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<  Dungeons and Dragons  ~  EPIC spell Workshop
BJ
PostPosted: Sat May 12, 2007 2:02 am  Reply with quote
He Who Founds Wyrmlings


Joined: 04 Dec 2006
Posts: 3997
Location: Sa sikmura ng Bakunawa

This thread, although initially dedicated to my Chalice campaign, will deal with discussions regarding EPIC spells that players/DMs create for epic games. Uncooked ideas go here, and members of this board may feel free to suggest... The other thread, Confirmed EPIC spells, will be reserved that are already approved to see play.

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BJ
PostPosted: Mon May 14, 2007 7:16 pm  Reply with quote
He Who Founds Wyrmlings


Joined: 04 Dec 2006
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HOUSE RULE: taken from Epic SRD Revision (Discussion Thread) of the official Wizards message boards. Originally posted by Bluemage55. These seeds will take precedence over the SRD for the chalice campaign.

SEED:AFFLICT
Enchantment (Compulsion) [Fear, Mind-Affecting]
Spellcraft DC: 14
Components: V, S
Casting Time: 1 minute
Range: 300 ft.
Target: One living creature
Duration: 20 minutes
Saving Throw: Will negates
Spell Resistance: Yes
Afflicts the target with a –2 morale penalty on attack rolls, checks, and saving throws. For each additional –1 penalty assessed on either the target’s attack rolls, checks, or saving throws, increase the Spellcraft DC by +2. A character may also develop a spell with this seed that afflicts the target with a –1 penalty on caster level checks, a –1 penalty to an ability score, a –1 penalty to spell resistance, or a –1 penalty to some other aspect of the target. For each additional –1 penalty assessed in one of the above categories, increase the Spell-craft DC by +4. This seed can afflict a character’s ability scores to the point where they reach 0, except for Constitution where 1 is the minimum. If a factor is applied to increase the duration of this seed, ability score penalties instead become temporary ability damage. If a factor is applied to make the duration permanent, any ability score penalties become permanent ability drain. Finally, by increasing the Spellcraft DC by +2, one of the target’s senses can be afflicted: sight, smell, hearing, taste, touch, or a special sense the target possesses. If the target fails its saving throw, the sense selected doesn’t function for the spell’s duration, with all attendant penalties that apply for losing the specified sense.

SEED: HARM
Necromancy
Spellcraft DC: 25
Components: V, S, DF
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half; see text
Spell Resistance: Yes
Spells developed with the harm seed charges a subject with negative energy that deals 150 points of damage. For each additional +10 hit points of damage dealt, increase the Spellcraft DC by +2. If the creature successfully saves, harm deals half this amount, but it cannot reduce the target’s hit points to less than 1.
Alternatively, a living target that fails its Fortitude saving throw could gain four negative levels for the next 8 hours. For each additional negative level bestowed, increase the Spellcraft DC by +4, and for each extra hour the negative levels persist, increase the Spellcraft DC by +2. If the subject has at least as many negative levels as Hit Dice, it dies. If the subject survives and the negative levels persist for 24 hours or longer, the subject must make another Fortitude saving throw, or the negative levels are converted to actual level loss.
If used on an undead creature, the harm seed acts like the heal seed, curing as much hit point damage as it would normally deal to a non-undead.

SEED: HEAL
Conjuration (Healing)
Spellcraft DC: 25
Components: V, S, DF
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Yes (harmless; see text)
Spell Resistance: Yes (harmless)
Spells developed with the heal seed channel positive energy into a creature to wipe away injury and afflictions. Such a spell immediately ends all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. It dispels all magical effects penalizing the character’s abilities, including effects caused by spells, even epic spells developed with the afflict seed. It also cures 150 hit points of damage. For each additional +10 hit points of damage cured, increase the Spellcraft DC by +2. Only a single application of the spell is needed to simultaneously achieve all these effects. This seed does not restore levels or Constitution points lost due to death.
To restore permanently drained ability score points, increase the Spellcraft DC by +6.
To dispel all negative levels afflicting the target, increase the Spellcraft DC by +2. This reverses level drains by a force or creature. The drained levels are restored only if the creature lost the levels within the last 20 weeks. For each additional week since the levels were drained, increase the Spellcraft DC by +2.
If used against undead, the heal seed acts like the harm seed, dealing as much hit point damage as it would normally cure a non-undead.

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BJ
PostPosted: Thu May 17, 2007 7:54 pm  Reply with quote
He Who Founds Wyrmlings


Joined: 04 Dec 2006
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Location: Sa sikmura ng Bakunawa

More House Rules:

Replace the Epic Spell Descriptions section with the following:
EPIC SPELL DESCRIPTIONS
Each epic spell description follows the same format used for 0- to 9th-level spells. There are two additional entries for epic spells: Spellcraft DC and To Develop.
Spellcraft DC: This is the DC of the Spellcraft check required to cast the epic spell. When casting an epic spell, the character gains a +5 bonus on his or her Spellcraft check if the base seed of the epic spell is from the character’s arcane school specialty or primary psionic discipline. The character takes a –15 penalty if the epic spell seed is from his or her prohibited arcane school.

Add the following mitigating factor to Table: Epic Spell Mitigating Factors:
2,500 gp Expensive Material Component (max 25,000 gp) - Spellcraft DC Modifier -1

Replace the Table: Epic Spell Mitigating Factors Note with the following:
Note: Mitigating factors are always applied after all epic spell factors (see above) are accounted for in the development of an epic spell. The Spellcraft DC cannot be reduce below the sum of all seeds used in the spell.

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BJ
PostPosted: Tue May 22, 2007 12:09 am  Reply with quote
He Who Founds Wyrmlings


Joined: 04 Dec 2006
Posts: 3997
Location: Sa sikmura ng Bakunawa

This thread is gathering cobwebs... Sad

Maybe i should start.
All right. You guys remember Vrahn's Putrefaction spell? Here's a reprint of what it does:

Taken from Dragon of October 2002 (dunno the exact issue #)

Putrefaction
Necromancy (Evil)
Level: Corrupt 9
Casting time: 1 round
Range: Touch
Target: One living creature
Duration: See text
Saving throw: None
Spell Resistance: Yes
Corruption Cost:1d6 Con damage

This powerful spell causes the victim to begin aging rapidly. Each round, the victim's age category increases by one: from adulthood to middle age, from middle age to old age, old age to venerable age, and from venerable age to death. While this rapid aging persists, the victim is wracked with pain and is stunned. As soon as the victim's age goes beyond venerable, his body dies and the accelerated aging stops. This spell has no effect on Dragons or other creatures that do not age in the standard fashion.

When the victim dies, his body immediately animates as a zombie under the control of the caster. Additionally, the victim's soul transforms into a ghost (MM template) that cannot move more than 30 feet from the caster. The caster of the spell can control the ghost and zombie as if she had used negative energy to command undead, although minions created by this spell do not count against the total undead that the caster has the ability to command undead by channeling negative energy. The caster can control a number of ghosts created by this spell eual to her charisma bonus, with a minimum of one. Additional ghosts created by this spell are free-willed but are favorably disposed toward the caster.

The effects of this spell are extremely difficult to reverse. As long as the aging is still in process, a dispel evil followed by a succesful break enchantment spell halts the aging. a second break enchantment spell can then restore the victim's proper age. Temporal stasis stops the advance of the spell, but it continues on it's course if the stasis is lifted. Once the body dies, only a carefully worded Wish or miracle can reverse the effects.


**********

I want to upgrade this 3.0 spell to an epic spell. Instead of an MM ghost, I want to use the Ghost template given to me by the Goderator (will you be so kind as to provide a link to that site Xtian? Tnx...) Obviously, I think a double application of the Animate Dead Seed will suffice, one for the Zombie and one for the Ghost. The curse itself doesn't look like slay... Probably the afflict seed? Or even, as a stretch... The fortify seed? Hmmm...

Ideas?
[/b]

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gold saint
PostPosted: Thu May 24, 2007 9:42 pm  Reply with quote
Juvenile Dragon


Joined: 13 Jan 2007
Posts: 43
Location: Imperium of Man - Holy Terra

Do I post blueprints for epic spells I'm planning to make here or in the chalice thread?
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BJ
PostPosted: Sat May 26, 2007 6:24 pm  Reply with quote
He Who Founds Wyrmlings


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Here sir.

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Xtian
PostPosted: Sat May 26, 2007 9:02 pm  Reply with quote
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A modification of an existing epic spell.

Esoteric Aegis
Abjuration
Spellcraft DC: 62
Components: V, S
Casting Time: 10 minute
Range: Personal
Effect: 10-ft. radius emanation
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
To Develop: 558,000 gp, 12 days, 22320 XP.
Seeds: ward (DC 14), transform (DC 21).
Factors: gain +8 bonus on DC to avoid being dispelled (ad hoc +16),
make spell effect tenacious (as per the feat) (ad hoc +10),
end dispel checks that fail to dispel this spell automatically (ad hoc +4),
ward against mage’s disjunction (+16),
ward against antimagic field (+10).

Mitigating factors:
change range from touch to personal(-2),
casting time increased to ten minutes (-20),
abstinence component (-5),
caster has words of creation (-2)

The caster calls upon the very fabric of Good and Magic to fashion a ward to protect his own working of the Word from those that would tear it down. A shimmering, dusky globe surrounds the caster, intercepting any attempts to end his spells by means of dispel magic, or similar spells and epic spells, and providing a +8 bonus on the DC against which the dispel attempt must succeed. Any dispel attempt which succeeds can then proceed as normal, but esoteric aegis works as if under the effects of the Tenacious Magic feat, and thus cannot be dispelled, only suppressed for 1d4 rounds. Dispel attempts that fail are not entitled to checks against lesser spells within the area of effect (this differs from the usual procedure of area dispel magic attempts). Furthermore, mage’s disjunction and antimagic field is warded against in its entirety.

The caster is also warded from antimagic field. Antimagic field cast outside of the globe fails to enter it, leaving the caster unaffected. If the caster himself casts the antimagic field, the globe still wards the caster from the effects of antimagic field.

The caster must not be suffering from ability damage, ability drain, or energy drain at the time of casting, including the effects of sanctified or corrupt spells.

___________
I still need to reduce spellcraft dc by about 6 points. XP burn and backlash is not an option. I don't want rituals as much as possible. ^__^
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BJ
PostPosted: Sat May 26, 2007 10:01 pm  Reply with quote
He Who Founds Wyrmlings


Joined: 04 Dec 2006
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Quote:
A shimmering, dusky globe surrounds the caster, intercepting any attempts to end his spells by means of dispel magic, or similar spells and epic spells, and providing a +8 bonus on the DC against which the dispel attempt must succeed.


Clarification: I think it means:
A shimmering, dusky globe surrounds the caster, intercepting any attempts to end his spells by means of dispel magic or similar spells (including epic spells). Anyone attempting to dispel the caster's spells must 1st attempt to dispel Esoteric Aegis, and the DC to dispel it increases by 8.

Did i hit the potato right, Xtian? Razz

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Xtian
PostPosted: Sat May 26, 2007 10:10 pm  Reply with quote
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BJ wrote:
Quote:
A shimmering, dusky globe surrounds the caster, intercepting any attempts to end his spells by means of dispel magic, or similar spells and epic spells, and providing a +8 bonus on the DC against which the dispel attempt must succeed.


Clarification: I think it means:
A shimmering, dusky globe surrounds the caster, intercepting any attempts to end his spells by means of dispel magic or similar spells (including epic spells). Anyone attempting to dispel the caster's spells must 1st attempt to dispel Esoteric Aegis, and the DC to dispel it increases by 8.

Did i hit the potato right, Xtian? Razz


Yup Yup Yup! You get a cookie!
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BJ
PostPosted: Sat May 26, 2007 10:17 pm  Reply with quote
He Who Founds Wyrmlings


Joined: 04 Dec 2006
Posts: 3997
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*munch* *munch*

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Xtian
PostPosted: Tue May 29, 2007 1:10 am  Reply with quote
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Does Putrefaction have verbal/somatic components?


Last edited by Xtian on Tue May 29, 2007 1:58 am; edited 1 time in total
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gold saint
PostPosted: Tue May 29, 2007 1:39 am  Reply with quote
Juvenile Dragon


Joined: 13 Jan 2007
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Location: Imperium of Man - Holy Terra

Here are blueprints for epic spells my character in the epic game plans to design. Any suggestions would be appreciated. Note that I'm trying to keep these spells to a reasonable Spellcraft DC both money-wise & character-lvl wise.

Aurora Execution
Evocation(Cold)
- Spellcraft DC: 40
- Components: V,S
- Casting Time: 1 action
- Range: 150 ft
- Area: Bolt (10ft x 150ft)
- Duration: Instantaneous
- Saving Throw: Reflex hlaf
- Spell Resistance: Yes
- To Develop: 360000gp, 8 days, 14400xp
- Seeds: Energy(DC 19 + 16)
- Factors: 1 action casting time(+20 DC)
Saving throw DC + 4(+8 DC)
Piercing Cold(+2 DC)
Increase damage die by 1 step(+10 DC)
- Mitigating Factors: Burn 2500xp(-25 DC)
10d6 Backlash(-10 DC)
- Effect: Bolt of cold energy reaching up to temperature of Absolute Zero shoots from the caster's fists, dealing 18d8 pts
of cold damage unless all in the bolt's path make a successful reflex save.
- User: Gold Relic Knight of Ocanthus

Tears of Ocanthus
Necromancy
- Spellcraft DC: 30
- Components: None
- Casting Time: 1 swift action
- Range: Touch
- Target: 1 living creature
- Duration: Instantaneous
- Saving Throw: Fortitude half
- Spell Resistance: Yes
- To Develop: 270000gp, 6 days, 10800xp
- Seeds: Slay(DC 25 +20)
- Factors: Quickened Spell(+28 DC)
Seed w/in specialist school(-5 DC)
No verbal component(+2 DC)
No somatic component(+2 DC)
Saving throw DC +5 (+10 DC)
- Mitigating Factors: Burn 5200xp(-52 DC)
- Effect: Black, oily water leaks from the caster's palms. The caster can bestow 7d4 negative levels on a target living
creature (Fortitude save half).
- user: Gold Relic Knight of Ocanthus

7th Sense
Transmutation
- Spellcraft DC: 23
- Components: V,S
- Casting Time: 10 minutes
- Range: Touch
- Target: Personal
- Duration: 80 hours
- To Develop: 207000gp, 5 days, 8280xp
- Seeds: Fortify(DC 17 + 22)
- Factors: Increase duration by 300%(+6 DC)
Change from target to personal(-2 DC)
- Mitigating Factors: Increase casting time to 10 minutes(-20 DC)
- Effect: Caster concentrates. For the duration of the spell, the caster gains +12 enhancement bonus to his INT.
- User/s: Gold Relic Knights able to cast epic spells


Last edited by gold saint on Tue May 29, 2007 2:57 pm; edited 5 times in total
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gold saint
PostPosted: Tue May 29, 2007 1:41 am  Reply with quote
Juvenile Dragon


Joined: 13 Jan 2007
Posts: 43
Location: Imperium of Man - Holy Terra

Here's another epic spell I designed, though I can't use it for my current character(flavor-wise). It's for a wizard5/warblade1/knight phantom10/abjurant champion5 epic character concept that's been floating in my head recently.

Excalibur
Transmutation
- Spellcraft DC: 40
- Components: S
- Casting Time: 1 action
- Range: 150ft
- Area: Bolt (10 x 150ft)
- Duration: Instantaneous
- Saving Throw: Fortitude half
- Spell Resistance: Yes
- To Develop: 360000gp, 8 days, 14400xp
- Seeds: Destroy(DC 29)
- Factors: 1 action casting time(+20 DC)
No verbal component(+2 DC)
Change from target to area(+10 DC)
- Change area to bolt(+2 DC)
- Mitigating Factors: Burn 1800xp during casting(-18 DC)
Decrease damage die by 1 step(-5 DC)
- Effect: Caster waves one of his arms in a chopping motion, causing an invisible wave of destructive impulse dealing 20d4 pts of
damage to creatures and objects in the area. If the target is reduced to -10 hitpoints (0 hitpoints for objects, constructs
and undead), it is utterly destroyed as if disintegrated. This spell can destroy even magical matter, energy
effects & force effects that are normally only affected by the Disintegrate spell, such as Bigby's Forceful Hand,
Wall of Force, Globe of Invulnerability & Antimagic Field. Epic spells using the Ward seed may also be destroyed
with an opposed caster lvl check vs the other spellcaster.
- user: Gold Relic Knight of Djinn


Last edited by gold saint on Tue May 29, 2007 3:10 pm; edited 4 times in total
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Xtian
PostPosted: Tue May 29, 2007 1:54 am  Reply with quote
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Quote:
Aurora Execution
Evocation(Cold)
- Spellcraft DC: 31
- Components: V,S
- Casting Time: 1 action
- Range: 150 ft
- Area: Bolt (10ft x 150ft)
- Duration: Instantaneous
- Saving Throw: Reflex hlaf
- Spell Resistance: Yes
- To Develop: 279000gp, 6 days, 11160xp
- Seeds: Energy(DC 19 + 16)
- Factors: 1 action casting time(+20 DC)
Saving throw DC + 8(+16 DC)
Piercing Cold(+2 DC)
Increase damage die by 1 step(+10 DC)
- Mitigating Factors: Burn 5200xp(-52 DC)
- Effect: Bolt of cold energy reaching up to temperature of Absolute Zero shoots from the caster's fists, dealing 18d8 pts
of cold damage unless all in the bolt's path make a successful reflex save.
- User: Gold Relic Knight of Ocanthus


Expensive foci can mitigate spells, as ad hoc.
Burning 5200 xp per casting? Ouch. Having backlash damage if the duration is instantantaneous hurts less.

Quote:
Tears of Ocanthus
Necromancy
- Spellcraft DC: 30
- Components: None
- Casting Time: 1 swift action
- Range: Touch
- Target: 1 living creature
- Duration: Instantaneous
- Saving Throw: Fortitude half
- Spell Resistance: Yes
- To Develop: 270000gp, 6 days, 10800xp
- Seeds: Slay(DC 25 +20)
- Factors: Quickened Spell(+28 DC)
Seed w/in specialist school(-5 DC)
No verbal component(+2 DC)
No somatic component(+2 DC)
+5 caster lvl to beat magic resistance(+10 DC)
- Mitigating Factors: Burn 5200xp(-52 DC)
- Effect: Black, oily water leaks from the caster's palms. The caster can bestow 7d4 negative levels on a target living
creature (Fortitude save half).
- user: Gold Relic Knight of Ocanthus


XP cost as mitigating factor. Ouch. I think it is too big.

Quote:
7th Sense
Transmutation
- Spellcraft DC: 39
- Components: V,S
- Casting Time: 1 minute
- Range: Touch
- Target: Personal
- Duration: 40 hours
- To Develop: 351000gp, 8 days, 14040xp
- Seeds: Fortify(DC 17 + 22)
- Factors: Increase duration by 100%(+2 DC)
Change from target to personal(-2 DC)
- Effect: Caster concentrates. For the duration of the spell, the caster gains +12 enhancement bonus to his INT.
- User/s: Gold Relic Knights able to cast epic spells

Hmmm... Okey. Ability boosters are common in epic. You can increase the casting time to 10 minutes to reduce the cost of the spell.

Do you have epic level handbook? CHeck out page 303 for more ice-related spells. ^__^
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gold saint
PostPosted: Tue May 29, 2007 2:03 am  Reply with quote
Juvenile Dragon


Joined: 13 Jan 2007
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Location: Imperium of Man - Holy Terra

Gold saints didn't have foci when they used their epic-looking spell-like abilities. Good point on the backlash damage though, I have the hitpoints to spare.

The expensive xp cost in Tears of Ocanthus is due to a plot element of my character's relic armor since the spell IS drawing power from the Black Ice of Ocanthus that is rumored to be frozen water from the River Styx.

Pretty obvious were I got the ideas for my characters & epic spell names in Pharagos.
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Xtian
PostPosted: Tue May 29, 2007 2:06 am  Reply with quote
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But burning 5000+xp at our level? Few castings of those and you pretty much denied yourself a level up. NOt counting the xp for development.

The xp cost is too high for our level.

On excalibur, why not create a spell that will last for few rounds but still does same damage? Very Happy
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gold saint
PostPosted: Tue May 29, 2007 9:09 am  Reply with quote
Juvenile Dragon


Joined: 13 Jan 2007
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Location: Imperium of Man - Holy Terra

"Athena granted the legendary sword Excalibur only to a Saint who proved his worthiness on the battlefield, and his undying loyalty towards the Goddess Athena - the epitome of what a true worthy warrior should be. The sword Excalibur was endowed with an amazing cutting power, that enabled the user of the sword to cut through anything either direct or indirect strike. This attack would be the mark of the proudest warrior under a rank of Saint, an honor which belonged to the Gold Saint of Capricorn Shura."

This is where I based the spell Excalibur. Basically, Shura's arms & legs can create shockwaves(resembling bolts in DnD terms of area-of-effect) that can tear thru anything, even other relic armors. Got any suggestions to how to simulate this in DnD?

Here's the inspiration for the epic frost mage that i'm using, epic spells & all: http://en.wikipedia.org/wiki/Aquarius_Camus
The Ocanthus reference I thought of that myself
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gold saint
PostPosted: Tue May 29, 2007 2:53 pm  Reply with quote
Juvenile Dragon


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I've been thinking...

What if the 1st epic spell I develop is 7th Sense. It's an ability booster w/ no painful mitigating factors (cast it the moment the adventure starts) & it boosts DC of all my spells. I could use this epic spell to help in making & casting later epic spells w/ higher Spellcraft DCs. This could also help me reduce the xp mitigating factor in Aurora Execution & other epic spells. Tears of Ocanthus' expensive xp cost stays that way due to plot importance (my caster's hands are literally wet w/ water from the River Styx & xp drain is the best I could think of to simulate slight memory drain. Besides the number 52 is very familiar to fans of DC Comics)

Is it possible to use the factor "Increase damage die by 1 step(+10 DC)" on a spell using the negative lvl variant of the slay seed?
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Xtian
PostPosted: Tue May 29, 2007 3:31 pm  Reply with quote
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gold saint wrote:
I've been thinking...

What if the 1st epic spell I develop is 7th Sense. It's an ability booster w/ no painful mitigating factors (cast it the moment the adventure starts) & it boosts DC of all my spells. I could use this epic spell to help in making & casting later epic spells w/ higher Spellcraft DCs. This could also help me reduce the xp mitigating factor in Aurora Execution & other epic spells. Tears of Ocanthus' expensive xp cost stays that way due to plot importance (my caster's hands are literally wet w/ water from the River Styx & xp drain is the best I could think of to simulate slight memory drain. Besides the number 52 is very familiar to fans of DC Comics)

Is it possible to use the factor "Increase damage die by 1 step(+10 DC)" on a spell using the negative lvl variant of the slay seed?


Memory drain as a mitigating factor can be translated as sacrificing more spell slots. Use ad hocs. The mitigating factor for ritual is (spell levelx2)-1. Burning your own spell slots during casting will be less efficient that rituals, since it is very much easier to do. Getting mental ability score damage could also work.
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BJ
PostPosted: Wed May 30, 2007 2:29 pm  Reply with quote
He Who Founds Wyrmlings


Joined: 04 Dec 2006
Posts: 3997
Location: Sa sikmura ng Bakunawa

Xtian wrote:
Does Putrefaction have verbal/somatic components?


Gee, I'm not sure... Embarassed

Let me check, then I'll edit the post.

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BJ
PostPosted: Wed May 30, 2007 2:34 pm  Reply with quote
He Who Founds Wyrmlings


Joined: 04 Dec 2006
Posts: 3997
Location: Sa sikmura ng Bakunawa

Quote:
What if the 1st epic spell I develop is 7th Sense,...


Yeah. Do that. We'll just be low-epic anyway.
But then again, I am planning on giving out items (either as a rod or as as a headband) that gives competence bonus on spellcraft checks. Maybe. that would essentially mean that you will have to burn less XP/take less backlash damage as you can afford to develop spells with higher DCs. We'll see.

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BJ
PostPosted: Wed May 30, 2007 2:46 pm  Reply with quote
He Who Founds Wyrmlings


Joined: 04 Dec 2006
Posts: 3997
Location: Sa sikmura ng Bakunawa

Quote:
Aurora Execution
Evocation(Cold)
- Spellcraft DC: 40
- Components: V,S
- Casting Time: 1 action
- Range: 150 ft
- Area: Bolt (10ft x 150ft)
- Duration: Instantaneous
- Saving Throw: Reflex hlaf
- Spell Resistance: Yes
- To Develop: 360000gp, 8 days, 14400xp
- Seeds: Energy(DC 19 + 16)
- Factors: 1 action casting time(+20 DC)
Saving throw DC + 4(+8 DC)
Piercing Cold(+2 DC)
Increase damage die by 1 step(+10 DC)
- Mitigating Factors: Burn 2500xp(-25 DC)
10d6 Backlash(-10 DC)
- Effect: Bolt of cold energy reaching up to temperature of Absolute Zero shoots from the caster's fists, dealing 18d8 pts
of cold damage unless all in the bolt's path make a successful reflex save.
- User: Gold Relic Knight of Ocanthus


18d8 damage is low. On average, you're only dealing 81 damage per casting, while burning lots of XP. Suggestion: Change from bolt to ray. It'll require a ranged touch, but will have no save DC. And spike your die variable. As it is, it's damage potentail is clearly non-epic.

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Xtian
PostPosted: Wed May 30, 2007 2:53 pm  Reply with quote
Goderator


Joined: 30 Nov 2006
Posts: 3260
Location: Avernus

On creating an epic spell, the developer is limited by the following:

1. Gold
2. XP
3. Spellcraft modifier

Of the three, spellcraft modifier is the easiest to increase. For e.g. consider a level 30 wizard:
33 ranks in spellcraft
+4 synergy
+13 int (18 base, 7 level up, 5 inherent, +6 enhancement)
=50 total. You can take on spellcraft check when casting an epic spell for a total of 60.

Various methods of increasing spellcraft:
+25 moment of prescience
+3 skill focus
+10 epic skill focus
+10 rod of epic spellcaster
+30 competence bonus (custom item, price 90,000gp)
+15 limited wish for improvisation
for total of 93. Add the first figure and total is 153.

An epic spell with a dc of 138 costs 1,377,000 gp and xp cost of 55,080. That guarantees a level down. But Rod Excellent Magic might do the trick. Very Happy


Last edited by Xtian on Thu Jun 07, 2007 12:21 am; edited 1 time in total

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BJ
PostPosted: Wed May 30, 2007 3:03 pm  Reply with quote
He Who Founds Wyrmlings


Joined: 04 Dec 2006
Posts: 3997
Location: Sa sikmura ng Bakunawa

Moment of prescience is teh awesome. hehe.
As for the custom item, I'm still thinking about it, as I said in an earlier post. Razz

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PostPosted: Wed May 30, 2007 3:18 pm  Reply with quote
He Who Founds Wyrmlings


Joined: 04 Dec 2006
Posts: 3997
Location: Sa sikmura ng Bakunawa

Link:

http://www.prism.gatech.edu/~gth669h/TGoH/TGoH2.pdf

Lots of good epic spell designs there.

Also, Goderator, will you make any other edits to your version of esoteric aegis? I see no problems with it so far, will approve it soon.

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Xtian
PostPosted: Wed May 30, 2007 3:28 pm  Reply with quote
Goderator


Joined: 30 Nov 2006
Posts: 3260
Location: Avernus

Probably tinker it a little more. Lower the spellcraft DC by four to six. Or develop an epic ability booster spells.

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solbergb on sorcerers:
"Whether it is true or not, all sorcerers seem to act as if their power is inexhaustible. It really annoys the prepared casters."
A druid on rogue:
"Foolish girl! I am a Druid, I have special abilities more powerful than your entire class!"
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gold saint
PostPosted: Thu May 31, 2007 3:52 pm  Reply with quote
Juvenile Dragon


Joined: 13 Jan 2007
Posts: 43
Location: Imperium of Man - Holy Terra

How much spellcraft reduction is changing the spell from bolt to ray? The only thing mentioned in the epic level handbook (Change area to touch or ray) increases the DC by +4.

On another note, will the factor "Increase damage die by 1 step(+10 DC)" be able to create a spell whose damage die is d20?

Is it possible to have a "bracers" of epic spellcater instead of a rod? Or better yet, to have the Ocanthus Relic Armor simulate the effect? I don't care if the price is higher.
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BJ
PostPosted: Thu May 31, 2007 5:08 pm  Reply with quote
He Who Founds Wyrmlings


Joined: 04 Dec 2006
Posts: 3997
Location: Sa sikmura ng Bakunawa

Quote:
How much spellcraft reduction is changing the spell from bolt to ray? The only thing mentioned in the epic level handbook (Change area to touch or ray) increases the DC by +4.


As Dm, I say it's +4, until I see something that suggests otherwise. Note that Ray Deflection stops all rays. Razz

Quote:
On another note, will the factor "Increase damage die by 1 step(+10 DC)" be able to create a spell whose damage die is d20?


Maximum d20, accdg to SRD. So, d6 to d8 to d10 to d12 to d20, for a total of +40 on the spellcraft DC.

Quote:
Does Putrefaction have verbal/somatic components?


Yes.

Quote:
Is it possible to have a "bracers" of epic spellcater instead of a rod? Or better yet, to have the Ocanthus Relic Armor simulate the effect? I don't care if the price is higher.


I recently noticed that there are so far, no items that provide a competence bonus to skills that can't be used untrained. (Correct me if I'm wrong). After much thought, Competent Spellcraft items are always "non-traditional", meaning it's price (for the purpose of the chalice campaign) is always 135000gp for a +30 competence yield.

Also, I'm restricting it to one of these body slots:
*Head
*Amulet
*Ioun Stone (Double price)

(Sorry, bracers just don't make sense to me... =/)

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PostPosted: Thu May 31, 2007 5:09 pm  Reply with quote
He Who Founds Wyrmlings


Joined: 04 Dec 2006
Posts: 3997
Location: Sa sikmura ng Bakunawa

As for the Relic Armor, let me double check Relic Rules first... Will get back to you on that one.

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gold saint
PostPosted: Thu May 31, 2007 10:09 pm  Reply with quote
Juvenile Dragon


Joined: 13 Jan 2007
Posts: 43
Location: Imperium of Man - Holy Terra

I'll take the head slot (it's gonna look like the head of a frost wyrm though if it's ok to the GM).
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