyed (see below))

This spell transforms an arcane caster into the fourth stage of the Shadow Archon species. The archon’s intelligence and nimbleness once again increase, giving it an additional +2 enhancement bonus to Int and Dex. The archon also gains 2 slam attacks as per the claw attacks of a dragon of the same size. The slam attacks are treated as the archon’s primary weapons, and may be used with the Weapon Finess feat. In addition to its physical transformations, upon attaining the fourth stage of its metamorphosis the archon also gains two supernatural abilities: Lucent Healing and Enter the Black. Lucent Healing provides the archon with Fast Healing 1 while in torchlight and Fast Healing 5 in full sunlight or within the radius of a daylight spell, although they suffer 1d4 damage per round while in total darkness. Enter the Black allows the archon to move back and forth between Athas and the Black at will; doing so is a standard action that does not provoke an attack of opportunity, and which may be blocked by spells, powers or effects that would bar extradimensional movement. To enter the Black the character must be standing in light or shadow (Enter the Black cannot be used in absolute darkness). While in the Black the character may move using their flight speed (if they have one), and can even track their position relative to that on the prime material plane; doing so allows them to translate distance moved in the Black to the same amount on Athas (albeit in any direction). Alternatively, an archon in the Black may choose to move great distances relatively quickly by moving “deeper” into the Black before re-entering the prime material plane; doing so allows the archon to re-enter Athas at any destination they desire, appearing in out of the closest shadow or source of light as if using a teleport spell (with the same chances of arriving at the correct, or incorrect, destination), although they spend 1d100 minutes in transit. This spell may only be cast after the shadow metamorphosis III spell has been cast, the caster must be of the outsider (native) type, and the spell may only be cast using the shadow magic class ability.

Casting this spell requires the caster to expend his psionic focus and lose 120 power points. If the caster is unable to lose the 120 power points, the spell immediately fails. The spell must be cast within the Steeple of Crystals at the Pristine Tower, with the willing assistance of at least 2 shadow giants and 1 greater shadow giants; under normal circumstances, the shadow giants will demand perfectly smooth obsidian orbs with a total value of 54,000 cp for their services. The spell also requires a magical or psionic artifact, which is used as an arcane focus for the spell. Upon completion of the spell, the caster must make a second Spellcraft check versus the Spellcraft DC of the spell; they are not allowed to take 10 on this check. If the Spellcraft check fails, the artifact suffers temporary damage or may even be destroyed, depending on its power and creator; minor artifacts are destroyed, while major artifacts or any artifact created by Rajaat cease to function for 1 month for every point by which the Spellcraft check failed, during which time the item is treated as a mundane, non-magical object in all respects (which, depending on the physical characteristics of the artifact, could in turn result in its destruction). The ritual begins as the first rays of the sun hit the Crystal Steeple, and ends just before the last light of the evening sunset disappears over the horizon the following evening; during the night, the artifact focus acts as a “miniature sun,” lighting up the Steeple and powering the spell through the hours of darkness.

At this stage in the metamorphosis, the archon’s racial origins can hardly be recognized, as its height and overall body shape continue to change. The archon’s back hunches over and its neck disappears, forcing its head to the front of its torso and at the same height as its shoulder blades. Its arms, hands, fingers and legs further elongate, while its torso remains roughly the same size. The archons face flattens dramatically, giving its head an egg-like shape with only the barest hint of ears, a nose, or brow ridge. The archon becomes completely hairless at this stage.
Example: A human’s weight increases to 350 pounds, and its height reaches 8 feet when standing fully upright; under normal circumstances, however, the archon stands around 7 and a half feet tall.

*Spell Development Note: The development time, resource and experience cost are normally irrelevant, as the spell has already been developed by Rajaat, who is assumed to have taught the spell to the caster via a “face to face” meeting at the “edge” of the Hollow. Should an arcane caster decide to develop this spell themselves, use the listed development time and reduce the Spellcraft DC to 57, removing the x2 multiplier for being taught by Rajaat as well as the -27 DC mitigation factor for the shadow giants, as they will only willingly assist a caster with the shadow metamorphosis spell with the “blessing” of Rajaat himself; at best, an independent caster can hope that he can convince and/or coerce the shadow giants to carry him in to (and out of) the Steeple of Crystals.

Shadow Metamorphosis V
Transmutation
Spellcraft DC: 64
Components: V, S, F
Casting Time: 2 days
Target: Personal
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
To Develop: Not Applicable* (774,000 cp; 16 days; 30,960 XP at DC 86*). Seed: metamorphosis (DC 28), summon (DC 14), transport (DC 33), fortify (*). Factors: Size increase 1 category (+95 DC), gains damage reduction 10/adamantine and magic (+390 DC), gains improved grab special attack (+30 DC), spell taught to caster by Rajaat* (x2 DC). Mitigating Factors: personal target (-2 DC), increase casting time to 2 days (-24 DC), artifact used as a spell focus (Ad hoc; -250 DC), must be cast within the Steeple of Crystals at the Pristine Tower (Ad Hoc; -100 DC), 28d6 backlash (-28 DC), burn 10,000 XP during casting (-100 DC), ritual involving 4 shadow giants and 2 greater shadow giants provided with 128,000 cp worth of obsidian orbs (Ad Hoc; -54 DC).
(Design Notes: Adamantine DR calculated as 10/+3, doubled shadow giant participant numbers and obsidian orb cost for 2x the DC modifier)

This spell transforms an arcane caster into the fifth stage of the Shadow Archon species. The archon gains supernatural damage reduction 10/adamantine and magic and its size increases by 1 category, gaining all the inherent features thereof. (If it increases from Medium to Large for instance, it would gain +8 Str, -2 Dex, +4 Con, +2 natural armor, and -1 on attack/AC.). The archon also gains the improved grab special attack with its slam attacks as an extraordinary ability. This spell may only be cast after the shadow metamorphosis IV spell has been cast, the caster must be of the outsider (native) type, and the spell may only be cast using the shadow magic class ability.

Casting this spell requires the caster to expend his psionic focus and lose 126 power points. If the caster is unable to lose the 128 power points, the spell immediately fails. The spell must be cast within the Steeple of Crystals at the Pristine Tower, with the willing assistance of at least 4 shadow giants and 2 greater shadow giants; under normal circumstances, the shadow giants will demand perfectly smooth obsidian orbs with a total value of 128,000 cp for their services. The spell also requires a magical or psionic artifact, which is used as an arcane focus for the spell. Upon completion of the spell, the caster must make a second Spellcraft check versus the Spellcraft DC of the spell; they are not allowed to take 10 on this check. If the Spellcraft check fails, the artifact suffers temporary damage or may even be destroyed, depending on its power and creator; minor artifacts are destroyed, while major artifacts or any artifact created by Rajaat cease to function for 1 month for every point by which the Spellcraft check failed, during which time the item is treated as a mundane, non-magical object in all respects (which, depending on the physical characteristics of the artifact, could in turn result in its destruction). The artifact focus may be the same one used for the shadow metamorphosis IV spell, although using the same artifact imposes a -5 penalty to the Spellcraft check to determine if it is destroyed or becomes inactive. The ritual begins as the first rays of the sun hit the Crystal Steeple, and ends just before the last light of the evening sunset disappears over the horizon the following evening; during the night, the artifact focus acts as a “miniature sun,” lighting up the Steeple and powering the spell through the hours of darkness.

The archon’s physical form continues to change, following the preceding pattern of increased height and lengthening of the limbs. The archons hands and fingers are now nearly as long as its forearm, although just as dexterous (if not more so) than a commonly proportioned hand would be. The back of the archon’s head fuses with the skin between its shoulder blades and its face becomes completely smooth save for slight recesses for its ember-like eyes and a slit of a mouth. The head also extends forward somewhat, creating a smooth curve from the creature’s back over its shoulders, which also allows the archon to move its head from side-to-side in a snake-like fashion.
Example: A human’s weight increases to 500 pounds, and its height reaches 9 feet when standing fully upright; under normal circumstances, however, the archon stands around 8 feet tall.

*Spell Development Note: The development time, resource and experience cost are normally irrelevant, as the spell has already been developed by Rajaat, who is assumed to have taught the spell to the caster via a “face to face” meeting at the “edge” of the Hollow. Should an arcane caster decide to develop this spell themselves, use the listed development time and increase the Spellcraft DC to 86, removing the x2 multiplier for being taught by Rajaat as well as the -54 DC mitigation factor for the shadow giants, as they will only willingly assist a caster with the shadow metamorphosis spell with the “blessing” of Rajaat himself; on the positive side, the archon can enter the Steeple of Crystals without the help of a shadow giant by using his Enter the Black ability.

Shadow Metamorphosis VI

Transmutation
Spellcraft DC: 68
Components: V, S, F
Casting Time: 2 days
Target: Personal
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
To Develop: Not Applicable*. Seed: metamorphosis (DC 28), summon (DC 14), transport (DC 33), Transform (*), Transport (*). Factors: Turn incorporeal at will (+155 DC), drawing the dark (+435 DC), spell taught to caster by Rajaat* (x2 DC). Mitigating Factors: personal target (-2 DC), increase casting time to 2 days (-24 DC), artifact used as a spell focus (Ad hoc; -250 DC), must be cast within the Steeple of Crystals at the Pristine Tower (Ad Hoc; -100 DC), 22d6 backlash (-22 DC), burn 10,000 XP during casting (-100 DC), ritual involving 6 shadow giants and 3 greater shadow giants provided with 204,000 cp worth of obsidian orbs (Ad Hoc; -81 DC), greater shadow giant must willingly sacrifice himself during the casting (Ad Hoc; -50 DC).
(Design Notes: Turn incorporeal DC based on the transform seed w/ x5 multiplier, drawing the dark uses transport seed with a +50 DC modifier for no saving throw allowed – the equivalent of a +25 save DC, justified indirectly by various epic seeds that seem to indicate a “+25” modifier to something is considered “maximum”. Increase to shadow giant count/cost as per previous spells. The shadow giant sacrifice is a totally made up number to give me the Spellcraft DC I want. ;) )

This spell transforms an arcane caster into the sixth stage of the Shadow Archon species. The archon gains the supernatural ability to turn into an incorporeal shadow at will, mimicking the Ghostform spell (except for the visual fluff change as well as the potentially unlimited duration). The archon also gains the supernatural ability to take creatures with him to the Black, known as Drawing the Dark. A shadow archon that begins his turn grappling an opponent may pull the creature into the Black by making a successful grapple check; exposure to the Black deals 3d10 cold damage each round, eventually killing a creature not immune to cold. This spell may only be cast after the shadow metamorphosis V spell has been cast, the caster must be of the outsider (native) type, and the spell may only be cast using the shadow magic class ability.

Casting this spell requires the caster to expend his psionic focus and lose 132 power points. If the caster is unable to lose the 136 power points, the spell immediately fails. The spell must be cast within the Steeple of Crystals at the Pristine Tower, with the willing assistance of at least 6 shadow giants and 3 greater shadow giants; under normal circumstances, the shadow giants will demand perfectly smooth obsidian orbs with a total value of 204,000 cp for their services. The spell also requires a magical or psionic artifact, which is used as an arcane focus for the spell. Upon completion of the spell, the caster must make a second Spellcraft check versus the Spellcraft DC of the spell; they are not allowed to take 10 on this check. If the Spellcraft check fails, the artifact suffers temporary damage or may even be destroyed, depending on its power and creator; minor artifacts are destroyed, while major artifacts or any artifact created by Rajaat cease to function for 1 month for every point by which the Spellcraft check failed, during which time the item is treated as a mundane, non-magical object in all respects (which, depending on the physical characteristics of the artifact, could in turn result in its destruction). The artifact focus may be the same one used for the shadow metamorphosis IV and/or V spell, although using the same artifact imposes a -5 penalty to the Spellcraft check for each previous use to determine if it is destroyed or becomes inactive. In order for the archon to gain their new supernatural abilities, a greater shadow giant must willingly sacrifice themselves to the archon, imbuing the archon’s body with their life energy and furthering the archon’s bond to the Black. The ritual begins as the first rays of the sun hit the Crystal Steeple, and ends just before the last light of the evening sunset disappears over the horizon the following evening; during the night, the artifact focus acts as a “miniature sun,” lighting up the Steeple and powering the spell through the hours of darkness.

The changes made at this point bend the archon’s mind, compelling them with an almost obsessive desire to complete their transformation. Archons, regardless of their alignment, will find it easy to justify any actions they must take to continue the metamorphosis, likely sliding towards evil (if not already so) as they continue their metamorphosis.

Following the completion of this spell, the archon’s body appears to become a 3-dimensional shadow, having no definition and moving in an unnatural, fluid-like way. Despite the appearance of insubstantiality, however, the archon remains a solid, physical mass. With its new shadow-like qualities the archon’s precise physical characteristics are difficult to discern, although they appear roughly as they did in their previous metamorphic stage.
Example: A human’s weight increases to 750 pounds and its height reaches 10 to 11 feet tall; it is difficult to determine the true height of a sixth stage shadow archon.

*Spell Development Note: The development time, resource and experience cost are normally irrelevant, as the spell has already been developed by Rajaat, who is assumed to have taught the spell to the caster via a “face to face” meeting at the “edge” of the Hollow. Due to the required self-sacrifice of a greater shadow giant, this spell cannot be cast in its described form by a caster who has not been personally chosen by Rajaat; barring extremely unlikely circumstances, there is no reason a shadow giant would assist an “independent” caster in attaining this level of power.

Shadow Metamorphosis VII

Transmutation
Spellcraft DC: 72
Components: V, S, F
Casting Time: 3 days
Target: Personal
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
To Develop: Not Applicable*. Seed: metamorphosis (DC 28), summon (DC 14), transport (DC 33), Fortify (*), Transport (*). Factors: Breath weapon (+215 DC), immunity to electricity (+325 DC), spell taught to caster by Rajaat* (x2 DC). Mitigating Factors: personal target (-2 DC), increase casting time to 3 days (-26 DC), preparation time 1 month (-1 DC), personally kills a creature of 15+HD and capable of casting 7th level templar spells within 1 hour before casting spell (Ad Hoc; -200 DC), sacrifice 500 HD of living creatures capable of casting templar spells (-50 DC), must be cast within the Steeple of Crystals at the Pristine Tower (Ad Hoc; -100 DC), 26d6 backlash (-26 DC), burn 9,000 XP during casting (-90 DC), a hollow obsidian sphere costing no less than 2,500,000 cp (-25 DC), 3 additional casters, contributing a 7th level spell each (-39 DC).
(Design Notes: Breath weapon deals little regular damage, so I gave it a +30 DC as with other natural attacks. The transport effect tied to it gives it the additional DC modifier. Immunity DC based on my previously mentioned “25 is maxed out” assumption, using the fortify seed at x5 to make it an extraordinary ability. Templar death DC based on the stage X dragon metamorphosis mitigating factor, although it is relatively higher given how specific the target is. Same goes for the sacrifice DC – it’s double the normal DC modifier as given by the metamorphosis seed. Obsidian sphere DC based on structure DCs)

This spell transforms an arcane caster into the seventh stage of the Shadow Archon species. The archon gains extraordinary immunity to electricity as well as the supernatural use of its breath weapon. The breath weapon is a 20’ cone of black mist that deals 3d10 points of cold damage (no save). Any creature caught within the cone must also make a Will save (DC equals 10 + ½ Archon’s HD + Cha bonus) or else be transported to the Black, where they will take 3d10 points of cold damage each round thereafter. Creatures immune to cold damage must still save against the planar transport effect, although creatures that are unable to move extra-dimensionally (such as those subject to a Dimension Anchor spell) are immune to this effect. The breath weapon may be used once every 4 rounds as a standard action. This spell may only be cast after the shadow metamorphosis VI spell has been cast, the caster must be of the outsider (native) type, and the spell may only be cast using the shadow magic class ability.

Casting this spell requires the caster to expend his psionic focus and lose 140 power points. If the caster is unable to lose the 144 power points, the spell immediately fails. The spell must be cast within the Steeple of Crystals at the Pristine Tower, with the sacrificial templars encased within a large, hollow obsidian sphere designed specifically for the seventh, eighth and ninth shadow metamorphosis spells and costing no less than 2,500,000 cp (2,500 gp); as the spell is cast, the life force of the templars is channeled through the obsidian and into the caster, slowly killing them over the course of the spell’s casting time. The killing of a high-level templar at the hands of the caster, representing the archon’s desire to destroy the power structure of the sorcerer-monarchs, must take place within 1 hour of the casting of the spell (and preferably immediately before the spell is cast, in the presence of the soon-to-be sacrificial templars). 3 additional casters are needed to perform the ritual, both to insure that the sacrificial templars do not escape, interrupt the spell or (worse-case scenario) figure out a way to contact their sorcerer-monarch, as well as to add additional spell energy to the metamorphosis. The ritual begins as the first rays of the sun hit the Crystal Steeple, and ends just before the last light of the evening sunset disappears over the horizon 3 days later.

The changes made at this point bend the archon’s mind, compelling them with an almost obsessive desire to complete their transformation. Archons, regardless of their alignment, will find it easy to justify any actions they must take to continue the metamorphosis, likely sliding towards evil (if not already so) as they continue their metamorphosis.

The archon’s form becomes taller and even more amorphous, its features becoming even less discernable than before. Although the archon’s shape continues to look more and more like that of a shadow giant, it’s long, lanky arms and legs, as well as its corporeal existence, make it easily distinguishable from its extra-planar relatives.
Example: A human’s weight increases to 900 pounds and its height reaches 12 feet.

*Spell Development Note: The development time, resource and experience cost are normally irrelevant, as the spell has already been developed by Rajaat, who is assumed to have taught the spell to the caster via a “face to face” meeting at the “edge” of the Hollow. At this stage in the metamorphosis, there is really no way to continue without the assistance of the First Sorcerer.

Shadow Metamorphosis VIII

Transmutation
Spellcraft DC: 76
Components: V, S, F
Casting Time: 5 days
Target: Personal
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
To Develop: Not Applicable*. Seed: metamorphosis (DC 28), summon (DC 14), transport (DC 33), Fortify (*). Factors: Size increase 1 category (+95 DC),+2 Dex (+90 DC), immunity to fire (+325 DC), spell taught to caster by Rajaat* (x2 DC). Mitigating Factors: personal target (-2 DC), increase casting time to 5 days (-30 DC), preparation time 2 months (-2 DC), personally kills a creature of 15+HD and capable of casting 7th level templar spells within 1 hour before casting spell (Ad Hoc; -200 DC), sacrifice 500 HD of living creatures capable of casting templar spells (-50 DC), must be cast within the Steeple of Crystals at the Pristine Tower (Ad Hoc; -100 DC), 18d6 backlash (-18 DC), burn 8,000 XP during casting (-75 DC), a hollow obsidian sphere costing no less than 2,500,000 cp (-25 DC), 3 additional casters, contributing a 8th level spell each (-45 DC).
(Design Notes: Nothing new to comment on)

This spell transforms an arcane caster into the eighth stage of the Shadow Archon species. The archon gains extraordinary immunity to fire, +2 Dex, and its size increases by 1 category, gaining all the inherent features thereof. (If it increases from Medium to Large for instance, it would gain +8 Str, -2 Dex, +4 Con, +2 natural armor, and -1 on attack/AC. This spell may only be cast after the shadow metamorphosis VII spell has been cast, the caster must be of the outsider (native) type, and the spell may only be cast using the shadow magic class ability.

Casting this spell requires the caster to expend his psionic focus and lose 146 power points. If the caster is unable to lose the 152 power points, the spell immediately fails. The spell must be cast within the Steeple of Crystals at the Pristine Tower, with the sacrificial templars encased within a large, hollow obsidian sphere designed specifically for the seventh, eighth and ninth shadow metamorphosis spells and costing no less than 2,500,000 cp (2,500 gp); as the spell is cast, the life force of the templars is channeled through the obsidian and into the caster, slowly killing them over the course of the spell’s casting time. The killing of a high-level templar at the hands of the caster, representing the archon’s desire to destroy the power structure of the sorcerer-monarchs, must take place within 1 hour of the casting of the spell (and preferably immediately before the spell is cast, in the presence of the soon-to-be sacrificial templars). 3 additional casters are needed to perform the ritual, both to insure that the sacrificial templars do not escape, interrupt the spell or (worse-case scenario) figure out a way to contact their sorcerer-monarch, as well as to add additional spell energy to the metamorphosis. The ritual begins as the first rays of the sun hit the Crystal Steeple, and ends just before the last light of the evening sunset disappears over the horizon 5 days later.

The changes made at this point bend the archon’s mind, compelling them with an almost obsessive desire to complete their transformation. Archons, regardless of their alignment, will find it easy to justify any actions they must take to continue the metamorphosis, likely sliding towards evil (if not already so) as they continue their metamorphosis.

The archon’s form becomes continues to grow, and its features – beyond the glowing eyes and mouth, and general body shape – are nearly impossible to determine. Although the archon’s shape continues to look more and more like that of a shadow giant, it’s long, lanky arms and legs, as well as its corporeal existence, make it easily distinguishable from its extra-planar relatives.
Example: A human’s weight increases to 1300 pounds and its height reaches 14 feet.

*Spell Development Note: The development time, resource and experience cost are normally irrelevant, as the spell has already been developed by Rajaat, who is assumed to have taught the spell to the caster via a “face to face” meeting at the “edge” of the Hollow. At this stage in the metamorphosis, there is really no way to continue without the assistance of the First Sorcerer.

Shadow Metamorphosis IX

Transmutation
Spellcraft DC: 80
Components: V, S, F
Casting Time: 8 days
Target: Personal
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
To Develop: Not Applicable*. Seed: metamorphosis (DC 28), summon (DC 14), transport (DC 33), Reflect (*), Ward (*). Factors: Weapon damage (+270 DC), immunity to mind-affecting (+325 DC), spell taught to caster by Rajaat* (x2 DC). Mitigating Factors: personal target (-2 DC), increase casting time to 8 days (-36 DC), preparation time 3 months (-3 DC), personally kills a creature of 15+HD and capable of casting 7th level templar spells within 1 hour before casting spell (Ad Hoc; -200 DC), sacrifice 800 HD of living creatures capable of casting templar spells (-80 DC), must be cast within the Steeple of Crystals at the Pristine Tower (Ad Hoc; -100 DC), 35d6 backlash (-35 DC), burn 10,000 XP during casting (-100 DC), a hollow obsidian sphere costing no less than 2,500,000 cp (-25 DC), 3 additional casters, contributing an 9th level spell each (-51 DC).
(Design Notes: Weapon damage is based on the Reflect seed, applying to both melee and ranged weapons, and with the x5 metamorphosis mod. Immunity to mind-affecting is based on Ward vs. spells through 10th level (so as to include Epic spells), but with a /4 reduction to reflect the fact that the ward only protects against a subset of spells rather than all spells, and of course with the x5 modifier…I like the fact that the DC ended up being the same as the immunity to energy types DC despite being based on separate seeds)

This spell transforms an arcane caster into the ninth stage of the Shadow Archon species. The archon gains supernatural immunity to mind-affecting spells, powers and effects (this ability may be raised or lowered as a standard action), and any weapons striking the archon that do not bypass its damage reduction suffer the same amount of damage as was stopped (hardness applies). For instance, if a weapon strikes the archon and does 8 points of damage that does not bypass the archon’s DR, then the archon takes no damage (as the DR absorbs it all) while the weapon takes 8 points. If the weapon were to deal a total of 20 damage, however, the archon would take 10 damage (as expected) while the weapon would take 10 points (as a 9th stage archon has DR 10). This spell may only be cast after the shadow metamorphosis VIII spell has been cast, the caster must be of the outsider (native) type, and the spell may only be cast using the shadow magic class ability.

Casting this spell requires the caster to expend his psionic focus and lose 152 power points. If the caster is unable to lose the 160 power points, the spell immediately fails. The spell must be cast within the Steeple of Crystals at the Pristine Tower, with the sacrificial templars encased within a large, hollow obsidian sphere designed specifically for the seventh, eighth and ninth shadow metamorphosis spells and costing no less than 2,500,000 cp (2,500 gp); as the spell is cast, the life force of the templars is channeled through the obsidian and into the caster, slowly killing them over the course of the spell’s casting time. The killing of a high-level templar at the hands of the caster, representing the archon’s desire to destroy the power structure of the sorcerer-monarchs, must take place within 1 hour of the casting of the spell (and preferably immediately before the spell is cast, in the presence of the soon-to-be sacrificial templars). 3 additional casters are needed to perform the ritual, both to insure that the sacrificial templars do not escape, interrupt the spell or (worse-case scenario) figure out a way to contact their sorcerer-monarch, as well as to add additional spell energy to the metamorphosis. The ritual begins as the first rays of the sun hit the Crystal Steeple, and ends just before the last light of the evening sunset disappears over the horizon 8 days later.

The changes made at this point bend the archon’s mind, compelling them with an almost obsessive desire to complete their transformation. Archons, regardless of their alignment, will find it easy to justify any actions they must take to continue the metamorphosis, likely sliding towards evil (if not already so) as they continue their metamorphosis. With a single metamorphosis left, the shadow archon will find it difficult to concentrate on anything but attaining the final stage of the transformation.

The archon’s body, although still solid, looks almost identical to that of a (three-dimensional) shadow giant; take away the legs and there would be little to differentiate the two. When standing in shadows, only the most knowledgeable of sages would be able to tell the two apart.
Example: A human’s weight increases to 1800 pounds and its height reaches 16 feet.

*Spell Development Note: The development time, resource and experience cost are normally irrelevant, as the spell has already been developed by Rajaat, who is assumed to have taught the spell to the caster via a “face to face” meeting at the “edge” of the Hollow. At this stage in the metamorphosis, there is really no way to continue without the assistance of the First Sorcerer.

Shadow Metamorphosis X
Transmutation
Spellcraft DC: 82
Components: V, S, F
Casting Time: 1 standard action
Target: Personal
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
To Develop: Not Applicable*. Seed: metamorphosis (DC 28), summon (DC 14), transport (DC 33), Fortify (*). Factors: +2 Int (+90 DC), damage reduction 15/adamantine and epic (+255 DC), 1-action casting time (+20 DC), spell taught to caster by Rajaat* (x2 DC). Mitigating Factors: personal target (-2 DC), 26d6 backlash (-26 DC), burn 2,500 XP during casting (-25 DC), destroy or capture the soul of a Champion of Rajaat within 1 minute before casting spell (Ad Hoc; -350 DC).
(Design Notes: DR uses 15/+10 for the epic DR, 15/+3 for the adamantine, but then has the previous DR subtracted from it and the end total x5.)

This spell transforms an arcane caster into the final stage of the Shadow Archon species. At this point the archon gains its final boost to its abilities. The archon’s damage reduction becomes to 15/adamantine and epic, and it gains a final +2 additional enhancement bonus to Int. As a creature tied as much to Athas as to the Black, the shadow archon now co-exists in both simultaneously; while on the material plane, they can see and interact with creatures and objects in the Black as easily as they can with those on the prime material. This spell may only be cast after the shadow metamorphosis IX spell has been cast, the caster must be of the outsider (native) type, and the spell may only be cast using the shadow magic class ability.

Casting this spell requires the caster to expend his psionic focus and lose 160 power points. If the caster is unable to lose the 164 power points, the spell immediately fails. The spell must be cast within 1 minute of the absolute “neutralization” of a (former) Champion of Rajaat – the archon must be able to prevent the Champion from being resurrected or otherwise restored to life, such as by trapping their soul with the Soul Bind spell, destroying them with a Sphere of Annihilation, trapping the Champion deep within the Black via an Epic spell or similar power, etc.

At this, the final stage of the metamorphosis, the archon leaves the humanoid form completely behind in favor of that of a pure shadow archon. Once completely transformed, only their natural corporeality and sometimes-visible legs differentiate them from a true shadow giant.
Example: A human’s weight increases to 2000 pounds and its height reaches 20 feet.

*Spell Development Note: The development time, resource and experience cost are normally irrelevant, as the spell has already been developed by Rajaat, who is assumed to have taught the spell to the caster via a “face to face” meeting at the “edge” of the Hollow. At this stage in the metamorphosis, there is really no way to continue without the assistance of the First Sorcerer.
#3

dirk00001

May 24, 2006 17:45:10
Revision History:
* 5/24/06 - Initial post.
* 6/1/06 - Added transport and summon seeds following input from Seker, increased the Pristine Tower mitigation factor to -100 DC to offset the seed DC increase so I didn't have to change as much (and because, really, that tower is powerful enough that I could put it down as worth -1000 DC and still probably have room to spare), and modified some backlash and XP mitigation factors to balance out any remaining points. "Design Notes" from Metamorphosis I has also been changed to reflect these changes.
* 7/26/06 - Seker mentioned that the power point cost was equal to 2x the final spell DC, so adjusted the spell descriptions accordingly.
#4

dregonflyus

May 25, 2006 21:02:23
I really like all the work you put into this. Im kinda in the same boat having to make a sun/advanced being.

Do you have a reference picture of this Shadow Archon?
#5

terminus_vortexa

May 27, 2006 13:27:48
I'm pretty sure they look just like a Shadow Giant. Look in Dregoth Ascending, chapter III, there's a picture.
#6

travis_ui

May 27, 2006 16:29:38
I only skimmed this although I have the same basic problem with this spell as I did with the dragon metamorphosis, which is that I still don't understand why the ability bonuses that are being granted are being called enhancement bonuses rather than racial bonuses. For everything that a character would have to go through in order to achieve the ability to attempt these high level metamorphosis spells it just seems like a slap in the face that all of the bonuses you get for changing (other than size bonuses) won't stack with the epic magical items you could now potentially make to increase your stats. Plus all of the stat changes are a result of changing into a different, more advanced creature. I just don't get how these are not racial bonuses.
#7

cnahumck

May 28, 2006 9:50:33
you might want to take a look at the Shadow Dragon PrC that I developed. It should be in the archieved thread. Not to say that this isn't a great idea, but you may want to look at it. personally, i think that people should go the route of dragon for anything but a straight preserver. to my mind, while the PrC could work, a template might be better than a ten stage progression. It seems to be a bit of forced symetry. besides that, i like the idea, and it's your game, do what you like with it.
#8

dirk00001

May 28, 2006 23:46:37
Do you have a reference picture of this Shadow Archon?

Basically what Terminus said, although slightly different (primarily in that they are corporeal by default, and thus have legs and no natural flight speed). In shadow(ghost)form they look almost identical to shadow giants.
Theoretically I'll draw up what each stage looks like, in a layout like the Avangion and Dragon pics in Dragon Kings, but I've got so much on my plate at the moment that it'll be some time in the making (if ever).

I only skimmed this although I have the same basic problem with this spell as I did with the dragon metamorphosis, which is that I still don't understand why the ability bonuses that are being granted are being called enhancement bonuses rather than racial bonuses.

This was done simply to keep it in line with the dragon metamorphosis spells - Seker & the other athas.org Epic guys have put a lot of work into balancing out the metamorphosis process, and since I'm doing my best to do the same (...part of the reason I posted it here; was hoping for input from the Epic Bureau), there's no reason for me to change it. I think part of the reason is to balance out the fact that you're not spending 5,000 XP+ for each point, as would be appropriate if it were an inherent bonus, and additionally to help reduce the overall total score someone can have (since you can't stack, say, a Headband of Intellect on top of the metamorphosis bonus).

you might want to take a look at the Shadow Dragon PrC that I developed. It should be in the archieved thread. Not to say that this isn't a great idea, but you may want to look at it. personally, i think that people should go the route of dragon for anything but a straight preserver. to my mind, while the PrC could work, a template might be better than a ten stage progression. It seems to be a bit of forced symetry. besides that, i like the idea, and it's your game, do what you like with it.

Your Shadow Dragon PrC was one of the things I looked at before I started this, and although I liked the idea, since this PrC/Metamorphosis was basically designed to fit both my particular DS campaign as well as a specific PC, that option didn't work. You did spark my imagination, however - if, between this metamorphosis progression and the accompanying PrC, I've inadvertently stolen one of your ideas, it was because it got sucked into my subconsciousness and came out as what I thought was an original thought. ;) So yes, I did read it, and it definitely helped me come up with ideas for this.

I agree on the "forced symmetry" part...but that's intended, as I'm of the opinion that Rajaat had as much to do with the dragon metamorphosis as Dregoth or anyone else did, if not more, and so the Shadow Archon is basically a "refinement" of that process, albeit with a completely different end-result. Still, the 10-stage progression feels right to me, at least in this case.

---

So, does anyone have any comments in regards to the ad hoc (or other) factors/mitigating factors I've included? Should the Pristine Tower mitigation be higher, maybe? A different DC mod per-HD for templars? Etc.
#9

seker

May 30, 2006 1:47:01
It is a very interesting write up, sorry I have not responded more but my typing has been really limmited since I broke my arm.

I still say these spells go outside what the metamorphosis seed is designed for though. The entire purpose of the seed is for augmented mutation of living creatures, it was NEVER intended to allow the infusing of extraplanar energies into a target to change them. It uses life energy to change the creature along natural lines (if almost cancerous ones in case of dragons) and that is all... which is why up to this point in the write up of the seed it specifically excludes changing type into outsider. The seed was designed mainly for the arcane transformations (and possibly monster creation by wizards) that was all... it was never intended to tap into extraplanar energies like the black or elemental power.

As I said in the emails, conjure or summon seed would be needed for the kind of infusion of planar energies you are looking at, by the standard view of the Black. And metamorphosis seed actually is the antithesis of this kind of change.

Now however if you see those who weild the black as actually drawing energy from the sun like Sadira did, and it is their link to the Black (which is a void and not a type of energy) which gives them the strench to draw from a so distant source, that is another issue entirely and a combination of either contact or conjure (reversed) combined with metamorphosis seeds would work to create the hole within the character (or strengthen it) ... note this means the chill touch and other black touched abilities are actually based on the draining of life energy/matter to have their effects...

just a thought for you.
#10

dirk00001

May 30, 2006 10:31:35
Ugh, sorry about your arm man - I've (luckily) never broken any bones (well...not that I've gone to the doctor about, at least), but I've twisted myself up pretty bad and torn ligaments before so I can sympathize.

I figured that outsider(native) worked as, given discussions about the Avangion, that seemed to be a likely candidate for that transformation. I'd forgotten about using Conjure/Summon for the extra-planar aspect, however...I'll have to look at them and possibly revise this by including them, in combination with metamorphosis, to account for the permanent/instantaneous physical (and supernatural) changes. As with every Epic spell the designer needs to get creative with combining seeds to get the result he wants, and although I acknowledge that metamorphosis is just supposed to work on the physical form, physical changes still make up a big part of these spells and so to exclude that seed, to me, is a worse solution than to include it and modify it by using other seeds.

You bring up an interesting point regarding the Black as a source of energy...I was going off the idea that, as opposed to it being a void (which is what the Hollow is), it is instead the "anti-material" plane so to speak, sorta like the concept of matter vs. antimatter. The fact that shadow descriptor spells are partially "real" backs that idea, IMO, as does the fact that shadow giants can exist in the Black where there's obviously no sunlight (if their strength actually came from the sun as opposed to that plane, they'd take damage there just as they would in total darkness...and if they're connected to the plane itself without the input from the sun, I'd imagine there's some innate source of energy from the plane...*shrug*). Even the Shadow Wizard PrC lists the Black as being a source of energy...another reason why I was going with that concept.

In the end I guess that's sort of the root of this - I'm arguing that the Black is an actual source of energy, and so using Summon in conjunction with Metamorphosis would probably be the best seed to use; Conjure is specifically to create material items, while Summon specifically targets outsiders. Another option would be to use Transport + Summon to create a "two way conduit" of sorts to the Black...Summon to bring the energy (whatever it may be) to you while Transport sends it back (creating the connection in the opposite direction), which would also solve the problem of whether or not the Black is a source of energy, is simply a conduit for the use of the energy of the sun, or a combination of both - Transport + Summon could, to an extent, mimick the idea of the "elemental wormholes" that allow clerics to draw their power.

I like that last idea...think I'll toy around with it and see how it works out. Also gives you (Seker and others) something else to think about, and give me feedback on. ;)

edit: changed the last 2 paragraphs; after reading the Conjure/Summon seeds I no longer liked the idea of using Conjure and also came up with the above-mentioned "new" idea
#11

dirk00001

Jun 01, 2006 16:53:59
Okay, I updated the spells with the Transport and Summon seeds, at their base costs, to reflect the stuff that Seker mentioned and I responded too. I realize that changes are all going to be lost with the update, but I'm tracking that externally so if anyone has any further suggestions (or you plain don't like my solution, Seker...;)) let me know.