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| Grandmaster_Kane07-04-07, 04:32 PM | Hi kids, I decided to make acustom epic spell contest to see who really knows there stuff and who has imagination. Anybody who wants to enter only has to create 1 (or all if you choose) of the listed spells. Needless to say there are rules 1) All spells must be castable by a level 50-100 arcane and/or divine spellcaster 2) No copying other's spells designs 3) Have fun Here is the list of spells you can create List 1. A spell that enables a flech golem to fight like a real person 2. A spell capable of destroying permenently (not banishing) a demon/devil 3. A powerful imprisonment spell (any or all creatures) 4. A immortality spell (eternal youth) 5. A spell capable of turning a know-nothiong apprentice into a powerful archmage. Have fun |
| Avatar of Kokusho07-04-07, 08:18 PM | Spell #2: Killing a Demon or Devil Annihilate Transmutation Spellcraft DC: 113 Components: V, S, XP Casting Time: 1 swift action Range: 12,000 ft. Target: One creature, or up to a 10 ft. cube of nonliving matter Duration: Instantaneous Saving Throw: Fortitude half Spell Resistance: Yes To Develop: 1,017,000gp; 20 days; 40,680 XP. Seed: destroy (DC 29) Factors: Additional 20d6 damage (+40 DC), cast as a swift action (+28 DC), increase saving throw DC by +25 (+50 DC) Mitigating Factors: Backlash 20d6 (-20 DC), burn 500xp (-5 DC) This spell deals 40d6 damage to the target, and the save DC is 45+ your relevant ability modifier. (If this doesn't kill a demon, I don't know what would. :p) |
| Drake_the_Windseeker07-04-07, 11:43 PM | To Kill A Demon or Devil: Death's Invitation Necromancy [Death] Spellcraft DC: 121 Components: None Casting Time: 1 swift action Range: 300 ft. Target: One living creature Duration: Instantaneous Saving Throw: Fortitude partial or half Spell Resistance: Yes To Develop: 1,089,000gp; 22 days; 43,560 XP. Seed: Slay (DC 25) Factors: Affects an additional 240 hit dice (+24), cast as a swift action (+28 DC), no verbal component (+2), no somatic component (+2), increase spell's saving throw +10 (+20), grant +10 to overcome spell resistance (+20) For an instant, the caster's eyes are voids, and his face appears as pale and gaunt as the figure of Death. His will destroys the soul of the creature he designates. This spell kills any living creature with 320 or lower hit dice. The subject of the spell is entitled to a Fortitude save (DC =10 + applicable modifier +10) to survive the attack. If successful, it instead takes 3d6+20 points of damage. When casting this spell, the caster gains a +10 to overcome spell resistance. |
| Karsus the Mad07-05-07, 12:00 AM | Number 4: Immortality Transmutation Spellcraft DC: 50 Components: V, S, XP Casting Time: 10 days, 10 hours, 11 minutes Range: 300 feet Target: One creature Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes (harmless) To Develop: 450,000 gp, 9 days, 18,000 XP ; Seeds: transform (DC 21); Factors: immune to aging extraordinary ability (+10),change duration to instantaneous (x10); Mitigating Factors: increase casting time by 10 minutes (-20), increase casting time by 10 hours (-20), increase casting time by 10 days (-20), burn 20,000 XP (-200). By use of this spell, the caster confers virtual immortality upon the recipient. Immortality confers immunity to aging effects only. The recipient can still die by violence, damage, poisoning, suffication, etc. XP Cost: 20,000 While this spell is rather old, I'm not copying it's design given that I created it to begin with. |
| Grandmaster_Kane07-05-07, 06:34 AM | Avatar, Drake very nice spells 2 thumbs up But i see i didnt convey what i was looking for properly and i appologize. I edited my first posts's wording a bit Karsus nice you get a gold star lol. |
| Sulacu07-05-07, 08:27 AM | Here's one of mine. I know this has little to do with your list, but then it says 'can create', not 'should create', and I felt it to be somewhat neat. Blood of the Pale Moon Enchantment (Mind-Affecting) Spellcraft DC: 139 Components: S Casting Time: 1 standard action Range: 12,000 ft. Area: Emanation 200 ft. Duration: Concentration plus 20 hours Saving Throw: Will disbelief (if interacted with) Spell Resistance: Yes To Develop: 1,251,000 gp; 26 days; 50,040 XP. Seeds: delude (DC 19), compel (DC 19), afflict (DC 14), slay (DC 25). Factors: target(s) to area with 20 ft. radius. Increase radius to 200 ft. (+20 DC), audible, olfactory, tactile, taste and thermal aspects (+10 DC). Compel targets in area to perceive illusion as reality (+10 DC). Ad Hoc: Create random effects listed below through Afflict, Slay and Compel seeds (+50 DC). Standard action casting time (+20 DC). No verbal component (+2 DC). Experience Cost: 5,000 (-50 DC) The caster creates a very livid, realistic, but highly morphic illusion that spans a massive area, in which the caster may determine by own choice who to try and affect. Targets caught within the illusion willingly regard it as a substitute reality, i.e., believe it to be real. The illusion contains audible, olfactory, tactile, taste- and thermal effects that slowly degrade the targets' mental imprints of the area to display a mockery of life, an unnatural glamer over a lifeless horizon. The pale moon has left many a wanderer insane. The visions and sensations incurred compel the interpreting mind to feel great pain or confusion. If a target fails a will save, it is exposed to a certain effect decided by a d%. 1-10: creature acts as if under the effect of insanity. No further rolls required for this creature. 11-20: creature becomes fascinated for 1d4 rounds. Reroll after duration ends. 21-30: creature witnesses something horrific as brought on by a combination of magical mirages and protections of personal memory to create nauseating interplay between all five senses. Creature becomes nauseated for 1d4 rounds. Reroll again after duration ends. 31-70: creature gets dealt 10d6 nondescript damage through pure mental stress. Roll again next turn. 71-80: creature gets dealt 2d12 temporary Con damage. Roll again in 1d4 rounds. 81-90: creature gets dealt 2d12 temporary Wis damage. Roll again in 1d4 rounds. 91-100: creature gains 4d4 negative levels. No further rolls required for this creature. Treat the negative levels incurred as per energy drain; a failed save results in the permanent loss of 2 levels. Although the effect of this spell is very great, it does not affect any others that enter the area in which the illusion is cast. To them, no changes are apparent except a negative charge in the air. This spell delivers its damage by placing interfering currents of powerful magic in the synapses of one’s brain. Any profound external impulse, such as pain, can create a powerful cross-synaptic impulse that jars the brain out of the spell and severs the illusion’s hold over a target’s mind. Moving a victim of the spell out of its original area of effect does not help, but successfully attacking an affected ally (even nonlethally) breaks the spell. |
| Taeldrin Laesrash07-05-07, 11:12 AM | Sulacu: Awesome, that's what Epic spells really are. Spirit of the Legendary Warrior Transmutation Spellcraft DC: 140 Components: V, S, XP Casting Time: 1 minute Range: Touch Target: Touched creature Duration: 20 hours Saving Throw: Will Negates (Harmless) Spell Resistance: Yes (Harmless) To Develop: 1,260,000 gp; 26 days; 50,400 XP. Seed: armor (DC 14), fortify (DC 17), transport (DC 27); factors: Increase armor bonus by 19 (+38), increase Strength bonus by 39 (+78), haste subject (-4), increase duration of haste to 20 hours (+20); mitigating factors: Expend 5000 XP (-50). The subject becomes a powerful fighter, drawing on the power of heroes past. The subject gains a +40 to their Strength score, a +20 armor bonus to their AC (Which can’t be passed by incorporeality), and is hasted for the duration of the spell. XP Cost: 5,000 XP. This, I suppose, fufills #1 on the list, but this could apply to anyone. |
| Loren Pechtel07-05-07, 01:30 PM | This spell deals 40d6 damage to the target, and the save DC is 45+ your relevant ability modifier. (If this doesn't kill a demon, I don't know what would. :p) That has only a 50/50 chance of killing a 30hd creature assuming it has no constitution bonus. If you can throw a DC 113 spell you probably are facing something above 30hd. |
| Witch07-05-07, 01:53 PM | Imprisonment: Pause of Fate Evocation Spellcraft DC: 104 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Targets: 1 target within range per caster level, maximum 20 Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes To Develop: 728,400 gp; 29,120 xp. Seed: Reality Maelstrom (DC 30), Imprisonment (DC 30). Factors: Change Area to Target (+4 DC), single target to 1 target within range/level [max 20] (+40 DC) Every designated target within range that fails its saving throw is sucked to a random plane. Roll a d% to determine where the target is sent to. The table can be found on page 169 of Spell Compendium. After determining which plane the target is sent to, determine exactly where on the plane the target arrives. Just like the plane, this exact location is random as well. Immediately upon arrival, the target is imprisoned, as per the spell. Every affected target must roll a d%; there is no guarantee that all creatures end up on the same plane. Also, if multiple targets end up on the same plane, they can still end up on different random locations on that particular plane. Material Component: a coin, which you flip as if tossing it, and disappears into nothing as it starts falling. |
| Grandmaster_Kane07-05-07, 02:17 PM | Here's one of mine. I know this has little to do with your list, but then it says 'can create', not 'should create', and I felt it to be somewhat neat. Blood of the Pale Moon Enchantment (Mind-Affecting) Spellcraft DC: 139 Components: S Casting Time: 1 standard action Range: 12,000 ft. Area: Emanation 200 ft. Duration: Concentration plus 20 hours Saving Throw: Will disbelief (if interacted with) Spell Resistance: Yes To Develop: 1,251,000 gp; 26 days; 50,040 XP. Seeds: delude (DC 19), compel (DC 19), afflict (DC 14), slay (DC 25). Factors: target(s) to area with 20 ft. radius. Increase radius to 200 ft. (+20 DC), audible, olfactory, tactile, taste and thermal aspects (+10 DC). Compel targets in area to perceive illusion as reality (+10 DC). Ad Hoc: Create random effects listed above through Afflict, Slay and Compel seeds (+50 DC). Standard action casting time (+20 DC). No verbal componeng (+2 DC). Experience Cost: 5,000 (-50 DC) The caster creates a very livid, realistic, but highly morphic illusion that spans a massive area, in which the caster may determine by own choice who to try and affect. Targets caught within the illusion willingly regard it as a substitute reality, i.e., believe it to be real. The illusion contains audible, olfactory, tactile, taste- and thermal effects that slowly degrade the targets' mental imprints of the area to display a mockery of life, an unnatural glamer over a lifeless horizon. The pale moon has left many a wanderer insane. The visions and sensations incurred compel the interpreting mind to feel great pain or confusion. If a target fails a will save (DC 25 + Ability mod), it is exposed to a certain effect decided by a d%. 1-10: creature acts as if under the effect of insanity. No further rolls required for this creature. 11-20: creature becomes fascinated for 1d4 rounds. Reroll after duration ends. 21-30: creature witnesses something horrific as brought on by a combination of magical mirages and protections of personal memory to create nauseating interplay between all five senses. Creature becomes nauseated for 1d4 rounds. Reroll again after duration ends. 31-70: creature gets dealt 10d6 nondescript damage through pure mental stress. Roll again next turn. 71-80: creature gets dealt 2d12 temporary Con damage. Roll again in 1d4 rounds. 81-90: creature gets dealt 2d12 temporary Wis damage. Roll again in 1d4 rounds. 91-100: creature gains 4d4 negative levels. No further rolls required for this creature. Treat the negative levels incurred as per energy drain; a failed save results in the permanent loss of 2 levels. Although the effect of this spell is very great, it does not affect any others that enter the area in which the illusion is cast. To them, no changes are apparent except a negative charge in the air. This spell delivers its damage by placing interfering currents of powerful magic in the synapses of one’s brain. Any profound external impulse, such as pain, can create a powerful cross-synaptic impulse that jars the brain out of the spell and severs the illusion’s hold over a target’s mind. Moving a victim of the spell out of its original area of effect does not help, but successfully attacking an affected ally (even nonlethally) breaks the spell. Nothing to do with my contest but is a AWSOME SPELL. I think i will actually use it in a future campaign :D :schemes: :dancin: Taeldrin Laesrash, If that is how you inturpreted it than good for you. Good spell. Witch..:clap: |
| Sulacu07-05-07, 08:36 PM | Well, in regards to option 5; creating a spell to turn a know nothing apprentice into a powerful archmage, I've made you a new spell seed. I'm not really delighted about the idea of the spell itself, so I'll leave making the actual spell up to someone else. Seed: Investiture Transmutation Spellcraft DC: 48 Components: V, S Casting Time: 1 minute Range: Touch or ranged touch (read below) Target: Creature touched Duration: 1 day Saving Throw: Will negates (harmless) Spell Resistance: No A spell developed using the Invest seed imbues a creature with a great rapturous life force, bestowing it with 2 temporary positive levels. A positive level is the opposite of a negative level in some ways; for each positive level bestowed upon a creature, it gains the following; +1 on all skill checks and saves for every 2 positive levels. +1 on attack rolls and saving throws for every 2 positive levels. +5 hit points per positive level. Unlike with negative levels, a positive level does not automatically bestow increased spell capacity. For each additional positive level so bestowed, increase the Spellcraft DC by +4. It is possible to use the Invest seed in order to grant pseudo-levels. A pseudo-level is a positive level that emulates the effects of gaining an actual level in an actual class. Pseudo-levels incur upon the recipient further effects; Base attack progression as per class. +1 on saving throws for every 2 positive levels +5 hit points per pseudo-level The character picks a number of class skills for the intended class equal to the number of skill points he is eligible for per level according to this class. For every pseudo-level in that class, he gains +1 to these class skills The character gains temporary bonus feats as per class (Example: a level 1 commoner that gains four pseudo-levels in Fighter is eligible to two temporary bonus feats). A character imbued with pseudo-levels does NOT gain any normal feats, as the levels gained this way are not actual levels. Weapon and Armor Proficiency: as per class Special Attacks: as per class. Special Qualities: as per class. Spells: If the pseudo-levels are of a spellcasting class, the character gains temporary spells in accordance with this class. For spellcasting purposes, the ability score governing spellcasting prowess (Int for wizards, Cha for sorcerers, Wis for clerics, druids and rangers, etc) raises temporarily to the minimum required to cast the highest level of spells that his pseudo-levels elicit (Example: a level 1 commoner with Cha 10 that gains four pseudo-levels in Sorcerer gains the ability to cast sorcerer spells up to 2nd level and thus his Charisma score raises to 12 accordingly). A character with a sufficient ability score does not gain the benefit of such an enhancement. As a side note, pseudo-levels in a spellcasting class do NOT grant bonus spells for a sufficiently high ability score. In order to use the Invest seed for the purpose of bestowing pseudo-levels upon a creature, first increase the Spellcraft DC by adding the number of positive levels you want to bestow, and then multiply the resulting Spellcraft DC by ×3. If the pseudo-levels are of an NPC class, multiply by ×2 instead. All positive levels and pseudo-levels are lost after the duration of the spell expires. All changes are rolled back, all imparted spellcasting skills, special attacks and qualities as well as all bonus feats gained through pseudo-levels are lost. Numerical increases in base attack bonus, base save bonus, skill checks and hit points are rolled back. If as a result, a badly injured character’s hit point total is brought down to -10 or below, the character doesn’t die but is reduced to -1 hit points instead. For every 10 points the character’s hit point total ends up below 0 due to positive or pseudo-level loss, he is dealt 1 point of Constitution drain. If this would bring his Constitution down to 0, he dies. There is a third possible application of the Investiture seed. You can instead choose to use it to create investiture spells. Investiture spells use the positive energy brought forth from this seed in order to temporarily impart the recipient with the power of a certain creature of outsider type. The target gains different physical characteristics according to the creature in question. Using the seed this way requires a Spellcraft DC of 40 + 4×Creature CR. Where the creature’s ability scores exceed that of the recipient, his new ability score will be the average of his normal score (excluding enhancement bonuses) and the outsider’s score, rounded down. (Example: A human commoner with 10 Str invested with the power of a Ghaele Eladrin (Str 25) gets a resulting Strength score of ½(10+25) = 17). Next to changes in ability scores, the investiture grants the recipient the outsider’s natural attacks, natural armor bonus, any racial modifiers, any profane or sacred modifiers, as well as its special attacks, special qualities and spell-like abilities. Using this method of investiture however does not grant additional hit dice. It is possible to combine this type of investiture with added positive levels, but not with pseudo-levels, unless the outsider in question advances by character class (Hound Archon Hero, Azer, Couatl, Rakshasa, etc.). If you want to have the target be invested with the power of a creature other than an outsider, add +10 to the DC. Note: The effective character level of any creature increased by this spell may not exceed the caster's character level. |
| Grandmaster_Kane07-05-07, 10:04 PM | You see i should really get more respedct around here. Sulacu Is there anything you cant do? |
| Taeldrin Laesrash07-05-07, 11:09 PM | Wow. Sulacu, I really can't say much about that. That's nuts. At the very least, the DC's way too low. At the most, it creates a ton of rules problems, and completely throws a game out of whack by giving extra levels. It's like the Fortify seed, but totally better. |
| Sulacu07-06-07, 12:15 AM | Well, I suppose that there's a few problems with the seed. Positive levels are not that much of an improvement; false life, greater magic weapon and shield of law has the same effect as 8 to 10 positive levels at level 20. Creating a spell that grants ten pseudolevels has a DC of 40×3 = 120 at least, which I have to agree is really low. I have whipped up the seed on the spot; I should / might have added the fact that I didn't yet think the DCs through enough yet, and that they might be susceptible to change just yet. Still though, there is the fact that if you have a character with ten pseudolevels... (and I expressed my discontent with the idea in the same post as that I posted the seed, mind you), a sufficient dispelling effect completely wipes them away. If anybody cares to tweak the DCs, then that's fine by me. Perhaps the Seed DC should be upped to 48, the DC per positive level added should be upped to 4 and the total DC should still be tripled for pseudo-levels. On another note, I should add the following: If a creature invested with positive levels or pseudo-levels is affected by a spell or special ability that bestows negative levels, it doesn't gain negative levels, but rather loses the intended amount of positive/pseudo-levels. |
| Sulacu07-06-07, 12:25 AM | Post Fix'd: DCs doubled until further deliberation |